- d2 蓄力档 `_intent_charge` 布尔分档(颜色相等判据退役,深浅金同值不再误判);d4 庆祝浮动 tween 句柄 kill 纪律(close 必杀) - d5/d6/d7/d8 互斥四口:调试钮判据并入 `_sync_sim_button` 单点、组合根两守卫补模拟态/冒险态、`is_running()` 运行态查询面 - d9 ModalStack open/close fail-fast+遮挡账合并非覆盖(重复 open 不再吞旧账);d12 target_id 产发(damage_controller 四处)+站桩两口 id 先名兜底;d17 await 后实例守卫;d18 参数类型注解 - 断言:standee_fx_sweep_test(新增,18 项)/modal_flow_test V6-5(5 项 wd9,V6-1~4 原样同绿)/damage_controller_test target_id/pacing_queue_test 排播 target_id/system_test wd6+wd7 - 代拍板:d18 卡片字面 `lumas_out: Array[Variant] = null` 在 Godot 4.7 解析报错(typed array 不可默认 null),改用 `Variant = null`——唯一合法注法,零行为变化,随代拍板追认单留痕
71 lines
3.2 KiB
GDScript
71 lines
3.2 KiB
GDScript
## VERTICAL SLICE - NOT FOR PRODUCTION
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## 调整板批量模拟控制器:逐次驱动关卡自动策略(与 headless 扫描同口径),进度/报告经面板 setter 注入。
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## 零核心写——表基线复位由组合根在移交前完成,加成施加只走自动策略内部 runner.set_hero_override 单路径。
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## presentation 不 preload smoke:驱动实例由调用方注入(须供与 level_autoplay 同款 run_level 签名),缺省 null=运行时 load 兜底。
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extends RefCounted
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const SEED_BASE := 4200 # 模拟种子基(与历史实现同源——同种子可回放)
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const PlaytestLogger := preload("res://presentation/playtest_logger.gd") # 试玩日志(同层依赖——运行时 load 收敛为 preload 常量)
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var db
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var panel # 调试浮窗 setter 面:atk_pct/hp_pct/set_sim_running/set_sim_progress/set_sim_report
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var _base_hp := 0 # 报告中的"基础 HP"口径注记值
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var _driver = null # 关卡自动策略驱动(调用方注入;null = 旧行为运行时 load 兜底)
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var _running := false # 运行态(run 全程 true——组合根互查守卫用,与面板置灰解耦)
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func _init(db_ref, panel_ref, base_hp: int, driver = null) -> void:
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db = db_ref
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panel = panel_ref
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_base_hp = base_hp
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_driver = driver
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# 驱动解析:注入优先;缺省回退运行时 load(旧行为——编译期反向依赖已解除,运行时口径与拆分前逐位一致)
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func _autoplay():
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if _driver != null:
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return _driver
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return load("res://sim/level_autoplay.gd") # 与 headless 扫描同口径的自动策略(P3 兜底路径)
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# 运行态查询出口(组合根互查守卫:模拟在跑期禁开调试对局/二次模拟)
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func is_running() -> bool:
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return _running
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func run(n: int) -> void:
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_running = true
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# 共享日志会话(模拟运行与真人试玩同日志合规——操作/轮次/战斗/通关全量 JSONL;
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# 一文件多局,run 行携带种子切分局次)
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var logger = PlaytestLogger.new()
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logger.ap_per_round = int(db.action_economy.ap_per_round)
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var log_path: String = logger.start_session(SEED_BASE)
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print("[tune_sim] 模拟日志: %s" % log_path)
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panel.set_sim_running(true)
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panel.set_sim_progress("模拟中:0/%d …" % n)
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var wins := 0
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var dmg_all: Array[float] = []
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var hp_left_win: Array[float] = []
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var hp_boss: Array[float] = []
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var rounds_all: Array[int] = []
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var death_nodes := {}
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var autoplay = _autoplay()
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for i in range(n):
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var st = autoplay.run_level(db, SEED_BASE + i, 1, panel.atk_pct(), panel.hp_pct(), false, logger)
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dmg_all.append(st.hero_dmg)
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rounds_all.append(st.rounds)
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if st.result == "victory":
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wins += 1
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hp_left_win.append(st.hp_left)
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hp_boss.append(st.hp_at_boss)
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elif st.result == "defeat":
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var key := "%d.%s" % [st.defeat_node_index, st.defeat_node_type]
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death_nodes[key] = int(death_nodes.get(key, 0)) + 1
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panel.set_sim_progress("模拟中:%d/%d …" % [i + 1, n])
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await panel.get_tree().process_frame
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logger.close_session()
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panel.set_sim_report(HudPresenter.tune_sim_report(n, panel.atk_pct(), panel.hp_pct(),
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wins, dmg_all, hp_left_win, hp_boss, rounds_all, death_nodes, _base_hp))
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panel.set_sim_running(false)
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_running = false
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