141 lines
8.1 KiB
GDScript
141 lines
8.1 KiB
GDScript
## VERTICAL SLICE - NOT FOR PRODUCTION
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## 敌人表 schema:逐 (level_index, node_depth, enemy_id) 行集的类型化读取(行集可多行混编;垂直切片验证:完整战斗逐行归因)。
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## 行序即契约:同坐标多行必须文件内相邻——resolver 返回序/生成序/叙述取首行全依赖文件行序。
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## 行集实例总数 ≤4 是开战骰后守卫(加载期不可判,闸在单位容器 spawn);技能池构成纪律需跨表视野,校验在 ConfigDB 跨表通道。
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class_name EnemyTable
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extends Resource
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@export var rows: Array[Dictionary] = [] # Array[Dictionary]
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# 护甲类型封闭枚举(克制矩阵本体在 SettlementTable;
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# 语义键 {light, ward, heavy} = 轻甲 / 魔法护甲 / 重甲)
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const ARMOR_TYPES := ["light", "ward", "heavy"]
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# 攻击类型封闭枚举(敌方攻击类型轴开列,承接锻造工坊迁移面⑥;
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# 克制矩阵点数制键前缀 = 本枚举:normal → light 0 / ward +1 / heavy −1;pierce/magic 为差异化
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# 预留档,差异化填值属新设计另立项。可省略 + 缺省 normal 向后兼容)
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const ATTACK_TYPES := ["normal", "pierce", "magic"]
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# 实例化数量域(域 [1,3] 双落点收口单点:
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# 本表 validate 与 单位容器 spawn 守卫共用;遭遇骰结果与行值 unit_count/unit_count_max 同域。
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# MAX 语义 = **单种数**(单行实例数上限),行集实例总数 ≤4 另由
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# spawn 期守卫承担——骰后值加载期不可判,双闸分工见 敌人系统 v0.15 行集构成纪律③)
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const UNIT_COUNT_MIN := 1
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const UNIT_COUNT_MAX := 3
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# 行集实例总数上限(行集构成纪律③:各行开战骰后数量求和 ≤4;
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# 「总数」= 实例数非行数〔Q9 二裁〕,行数不设上限。骰后值加载期不可判——守卫在 单位容器 spawn,
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# 常量单点在本表与数量域同位收口)
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const ROWSET_INSTANCE_MAX := 4
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func validate() -> Array:
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var errs: Array[Dictionary] = []
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if rows.is_empty():
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errs.append({"category": "empty_table", "message": "EnemyTable 为空"})
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return errs
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var seen := {}
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var last_rk := ""
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var closed_rk := {}
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var anchor_ok := {}
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for row in rows:
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var L: int = int(row.get("level_index", 0))
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var D: int = int(row.get("node_depth", -1))
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var eid: String = row.get("enemy_id", "")
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var key := "%d_%d_%s" % [L, D, eid]
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if seen.has(key):
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errs.append({"category": "dup_key", "message": "EnemyTable 键重复: %s" % key})
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seen[key] = true
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if L < 1 or D < 0:
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errs.append({"category": "domain", "message": "进度键越域 (%d,%d)" % [L, D]})
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if eid == "":
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errs.append({"category": "domain", "message": "enemy_id 空"})
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if String(row.get("display_name", "")) == "":
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errs.append({"category": "domain", "message": "%s display_name 空" % eid})
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var uc: int = int(row.get("unit_count", 0))
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if uc < UNIT_COUNT_MIN or uc > UNIT_COUNT_MAX:
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errs.append({"category": "domain", "message": "%s unit_count 越域 [%d,%d]" % [eid, UNIT_COUNT_MIN, UNIT_COUNT_MAX]})
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# unit_count_max(可省略——遭遇随机化批,难度曲线与Boss GDD Core Rule 8):区间 [unit_count, max],缺省 = 定值
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if row.has("unit_count_max"):
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var ucm: int = int(row.get("unit_count_max", uc))
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if ucm < uc or ucm > UNIT_COUNT_MAX:
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errs.append({"category": "cross_field", "message": "%s unit_count_max(%d) 越域 [unit_count(%d),%d]" % [eid, ucm, uc, UNIT_COUNT_MAX]})
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var hp: int = int(row.get("hp", 0))
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if hp < 1 or hp > 999:
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errs.append({"category": "domain", "message": "%s hp 越域 [1,999]" % eid})
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var atk: int = int(row.get("atk", -1))
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if atk < 0 or atk > 999:
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errs.append({"category": "domain", "message": "%s atk 越域 [0,999]" % eid})
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# atk_min/atk_max(可省略配对):遭遇骰同流 spawn 期整战持久 roll;
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# 中点锚 = 行动经济 条款①同款期望当量纪律(调区间必同步调 atk)
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var has_amin: bool = row.has("atk_min")
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var has_amax: bool = row.has("atk_max")
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if has_amin != has_amax:
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errs.append({"category": "cross_field", "message": "%s atk_min/atk_max 必须成对出现" % eid})
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elif has_amin:
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var amin: int = int(row.get("atk_min", 0))
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var amax: int = int(row.get("atk_max", 0))
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if amin < 0 or amax > 999 or amin > amax:
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errs.append({"category": "domain", "message": "%s atk 区间越域 [0,999] 且 min≤max: %d..%d" % [eid, amin, amax]})
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if atk != int((amin + amax) / 2.0):
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errs.append({"category": "cross_field", "message": "%s atk(%d) ≠ 区间中点(%d)——中点恒等期望当量锚" % [eid, atk, (amin + amax) / 2]})
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# 池模板(单表结构校验;跨表构成纪律在 ConfigDB):
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# 非空池 + 条目 {skill_id 非空, weight > 0} + 池内 skill_id 不重复。
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# 普攻冷却恒 0(SkillTable schema 锁死)→ 可摇集合恒非空,"空池不可能"由此结构保证。
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var pool: Array[Variant] = row.get("pool", [])
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if pool.is_empty():
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errs.append({"category": "domain", "message": "%s pool 空池(禁——技能池行必带池模板)" % eid})
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var pool_ids := {}
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for entry_v in pool:
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if not (entry_v is Dictionary):
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errs.append({"category": "domain", "message": "%s pool 条目非字典: %s" % [eid, str(entry_v)]})
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continue
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var entry: Dictionary[Variant, Variant] = entry_v
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var sid: String = String(entry.get("skill_id", ""))
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if sid == "":
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errs.append({"category": "domain", "message": "%s pool 条目 skill_id 空" % eid})
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elif pool_ids.has(sid):
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errs.append({"category": "dup_key", "message": "%s pool 内 skill_id 重复: %s" % [eid, sid]})
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pool_ids[sid] = true
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var w: int = int(entry.get("weight", 0))
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if w <= 0 or w > 9999:
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errs.append({"category": "domain", "message": "%s pool 权重越域 (0,9999]: %d" % [eid, w]})
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# unlock_hp_pct(可省略——Boss 半血解锁技:缺省无字段=无门槛;域 [1,99] percent。
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# 投放纪律=仅 Boss 行〔enemy 表无 boss 编码位,硬闸须跨表查节点类型——不做硬闸,文档纪律登记〕)
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if entry.has("unlock_hp_pct"):
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var uhp: int = int(entry.get("unlock_hp_pct", 0))
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if uhp < 1 or uhp > 99:
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errs.append({"category": "domain", "message": "%s pool unlock_hp_pct 越域 [1,99]: %d" % [eid, uhp]})
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# armor_type(可省略——缺省 light 向后兼容)
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var at: String = String(row.get("armor_type", "light"))
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if not ARMOR_TYPES.has(at):
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errs.append({"category": "enum", "message": "%s armor_type 未知枚举: %s(域 {light, ward, heavy})" % [eid, at]})
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# attack_type(可省略,缺省 normal 向后兼容;写法沿用 armor_type 同款)
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var att: String = String(row.get("attack_type", "normal"))
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if not ATTACK_TYPES.has(att):
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errs.append({"category": "enum", "message": "%s attack_type 未知枚举: %s(域 {normal, pierce, magic})" % [eid, att]})
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# armor_class(可省略——缺省 0 向后兼容;防守方掷点判定阈值基数)
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var ac: int = int(row.get("armor_class", 0))
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if ac < 0 or ac > 999:
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errs.append({"category": "domain", "message": "%s armor_class 越域 [0,999]: %d" % [eid, ac]})
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# 行集构成纪律②(行序即契约,敌人系统 v0.15):同坐标多行必须
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# 文件内相邻。迭代中记录上一行坐标;当前坐标曾出现过但 ≠ 上一行坐标 = 同坐标行被隔断,报错。
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# 同坐标多敌种混编合法;同坐标同敌种第二行仍由
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# dup_key 拦截(键含 enemy_id)。错误类别沿用 rowset_rule(定位面不变)。
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var rk := "%d_%d" % [L, D]
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if rk != last_rk:
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if closed_rk.has(rk):
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errs.append({"category": "rowset_rule", "message": "(%d,%d) 行集行序违例:同坐标多行必须文件内相邻(行序即契约——resolver 返回序/生成序/叙述取首行全依赖文件行序)" % [L, D]})
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closed_rk[rk] = true
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last_rk = rk
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anchor_ok[L] = anchor_ok.get(L, false) or D == 0
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for L in anchor_ok.keys():
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if not anchor_ok[L]:
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errs.append({"category": "anchor", "message": "EnemyTable level %d 缺 depth-0 锚行" % L})
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return errs
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# 进度键解析单点收口(全仓统走
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# ConfigDbResolver.resolve_enemy_rowset ceil 版行集数组:ceil 保证偏难,
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# 禁双算法并存〔状态记录 312〕;坐标须全精确命中)。
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