Initial import of HEROLL source and design documents
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# HEROLL 本地 H5 玩法验证 GDD
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> **仅限本机内部验证、未取得发行授权、不得公开或分发。**
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>
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> 本文档只描述 **HEROLL**。`art-bible/`、`design/gameplay-monetization/`、`outputs/iaa/` 以及任何 Dice Lords 资料均为非规范历史资料,不得作为本验证版的设计、数值或美术依据。
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>
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> 复用提取的 HEROLL 图像、动画、音效与文本并不消除版权风险。数字化复制仍受著作权法保护,合理使用例外具有条件限制;本包不得用于发行、公开演示或向第三方分发。[《中华人民共和国著作权法》](https://www.npc.gov.cn/c2/c30834/202011/t20201119_308796.html)
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文档版本:1.1-RC(关卡刷新逆向纠偏)
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目标引擎:Cocos Creator 3.x / TypeScript 5.x
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目标平台:本地浏览器、竖屏 H5、简体中文
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权威目录:`design/gameplay-validation/`
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配置索引:[specs/README.md](./specs/README.md)
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关卡楼层、增益地块与 Boss 压力的权威逆向覆盖层:[HEROLL 2.0.1 关卡楼层分布与刷新规则逆向报告](../../analysis/stage-floor-rules/2026-08-31_逆向-HEROLL关卡楼层分布与刷新规则-report.md)。该报告优先于本文件旧版本中的“每层固定 2 个有益地块”“第 1 关运行 Boss Gauge”“六类事件保证袋”等验证版假设。
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## 1. 文档状态与签收边界
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本 GDD 可直接用于搭建完整的 10 层玩法验证包。产品循环、界面、数据结构、装备、祝福、药水、商店、事件、存档和 QA 契约均已锁定;当前构建不开放广告或即时增强入口。
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战斗公式采用两层契约:
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1. **验证实现公式**:本文 §5.4 给出的确定性公式,来源标记为“验证版新增”,开发可立即实现。
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2. **HEROLL 拟合公式**:必须用无局外加成的实机样本对验证公式校正;伤害中位误差 ≤5%,战斗时长误差 ≤10% 后,才可把 `formula-fit.csv` 的门禁改为 `PASS`。在此之前不得宣称“原作公式已还原”。
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当前桌面实机已确认棋盘、宝箱、铁匠铺、自动战斗与局内点数表现,但测试账号带有局外属性,不能作为裸装公式样本。最小补录矩阵已经写入 [formula-fit.csv](./specs/formula-fit.csv),这是拟合签收所需的全部输入,不是隐藏的设计项。
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### 1.1 规范优先级
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发生冲突时按以下顺序执行:
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1. 本 GDD、上方链接的专项逆向覆盖层与同目录 `specs/*.csv`;专项报告在其命名领域内优先。
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2. HEROLL 提取源码表与 IL2CPP 元数据。
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3. 无局外加成的 HEROLL 实机黑盒结果。
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4. 用户提供的视频、截图说明和当前桌面试玩观察。
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5. 其他历史文档;仅作检索线索,不具规范效力。
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同一优先级内,CSV 数值优先于正文示例。所有新增规则必须登记来源标签。
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### 1.2 来源标签
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| 标签 | 含义 | 可否直接实现 |
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|---|---|---|
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| `[源码确认]` | 来自提取 CSV、元数据字段或可复现调用边界 | 是 |
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| `[实机观察]` | 从 HEROLL 视频、截图或桌面运行直接观察 | 是;仅限观察到的表现 |
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| `[黑盒拟合]` | 由受控样本拟合且通过误差门槛 | 是 |
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| `[验证版新增]` | 为本地玩法验证明确新增或裁剪 | 是;不得冒充原作 |
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完整 Evidence → Finding → Design 映射见 [evidence-map.csv](./specs/evidence-map.csv)。
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## 2. 产品目标与范围
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### 2.1 一句话定义
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玩家手动投掷两枚公平 D6,在不可控移动中利用装备、祝福、药水、商店和事件构筑解决方案,连续完成 10 层并击败 `boss_0`;单局目标 10–12 分钟。
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### 2.2 验证假设
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| 假设 | 成功信号 | 失败信号 |
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|---|---|---|
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| 公平双骰能制造可读的局势变化 | 玩家接受坏落点并转向构筑补救 | 玩家认为结果被暗改或无法理解 |
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| 6–8 次装备查看足以形成构筑方向 | 第 6 层前出现攻击、攻速/暴击或生存路线 | 装备选择只看品质,不看词条 |
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| 10 层能形成完整起承转合 | 前 3 层学习、中 4 层成型、后 3 层压力、Boss 验收 | 过程重复或 Boss 与构筑无关 |
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| 固定棋盘和原作地块图标能让移动与落点一眼可读 | 玩家能预判顺时针路径并辨认战斗、商店和事件格 | 玩家误以为棋盘旋转,或只能靠颜色猜地块 |
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### 2.3 包含内容
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- 一个 Grass 主题、Normal、`stage=0` 的 10 层关卡。
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- 两枚公平D6、40个独立实际地块、逐层推进和Boss。
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- 自动战斗、手动药水、四类普通敌人与 `boss_0`。
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- 40 件局内装备、13 类装备属性、五档品质。
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- 31 个启用源码祝福和 1 个“第三骰替换”祝福。
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- 药水容量、治疗等级与 9 个启用药水强化。
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- 商人、97 条商品、12 种可安装事件地块。
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- 固定棋盘、顺时针玩家移动,以及战斗、商店和 12 类安装事件的原作图标。
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- 本地安全点存档、确定性随机、隐藏调试台。
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- HUD、棋盘、战斗、构筑、事件、结算与功能音效。
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### 2.4 明确排除
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- 账号、登录、服务器、联网依赖和云存档。
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- 局外成长、英雄养成、宠物、坐骑、遗物、任务、成就、AFK。
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- 体力、抽卡、钻石、IAP、订阅、通行证、真实广告 SDK、插屏、横幅,以及任何广告/即时增强/广告复活按钮。
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- 剧情、对白、开场、结局、背景音乐。
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- 完整 IAA GDD 与 MVP GDD;待本包完成 10 局现场签收后另行抽象。
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## 3. 单局结构
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### 3.1 开局配置
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| 配置 | 值 | 来源 |
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|---|---:|---|
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| `stage` / `mode` | `0` / `Normal` | `[源码确认]` |
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| 场景主题 | `Grass` | `[源码确认]` |
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| 层数 | 10 | `[源码确认] stageinfo.bossSpawnRuleValue` |
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| Boss | `boss_0` / `Board_Boss001` | `[源码确认]` |
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| Boss 技能 | `skill_0` | `[源码确认]` |
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| Boss 攻击冷却 | 7 秒 | `[源码确认]` |
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| 玩家装备 | 四槽全空 | `[验证版新增]` |
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| 玩家丹药 | 容量 1、基础恢复 50 HP | `[native 公式确认] PotionController.GetPotionFinalHeal` |
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| 初始局内点数 | 0 | `[验证版新增]` |
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| 普通入口速度 | 固定 1× | `[验证版新增]` |
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### 3.2 核心循环
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1. 创建随机 `runSeed`,初始化四条 RNG 流与空构筑。
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2. 运行原作初始化链:初始地块、全部角落地块、玩家有益地块牌组 8 次抽取,进入 `AwaitRoll`。
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3. 玩家手动掷两枚 D6;若持有第三骰祝福,再选择替换 A、替换 B或放弃。
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4. 棋盘保持固定;玩家按最终点数从底部起点沿左侧、顶部、右侧顺时针逐格移动。每1点对应1个实际地块,只在最终落点结算。
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5. 仅当 `bossSpawnRule=DiceGauge` 时推进 Boss 压力循环;本验证关 `stage=0` 为 `Default`,不运行压力 Gauge。
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6. 原子结算落点:战斗、装备、祝福、商店、事件或空地。
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7. 完整结算后写安全点,返回掷骰。
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8. 越过起点完成一圈:层数 +1、恢复 30% 最大生命,并按 `AddRandomGoodTiles(loopIndex+2)` 从玩家牌组执行安装尝试,再按 `enemyTilesPerLoop` 增加敌人。
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9. 第 10 层结束后进入 `boss_0`;胜利进入结算,死亡且无可用复活则失败。
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### 3.3 局状态机
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```mermaid
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stateDiagram-v2
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[*] --> RunInit
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RunInit --> FloorSetup
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FloorSetup --> AwaitRoll
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AwaitRoll --> DiceResolve: 手动掷骰
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DiceResolve --> ThirdDieChoice: 持有第三骰祝福
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DiceResolve --> Moving: 无第三骰
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ThirdDieChoice --> Moving: 替换A/替换B/放弃
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Moving --> BossGaugeResolve: DiceGauge关卡行动完成
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Moving --> TileResolve: Default关卡行动完成
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BossGaugeResolve --> BossBoardAction: Gauge 满值
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BossGaugeResolve --> TileResolve: Gauge 未满
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BossBoardAction --> TileResolve: Boss 行动演出完成
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TileResolve --> Battle
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TileResolve --> Event
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TileResolve --> Shop
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TileResolve --> RewardChoice
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Battle --> ReviveResolve: 玩家生命归零
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ReviveResolve --> Battle: 源码复生祝福成功
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ReviveResolve --> RunFailed: 祝福不可用或结算后仍死亡
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Battle --> Checkpoint: 胜利
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Event --> Checkpoint
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Shop --> Checkpoint
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RewardChoice --> Checkpoint
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Checkpoint --> FloorTransition: 越过起点
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Checkpoint --> AwaitRoll: 未过层
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FloorTransition --> BossBattle: 完成第10层
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FloorTransition --> FloorSetup: 继续
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BossBattle --> RunClear: 胜利
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BossBattle --> ReviveResolve: 死亡
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RunClear --> [*]
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RunFailed --> [*]
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```
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## 4. 骰子、棋盘与层推进
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### 4.1 公平骰子
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- `dieA` 与 `dieB` 分别调用 `diceRng.nextInt(1, 6)`,互相独立。
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- 36 个有序结果严格等权;移动值为 `dieA + dieB`。
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- 对子触发“机缘”,但不得改变基础骰面分布:随机令本局伤害、最大生命或防御之一永久 +10%,可叠加;并令下一次落入战斗格时开场造成 100% 当前攻击的先攻伤害。下一落点不是战斗格则只清除先攻,永久属性仍保留。
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- 禁止暗改、保底、重掷、锁骰、提高期望值或根据 DDA 调整骰面。
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- 每次掷骰记录 `rollIndex`、两枚原始结果、第三骰结果、最终结果与 RNG 索引。
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- 同一 `runSeed + RngStreamState + 输入序列` 必须得到相同结果。
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第三骰祝福的顺序固定为:先生成 A、B → 再独立生成 C → 弹出三按钮 → 选择替换 → 计算移动值。放弃 C 不回滚 RNG。
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### 4.2 40格实际棋盘
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- 棋盘固定40个独立实际落点:`Start=0`、`Tile01–Tile39`,不存在只用于表现但不参与移动的装饰格。
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- 棋盘本体和镜头不因玩家位置旋转。底部为`Start`,索引递增方向固定为底部→左侧→顶部→右侧,即屏幕顺时针。
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- 玩家位置用`tileIndex: 0..39`表示;每1点执行一次`(index + 1) % 40`。例如从起点ROLL 10,最终停在`Tile10`,移动动画必须恰好播放10次逐格位移。
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- 从39移动到0即完成一圈;每层只完成一圈,因此一次骰子最多触发一次过层。
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- 每个功能格必须使用HEROLL原作像素图标:普通战斗格使用`tile_battle`和`icon_NormalEnemy_1..4`;图标骷髅数量严格等于实际敌人数;商店使用`icon_start_shop`;12类事件使用对应`Installtile_*`。
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- 事件、商店、普通战斗或小Boss完整结算后,该格立即变为`EMPTY/荒地`。荒地跨层原位保留,只有Boss污染或玩家新增地块可以覆盖;禁止下一层整盘重新生成。
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- 过层有益地块按 `loopIndex+2` 执行元数据抽取/安装尝试;尝试数不等于保证可见新增数。当前静态证据不能证明“只能覆盖荒地”这一完整优先级,原作实现必须记录候选与失败原因,禁止把旧验证版保护表冒充源码规则。
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| 地块 | 数据 | 停留效果 | 结算后 |
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|---|---|---|---|
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| 起点 | `START` | 越过时升层并恢复30%最大生命 | 永久保留 |
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| 荒地 | `EMPTY` | 无效果 | 跨层保留 |
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| 1–4怪物 | `BATTLE.enemyCount=1..4` | 进入对应数量的自动战斗 | 胜利后变荒地 |
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| 小Boss | `MINIBOSS.enemyCount=1..4` | 怪物数按60%/25%/10%/5%生成,敌方攻击×1.12、生命×1.18 | 胜利后变荒地 |
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| 污染Boss | `INFECTED_BOSS` | 同小Boss战;若过层时仍未消灭,则普通怪物格污染+1 | 胜利后变荒地;未消灭最多生效3次 |
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| 商店 | `MERCHANT` | 3固定丹药商品+3随机商品 | 离开后变荒地 |
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| 12类事件 | `EVENT` | 按§9和`events.csv`结算 | 完整结算或主动离开后变荒地 |
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### 4.3 Boss Gauge / 倒计时循环(仅 `DiceGauge` 关卡)
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`stage=0` 的规则为 `Default=10`,本节在第 1 关普通验证流程中完全禁用;它仅用于复现后续 `DiceGauge` 关卡。
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- `BUILDUP`:新局从 `0/2` 开始。玩家每完成一次 ROLL 计 1 轮;第一次显示 `1/2`,第二次结束后不立即执行 Boss 行动,而是进入倒计时。
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- `COUNTDOWN`:从 `4` 开始;玩家之后每完成一次 ROLL 依次显示 `3、2、1、0`。第 4 次 ROLL 的移动演出结束后,Boss 才执行行动。
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- `BOSS ACTION`:从符合当前候选谓词的非祝福地块中无放回选择 4 个,逐个转换为怪物战斗地块;转换完成后回到 `BUILDUP 0/2`,持续循环。
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- 祝福地块是实机确认的排除项。起点及其他模式专属保护项、合法候选不足 4 个时的降级策略尚未由静态代码闭环;实现时必须配置化并记录日志,不得标为源码确认。
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- 该机制只负责棋盘回合节拍,**不是**“玩家攻击 Boss 若干次后 Boss 才攻击一次”。进入战斗后,双方仍按 §5 的攻击间隔与技能冷却独立行动。
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- 表现顺序固定为:骰子演出 → 逐格移动/落地 → Boss 计数变化 → 满倒计时警示/棋盘震动 → 4 格逐个感染 → 才允许落点事件或战斗界面出现。所有环节均无跳过按钮,禁止直接硬切。
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- 逆向层仅确认 `DiceGauge=50` 是原作增量、实时值范围 0..100 且 `MoveTile` 调用 `TrySpawnBossTilesByGauge`;本节的 `2 + 4 + 转换 4 格` 时序采用负责人实机确认,优先于旧验证版的“+50 后立即行动”解释。
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污染Boss跨层规则:若棋盘上仍有`INFECTED_BOSS`且剩余次数大于0,则进入新层时所有普通`BATTLE`地块的`enemyCount +1`(上限4)、`pollutionLevel +1`(上限3),然后该Boss剩余次数减1。污染只改变普通怪物地块,不改变骰面、事件、小Boss或最终Boss。
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### 4.4 十层节奏
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逐层敌方基础数值见 [floor-balance.csv](./specs/floor-balance.csv)。层号 UI 使用 1–10,源码 `loop` 使用 0–9。
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| 层段 | 设计目的 | 强制内容 |
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|---|---|---|
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| 1–2 | 学会掷骰、战斗、装备比较 | 首次掷骰与首次换装轻引导 |
|
||||
| 3 | 第一次经济决策 | 商人出现 |
|
||||
| 4–5 | 形成第一条构筑方向 | 至少已安装 3 种核心事件 |
|
||||
| 6 | 中盘修正 | 商人出现、敌人明显增强 |
|
||||
| 7–8 | 检查生存与伤害平衡 | 保证六类核心事件已全部生成 |
|
||||
| 9 | Boss 前最后调整 | 商人出现 |
|
||||
| 10 | 构筑压力测试 | 完成后立即进入 Boss |
|
||||
|
||||
每次过层按以下原子顺序执行:
|
||||
|
||||
1. 结算当前地块并写 `beforeFloorTransition` 安全点。
|
||||
2. `floor += 1`。
|
||||
3. `hp = min(maxHp, hp + round(maxHp * 0.30))`。
|
||||
4. 从玩家当前有益地块洗牌牌组抽取 `loopIndex+2` 次并逐次尝试安装;同一牌组轮内无放回,耗尽后重洗。
|
||||
5. 应用 DDA 层状态并写 `afterFloorTransition` 安全点。
|
||||
6. 第 10 层已结束则进入 Boss,否则恢复掷骰输入。
|
||||
|
||||
## 5. 角色、敌人与战斗
|
||||
|
||||
### 5.1 玩家裸装属性
|
||||
|
||||
| 属性 | 初始值 | 语义 |
|
||||
|---|---:|---|
|
||||
| `range` | 5 | 目标搜索距离 |
|
||||
| `moveSpeed` | 40 | 角色移动表现值 |
|
||||
| `attackPower` | 10 | 基础攻击 |
|
||||
| `attackSpeed` | 100 | 100 表示每秒 1 次基础攻击 |
|
||||
| `health/maxHealth` | 150 | 当前/最大生命 |
|
||||
| `defense` | 0 | 减伤参数 |
|
||||
| `lifeSteal` | 0 | 伤害吸血百分比 |
|
||||
| `evasion` | 0 | 闪避参数 |
|
||||
| `aim` | 5 | 命中参数 |
|
||||
|
||||
以上全部为 `[源码确认] playerdefaultstat.csv`。验证版不得读取账号、装备、宠物、遗物或其他局外属性。
|
||||
|
||||
### 5.2 敌人角色
|
||||
|
||||
| 角色 | `EAttackType` | 行为规则 | 可读性要求 |
|
||||
|---|---|---|---|
|
||||
| 剑士 | `SWORD` | 接近后近战攻击;作为基础压力 | 近战挥砍与命中帧明确 |
|
||||
| 直射 | `STRAIGHT` | 保持射程,直线弹道命中 | 弹道方向与命中点一致 |
|
||||
| 抛射 | `CURVED` | 高伤低频弧线弹道 | 地面落点预告不少于 300ms |
|
||||
| 冲锋 | `RUSH` | 短前摇后直线突进 | 前摇、冲锋线、碰撞结束分离 |
|
||||
|
||||
`group_10` 源码角色配额为 `SWORD,SWORD,STRAIGHT,STRAIGHT`;为了完整验证四种敌人,本验证版在每层按 `enemyRng` 从四种角色中生成 2 个,保证十层内每种至少出现两次。这个角色覆盖规则为 `[验证版新增]`,敌人属性仍逐层读取源码 `board.csv`。
|
||||
|
||||
同角色的 prefab 变体及倍率来自 `monsterinfo.csv`。普通敌人生成后属性为:
|
||||
|
||||
```text
|
||||
attack = floor.attackPower × prefab.attackMultiplier × dda.attackMultiplier
|
||||
maxHp = floor.health × prefab.healthMultiplier × dda.healthMultiplier
|
||||
defense = floor.defense × prefab.defenseMultiplier
|
||||
attackInterval = floor.attackSpeed × prefab.attackSpeedMultiplier
|
||||
evasion = floor.evasion × prefab.evasionMultiplier
|
||||
aim = floor.aim × prefab.aimMultiplier
|
||||
lifeSteal = floor.lifeSteal × prefab.lifeStealMultiplier
|
||||
```
|
||||
|
||||
`boss_0` 使用第 10 层基础值和源码倍率:攻击 ×2、生命 ×4、防御 ×1、攻速间隔 ×1、闪避 ×1、命中 ×1、吸血 ×0;技能为 `skill_0`,主动技能冷却 7 秒。
|
||||
|
||||
### 5.3 战斗控制与阶段
|
||||
|
||||
战斗固定为 `Prepare → Spawn → PreBattle → Fight → PostBattle`:
|
||||
|
||||
- `Prepare`:冻结棋盘输入,创建 `BattleSnapshot`,加载敌人与背景。
|
||||
- `Spawn`:按角色槽位生成实体;逻辑已生成,表现可跳过。
|
||||
- `PreBattle`:结算开战祝福、护盾与先手效果。
|
||||
- `Fight`:双方自动索敌、移动、普攻和技能。玩家唯一主动输入是药水。
|
||||
- `PostBattle`:停止计时器,按一次事务生成掉落、祝福触发和点数,再写安全点。
|
||||
|
||||
普通入口只显示 1×速度;隐藏调试台可切换 1×/4×。暂停只冻结逻辑时钟,不改变 RNG。
|
||||
|
||||
### 5.4 验证实现公式与拟合门禁
|
||||
|
||||
以下公式是可立即编码的 `[验证版新增]` 基线,绝不标记为 HEROLL 原作还原:
|
||||
|
||||
```text
|
||||
hitChance = clamp(0.05, 0.95, (100 + attacker.aim - defender.evasion) / 100)
|
||||
isHit = combatRng.nextFloat01() < hitChance
|
||||
variance = combatRng.uniform(0.85, 1.15) // EnemyDamgeRange = 15
|
||||
mitigation = 100 / (100 + max(0, defender.defense))
|
||||
normalDamage = max(1, round(attacker.attackPower × mitigation × variance))
|
||||
criticalDamage = round(normalDamage × 1.50) // BaseCritical = 150
|
||||
criticalRoll = combatRng.nextInt(0, 100) // 含 0 与 100,共 101 个整数
|
||||
critical = criticalRate > criticalRoll
|
||||
totalDamage = round((critical ? criticalDamage : normalDamage) × (1 + totalDamagePct/100))
|
||||
finalDamage = max(1, totalDamage + trueDamage)
|
||||
lifeStealHeal = floor(finalDamage × lifeStealPct / 100)
|
||||
playerAttackInterval = max(0.15, 1 / (attackSpeed / 100))
|
||||
enemyAttackInterval = max(0.15, boardAttackSpeed × prefabAttackSpeedMultiplier)
|
||||
```
|
||||
|
||||
- 暴击判定恢复为 `criticalRate > RandomInt[0,100]`;不再额外钳制为 5%–95%,裸装为 0。
|
||||
- 闪避发生在暴击前;未命中不触发吸血、反击和命中祝福。
|
||||
- 玩家面板保留“反击”属性;玩家受击后按反击率独立判定,成功则立即对该攻击者造成一次当前攻击力伤害。
|
||||
- 护盾先扣,生命后扣;真伤仍受命中但无视防御。
|
||||
- 同一逻辑 tick 内的伤害按 `sourceEntityId` 排序,避免帧率改变结果。
|
||||
- 生命、护盾和点数均为整数;防御、攻速和百分比保留 2 位小数。
|
||||
|
||||
拟合时只允许修改 [formula-fit.csv](./specs/formula-fit.csv) 中声明的函数和常量,不得改 `board.csv` 行值。门禁统计使用至少 30 次普攻命中样本和 10 场完整战斗:
|
||||
|
||||
- 每类伤害样本的预测/实测中位绝对百分比误差 ≤5%。
|
||||
- 每个层段战斗时长中位绝对百分比误差 ≤10%。
|
||||
- 命中、闪避、暴击和吸血的 Wilson 95% 区间必须覆盖预测值。
|
||||
- 若不通过,`build.releaseCandidate=false`,但可继续内部原型调试。
|
||||
|
||||
### 5.5 动态难度
|
||||
|
||||
源码确认参数为:`dynamicDifficultyAbleStage=0..6`、条件 `5,8,12`、值 `10,15,20,5,5,5`,另有 `normalEnemyBattleTimeStatUp=13,3,100,5,1`。方法体未恢复,当前不得擅自解释各数组下标。
|
||||
|
||||
为了让裸装初始配置稳定学会循环,当前 DEMO 对普通敌人增加 `[验证版新增]` 的前期容错:1/2/3 层攻击倍率为 `0.72/0.76/0.80`、生命倍率为 `0.88/0.90/0.92`;4–5 层为 `0.90/0.96`;第 6 层起恢复 `1.0/1.0`,Boss 始终为 `1.0/1.0`。该倍率不修改配置表原值,且在战斗快照中可复现。
|
||||
|
||||
实现必须:
|
||||
|
||||
- 保留 `DdaState`、配置原值、每次状态迁移原因和应用前后倍率。
|
||||
- DDA 只可改变敌人战斗属性,禁止改变骰面、商店、掉落品质和事件生成。
|
||||
- 威胁倍率限制在 `0.78..1.05`,前三层上限固定为 `1.0`;最近生命均值低于 `0.45` 时下降 `0.12`,低于 `0.70` 或战斗超过 11 秒时下降 `0.06`,高熟练表现最多上升 `0.02`。
|
||||
- 黑盒签收后只替换 `DdaEvaluator`,不得改变存档结构和日志字段。
|
||||
|
||||
这条门禁确保没有用猜测公式冒充源码结果。
|
||||
|
||||
### 5.6 死亡与复活
|
||||
|
||||
1. 玩家生命归零时冻结战斗逻辑并创建死亡快照。
|
||||
2. 若持有可用的源码 `Revive` 祝福,先按祝福规则结算并消耗对应次数。
|
||||
3. 若祝福不可用或结算后生命仍为 0,播放完整 `DEFEAT` 演出后直接进入失败结算。
|
||||
4. 当前 DEMO 不渲染广告复活、放弃广告或任何伪广告按钮;历史 `instantRevive`/事务字段只用于旧存档兼容,不可从普通 UI 触发。
|
||||
|
||||
## 6. 局内装备
|
||||
|
||||
### 6.1 目录、槽位与品质
|
||||
|
||||
四个槽位为武器、戒指、护手、鞋子;开局为空。完整 40 件目录见 [gear-catalog.csv](./specs/gear-catalog.csv),装备属性定义见 [gear-status.csv](./specs/gear-status.csv)。
|
||||
|
||||
| 品质 | rank | 权重 | 颜色 | 分解点数 |
|
||||
|---|---:|---:|---|---:|
|
||||
| 普通 | 0 | 210 | 灰白 | 1 |
|
||||
| 稀有 | 1 | 60 | 蓝 | 2 |
|
||||
| 英雄 | 2 | 28 | 紫 | 4 |
|
||||
| 传奇 | 3 | 4 | 金 | 8 |
|
||||
| 神话 | 4 | 1 | 红 | 16 |
|
||||
|
||||
权重取源码 `210:60:28:4:1`,只使用前五档;源码数组中的第六个 `4` 不进入本验证版品质池。
|
||||
|
||||
### 6.2 生成与属性
|
||||
|
||||
每件掉落按固定顺序消费 `lootRng`:
|
||||
|
||||
1. 选择槽位;若某槽为空,其权重为 2,其余为 1。
|
||||
2. 在该槽的 10 个外观 ID 中等权选 1 个。
|
||||
3. 按五档权重选择品质。
|
||||
4. 从 13 个 `weaponstatus` 中等权选 1 个主属性。
|
||||
5. `baseRoll = uniform(baseMin, baseMax)`。
|
||||
6. `value = baseRoll + plusValue × qualityRank`;按属性显示精度取整。
|
||||
7. 创建不可变 `GearInstance.instanceId`。
|
||||
|
||||
第 4–6 步为 `[验证版新增]` 的明确生成规则,因为 IL2CPP 元数据没有恢复原作 `GetStatus` 方法体。CSV 保留原始 `baseValue`、`plusValue`、百分比和浮点标记,后续可替换生成器而不改目录。
|
||||
|
||||
### 6.3 查看、换装与分解
|
||||
|
||||
- 大量随机局的装备“查看机会”P50 必须为 6–8;机会包括宝箱、战斗掉落、铁匠铺、传奇装备地块和小游戏奖励。
|
||||
- 掉落弹窗同时显示新旧装备、品质、主属性和总面板变化;增加为绿色、降低为红色、无变化为灰色。
|
||||
- 选择装备:新装备飞入固定槽,旧装备从槽中掉出,随后自动分解并增加点数。
|
||||
- 选择分解:新装备直接转为品质对应点数。
|
||||
- 关闭掉落弹窗:所有未处理装备按出现顺序自动分解。
|
||||
- 同一掉落批次只在 `PostBattle/RewardChoice` 提交一次;动画重播不得重复加点。
|
||||
|
||||
### 6.4 铁匠铺
|
||||
|
||||
选择当前已装备的一件装备后,可选择“直接领取”或“挑战强化”:
|
||||
|
||||
- 目标从当前品质升至下一品质;神话不可强化。
|
||||
- 基础成功率依次为 80% / 50% / 30% / 10%。
|
||||
- 成功:品质 +1,按新 rank 重算主属性,保留 instanceId 并增加 `upgradeCount`。
|
||||
- 失败:装备销毁,从槽位移除,并按失败前品质自动分解。
|
||||
- 确认后先写 intent,随机完成后整体提交;刷新只能恢复最终结果,不能重抽。
|
||||
|
||||
## 7. 祝福与药水
|
||||
|
||||
### 7.1 祝福池
|
||||
|
||||
祝福池为源码 31 个 `isEnabled=True` 条目加 `ThirdDieReplace`,共 32 个,详见 [blessings.csv](./specs/blessings.csv)。源码四档权重为 `50:30:20:5`;第三骰固定为传奇档。
|
||||
|
||||
祝福获得规则:
|
||||
|
||||
- 每次只揭示 1 张卡;卡片生成后立即把 `blessingId` 写入待选择状态。
|
||||
- 玩家直接接受已揭示卡;当前构建不提供广告重抽或强制换卡。
|
||||
- 可叠加、最大层数、依赖项和参数严格读取 CSV。
|
||||
- 同一祝福的星级费用读取 `starsPerAugment=1,2,2,3,3,3,4,4,4,4,5…`;持有层数从 0 计数,用 `min(level, 29)` 取值。
|
||||
|
||||
`ThirdDieReplace`:每次正常投出 A/B 后投 C;玩家必须选择“替换 A”“替换 B”“放弃”。它只改变当前移动值,不修改 A/B 的基础随机结果与统计日志。
|
||||
|
||||
### 7.2 丹药
|
||||
|
||||
全局有且只有一种丹药。开局容量 1、基础恢复 `50 HP`。固定商店升级可把容量提升到 10;基础恢复曲线为 `50、80、110……650 HP`,每次升级增加 30 HP,完整曲线见 [potions.csv](./specs/potions.csv)。
|
||||
|
||||
- 解密后的 `PotionController.GetPotionFinalHeal` native 方法体确认最终基线为 `(healLevelValue + percentHealBonus) × adaptiveMultiplier / 100`:`healLevelValue` 是 `potion.csv` 的固定 HP;独立 `Potion_PercentHeal(valueA=10)` 才计算 `maxHp × 10%` 后与基线相加。网络检索未发现更高置信度的公开精确公式。
|
||||
- 因此本 MVP 不采用“基础恢复 10%、每级 ×1.25”的无证据回退公式;该公式只在 native 证据缺失时才启用。最终生命仍不得超过最大生命。
|
||||
- 丹药只允许在 `Fight` 且玩家存活、剩余次数 >0 时手动使用。
|
||||
- 点击后先锁按钮,结算恢复和丹药强化,再扣 1 次,最后解锁。
|
||||
- 同一输入 tick 只接受一次;暂停、连点或恢复存档不得重复生效。
|
||||
- 治疗不超过最大生命;最大生命增加类效果先改上限再治疗。
|
||||
- 丹药只能通过三个固定商店商品和丹药相关祝福强化,不再存在第二种丹药或独立的随机“丹药强化商品”。原 9 条 `potionaugment` 数据仅作为丹药相关祝福的设计参数参考;禁用的 `GuaranteedDouble` 不进入任何池。
|
||||
|
||||
## 8. 商店与局内点数
|
||||
|
||||
### 8.1 商人出现与界面
|
||||
|
||||
- 商人在第 3、6、9 层的一个合法普通格上出现;只保证生成,不强制玩家落点。
|
||||
- 商店显示 3 个固定升级槽和 3 个随机商品槽。
|
||||
- 固定槽为:补充 1 瓶且不超过上限的 `potionAdd`、只令持有上限 +1 的 `potionCount`、令基础恢复量 +30 HP 的 `potionHeal`。
|
||||
- 随机槽从地块、祝福、直接属性、彩票和新增第三骰商品中无放回抽取;不再抽取独立 `POTION` 商品。
|
||||
- 已达购买上限、依赖不满足或本局已售罄的商品不进入候选池。
|
||||
- 刷新费用为 `3 + 2 × rerollCount` 点;支付和换货同一事务提交。
|
||||
|
||||
### 8.2 97 条商品
|
||||
|
||||
[shop-offers.csv](./specs/shop-offers.csv) 完整保留源码 96 条商品,并新增:
|
||||
|
||||
| ID | 类型 | 内容 | 价格 | 上限 | 来源 |
|
||||
|---|---|---|---:|---:|---|
|
||||
| 196 | `AUGMENT` | `ThirdDieReplace` | 27 点 | 1 | `[验证版新增]` |
|
||||
|
||||
原 96 条数据仍完整保存用于溯源;其中 9 条药水强化不进入 DEMO 商店随机池,其效果只允许经丹药相关祝福设计接入。其余价格、购买上限、固定槽和排序值按源码表。
|
||||
|
||||
### 8.3 点数源汇
|
||||
|
||||
点数是本验证版唯一局内货币,不跨局保存:
|
||||
|
||||
- 来源:移动结算、战斗/事件奖励、装备分解、祝福 `PointSupply`、即时商人 +20。
|
||||
- 消耗:商店购买、商店刷新和需要点数的小游戏。
|
||||
- 所有变化写 `transactionId、reason、delta、balanceAfter`。
|
||||
- 余额不足时按钮禁用并显示缺口;任何界面不得允许负余额。
|
||||
- 结算页只展示本局获得/消耗,不结转到下一局。
|
||||
|
||||
## 9. 事件与广告入口边界
|
||||
|
||||
### 9.1 自然生成与玩家有益地块注入
|
||||
|
||||
原作不存在已证实的“十层内六类各生成一次”保证袋。严格还原采用两条独立入口:
|
||||
|
||||
1. 自然生成候选受 `newtile.isEnabled`、`minStage`、`minLoop` 与 `maxCornerPerGame` 过滤,完整资格表见 [enabled-tile-eligibility.csv](../../analysis/stage-floor-rules/tables/enabled-tile-eligibility.csv)。
|
||||
2. 玩家有益地块从当前可用/装备的 `OutGameTile` 元数据构成洗牌牌组;牌组内无放回,耗尽后重洗。
|
||||
3. 新账号 8 个默认装备地块见 [default-good-tile-deck.csv](../../analysis/stage-floor-rules/tables/default-good-tile-deck.csv);初始化调用固定抽取 8 次。
|
||||
4. 换层调用固定为 `AddRandomGoodTiles(loopIndex+2)`;这是抽取/安装尝试数,不保证成功落盘数。
|
||||
5. 商店依附起点,每 3 个显示楼层出现,不进入普通 GoodEvent 随机池。
|
||||
|
||||
### 9.2 十二种可安装地块
|
||||
|
||||
商店购买后可安装全部 12 种源码地块:137、138、139、140、141、142、143、144、151、152、164、166。基础规则、源码参数、界面和调试验收见 [events.csv](./specs/events.csv)。
|
||||
|
||||
- 安装时玩家选择一个高亮合法格;取消则商品保持 `PurchasedPendingInstall`,不退款、不丢失。
|
||||
- 同一格只能有一个事件;事件完整结算或主动离开后变为荒地,不能在后续楼层重复触发。玩家购买或过层新增地块可覆盖荒地。
|
||||
- 额外事件不要求十局自然覆盖,必须通过调试台逐项强制生成验收。
|
||||
- 挖掘固定 5×5、基础 5 次;覆盖形状读取 `herobodyminigame.csv`。
|
||||
- 抓娃娃每局面生成 20 个胶囊;权重读取 `clawcraneminigame.csv`。
|
||||
- 泡泡龙从 6 个源码模板中按 seed 选 1 个;基础 3 发、18 个目标配置。
|
||||
|
||||
### 9.3 广告与即时增强入口
|
||||
|
||||
当前 MVP 不渲染任何广告、`▶` 即时增强、事件重抽、补次数、赠送点数或广告复活按钮。事件全部按基础次数和基础收益结算;祝福卡揭示后直接接受。旧 [reward-boosts.csv](./specs/reward-boosts.csv) 与 `RewardBoostTransaction` 类型仅作为未来 IAA 讨论和旧存档迁移的休眠接口,当前普通 UI 和调试台都不可触发。后续增加 IAA 必须在 DEMO 签收后另行设计、授权和验收。
|
||||
|
||||
## 10. UI/UX 规范
|
||||
|
||||
### 10.1 全局布局
|
||||
|
||||
- 基准画布 750×1334,`Fit Height`,安全区内边距左右 24、顶部 44、底部 34。
|
||||
- 世界和像素资源只允许整数倍缩放;相机与节点落点取整,禁止静止时半像素。
|
||||
- 顶部:点数、层数、暂停;仅 `DiceGauge` 调试关额外显示 Boss Gauge。
|
||||
- 中部:棋盘或战斗舞台;弹窗不得遮住当前关键目标或 Boss 预警。
|
||||
- 下部:HP、四装备槽、主操作按钮、药水。
|
||||
- 普通入口隐藏自动掷骰、战斗加速和所有调试功能。
|
||||
|
||||
### 10.2 页面清单
|
||||
|
||||
完整控件和状态见 [ui-screens.csv](./specs/ui-screens.csv)。必须实现:
|
||||
|
||||
1. 本地开始页:开始新局、继续安全点、清除本局。
|
||||
2. 棋盘 HUD:点数、层数、HP、四槽、Roll、丹药、暂停;`Default` 第 1 关不显示 Boss 蓄势,只有 `DiceGauge` 调试关显示蓄势(0/2)或倒计时(4..0)。
|
||||
3. 骰子结果/第三骰选择。
|
||||
4. 自动战斗 HUD:双方血条、伤害数字、状态、药水。
|
||||
5. 掉落比较与批量未处理提示。
|
||||
6. 商店与地块安装。
|
||||
7. 宝箱、营火、铁匠铺、祝福、挖掘、彩票、21点、抓娃娃、黄金马车、骰子机、泡泡龙。
|
||||
8. 源码复生祝福、失败、Boss 胜利和局结算;不含广告复活页。
|
||||
9. 暂停、玩家面板与退出确认;玩家面板必须显示反击。
|
||||
10. 隐藏调试台。
|
||||
|
||||
### 10.3 轻引导
|
||||
|
||||
仅提供三个一次性上下文提示,状态保存在本机设置而非 run:
|
||||
|
||||
- 首次掷骰:高亮 Roll,说明“两枚骰子点数相加”。
|
||||
- 首次战斗:说明自动攻击,药水可手动使用。
|
||||
- 首次装备:指向属性对比与替换/分解。
|
||||
|
||||
提示不暂停计时战斗;如果触发于战斗前,必须在 `PreBattle` 完成后再开始逻辑时钟。
|
||||
|
||||
## 11. 美术、动作、特效与音频
|
||||
|
||||
### 11.1 美术边界
|
||||
|
||||
- 只使用可提取的 HEROLL 内部原型资产;不得引用 Dice Lords 形象、配色、构图或旧 Art Bible 规则。
|
||||
- 风格为传统低清像素:深色森林/地牢底、紫灰轨道、青绿有益地块、红黑 Boss 压力、厚描边 UI。
|
||||
- Grass 场景使用分层远景、暗绿色地表、灰蓝岩石与暖色火把;不引入其他章节主题。
|
||||
- 角色、怪物、场景、UI、动作和特效映射见 [assets.csv](./specs/assets.csv) 与 [animation-vfx.csv](./specs/animation-vfx.csv)。
|
||||
|
||||
### 11.2 角色与怪物规则
|
||||
|
||||
- 玩家剑士保持短身像素比例、红兜帽/深甲/亮剑盾轮廓;武器和盾牌必须在战斗缩放下可区分。
|
||||
- 剑士敌人用宽肩和近战武器;直射敌人用细长水平武器;抛射敌人用高举/弧线姿态;冲锋敌人用前倾轮廓。
|
||||
- Boss 至少是玩家高度 2.5 倍,黑灰主体、红色外沿、紫色能量点;不依赖文字传达危险。
|
||||
- 同屏角色描边至少 1 个原始像素;状态着色不能覆盖面部、武器和攻击预警。
|
||||
|
||||
### 11.3 动作和特效规则
|
||||
|
||||
- 全系统最低反馈契约:按钮按压、骰子、逐格移动、落地、楼层切换、Boss 计数/转换、战斗进出、双方攻击/受击、伤害/治疗数字、装备揭示/换装/分解、祝福、商店购买、每类事件、复活和最终结算都必须保留至少一段可读动画或数值过渡;普通入口禁止跳过、瞬移式结算或无反馈硬切。
|
||||
- 逻辑命中由时间轴事件驱动,不能绑定动画结束回调。
|
||||
- 普攻:180–300ms,命中前摇 40–80ms,命中停顿 60–90ms。
|
||||
- Boss 攻击:预警 ≥500ms,预警形状与伤害区域误差 ≤4 个逻辑像素。
|
||||
- 暴击:允许一次 ≤10px 相机脉冲;全屏白闪不得超过 33ms。
|
||||
- 伤害数字同来源 150ms 内合并,同屏最多 24 个。
|
||||
- 治疗用绿/青白核心,护盾用青色轮廓,受伤用红色但不与有益效果混色。
|
||||
- 低特效模式仍保留地面预警、命中点和状态图标。
|
||||
|
||||
### 11.4 音频
|
||||
|
||||
不使用背景音乐。只加载必要功能音效:按钮、骰子滚动/落定、移动步、近战命中、直射、抛射落点、冲锋、暴击、受伤、治疗、护盾、装备获取/分解、祝福揭示、购买、事件成功/失败、Boss 预警与胜负。
|
||||
|
||||
同类短音效 80ms 内最多播放一次;战斗退出时停止循环或延迟音;页面切换不得残留音频实例。
|
||||
|
||||
## 12. 技术架构与数据契约
|
||||
|
||||
### 12.1 模块边界
|
||||
|
||||
```text
|
||||
Bootstrap
|
||||
├─ RunDomain // 状态机、楼层、输入、结算
|
||||
├─ RngDomain // 多流确定性随机
|
||||
├─ BoardDomain // 棋盘、移动、地块安装
|
||||
├─ BattleDomain // 实体、公式、祝福、药水、DDA
|
||||
├─ BuildDomain // 装备、分解、祝福
|
||||
├─ ShopDomain // 报价、购买、刷新
|
||||
├─ EventDomain // 12事件;历史增强结构保持休眠
|
||||
├─ SaveDomain // 安全点、迁移、幂等事务
|
||||
├─ Presentation // Cocos 场景、UI、动画、音频
|
||||
└─ DebugDomain // 隐藏调试台与技术日志
|
||||
```
|
||||
|
||||
表现层只能派发 command,不得直接修改 HP、点数、库存或 RNG。所有 Domain command 返回不可变 result,再由表现层播放。
|
||||
|
||||
### 12.2 TypeScript 接口
|
||||
|
||||
```typescript
|
||||
type RunPhase =
|
||||
| 'RUN_INIT' | 'FLOOR_SETUP' | 'AWAIT_ROLL' | 'DICE_RESOLVE'
|
||||
| 'THIRD_DIE_CHOICE' | 'MOVING' | 'TILE_RESOLVE' | 'BATTLE'
|
||||
| 'EVENT' | 'SHOP' | 'REWARD_CHOICE' | 'FLOOR_TRANSITION'
|
||||
| 'BOSS_BATTLE' | 'RUN_CLEAR' | 'RUN_FAILED';
|
||||
|
||||
type RngStreamName = 'dice' | 'board' | 'loot' | 'combat' | 'shop' | 'event';
|
||||
|
||||
interface RngStreamState {
|
||||
algorithm: 'xoshiro128ss';
|
||||
runSeed: string;
|
||||
stream: RngStreamName;
|
||||
state: [number, number, number, number];
|
||||
index: number;
|
||||
}
|
||||
|
||||
interface DdaState {
|
||||
enabled: boolean;
|
||||
tier: number;
|
||||
sourceConditions: [5, 8, 12];
|
||||
sourceValues: [10, 15, 20, 5, 5, 5];
|
||||
recentBattleMs: number[];
|
||||
attackMultiplier: number;
|
||||
healthMultiplier: number;
|
||||
lastTransitionReason: string;
|
||||
}
|
||||
|
||||
interface DiceRoll {
|
||||
rollId: string;
|
||||
rollIndex: number;
|
||||
dieA: number;
|
||||
dieB: number;
|
||||
thirdDie?: number;
|
||||
thirdDieAction?: 'REPLACE_A' | 'REPLACE_B' | 'DISCARD';
|
||||
finalA: number;
|
||||
finalB: number;
|
||||
moveValue: number;
|
||||
rngIndexBefore: number;
|
||||
rngIndexAfter: number;
|
||||
}
|
||||
|
||||
interface BattleSnapshot {
|
||||
battleId: string;
|
||||
floor: number;
|
||||
isBoss: boolean;
|
||||
logicTimeMs: number;
|
||||
player: CombatantSnapshot;
|
||||
enemies: CombatantSnapshot[];
|
||||
statuses: StatusSnapshot[];
|
||||
cooldowns: Record<string, number>;
|
||||
combatRng: RngStreamState;
|
||||
reviveBlessingResolved: boolean;
|
||||
instantReviveUsed: boolean; // 旧存档兼容字段,当前 UI 不可达
|
||||
}
|
||||
|
||||
interface GearInstance {
|
||||
instanceId: string;
|
||||
catalogId: number;
|
||||
slot: 'WEAPON' | 'RING' | 'GAUNTLET' | 'BOOTS';
|
||||
qualityRank: 0 | 1 | 2 | 3 | 4;
|
||||
statusId: number;
|
||||
value: number;
|
||||
upgradeCount: number;
|
||||
}
|
||||
|
||||
interface BlessingInstance {
|
||||
instanceId: string;
|
||||
blessingId: string;
|
||||
level: number;
|
||||
stacks: number;
|
||||
remainingTriggers?: number;
|
||||
}
|
||||
|
||||
interface PotionState {
|
||||
countLevel: number;
|
||||
healLevel: number;
|
||||
charges: number;
|
||||
maxCharges: number;
|
||||
healAmount: number; // fixed HP from HEAL_LEVEL.value
|
||||
augments: number[];
|
||||
inputLocked: boolean;
|
||||
}
|
||||
|
||||
interface ShopState {
|
||||
merchantInstanceId: string;
|
||||
floor: number;
|
||||
fixedOfferIds: number[];
|
||||
randomOfferIds: number[];
|
||||
purchasedCountByOffer: Record<string, number>;
|
||||
rerollCount: number;
|
||||
pendingInstallOfferId?: number;
|
||||
}
|
||||
|
||||
interface EventInstance {
|
||||
instanceId: string;
|
||||
tileId: number | 'MERCHANT';
|
||||
floor: number;
|
||||
tileIndex: number;
|
||||
visitIndex: number;
|
||||
phase: 'READY' | 'RESOLVING' | 'RESOLVED';
|
||||
boostUsed: boolean; // 旧存档兼容字段,当前 UI 不可达
|
||||
payload: Record<string, unknown>;
|
||||
}
|
||||
|
||||
interface RewardBoostTransaction { // 仅保留旧存档迁移,不创建新事务
|
||||
transactionId: string;
|
||||
placementId: string;
|
||||
eventInstanceId: string;
|
||||
status: 'PENDING' | 'COMMITTED';
|
||||
rewardPayload: Record<string, number | string | boolean>;
|
||||
createdAtLogicTick: number;
|
||||
committedAtLogicTick?: number;
|
||||
}
|
||||
|
||||
interface Checkpoint {
|
||||
schemaVersion: 1;
|
||||
checkpointId: string;
|
||||
createdAtLogicTick: number;
|
||||
reason: string;
|
||||
run: RunState;
|
||||
rng: Record<RngStreamName, RngStreamState>;
|
||||
committedTransactionIds: string[];
|
||||
checksum: string;
|
||||
}
|
||||
|
||||
interface RunState {
|
||||
runId: string;
|
||||
runSeed: string;
|
||||
phase: RunPhase;
|
||||
floor: number;
|
||||
tileIndex: number;
|
||||
lapSteps: number;
|
||||
points: number;
|
||||
playerStats: CombatStats;
|
||||
gear: Partial<Record<GearInstance['slot'], GearInstance>>;
|
||||
blessings: BlessingInstance[];
|
||||
potion: PotionState;
|
||||
shop?: ShopState;
|
||||
activeEvent?: EventInstance;
|
||||
activeBattle?: BattleSnapshot;
|
||||
dda: DdaState;
|
||||
reviveUsedThisFloor: boolean; // 旧存档兼容字段
|
||||
generatedCoreEvents: string[];
|
||||
pendingTileInstalls: number[];
|
||||
saveVersion: 1;
|
||||
}
|
||||
```
|
||||
|
||||
`CombatantSnapshot`、`StatusSnapshot` 和 `CombatStats` 是纯数据对象,禁止包含 Cocos Node、组件引用或函数。CSV 到运行时字段的映射见 [data-contracts.csv](./specs/data-contracts.csv)。
|
||||
|
||||
### 12.3 随机流
|
||||
|
||||
所有流从 `hash(runSeed + ':' + streamName)` 派生,禁止共享索引:
|
||||
|
||||
- `dice`:基础骰与第三骰。
|
||||
- `board`:地块位置和普通战斗格。
|
||||
- `loot`:装备、品质、词条、祝福。
|
||||
- `combat`:命中、暴击、伤害波动、战斗触发。
|
||||
- `shop`:随机商品和刷新。
|
||||
- `event`:保证袋、小游戏与事件奖励。
|
||||
|
||||
UI 动画、粒子和音效不得消费任何 Domain RNG;表现随机使用不保存的 `visualRng`。
|
||||
|
||||
## 13. 安全点、恢复与日志
|
||||
|
||||
### 13.1 安全点规则
|
||||
|
||||
每次地块、战斗、购买、换装、祝福选择或事件**完整结算后**写安全点。禁止在扣点后、发奖前或随机已消费但结果未提交时保存半状态。
|
||||
|
||||
```mermaid
|
||||
flowchart TD
|
||||
command["接收玩家命令"] --> clone["复制当前 RunState"]
|
||||
clone --> resolve["在副本消费 RNG 并完整结算"]
|
||||
resolve --> validate{"不变量通过?"}
|
||||
validate -- 否 --> rollback["丢弃副本并记录异常"]
|
||||
validate -- 是 --> tx["提交事务与 RunState"]
|
||||
tx --> save["序列化 Checkpoint + checksum"]
|
||||
save --> atomic["写临时槽并原子替换主槽"]
|
||||
atomic --> render["通知表现层"]
|
||||
crash["刷新/崩溃/重新打开"] --> load["读取主槽;失败则读备份槽"]
|
||||
load --> verify{"版本和 checksum 有效?"}
|
||||
verify -- 否 --> newRun["提示存档损坏并开始新局"]
|
||||
verify -- 是 --> dedupe["恢复已提交 transactionId 集合"]
|
||||
dedupe --> resume["从最近安全 phase 恢复"]
|
||||
```
|
||||
|
||||
### 13.2 本地存储
|
||||
|
||||
- 主槽 `heroll.validation.run.v1`,备份槽 `heroll.validation.run.v1.bak`。
|
||||
- 设置槽 `heroll.validation.settings.v1` 只保存音量、轻引导和低特效选项。
|
||||
- 写入顺序:序列化 → checksum → 写备份 → 写主槽 → 删除临时键。
|
||||
- `schemaVersion` 不匹配时调用显式迁移;迁移失败不得猜字段。
|
||||
- 开始新局、胜利或失败确认后清除 run 主/备份槽,不清除设置。
|
||||
|
||||
### 13.3 技术日志
|
||||
|
||||
只记录:`runId`、seed、各 RNG 索引、DDA 状态、状态迁移、事务、异常、checkpointId、checksum 和存档版本。禁止制作人工试玩表、用户画像或跨局统计。
|
||||
|
||||
日志为内存环形缓冲 2,000 条,可从调试台导出 JSON;普通界面不显示。单局时长只由现场负责人观察确认,不写聚合分析。
|
||||
|
||||
## 14. 隐藏调试台
|
||||
|
||||
入口:开始页标题连续点击 7 次,或开发构建按 `Ctrl+Shift+D`。发布型本地包默认隐藏但保留代码。
|
||||
|
||||
调试能力:
|
||||
|
||||
- 指定/复制 seed、重新开局、查看各流索引。
|
||||
- 调整层数、位置、HP、点数、药水和战斗速度 1×/4×。
|
||||
- 重置/注入 DDA tier。
|
||||
- 强制 12 种事件、指定装备/品质/词条、指定祝福、强制死亡。
|
||||
- 跳到 Boss、重放最近安全点、模拟刷新、重复提交 transactionId。
|
||||
- 导出技术日志和当前 `Checkpoint`。
|
||||
|
||||
调试命令必须经过同一 Domain API,不得直接改 Cocos 节点;每条命令日志标记 `debug=true`,避免与普通 seed 复现混淆。
|
||||
|
||||
## 15. QA 与发布验收
|
||||
|
||||
详细用例见 [qa-cases.csv](./specs/qa-cases.csv)。以下为发布门禁:
|
||||
|
||||
1. 两枚骰子 36 个有序结果理论等权;100 万次模拟通过卡方检验,`p >= 0.01`。
|
||||
2. 同一 seed、DDA 和输入序列生成完全相同的棋盘、掉落、战斗和商店。
|
||||
3. 十层推进、30% 恢复、初始化 8 次玩家有益牌组抽取、换层 `loopIndex+2` 次尝试、商人 3/6/9 与最终 Boss 全部通过。
|
||||
4. 第 1 关不得创建 Boss Gauge/倒计时状态;专项 DiceGauge 调试关才验证 2 次 ROLL 蓄势 + 4 次 ROLL 倒计时、4 个唯一非祝福转换与 Gauge 清零。
|
||||
5. 战斗拟合伤害误差 ≤5%、时长误差 ≤10%;未通过则不得标记原作还原。
|
||||
6. 40 件装备均可生成;品质权重正确;10 万局模拟中查看机会 P50 为 6–8。
|
||||
7. 32 个祝福、第三骰三种处理、丹药 10/21 级曲线和 9 个强化全部可达。
|
||||
8. 商店恰好 97 条;固定链、价格、上限、刷新和地块安装通过。
|
||||
9. 12 种事件逐项检查输入、表现、结算、存档、退出和调试强制路径。
|
||||
10. 普通 UI 中广告、即时增强、广告复活、重抽和补次数按钮数量均为 0;历史事务接口不可达。
|
||||
11. 每种弹窗、战斗结束、购买、换装和事件边界恢复时不存在半结算。
|
||||
12. 750×1334 以及 808×1440 视口无裁切;像素资源静止时无半像素模糊。
|
||||
13. 构建中不存在账号、局外成长、体力、抽卡、IAP、广告按钮、真实广告 SDK、剧情或 BGM 入口。
|
||||
14. 固定棋盘在移动前后计算样式均为 `transform:none`,角色下一格位于起点左侧;每类功能格加载对应原作图标。
|
||||
15. 初始配置不使用丹药、广告或调试加成时,自动战斗可连续击败前三组普通怪物。
|
||||
|
||||
### 15.1 十局现场签收
|
||||
|
||||
项目组现场完成 10 局,不制作用户统计表:
|
||||
|
||||
- 至少 3 局攻击构筑。
|
||||
- 至少 3 局攻速/暴击构筑。
|
||||
- 至少 3 局生存构筑。
|
||||
- 至少 1 局自由构筑。
|
||||
- 覆盖无复生祝福的直接失败路径,以及源码 `Revive` 祝福路径。
|
||||
- 负责人现场确认大体处于 10–12 分钟,并记录“通过/不通过”会议结论;不保存个人行为数据。
|
||||
|
||||
十局签收通过后,才进入“完整 IAA GDD”讨论;当前 DEMO 不预埋可见广告入口。
|
||||
|
||||
## 16. Evidence → Finding → Design
|
||||
|
||||
### 16.1 关键 Findings
|
||||
|
||||
| Finding | 证据 | 设计落点 | 置信度 |
|
||||
|---|---|---|---|
|
||||
| 双骰、棋盘、自动战斗、构筑和 Boss 是核心循环 | E-001/E-002/E-019/E-020 | §3–5 | 高 |
|
||||
| `stage=0` 为 Grass、10 层、`boss_0/skill_0`、冷却 7 | E-001 | §3.1 | 高 |
|
||||
| 第 1 关 10 行敌方基础属性可逐层复原 | E-002 | `floor-balance.csv` | 高 |
|
||||
| 玩家裸装初始属性已完整提取 | E-003 | §5.1 | 高 |
|
||||
| 31 个启用祝福、40 件局内装备和 96 条商店商品可完整列举 | E-006/E-007/E-009 | `blessings/gear/shop` CSV | 高 |
|
||||
| 原作方法体不足以证明最终战斗与 DDA 公式 | E-012/E-016 | §5.4–5.5、拟合门禁 | 高 |
|
||||
| 当前实机账号带局外属性,不适合作为裸装拟合样本 | E-019 | `formula-fit.csv` 补录矩阵 | 高 |
|
||||
| 提取资产支持低清像素 Grass、Boss、UI 和 VFX 复用 | E-018 | §11、资产表 | 高 |
|
||||
|
||||
### 16.2 实现 Path
|
||||
|
||||
`P-001`:`stageinfo/board/playerdefaultstat` → 关卡与角色配置 → `RunDomain/BattleDomain` → 十层 Boss 验收。
|
||||
`P-002`:`weapondrop/weaponstatus/augment/potion` → 构筑实例 → 战斗属性快照 → 掉落、换装与祝福验收。
|
||||
`P-003`:`ingameshoplist/newtile/小游戏表` → 商店报价 → 事件安装与基础结算;历史增强事务保持休眠不可达。
|
||||
`P-004`:run command → 完整副本结算 → transaction commit → checkpoint → 崩溃恢复。
|
||||
|
||||
逐条可复现路径、文件哈希和 Design ID 见 [evidence-map.csv](./specs/evidence-map.csv)。
|
||||
|
||||
## 17. 开发交付清单
|
||||
|
||||
- 主 GDD:本文件。
|
||||
- 配置索引:[specs/README.md](./specs/README.md)。
|
||||
- 证据:[evidence-map.csv](./specs/evidence-map.csv)。
|
||||
- 关卡/公式:[floor-balance.csv](./specs/floor-balance.csv)、[formula-fit.csv](./specs/formula-fit.csv)。
|
||||
- 构筑:[gear-catalog.csv](./specs/gear-catalog.csv)、[gear-status.csv](./specs/gear-status.csv)、[blessings.csv](./specs/blessings.csv)、[potions.csv](./specs/potions.csv)。
|
||||
- 商店/事件:[shop-offers.csv](./specs/shop-offers.csv)、[events.csv](./specs/events.csv)、[reward-boosts.csv](./specs/reward-boosts.csv)。
|
||||
- 技术/UI/美术:[data-contracts.csv](./specs/data-contracts.csv)、[ui-screens.csv](./specs/ui-screens.csv)、[assets.csv](./specs/assets.csv)、[animation-vfx.csv](./specs/animation-vfx.csv)。
|
||||
- 验收:[qa-cases.csv](./specs/qa-cases.csv)。
|
||||
|
||||
完成定义:所有 CSV 通过结构校验,Mermaid 可解析,97/40/32 数量正确,禁用系统无残留入口,QA `P0` 全部通过,战斗拟合门禁通过,并完成 10 局现场签收。
|
||||
@@ -0,0 +1,35 @@
|
||||
# HEROLL 玩法验证 GDD 结构验收
|
||||
|
||||
验收日期:2026-08-24
|
||||
验收对象:`design/gameplay-validation/`
|
||||
|
||||
## 已通过
|
||||
|
||||
- 主 GDD 存在且包含范围、循环、战斗、构筑、商店、事件、UI、美术、技术契约、存档、调试和 QA。
|
||||
- GDD 内嵌 2 个 Mermaid 代码块;独立源码保留在 `diagrams/`。
|
||||
- 34 个相对 Markdown 链接全部指向存在的本地文件。
|
||||
- 15 个 CSV 均可由 RFC 4180 解析;每个文件所有数据行列数与表头一致。
|
||||
- 核心数量:10 层、40 个独立实际地块、40 件装备、13 个装备属性、32 个祝福、40 条丹药记录、97 条商店商品、13 个事件、9 个休眠且不暴露的历史事务 placement、26 个 UI 页面(其中广告复活页禁用)、81 条 QA 用例。
|
||||
- 当前 UI 验收覆盖固定棋盘、1 点严格移动 1 个地块、1–4 骷髅战斗格、两类小 Boss 地块、荒地跨层保留、污染 Boss 三次污染、原作功能格图标、零广告按钮和初始配置连续击败前三组怪物。
|
||||
- `shop-offers.csv` 的 96 条 `SOURCE_CONFIRMED` 行与原 `ingameshoplist.csv` 在 ID、类型、目标、固定槽、排序、价格、购买上限和副文本标记上逐行一致;另有 1 条 `ThirdDieReplace` 新增商品。
|
||||
- 所有主键无重复;所有 GDD 内部配置链接无缺失。
|
||||
- 旧 `art-bible/`、商业化与 IAA 资料未删除、未改写;新 GDD 顶部已声明其非规范状态。
|
||||
|
||||
## 显式发布门禁
|
||||
|
||||
战斗与 DDA 的 IL2CPP 方法体未恢复,当前桌面账号又带有局外属性,因此 14 项拟合检查保持 `BLOCKED_CLEAN_CAPTURE`。验证包可以按 GDD 的“验证实现公式”开发,但在 [formula-fit.csv](./specs/formula-fit.csv) 达到伤害 ≤5%、时长 ≤10% 之前,不得宣称原作公式已还原,也不得把构建标记为最终签收版。
|
||||
|
||||
Mermaid 源码已经完成指令、节点、边、引号和代码围栏的结构检查。官方 Mermaid CLI `mmdc` 当前未安装,因此本轮未生成 SVG,也未把“官方渲染成功”列为通过项;本计划只要求在 GDD 中内嵌可编辑流程图。
|
||||
|
||||
## 可复现检查摘要
|
||||
|
||||
```text
|
||||
CSV strict parse: PASS
|
||||
Relative links: 34 / 34 PASS
|
||||
Mermaid blocks: 2
|
||||
Shop source rows: 96 / 96 exact
|
||||
Validation-added shop rows: 1
|
||||
Duplicate primary keys: 0
|
||||
Combat fit: BLOCKED_CLEAN_CAPTURE
|
||||
Official Mermaid render: NOT_RUN_MISSING_MMDC
|
||||
```
|
||||
@@ -0,0 +1,14 @@
|
||||
flowchart TD
|
||||
command["接收玩家命令"] --> clone["复制当前 RunState"]
|
||||
clone --> resolve["在副本消费 RNG 并完整结算"]
|
||||
resolve --> validate{"不变量通过?"}
|
||||
validate -- 否 --> rollback["丢弃副本并记录异常"]
|
||||
validate -- 是 --> tx["提交事务与 RunState"]
|
||||
tx --> save["序列化 Checkpoint + checksum"]
|
||||
save --> atomic["写临时槽并原子替换主槽"]
|
||||
atomic --> render["通知表现层"]
|
||||
crash["刷新/崩溃/重新打开"] --> load["读取主槽;失败则读备份槽"]
|
||||
load --> verify{"版本和 checksum 有效?"}
|
||||
verify -- 否 --> newRun["提示存档损坏并开始新局"]
|
||||
verify -- 是 --> dedupe["恢复已提交 transactionId 集合"]
|
||||
dedupe --> resume["从最近安全 phase 恢复"]
|
||||
@@ -0,0 +1,13 @@
|
||||
flowchart TD
|
||||
click["点击即时增强"] --> eligible{"实例可用且未领取?"}
|
||||
eligible -- 否 --> reject["保持原状态并提示"]
|
||||
eligible -- 是 --> create["创建 transactionId 与 PENDING 事务"]
|
||||
create --> persist["写入安全存档"]
|
||||
persist --> apply["应用确定收益"]
|
||||
apply --> commit["事务标记 COMMITTED"]
|
||||
commit --> checkpoint["写完整结算安全点"]
|
||||
checkpoint --> render["播放图标反馈与收益动画"]
|
||||
recover["刷新/崩溃恢复"] --> lookup{"transactionId 状态"}
|
||||
lookup -- COMMITTED --> renderOnly["只恢复表现,不再发奖"]
|
||||
lookup -- PENDING --> apply
|
||||
lookup -- 不存在 --> click
|
||||
@@ -0,0 +1,28 @@
|
||||
stateDiagram-v2
|
||||
[*] --> RunInit
|
||||
RunInit --> FloorSetup
|
||||
FloorSetup --> AwaitRoll
|
||||
AwaitRoll --> DiceResolve: 手动掷骰
|
||||
DiceResolve --> ThirdDieChoice: 持有第三骰祝福
|
||||
DiceResolve --> Moving: 无第三骰
|
||||
ThirdDieChoice --> Moving: 替换A/替换B/放弃
|
||||
Moving --> TileResolve
|
||||
TileResolve --> Battle
|
||||
TileResolve --> Event
|
||||
TileResolve --> Shop
|
||||
TileResolve --> RewardChoice
|
||||
Battle --> ReviveResolve: 玩家生命归零
|
||||
ReviveResolve --> Battle: 祝福或即时复活成功
|
||||
ReviveResolve --> RunFailed: 无复活
|
||||
Battle --> Checkpoint: 胜利
|
||||
Event --> Checkpoint
|
||||
Shop --> Checkpoint
|
||||
RewardChoice --> Checkpoint
|
||||
Checkpoint --> FloorTransition: 越过起点
|
||||
Checkpoint --> AwaitRoll: 未过层
|
||||
FloorTransition --> BossBattle: 完成第10层
|
||||
FloorTransition --> FloorSetup: 继续
|
||||
BossBattle --> RunClear: 胜利
|
||||
BossBattle --> ReviveResolve: 死亡
|
||||
RunClear --> [*]
|
||||
RunFailed --> [*]
|
||||
@@ -0,0 +1,29 @@
|
||||
# HEROLL 玩法验证配置索引
|
||||
|
||||
本目录与 `../Heroll_Gameplay_Validation_GDD.md` 共同构成玩法验证版唯一规范。编码 UTF-8;数组在 CSV 中使用竖线 `|` 分隔;布尔值使用 `true/false`;空值表示字段不适用,不表示待定。`potions.csv` 中 `HEAL_LEVEL.value` 是固定 HP,商店每级增加 30 HP;最大生命百分比恢复属于独立丹药强化。
|
||||
|
||||
关卡楼层、刷新与 Boss 压力以 [专项逆向报告](../../../analysis/stage-floor-rules/2026-08-31_逆向-HEROLL关卡楼层分布与刷新规则-report.md) 及其 `tables/` 为覆盖规范;旧版“每层固定两个有益地块”“六类事件保证袋”和“stage 0 启用 DiceGauge”均已失效。
|
||||
|
||||
| 文件 | 主键 | 用途 | 目标数量 |
|
||||
|---|---|---|---:|
|
||||
| `evidence-map.csv` | `evidence_id` | Evidence → Finding → Design 追溯 | ≥16 |
|
||||
| `floor-balance.csv` | `floor` | 10 层敌方基础值与 Boss 基准 | 10 |
|
||||
| `formula-fit.csv` | `gate_id` | 战斗/DDA 拟合门禁与补录矩阵 | ≥12 |
|
||||
| `gear-catalog.csv` | `catalog_id` | 40 件局内装备外观目录 | 40 |
|
||||
| `gear-status.csv` | `status_id` | 13 个装备属性生成规则 | 13 |
|
||||
| `blessings.csv` | `blessing_id` | 31 源码祝福 + 第三骰 | 32 |
|
||||
| `potions.csv` | `record_id` | 容量、治疗曲线与强化 | 40 |
|
||||
| `shop-offers.csv` | `offer_id` | 96 源码商品 + 第三骰商品 | 97 |
|
||||
| `events.csv` | `event_id` | 商人、核心六类和 12 地块 | 13 |
|
||||
| `reward-boosts.csv` | `placement_id` | 8 事件增强 + 复活 | 9 |
|
||||
| `data-contracts.csv` | `contract` | TypeScript/CSV 映射 | ≥12 |
|
||||
| `ui-screens.csv` | `screen_id` | 页面、控件与状态 | ≥20 |
|
||||
| `assets.csv` | `asset_id` | HEROLL 原型资产映射 | ≥20 |
|
||||
| `animation-vfx.csv` | `event` | 动作、特效、音频时序 | ≥20 |
|
||||
| `qa-cases.csv` | `case_id` | 自动化、调试台与现场验收 | ≥45 |
|
||||
|
||||
专项外部表:`analysis/stage-floor-rules/tables/stage-boss-rules.csv`、`stage0-loop-enemy-stats.csv`、`enabled-tile-eligibility.csv`、`default-good-tile-deck.csv`。
|
||||
|
||||
`../diagrams/` 保存与主文档三个 Mermaid 代码块一致的独立可编辑源码:`run-state.mmd`、`reward-transaction.mmd`、`checkpoint-recovery.mmd`。结构验收结果见 `../VALIDATION_REPORT.md`。
|
||||
|
||||
来源标签:`SOURCE_CONFIRMED`、`RUNTIME_OBSERVED`、`BLACKBOX_FITTED`、`VALIDATION_ADDED`。`formula-fit.csv` 中的 `BLOCKED_CLEAN_CAPTURE` 是显式发布门禁,不得改写为 `PASS`,除非保存了对应的无局外加成样本和误差报告。
|
||||
@@ -0,0 +1,29 @@
|
||||
event,total_duration_ms,anticipation_ms,active_ms,recovery_ms,hit_stop_ms,logic_marker,vfx_layer,audio_cue,performance_budget,acceptance,source_tag
|
||||
UIPrimaryPress,180,0,70,110,0,onPointerDown,HUD,sfx_ui_confirm,0 particles,feedback begins within 50ms,VALIDATION_ADDED
|
||||
DiceRoll,1267,120,650,247,0,diceResultCommitted,WorldUI,sfx_dice_roll|sfx_dice_settle,1 trail + 1 result halo,result still readable >=250ms,RUNTIME_OBSERVED
|
||||
DiceThirdChoice,300,60,100,140,0,thirdChoiceCommitted,ModalFront,sfx_ui_select,1 replacement streak,A B C values remain visible through choice,VALIDATION_ADDED
|
||||
MoveOneTile,160,20,100,40,0,tileStepAdvanced,World,sfx_step,1 dust burst,actor settles on integer pixels,VALIDATION_ADDED
|
||||
FloorTransition,900,150,300,450,0,floorStateCommitted,WorldUI,sfx_floor_up,2 tile glows + heal burst,HP and layer update only once,VALIDATION_ADDED
|
||||
BossCountdownTick,300,40,160,100,0,bossCounterCommitted,HUD,sfx_boss_warn,1 meter pulse,number and rail color visibly update before tile resolution,VALIDATION_ADDED
|
||||
BossConvertFourTiles,2240,520,1360,360,0,bossTilesCommitted,WorldUI,sfx_boss_warn|sfx_boss_hit,4 sequential tile flashes,each selected tile visibly changes once and blessing tile never changes,VALIDATION_ADDED
|
||||
BattleEnter,700,0,420,280,0,battleSnapshotCreated,Camera|HUD,sfx_battle_enter,no heavy particles,repeat entrance completes <=700ms,RUNTIME_OBSERVED
|
||||
EnemySpawn,350,100,100,150,0,entitySpawned,CharacterUnderlay,sfx_spawn,<=24 particles per entity,collider active only after spawn marker,VALIDATION_ADDED
|
||||
NormalAttack,240,60,90,90,70,damageResolved,CharacterFront,sfx_sword_hit,<=80 live particles,weapon crosses target during active window,RUNTIME_OBSERVED
|
||||
StraightShot,420,80,220,120,40,projectileImpact,ProjectileFront,sfx_arrow,1 projectile + <=16 impact particles,origin and target line unambiguous,VALIDATION_ADDED
|
||||
CurvedShot,800,350,250,200,50,projectileImpact,GroundTell|ProjectileFront,sfx_arc_launch|sfx_arc_hit,1 decal + 1 projectile,landing tell visible >=300ms,VALIDATION_ADDED
|
||||
RushAttack,850,500,180,170,90,rushCollision,GroundTell|CharacterFront,sfx_rush_prepare|sfx_rush_hit,1 strip + <=32 particles,warning strip equals collision path,VALIDATION_ADDED
|
||||
CriticalAttack,1000,250,120,630,120,criticalDamageResolved,VFXFront,sfx_critical,<=120 particles + 1 flash,no white frame >33ms,VALIDATION_ADDED
|
||||
BossSkill0,1100,550,200,350,150,bossSkillDamage,GroundTell|VFXFront,sfx_boss_warn|sfx_boss_hit,<=200 live particles,tell and damage area mismatch <=4 logical px,SOURCE_CONFIRMED
|
||||
DamageNumber,667,0,80,587,0,damageResolved,HUDFront,sfx_none,<=24 visible numbers,merge same source hits within150ms,RUNTIME_OBSERVED
|
||||
HealEffect,650,80,250,320,0,healCommitted,CharacterFront,sfx_heal,<=60 particles,green cyan-white core visible on Grass,VALIDATION_ADDED
|
||||
ShieldEffect,300,80,120,100,0,shieldCommitted,CharacterUnderlay,sfx_shield,<=32 persistent particles,persistent opacity <=45%,VALIDATION_ADDED
|
||||
BattleVictory,750,0,250,500,100,postBattleCommitted,HUDFront,sfx_victory,1 banner burst,reward values appear after commit,RUNTIME_OBSERVED
|
||||
GearRevealCommon,250,40,120,90,0,gearOfferCreated,ModalFront,sfx_gear_reveal,1 rim light,item icon readable by180ms,RUNTIME_OBSERVED
|
||||
GearRevealLegend,633,120,250,263,0,gearOfferCreated,ModalFront,sfx_gear_legend,<=80 particles,legend reveal longer but skippable after marker,RUNTIME_OBSERVED
|
||||
GearEquip,500,80,180,240,0,equipCommitted,HUDFront,sfx_equip,1 fly trail + slot flash,old gear exits before salvage number,VALIDATION_ADDED
|
||||
GearSalvage,400,60,120,220,0,salvageCommitted,HUDFront,sfx_salvage,<=32 shard particles,point delta matches transaction once,VALIDATION_ADDED
|
||||
BlessingReveal,450,80,180,190,0,blessingOfferCreated,ModalFront,sfx_blessing,<=48 particles,title readable by250ms,VALIDATION_ADDED
|
||||
BoostCommit,360,40,100,220,0,rewardBoostCommitted,ModalFront,sfx_boost,play icon pulse + one reward burst,legacy animation only; no current UI trigger,DEFERRED_NOT_EXPOSED
|
||||
Revive,900,250,250,400,0,sourceReviveBlessingResolved,CharacterFront,sfx_revive,<=100 particles,source blessing only; no ad revive UI,SOURCE_CONFIRMED
|
||||
BossDeath,1183,150,350,683,180,bossVictoryCommitted,VFXFront,sfx_boss_death,<=240 particles,reward modal waits for silhouette settle,RUNTIME_OBSERVED
|
||||
Toast,1740,180,1400,160,0,toastQueued,HUD,sfx_toast,0 particles,does not cover Roll potion or boss tell,VALIDATION_ADDED
|
||||
|
@@ -0,0 +1,31 @@
|
||||
asset_id,category,logical_use,source_asset_or_key,prototype_path,import_rule,rights_boundary,source_tag
|
||||
AS-001,scene,Grass back layer,chapter_select_back_grass,analysis/visual-study/unity-samples/scene/sharedassets4__chapter_select_back_grass.png,"Point filter|no mipmap|pixelsPerUnit source-native|integer scale",internal-only HEROLL asset,RUNTIME_OBSERVED
|
||||
AS-002,scene,Grass front layer,chapter_select_front_grass,analysis/visual-study/unity-samples/scene/sharedassets4__chapter_select_front_grass.png,"Point filter|no mipmap|separate parallax layer",internal-only HEROLL asset,RUNTIME_OBSERVED
|
||||
AS-003,ui,common 9-slice panel,ingame_common_bg,analysis/visual-study/unity-samples/ui/sharedassets3__ingame_common_bg.png,"Point filter|9-slice borders from source|integer scale",internal-only HEROLL asset,RUNTIME_OBSERVED
|
||||
AS-004,ui,normal board tile,tile_normal,analysis/visual-study/unity-samples/ui/sharedassets3__tile_normal.png,"Point filter|pivot center|no rotation interpolation",internal-only HEROLL asset,RUNTIME_OBSERVED
|
||||
AS-005,ui,good event tile,tile_goodEvent,analysis/visual-study/unity-samples/ui/sharedassets3__tile_goodEvent.png,"Point filter|green semantic frame retained",internal-only HEROLL asset,RUNTIME_OBSERVED
|
||||
AS-006,ui,dice primary button,dice_btn_2,analysis/visual-study/unity-samples/ui/sharedassets3__dice_btn_2.png,"Point filter|pressed frame separate|minimum hit 180x96 at 750 canvas",internal-only HEROLL asset,RUNTIME_OBSERVED
|
||||
AS-007,ui,equipment status frame,weapon_status_bg,analysis/visual-study/unity-samples/ui/sharedassets3__weapon_status_bg.png,"Point filter|quality border overlays separate",internal-only HEROLL asset,RUNTIME_OBSERVED
|
||||
AS-008,ui,tutorial bubble,tutorial_bubble_bg,analysis/visual-study/unity-samples/ui/sharedassets3__tutorial_bubble_bg.png,"Point filter|9-slice|pointer separate",internal-only HEROLL asset,RUNTIME_OBSERVED
|
||||
AS-009,ui,boss icon,ingame_boss_icon,analysis/visual-study/unity-samples/ui/sharedassets3__ingame_boss_icon.png,"Point filter|render >=2x integer",internal-only HEROLL asset,RUNTIME_OBSERVED
|
||||
AS-010,ui,blessing card motif,joker_card_hero,analysis/visual-study/unity-samples/ui/sharedassets3__joker_card_hero.png,"Point filter|preserve HEROLL source colors",internal-only HEROLL asset,RUNTIME_OBSERVED
|
||||
AS-011,vfx,tile glow,Fx_T_TileGlow02,analysis/visual-study/unity-samples/vfx/sharedassets3__Fx_T_TileGlow02.png,"Point filter|additive only for core|<=48 live particles",internal-only HEROLL asset,RUNTIME_OBSERVED
|
||||
AS-012,vfx,sword slash,Fx_T_Sword01,analysis/visual-study/unity-samples/vfx/sharedassets3__Fx_T_Sword01.png,"Point filter|sprite sheet|direction mirrors with actor",internal-only HEROLL asset,RUNTIME_OBSERVED
|
||||
AS-013,vfx,slash sequence,fx_T_slashSeq02,analysis/visual-study/unity-samples/vfx/sharedassets3__fx_T_slashSeq02.png,"Point filter|alpha then additive|one instance per hit",internal-only HEROLL asset,RUNTIME_OBSERVED
|
||||
AS-014,vfx,dice machine burst,game_machine_dice_VFX_3,analysis/visual-study/unity-samples/vfx/sharedassets4__game_machine_dice_VFX_3.png,"Point filter|reuse only for dice-machine result",internal-only HEROLL asset,RUNTIME_OBSERVED
|
||||
AS-015,player,player sword battle set,HEROLL current sword hero prefab,SliceDice/analysis/heroll/assets-inventory/objects.csv,"extract sprite/anim clips from owning Unity bundle|Point filter|preserve pivots",internal-only HEROLL asset,RUNTIME_OBSERVED
|
||||
AS-016,enemy,melee family,enemy_sword_0|enemy_sword_1|enemy_sword_2|enemy_sword_3|enemy_sword_4,SliceDice/analysis/heroll/assets-inventory/objects.csv,"map idle move attack hit death by prefab key",internal-only HEROLL asset,SOURCE_CONFIRMED
|
||||
AS-017,enemy,straight family,enemy_straight_0|enemy_straight_1,SliceDice/analysis/heroll/assets-inventory/objects.csv,"map projectile origin anchor explicitly",internal-only HEROLL asset,SOURCE_CONFIRMED
|
||||
AS-018,enemy,curved family,enemy_curved_0|enemy_curved_1,SliceDice/analysis/heroll/assets-inventory/objects.csv,"separate projectile and ground-target sprites",internal-only HEROLL asset,SOURCE_CONFIRMED
|
||||
AS-019,enemy,rush family,enemy_rush_0|enemy_rush_1,SliceDice/analysis/heroll/assets-inventory/objects.csv,"separate prepare rush collision recovery clips",internal-only HEROLL asset,SOURCE_CONFIRMED
|
||||
AS-020,boss,boss prefab,boss_0|Board_Boss001,SliceDice/analysis/heroll/assets-inventory/objects.csv,"preserve source scale ratios|separate skill_0 timeline",internal-only HEROLL asset,SOURCE_CONFIRMED
|
||||
AS-021,boss,boss start sprite,boss_start,analysis/visual-study/unity-samples/character_boss/sharedassets3__boss_start.png,"Point filter|one-shot entrance",internal-only HEROLL asset,RUNTIME_OBSERVED
|
||||
AS-022,boss,boss idle reference,014_boss_idle_1|001_boss_idle_2,analysis/visual-study/unity-samples/character_boss,"Point filter|preserve frame duration",internal-only HEROLL asset,RUNTIME_OBSERVED
|
||||
AS-023,boss,boss attack reference,019_boss_attack_8|001_boss_attack_2,analysis/visual-study/unity-samples/character_boss,"Point filter|damage tick authored separately",internal-only HEROLL asset,RUNTIME_OBSERVED
|
||||
AS-024,event,smithy installation icon,Installtile_smithy,SliceDice/analysis/heroll/assets-inventory/objects.csv,"Point filter|green good-event frame",internal-only HEROLL asset,SOURCE_CONFIRMED
|
||||
AS-025,event,recovery installation icon,Installtile_healing,SliceDice/analysis/heroll/assets-inventory/objects.csv,"Point filter|green good-event frame",internal-only HEROLL asset,SOURCE_CONFIRMED
|
||||
AS-026,event,legend installation icon,Installtile_legend,SliceDice/analysis/heroll/assets-inventory/objects.csv,"Point filter|gold inner cue plus shape",internal-only HEROLL asset,SOURCE_CONFIRMED
|
||||
AS-027,event,dig installation icon,Installtile_corpse,SliceDice/analysis/heroll/assets-inventory/objects.csv,"Point filter|do not gore-enhance",internal-only HEROLL asset,SOURCE_CONFIRMED
|
||||
AS-028,event,chest installation icon,Installtile_treasure_chest,SliceDice/analysis/heroll/assets-inventory/objects.csv,"Point filter|closed/open frames",internal-only HEROLL asset,SOURCE_CONFIRMED
|
||||
AS-029,event,minigame icons,Installtile_lotto|Installtile_blackjack|Installtile_clwa|Installtile_goldCarriage|Installtile_dice_machine|Installtile_bubble_shooter,SliceDice/analysis/heroll/assets-inventory/objects.csv,"Point filter|each retains unique silhouette",internal-only HEROLL asset,SOURCE_CONFIRMED
|
||||
AS-030,audio,functional SFX set,HEROLL extracted FMOD/audio entries,SliceDice/analysis/heroll/assets-inventory,"decode for local prototype only|no BGM banks|mono short clips preferred",internal-only HEROLL asset,RUNTIME_OBSERVED
|
||||
|
@@ -0,0 +1,33 @@
|
||||
blessing_id,source_id,string_id,enabled,grade_rule,prob_weight,stackable,linear_value,values,after_plus_value,time_value,max_count,stat_value,need_ids,icon,effect_contract,source_tag
|
||||
AUG-100,100,AttackShield,true,SCALABLE,10,false,6,6,,-1,1,,,a_0,on each successful basic attack grant shield 6,SOURCE_CONFIRMED
|
||||
AUG-102,102,CritHeal,true,SCALABLE,10,true,15,15|20|25|30,1,-1,999,,,a_2,on critical hit heal selected value percent of dealt damage,VALIDATION_ADDED
|
||||
AUG-103,103,CritDamageUp,true,SCALABLE,10,true,30,30|35|40,2,-1,999,,,a_3,add selected value percentage points to critical damage multiplier,VALIDATION_ADDED
|
||||
AUG-106,106,Revive,true,SCALABLE,10,false,4,4,,-1,100,,,a_6,on lethal damage revive once and restore 4 percent max health,VALIDATION_ADDED
|
||||
AUG-108,108,FirstAttackDMGUp,true,SCALABLE,10,true,70,70|80|90,1,-1,999,,,a_8,first player hit in battle deals selected percent bonus damage,VALIDATION_ADDED
|
||||
AUG-109,109,DMGUpAfterSecond,true,SCALABLE,10,true,30,30,2,3,999,,,a_9,after 2 seconds add 30 percent total damage for 3 seconds,VALIDATION_ADDED
|
||||
AUG-110,110,ASPUpAfterSecond,true,SCALABLE,10,true,30,30,2,3,999,,,a_10,after 2 seconds add 30 percent attack speed for 3 seconds,VALIDATION_ADDED
|
||||
AUG-111,111,DoubleHeal,true,SCALABLE,10,true,8,8,2,-1,999,,,a_11,healing events have 8 percent chance to resolve twice,VALIDATION_ADDED
|
||||
AUG-112,112,LowHPASPUp,true,SCALABLE,10,true,3,3,1,-1,999,,,a_12,while hp at or below 30 percent gain 30 percent attack speed,VALIDATION_ADDED
|
||||
AUG-113,113,BattleStartHeal,true,SCALABLE,10,false,10,10,1,-1,6,,,a_13,at PreBattle heal 10 percent max health,SOURCE_CONFIRMED
|
||||
AUG-114,114,LuckyHit,true,SCALABLE,10,false,4,4,1,-1,5,,,a_14,every fourth successful hit is guaranteed critical,VALIDATION_ADDED
|
||||
AUG-115,115,DiceSumDMGUp,true,SCALABLE,10,true,30,30|40|50,1,-1,999,,,a_15,if latest dice sum at least 9 add selected total damage percent for next battle,VALIDATION_ADDED
|
||||
AUG-116,116,DiceSumShield,true,SCALABLE,10,false,1,1,,-1,1,,,a_16,at PreBattle gain shield equal to latest dice sum,SOURCE_CONFIRMED
|
||||
AUG-117,117,KillHPUp,true,SCALABLE,10,true,10,5,1,-1,1,,,a_17,on enemy kill increase max health by 5 and heal same amount,VALIDATION_ADDED
|
||||
AUG-118,118,ReduceEnemyDEF,true,SCALABLE,10,true,30,10|20|30,1,-1,999,,,a_18,reduce all spawned enemy defense by selected percent,SOURCE_CONFIRMED
|
||||
AUG-121,121,EnemyCountStatUp,true,SCALABLE,10,true,8,8,1,-1,5,ALL,,a_20,for each enemy above one add 8 percent to attack health defense aim and evasion,VALIDATION_ADDED
|
||||
AUG-122,122,OddDiceCritUp,true,SCALABLE,10,true,20,20,2,-1,11,,,a_21,if latest move sum is odd add 20 critical rate for next battle,SOURCE_CONFIRMED
|
||||
AUG-124,124,KillInTimeGetGear,true,SCALABLE,10,false,0,0,,2.5,999,,,a_23,if battle ends within 2.5 seconds add one gear view opportunity,SOURCE_CONFIRMED
|
||||
AUG-125,125,HealAfterSecond,true,SCALABLE,10,true,20,20,2,5,6,,,a_24,every 5 seconds heal 20 flat health,SOURCE_CONFIRMED
|
||||
AUG-126,126,LightingEverySec,true,SCALABLE,10,true,10,10,1,1,21,,,a_25,every second deal 10 percent attack as true damage to all enemies,VALIDATION_ADDED
|
||||
AUG-132,132,KillForHeroGear,true,SCALABLE,10,false,10,10,1,-1,999,,,a_29,each kill adds 10 percent chance for one EPIC gear after battle,SOURCE_CONFIRMED
|
||||
AUG-147,147,KillAllEmeny,true,SCALABLE,10,false,,0,,-1,999,,,a_44,on acquire defeat all non-boss enemies in current battle; otherwise arm for next normal battle,VALIDATION_ADDED
|
||||
AUG-148,148,PointSupply,true,SCALABLE,10,false,20,20,,-1,999,,,a_45,on acquire grant 20 points,SOURCE_CONFIRMED
|
||||
AUG-149,149,DicePotionGet,true,SCALABLE,10,false,,0,,-1,5,,,a_46,on rolling doubles restore one potion charge up to max,VALIDATION_ADDED
|
||||
AUG-150,150,KillPotionGet,true,SCALABLE,10,true,10,10,1,-1,1,,,a_47,on enemy kill 10 percent chance restore one potion charge,SOURCE_CONFIRMED
|
||||
AUG-151,151,ShopFreeReroll,true,SCALABLE,10,true,1,1,1,-1,10,,,a_48,grant one free merchant reroll token,SOURCE_CONFIRMED
|
||||
AUG-152,152,EmptyTripleBuild,true,SCALABLE,10,false,2,2,,-1,999,,,a_49,when three empty tiles are passed consecutively install one random core good tile,VALIDATION_ADDED
|
||||
AUG-153,153,EvaHeal,true,SCALABLE,10,true,3,1|2|3,1,-1,10,,,a_50,on successful evade heal selected flat value,SOURCE_CONFIRMED
|
||||
AUG-154,154,BattleEndHeal,true,SCALABLE,10,true,10,10,1,-1,11,,,a_51,on normal battle victory heal 10 percent max health,SOURCE_CONFIRMED
|
||||
AUG-156,156,BurnEnemyDead,true,SCALABLE,10,true,150,150,5,-1,15,,FirstEnemyAllBurn,a_53,when a burning enemy dies deal 150 percent attack burn damage to all remaining enemies,VALIDATION_ADDED
|
||||
AUG-157,157,FirstEnemyAllBurn,true,SCALABLE,10,false,10,10,1,-1,10,,,a_54,first enemy hit applies burn 10 percent attack per second for 3 seconds,VALIDATION_ADDED
|
||||
AUG-THIRD-DIE,,ThirdDieReplace,true,LEGENDARY,1,false,1,1,,-1,1,,,a_third_die,after A and B roll generate C then replace A replace B or discard,VALIDATION_ADDED
|
||||
|
@@ -0,0 +1,18 @@
|
||||
contract,typescript_field,csv_file,csv_column,parse_rule,validation,error_policy,source_tag
|
||||
RunState,floor,floor-balance.csv,floor,"int 1..10","1<=floor<=10",reject_checkpoint,VALIDATION_ADDED
|
||||
RunState,points,shop-offers.csv,price,"signed int transaction result","points>=0",rollback_command,VALIDATION_ADDED
|
||||
RngStreamState,algorithm,none,none,"literal xoshiro128ss","state has 4 uint32",reject_checkpoint,VALIDATION_ADDED
|
||||
RngStreamState,index,technical_log,rngIndex,"uint64 serialized as decimal string","monotonic per stream",reject_checkpoint,VALIDATION_ADDED
|
||||
DdaState,sourceConditions,gameconfig.csv,dynamicDifficultyCondition,"int[3] 5|8|12","exact source array",force_tier0,SOURCE_CONFIRMED
|
||||
DdaState,sourceValues,gameconfig.csv,dynamicDifficultyValue,"int[6] 10|15|20|5|5|5","exact source array",force_tier0,SOURCE_CONFIRMED
|
||||
DiceRoll,dieA|dieB,none,none,"diceRng int inclusive 1..6","36 ordered outcomes equal",abort_roll,VALIDATION_ADDED
|
||||
BattleSnapshot,enemies,floor-balance.csv|monsterinfo.csv,combat columns,"base × prefab × dda","finite nonnegative stats",abort_battle,SOURCE_CONFIRMED
|
||||
GearInstance,catalogId,gear-catalog.csv,catalog_id,int foreign key,"exactly 40 valid ids",reject_reward,SOURCE_CONFIRMED
|
||||
GearInstance,statusId|value,gear-status.csv,status_id|base_min|base_max|plus_value,"uniform base + plus×rank","finite and display precision",reject_reward,VALIDATION_ADDED
|
||||
BlessingInstance,blessingId,blessings.csv,blessing_id,string foreign key,"exactly 32 ids",reject_reward,SOURCE_CONFIRMED
|
||||
PotionState,countLevel|healLevel|healAmount,potions.csv,level|value,"lookup HEAL_LEVEL value as flat HP","count 1..10 healAmount 50..650",reject_purchase,SOURCE_CONFIRMED
|
||||
BossGaugeState,enabled|runtimeGauge|mode|playerRolls|countdownRemaining,stage-boss-rules.csv,bossSpawnRule|bossSpawnRuleValue,"enabled only for DiceGauge; gauge clamp 0..100; BUILDUP 0..2 then COUNTDOWN 4..0","stage0 enabled=false; DiceGauge increment=50 and 2+4 observed cycle",reject_checkpoint,RUNTIME_OBSERVED
|
||||
ShopState,fixedOfferIds|randomOfferIds,shop-offers.csv,offer_id,"eligible filtered sample","3 fixed + <=3 random unique",rollback_reroll,SOURCE_CONFIRMED
|
||||
EventInstance,tileId,events.csv,tile_id,"int or MERCHANT","known event and legal tile",rollback_install,SOURCE_CONFIRMED
|
||||
RewardBoostTransaction,placementId,reward-boosts.csv,placement_id,string foreign key,"event placement matches",reject_transaction,VALIDATION_ADDED
|
||||
Checkpoint,checksum,none,none,"SHA-256 canonical JSON without checksum","64 lowercase hex",load_backup,VALIDATION_ADDED
|
||||
|
@@ -0,0 +1,15 @@
|
||||
event_id,tile_id,string_id,natural_core,purchasable,min_floor,base_rule,source_values,source_tables,boost_placement,instance_reset,source_tag
|
||||
EV-MERCHANT,MERCHANT,Merchant,true,false,3,"show 3 fixed upgrade offers and 3 random offers; floors 3|6|9; reroll cost 3+2*n",3|6|9,ingameshoplist.csv|gameconfig.csv,BOOST_MERCHANT_POINTS,new merchant per generated tile,VALIDATION_ADDED
|
||||
EV-137,137,GoodEventSmithy,true,true,1,"choose equipped gear; direct claim or upgrade; success by quality 80|50|30|10; failure destroys and salvages",80|50|30|10,newtile.csv,BOOST_SMITHY_RATE,new visit creates new event instance,SOURCE_CONFIRMED
|
||||
EV-138,138,GoodEventRecovery,true,true,1,"heal 30 percent max health capped at max",30,newtile.csv,BOOST_CAMPFIRE_HEAL_TILE,new visit creates new event instance,VALIDATION_ADDED
|
||||
EV-139,139,GoodEventLegendGear,false,true,1,"create one LEGENDARY rank3 gear view opportunity",3,newtile.csv,,new visit creates new event instance,SOURCE_CONFIRMED
|
||||
EV-140,140,GoodEventHeroBody,true,true,1,"5x5 digging board; seed-select source shapes; base 5 digs; reveal all cells in selected stamp and grant revealed rewards",5|5|5,newtile.csv|herobodyminigame.csv,BOOST_DIG_EXTRA,new visit creates new board,VALIDATION_ADDED
|
||||
EV-141,141,GoodEventChest,true,true,1,"open chest and atomically generate three gear view opportunities using normal loot generator",3,newtile.csv|GoodEventChest native|owner screenshot,BOOST_CHEST_REROLL,new visit creates new chest,SOURCE_CONFIRMED
|
||||
EV-142,142,GoodEventLotto,false,true,4,"pay 5 points for one draw; outcomes NONE|POINT5|POINT10|RANDOM_GEAR with weights 50|30|15|5",5|50|30|15|5,newtile.csv|ingameshoplist.csv,,one draw per visit,VALIDATION_ADDED
|
||||
EV-143,143,GoodEventBlackJack,false,true,4,"start with 3 D6; player may hit or stand to approach 21; first win is 10 points; collect or rematch with streak multipliers 2.5|5|10; loss forfeits unclaimed streak reward",3|10|2.5|5|10,newtile.csv|BlackJackView native|Tiles wiki,,new dice stream per hand; streak persists only through rematch,SOURCE_CONFIRMED_PARTIAL_TIE
|
||||
EV-144,144,GoodEventPowerStar,true,true,4,"draw one blessing card from 31 source plus ThirdDieReplace pool; accept or one forced replacement",0,newtile.csv|augment.csv,BOOST_BLESSING_REROLL,new visit creates new blessing offer,SOURCE_CONFIRMED
|
||||
EV-151,151,GoodEventClawGrab,false,true,1,"spawn 20 capsules with one guaranteed Legendary capsule at bottom and weighted normal pool; base 1 attempt; 15 second input window; reward only when capsule reaches collection trigger",1|15,newtile.csv|clawcraneminigame.csv|PhysicsClawGame native,BOOST_CLAW_ATTEMPT,new cabinet per visit,SOURCE_CONFIRMED
|
||||
EV-152,152,GoodEventGoldCarriage,false,true,1,"show 4 closed carts; choose one; reward tier selected by hp ratio thresholds 75|30|0 and source point potion gear caps",4,newtile.csv|goldcarriage.csv,,new four-cart layout per visit,VALIDATION_ADDED
|
||||
EV-164,164,GoodEventDiceMachine,false,true,4,"roll three fair D6 displayed as zero-based match keys; exact pair/triple patterns grant point gear free-roll blessing tile or potion per source table; unmatched grants none",,newtile.csv|dicemachine.csv,,one roll per visit,SOURCE_CONFIRMED
|
||||
EV-166,166,GoodEventBubbleShooter,false,true,4,"seed-select one of 6 source maps; base 3 projectiles; 18 second round; match 3 colors; clear thresholds grant 3|5|10 points",3|18|0|3|5|10,newtile.csv|bubbleshooterminigame.csv,BOOST_BUBBLE_SHOT,new board per visit,VALIDATION_ADDED
|
||||
EV-169,169,GoodEventSpito,false,true,4,"preselect point prize with weights 10|50|40; scratch cover until reveal threshold; grant exactly one prize 30|10|1",30|10|1|10|50|40,newtile.csv|SpitoEventView|ScratchPainter|owner screenshot,,new card per visit,SOURCE_CONFIRMED
|
||||
|
@@ -0,0 +1,21 @@
|
||||
evidence_id,title,source_type,source_ref,sha256,repro,raw_excerpt,finding_id,finding,design_id,design_ref,confidence
|
||||
E-001,第1关阶段配置,file,SliceDice/analysis/heroll/resource-tables/extracted/csv/stageinfo.csv,C71617B18829B5F07838BD725C946317932811E6C28A57BA86B159BCFEDC41DA,"读取stage=0且EPlayMode=Normal行","Grass|Default|10|boss_0|skill_0|7",F-001,第1关为Grass主题10层并使用boss_0,D-001,GDD §3.1,high
|
||||
E-002,第1关十层敌方基础值,file,SliceDice/analysis/heroll/resource-tables/extracted/csv/board.csv,5AFB1F02C1508B6EE5B83EC03B40785EA817563323265EB606DC0105C4CDB026,"筛选Stage=0且loop=0..9","attack 3..60|health 30..159|defense 0..13.5",F-002,十层基础属性可逐行还原,D-002,floor-balance.csv,high
|
||||
E-003,玩家裸装属性,file,SliceDice/analysis/heroll/resource-tables/extracted/csv/playerdefaultstat.csv,0172D9DE8C26657507C000667C1CEC2A951489D905D9CA5C6476A192F911ABEA,"读取全部9行","range5|move40|attack10|attackSpeed100|health150",F-003,验证版可以从裸装固定属性开始,D-003,GDD §5.1,high
|
||||
E-004,怪物组和攻击角色,file,SliceDice/analysis/heroll/resource-tables/extracted/csv/monstergroup.csv,C6259715E9EC02A19C99E00950DFA7D036F5CA460BAC752965630FA76B572904,"读取group_10与boss_0","SWORD,SWORD,STRAIGHT,STRAIGHT|boss_0",F-004,源码确认普通组和Boss入口,D-004,GDD §5.2,high
|
||||
E-005,敌人与Boss倍率,file,SliceDice/analysis/heroll/resource-tables/extracted/csv/monsterinfo.csv,EBC3D2F4CFE57E76277DAD786E150436CE9203E1AD1A4C92EC16622487CC9E40,"筛选enemy_sword/straight/curved/rush与boss_0","boss attack×2|health×4|attackSpeed×1",F-005,四种攻击角色有独立prefab倍率,D-005,GDD §5.2,high
|
||||
E-006,启用祝福,file,SliceDice/analysis/heroll/resource-tables/extracted/csv/augment.csv,E0B14AF4709E3F0D548973E124F679EF091589D7C99B0E35DE78C628A73D032A,"筛选isEnabled=True","31 rows",F-006,源码祝福池为31个启用项,D-006,blessings.csv,high
|
||||
E-007,局内装备目录,file,SliceDice/analysis/heroll/resource-tables/extracted/csv/weapondrop.csv,AF8C97D022A83C1FF898D33FC541F157CAD1DC6C5732FF57D61A502E82914809,"按EMonoWeapon分组","4 slots × 10",F-007,完整局内装备目录为40件,D-007,gear-catalog.csv,high
|
||||
E-008,装备属性表,file,SliceDice/analysis/heroll/resource-tables/extracted/csv/weaponstatus.csv,1F40ED34DD80B1E1674C7E03266E488141491B22527215C3D5C2671CC119A0B6,"读取全部13行","13 status definitions",F-008,装备词条有13类基础区间,D-008,gear-status.csv,high
|
||||
E-009,局内商店表,file,SliceDice/analysis/heroll/resource-tables/extracted/csv/ingameshoplist.csv,7D32A03BC4D82177999027A5B2A7171888C4C2B3831B8FC1B2F141F02D74ABC8,"过滤数值Id并按itemType计数","96 rows:12 tile|31 augment|9 potion|13 stat|30 fixed|1 lotto",F-009,源码局内商品恰好96条,D-009,shop-offers.csv,high
|
||||
E-010,药水等级曲线,file,SliceDice/analysis/heroll/resource-tables/extracted/csv/potion.csv,8049B5B835636F6A6FFE73B14D7CDB75FB8B48C18F4DF4D53DB0C8B3D18EFA99,"按type读取","count 1..10|heal 50..650",F-010,药水容量和治疗可直接配置,D-010,potions.csv,high
|
||||
E-011,药水强化,file,SliceDice/analysis/heroll/resource-tables/extracted/csv/potionaugment.csv,A8585434956E68A5C2E273809BD010DFC57531C642A83B75B2B5A1FA79987095,"筛选isEnabled=True","9 enabled|GuaranteedDouble disabled",F-011,验证版药水强化池为9,D-011,potions.csv,high
|
||||
E-012,全局玩法参数,file,SliceDice/analysis/heroll/resource-tables/extracted/csv/gameconfig.csv,A57510DEDE13DAF1A597DE1EE73E47B0ABD830D96719DAD24B2CA7370E8DFE3D,"读取BaseCritical EnemyDamgeRange starsPerAugment augmentRatio shopReroll DDA","150|15|stars|50,30,20,5|3,2|DDA arrays",F-012,关键权重和DDA原始数组已确认但语义方法体不足,D-012,GDD §5.4-5.5,high
|
||||
E-013,用户流程录像,file,参考资料/功能浏览与关卡流程.mp4,382875D92932E77091DE698476310F14B017575BFE3C7F0CAB95889E0F3F1D97,"本地播放并按时间轴观察","UI and run flow reference",F-013,视频可辅助界面与流程但不证明隐藏公式,D-013,ui-screens.csv,medium
|
||||
E-014,用户抽卡录像,file,参考资料/抽卡.mp4,F7789EB239D1B4D19CCED8D48B462B8377BB350248CB57AA58356726F0096507,"本地播放并按时间轴观察","out-of-scope gacha reference",F-014,抽卡属于本验证版排除项,D-014,GDD §2.4,high
|
||||
E-015,截图说明,file,参考资料/截图说明.jpg,F3C468A2D91E5D4145EC91BDA07855827635371F36BA8E7021C790F4ED0CBA08,"打开原图读取标注","user annotations",F-015,标注用于解释HEROLL界面且不覆盖源码数值,D-015,ui-screens.csv,medium
|
||||
E-016,IL2CPP元数据,file,SliceDice/analysis/heroll/metadata/assembly-csharp.json,BA6D3F4BD91B0D3977EB1229AB46FE563118CC55793346796F93816BA7FEF526,"搜索BoardController BattleController DDA和formula相关字段","types and method names without recovered bodies",F-016,调用边界可确认但最终战斗和DDA方法体不可据此恢复,D-016,formula-fit.csv,high
|
||||
E-017,系统摘要,file,SliceDice/analysis/heroll/metadata-analysis/system-summary.json,C29F1ED5039C1CCC88F5FA20B98CCE840FA78957ED8A7D7F60AFB03161269236,"读取玩法系统类型与入口摘要","Board/Battle/Shop/Event boundaries",F-017,可按领域拆分Cocos模块,D-017,GDD §12.1,high
|
||||
E-018,提取资产清单,file,analysis/visual-study/unity-samples/manifest.csv,2CECF139A96DE0389B9D9772F9DFD365145B18E3450A439CCB87464365107C6A,"读取exported条目","Grass scene|boss|UI|VFX samples",F-018,HEROLL内部原型资产可支撑玩法验证表现,D-018,assets.csv,high
|
||||
E-019,桌面试玩棋盘与事件,runtime,Heroll : Dice Roguelike desktop session,n/a,"启动桌面快捷方式并进入关卡","point0→chest→smithy80%→board roll→auto battle victory",F-019,实机确认宝箱铁匠铺点数与自动战斗表现但账号HP329含局外加成,D-019,formula-fit.csv,high
|
||||
E-020,运行时启动日志,log,analysis/gameplay-monetization/evidence/runtime-session-2026-08-13.md,n/a,"按文档复现启动并检索Board与boss","Normal|boss_0|Board init|Ingame Save",F-020,棋盘场景与boss_0运行链存在,D-020,GDD §3,high
|
||||
|
@@ -0,0 +1,11 @@
|
||||
floor,source_loop,monster_group,attack_power,health,defense,attack_speed,evasion,aim,life_steal,heal_on_entry_pct,good_tiles_injected,merchant_present,boss_after_floor,source_tag
|
||||
1,0,10,3,30,0,1,12,0,0,0,0,false,false,SOURCE_CONFIRMED
|
||||
2,1,10,6,38,1.5,1,23,7,0,30,2,false,false,SOURCE_CONFIRMED
|
||||
3,2,10,8,43,3,1,34,14,0,30,2,true,false,SOURCE_CONFIRMED
|
||||
4,3,10,12,58,4.5,1,45,21,0,30,2,false,false,SOURCE_CONFIRMED
|
||||
5,4,10,17,67,6,1,56,28,0,30,2,false,false,SOURCE_CONFIRMED
|
||||
6,5,10,22,80,7.5,1,67,35,0,30,2,true,false,SOURCE_CONFIRMED
|
||||
7,6,10,30,109,9,1,78,42,0,30,2,false,false,SOURCE_CONFIRMED
|
||||
8,7,10,39,125,10.5,1,89,49,0,30,2,false,false,SOURCE_CONFIRMED
|
||||
9,8,10,46,141,12,1,100,56,0,30,2,true,false,SOURCE_CONFIRMED
|
||||
10,9,10,60,159,13.5,1,111,63,0,30,2,false,true,SOURCE_CONFIRMED
|
||||
|
@@ -0,0 +1,15 @@
|
||||
gate_id,system,parameter_or_function,validation_baseline,source_evidence,capture_protocol,min_samples,acceptance,current_status,release_effect
|
||||
FIT-001,damage,player_normal_damage,"max(1,round(atk*100/(100+def)*U[0.85,1.15]))",E-003|E-008|E-012,"裸装stage0;录属性页与至少30次非暴击命中;画面需同时包含敌人层号和伤害数字",30,median_APE<=5%,BLOCKED_CLEAN_CAPTURE,prototype_allowed_release_claim_blocked
|
||||
FIT-002,damage,enemy_normal_damage,"same formula using floor/prefab attack",E-002|E-005|E-012,"无局外减伤;floor1/floor5/floor10各录30次敌人非暴击命中与玩家掉血前后",90,median_APE<=5%,BLOCKED_CLEAN_CAPTURE,prototype_allowed_release_claim_blocked
|
||||
FIT-003,defense,mitigation,"100/(100+defense)",E-008|E-016,"同层同敌人;分别使用0防御和一件已知防御装备;各30次命中",60,paired_median_APE<=5%,BLOCKED_CLEAN_CAPTURE,prototype_allowed_release_claim_blocked
|
||||
FIT-004,hit,hit_chance,"clamp(0.05,0.95,(100+aim-evasion)/100)",E-002|E-003|E-008,"固定敌人;记录裸装和已知Aim装备各200次攻击的命中/闪避",400,prediction_inside_Wilson95,BLOCKED_CLEAN_CAPTURE,prototype_allowed_release_claim_blocked
|
||||
FIT-005,evasion,evasion_interaction,"same hit function with defender evasion",E-002|E-008,"固定玩家命中;0闪避和已知闪避值各200次敌人攻击",400,prediction_inside_Wilson95,BLOCKED_CLEAN_CAPTURE,prototype_allowed_release_claim_blocked
|
||||
FIT-006,critical,critical_multiplier,1.50,E-012,"装备已知暴击率;记录至少30组相同攻击/防御下普通与暴击伤害",30,median_ratio_APE<=5%,BLOCKED_CLEAN_CAPTURE,prototype_allowed_release_claim_blocked
|
||||
FIT-007,life_steal,heal_from_damage,"floor(finalDamage*lifeStealPct/100)",E-003|E-008,"降低玩家生命并装备已知吸血;记录30次伤害与同步回血",30,median_APE<=5%,BLOCKED_CLEAN_CAPTURE,prototype_allowed_release_claim_blocked
|
||||
FIT-008,attack_speed,player_attack_interval,"max(0.15,1/(attackSpeed/100))",E-003|E-008,"1x速度;裸装与已知攻速装备各录连续20次攻击时间戳",40,median_interval_APE<=5%,BLOCKED_CLEAN_CAPTURE,prototype_allowed_release_claim_blocked
|
||||
FIT-009,attack_speed,enemy_attack_interval,"board.attackSpeed*prefab.multiplier",E-002|E-005,"同一敌人连续20次攻击;包含完整前摇和命中帧",20,median_interval_APE<=5%,BLOCKED_CLEAN_CAPTURE,prototype_allowed_release_claim_blocked
|
||||
FIT-010,battle_duration,normal_battle,"deterministic simulation",E-002|E-003|E-005,"裸装或完整记录装备/祝福;floor1/floor5/floor10各10场;从Fight首帧到PostBattle",30,median_APE<=10%,BLOCKED_CLEAN_CAPTURE,release_candidate_false
|
||||
FIT-011,battle_duration,boss_0,"stage0 floor10 + boss multipliers",E-001|E-002|E-005,"完整记录进Boss前属性/装备/祝福与10场Boss战;不手动用药或标记用药tick",10,median_APE<=10%,BLOCKED_CLEAN_CAPTURE,release_candidate_false
|
||||
FIT-012,DDA,condition_and_value_mapping,"tier0 multipliers=1 until fitted",E-012|E-016,"用同一seed连续制造<=5s 5-8s 8-12s >12s战斗;每次录下一战敌方属性和技术日志",24,exact_transition_match,BLOCKED_CLEAN_CAPTURE,dda_forced_tier0
|
||||
FIT-013,potion,potion_heal_and_augments,"potions.csv validation semantics",E-010|E-011,"每个强化单独启用;录使用前后HP/护盾/次数和后续一次攻击或战斗结束",9,exact_state_delta_match,BLOCKED_CLEAN_CAPTURE,prototype_uses_validation_semantics
|
||||
FIT-014,points,point_sources_and_salvage,"grade salvage=1|2|4|8|16",E-007|E-009|E-019,"分别分解五品质装备并录余额前后;再录移动 战斗 宝箱各一次",8,exact_delta_match,BLOCKED_CLEAN_CAPTURE,prototype_uses_validation_values
|
||||
|
@@ -0,0 +1,41 @@
|
||||
catalog_id,string_id,slot,icon_name,title_key,index_in_slot,source_tag
|
||||
100,ingame_weapon_01,WEAPON,ingame_weapon_icon_01,ingame_weapon_01_title,1,SOURCE_CONFIRMED
|
||||
101,ingame_weapon_02,WEAPON,ingame_weapon_icon_02,ingame_weapon_02_title,2,SOURCE_CONFIRMED
|
||||
102,ingame_weapon_03,WEAPON,ingame_weapon_icon_03,ingame_weapon_03_title,3,SOURCE_CONFIRMED
|
||||
103,ingame_weapon_04,WEAPON,ingame_weapon_icon_04,ingame_weapon_04_title,4,SOURCE_CONFIRMED
|
||||
104,ingame_weapon_05,WEAPON,ingame_weapon_icon_05,ingame_weapon_05_title,5,SOURCE_CONFIRMED
|
||||
105,ingame_weapon_06,WEAPON,ingame_weapon_icon_06,ingame_weapon_06_title,6,SOURCE_CONFIRMED
|
||||
106,ingame_weapon_07,WEAPON,ingame_weapon_icon_07,ingame_weapon_07_title,7,SOURCE_CONFIRMED
|
||||
107,ingame_weapon_08,WEAPON,ingame_weapon_icon_08,ingame_weapon_08_title,8,SOURCE_CONFIRMED
|
||||
108,ingame_weapon_09,WEAPON,ingame_weapon_icon_09,ingame_weapon_09_title,9,SOURCE_CONFIRMED
|
||||
109,ingame_weapon_10,WEAPON,ingame_weapon_icon_10,ingame_weapon_10_title,10,SOURCE_CONFIRMED
|
||||
113,ingame_ring_01,RING,ingame_ring_icon_01,ingame_ring_01_title,1,SOURCE_CONFIRMED
|
||||
114,ingame_ring_02,RING,ingame_ring_icon_02,ingame_ring_02_title,2,SOURCE_CONFIRMED
|
||||
115,ingame_ring_03,RING,ingame_ring_icon_03,ingame_ring_03_title,3,SOURCE_CONFIRMED
|
||||
116,ingame_ring_04,RING,ingame_ring_icon_04,ingame_ring_04_title,4,SOURCE_CONFIRMED
|
||||
117,ingame_ring_05,RING,ingame_ring_icon_05,ingame_ring_05_title,5,SOURCE_CONFIRMED
|
||||
118,ingame_ring_06,RING,ingame_ring_icon_06,ingame_ring_06_title,6,SOURCE_CONFIRMED
|
||||
119,ingame_ring_07,RING,ingame_ring_icon_07,ingame_ring_07_title,7,SOURCE_CONFIRMED
|
||||
120,ingame_ring_08,RING,ingame_ring_icon_08,ingame_ring_08_title,8,SOURCE_CONFIRMED
|
||||
121,ingame_ring_09,RING,ingame_ring_icon_09,ingame_ring_09_title,9,SOURCE_CONFIRMED
|
||||
122,ingame_ring_10,RING,ingame_ring_icon_10,ingame_ring_10_title,10,SOURCE_CONFIRMED
|
||||
129,ingame_gauntlet_01,GAUNTLET,ingame_gauntlet_icon_01,ingame_gauntlet_01_title,1,SOURCE_CONFIRMED
|
||||
130,ingame_gauntlet_02,GAUNTLET,ingame_gauntlet_icon_02,ingame_gauntlet_02_title,2,SOURCE_CONFIRMED
|
||||
131,ingame_gauntlet_03,GAUNTLET,ingame_gauntlet_icon_03,ingame_gauntlet_03_title,3,SOURCE_CONFIRMED
|
||||
132,ingame_gauntlet_04,GAUNTLET,ingame_gauntlet_icon_04,ingame_gauntlet_04_title,4,SOURCE_CONFIRMED
|
||||
133,ingame_gauntlet_05,GAUNTLET,ingame_gauntlet_icon_05,ingame_gauntlet_05_title,5,SOURCE_CONFIRMED
|
||||
134,ingame_gauntlet_06,GAUNTLET,ingame_gauntlet_icon_06,ingame_gauntlet_06_title,6,SOURCE_CONFIRMED
|
||||
135,ingame_gauntlet_07,GAUNTLET,ingame_gauntlet_icon_07,ingame_gauntlet_07_title,7,SOURCE_CONFIRMED
|
||||
136,ingame_gauntlet_08,GAUNTLET,ingame_gauntlet_icon_08,ingame_gauntlet_08_title,8,SOURCE_CONFIRMED
|
||||
137,ingame_gauntlet_09,GAUNTLET,ingame_gauntlet_icon_09,ingame_gauntlet_09_title,9,SOURCE_CONFIRMED
|
||||
138,ingame_gauntlet_10,GAUNTLET,ingame_gauntlet_icon_10,ingame_gauntlet_10_title,10,SOURCE_CONFIRMED
|
||||
145,ingame_boots_01,BOOTS,ingame_boots_icon_01,ingame_boots_01_title,1,SOURCE_CONFIRMED
|
||||
146,ingame_boots_02,BOOTS,ingame_boots_icon_02,ingame_boots_02_title,2,SOURCE_CONFIRMED
|
||||
147,ingame_boots_03,BOOTS,ingame_boots_icon_03,ingame_boots_03_title,3,SOURCE_CONFIRMED
|
||||
148,ingame_boots_04,BOOTS,ingame_boots_icon_04,ingame_boots_04_title,4,SOURCE_CONFIRMED
|
||||
149,ingame_boots_05,BOOTS,ingame_boots_icon_05,ingame_boots_05_title,5,SOURCE_CONFIRMED
|
||||
150,ingame_boots_06,BOOTS,ingame_boots_icon_06,ingame_boots_06_title,6,SOURCE_CONFIRMED
|
||||
151,ingame_boots_07,BOOTS,ingame_boots_icon_07,ingame_boots_07_title,7,SOURCE_CONFIRMED
|
||||
152,ingame_boots_08,BOOTS,ingame_boots_icon_08,ingame_boots_08_title,8,SOURCE_CONFIRMED
|
||||
153,ingame_boots_09,BOOTS,ingame_boots_icon_09,ingame_boots_09_title,9,SOURCE_CONFIRMED
|
||||
154,ingame_boots_10,BOOTS,ingame_boots_icon_10,ingame_boots_10_title,10,SOURCE_CONFIRMED
|
||||
|
@@ -0,0 +1,14 @@
|
||||
status_id,string_id,stat_type,ref_status,base_min,base_max,plus_value,is_percent,decimals,combat_power_multiplier,effect_contract,source_tag
|
||||
100,ATTACK_POWER,NORMAL,,3,7,5,false,0,4,add attackPower,SOURCE_CONFIRMED
|
||||
101,HEALTH,NORMAL,,20,40,50,false,0,1,add maxHealth and currentHealth by same delta,SOURCE_CONFIRMED
|
||||
102,AIM,NORMAL,,5,15,10,false,0,1.5,add aim,SOURCE_CONFIRMED
|
||||
103,DEFENSE,NORMAL,,1.5,2.5,1.5,false,1,2,add defense,SOURCE_CONFIRMED
|
||||
104,EVASION,UTIL,,14,20,7,false,0,1,add evasion,SOURCE_CONFIRMED
|
||||
105,REGEN_PER_SECOND,HEAL,HEALTH,1,2,2.4,false,1,3,heal value each logic second during Fight,SOURCE_CONFIRMED
|
||||
106,TOTAL_DAMAGE,ATTACK,ATTACK_POWER,1,2,1,false,1,5,add totalDamagePct despite source IsPercent false; validation semantic,VALIDATION_ADDED
|
||||
107,TRUE_DAMAGE,ATTACK,ATTACK_POWER,1,2.5,1.7,false,1,2,add flat trueDamage,SOURCE_CONFIRMED
|
||||
108,KILL_HEAL,HEAL,HEALTH,6,9,2.5,false,1,3,heal flat value on enemy death,SOURCE_CONFIRMED
|
||||
109,COUNTER_ATTACK,UTIL,,7,9,1.5,true,1,1,on hit received roll percent then immediate basic counter,SOURCE_CONFIRMED
|
||||
110,ATTACK_SPEED,UTIL,,7,9,1.4,true,1,2,add attackSpeed percent,SOURCE_CONFIRMED
|
||||
111,CRITICAL_RATE,ATTACK,,10,12,1.5,true,1,2,add criticalRate percent,SOURCE_CONFIRMED
|
||||
112,LIFE_STEAL,HEAL,,4.5,7.5,1.5,true,1,2,add lifeSteal percent,SOURCE_CONFIRMED
|
||||
|
@@ -0,0 +1,41 @@
|
||||
record_id,record_type,source_id,string_id,level,value,value_a,value_b,enabled,effect_contract,source_tag
|
||||
COUNT-0,COUNT_LEVEL,100,Potion_CountLevel_0,0,1,,,true,max charges 1,SOURCE_CONFIRMED
|
||||
COUNT-1,COUNT_LEVEL,101,Potion_CountLevel_1,1,2,,,true,max charges 2,SOURCE_CONFIRMED
|
||||
COUNT-2,COUNT_LEVEL,102,Potion_CountLevel_2,2,3,,,true,max charges 3,SOURCE_CONFIRMED
|
||||
COUNT-3,COUNT_LEVEL,103,Potion_CountLevel_3,3,4,,,true,max charges 4,SOURCE_CONFIRMED
|
||||
COUNT-4,COUNT_LEVEL,104,Potion_CountLevel_4,4,5,,,true,max charges 5,SOURCE_CONFIRMED
|
||||
COUNT-5,COUNT_LEVEL,105,Potion_CountLevel_5,5,6,,,true,max charges 6,SOURCE_CONFIRMED
|
||||
COUNT-6,COUNT_LEVEL,106,Potion_CountLevel_6,6,7,,,true,max charges 7,SOURCE_CONFIRMED
|
||||
COUNT-7,COUNT_LEVEL,107,Potion_CountLevel_7,7,8,,,true,max charges 8,SOURCE_CONFIRMED
|
||||
COUNT-8,COUNT_LEVEL,108,Potion_CountLevel_8,8,9,,,true,max charges 9,SOURCE_CONFIRMED
|
||||
COUNT-9,COUNT_LEVEL,109,Potion_CountLevel_9,9,10,,,true,max charges 10,SOURCE_CONFIRMED
|
||||
HEAL-0,HEAL_LEVEL,110,Potion_HealLevel_0,0,50,,,true,restore 50 flat HP,SOURCE_CONFIRMED
|
||||
HEAL-1,HEAL_LEVEL,111,Potion_HealLevel_1,1,80,,,true,restore 80 flat HP,SOURCE_CONFIRMED
|
||||
HEAL-2,HEAL_LEVEL,112,Potion_HealLevel_2,2,110,,,true,restore 110 flat HP,SOURCE_CONFIRMED
|
||||
HEAL-3,HEAL_LEVEL,113,Potion_HealLevel_3,3,140,,,true,restore 140 flat HP,SOURCE_CONFIRMED
|
||||
HEAL-4,HEAL_LEVEL,114,Potion_HealLevel_4,4,170,,,true,restore 170 flat HP,SOURCE_CONFIRMED
|
||||
HEAL-5,HEAL_LEVEL,115,Potion_HealLevel_5,5,200,,,true,restore 200 flat HP,SOURCE_CONFIRMED
|
||||
HEAL-6,HEAL_LEVEL,116,Potion_HealLevel_6,6,230,,,true,restore 230 flat HP,SOURCE_CONFIRMED
|
||||
HEAL-7,HEAL_LEVEL,117,Potion_HealLevel_7,7,260,,,true,restore 260 flat HP,SOURCE_CONFIRMED
|
||||
HEAL-8,HEAL_LEVEL,118,Potion_HealLevel_8,8,290,,,true,restore 290 flat HP,SOURCE_CONFIRMED
|
||||
HEAL-9,HEAL_LEVEL,119,Potion_HealLevel_9,9,320,,,true,restore 320 flat HP,SOURCE_CONFIRMED
|
||||
HEAL-10,HEAL_LEVEL,120,Potion_HealLevel_10,10,350,,,true,restore 350 flat HP,SOURCE_CONFIRMED
|
||||
HEAL-11,HEAL_LEVEL,121,Potion_HealLevel_11,11,380,,,true,restore 380 flat HP,SOURCE_CONFIRMED
|
||||
HEAL-12,HEAL_LEVEL,122,Potion_HealLevel_12,12,410,,,true,restore 410 flat HP,SOURCE_CONFIRMED
|
||||
HEAL-13,HEAL_LEVEL,123,Potion_HealLevel_13,13,440,,,true,restore 440 flat HP,SOURCE_CONFIRMED
|
||||
HEAL-14,HEAL_LEVEL,124,Potion_HealLevel_14,14,470,,,true,restore 470 flat HP,SOURCE_CONFIRMED
|
||||
HEAL-15,HEAL_LEVEL,125,Potion_HealLevel_15,15,500,,,true,restore 500 flat HP,SOURCE_CONFIRMED
|
||||
HEAL-16,HEAL_LEVEL,126,Potion_HealLevel_16,16,530,,,true,restore 530 flat HP,SOURCE_CONFIRMED
|
||||
HEAL-17,HEAL_LEVEL,127,Potion_HealLevel_17,17,560,,,true,restore 560 flat HP,SOURCE_CONFIRMED
|
||||
HEAL-18,HEAL_LEVEL,128,Potion_HealLevel_18,18,590,,,true,restore 590 flat HP,SOURCE_CONFIRMED
|
||||
HEAL-19,HEAL_LEVEL,129,Potion_HealLevel_19,19,620,,,true,restore 620 flat HP,SOURCE_CONFIRMED
|
||||
HEAL-20,HEAL_LEVEL,130,Potion_HealLevel_20,20,650,,,true,restore 650 flat HP,SOURCE_CONFIRMED
|
||||
AUG-100,AUGMENT,100,Potion_AttackBoost,,,300,1,true,next successful player attack deals plus 300 percent damage; one hit,VALIDATION_ADDED
|
||||
AUG-101,AUGMENT,101,Potion_AutoCharge,,,1,-1,true,after winning a battle restore 1 potion charge up to max,VALIDATION_ADDED
|
||||
AUG-103,AUGMENT,103,Potion_LightningAttack,,,-1,-1,true,on potion use deal 100 percent attack true damage to all enemies,VALIDATION_ADDED
|
||||
AUG-104,AUGMENT,104,Potion_ExtraShield,,,1,-1,true,on potion use grant shield equal to actual heal amount,VALIDATION_ADDED
|
||||
AUG-105,AUGMENT,105,Potion_LowStockBoost,,,20,-1,true,if charge before use is 1 increase all potion healing by 20 percent,VALIDATION_ADDED
|
||||
AUG-106,AUGMENT,106,Potion_AdaptiveHealing,,,50,-1,true,if hp before use is at or below 50 percent increase healing by 50 percent,VALIDATION_ADDED
|
||||
AUG-107,AUGMENT,107,Potion_MaxHealthGain,,,5,-1,true,on use increase max health by 5 percent then heal,VALIDATION_ADDED
|
||||
AUG-108,AUGMENT,108,Potion_PercentHeal,,,10,-1,true,on use additionally heal 10 percent max health,VALIDATION_ADDED
|
||||
AUG-109,AUGMENT,109,Potion_GachaHeal,,,20,200,true,on use 20 percent chance add 200 flat healing,VALIDATION_ADDED
|
||||
|
@@ -0,0 +1,83 @@
|
||||
case_id,priority,area,setup,action,expected,automation,gate,source_tag
|
||||
QA-001,P0,scope,production-like local build,scan scenes scripts configs and packages,no account meta energy gacha IAP network real ad SDK story or BGM entry,static scan,release,VALIDATION_ADDED
|
||||
QA-002,P0,dice,fixed seed and fresh streams,simulate 1000000 rolls,36 ordered outcomes pass chi-square p>=0.01,node test,release,VALIDATION_ADDED
|
||||
QA-003,P0,dice,fixed seed,run 100 rolls twice,dieA dieB and RNG indices byte-identical,node test,release,VALIDATION_ADDED
|
||||
QA-004,P0,dice,all blessings and DDA tiers,compare base dice sequence to clean run,base A/B sequence unchanged,node test,release,VALIDATION_ADDED
|
||||
QA-005,P0,dice,ThirdDieReplace active,exercise replaceA replaceB discard,move sums correct and A/B log preserved,node test,release,VALIDATION_ADDED
|
||||
QA-006,P1,dice,normal roll,force doubles,no universal reward or reroll appears,node test,release,VALIDATION_ADDED
|
||||
QA-007,P0,board,position Tile39 and roll crosses Start,resolve move,exactly one floor transition and no second landing resolve,node test,release,VALIDATION_ADDED
|
||||
QA-008,P0,board,each floor 1..10,finish lap,floor increments and heal round(maxHp*0.30) capped,node test,release,VALIDATION_ADDED
|
||||
QA-009,P0,board,each floor transition with recorded zero-based loopIndex,inspect good-tile draw and install attempts,request count equals loopIndex plus2 and success count never exceeds request count,node test,release,SOURCE_CONFIRMED
|
||||
QA-010,P0,board,fresh account default eight-meta deck and fixed seed,initialize run and inspect first eight draws,all eight default metas appear once before reshuffle,node simulation,release,SOURCE_CONFIRMED
|
||||
QA-011,P0,board,seed suite 10000 runs,inspect merchant generation,merchant only and always on floors3 6 9,node simulation,release,VALIDATION_ADDED
|
||||
QA-012,P0,boss,complete floor10,resolve transition,boss_0 with skill_0 and cooldown7 starts,node test,release,SOURCE_CONFIRMED
|
||||
QA-013,P0,combat,naked run,create player snapshot,stats equal 5|40|10|100|150|0|0|0|5,node test,release,SOURCE_CONFIRMED
|
||||
QA-014,P0,combat,floor1..10,spawn base enemies,base stats match floor-balance.csv exactly,node test,release,SOURCE_CONFIRMED
|
||||
QA-015,P0,combat,floor10 boss spawn,inspect snapshot,multipliers attack2 hp4 defense1 speed1 evasion1 aim1 lifeSteal0,node test,release,SOURCE_CONFIRMED
|
||||
QA-016,P0,combat,controlled attack and defense,run deterministic hit,validation baseline formula matches exact integer result,node test,prototype,VALIDATION_ADDED
|
||||
QA-017,P0,combat,clean capture matrix,run fit report,player and enemy damage median APE<=5%,analysis script,release,VALIDATION_ADDED
|
||||
QA-018,P0,combat,clean capture matrix,run duration fit,floor bands and boss median APE<=10%,analysis script,release,VALIDATION_ADDED
|
||||
QA-019,P0,combat,hit and evasion capture,run Wilson check,predictions inside 95 percent intervals,analysis script,release,VALIDATION_ADDED
|
||||
QA-020,P0,combat,critical and lifeSteal capture,run fit,crit ratio and healing median APE<=5%,analysis script,release,VALIDATION_ADDED
|
||||
QA-021,P0,combat,attack speed capture,run interval fit,player and enemy median interval APE<=5%,analysis script,release,VALIDATION_ADDED
|
||||
QA-022,P0,DDA,tier0 normal run,roll dice and loot sequences,DDA does not alter dice shop loot or events,node test,release,VALIDATION_ADDED
|
||||
QA-023,P0,DDA,known state transitions,save reload,state arrays multipliers recentBattleMs and reason preserved,node test,release,VALIDATION_ADDED
|
||||
QA-024,P0,DDA,clean DDA captures,run transition matcher,exact transition and multiplier match,analysis script,release,VALIDATION_ADDED
|
||||
QA-025,P0,potion,Fight and one charge,double click same tick,only one use and one heal,node test,release,VALIDATION_ADDED
|
||||
QA-026,P0,potion,each count and heal level,load lookup,10 capacity and 21 heal records exact,node test,release,SOURCE_CONFIRMED
|
||||
QA-027,P0,potion,each of 9 augments,run isolated scripted scenario,state delta equals potions.csv contract,node test,release,VALIDATION_ADDED
|
||||
QA-028,P1,potion,GuaranteedDouble source row,scan pools and shop,disabled augment never appears,static scan,release,SOURCE_CONFIRMED
|
||||
QA-029,P0,gear,catalog load,count and group,exactly 40 with 10 per slot,node test,release,SOURCE_CONFIRMED
|
||||
QA-030,P0,gear,loot simulation 1000000,inspect quality counts,weights fit 210|60|28|4|1 within statistical tolerance,node simulation,release,SOURCE_CONFIRMED
|
||||
QA-031,P0,gear,100000 simulated runs,count view opportunities,P50 between6 and8,node simulation,release,VALIDATION_ADDED
|
||||
QA-032,P0,gear,slot empty and occupied,equip new gear,new flies in old leaves and old salvage points once,integration,release,VALIDATION_ADDED
|
||||
QA-033,P0,gear,batch with 3 unhandled,close modal,all 3 salvage in source order with no duplicate,integration,release,VALIDATION_ADDED
|
||||
QA-034,P0,gear,all 13 statuses,generate each,min max plus rank and display precision match,node test,release,SOURCE_CONFIRMED
|
||||
QA-035,P0,smithy,quality ranks0..3,run 100000 trials each,base success rates fit80|50|30|10,node simulation,release,SOURCE_CONFIRMED
|
||||
QA-036,P0,smithy,boost used ranks0..3,run 100000 trials each,boost rates fit100|80|50|30,node simulation,release,VALIDATION_ADDED
|
||||
QA-037,P0,smithy,force failure,resolve,equipment removed and pre-failure quality salvage once,node test,release,VALIDATION_ADDED
|
||||
QA-038,P0,blessing,load pool,count enabled,31 source plus ThirdDieReplace equals32,node test,release,SOURCE_CONFIRMED
|
||||
QA-039,P0,blessing,reveal card,use boost,replacement differs and only Accept remains,node test,release,VALIDATION_ADDED
|
||||
QA-040,P0,blessing,pool edge only same eligible,use boost,original accepted and transaction commits without loop,node test,release,VALIDATION_ADDED
|
||||
QA-041,P0,blessing,levels0..40,lookup star cost,index clamps to29 and sequence matches source,node test,release,SOURCE_CONFIRMED
|
||||
QA-042,P0,shop,load offers,count and group,97 total with source distribution plus one augment,node test,release,VALIDATION_ADDED
|
||||
QA-043,P0,shop,open merchant,inspect slots,3 fixed and 3 unique random eligible offers,integration,release,VALIDATION_ADDED
|
||||
QA-044,P0,shop,reroll count0..5,inspect quote,cost equals3+2*n,node test,release,SOURCE_CONFIRMED
|
||||
QA-045,P0,shop,insufficient points,attempt purchase,no negative balance no RNG consumption no offer mutation,node test,release,VALIDATION_ADDED
|
||||
QA-046,P0,shop,purchase limit reached,reroll and reopen,offer remains ineligible,node test,release,SOURCE_CONFIRMED
|
||||
QA-047,P0,shop,purchase tile and cancel install,reopen,pending install preserved and no refund or loss,integration,release,VALIDATION_ADDED
|
||||
QA-048,P0,event,EV-140 forced,perform base digs,5x5 board and exactly5 actions before boost,integration,release,VALIDATION_ADDED
|
||||
QA-049,P0,event,EV-151 forced,inspect cabinet,20 capsules and1 base attempt,integration,release,SOURCE_CONFIRMED
|
||||
QA-050,P0,event,EV-166 forced,inspect all seeds,one of6 source maps and3 base shots,integration,release,SOURCE_CONFIRMED
|
||||
QA-051,P0,event,each tile137 138 139 140 141 142 143 144 151 152 164 166,force via debug,input presentation settlement save and exit all pass,manual debug checklist,release,SOURCE_CONFIRMED
|
||||
QA-052,P2,legacy boost,load old transaction fixture,restore,no UI control rendered and no new transaction created,node migration,archive,DEFERRED_NOT_EXPOSED
|
||||
QA-053,P2,legacy boost,old PENDING fixture,restore,compatibility recovery does not expose button,node migration,archive,DEFERRED_NOT_EXPOSED
|
||||
QA-054,P2,legacy boost,old COMMITTED fixture,restore,render does not apply balance or reward delta again,node migration,archive,DEFERRED_NOT_EXPOSED
|
||||
QA-055,P2,legacy boost,normal event instance,inspect controls,no boost transaction can be initiated from UI,node test,archive,DEFERRED_NOT_EXPOSED
|
||||
QA-056,P0,revive,lethal with source Revive available,resolve,source blessing resolves once before failure decision,node test,release,SOURCE_CONFIRMED
|
||||
QA-057,P0,revive,lethal with no source Revive,resolve,full DEFEAT animation then direct failed state with no ad controls,node integration,release,VALIDATION_ADDED
|
||||
QA-058,P0,revive,source Revive resolves but hp remains zero,resolve,run fails with no ad or second revive choice,node test,release,VALIDATION_ADDED
|
||||
QA-059,P0,revive,transition to next floor then lethal without blessing,resolve,run fails directly and no floor-based ad eligibility exists,node test,release,VALIDATION_ADDED
|
||||
QA-060,P0,checkpoint,each modal battle purchase equip blessing event boundary,refresh before and after commit,no half settlement duplicate RNG or duplicate reward,node integration,release,VALIDATION_ADDED
|
||||
QA-061,P0,checkpoint,corrupt main checksum,load,backup slot loads and committed transaction set preserved,node test,release,VALIDATION_ADDED
|
||||
QA-062,P0,checkpoint,corrupt both slots,load,user sees corrupt save prompt and can start clean run,node integration,release,VALIDATION_ADDED
|
||||
QA-063,P0,checkpoint,same seed DDA and command transcript,replay,board loot combat shop and checkpoints byte-identical,node replay,release,VALIDATION_ADDED
|
||||
QA-064,P0,UI,750x1334 and808x1440,visit all screens,no crop overlap or inaccessible control,visual regression,release,VALIDATION_ADDED
|
||||
QA-065,P1,UI,first-time flags clear,trigger five guides,each appears once points at correct control and never stacks,integration,release,VALIDATION_ADDED
|
||||
QA-066,P0,UI,normal build,inspect board and combat,no auto-roll combat speed debug or real ad playback screen,static and manual,release,VALIDATION_ADDED
|
||||
QA-067,P0,art,all sprite nodes at rest,capture transform,world pixel coordinates and scales are integers,node test,release,VALIDATION_ADDED
|
||||
QA-068,P0,VFX,all boss and curved/rush attacks,compare tell and hit mask,mismatch<=4 logical pixels,integration capture,release,VALIDATION_ADDED
|
||||
QA-069,P1,VFX,stress battle and boss death,profile particles,live particles stay within animation-vfx budgets,profiler,release,VALIDATION_ADDED
|
||||
QA-070,P0,audio,production build,scan loaded banks and clips,no background music and all looping SFX stop on exit,static and integration,release,VALIDATION_ADDED
|
||||
QA-071,P0,debug,force all commands,inspect logs,commands use Domain API and every record has debug=true,integration,release,VALIDATION_ADDED
|
||||
QA-072,P0,logs,normal 10-floor run,export JSON,only technical allowlist fields and no user profile or cross-run stats,static schema test,release,VALIDATION_ADDED
|
||||
QA-073,P0,onsite,10 live runs,cover attack attackSpeedCrit survival zeroRevive oneRevive,lead signs overall gameplay and roughly10-12min,onsite signoff,release,VALIDATION_ADDED
|
||||
QA-074,P0,boss cycle,DiceGauge debug stage and six completed ROLL actions,observe runtimeGauge counter and board,first2 reach gauge100 and enter countdown4; next4 reach0 then exactly4 unique nonblessing tiles convert and runtimeGauge clears,node integration and visual regression,release,RUNTIME_OBSERVED
|
||||
QA-075,P0,potion,150 maxHP 1 currentHP and heal level80,use one potion,currentHP becomes81 and charge decreases once; healing caps at maxHP,node test,release,SOURCE_CONFIRMED
|
||||
QA-076,P0,board,ROLL any legal 2D6 result from Start,compare visible sum animation steps and final tile index,visible total equals exact number of clockwise one-tile moves and final index equals sum,browser visual regression,release,RUNTIME_OBSERVED
|
||||
QA-077,P0,board,render battle merchant mini-boss infected-boss and all installable event tiles,inspect labels image URLs and load status,1-4 skull battle tiles and both boss tiles use distinct original assets and every event remains identifiable,browser integration,release,SOURCE_CONFIRMED
|
||||
QA-078,P0,ads,open every normal screen event and lethal flow,scan controls and DOM,zero ad boost reroll extra-attempt extra-shot or ad-revive buttons; lethal flow reaches DEFEAT,browser integration,release,VALIDATION_ADDED
|
||||
QA-079,P0,balance,new run with initial stats and no potion ads or debug buff,resolve first three normal battle groups,player survives and defeats all three groups,node test,release,VALIDATION_ADDED
|
||||
QA-080,P0,tile lifecycle,resolve battle mini-boss and event then advance a floor,inspect source cells,each resolved source becomes EMPTY wasteland and stays wasteland unless a legal new tile covers it,node integration,release,VALIDATION_ADDED
|
||||
QA-081,P0,infected boss,leave infected boss alive and cross Start three times,inspect all existing normal battle cells,each crossing adds one enemy per normal battle capped at4 and source stops after three pollution triggers,node integration,release,VALIDATION_ADDED
|
||||
QA-082,P0,boss rule,stage0 Default run from initialization through floor10,inspect state HUD and checkpoints,no runtimeBossGauge or BossDiceCounter pressure state is created; boss_0 begins only after the tenth floor,node integration and visual regression,release,SOURCE_CONFIRMED
|
||||
|
@@ -0,0 +1,10 @@
|
||||
placement_id,event_id,button_label,reward,scope_limit,eligibility,transaction_key,idempotency_rule,failure_rule,source_tag
|
||||
BOOST_DIG_EXTRA,EV-140,立即增加5次,add 5 dig actions,once per event instance,event phase READY and boostUsed false,eventInstanceId+placementId,"COMMITTED returns prior result without applying again",no state change and no usage consumed,DEFERRED_NOT_EXPOSED
|
||||
BOOST_CHEST_REROLL,EV-141,重抽1件装备,discard current unaccepted gear and generate one non-identical catalog-quality-status tuple,once per event instance,gear offer exists and boostUsed false,eventInstanceId+placementId,"COMMITTED restores rerolled gear instance",no state change and no usage consumed,DEFERRED_NOT_EXPOSED
|
||||
BOOST_MERCHANT_POINTS,EV-MERCHANT,立即获得20点,add 20 points,once per merchant instance,shop open and boostUsed false,eventInstanceId+placementId,"COMMITTED restores balance delta once",no state change and no usage consumed,DEFERRED_NOT_EXPOSED
|
||||
BOOST_CAMPFIRE_HEAL_TILE,EV-138,额外恢复10%并生成1个有益地块,heal 10 percent max hp then enqueue one core good tile install,once per event instance,recovery event unresolved and boostUsed false,eventInstanceId+placementId,"COMMITTED restores hp and exact installed tile once",if no legal tile enqueue next-floor install,DEFERRED_NOT_EXPOSED
|
||||
BOOST_SMITHY_RATE,EV-137,提升本次强化概率,set current attempt rates to 100|80|50|30,once per event instance,gear selected before random resolution and boostUsed false,eventInstanceId+placementId,"COMMITTED restores boosted rate flag; random result uses stored roll",after forge resolved placement becomes ineligible,DEFERRED_NOT_EXPOSED
|
||||
BOOST_BLESSING_REROLL,EV-144,强制换成新祝福,replace current card with non-identical card and force accept,once per event instance,original card revealed and boostUsed false,eventInstanceId+placementId,"COMMITTED restores replacement card and cannot redraw",if pool has only same card grant original and mark committed,DEFERRED_NOT_EXPOSED
|
||||
BOOST_CLAW_ATTEMPT,EV-151,增加1次抓取,add 1 claw attempt,once per event instance,claw round not ended and boostUsed false,eventInstanceId+placementId,"COMMITTED restores attempt count once",no state change and no usage consumed,DEFERRED_NOT_EXPOSED
|
||||
BOOST_BUBBLE_SHOT,EV-166,增加1发,add 1 bubble projectile,once per event instance,bubble round not ended and boostUsed false,eventInstanceId+placementId,"COMMITTED restores projectile count once",no state change and no usage consumed,DEFERRED_NOT_EXPOSED
|
||||
BOOST_REVIVE,BATTLE,恢复50%最大生命并继续,ceil maxHp times 0.50 and resume exact BattleSnapshot,once per floor,source Revive blessing resolved and player still dead and reviveUsedThisFloor false,runId+floor+placementId,"COMMITTED restores exact post-revive snapshot without healing twice",second death same floor fails run,DEFERRED_NOT_EXPOSED
|
||||
|
@@ -0,0 +1,98 @@
|
||||
offer_id,string_id,item_type,item_id,fixed_key,fixed_sort,fixed_slot,price,buy_count,is_sub_text,source_tag
|
||||
100,TILE_137,TILE,137,,,-1,6,1,false,SOURCE_CONFIRMED
|
||||
101,TILE_138,TILE,138,,,-1,9,1,false,SOURCE_CONFIRMED
|
||||
102,TILE_139,TILE,139,,,-1,7,1,false,SOURCE_CONFIRMED
|
||||
103,TILE_140,TILE,140,,,-1,4,1,false,SOURCE_CONFIRMED
|
||||
104,TILE_141,TILE,141,,,-1,5,1,false,SOURCE_CONFIRMED
|
||||
105,TILE_142,TILE,142,,,-1,5,1,false,SOURCE_CONFIRMED
|
||||
106,TILE_143,TILE,143,,,-1,4,1,false,SOURCE_CONFIRMED
|
||||
107,TILE_144,TILE,144,,,-1,7,1,false,SOURCE_CONFIRMED
|
||||
108,TILE_151,TILE,151,,,-1,7,1,false,SOURCE_CONFIRMED
|
||||
109,TILE_152,TILE,152,,,-1,7,1,false,SOURCE_CONFIRMED
|
||||
110,TILE_164,TILE,164,,,-1,5,1,false,SOURCE_CONFIRMED
|
||||
111,TILE_166,TILE,166,,,-1,8,1,false,SOURCE_CONFIRMED
|
||||
112,AUGMENT_100,AUGMENT,100,,,-1,17,1,false,SOURCE_CONFIRMED
|
||||
113,AUGMENT_102,AUGMENT,102,,,-1,14,1,false,SOURCE_CONFIRMED
|
||||
114,AUGMENT_103,AUGMENT,103,,,-1,10,1,false,SOURCE_CONFIRMED
|
||||
115,AUGMENT_106,AUGMENT,106,,,-1,27,1,false,SOURCE_CONFIRMED
|
||||
116,AUGMENT_108,AUGMENT,108,,,-1,12,1,false,SOURCE_CONFIRMED
|
||||
117,AUGMENT_109,AUGMENT,109,,,-1,15,1,false,SOURCE_CONFIRMED
|
||||
118,AUGMENT_110,AUGMENT,110,,,-1,15,1,false,SOURCE_CONFIRMED
|
||||
119,AUGMENT_111,AUGMENT,111,,,-1,23,1,false,SOURCE_CONFIRMED
|
||||
120,AUGMENT_112,AUGMENT,112,,,-1,16,1,false,SOURCE_CONFIRMED
|
||||
121,AUGMENT_113,AUGMENT,113,,,-1,14,1,false,SOURCE_CONFIRMED
|
||||
122,AUGMENT_114,AUGMENT,114,,,-1,15,1,false,SOURCE_CONFIRMED
|
||||
123,AUGMENT_115,AUGMENT,115,,,-1,14,1,false,SOURCE_CONFIRMED
|
||||
124,AUGMENT_116,AUGMENT,116,,,-1,20,1,false,SOURCE_CONFIRMED
|
||||
125,AUGMENT_117,AUGMENT,117,,,-1,17,1,false,SOURCE_CONFIRMED
|
||||
126,AUGMENT_118,AUGMENT,118,,,-1,16,1,false,SOURCE_CONFIRMED
|
||||
127,AUGMENT_121,AUGMENT,121,,,-1,10,1,false,SOURCE_CONFIRMED
|
||||
128,AUGMENT_122,AUGMENT,122,,,-1,13,1,false,SOURCE_CONFIRMED
|
||||
129,AUGMENT_124,AUGMENT,124,,,-1,19,1,false,SOURCE_CONFIRMED
|
||||
130,AUGMENT_125,AUGMENT,125,,,-1,18,1,false,SOURCE_CONFIRMED
|
||||
131,AUGMENT_126,AUGMENT,126,,,-1,16,1,false,SOURCE_CONFIRMED
|
||||
132,AUGMENT_132,AUGMENT,132,,,-1,17,1,false,SOURCE_CONFIRMED
|
||||
133,AUGMENT_147,AUGMENT,147,,,-1,15,1,false,SOURCE_CONFIRMED
|
||||
134,AUGMENT_148,AUGMENT,148,,,-1,10,1,false,SOURCE_CONFIRMED
|
||||
135,AUGMENT_149,AUGMENT,149,,,-1,17,1,false,SOURCE_CONFIRMED
|
||||
136,AUGMENT_150,AUGMENT,150,,,-1,19,1,false,SOURCE_CONFIRMED
|
||||
137,AUGMENT_151,AUGMENT,151,,,-1,8,1,false,SOURCE_CONFIRMED
|
||||
138,AUGMENT_152,AUGMENT,152,,,-1,11,1,false,SOURCE_CONFIRMED
|
||||
139,AUGMENT_153,AUGMENT,153,,,-1,15,1,false,SOURCE_CONFIRMED
|
||||
140,AUGMENT_154,AUGMENT,154,,,-1,24,1,false,SOURCE_CONFIRMED
|
||||
141,AUGMENT_156,AUGMENT,156,,,-1,16,1,false,SOURCE_CONFIRMED
|
||||
142,AUGMENT_157,AUGMENT,157,,,-1,18,1,false,SOURCE_CONFIRMED
|
||||
143,POTION_100,POTION,100,,,-1,16,1,false,SOURCE_CONFIRMED
|
||||
144,POTION_101,POTION,101,,,-1,15,1,false,SOURCE_CONFIRMED
|
||||
145,POTION_103,POTION,103,,,-1,15,1,false,SOURCE_CONFIRMED
|
||||
146,POTION_104,POTION,104,,,-1,13,1,false,SOURCE_CONFIRMED
|
||||
147,POTION_105,POTION,105,,,-1,14,1,false,SOURCE_CONFIRMED
|
||||
148,POTION_106,POTION,106,,,-1,16,1,false,SOURCE_CONFIRMED
|
||||
149,POTION_107,POTION,107,,,-1,20,1,false,SOURCE_CONFIRMED
|
||||
150,POTION_108,POTION,108,,,-1,19,1,false,SOURCE_CONFIRMED
|
||||
151,POTION_109,POTION,109,,,-1,13,1,false,SOURCE_CONFIRMED
|
||||
152,STAT_100,STAT,100,,,-1,3,10,false,SOURCE_CONFIRMED
|
||||
153,STAT_101,STAT,101,,,-1,3,10,false,SOURCE_CONFIRMED
|
||||
154,STAT_102,STAT,102,,,-1,5,5,false,SOURCE_CONFIRMED
|
||||
155,STAT_103,STAT,103,,,-1,3,10,false,SOURCE_CONFIRMED
|
||||
156,STAT_104,STAT,104,,,-1,5,5,false,SOURCE_CONFIRMED
|
||||
157,STAT_105,STAT,105,,,-1,8,3,false,SOURCE_CONFIRMED
|
||||
158,STAT_106,STAT,106,,,-1,9,3,false,SOURCE_CONFIRMED
|
||||
159,STAT_107,STAT,107,,,-1,8,3,false,SOURCE_CONFIRMED
|
||||
160,STAT_108,STAT,108,,,-1,7,3,false,SOURCE_CONFIRMED
|
||||
161,STAT_109,STAT,109,,,-1,5,5,false,SOURCE_CONFIRMED
|
||||
162,STAT_110,STAT,110,,,-1,8,3,false,SOURCE_CONFIRMED
|
||||
163,STAT_111,STAT,111,,,-1,7,3,false,SOURCE_CONFIRMED
|
||||
164,STAT_112,STAT,112,,,-1,8,3,false,SOURCE_CONFIRMED
|
||||
165,FIXED_potionCount_0,FIXED,,potionCount,0,1,10,1,true,SOURCE_CONFIRMED
|
||||
166,FIXED_potionCount_1,FIXED,,potionCount,1,1,15,1,true,SOURCE_CONFIRMED
|
||||
167,FIXED_potionCount_2,FIXED,,potionCount,2,1,21,1,true,SOURCE_CONFIRMED
|
||||
168,FIXED_potionCount_3,FIXED,,potionCount,3,1,28,1,true,SOURCE_CONFIRMED
|
||||
169,FIXED_potionCount_4,FIXED,,potionCount,4,1,36,1,true,SOURCE_CONFIRMED
|
||||
170,FIXED_potionCount_5,FIXED,,potionCount,5,1,45,1,true,SOURCE_CONFIRMED
|
||||
171,FIXED_potionCount_6,FIXED,,potionCount,6,1,55,1,true,SOURCE_CONFIRMED
|
||||
172,FIXED_potionCount_7,FIXED,,potionCount,7,1,66,1,true,SOURCE_CONFIRMED
|
||||
173,FIXED_potionCount_8,FIXED,,potionCount,8,1,78,1,true,SOURCE_CONFIRMED
|
||||
174,FIXED_potionHeal_0,FIXED,,potionHeal,0,2,7,1,true,SOURCE_CONFIRMED
|
||||
175,FIXED_potionHeal_1,FIXED,,potionHeal,1,2,11,1,true,SOURCE_CONFIRMED
|
||||
176,FIXED_potionHeal_2,FIXED,,potionHeal,2,2,15,1,true,SOURCE_CONFIRMED
|
||||
177,FIXED_potionHeal_3,FIXED,,potionHeal,3,2,20,1,true,SOURCE_CONFIRMED
|
||||
178,FIXED_potionHeal_4,FIXED,,potionHeal,4,2,25,1,true,SOURCE_CONFIRMED
|
||||
179,FIXED_potionHeal_5,FIXED,,potionHeal,5,2,30,1,true,SOURCE_CONFIRMED
|
||||
180,FIXED_potionHeal_6,FIXED,,potionHeal,6,2,35,1,true,SOURCE_CONFIRMED
|
||||
181,FIXED_potionHeal_7,FIXED,,potionHeal,7,2,40,1,true,SOURCE_CONFIRMED
|
||||
182,FIXED_potionHeal_8,FIXED,,potionHeal,8,2,45,1,true,SOURCE_CONFIRMED
|
||||
183,FIXED_potionHeal_9,FIXED,,potionHeal,9,2,50,1,true,SOURCE_CONFIRMED
|
||||
184,FIXED_potionHeal_10,FIXED,,potionHeal,10,2,55,1,true,SOURCE_CONFIRMED
|
||||
185,FIXED_potionHeal_11,FIXED,,potionHeal,11,2,60,1,true,SOURCE_CONFIRMED
|
||||
186,FIXED_potionHeal_12,FIXED,,potionHeal,12,2,65,1,true,SOURCE_CONFIRMED
|
||||
187,FIXED_potionHeal_13,FIXED,,potionHeal,13,2,70,1,true,SOURCE_CONFIRMED
|
||||
188,FIXED_potionHeal_14,FIXED,,potionHeal,14,2,75,1,true,SOURCE_CONFIRMED
|
||||
189,FIXED_potionHeal_15,FIXED,,potionHeal,15,2,80,1,true,SOURCE_CONFIRMED
|
||||
190,FIXED_potionHeal_16,FIXED,,potionHeal,16,2,85,1,true,SOURCE_CONFIRMED
|
||||
191,FIXED_potionHeal_17,FIXED,,potionHeal,17,2,90,1,true,SOURCE_CONFIRMED
|
||||
192,FIXED_potionHeal_18,FIXED,,potionHeal,18,2,95,1,true,SOURCE_CONFIRMED
|
||||
193,FIXED_potionHeal_19,FIXED,,potionHeal,19,2,100,1,true,SOURCE_CONFIRMED
|
||||
194,FIXED_potionAdd_0,FIXED,,potionAdd,0,0,5,-1,true,SOURCE_CONFIRMED
|
||||
195,Lotto,LOTTO,,,,-1,5,1,false,SOURCE_CONFIRMED
|
||||
196,AUGMENT_THIRD_DIE,AUGMENT,ThirdDieReplace,,,-1,27,1,false,VALIDATION_ADDED
|
||||
|
@@ -0,0 +1,27 @@
|
||||
screen_id,screen_name,entry,primary_controls,required_states,exit,checkpoint_boundary,acceptance,source_tag
|
||||
UI-001,本地开始页,app boot,"开始新局|继续|清除本局|设置","noSave|hasSave|corruptSave","进入棋盘|设置",before new run,无账号 体力 商店 抽卡或联网入口,VALIDATION_ADDED
|
||||
UI-002,棋盘HUD,FloorSetup,"40个实际地块|点数|层数|条件式Boss压力|HP|四装备槽|Roll|丹药|暂停","awaitRoll|moving|bossCountdown|bossActing|inputLocked|tileResolving",tile event or pause,after prior atomic resolution,1点严格移动1个实际地块;stage0不显示Boss压力;DiceGauge调试关显示0/2或4..0且演出不可跳过,RUNTIME_OBSERVED
|
||||
UI-003,骰子结果,DiceResolve,"dieA|dieB|点数和","rolling|settled",Moving,roll result committed,结果静止可读至少250ms且无重掷入口,RUNTIME_OBSERVED
|
||||
UI-004,第三骰选择,ThirdDieChoice,"A|B|C|替换A|替换B|放弃","choiceReady|committing",Moving,choice committed,三种选择明确且放弃不回滚RNG,VALIDATION_ADDED
|
||||
UI-005,自动战斗HUD,Battle Fight,"玩家/敌人血条|1-4敌人数|小Boss标识|状态|伤害数字|药水","prepare|spawn|fight|paused|victory|death",PostBattle or revive,battle result committed,1-4骷髅严格生成1-4只怪物;小Boss入口可辨;普通入口无加速按钮且唯一主动输入为药水,RUNTIME_OBSERVED
|
||||
UI-006,装备掉落比较,RewardChoice,"新旧装备|属性差|装备|分解|关闭","slotEmpty|upgrade|downgrade|batch",Checkpoint,reward choice committed,关闭自动分解全部未处理装备,RUNTIME_OBSERVED
|
||||
UI-007,商店,Merchant event,"3固定槽|3随机槽|余额|刷新|退出","available|soldOut|insufficient|rerolled",Board,each purchase or reroll,恰好6槽且无广告赠点按钮;商品均使用局内点数,SOURCE_CONFIRMED
|
||||
UI-008,地块安装,purchased TILE,"棋盘合法格|确认|取消","selecting|invalid|pending",Shop or Board,install committed,只能选择合法普通格且取消保留待安装商品,VALIDATION_ADDED
|
||||
UI-009,宝箱,EV-141,"宝箱|装备卡|装备|分解|退出","closed|opened|resolved",Board,event committed,无广告重抽按钮;装备结果只提交一次,RUNTIME_OBSERVED
|
||||
UI-010,营火,EV-138,"恢复预览|领取","ready|resolved",Board,event committed,只显示基础治疗且不溢出最大生命,VALIDATION_ADDED
|
||||
UI-011,铁匠铺,EV-137,"装备|成功率|直接领取|挑战","noGear|ready|success|destroyed",Board,forge result committed,失败销毁和分解点数同屏可见且无概率增强按钮,RUNTIME_OBSERVED
|
||||
UI-012,祝福点,EV-144,"单卡|接受","revealed|accepted",Board,blessing committed,无广告换卡或重抽按钮,SOURCE_CONFIRMED
|
||||
UI-013,挖掘,EV-140,"5x5格|剩余次数|形状预览|退出","ready|digging|complete",Board,dig result committed,基础5次;每次按完整形状原子揭示并发奖,VALIDATION_ADDED
|
||||
UI-014,传奇装备,EV-139,"传奇装备卡|装备|分解","revealed|resolved",Board,reward committed,品质固定传奇且走标准装备比较,VALIDATION_ADDED
|
||||
UI-015,彩票,EV-142,"费用5|抽取|结果|退出","insufficient|ready|rolling|resolved",Board,event committed,概率结果由eventRng确定且刷新不重抽,VALIDATION_ADDED
|
||||
UI-016,21点,EV-143,"下注3|手牌|庄家牌|要牌|停牌|结果","insufficient|playerTurn|dealerTurn|win|lose|push",Board,event committed,Ace固定1避免额外规则且庄家17停牌,VALIDATION_ADDED
|
||||
UI-017,抓娃娃,EV-151,"20胶囊|摇杆/抓取|次数|结果","ready|aiming|grabbing|complete",Board,event committed,基础次数且无广告补次数;胶囊碰撞和奖励在确定逻辑tick结算,SOURCE_CONFIRMED
|
||||
UI-018,黄金马车,EV-152,"4辆遮盖车|选择|奖励","ready|revealed|resolved",Board,event committed,只能选一次且HP阈值快照在进入时锁定,VALIDATION_ADDED
|
||||
UI-019,骰子机,EV-164,"三骰|启动|匹配表|奖励","ready|rolling|matched|none",Board,event committed,显示原始三骰并按源码匹配表发奖,SOURCE_CONFIRMED
|
||||
UI-020,泡泡龙,EV-166,"棋盘|瞄准线|剩余发数|计时|奖励","ready|aiming|flying|complete",Board,event committed,基础3发且无广告补发;碰撞不依赖渲染帧,SOURCE_CONFIRMED
|
||||
UI-021,源码祝福复活,lethal damage with Revive,"祝福图标|恢复结果","resolving|success|stillDead",Battle,revive blessing result committed,只结算一次;失败则直接进入DEFEAT,SOURCE_CONFIRMED
|
||||
UI-022,广告复活(不暴露),disabled,none,notExposed,Fail,none,普通UI与调试台均不可达;无恢复和放弃广告按钮,DEFERRED_NOT_EXPOSED
|
||||
UI-023,Boss胜利,boss PostBattle,"胜利|构筑摘要|结束本局","enter|summary|confirmed",Start,result acknowledged,不含倍增广告 付费或剧情,VALIDATION_ADDED
|
||||
UI-024,失败结算,no revive,"失败|层数|构筑摘要|结束本局","enter|summary|confirmed",Start,result acknowledged,无促销弹窗且不可在失败页增强,VALIDATION_ADDED
|
||||
UI-025,暂停,board or battle,"继续|设置|退出本局","boardPause|battlePause|confirmExit",prior screen or Start,no new checkpoint,暂停冻结逻辑时钟且退出需二次确认,VALIDATION_ADDED
|
||||
UI-026,隐藏调试台,7 taps or CtrlShiftD,"seed|floor|DDA|强制事件/掉落/死亡|4x|恢复|导出","closed|open|commandResult|error",prior screen,debug command committed,调试命令走Domain API并标记debug true,VALIDATION_ADDED
|
||||
|
Reference in New Issue
Block a user