Files
gplan-2/game/smoke/skill_rhythm_probe.gd
T
DKChan 61537da889 test(敌人表深度带): 冒烟与单测断言按 S 清单改写
冒烟全部寻址点改为三参 resolve_enemy_rowset(关卡, 深度, 行类),结算/单元/探针直呼的
spawn 与 begin_battle 显式带行类(battle/boss)——终点战仍按 Boss 行集取数,行为不变。
首遇位断言改为扫表取该 (关卡, battle, 敌种) 的最低深度带,不再写死坐标〔fv21〕;新增
_enemy_bands 结构段验 20 行键序、hobgoblin 留任 (1,battle,3)、三 Boss 行类与带键〔fv11–fv13〕;
L2 混编 (2,battle,5) 行序与骰和、巨蜘蛛/bugbear/duergar 首遇带固定数、Boss 行类显式传入
等断言逐条加〔fv18/fv19/fv22–fv24〕尾缀。职业节奏探针与伤害探针同步三参寻址。

变异验证七项全部命中(记录表进实现报告):band_of 反向 floor → fv1/fv3 红;row_kind 枚举
判据注释 → fv7 红;Boss 同带判据删除 → fv15 红;顶带消解判据短路 → fv16 红;巨蜘蛛首遇行
加 unit_count_max → fv22 红;混编两行文件内对调 → fv18/fv11 红;hobgoblin 迁错带键 →
fv11/fv12 红(直接迁到带 2 先被加载期同带规则拦下,改用与带 2 行互换带键,表可加载后键位断言红)。
2026-10-22 04:17:40 +08:00

60 lines
2.6 KiB
GDScript

# VERTICAL SLICE - NOT FOR PRODUCTION
# 定位:分析工具·非验收件——零断言取数工具,不出入任何闸。
# 技能池节奏探针:地精一伙 (1,1) 750 出招零突刺异常的定位——
# ① 表侧:resolve_enemy_rowset(1,1) 的池快照内容;
# ② 摇号侧:隔离 SkillLottery.draw 大样本份额;
# ③ 战斗侧:真实 (1,1) 战斗逐执行行按 skill_id 计数。
# 运行:Godot_console.exe --headless --path . --script res://smoke/skill_rhythm_probe.gd
extends SceneTree
const BattleDriver := preload("res://smoke/battle_driver.gd") # T6 收口:挖掘驱动循环单点(策略仍归 AutoPlayer 单一实现)
func _initialize() -> void:
var db = load("res://core/config_db.gd").new()
db.load_tables("res://data/tables", false)
# ① 表侧(行集数组取首行,战斗节点查 battle 键域)
var row = db.resolve_enemy_rowset(1, 1, "battle")[0]
print("[1] row(1,1) display=", row.get("display_name"), " unit_count=", row.get("unit_count"),
" pool=", row.get("pool"))
# ② 摇号侧隔离
var rng = load("res://core/rng_service.gd").new()
rng.set_master_seed(20260919)
var lot = load("res://core/skill_lottery.gd")
var counter := {}
for i in range(10000):
var stream: RandomNumberGenerator = rng.open_stream("behavior_roll")
var s: String = lot.draw(row.get("pool"), stream)
counter[s] = counter.get(s, 0) + 1
print("[2] SkillLottery 10000 抽(统一流顺序取号——并流后子流复用退役): ", counter)
# ③ 战斗侧(真实路径):(1,0) 对照 + (1,1) 异常组
for depth in [0, 1]:
var casts := {}
var battles := 0
for i in range(10):
var r = _run_battle(db, 4200 + i, 1, depth, casts)
battles += 1
print("[3] 战斗侧 (1,%d) %d 场执行出招 skill_id 计数: " % [depth, battles], casts)
quit(0)
func _run_battle(db, seed_val: int, L: int, depth: int, casts: Dictionary) -> Dictionary:
var rng = load("res://core/rng_service.gd").new()
rng.set_master_seed(seed_val)
var settlement = load("res://core/battle_orchestrator.gd").new(db, rng)
var out := {"result": ""}
settlement.battle_finished.connect(func(payload): out.result = payload.get("result", ""))
settlement.step_row.connect(func(row):
if row.type == "damage" and row.source_class == "enemy_action":
var sid: String = str(row.get("skill_id", "?"))
casts[sid] = casts.get(sid, 0) + 1)
if not settlement.begin_battle({"level_index": L, "node_depth": depth, "hero_hp": int(db.hero.max_hp)}):
return out
var guard_rounds := 40
while out.result == "" and guard_rounds > 0:
guard_rounds -= 1
BattleDriver.drive_round(settlement, func() -> bool: return out.result == "")
return out