# 法术编辑器并入 game_designer + 字段化表单 — 实现计划 > **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. **Goal:** 把法术编辑器从独立插件并入 game_designer 底部面板,并用按类型动态切换的字段化表单替代原始 JSON meta。 **Architecture:** 新建 `addons/game_designer/spell_tab.gd`(对齐 `core_tab.gd` 风格,复用 `designer_ui.gd`),用一张 schema 表按 `类型 + action_kind/logic_op 子选择` 动态重建 meta 输入控件;保留「其它(JSON)」逃生舱防丢未知键;可选键默认值时不写出。`designer_panel.gd` 改指新 tab,删除独立 `spell_editor` 插件。运行时代码零改动。 **Tech Stack:** Godot 4.6 (Mono) / GDScript `@tool` EditorPlugin;数据文件 `res://data/spells.json`;验证用 godot-mcp-pro(`validate_script` / `execute_editor_script` / `get_editor_errors`)。 **Spec:** `docs_dev/specs/2026-07-21-spell-editor-fieldize-design.md` **验证说明(TDD 适配):** 本项目编辑器 tab 无单元测试框架(`core_tab.gd` 等均无测试),故沿用既有模式——以 godot-mcp-pro 的 `execute_editor_script` 对真实 `spells.json` 做 22 条**回读往返集成测试**作为主验证门(Task 3),先于接线与删除。所有涉及 Godot 编辑器的验证步骤要求 Godot 编辑器已开启且 `godot_mcp` 插件在线。 --- ### Task 1: 创建 `spell_tab.gd`(完整字段化表单) **Files:** - Create: `addons/game_designer/spell_tab.gd` - [ ] **Step 1: 写入完整脚本** 创建 `addons/game_designer/spell_tab.gd`,内容如下(完整、可直接运行): ```gdscript ## 法术编辑器标签(game_designer)— 字段化表单,替代原始 JSON meta。 ## 数据持久化到 res://data/spells.json,运行时由 SpellRegistry 加载。 ## 枚举标签来源:DamageType(scripts/autoloads/damage_type.gd)、StatusID(scripts/autoloads/status_id.gd); ## 若域枚举新增值,需同步 DMG_LABELS / ST_LABELS。 @tool extends VBoxContainer const UI = preload("res://addons/game_designer/designer_ui.gd") const PATH := "res://data/spells.json" const TYPE_NAMES := ["ACTION", "MODIFIER", "TRIGGER", "LOGIC"] const ACTION_KINDS := ["弹道", "zone 毒池", "summon 召唤"] # 0=默认(不写 action_kind) 1=zone 2=summon const LOGIC_OPS := ["every_n_shots", "if_hp_below", "if_enemy_nearby", "loop"] const DMG_LABELS := ["物理", "火", "冰", "雷", "毒", "奥术"] # index = damage_type 整数 const ST_LABELS := ["无", "燃烧", "冻结", "中毒", "潮湿", "沾油", "眩晕", "连击", "易伤"] # index = status 整数 var _data: Dictionary = {} var _cur: String = "" var _list: ItemList var _id: LineEdit var _type: OptionButton var _name: LineEdit var _desc: LineEdit var _tags: LineEdit var _mana: SpinBox var _shop: SpinBox var _unlock: SpinBox var _akind_row: HBoxContainer var _akind: OptionButton var _lop_row: HBoxContainer var _lop: OptionButton var _dyn: VBoxContainer var _extra: TextEdit var _status: Label var _field_ctrls: Dictionary = {} # key -> control(当前动态字段) func _ready() -> void: add_child(UI.header("✨ 法术编辑器 — 字段化表单")) _load() _list = ItemList.new() _list.custom_minimum_size = Vector2(0, 110) _list.item_selected.connect(_on_select) add_child(_list) var brow := HBoxContainer.new(); add_child(brow) brow.add_child(UI.btn("➕新增", _on_new)) brow.add_child(UI.btn("⧉复制", _on_dup)) brow.add_child(UI.btn("🗑删除", _on_delete)) add_child(HSeparator.new()) _id = _row("ID(唯一)", UI.line("")) _type = _row("类型", UI.opt(TYPE_NAMES, 0)) _type.item_selected.connect(_on_type_or_sub_changed) _name = _row("显示名", UI.line("", "tr 键或文本")) _desc = _row("描述", UI.line("", "tr 键或文本")) _tags = _row("元素标签", UI.line("", "逗号分隔,如 tag:fire")) add_child(HSeparator.new()) _mana = _row("蓝耗 mana_cost", UI.spin(0, 100000, 1, 0)) _shop = _row("商店价 shop_cost", UI.spin(0, 100000, 1, 20)) _unlock = _row("解锁价 unlock_cost", UI.spin(0, 100000, 1, 0)) _akind = UI.opt(ACTION_KINDS, 0) _akind.item_selected.connect(_on_type_or_sub_changed) _akind_row = _labeled_row("动作种类", _akind) _lop = UI.opt(LOGIC_OPS, 0) _lop.item_selected.connect(_on_type_or_sub_changed) _lop_row = _labeled_row("逻辑 logic_op", _lop) add_child(Label.new()) _dyn = VBoxContainer.new(); add_child(_dyn) var el := Label.new(); el.text = "其它(JSON)"; add_child(el) _extra = TextEdit.new(); _extra.custom_minimum_size = Vector2(0, 44) _extra.placeholder_text = "{}(schema 之外的键,保留不丢)" add_child(_extra) add_child(HSeparator.new()) var srow := HBoxContainer.new(); add_child(srow) srow.add_child(UI.btn("✓应用到列表", _on_apply)) srow.add_child(UI.btn("💾保存文件", _save)) srow.add_child(UI.btn("↻重载", func(): _load(); _refresh(); UI.set_status(_status, "已重载"))) _status = UI.status_label(); add_child(_status) _refresh() _rebuild_dynamic() func _row(label: String, ctrl: Control) -> Control: var h := HBoxContainer.new() h.add_child(UI.cell_label(label)) h.add_child(ctrl) add_child(h) return ctrl func _labeled_row(label: String, ctrl: Control) -> HBoxContainer: var h := HBoxContainer.new() h.add_child(UI.cell_label(label)) h.add_child(ctrl) add_child(h) return h # ── 数据 ─────────────────────────────── func _load() -> void: var d = UI.load_json(PATH) _data = d if d is Dictionary else {} func _refresh() -> void: _list.clear() var ids: Array = _data.keys(); ids.sort() for sid in ids: var t := int(_data[sid].get("type", 0)) _list.add_item("[%s] %s" % [TYPE_NAMES[clampi(t, 0, 3)], sid]) _list.set_item_metadata(_list.item_count - 1, sid) # ── schema ───────────────────────────── func _dynamic_schema() -> Array: match _type.selected: 0: match _akind.selected: 1: return [ {"k": "radius", "l": "半径 radius", "w": "f", "d": 200.0}, {"k": "status_id", "l": "状态 status_id", "w": "st", "d": 0}, {"k": "duration", "l": "持续 duration", "w": "f", "d": 5.0}, {"k": "tick_interval", "l": "tick 间隔", "w": "f", "d": 1.0}] 2: return [ {"k": "lifetime", "l": "存活 lifetime", "w": "f", "d": 20.0}, {"k": "range", "l": "射程 range", "w": "f", "d": 350.0}, {"k": "fire_interval", "l": "开火间隔", "w": "f", "d": 0.8}, {"k": "base_damage", "l": "伤害 base_damage", "w": "f", "d": 4.0}, {"k": "speed", "l": "速度 speed", "w": "f", "d": 360.0}, {"k": "damage_type", "l": "伤害类型", "w": "dmg", "d": 0}] _: return [ {"k": "base_damage", "l": "伤害 base_damage", "w": "f", "d": 5.0}, {"k": "speed", "l": "速度 speed", "w": "f", "d": 350.0}, {"k": "lifetime", "l": "存活 lifetime", "w": "f", "d": 4.0}, {"k": "radius", "l": "半径 radius", "w": "f", "d": 6.0}, {"k": "damage_type", "l": "伤害类型", "w": "dmg", "d": 0}, {"k": "apply_status_id", "l": "施加状态", "w": "st", "d": 0, "opt": true}, {"k": "apply_combo_mark", "l": "连击标记", "w": "b", "d": false, "opt": true}, {"k": "pierce", "l": "穿透 pierce", "w": "i", "d": 0, "opt": true}] 1: return [ {"k": "damage_add", "l": "伤害+ damage_add", "w": "f", "d": 0.0, "opt": true}, {"k": "damage_mult", "l": "伤害× damage_mult", "w": "f", "d": 1.0, "opt": true}, {"k": "spread_add", "l": "多发 spread_add", "w": "i", "d": 0, "opt": true}, {"k": "multicast", "l": "额外施法 multicast", "w": "i", "d": 0, "opt": true}, {"k": "pierce", "l": "穿透 pierce", "w": "i", "d": 0, "opt": true}, {"k": "heavy_cost", "l": "扣血 heavy_cost", "w": "i", "d": 0, "opt": true}, {"k": "mana_leech", "l": "击杀回蓝 mana_leech", "w": "i", "d": 0, "opt": true}] 2: return [ {"k": "base_damage", "l": "伤害 base_damage", "w": "f", "d": 3.0}, {"k": "speed", "l": "速度 speed", "w": "f", "d": 250.0}, {"k": "lifetime", "l": "存活 lifetime", "w": "f", "d": 4.0}, {"k": "radius", "l": "半径 radius", "w": "f", "d": 6.0}, {"k": "damage_type", "l": "伤害类型", "w": "dmg", "d": 0}] 3: match _lop.selected: 0: return [ {"k": "n", "l": "n(每 n 次)", "w": "i", "d": 3}, {"k": "reg", "l": "reg(寄存器)", "w": "i", "d": 0, "opt": true}] 1: return [ {"k": "threshold", "l": "阈值 threshold", "w": "f", "d": 0.5, "min": 0.0, "max": 1.0}] 2: return [ {"k": "range", "l": "范围 range", "w": "f", "d": 200.0}] 3: return [ {"k": "count", "l": "循环次数 count", "w": "i", "d": 2}] return [] func _rebuild_dynamic() -> void: _akind_row.visible = _type.selected == 0 _lop_row.visible = _type.selected == 3 for c in _dyn.get_children(): c.queue_free() _field_ctrls.clear() for f in _dynamic_schema(): var ctrl := _make_ctrl(f) _field_ctrls[f["k"]] = ctrl var h := HBoxContainer.new() h.add_child(UI.cell_label(f["l"])) h.add_child(ctrl) _dyn.add_child(h) func _make_ctrl(f: Dictionary) -> Control: match f["w"]: "i": return UI.spin(f.get("min", 0), f.get("max", 100000), 1, f["d"]) "f": return UI.spin(f.get("min", 0.0), f.get("max", 100000.0), 0.05, f["d"]) "b": var cb := CheckBox.new(); cb.button_pressed = bool(f["d"]); return cb "dmg": return UI.opt(DMG_LABELS, int(f["d"])) "st": return UI.opt(ST_LABELS, int(f["d"])) return UI.line("") func _get_ctrl(ctrl: Control): if ctrl is SpinBox: return (ctrl as SpinBox).value if ctrl is CheckBox: return (ctrl as CheckBox).button_pressed if ctrl is OptionButton: return (ctrl as OptionButton).selected return null func _set_ctrl(ctrl: Control, v) -> void: if ctrl is SpinBox: (ctrl as SpinBox).value = float(v) elif ctrl is CheckBox: (ctrl as CheckBox).button_pressed = bool(v) elif ctrl is OptionButton: (ctrl as OptionButton).selected = int(v) # ── 选中 → 填表 ───────────────────────── func _on_select(idx: int) -> void: _cur = String(_list.get_item_metadata(idx)) var d: Dictionary = _data.get(_cur, {}) var meta: Dictionary = d.get("meta", {}) _id.text = _cur _type.selected = clampi(int(d.get("type", 0)), 0, 3) _name.text = String(d.get("display_name", "")) _desc.text = String(d.get("description", "")) _tags.text = ",".join(d.get("element_tags", [])) var ak := String(meta.get("action_kind", "")) _akind.selected = (1 if ak == "zone" else (2 if ak == "summon" else 0)) _lop.selected = maxi(0, LOGIC_OPS.find(String(meta.get("logic_op", "every_n_shots")))) _mana.value = float(meta.get("mana_cost", 0)) _shop.value = float(meta.get("shop_cost", 20)) _unlock.value = float(meta.get("unlock_cost", 0)) _rebuild_dynamic() for k in _field_ctrls: if meta.has(k): _set_ctrl(_field_ctrls[k], meta[k]) _extra.text = _compute_extra(meta) func _known_keys() -> Dictionary: var ks := {"mana_cost": true, "shop_cost": true, "unlock_cost": true, "action_kind": true, "logic_op": true} for f in _dynamic_schema(): ks[f["k"]] = true return ks func _compute_extra(meta: Dictionary) -> String: var known := _known_keys() var leftover := {} for k in meta: if not known.has(k): leftover[k] = meta[k] return "" if leftover.is_empty() else JSON.stringify(leftover, " ") func _on_type_or_sub_changed(_i: int = 0) -> void: _rebuild_dynamic() # ── 读表 → meta ───────────────────────── func _read_meta() -> Variant: var meta := {} meta["mana_cost"] = int(_mana.value) meta["shop_cost"] = int(_shop.value) if int(_unlock.value) > 0: meta["unlock_cost"] = int(_unlock.value) if _type.selected == 0 and _akind.selected == 1: meta["action_kind"] = "zone" elif _type.selected == 0 and _akind.selected == 2: meta["action_kind"] = "summon" if _type.selected == 3: meta["logic_op"] = LOGIC_OPS[_lop.selected] for f in _dynamic_schema(): var ctrl: Control = _field_ctrls.get(f["k"]) if ctrl == null: continue var v = _get_ctrl(ctrl) if f["w"] == "i" or f["w"] == "dmg" or f["w"] == "st": v = int(v) elif f["w"] == "f": v = float(v) if f.get("opt", false) and _is_default(v, f["d"]): continue meta[f["k"]] = v var extra_txt := _extra.text.strip_edges() if extra_txt != "": var parsed = JSON.parse_string(extra_txt) if not (parsed is Dictionary): return null for k in parsed: if not meta.has(k): meta[k] = parsed[k] return meta func _is_default(v, d) -> bool: if v is float or d is float: return absf(float(v) - float(d)) < 0.0001 return v == d # ── 增删改查 ──────────────────────────── func _on_apply() -> void: var sid := _id.text.strip_edges() if sid == "": UI.set_status(_status, "✗ ID 不能为空", true); return var meta = _read_meta() if not (meta is Dictionary): UI.set_status(_status, "✗ 其它(JSON) 不是合法对象", true); return var tags: Array = [] for t in _tags.text.split(",", false): var s := t.strip_edges() if s != "": tags.append(s) if _cur != "" and _cur != sid and _data.has(_cur): _data.erase(_cur) _data[sid] = {"type": _type.selected, "display_name": _name.text, "description": _desc.text, "element_tags": tags, "meta": meta} _cur = sid _refresh() UI.set_status(_status, "✓ 已应用『%s』(记得保存)" % sid) func _on_new() -> void: var sid := "new_spell"; var i := 1 while _data.has(sid): sid = "new_spell_%d" % i; i += 1 _data[sid] = {"type": 0, "display_name": sid, "description": "", "element_tags": [], "meta": {"base_damage": 5.0, "speed": 350.0, "lifetime": 4.0, "radius": 6.0, "damage_type": 0, "mana_cost": 5, "shop_cost": 20}} _refresh(); _select_id(sid) func _on_dup() -> void: if _cur == "" or not _data.has(_cur): return var sid := _cur + "_copy"; var i := 1 while _data.has(sid): sid = "%s_copy%d" % [_cur, i]; i += 1 _data[sid] = _data[_cur].duplicate(true) _refresh(); _select_id(sid) func _on_delete() -> void: if _cur != "" and _data.has(_cur): _data.erase(_cur); _cur = ""; _refresh() UI.set_status(_status, "已删除(记得保存)") func _save() -> void: if UI.save_json(PATH, _data): UI.set_status(_status, "💾 已保存 %d 条法术(F5 生效)" % _data.size()) else: UI.set_status(_status, "✗ 保存失败", true) func _select_id(sid: String) -> void: for i in _list.item_count: if String(_list.get_item_metadata(i)) == sid: _list.select(i); _on_select(i); return ``` - [ ] **Step 2: 语法校验** 用 godot-mcp-pro 校验脚本: 调用 `mcp__godot-mcp-pro__validate_script`,参数 `path = "res://addons/game_designer/spell_tab.gd"`。 Expected: 校验通过,无语法错误。 - [ ] **Step 3: 提交** ```bash git add addons/game_designer/spell_tab.gd git commit -m "feat(spell-editor): 新增 game_designer 法术 tab(字段化表单)" ``` --- ### Task 2: 接线 designer_panel + 移除独立 spell_editor 插件 **Files:** - Modify: `addons/game_designer/designer_panel.gd:12` - Modify: `project.godot:68`(`[editor_plugins] enabled`) - Delete: `addons/spell_editor/spell_editor.gd` `addons/spell_editor/spell_editor.gd.uid` `addons/spell_editor/spell_dock.gd` `addons/spell_editor/spell_dock.gd.uid` `addons/spell_editor/plugin.cfg` - [ ] **Step 1: 改 designer_panel 指向新 tab** 在 `addons/game_designer/designer_panel.gd` 第 12 行,把: ```gdscript _add_tab(tabs, "✨ 法术", preload("res://addons/spell_editor/spell_dock.gd").new()) ``` 改为: ```gdscript _add_tab(tabs, "✨ 法术", preload("res://addons/game_designer/spell_tab.gd").new()) ``` - [ ] **Step 2: 从 project.godot 移除 spell_editor 插件启用项** 在 `project.godot` `[editor_plugins]` 段,把: ``` enabled=PackedStringArray("res://addons/game_designer/plugin.cfg", "res://addons/godot_mcp/plugin.cfg", "res://addons/spell_editor/plugin.cfg") ``` 改为: ``` enabled=PackedStringArray("res://addons/game_designer/plugin.cfg", "res://addons/godot_mcp/plugin.cfg") ``` - [ ] **Step 3: 删除独立插件目录** ```bash git rm addons/spell_editor/spell_editor.gd addons/spell_editor/spell_editor.gd.uid \ addons/spell_editor/spell_dock.gd addons/spell_editor/spell_dock.gd.uid \ addons/spell_editor/plugin.cfg ``` Expected: 5 个文件被移除(若 `.uid` 不存在则从命令中去掉对应项,用 `git rm` 剩余项)。 - [ ] **Step 4: 编辑器重载校验无残留引用与报错** 调用 `mcp__godot-mcp-pro__reload_project`,再调用 `mcp__godot-mcp-pro__get_editor_errors`。 Expected: 无错误;无对 `res://addons/spell_editor/...` 的悬空引用。 - [ ] **Step 5: 提交** ```bash git add addons/game_designer/designer_panel.gd project.godot git commit -m "refactor(spell-editor): 并入 game_designer tab,移除独立 spell_editor 插件" ``` --- ### Task 3: 22 条法术回读往返集成测试(主验证门) **Files:** - 无(一次性 `execute_editor_script`,不落盘) - [ ] **Step 1: 运行往返断言脚本** 调用 `mcp__godot-mcp-pro__execute_editor_script`,`code` 为: ```gdscript var Tab = load("res://addons/game_designer/spell_tab.gd") var tab = Tab.new() EditorInterface.get_base_control().add_child(tab) var raw = JSON.parse_string(FileAccess.get_file_as_string("res://data/spells.json")) var fails: Array = [] for sid in raw: var found := false for i in tab._list.item_count: if String(tab._list.get_item_metadata(i)) == sid: tab._on_select(i); found = true; break if not found: fails.append("%s: 未在列表" % sid); continue var m = tab._read_meta() if not (m is Dictionary): fails.append("%s: read_meta 返回 null" % sid); continue var orig: Dictionary = raw[sid]["meta"] for k in orig: if m.has(k): var a = m[k]; var b = orig[k] var eq := (absf(float(a) - float(b)) < 0.0001) if (a is float or b is float) else (a == b) if not eq: fails.append("%s.%s 值不符 %s != %s" % [sid, k, str(a), str(b)]) for k in m: if not orig.has(k): fails.append("%s: 引入多余键 %s=%s" % [sid, k, str(m[k])]) print("ROUNDTRIP FAILS=%d %s" % [fails.size(), str(fails)]) tab.queue_free() ``` Expected: 输出 `ROUNDTRIP FAILS=0 []`。 (说明:允许 `orig` 中的默认可选键在 `m` 中被省略——如 `logic_every_n_shots` 的 `reg:0`——这属 §4.2 预期简化,脚本不将「缺失」计为失败;只校验存在键值一致 + 不引入多余非默认键。) - [ ] **Step 2: 若有失败,修复 `spell_tab.gd` 后重跑** 若 `FAILS>0`:按报错定位是 schema 字段缺失、默认值不符、还是枚举 index 偏移;改 `addons/game_designer/spell_tab.gd` 的 `_dynamic_schema()` 或读写逻辑,重跑 Step 1 直到 `FAILS=0`。 - [ ] **Step 3: 提交(若有修复)** ```bash git add addons/game_designer/spell_tab.gd git commit -m "fix(spell-editor): 修正字段 schema 使 22 条法术回读往返一致" ``` --- ### Task 4: 更新手册文档 **Files:** - Modify: `docs/handbook/06_spell_editor.md` - [ ] **Step 1: 改「启用/入口」章节** 把 `## 1. 启用插件` 一节整体替换为「入口」说明: ```markdown ## 1. 打开编辑器 法术编辑现已并入 **游戏设计器**(`res://addons/game_designer/`,默认已启用)。 ``` Godot 编辑器 → 底部面板 → 🎮 游戏设计器 → ✨ 法术 标签页 ``` > 独立的「法术编辑器」左下停靠面板已移除,统一在游戏设计器内维护。 ``` - [ ] **Step 2: 更新界面示意图(第 2 节)** 把第 2 节的界面框图替换为字段化表单: ```markdown ## 2. 界面说明 ``` ✨ 法术编辑器 — 字段化表单 ┌────────────────────────┐ │ 法术列表(ItemList) │ └────────────────────────┘ [➕新增] [⧉复制] [🗑删除] ID / 类型 / 显示名 / 描述 / 元素标签 ── 通用 meta ── 蓝耗 mana_cost / 商店价 shop_cost / 解锁价 unlock_cost ── 动态字段(随类型切换)── ACTION:动作种类[弹道/zone/summon] + 对应字段(伤害/速度/…枚举下拉) MODIFIER / TRIGGER / LOGIC(logic_op 子选择) 各自字段 ── 其它(JSON) ── ← schema 之外的键,保留不丢 [✓应用到列表] [💾保存文件] [↻重载] ``` ``` - [ ] **Step 3: 在第 4 节「meta 字段速查」段首补一句** 在 `## 4. meta 字段速查(按类型)` 标题下补一行: ```markdown > 下列字段现由表单按类型自动呈现,无需手写 JSON;本速查作为字段语义参考。`damage_type`(0物理/1火/2冰/3雷/4毒/5奥术) 与 `apply_status_id`/`status_id`(0无/1燃烧/2冻结/3中毒/4潮湿/5沾油/6眩晕/7连击/8易伤) 为整数枚举,表单以下拉呈现。 ``` - [ ] **Step 4: 提交** ```bash git add docs/handbook/06_spell_editor.md git commit -m "docs(spell-editor): 手册改为字段化表单 + game_designer 入口" ``` --- ## Self-Review **Spec 覆盖:** - §2 并入 → Task 1(新 tab)+ Task 2(接线/删插件)✅ - §3 动态表单(固定/通用/动态区 + 子选择器 + 枚举下拉)→ Task 1 `_dynamic_schema` / `_rebuild_dynamic` / `_make_ctrl` ✅ - §4.1 逃生舱 → Task 1 `_compute_extra` / `_read_meta` extra 合并 ✅ - §4.2 可选键清洁写出 → Task 1 `opt` + `_is_default` + `unlock_cost>0` 判断 ✅ - §4.3 回读验证 → Task 3 往返测试 ✅ - §6 文档 → Task 4 ✅ - §8 验收 1/2(入口唯一、目录删除、无报错)→ Task 2 Step 4;验收 3/4(回读、新增各类型)→ Task 3 ✅ **占位符扫描:** 无 TBD/TODO;所有步骤含完整代码或精确命令。✅ **类型/命名一致性:** `_read_meta`(Task 1 定义,Task 3 调用)、`_on_select`/`_list`/`_field_ctrls`/`_dynamic_schema` 跨任务命名一致;`_is_default` 在 Task 1 定义并在 `_read_meta` 使用;Task 3 断言脚本内自带独立 `_eq`(不依赖 tab 私有方法)。✅ **已知取舍:** `logic_every_n_shots` 的 `reg:0` 等默认可选键往返后被省略,属 §4.2 预期;Task 3 断言已相应放宽(不判缺失键为失败)。