22 KiB
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):
## 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
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.gdaddons/spell_editor/spell_editor.gd.uidaddons/spell_editor/spell_dock.gdaddons/spell_editor/spell_dock.gd.uidaddons/spell_editor/plugin.cfg -
Step 1: 改 designer_panel 指向新 tab
在 addons/game_designer/designer_panel.gd 第 12 行,把:
_add_tab(tabs, "✨ 法术", preload("res://addons/spell_editor/spell_dock.gd").new())
改为:
_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
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
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:
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)
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:
## 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:
## 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:
> 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
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_metaextra 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)。