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gplan-2/game/probe/level_map_shot_probe.gd
T

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# level_map_shot_probe.gd — 关卡画面视口 golden 采集探针(卷轴视口批 golden 扩项)
# 两 Shot 面(2026-11-05 用户裁:只对拍关卡最开始与关卡 Boss 节点,中间过程不对拍):
# lmap_entry.png = 入口停点(关卡最开始——锚点=入口组包围盒中心夹紧)
# lmap_boss.png = 中段停点锚定末列(Boss 紫赤描边列入屏——viewport_center 夹紧右缘)
# 采集确定性 = 固定种子单关直构(LevelRunner.start_level_external defer_entry / resume_state,
# 零 RNG 消耗路径)+ 探针隔离档(无断点、出厂设置 1280×800);运行=窗口化(--headless 禁——
# 渲染闸机器面吃真实渲染帧)。截图经 user args 目录落盘,基线换代走 golden_baseline_refresh.sh --lmap。
# 运行:Godot_console.exe --path game res://probe/level_map_shot_probe.tscn -- <shots_dir>
extends Node
const SEED_L3 := 910212 # 深图固定种子(与 level_map_viewport_probe 同源——图确定性承载)
func _ready() -> void:
var args := OS.get_cmdline_user_args()
var out_dir := args[0] if args.size() > 0 else "user://"
await get_tree().process_frame
var host := Control.new()
add_child(host)
host.size = get_viewport().get_visible_rect().size
var screen = load("res://presentation/views/level_map_screen.gd").new()
screen.set_anchors_preset(Control.PRESET_FULL_RECT)
host.add_child(screen)
for i in range(6):
await get_tree().process_frame # 布局收敛(视口实况尺寸落定→resize 重锚)
# Shot①:入口停点(关卡最开始)
var runner = _make_runner(true, -1)
screen.open_choices(_cand_nodes(runner), runner)
await _settle()
_shot(out_dir, "lmap_entry.png")
# Shot②:中段停点锚定末列(布局 x 最深的有出边节点——id 不按深度排,锚定后 Boss 列入屏)
var boss_stop := _deepest_with_outs(screen, runner)
runner = _make_runner(false, boss_stop)
screen.open_choices(_cand_nodes(runner), runner)
await _settle()
_shot(out_dir, "lmap_boss.png")
print("[level_map_shot_probe] PASS — 两 Shot 落盘(entry+boss → %s)" % out_dir)
get_tree().quit(0)
func _settle() -> void:
for i in range(8):
await get_tree().process_frame
await get_tree().create_timer(0.5).timeout # 平滑滚动终态余量(reanchor tween 0.3s)
func _make_runner(entry: bool, node_id: int):
var rng = load("res://core/rng_service.gd").new()
rng.new_adventure(SEED_L3)
var runner = load("res://core/level_runner.gd").new(get_node("/root/ConfigDB"), rng)
var ok: bool
if entry:
ok = runner.start_level_external(3, Callable(runner, "rest_heal_amount"), true)
else:
ok = runner.start_level_external(3, Callable(runner, "rest_heal_amount"),
false, {"node_id": node_id, "visited_ids": [node_id]})
if not ok:
push_error("[level_map_shot_probe] 状态注入失败(entry=%s node=%d)" % [str(entry), node_id])
get_tree().quit(1)
return runner
func _cand_nodes(runner) -> Array:
var ids: Array = runner.next_candidate_ids()
var out: Array = []
for node in runner.nodes():
if ids.has(runner.node_id_of(node)):
out.append(node)
return out
func _deepest_with_outs(screen, runner) -> int:
var pos: Dictionary = screen.layout_probe(runner.nodes())
var best := -1
var best_x := -INF
for node in runner.nodes():
if runner.node_out_ids(node).is_empty():
continue
var x: float = pos[node].x
if x > best_x:
best_x = x
best = runner.node_id_of(node)
return best
func _shot(out_dir: String, fname: String) -> void:
DirAccess.make_dir_recursive_absolute(out_dir) # 落盘目录自建(save_png 对缺目录静默失败——刷新链不预建)
var img := get_viewport().get_texture().get_image()
var err := img.save_png(out_dir.path_join(fname))
if err != OK:
push_error("[level_map_shot_probe] 截图落盘失败 %s(err=%d)" % [fname, err])
get_tree().quit(1)