Files
gplan-2/game/smoke/ui_probe.gd
T
DKChan 22417783db T2(D2): 探针只读出口——BoardView/level_map_screen 四出口落地+私有域直入清零(全探针绿+冒烟718/0)
出口四件(形态仿 fx_probe 先例:只读 Dictionary 快照):
- BoardView.cells_probe()/diggable_probe()(键面同构快照)+hover_probe()/fog_params_probe()
  (后两件=D2 清单外同类项随批收口:_hover 1 处+_fog_lantern/_fog_enabled 2 处,完成定义
  「私有域直入清零」口径,26 处 > 任务书盘点 ~22 处——超出面系断言消息实参里的隐性直读)
- level_map_screen.layout_probe(nodes)/canvas_probe()(origin+min_size 快照)
消费侧改写:ui_input_probe 24 处(含循环体三处快照局部变量防逐迭代 duplicate)、
ui_probe 2 处、ui_click_probe 1 处;grep 复核 _cells/_diggable/_hover/_fog_*/_layout/_canvas
探针侧零残留。组合根接缝面(_row_queue 等)按边界注记不入本卡。烟测断言数 718 持平。
2026-10-04 06:56:20 +08:00

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# VERTICAL SLICE - NOT FOR PRODUCTION
# 实现 GDD:design/ux/battle.md(场景级 headless 探针——四区布局实例化断言;entry 17②③)。
# Date: 2026-09-12(战斗屏改造批扩展;基础 = 2026-09-11 首战棋盘探针——既有断言全保留)
# 项目运行模式(autoload 在位)实例化 main.tscn,直接驱动 _start_adventure_from_menu()(完整冒险——唯一试玩入口),
# 断言真实构建(棋盘/主角站桩/敌方站桩/AP 点阵/明细带/数据框;A 区进度条断言随 停点前移批 2026-09-23 退役;
# E 区道具面板已删除;2026-09-20 全站桩拍板——英雄卡/敌人卡断言随站桩改造批换装)。
# 运行:Godot_console.exe --headless --path . res://smoke/ui_probe.tscn
extends Node
const ProbeUiUtil := preload("res://smoke/probe_ui_util.gd") # T6 收口:树寻址/隔离样板单点
func _ready() -> void:
await get_tree().process_frame # autoload 就绪
var main: Node = load("res://presentation/main.tscn").instantiate()
add_child(main)
await get_tree().process_frame
var problems: Array = []
# ---- 放弃入口(2026-09-21 用户拍板——台账 119):默认隐藏(非冒险模式无冒险可放弃——开始层/调试两层)----
if main.level_screen.abandon_btn == null or main.level_screen.abandon_btn.visible:
print("[ui_probe] FAIL — 放弃按钮默认应隐藏(非冒险模式关)")
get_tree().quit(1)
return
# ---- 营地覆盖层(元进度实现批——主菜单入口/开合/余额文案/购买禁用态;
# 隔离存档换注 main.meta 保确定性(禁碰真实档 user://save.json——SaveManager 路径注入纪律;
# 营地先行段只换 meta 不换 save_manager——冒险段换注零档在前)----
ProbeUiUtil.isolate_save(main, "smoke_ui_probe_camp", false, false, false, false)
var campbtn: Button = ProbeUiUtil.find_button(main._start_overlay, "营地", "prefix")
if campbtn == null:
problems.append("营地入口按钮缺失(开始层 campbtn)")
else:
campbtn.pressed.emit() # 合成信号路径(真实按钮 → 组合根 _open_camp)
await get_tree().process_frame
if not main.camp_overlay.visible:
problems.append("营地层未打开(campbtn 路径)")
elif main._start_overlay.visible:
problems.append("营地层打开时开始层未隐藏(规范 2.3 遮挡纪律)")
else:
if not String(main.camp_overlay._balance_label.text).begins_with("钥石"):
problems.append("营地余额文案缺失(%s)" % main.camp_overlay._balance_label.text)
if main.camp_overlay._forge_rows.size() != 3:
problems.append("锻造柜台行数错误(%d ≠ 3)" % main.camp_overlay._forge_rows.size())
else:
var zero_disabled := true
for card in main.camp_overlay._forge_rows:
zero_disabled = zero_disabled and bool(card.btn.disabled) # 零余额全禁用
if not zero_disabled:
problems.append("零余额下锻造购买按钮未全禁用(余额不足禁用态失守)")
if main.camp_overlay._workshop_rows.size() != 6:
problems.append("工坊柜台行数错误(%d ≠ 6)" % main.camp_overlay._workshop_rows.size())
main._on_camp_closed()
await get_tree().process_frame
if main.camp_overlay.visible or not main._start_overlay.visible:
problems.append("营地关闭后未恢复开始层(开合往返失守)")
# 换回全新零档(营地段购买态不泄入后续冒险段——确定性;先删后建防陈旧档泄入)
ProbeUiUtil.isolate_save(main, "smoke_ui_probe_camp", true, false, true)
main._start_adventure_from_menu()
await get_tree().process_frame
await get_tree().process_frame
# ---- 入口选路停点(停点前移批 2026-09-23:关卡开始即出节点图——level_started 后、首战前弹选路层;
# press_candidate 图上命中路径 pick 入口单候选进首战——候选按钮退役 2026-09-28)----
# ---- 独立性断言(形态升格批 2026-09-28:独立屏激活期战斗屏宿主整体隐藏,零透出)----
if not main.level_screen.visible:
problems.append("关卡开始未弹入口选路停点(level_screen 应可见)")
elif main._battle_root.visible:
problems.append("独立屏激活期战斗屏宿主未隐藏(零透出契约失守)")
elif main.runner == null or not main.runner.awaiting_choice() \
or main.runner.next_candidate_ids().size() != 1:
problems.append("入口停点状态失守(选路态 + 入口单候选)")
else:
main.level_screen.press_candidate(0)
await get_tree().process_frame
await get_tree().process_frame
if not main._battle_root.visible or main.level_screen.visible:
problems.append("选路提交战斗节点后未切回战斗屏(屏级互斥恢复失守)")
# ---- 放弃入口·冒险模式可见 + 战斗中按下被拒(真实按钮路径——入口挂选路停点,战斗中拒绝为防御分支)----
if main.level_screen.abandon_btn == null or not main.level_screen.abandon_btn.visible:
problems.append("冒险模式放弃按钮未开放(选路停点入口在案)")
else:
main.level_screen.abandon_btn.pressed.emit()
await get_tree().process_frame
if main.adventure == null or String(main.adventure.state) != "running":
problems.append("首战中放弃未被拒(战斗域单事务在飞——state 应保持 running)")
# ---- 既有断言(回归基线;A 区进度条断言随 停点前移批 2026-09-23 退役——节点链进度由关卡画面独立屏承载)----
if main.board_view.cells_probe().is_empty():
problems.append("棋盘格未生成(cells=0)")
if main.board_view.board() == null:
problems.append("board 未装载")
if main.info_panel.attack_text().contains("—") or main.info_panel.armor_text().contains("—"):
problems.append("C 区攻击/护甲未显示(%s | %s)" % [main.info_panel.attack_text(), main.info_panel.armor_text()])
if main.settlement == null or main.settlement.battle_result != "":
problems.append("首战未处于进行中")
if not main.log_view.parsed_text().contains("节点 1/"):
problems.append("节点头日志缺失")
# ---- 四区布局断言(battle.md §Layout)----
if not main.stage.round_label.text.contains("第 1 轮"):
problems.append("B 区轮次·阶段指示缺失(%s)" % main.stage.round_label.text)
if main.stage.enemy_box.get_child_count() < 1:
problems.append("B 区敌方站桩未构建(%d 个)" % main.stage.enemy_box.get_child_count())
if main.ap_bar._dots.get_child_count() != int(main.db.action_economy.ap_per_round):
problems.append("D 区 AP 点阵数量错误(%d)" % main.ap_bar._dots.get_child_count())
if main.ap_bar.refresh_remaining_text() == "":
problems.append("D 区弃图刷新按钮文案缺失")
if main.board_zone.toast == null:
problems.append("D 区 toast 槽缺失")
if main.info_panel.item_slots == null or main.info_panel.item_slots.get_child_count() != 4:
problems.append("C 区魔法道具槽(预留)缺失")
if main.stage.hero_standee.slot_row == null:
problems.append("B 区站桩状态行缺失(状态效果唯一展示面——2026-09-26 C 区精简批)")
# B 区明细带挖掘期收起断言(T17 视觉扩展批适配):结算演播期 settling 视觉延伸=mode=settle
# 属新语义(演播放完回 dig——main._is_settling 排播项,判据=纯队列),本断言仅在排播空闲态判定。
if main._row_queue.is_empty() \
and (main.log_view.mode() != "dig" or main.log_view.custom_minimum_size.y != 24.0):
problems.append("B 区明细带挖掘期应收起 24px(mode=%s h=%s)" % [main.log_view.mode(), str(main.log_view.custom_minimum_size.y)])
# E 区道具面板已随可选类删除下线(格面资源批 2026-09-15)——四区构建由其余断言覆盖
# ---- 敌方站桩投影(顺位徽标/意图三档动作动画占位——敌人系统×4;2026-09-20 全站桩拍板)----
# B 区站桩 Node2D 迁移批 T3(2026-09-26)断言等价改写(台账 171 改判记录):enemy_box 子件
# 伴随件化(壳层 tooltip 载体),穿透明(子件 _name_label/_armor_icon/_intent_badge)改本体
# 探针出口 stage.enemy_body_at(i).name_line_probe()/intent_probe()——呈现口径逐字保持
var standee = main.stage.enemy_body_at(0)
if standee == null:
problems.append("敌立绘本体缺失(enemy_body_at(0) 无世界站桩)")
else:
var name_line: Dictionary = standee.name_line_probe()
if String(name_line.name) == "" or String(name_line.armor_icon) == "":
problems.append("敌立绘名字行缺失(名字或护甲类型图标占位为空——2026-09-26 终裁:AC 不展示、类型图标化)")
# 三档动作动画占位契约(表现层升级批拍板:不显示技能名——图标档位 + 一次性动画)
standee.set_pending("damage", "")
var intent_on: Dictionary = standee.intent_probe()
if not bool(intent_on.visible) or String(intent_on.text) != "⚔":
problems.append("攻击系意图未呈现(visible=%s text=%s)" % [str(intent_on.visible), str(intent_on.text)])
standee.set_pending("basic", "")
if bool(standee.intent_probe().visible):
problems.append("普攻应零表示(意图指示应隐藏)")
# 站桩纹理非空断言(迭代 6 T2——八敌真图落位;缺位回退链保持的对照面)
if not bool(standee.portrait_probe().get("has_tex", false)):
problems.append("敌立绘纹理未落位(素材管线 48px 档——迭代 6 T2;缺位回退链不应在此态触发)")
if main.stage.hero_standee == null or not main.stage.hero_standee.has_world_hp_bar:
problems.append("B 区主角站桩缺失(世界血条面缺失)")
elif not bool(main.stage.hero_standee.portrait_probe().get("has_tex", false)):
problems.append("主角立绘纹理未落位(48px 档——迭代 6 T2/T3)")
# ---- BUG-0001 回归(tooltip 入树后 set_effects 槽位不错位——结算软锁修复沉淀)----
var slots_row = main.stage.hero_standee.slot_row # BUG-0001 回归随组件迁入站桩(tooltip/槽位错位同源)
var probe_eff: Array = [{"effect_id": "attack_up", "display_name": "增伤", "layers": 1,
"remaining_settlements": 1, "source_class": "safe_cell", "round_index": 1, "effective_value": 50}]
slots_row.set_effects(probe_eff)
if slots_row._slots.size() != 1:
problems.append("BUG-0001 回归:set_effects 未建槽(%d)" % slots_row._slots.size())
slots_row._on_slot_hover(slots_row._slots[0]) # 悬停 → tooltip _tip 入子节点表(野外崩溃前置态)
slots_row.set_effects(probe_eff) # 修复前:_tip 被按位序当作槽 0 → _fill_slot 崩溃 → 结算协程中断软锁
if not (slots_row._tip in slots_row.get_children()):
problems.append("BUG-0001 回归:悬停后 tooltip 未入树(回归前置失真)")
elif slots_row._slots.size() != 1 or slots_row._slots[0] == slots_row._tip:
problems.append("BUG-0001 回归:tooltip 入树后槽引用错位")
else:
var icon_rect: TextureRect = slots_row._slots[0].get_child(0).get_child(0)
if icon_rect.texture == null:
problems.append("BUG-0001 回归:悬停后重刷槽未填充(texture=null)")
slots_row.set_effects([probe_eff[0], probe_eff[0], probe_eff[0], probe_eff[0], probe_eff[0], probe_eff[0]])
if slots_row._slots.size() != 4:
problems.append("BUG-0001 回归:超上限效果未截断至 4 槽(%d)" % slots_row._slots.size())
slots_row.set_effects([])
if not slots_row._slots.is_empty():
problems.append("BUG-0001 回归:空态未清槽(%d)" % slots_row._slots.size())
# ---- 图标键回归(HUD框架 图标键契约:状态表九行全映射〔定稿 PNG 纹理,2026-09-24 状态图标接入批〕、
# 格面资源 cell_type 九型全映射〔gp 键 = 九型批 2026-09-20〕;查不到的键 fail-fast + ? 占位
# ——此处钉死映射不残缺,未知键断言由 _icon_tex/_badge_glyph 承担)----
for eid in ["attack_up", "ac_up", "alert", "weaken", "enrage", "off_guard", "sapped", "empower", "fortify"]:
if not StatusSlotRow.EFFECT_ICON.has(eid) or StatusSlotRow.EFFECT_ICON[eid] == null:
problems.append("状态图标九键纹理映射缺失(%s)" % eid)
for cat in ["attack", "defense", "heal", "blast", "weaken", "pierce", "magic", "action", "gp"]:
if not BoardView.REWARD_BADGE.has(cat):
problems.append("奖励图标表缺键(%s)" % cat)
var probe_kb: Array = [
{"effect_id": "enrage", "display_name": "暴走", "layers": 1, "remaining_settlements": 1, "source_class": "flag_miss", "round_index": 1, "effective_value": 25},
{"effect_id": "off_guard", "display_name": "失衡", "layers": 1, "remaining_settlements": 1, "source_class": "flag_miss", "round_index": 1, "effective_value": 25},
]
slots_row.set_effects(probe_kb)
if slots_row._slots.size() != 2:
problems.append("图标键回归:enrage/off_guard 未建槽(%d)" % slots_row._slots.size())
else:
var ic_enrage: TextureRect = slots_row._slots[0].get_child(0).get_child(0)
var ic_off: TextureRect = slots_row._slots[1].get_child(0).get_child(0)
if ic_enrage.texture == null:
problems.append("暴走图标键未映射(texture=null)")
if ic_off.texture == null:
problems.append("失衡图标键未映射(texture=null)")
slots_row.set_effects([])
# ---- L2 单场段(debug_session 单场原语 + 去饱和接口可用性;雾格机制已整体移除,不再断言变体呈现)----
# 2026-09-13 单场用户入口已删——探针直调 debug_session 原语(battle_created/ready 仍经组合根接线;
# _reset_run_scope 复现原 _start_single 的提示去重复位)
main._reset_run_scope()
main._debug.start_single(2)
await get_tree().process_frame
await get_tree().process_frame
if main.board_view.board() == null:
problems.append("L2 单场未启动(board=null)")
else:
# 地形变异 首批类型定稿批(2026-09-19):L2 板允许带变异(岩浆/烬覆)——布置域断言 =
# 变异格全在初始展开区外(closed_only 结构保障)
var b0 = main.board_view.board()
var r0p := {}
for c in b0.compute_r0():
r0p[c] = true
for c in b0.variants.keys():
if r0p.has(c):
problems.append("L2 板变异格落在初始展开区(地形变异 布置域违例)")
break
main.board_view.set_desaturated(true)
main.board_view.set_desaturated(false)
# ---- GP 终局行(迭代 6 T7 卡⑩):影子账清零转存+胜利面板 GP 行呈现(C5:GP 行只上冒险终局面板)----
# (置于战斗态断言之后——合成收束会灰化站桩并清 settlement 引用,具污染性)
main._adventure_gp_view = 57
main._on_wallet_changed("clear", 0, {})
if int(main._adventure_gp_final) != 57 or int(main._adventure_gp_view) != 0:
problems.append("GP 影子账清零转存失败(final=%s view=%s)" % [str(main._adventure_gp_final), str(main._adventure_gp_view)])
var meta_saved = main.meta
main.meta = null # 合成摘要不落结算(settle_adventure 会写隔离档→跨跑自污染),GP 行只验呈现
main._on_adventure_finished({"result": "completed", "cleared": true, "levels_cleared": 3,
"stopped_at": 0, "keystone_total": 30, "master_seed": 42})
main.meta = meta_saved
if not main._end_overlay.is_open():
problems.append("冒险终局面板未开(合成摘要路径)")
elif not main._end_overlay._gp_line.visible or not main._end_overlay._gp_line.text.contains("57"):
problems.append("终局面板 GP 行缺失或取数不对(%s)" % main._end_overlay._gp_line.text)
main._end_overlay.close()
main._close_modal(main._end_overlay)
if problems.is_empty():
print("[ui_probe] PASS — cells=%d board=%dx%d hp='%s' enemies=%d ap_dots=%d" % [
main.board_view.cells_probe().size(), main.board_view.board().width, main.board_view.board().height,
main.info_panel.attack_text(),
main.stage.enemy_box.get_child_count(), main.ap_bar._dots.get_child_count()])
get_tree().quit(0)
else:
for p in problems:
push_error("[ui_probe] FAIL — " + p)
print("[ui_probe] FAIL — " + "; ".join(problems))
get_tree().quit(1)