- CLAUDE.md 硬性红线新增「文件头零工作日志」;code-conventions.md 新增 §1.4.1(含反面案例) - 全仓 .gd 文件头注清偿:删除全部带日期条目、批次叙事段与迁移退役叙述,保留并改写为 现在时的职责、接口契约、GDD 锚内容(main.gd 头注 42→31 行、save_manager.gd 49→45 行) - 纯注释改动零行为变更,按用户令免测试免冒烟
587 lines
30 KiB
GDScript
587 lines
30 KiB
GDScript
# VERTICAL SLICE - NOT FOR PRODUCTION
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# push_input 端到端输入探针(ADR-0003 登记项转义务、
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# ADR-0006 Risks 缓解面)。现役探针全走 BoardView.click_cell 直调(合成鼠标事件零命中已实证)——
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# 本探针是真实输入路径的唯一自动化覆盖:鼠标事件 → 壳层 _gui_input → 板级公式换算(_cell_at)→
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# 悬停/点选/chord 既有出口 → 组合根信号。四 case:①悬停可挖域(金框+十字光标)②悬停禁入
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# (hover_forbidden 信号+灰禁红框)③悬停已开格(路径预览点迹+移动光标)④右键插旗(flag_place
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# 到达组合根+核心旗态)⑤双击 chord(禁入格双左击,核心拒挖零副作用)⑥左键挖(dig 到达组合根+核心揭格)
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# ⑦英雄精灵世界落位(棋盘小人贴图批回归闸——SubViewport 世界坐标判据,素材缺位树跳过)
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# ⑧影子构成与贴脚 ⑨右移朝向+到位回站帧+缩放档 ⑩变格边长即时重排 ⑪贴图缺位回退字形
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#(⑧–⑪=Node2D 展示几何/状态面单元化断言)。
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# 事件路径:Viewport.push_input(ev, in_local_coords=true)——落点用 BoardView.cell_center_local
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# (与 _cell_at 同一公式族)换算画布坐标,SubViewportContainer mouse_filter=IGNORE 不拦截。
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# 运行:Godot_console.exe --headless --path . res://smoke/ui_input_probe.tscn
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extends Node
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const ProbeUiUtil := preload("res://smoke/probe_ui_util.gd") # T6 收口:隔离样板单点
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var main: Node
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var _problems: Array = []
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var _actions: Array = [] # action_requested 收集([cell, kind])
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var _chords: Array = [] # chord_attempted 收集
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var _forbids: Array = [] # hover_forbidden 收集
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func _ready() -> void:
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await get_tree().process_frame # autoload 就绪
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main = load("res://presentation/main.tscn").instantiate()
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add_child(main)
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await get_tree().process_frame
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# 存档隔离(迭代 8 卡①②——断点写盘面随冒险挂 main.save_manager;探针禁碰真实档 user://save.json,
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# 同 ui_click_probe 隔离纪律。首次冒险布尔位置位=对齐真实档游玩史口径,模板抽签路径不变;
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# isolate_save 先删后建——上次运行的残留断点会触发互斥确认早退)
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ProbeUiUtil.isolate_save(main, "smoke_input_probe_save", true, false, true)
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main.debug_overlay.seed_edit.text = "42" # 种子钉死(迭代 18 卡⑦审计🔴——种子框默认改空后空框=非首局随机,探针确定性禁依赖默认分支)
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main._start_adventure_from_menu()
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await get_tree().process_frame
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# ---- ⑫ 图上命中真实输入(关卡画面实装批 2026-09-28 回归闸):入口停点候选节点中心
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# push_input 真实鼠标路径 motion+click → 悬停预承诺置位 → route_chosen 到达组合根。
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# 由来=真机 bug:深层节点(L1 Boss 内容 x=802)在固定画布命中区外,press_candidate 直调
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# 命中函数探针全绿、真鼠标点不中——本 case 封住输入管线,⑬封住几何拟合。
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if main.level_screen.visible:
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var ro = main.level_screen
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var cands: Array = main.run_scope.runner.next_candidate_ids()
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var nds: Array = main.run_scope.runner.nodes()
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var tgt := {}
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for n in nds:
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if main.run_scope.runner.node_id_of(n) == int(cands[0]):
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tgt = n
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var npos: Vector2 = ro.layout_probe(nds)[tgt]
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var gpos: Vector2 = ro.canvas_probe()["origin"] + npos
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var evm := InputEventMouseMotion.new()
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evm.position = gpos
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evm.global_position = gpos
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main.get_viewport().push_input(evm, true)
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await get_tree().process_frame
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if int(ro._hover_id) != int(cands[0]):
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_pre_fail("图上悬停预承诺未置位(hover=%s 候选=%s)" % [str(ro._hover_id), str(cands[0])])
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var evc := InputEventMouseButton.new()
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evc.button_index = MOUSE_BUTTON_LEFT
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evc.pressed = true
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evc.position = gpos
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evc.global_position = gpos
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main.get_viewport().push_input(evc, true)
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await get_tree().process_frame
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await get_tree().process_frame
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if main.level_screen.visible or main.run_scope.runner.awaiting_choice():
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_pre_fail("图上真实点击未提交选路(overlay 可见=%s 选路态=%s)" % [str(main.level_screen.visible), str(main.run_scope.runner.awaiting_choice())])
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for i in range(3):
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await get_tree().process_frame
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# ---- ⑬ 画布随图拟合(同 bug 的几何面回归):复刻分层公式独立推导最深节点内容 x,
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# 断言画布 min 尺寸覆盖之(open_choices 每 stop 拟合——L1 单链 Boss x=70+6*122=802 曾越界)
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var ro2 = main.level_screen
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var nds2: Array = main.run_scope.runner.nodes()
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var layer2 := {}
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var inbound2 := {}
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for n2 in nds2:
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for tid2 in main.run_scope.runner.node_out_ids(n2):
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inbound2[tid2] = true
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var queue2: Array = []
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for n2 in nds2:
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if not inbound2.has(main.run_scope.runner.node_id_of(n2)):
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queue2.append(n2)
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layer2[n2] = 0
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while not queue2.is_empty():
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var cur2: Dictionary = queue2.pop_front()
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for tid2 in main.run_scope.runner.node_out_ids(cur2):
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var tg2 := {}
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for n2 in nds2:
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if main.run_scope.runner.node_id_of(n2) == tid2:
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tg2 = n2
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if tg2.is_empty() or layer2.has(tg2):
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continue
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layer2[tg2] = int(layer2[cur2]) + 1
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queue2.append(tg2)
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var maxl2 := 0
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for k2 in layer2.keys():
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maxl2 = maxi(maxl2, int(layer2[k2]))
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# 常数锚(画布拟合探针):70/122/26/8 与 presentation/views/level_map_screen.gd 的 _content_size
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# 公式(70 + maxl*122 + NODE_HALF.x + 8)同源复刻——改常数须两侧同步(本探针只读断言层,真源在屏)
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var need_x2: float = 70.0 + maxl2 * 122.0 + 26.0 + 8.0
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var cvmin: Dictionary = ro2.canvas_probe()
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if float(cvmin["min_size"].x) < need_x2 - 0.5:
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_pre_fail("画布拟合不足(min.x=%.0f < 最深内容 %.0f——深层节点不可点回归)" % [cvmin["min_size"].x, need_x2])
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var bv = main.board_view
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var ms = main.run_scope.settlement.minesweeper if main.run_scope.settlement != null else null
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if ms == null or bv.cells_probe().is_empty():
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_pre_fail("战斗未就绪(cells=%d settlement=%s)" % [bv.cells_probe().size(), str(main.run_scope.settlement)])
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return
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bv.action_requested.connect(func(c: Vector2i, kind: String): _actions.append([c, kind]))
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bv.chord_attempted.connect(func(c: Vector2i): _chords.append(c))
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bv.hover_forbidden.connect(func(c: Vector2i): _forbids.append(c))
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# ---- 先行移动(真实点击路径):R₀ 展开后主角邻域全已开(_diggable 空)——点击前沿已开格
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# 迫近未开边界(与 ui_click_probe 行为同构:先 move 后 dig)----
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var hero0: Vector2i = ms.hero_pos()
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var mv := Vector2i(-9, -9)
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for c in bv._board.neighbors8(hero0):
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if ms.is_revealed(c) and _has_hidden_neighbor(bv, ms, c):
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mv = c
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break
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if mv.x == -9:
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mv = _pick_frontier(bv, ms)
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if mv.x == -9:
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_pre_fail("前沿已开格选取失败(板面无可迫近边界)")
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return
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_push_click(_pos(bv, mv), MOUSE_BUTTON_LEFT)
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await get_tree().process_frame
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await get_tree().process_frame
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if not _has_action(mv, "move") or ms.hero_pos() == hero0:
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_pre_fail("先导移动未到达(actions=%s hero=%s→%s)" % [str(_actions), hero0, ms.hero_pos()])
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return
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# ---- 目标格实证选取(不写死坐标;两枚相邻可挖格 + 禁入格 + 已开格)----
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# 并流批(ADR-0007 裁丙 2026-09-27)后首战板面种子随全局序漂移——_diggable(主角 8 邻未开域)
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# 不足两枚时,沿已开区真点击移位到「≥2 未开邻」的前沿格再选;移位失败即收手交由选取失败分支报状态
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for _expand in range(16):
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if bv.diggable_probe().size() >= 2:
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break
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var mv_t := Vector2i(-9, -9)
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for y in bv._board.height:
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for x in bv._board.width:
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var c := Vector2i(x, y)
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if not ms.is_revealed(c):
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continue
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var hidden := 0
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for n in bv._board.neighbors8(c):
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if not ms.is_revealed(n):
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hidden += 1
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if hidden >= 2:
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mv_t = c
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break
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if mv_t.x != -9:
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break
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if mv_t.x == -9:
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break
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var hero_before: Vector2i = ms.hero_pos()
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_push_click(_pos(bv, mv_t), MOUSE_BUTTON_LEFT)
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await get_tree().process_frame
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await get_tree().process_frame
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if ms.hero_pos() == hero_before:
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break
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var flag_t := Vector2i(-9, -9)
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var dig_t := Vector2i(-9, -9)
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for c in bv.diggable_probe():
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if not ms.has_flag(c):
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if flag_t.x == -9:
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flag_t = c
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elif dig_t.x == -9:
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dig_t = c
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break
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var forbid_t := _pick_forbidden(bv, ms)
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var reveal_t := _pick_revealed(ms)
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if flag_t.x == -9 or dig_t.x == -9 or forbid_t.x == -9 or reveal_t.x == -9:
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_pre_fail("目标格选取失败 flag=%s dig=%s forbid=%s reveal=%s" % [flag_t, dig_t, forbid_t, reveal_t])
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return
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# ---- case① 悬停可挖域:motion → 悬停态到达(金框 + 十字光标)----
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_push_motion(_pos(bv, flag_t))
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await get_tree().process_frame
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if bv.hover_probe() != flag_t:
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_problems.append("case① 悬停未到达(_hover=%s 应=%s)" % [bv.hover_probe(), flag_t])
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var u1 = bv.cells_probe()[flag_t]
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if not u1.hl_visible or u1.hl_color != UiKit.GOLD:
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_problems.append("case① 悬停金框缺失(visible=%s color=%s)" % [str(u1.hl_visible), str(u1.hl_color)])
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if bv.mouse_default_cursor_shape != Input.CURSOR_CROSS:
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_problems.append("case① 挖掘光标未切十字(%d)" % bv.mouse_default_cursor_shape)
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# ---- case② 悬停禁入:hover_forbidden 信号 + 灰禁红框 ----
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_push_motion(_pos(bv, forbid_t))
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await get_tree().process_frame
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if _forbids.is_empty() or _forbids[_forbids.size() - 1] != forbid_t:
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_problems.append("case② hover_forbidden 未达(%s)" % [str(_forbids)])
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if bv.cells_probe()[forbid_t].hl_color != UiKit.RED_FORBID:
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_problems.append("case② 禁入红框缺失(color=%s)" % str(bv.cells_probe()[forbid_t].hl_color))
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# ---- case③ 悬停已开格:路径预览点迹 + 移动光标 ----
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_push_motion(_pos(bv, reveal_t))
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await get_tree().process_frame
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var dots := 0
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for c in bv.cells_probe():
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if bv.cells_probe()[c].dot_visible:
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dots += 1
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if dots < 1:
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_problems.append("case③ 路径预览点迹未亮(dots=0)")
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if bv.mouse_default_cursor_shape != Input.CURSOR_ARROW:
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_problems.append("case③ 移动光标缺失(%d)" % bv.mouse_default_cursor_shape)
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# ---- case④ 右键插旗:flag_place 到达组合根 + 核心旗态落位 ----
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_push_click(_pos(bv, flag_t), MOUSE_BUTTON_RIGHT)
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await get_tree().process_frame
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if not _has_action(flag_t, "flag_place"):
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_problems.append("case④ flag_place 未达组合根(actions=%s)" % [str(_actions)])
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await get_tree().process_frame
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if not ms.has_flag(flag_t):
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_problems.append("case④ 核心旗态未落位")
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# ---- case④b 旗纹理槽回归断言(P0-1 修复批 2026-10-02):T13 批曾在 paint 尾部无条件
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# `u.tex_flag = null` 覆盖 T17 批的条件赋值=素材在位时插旗不可见(headless 缺盘走字形回退
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# 掩盖)——有盘断言纹理在槽、缺盘断言字形回退,两分支防双写踩踏复活 ----
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var flag_unit = bv.cells_probe().get(flag_t)
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if bv._flag_tex != null:
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if flag_unit == null or flag_unit.tex_flag != bv._flag_tex:
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_problems.append("case④b 旗纹理槽未挂封印旗纹理(tex_flag=%s)" % ["无单元" if flag_unit == null else str(flag_unit.tex_flag)])
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elif flag_unit == null or flag_unit.glyph != "旗":
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_problems.append("case④b 缺盘字形回退缺失(glyph=%s)" % ["无单元" if flag_unit == null else String(flag_unit.glyph)])
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# ---- case⑤ 双击 chord:禁入格双左击(核心拒挖零副作用)→ chord_attempted ----
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_push_click(_pos(bv, forbid_t), MOUSE_BUTTON_LEFT)
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_push_click(_pos(bv, forbid_t), MOUSE_BUTTON_LEFT)
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await get_tree().process_frame
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if _chords.is_empty() or _chords[_chords.size() - 1] != forbid_t:
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_problems.append("case⑤ chord_attempted 未达(chords=%s)" % [str(_chords)])
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# ---- case⑥ 左键挖:dig 到达组合根 + 核心揭格落位 ----
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_push_click(_pos(bv, dig_t), MOUSE_BUTTON_LEFT)
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await get_tree().process_frame
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if not _has_action(dig_t, "dig"):
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_problems.append("case⑥ dig 未达组合根(actions=%s)" % [str(_actions)])
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await get_tree().process_frame
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if not ms.is_revealed(dig_t):
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_problems.append("case⑥ 核心揭格未落位(目标=%s)" % dig_t)
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# ---- case⑦ 英雄精灵世界落位(棋盘小人贴图批回归闸 2026-09-26):精灵在 SubViewport 世界内,
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# 落位 = 格×步距 + 脚底锚(横=格中线/纵=格底往上 25% 线=HERO_GROUND_FRAC 自底边口径——「脚踩
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# 格子 1/4 处·从下往上数」;禁带壳层 _svp_container.position 居中偏移——上批误用壳层
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# cell_origin 实测右偏 ~7 格+偏离格心,实机截图用户报缺陷)。素材缺位树(hero==null,字形
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# 「人」回退在役)跳过;断言前等 0.3s 墙钟——headless 帧率无上限,帧数等待 < 位移 Tween
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# 140ms 时会采到半途位置(首跑实证)。 ----
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if bv._world.hero != null:
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await get_tree().create_timer(0.3).timeout
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var expect: Vector2 = Vector2(ms.hero_pos()) * (bv.cell_size + float(bv.SEP)) \
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+ Vector2(bv.cell_size * 0.5, bv.cell_size * (1.0 - bv.HERO_GROUND_FRAC))
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if bv._world.hero.position.distance_to(expect) > 0.5:
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_problems.append("case⑦ 英雄精灵世界落位偏移 pos=%s expect=%s" % [str(bv._world.hero.position), str(expect)])
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# ---- case⑧ 影子构成与贴脚(小人立体感批回归闸 2026-09-26):椭圆影=英雄子件、中心贴脚锚
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#(上批 (0,2) 下坠脱脚用户报缺陷)、z 相对回落格面之上英雄之下、黑色半透明、渐变纹理组件
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# 合成;父子 use_parent_material 双挂(结算期随世界去饱和与格面同口径)。 ----
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if bv._world.hero != null:
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var kids: Array = bv._world.hero.get_children()
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if kids.size() != 1 or not (kids[0] is Sprite2D):
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_problems.append("case⑧ 影子子件缺失或类型不对(children=%d)" % kids.size())
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else:
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var sh: Sprite2D = kids[0]
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if sh.position != Vector2.ZERO:
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_problems.append("case⑧ 影子未贴脚(pos=%s 应=ZERO)" % str(sh.position))
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if sh.z_index != -1:
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_problems.append("case⑧ 影子 z 相对档不对(%d 应=-1)" % sh.z_index)
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if absf(sh.modulate.a - 0.35) > 0.01:
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_problems.append("case⑧ 影子透明度漂移(%s 应=0.35)" % str(sh.modulate.a))
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if not (sh.texture is GradientTexture2D):
|
||
_problems.append("case⑧ 影子纹理非径向渐变组件(%s)" % str(sh.texture))
|
||
if not sh.use_parent_material or not bv._world.hero.use_parent_material:
|
||
_problems.append("case⑧ 去饱和材质链漏挂(shadow=%s hero=%s)" % [str(sh.use_parent_material), str(bv._world.hero.use_parent_material)])
|
||
# ---- case⑨ 右移朝向+到位回站帧+缩放档(贴图批回归闸):素材基准朝左——向右移动 flip_h=true;
|
||
# 到位(0.3s 墙钟 > 位移 Tween 140ms)纹理回站帧、scale 恒 1.5 均匀档。无可达右邻已开格跳过。 ----
|
||
if bv._world.hero != null:
|
||
var hp9: Vector2i = ms.hero_pos()
|
||
var mv9 := Vector2i(-9, -9)
|
||
for n in bv._board.neighbors8(hp9):
|
||
if n.x == hp9.x + 1 and ms.is_revealed(n):
|
||
mv9 = n
|
||
break
|
||
if mv9.x == -9:
|
||
print("[ui_input_probe] SKIP case⑨(无可达右邻已开格)")
|
||
else:
|
||
_push_click(_pos(bv, mv9), MOUSE_BUTTON_LEFT)
|
||
await get_tree().create_timer(0.3).timeout
|
||
var sp9: Sprite2D = bv._world.hero
|
||
if not sp9.flip_h:
|
||
_problems.append("case⑨ 右移后未翻转朝向(flip_h=false,素材基准朝左)")
|
||
if sp9.texture != bv._hero_tex_idle:
|
||
_problems.append("case⑨ 到位未回站帧(texture=%s)" % str(sp9.texture))
|
||
if sp9.scale != Vector2.ONE * bv.HERO_SPRITE_SCALE:
|
||
_problems.append("case⑨ 缩放档漂移(%s 应=%s 均匀)" % [str(sp9.scale), str(bv.HERO_SPRITE_SCALE)])
|
||
# ---- case⑩ 变格边长即时重排(窗口缩放路径回归闸):set_cell_area 换小格 → 英雄即时落新脚锚、
|
||
# 缩放均匀不残弹跳形;还原 → 46px 档复验。 ----
|
||
if bv._world.hero != null:
|
||
var hp10: Vector2i = ms.hero_pos()
|
||
bv.set_cell_area(Vector2(300, 300))
|
||
var expect10: Vector2 = Vector2(hp10) * (bv.cell_size + float(bv.SEP)) \
|
||
+ Vector2(bv.cell_size * 0.5, bv.cell_size * (1.0 - bv.HERO_GROUND_FRAC))
|
||
if bv._world.hero.position.distance_to(expect10) > 0.5 or bv._world.hero.scale != Vector2.ONE * bv.HERO_SPRITE_SCALE:
|
||
_problems.append("case⑩ 缩格后英雄未即时重排(pos=%s expect=%s scale=%s)" % [str(bv._world.hero.position), str(expect10), str(bv._world.hero.scale)])
|
||
bv.set_cell_area(bv.size)
|
||
var expect10b: Vector2 = Vector2(hp10) * (bv.cell_size + float(bv.SEP)) \
|
||
+ Vector2(bv.cell_size * 0.5, bv.cell_size * (1.0 - bv.HERO_GROUND_FRAC))
|
||
if bv._world.hero.position.distance_to(expect10b) > 0.5:
|
||
_problems.append("case⑩ 还原后英雄未复位(pos=%s expect=%s)" % [str(bv._world.hero.position), str(expect10b)])
|
||
# ---- case⑪ 贴图缺位回退(字形「人」回归闸):texture 置 null + refresh → 英雄格数字 0 时字形
|
||
# 必须回退「人」(数字格仍显数字——回退判据与抑制判据同源);验毕还原纹理重绘。 ----
|
||
if bv._world.hero != null:
|
||
var hp11: Vector2i = ms.hero_pos()
|
||
var u11 = bv.cells_probe()[hp11]
|
||
var tex_saved: Texture2D = bv._hero_tex_idle
|
||
bv._hero_tex_idle = null
|
||
bv.refresh()
|
||
var digit11: int = int(ms.reveal_record(hp11).get("digit", 0))
|
||
if digit11 == 0:
|
||
if u11.glyph != "人":
|
||
_problems.append("case⑪ 贴图缺位未回退字形「人」(glyph=%s)" % u11.glyph)
|
||
elif u11.glyph != str(digit11):
|
||
_problems.append("case⑪ 缺位态数字格字形被破坏(glyph=%s 应=%d)" % [u11.glyph, digit11])
|
||
bv._hero_tex_idle = tex_saved
|
||
bv.refresh()
|
||
# ---- case⑭ 变异角标(迭代 6 T6——flat_damage 未开格视觉标记;resolver 注入面+落位+复位) ----
|
||
var mark_t: Vector2i = _pick_forbidden(bv, ms) # 任一未开格(禁入=未开非相邻)
|
||
if mark_t.x >= 0:
|
||
bv.set_variant_mark_resolver(func(_c): return "flat_damage")
|
||
bv.refresh()
|
||
if String(bv.cells_probe()[mark_t].mutation_mark) != "flat_damage":
|
||
_problems.append("case⑭ 变异角标未落位(mutation_mark=%s)" % str(bv.cells_probe()[mark_t].mutation_mark))
|
||
bv.set_variant_mark_resolver(Callable())
|
||
bv.refresh()
|
||
if String(bv.cells_probe()[mark_t].mutation_mark) != "":
|
||
_problems.append("case⑭ 角标未随 resolver 复位(mutation_mark=%s)" % str(bv.cells_probe()[mark_t].mutation_mark))
|
||
else:
|
||
_problems.append("case⑭ 无未开格可验(板面异常)")
|
||
# ---- case⑮ 视野迷雾(迭代 11 第④批 T5——三态呈态/半径圈/移动跟随/开关两态零扰动/提灯插值位;
|
||
# 纯呈现零逻辑——迷雾开关切换前后 minesweeper 状态摘要逐位一致) ----
|
||
var fogp: Dictionary = bv.fog_params_probe()
|
||
if int(bv.FOG_RADIUS) != 8 or int(fogp["lantern"]) != 0 or not fogp["enabled"]:
|
||
_problems.append("case⑮ 迷雾参数漂移(R=%s lantern=%s enabled=%s 应=8/0/true——旧提灯常量随行退役摘除)"
|
||
% [str(bv.FOG_RADIUS), str(fogp["lantern"]), str(fogp["enabled"])])
|
||
else:
|
||
var hero15: Vector2i = ms.hero_pos()
|
||
var b15 = ms.current_board()
|
||
var fog_ok := true
|
||
var cells_f1: Dictionary = bv.cells_probe()
|
||
for y in b15.height:
|
||
for x in b15.width:
|
||
var c15 := Vector2i(x, y)
|
||
var d15: int = absi(c15.x - hero15.x) + absi(c15.y - hero15.y)
|
||
var expect15: int = 0
|
||
if d15 > bv.FOG_RADIUS:
|
||
expect15 = 2 if ms.is_revealed(c15) else 1
|
||
var got15: int = int(cells_f1[c15].fog_state)
|
||
if got15 != expect15:
|
||
fog_ok = false
|
||
_problems.append("case⑮ 迷雾呈态不符(%s dist=%d got=%d expect=%d)" % [str(c15), d15, got15, expect15])
|
||
break
|
||
if not fog_ok:
|
||
break
|
||
# 半径边界格恰在圈内(曼哈顿距离恰 =R 的格 fog_state=0——存在性校验,12×12 板必有)
|
||
var has_boundary := false
|
||
var cells_f2: Dictionary = bv.cells_probe()
|
||
for y in b15.height:
|
||
for x in b15.width:
|
||
if absi(x - hero15.x) + absi(y - hero15.y) == int(bv.FOG_RADIUS):
|
||
has_boundary = true
|
||
if int(cells_f2[Vector2i(x, y)].fog_state) != 0:
|
||
_problems.append("case⑮ 边界圈内格被误遮(dist==R 应 fog_state=0)")
|
||
break
|
||
if has_boundary:
|
||
break
|
||
if not has_boundary:
|
||
_problems.append("case⑮ 板面无 dist==R 格(板面异常)")
|
||
# 移动跟随:把英雄挪到板角(move 动作逐格逼近成本高——直接白-box 校验公式换心后远格态翻转:
|
||
# 取一个对当前英雄 dist>R 的已开格(记忆态),以远角为新心重算应翻转/保持一致性由公式承载,
|
||
# 此处只验 set_fog_enabled(false) 全板归零与 true 恢复——开关两态契约主断言)
|
||
var digest_before: Array = []
|
||
for y in b15.height:
|
||
for x in b15.width:
|
||
var c16 := Vector2i(x, y)
|
||
digest_before.append(ms.is_revealed(c16))
|
||
bv.set_fog_enabled(false)
|
||
var all_clear := true
|
||
var cells_f3: Dictionary = bv.cells_probe()
|
||
for y in b15.height:
|
||
for x in b15.width:
|
||
if int(cells_f3[Vector2i(x, y)].fog_state) != 0:
|
||
all_clear = false
|
||
if not all_clear:
|
||
_problems.append("case⑮ 迷雾关未全板归零(off 态应 fog_state=0)")
|
||
var digest_off: Array = []
|
||
for y in b15.height:
|
||
for x in b15.width:
|
||
var c17 := Vector2i(x, y)
|
||
digest_off.append(ms.is_revealed(c17))
|
||
if digest_off != digest_before:
|
||
_problems.append("case⑮ 迷雾开关改写逻辑态(两态结算逐位一致 🔴 契约破)")
|
||
bv.set_fog_enabled(true)
|
||
if int(bv.cells_probe()[Vector2i(0, 0)].fog_state) == 0 \
|
||
and absi(0 - hero15.x) + absi(0 - hero15.y) > int(bv.FOG_RADIUS):
|
||
_problems.append("case⑮ 迷雾复开后远角未复原遮蔽(fog_state=0)")
|
||
# 视野加成接线断言(迭代 22 秘宝批 T4 换代——旧提灯 +2 主语随 fog_lantern 行退役;
|
||
# 新主语=阔视野带参数注入 set_fog_glow_bonus(4) → 半径 8+4:dist==R+1 格由雾态转可见,
|
||
# 卸装复原 lantern=0;纯接线零逻辑——半径算式迷雾批已在位)
|
||
var ring_cell := Vector2i(-99, -99)
|
||
for y in b15.height:
|
||
for x in b15.width:
|
||
if absi(x - hero15.x) + absi(y - hero15.y) == int(bv.FOG_RADIUS) + 1:
|
||
ring_cell = Vector2i(x, y)
|
||
break
|
||
if ring_cell.x != -99:
|
||
break
|
||
if ring_cell.x == -99:
|
||
_problems.append("case⑮ 板面无 dist==R+1 格(视野加成断言取数异常)")
|
||
else:
|
||
var pre_lantern: int = int(bv.cells_probe()[ring_cell].fog_state)
|
||
bv.set_fog_glow_bonus(4)
|
||
if int(bv.fog_params_probe()["lantern"]) != 4:
|
||
_problems.append("case⑮ 视野加成接雾参数未变(lantern 应=4)")
|
||
if int(bv.cells_probe()[ring_cell].fog_state) != 0:
|
||
_problems.append("case⑮ 视野 +4 后 dist==R+1 格仍被遮(应转可见 fog_state=0,改前=%d)" % pre_lantern)
|
||
bv.set_fog_glow_bonus(0)
|
||
if int(bv.fog_params_probe()["lantern"]) != 0:
|
||
_problems.append("case⑮ 视野加成清零后雾参数未复原(lantern 应=0)")
|
||
if int(bv.cells_probe()[ring_cell].fog_state) == 0:
|
||
_problems.append("case⑮ 视野加成清零后 dist==R+1 格未复原遮蔽")
|
||
# 装配链级断言(迭代 22 秘宝批 T4 换代——wide_scout_band 装配链贯通:①装配→开局参数面
|
||
# 〔build_adventure_params 统一构造〕②装配集→呈现桥〔_sync_treasure_glow 消费
|
||
# attune_param_sum 只读出口→set_fog_glow_bonus〕→视野 +4 生效与卸装复原。
|
||
# settlement.attunement 手动注入=模拟 begin_battle enc 注入后的运行态〔注入面本体归
|
||
# 冒烟+单测覆盖〕;不重启冒险——case⑯ 起既有板面继续用)
|
||
main.save_manager.set_attunement_equipped(["wide_scout_band"])
|
||
var p_lantern: Dictionary = main.build_adventure_params(main.save_manager, main.meta)
|
||
if not (p_lantern.get("attunement", []) as Array).has("wide_scout_band"):
|
||
_problems.append("case⑮ 装配未进开局参数面(attunement=%s 应含 wide_scout_band)" % str(p_lantern.get("attunement", [])))
|
||
main.run_scope.settlement.attunement = ["wide_scout_band"]
|
||
main._sync_treasure_glow()
|
||
if int(bv.fog_params_probe()["lantern"]) != 4:
|
||
_problems.append("case⑮ 装配后视野未扩(lantern 应=4——呈现桥未生效)")
|
||
if int(bv.cells_probe()[ring_cell].fog_state) != 0:
|
||
_problems.append("case⑮ 装配后 dist==R+1 格仍被遮(应转可见)")
|
||
main.run_scope.settlement.attunement = []
|
||
main._sync_treasure_glow()
|
||
if int(bv.fog_params_probe()["lantern"]) != 0:
|
||
_problems.append("case⑮ 卸装后视野未复原(lantern 应=0——契约复原语义显式重算)")
|
||
if int(bv.cells_probe()[ring_cell].fog_state) == 0:
|
||
_problems.append("case⑮ 卸装后 dist==R+1 格未复原遮蔽")
|
||
main.save_manager.set_attunement_equipped([])
|
||
# ---- case⑯ 状态面板输入锁语义(迭代 17 卡③ R3——开层锁棋盘、关层恢复无残留;真实 push_input
|
||
# 路径:入口角标本体 press+release 真点击 → 状态面板开;锁期挖掘点击零穿透;「继续」关层后
|
||
# 同格挖掘重新到达——锁语义与既有模态同款,无状态残留。置于全 case 之尾:取格若需前沿移位
|
||
#(真实点击 move 扩大可挖域),其板面扰动不再波及任何既有断言——域恰 2 枚时 flag_t 带旗+
|
||
# dig_t 揭开后域内零无旗格,正是首跑实测踩中的形态)----
|
||
var status_dig := Vector2i(-9, -9)
|
||
for c in bv.diggable_probe():
|
||
if not ms.has_flag(c):
|
||
status_dig = c
|
||
break
|
||
if status_dig.x == -9:
|
||
var mv16 := _pick_frontier(bv, ms)
|
||
if mv16.x == -9:
|
||
_problems.append("case⑯ 板面无可迫近边界(锁断言取格中断)")
|
||
else:
|
||
_push_click(_pos(bv, mv16), MOUSE_BUTTON_LEFT)
|
||
await get_tree().process_frame
|
||
await get_tree().process_frame
|
||
for c in bv.diggable_probe():
|
||
if not ms.has_flag(c):
|
||
status_dig = c
|
||
break
|
||
if status_dig.x == -9:
|
||
_problems.append("case⑯ 无可挖无旗格(板面异常——锁断言中断)")
|
||
else:
|
||
var pbtn16: Button = main.board_zone.status_badge
|
||
var bpos: Vector2 = pbtn16.get_global_rect().get_center()
|
||
_push_click(bpos, MOUSE_BUTTON_LEFT)
|
||
_push_release(bpos, MOUSE_BUTTON_LEFT) # Button pressed 信号走 release 沿——按压+释放成对
|
||
await get_tree().process_frame
|
||
if not main.status_panel.visible or not main._input_locked():
|
||
_problems.append("case⑯ 角标真点击未开状态面板(visible=%s locked=%s——入口可达性失守)"
|
||
% [str(main.status_panel.visible), str(main._input_locked())])
|
||
else:
|
||
_push_click(_pos(bv, status_dig), MOUSE_BUTTON_LEFT)
|
||
await get_tree().process_frame
|
||
await get_tree().process_frame
|
||
if _has_action(status_dig, "dig") or ms.is_revealed(status_dig):
|
||
_problems.append("case⑯ 状态面板开启时挖掘穿透(R3 输入锁破——目标=%s)" % status_dig)
|
||
var resume_btn: Button = ProbeUiUtil.find_button(main.status_panel, "继续", "prefix")
|
||
if resume_btn == null:
|
||
_problems.append("case⑯ 状态面板关闭钮缺失")
|
||
else:
|
||
resume_btn.pressed.emit()
|
||
await get_tree().process_frame
|
||
if main.status_panel.visible or main._input_locked():
|
||
_problems.append("case⑯ 关闭后未恢复(visible=%s locked=%s——R3 残留)"
|
||
% [str(main.status_panel.visible), str(main._input_locked())])
|
||
_push_click(_pos(bv, status_dig), MOUSE_BUTTON_LEFT)
|
||
await get_tree().process_frame
|
||
await get_tree().process_frame
|
||
if not _has_action(status_dig, "dig") or not ms.is_revealed(status_dig):
|
||
_problems.append("case⑯ 关闭后挖掘未到达(恢复无残留验证失守)")
|
||
if _problems.is_empty():
|
||
print("[ui_input_probe] PASS — 悬停金框/禁入信号/路径预览/flag_place/chord/dig/英雄落位/影子构成/朝向/缩格重排/缺位回退/变异角标/视野迷雾/状态面板输入锁 十七断言全绿(真实 push_input 路径——⑫图上命中⑬画布拟合 2026-09-28 增,⑭变异角标 2026-09-29 增,④b 旗纹理槽回归 2026-10-02 增,⑮视野迷雾 2026-10-03 增〔+提灯接线断言 2026-10-05 迭代14⑤〕,⑯状态面板输入锁 2026-10-06 迭代17卡③增)")
|
||
get_tree().quit(0)
|
||
else:
|
||
for p in _problems:
|
||
push_error("[ui_input_probe] FAIL — " + p)
|
||
print("[ui_input_probe] FAIL — " + "; ".join(_problems))
|
||
get_tree().quit(1)
|
||
|
||
|
||
func _has_action(cell: Vector2i, kind: String) -> bool:
|
||
for a in _actions:
|
||
if a[0] == cell and a[1] == kind:
|
||
return true
|
||
return false
|
||
|
||
|
||
func _pick_forbidden(bv, ms) -> Vector2i:
|
||
var b = ms.current_board()
|
||
var digp: Dictionary = bv.diggable_probe()
|
||
for y in b.height:
|
||
for x in b.width:
|
||
var c := Vector2i(x, y)
|
||
if not ms.is_revealed(c) and not digp.has(c):
|
||
return c
|
||
return Vector2i(-9, -9)
|
||
|
||
|
||
func _pick_revealed(ms) -> Vector2i:
|
||
var b = ms.current_board()
|
||
var hero: Vector2i = ms.hero_pos()
|
||
for y in b.height:
|
||
for x in b.width:
|
||
var c := Vector2i(x, y)
|
||
if ms.is_revealed(c) and c != hero:
|
||
return c
|
||
return Vector2i(-9, -9)
|
||
|
||
|
||
# 前沿已开格兜底选取(主角邻域无前沿时全板扫描)
|
||
func _pick_frontier(bv, ms) -> Vector2i:
|
||
var b = ms.current_board()
|
||
for y in b.height:
|
||
for x in b.width:
|
||
var c := Vector2i(x, y)
|
||
if ms.is_revealed(c) and _has_hidden_neighbor(bv, ms, c):
|
||
return c
|
||
return Vector2i(-9, -9)
|
||
|
||
|
||
func _has_hidden_neighbor(bv, ms, c: Vector2i) -> bool:
|
||
for n in bv._board.neighbors8(c):
|
||
if not ms.is_revealed(n):
|
||
return true
|
||
return false
|
||
|
||
|
||
# 合成事件落点 = BoardView 画布原点 + 格中心(cell_center_local 与 _cell_at 同一公式族)
|
||
func _pos(bv, c: Vector2i) -> Vector2:
|
||
return bv.global_position + bv.cell_center_local(c)
|
||
|
||
|
||
func _push_motion(pos: Vector2) -> void:
|
||
var ev := InputEventMouseMotion.new()
|
||
ev.position = pos
|
||
ev.global_position = pos
|
||
main.get_viewport().push_input(ev, true)
|
||
|
||
|
||
func _push_click(pos: Vector2, btn: int) -> void:
|
||
var ev := InputEventMouseButton.new()
|
||
ev.position = pos
|
||
ev.global_position = pos
|
||
ev.button_index = btn
|
||
ev.pressed = true
|
||
main.get_viewport().push_input(ev, true)
|
||
|
||
|
||
# 释放沿(case⑯——BaseButton pressed 信号默认 release 触发:角标真点击须按压+释放成对)
|
||
func _push_release(pos: Vector2, btn: int) -> void:
|
||
var ev := InputEventMouseButton.new()
|
||
ev.position = pos
|
||
ev.global_position = pos
|
||
ev.button_index = btn
|
||
ev.pressed = false
|
||
main.get_viewport().push_input(ev, true)
|
||
|
||
|
||
func _pre_fail(why: String) -> void:
|
||
push_error("[ui_input_probe] FAIL — " + why)
|
||
print("[ui_input_probe] FAIL — " + why)
|
||
get_tree().quit(1)
|