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gplan-2/game/smoke/board_shot_probe.gd
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# VERTICAL SLICE - NOT FOR PRODUCTION
# 棋盘渲染帧取证探针(2026-10-01——数字墨族按板自适应修复的目视验证面:机检≠看得清)。
# 必须**窗口化**运行(headless 无渲染面):
# Godot_console.exe --path . res://smoke/board_shot_probe.tscn -- <输出目录>
# 流程:L1/L2/L3 各起一板(真实 LevelRunner+settle_batch 驱动 ~18 步 novice——自然揭示数字/旗),
# BoardView 真渲染,frame_post_draw 同步后抓视口 PNG。零存档触碰(无 save_manager 引用)。
# 迭代 19 卡① T1/T2(2026-10-08):①headless fail-fast 护栏(shot_probe 同款);
# ②空纹理取证 fail(Q7——取证段失败=闸红,零字节/空纹理不允许静默落盘);
# ③board_meta.json 取样坐标落盘(棋盘视图全局矩形——golden 前置裁剪坐标源,禁硬编码像素)。
extends Node
const AutoPlayer := preload("res://smoke/auto_player.gd")
var _meta := {} # 棋盘视图实测几何(全局 rect——tools/golden_board_crop.py 取样坐标源)
func _ready() -> void:
# 运行前提=窗口化真渲染面(shot_probe 同款护栏——headless 下 frame_post_draw 永不触发+视口纹理恒空)
if DisplayServer.get_name() == "headless":
print("[board_shot] FAIL — 本探针必须窗口化运行(headless 无渲染面,截图必空);正主=tools/render_gate.sh 取证段")
get_tree().quit(1)
return
var args := OS.get_cmdline_user_args()
var out := args[0] if args.size() >= 1 and args[0] != "" else "user://board-shots"
DirAccess.make_dir_recursive_absolute(out)
await get_tree().process_frame
var db = load("res://core/config_db.gd").new()
var ok: bool = db.load_tables("res://data/tables", true)
if not ok:
push_error("[board_shot] 表加载失败")
get_tree().quit(1)
return
var ui_font: Font = load("res://presentation/views/ui_kit.gd").load_font(load("res://presentation/views/ui_kit.gd").FONT_UI)
var targets := [[1, "L1_dungeon"], [2, "L2_underdark"], [3, "L3_deep_underdark"]]
for t in targets:
var level_index: int = t[0]
var tag: String = t[1]
var rng = load("res://core/rng_service.gd").new()
rng.set_master_seed(420000 + level_index)
var runner = load("res://core/level_runner.gd").new(db, rng)
if not runner.start_level(level_index, 420000 + level_index, {}, 0):
push_error("[board_shot] 开关失败 level=%d" % level_index)
get_tree().quit(1)
return
var settlement = runner.current_battle()
for i in range(18):
var act: Dictionary = AutoPlayer.novice_action(settlement.minesweeper)
var kind := String(act.get("kind", "stop"))
if kind == "stop":
break
var op := kind
if kind == "flag":
op = "flag_place"
settlement.minesweeper.settle_batch([{"action": op, "cell": act.get("cell")}])
var view = load("res://presentation/views/board_view.gd").new()
view.size = Vector2(900, 900)
view.position = Vector2(40, 40)
if ui_font != null:
view.set_world_font(ui_font)
add_child(view)
view.rebuild(settlement.minesweeper.current_board(), settlement.minesweeper)
# 抓帧前等入场动画完结(迭代 19 卡① S2 观察项根因修复 2026-10-08):rebuild 有全板淡入
# motion(0.2)+R0 涟漪逐格延迟显形(motion(0.04×离板心距离)+motion(0.12),最远格 ≈0.56s),
# 原制 6 个 process_frame 热机后 ≈0.1s=捕在涟漪中途——逐跑帧时序抖动使揭示 alpha 漂移,
# golden L2/L3 跨 2% 容差线波动(实测 0.00-2.53%)。改时间制 1.2s(2×余量)=锚定动画完结态。
await get_tree().create_timer(1.2).timeout
await get_tree().process_frame
await RenderingServer.frame_post_draw
var img := get_viewport().get_texture().get_image()
if img == null or img.is_empty():
push_error("[board_shot] FAIL — 抓帧空纹理: %s(Q7 取证语义=闸红)" % tag)
get_tree().quit(1)
return
var path := "%s/board_%s.png" % [out, tag]
img.save_png(path)
_meta[tag] = {"x": view.global_position.x, "y": view.global_position.y,
"w": view.size.x, "h": view.size.y}
print("[board_shot] saved %s (%dx%d)" % [path, img.get_width(), img.get_height()])
view.queue_free()
await get_tree().process_frame
var mf := FileAccess.open(out.path_join("board_meta.json"), FileAccess.WRITE)
if mf != null:
mf.store_string(JSON.stringify(_meta))
mf.close()
print("[board_shot] done")
get_tree().quit(0)