169 lines
7.8 KiB
GDScript
169 lines
7.8 KiB
GDScript
# VERTICAL SLICE - NOT FOR PRODUCTION
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# 轮间结算节奏化断言(逻辑先行断言面):
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# ① 演出队列排空前后核心逻辑状态逐位一致(演出关停不产生分叉——排播队列零核心触碰的结构证明);
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# ② 零丢行:step_row 信号总数 = 明细带实收行数(排播/排空两路都不吞行);
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# ③ 段间延迟取数面双态(常态 >0 / 减动效 =0 归零不跳过——pace_delay_for 直读)。
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# 载体:main.tscn 实例(同 ui_click_probe 形态——组合根全链在座),真实冒险驱动至首战结算后断言。
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# 运行:godot --headless --path game --script res://tests/unit/presentation/pacing_queue_test.gd(expect 0)
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extends SceneTree
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const RowPacerScript := preload("res://presentation/row_pacer.gd")
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var _problems: Array = []
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# 记参假站桩(d12 排播半):继承真类以过类型面,只记解析入参
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class FakeStage extends BattleStageView:
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var calls: Array[Array] = []
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func enemy_standee_center(target_id: String, display_name: String) -> Variant:
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calls.append([target_id, display_name])
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return Vector2(10, 10)
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# 记参假演出层(同上——play_* 全部只记不演)
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class FakeFx extends SettlementFxView:
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var calls: Array[Array] = []
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func play_projectile(_from: Vector2, _to: Vector2, _glyph: String, _col: Color, _crit: bool = false) -> void:
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calls.append(["projectile", _to])
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func play_damage_number(_pos: Vector2, _text: String, _col: Color, _crit: bool = false) -> void:
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calls.append(["mark", _pos])
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func play_status_pulse(_pos: Vector2, _col: Color) -> void:
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calls.append(["pulse", _pos])
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func check(cond: bool, msg: String) -> void:
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if not cond:
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_problems.append(msg)
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func _init() -> void:
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var main: Node = load("res://presentation/main.tscn").instantiate()
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root.add_child(main)
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await process_frame
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# 隔离换注(SaveManager 是 autoload——原地 attach:先删后建防陈旧档泄入,
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# 读盘在 attach 内完成;meta 经 save 引用透传零重建)
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for p in ["user://test_pacing_queue_save.json", "user://test_pacing_queue_save.json.tmp"]:
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if FileAccess.file_exists(p):
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DirAccess.remove_absolute(p)
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var sm = main.get_node("/root/SaveManager")
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sm.attach_path("user://test_pacing_queue_save.json")
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sm.mark_first_adventure_done()
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# 行信号计数器(真实信号路径旁挂计数——零触碰既有接线)
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var rows_seen: Array = []
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main._start_adventure_from_menu()
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await process_frame
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# 入口停点选路进首战(真实停点链)
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if not main.level_screen.visible:
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_problems.append("入口停点未呈现(前置失守)")
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_finish()
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return
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main.run_scope.runner.pick_next_node(int(main.run_scope.runner.next_candidate_ids()[0]))
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await process_frame
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# 等首战开打(board_changed 同步链——两帧余量)
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await process_frame
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var battle = main.run_scope.runner.current_battle()
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if battle == null:
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_problems.append("首战未开打(排播断言无载体)")
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_finish()
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return
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battle.step_row.connect(_count_row.bind(rows_seen))
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# 理性策略挖到触发结算(≥1 行入队即达断言前提——AP 一次消耗;挖格须邻英雄——邻接优先排序)
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var ms = battle.minesweeper
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# 理性策略驱动(auto_player 单一实现复用——damage_probe 同款两步消费:先 move 到 hero_cell 再 dig)
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var ap = load("res://sim/auto_player.gd")
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var acted := false
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for guard in range(40):
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var plan: Dictionary = ap.choose_dig(ms)
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if plan.is_empty():
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break
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if plan.hero_cell != ms.hero_pos():
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ms.settle_batch([{"action": "move", "cell": plan.hero_cell}])
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if battle.action_economy.phase != "Active":
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break
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var outcomes: Array = ms.settle_batch([{"action": "dig", "cell": plan.dig_cell}])
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acted = not outcomes.is_empty() and bool(outcomes[0].accepted)
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if acted:
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break
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# 轮末结算触发(step_row 行族只在轮末 emit——停手即结,damage_probe 同款)
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if battle.action_economy.phase == "Active":
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ms.settle_batch([{"action": "stop"}])
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if not acted:
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_problems.append("首战无受理动作(队列断言无行)")
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_finish()
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return
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await process_frame
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# ---- 断言①:排空前后核心状态逐位一致(演出关停零分叉)----
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var snap_before: String = JSON.stringify(battle.diagnostic_snapshot())
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var hp_before: int = int(battle.action_economy.ap) + int(battle.action_economy.rap) * 0 # 观测面双录
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main._flush_row_queue()
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var snap_after: String = JSON.stringify(battle.diagnostic_snapshot())
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check(snap_before == snap_after, "排空前后核心诊断快照逐位一致(AC⑤ 演出关停零分叉)")
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# ---- 断言②:零丢行(结构判据:排空后队列恒空 + 末信号行原文在带——append_row 直落不吞行)----
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check(rows_seen.size() > 0, "结算行已产生(断言前提)")
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check(main._row_queue.is_empty(), "排空后队列恒空(flush 完整性)")
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var last_text := ""
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for i in range(rows_seen.size() - 1, -1, -1):
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var cand_row: Dictionary = rows_seen[i]
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last_text = String(cand_row.get("text", ""))
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if last_text == "":
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last_text = String(cand_row.get("display_name", ""))
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if last_text != "":
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break
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check(last_text != "" and main.log_view.parsed_text().contains(last_text),
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"末信号行原文在明细带(排空不吞行:『%s』)" % last_text)
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# ---- 断言③:段间延迟取数面双态 ----
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UiKit.motion_scale = 1.0
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var d_on: float = main.pace_delay_for("damage", "heal")
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var d_same: float = main.pace_delay_for("damage", "damage")
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check(d_on > 0.0 and d_on >= d_same, "常态段间延迟 >0 且 ≥ 段内(%f/%f)" % [d_on, d_same])
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UiKit.motion_scale = 0.5
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check(main.pace_delay_for("damage", "heal") == 0.0, "减动效段间延迟归零(行不跳过——同帧直落快路)")
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UiKit.motion_scale = 1.0
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# ---- 断言④:排播两处取用按行 target_id 解析站桩(d12 排播半——假 stage 记参)----
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var rp = RowPacerScript.new()
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var fstage := FakeStage.new(null)
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var ffx := FakeFx.new()
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rp.stage = fstage
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rp.board_view = main.board_view
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rp.settlement_fx = ffx
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rp._play_settlement_mark({"type": "damage", "target": "哥布林", "target_id": "goblin_b", "value": 3})
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check(fstage.calls.size() == 1 and fstage.calls[0] == ["goblin_b", "哥布林"],
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"结算标出按行 target_id 解析站桩(id 与名同传——d12)〔wd12〕")
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rp._play_cross_zone_fx({"type": "damage", "target": "哥布林", "target_id": "goblin_b", "value": 3})
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check(fstage.calls.size() == 2 and fstage.calls[1] == ["goblin_b", "哥布林"],
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"跨区弹道按行 target_id 解析站桩(id 与名同传——d12)〔wd12〕")
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check(ffx.calls.size() == 2, "两路解析成功后演出层各接一拍(记参面非空)〔wd12〕")
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rp.free()
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# ---- 断言⑤:会话更替即清队(wr4——前置夹具入队再走真实入口 _begin_session;
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# 无夹具则改前改后皆绿:flush 无队列可清时两种形态同值)----
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UiKit.motion_scale = 1.0 # 常态入队(减动效快路同帧直落不入队——夹具须真落队列)
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main._on_step_row({"type": "damage", "target": "hero", "value": 1})
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main._on_step_row({"type": "heal", "target": "hero", "value": 2})
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check(main._row_queue.size() == 2, "会话更替夹具已入队(前提:%d 行)〔wr4〕" % main._row_queue.size())
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main._begin_session(false)
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check(main._row_queue.is_empty(), "会话更替后待播队列清零(_begin_session 内机制 flush)〔wr4〕")
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_finish()
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func _count_row(row: Dictionary, arr: Array) -> void:
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arr.append(row.duplicate(true))
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func _finish() -> void:
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for p in ["user://test_pacing_queue_save.json", "user://test_pacing_queue_save.json.tmp"]:
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if FileAccess.file_exists(p):
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DirAccess.remove_absolute(p)
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if _problems.is_empty():
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print("[pacing_queue_test] PASS — 排空零分叉/零丢行/延迟双态 全绿")
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quit(0)
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else:
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for p in _problems:
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push_error("[pacing_queue_test] FAIL — " + p)
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print("[pacing_queue_test] FAIL — " + p)
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quit(1)
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