docs(designer): 整数元组列表编辑器实现计划
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# 整数元组列表编辑器(edges / aether_thresholds 去 JSON)实现计划
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> **For agentic workers:** REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (`- [ ]`) syntax for tracking.
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**Goal:** 新增可复用行编辑器 `tuple_list_editor.gd`,把 Core `edges`(电路边)与平衡 `aether_thresholds`(碎片阈值)从手写 JSON 改为 SpinBox 行编辑;spell `其它(JSON)` 不动。
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**Architecture:** 一个 `@tool VBoxContainer` 组件(`setup`/`set_values`/`get_values`),数据模型 `Array[Array[int]]`;core_tab 在 `{from,to}` 字典与 `[from,to]` 数组间转换,balance_tab 直接用 `[波次,碎片]` 数组。运行时代码/数据格式零改动。
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**Tech Stack:** Godot 4.6 (Mono) / GDScript `@tool`;验证用 godot-mcp-pro(`validate_script` / `execute_editor_script` / `reload_project`)。
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**Spec:** `docs_dev/specs/2026-07-22-designer-tuple-list-editor-design.md`
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**验证说明:** 沿用既有模式——每个改动文件 `validate_script` 校验;最后 `execute_editor_script` 对 `cores.json`/`balance.json` 回读往返(Task 4)。⚠️ core_tab/balance_tab 当前在编辑器 dock 里以旧编译类驻留,回读前需**重启编辑器**清 GDScript 类缓存(同上一增量,需用户确认)。
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---
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### Task 1: 新建 `tuple_list_editor.gd`
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**Files:**
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- Create: `addons/game_designer/tuple_list_editor.gd`
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- [ ] **Step 1: 写入完整脚本**
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创建 `addons/game_designer/tuple_list_editor.gd`(保留 TAB 缩进):
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```gdscript
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## 整数元组列表编辑器(@tool)— 每行 N 个 SpinBox + 🗑 删行,底部 ➕ 加行。
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## 用于 Core edges(from/to)、balance aether_thresholds(波次/碎片)等可变长小整数元组列表。
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## 数据模型:Array[Array](行数组);调用方负责与自身 JSON 结构互转。
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@tool
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extends VBoxContainer
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var _cols: Array = [] # [{label,min,max,step,int,default}]
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var _rows_box: VBoxContainer
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var _add_label: String = "➕ 加行"
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func setup(col_specs: Array, add_label: String = "➕ 加行") -> void:
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_cols = col_specs
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_add_label = add_label
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_rows_box = VBoxContainer.new()
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add_child(_rows_box)
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var add_btn := Button.new()
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add_btn.text = _add_label
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add_btn.pressed.connect(_on_add)
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add_child(add_btn)
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func set_values(rows: Array) -> void:
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if _rows_box == null:
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return
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for c in _rows_box.get_children():
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_rows_box.remove_child(c)
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c.free()
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for r in rows:
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_add_row(r)
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func get_values() -> Array:
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var out: Array = []
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if _rows_box == null:
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return out
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for h in _rows_box.get_children():
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var row: Array = []
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var ci := 0
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for ch in h.get_children():
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if ch is SpinBox:
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var v: float = (ch as SpinBox).value
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var is_int: bool = bool(_cols[ci].get("int", true)) if ci < _cols.size() else true
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row.append(int(v) if is_int else v)
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ci += 1
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out.append(row)
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return out
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func _on_add() -> void:
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_add_row([])
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func _add_row(vals: Array) -> void:
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var h := HBoxContainer.new()
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for i in _cols.size():
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var c: Dictionary = _cols[i]
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var lbl := String(c.get("label", ""))
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if lbl != "":
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var l := Label.new(); l.text = lbl
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h.add_child(l)
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var sp := SpinBox.new()
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sp.min_value = c.get("min", 0)
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sp.max_value = c.get("max", 100000)
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sp.step = c.get("step", 1)
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sp.value = float(vals[i]) if i < vals.size() else float(c.get("default", c.get("min", 0)))
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sp.size_flags_horizontal = Control.SIZE_EXPAND_FILL
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h.add_child(sp)
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var del := Button.new()
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del.text = "🗑"
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del.pressed.connect(func(): _rows_box.remove_child(h); h.queue_free())
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h.add_child(del)
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_rows_box.add_child(h)
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```
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- [ ] **Step 2: 校验**
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调用 `mcp__godot-mcp-pro__validate_script`,`path = "res://addons/game_designer/tuple_list_editor.gd"`。Expected: 通过。
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- [ ] **Step 3: 提交**
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```bash
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git add addons/game_designer/tuple_list_editor.gd
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git commit -m "feat(designer): 新增整数元组列表行编辑器组件"
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```
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---
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### Task 2: `core_tab.gd` — edges 改行编辑器
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**Files:**
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- Modify: `addons/game_designer/core_tab.gd`
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(4 处 Edit,精确匹配,保留 TAB 缩进。)
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- [ ] **Step 1: 成员变量类型**
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old:
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```gdscript
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var _edges: TextEdit
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```
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new:
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```gdscript
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var _edges: Control
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```
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- [ ] **Step 2: `_ready()` —— edges 文本框换行编辑器**
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old:
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```gdscript
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var el := Label.new(); el.text = "电路边(CIRCUIT,JSON)"; add_child(el)
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_edges = TextEdit.new(); _edges.custom_minimum_size = Vector2(0, 50)
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_edges.placeholder_text = '[{"from":0,"to":1},{"from":0,"to":2}]'
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add_child(_edges)
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```
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new:
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```gdscript
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var el := Label.new(); el.text = "电路边(CIRCUIT,from → to)"; add_child(el)
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_edges = preload("res://addons/game_designer/tuple_list_editor.gd").new()
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_edges.setup([
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{"label": "from", "min": 0, "max": 63, "step": 1, "int": true},
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{"label": "→ to", "min": 0, "max": 63, "step": 1, "int": true}], "➕ 加边")
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add_child(_edges)
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```
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- [ ] **Step 3: `_on_select()` —— 载入边**
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old:
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```gdscript
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_edges.text = JSON.stringify(d.get("edges", []))
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```
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new:
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```gdscript
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var erows := []
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for e in d.get("edges", []):
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erows.append([int(e.get("from", 0)), int(e.get("to", 0))])
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_edges.set_values(erows)
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```
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- [ ] **Step 4: `_on_apply()` —— 组装边**
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old:
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```gdscript
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var edges = JSON.parse_string(_edges.text) if _edges.text.strip_edges() != "" else []
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if not (edges is Array):
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edges = []
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```
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new:
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```gdscript
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var edges := []
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for r in _edges.get_values():
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edges.append({"from": r[0], "to": r[1]})
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```
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- [ ] **Step 5: 校验**
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`mcp__godot-mcp-pro__validate_script`,`path = "res://addons/game_designer/core_tab.gd"`。Expected: 通过。
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- [ ] **Step 6: 提交**
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```bash
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git add addons/game_designer/core_tab.gd
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git commit -m "feat(designer): Core 电路边改行编辑器(去 JSON)"
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```
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---
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### Task 3: `balance_tab.gd` — aether_thresholds 改行编辑器
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**Files:**
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- Modify: `addons/game_designer/balance_tab.gd`
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- [ ] **Step 1: 成员变量类型**
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old:
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```gdscript
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var _aether: TextEdit
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```
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new:
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```gdscript
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var _aether: Control
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```
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(注意:该 `var` 声明位于文件顶部成员区,缩进为单 TAB;按文件实际缩进匹配。)
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- [ ] **Step 2: `_ready()` —— aether 文本框换行编辑器**
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old:
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```gdscript
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var al := Label.new(); al.text = "碎片奖励阈值 aether_thresholds(JSON [[波次,碎片],...])"; add_child(al)
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_aether = TextEdit.new(); _aether.custom_minimum_size = Vector2(0, 50)
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_aether.text = JSON.stringify(_data.get("aether_thresholds", [[1, 0], [5, 3], [10, 8], [15, 14], [20, 20]]))
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add_child(_aether)
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```
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new:
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```gdscript
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var al := Label.new(); al.text = "碎片奖励阈值 aether_thresholds(波次 → 碎片)"; add_child(al)
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_aether = preload("res://addons/game_designer/tuple_list_editor.gd").new()
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_aether.setup([
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{"label": "波次", "min": 1, "max": 9999, "step": 1, "int": true},
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{"label": "碎片", "min": 0, "max": 9999, "step": 1, "int": true}], "➕ 加行")
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add_child(_aether)
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_aether.set_values(_data.get("aether_thresholds", [[1, 0], [5, 3], [10, 8], [15, 14], [20, 20]]))
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```
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- [ ] **Step 3: `_save()` —— 读取阈值**
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old:
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```gdscript
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var thresholds = JSON.parse_string(_aether.text) if _aether.text.strip_edges() != "" else []
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if not (thresholds is Array):
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thresholds = []
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```
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new:
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```gdscript
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var thresholds := _aether.get_values()
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```
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- [ ] **Step 4: 校验**
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`mcp__godot-mcp-pro__validate_script`,`path = "res://addons/game_designer/balance_tab.gd"`。Expected: 通过。
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- [ ] **Step 5: 提交**
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```bash
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git add addons/game_designer/balance_tab.gd
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git commit -m "feat(designer): 平衡碎片阈值改行编辑器(去 JSON)"
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```
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---
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### Task 4: 全量验证(重启 + 回读往返)
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**Files:**
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- 无(MCP 验证)
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- [ ] **Step 1: 重启编辑器清类缓存**
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core_tab/balance_tab 在 dock 中以旧类驻留,需重启。**先征得用户同意**,然后调用 `mcp__godot-mcp-pro__execute_editor_script`,`code = "EditorInterface.restart_editor(true)"`(连接会断开,等待 ~20s 重连)。
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- [ ] **Step 2: 重连后查错**
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`mcp__godot-mcp-pro__reload_project`(如需)→ `mcp__godot-mcp-pro__get_editor_errors`(max_lines 40)。Expected: 无与本次相关报错。
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- [ ] **Step 3: Core edges 回读往返**
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`mcp__godot-mcp-pro__execute_editor_script`,`code`:
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```gdscript
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var tab = load("res://addons/game_designer/core_tab.gd").new()
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EditorInterface.get_base_control().add_child(tab)
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var raw = JSON.parse_string(FileAccess.get_file_as_string("res://data/cores.json"))
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var fails = []
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for cid in raw:
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var found = false
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for i in tab._list.item_count:
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if String(tab._list.get_item_metadata(i)) == cid:
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tab._on_select(i); found = true; break
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if not found:
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fails.append(cid + ":未在列表"); continue
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var got = []
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for r in tab._edges.get_values():
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got.append([int(r[0]), int(r[1])])
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var orig = raw[cid].get("edges", [])
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if got.size() != orig.size():
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fails.append("%s:edges数 %d!=%d" % [cid, got.size(), orig.size()])
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else:
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for i in got.size():
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if got[i][0] != int(orig[i].get("from",0)) or got[i][1] != int(orig[i].get("to",0)):
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fails.append("%s:edge#%d %s vs %s" % [cid, i, str(got[i]), str(orig[i])])
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_mcp_print("CORE FAILS=%d %s" % [fails.size(), str(fails)])
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tab.queue_free()
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```
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Expected: `CORE FAILS=0 []`。(`circuit_fork` 两条边 [0,1]/[0,2];其余 core 无 edges → got 空、orig 空数组,size 均 0,等价。)
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- [ ] **Step 4: Balance aether 回读往返**
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`mcp__godot-mcp-pro__execute_editor_script`,`code`:
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```gdscript
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var tab = load("res://addons/game_designer/balance_tab.gd").new()
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EditorInterface.get_base_control().add_child(tab)
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var raw = JSON.parse_string(FileAccess.get_file_as_string("res://data/balance.json"))
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var orig = raw.get("aether_thresholds", [])
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var got = tab._aether.get_values()
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var fails = []
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if got.size() != orig.size():
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fails.append("size %d!=%d" % [got.size(), orig.size()])
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else:
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for i in got.size():
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if int(got[i][0]) != int(orig[i][0]) or int(got[i][1]) != int(orig[i][1]):
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fails.append("row#%d %s!=%s" % [i, str(got[i]), str(orig[i])])
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_mcp_print("BALANCE FAILS=%d %s" % [fails.size(), str(fails)])
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tab.queue_free()
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```
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Expected: `BALANCE FAILS=0 []`(5 行 [[1,0],[5,3],[10,8],[15,14],[20,20]])。
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- [ ] **Step 5: 目测(用户确认)**
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重启后由用户在 Core 页/平衡页确认:电路边为 from/to 行、平衡碎片为 波次/碎片 行,均可 ➕加/🗑删。若 Step 3/4 触发修复则相应 `git add && git commit`;否则本任务无提交。
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---
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## Self-Review
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**Spec 覆盖:**
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- §2 组件 `tuple_list_editor.gd`(setup/set_values/get_values/加删行)→ Task 1 ✅
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- §3 core edges 集成(dict↔array)→ Task 2 ✅
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- §4 balance aether 集成 → Task 3 ✅
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- §6 验证(validate + 回读往返 core/balance)→ Task 4 ✅
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- §7 spell 其它(JSON) 不动 → 无任务触碰 ✅
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**占位符扫描:** 无 TBD/TODO;每步含完整代码或精确命令。✅
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**类型/命名一致性:** `_edges`/`_aether` 由 TextEdit→Control(Task 2/3 定义,Task 4 回读用 `tab._edges`/`tab._aether`);`setup`/`set_values`/`get_values`(Task 1 定义,Task 2/3/4 调用一致);行数据模型 `Array[Array]` 全程一致。✅
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**已知取舍:** LINEAR/MATRIX 法杖应用后仍会写 `edges:[]`(既有行为,非本次引入);回读把「空数组 == 缺 edges 键」按 size 0 视为等价。
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Reference in New Issue
Block a user