# -*- coding: utf-8 -*- """Story IR 配置期校验。挡掉调研发现的卡流程 bug;校验不过不产出任何配置。 返回 (errors, warnings):errors 非空即拒绝编译;warnings 仅提示(如点位集缺失)。 M4 新增:out_ref 结构校验、选项 skip 校验、点位集坐标引用校验。 """ import os import re from .compile import expand_out_refs from .dictionary import CompileError ITEM_RE = re.compile(r"^[VP]\d+$") # 点位集位置:本文件在 SGame/tools/event_authoring/ir_core/ -> 上溯 4 级到项目根 _POINTS_DIR = os.path.join( os.path.dirname(os.path.dirname(os.path.dirname(os.path.dirname(os.path.abspath(__file__))))), "Assets", "StreamingAssets", "Story", "PointSets") def validate(ir, dic, points_dir=None, strict_points=False): errs, warns = [], [] # ---- out_ref 结构预检(在展开前;展开依赖此处通过)---- seqs = {s["id"]: s for s in ir.get("sequences", [])} for n in ir.get("nodes", []): if n.get("kind") == "out_ref": ref = n.get("ref") if ref not in seqs: errs.append("[out_ref失效] 节点 %s 引用了不存在的子序列 %r" % (n["id"], ref)) elif not seqs[ref].get("nodes"): errs.append("[空子序列] 子序列 %r 没有任何节点(被 %s 引用)" % (ref, n["id"])) for sn in seqs.get(ref, {}).get("nodes", []): if sn.get("kind") == "out_ref": errs.append("[嵌套out_ref] 子序列 %r 节点 %s 含嵌套 out_ref,M4 暂不支持" % (ref, sn["id"])) if errs: return errs, warns # 结构坏了就别展开了,避免 KeyError 噪声 # ---- 展开 out_ref 后做节点级校验(goto/win/lose/skip 目标含子序列内 id)---- try: nodes_list = expand_out_refs(ir) except CompileError as e: return ["[展开失败] %s" % e], warns nodes = {n["id"]: n for n in nodes_list} endings = {e["id"]: e for e in ir.get("endings", [])} all_ids = set(nodes) | set(endings) slots = {r["slot"] for r in ir.get("roles", [])} def check_target(src, tid, field): if tid not in all_ids: errs.append("[跳转失效] 节点 %s 的 %s 指向不存在的目标 %r" % (src, field, tid)) def check_slot(src, s, field): if s and s not in slots: errs.append("[未声明角色] 节点 %s 的 %s 引用了未在 roles 声明的 slot %r" % (src, field, s)) def check_grants(src, grants): for g in grants or []: k = g.get("kind") if not dic.is_known_grant(k): errs.append("[未知奖励] 节点 %s 出现未登记的 grant kind %r" % (src, k)); continue if k == "道具" and not ITEM_RE.match(str(g.get("item", ""))): errs.append("[非法道具ID] 节点 %s 的道具 %r 不是合法 ID" % (src, g.get("item"))) spec = dic.grant_spec(k) if spec.get("form") in ("money", "item", "friend") and \ not isinstance(g.get("value"), (int, float)): errs.append("[非法数值] 节点 %s 的奖励数值 %r 不是数字" % (src, g.get("value"))) if dic.grant_needs_target(k): check_slot(src, g.get("target"), "奖励target") def check_cond(src, c): if not c: return if not dic.is_known_cond(c.get("kind")): errs.append("[非法条件] 节点 %s 的 condition %r 无法编译" % (src, c)); return spec = dic.cond_spec(c.get("kind")) if c.get("op") not in spec.get("ops", {}): errs.append("[非法条件] 节点 %s 的 condition %r 比较符不支持" % (src, c)) elif not isinstance(c.get("value"), (int, float)): errs.append("[非法条件数值] 节点 %s 的 condition 阈值 %r 不是数字" % (src, c.get("value"))) for nid, n in nodes.items(): kind = n.get("kind") if n.get("next"): check_target(nid, n["next"], "next") if n.get("speaker"): check_slot(nid, n["speaker"], "speaker") if n.get("actor"): check_slot(nid, n["actor"], "actor") if kind in ("choice", "choice_once"): opts = n.get("options", []) if not opts: errs.append("[空选择] 节点 %s 没有任何选项" % nid) if not any("condition" not in o for o in opts): errs.append("[选项无兜底] 节点 %s 的所有选项都带条件,可能全部不满足导致空面板卡死" % nid) for o in opts: check_target(nid, o.get("goto"), "option.goto") check_cond(nid, o.get("condition")) if o.get("reward"): check_grants(nid, o["reward"].get("grants")) if o.get("skip"): sk = o["skip"] check_target(nid, sk.get("node"), "option.skip.node") grants = (sk.get("reward") or {}).get("grants") if not grants: errs.append("[空skip奖励] 节点 %s 选项 skip 缺 reward.grants(押注无彩头)" % nid) check_grants(nid, grants) if kind == "random": for b in n.get("branches", []): check_target(nid, b.get("goto"), "branch.goto") if not isinstance(b.get("weight"), (int, float)): errs.append("[非法权重] 节点 %s 的随机权重 %r 不是数字" % (nid, b.get("weight"))) if kind == "fight": if n.get("fight_type") not in (1, 2): errs.append("[非法战斗类型] 节点 %s 的 fight_type 必须是 1(击倒)/2(死斗)" % nid) if not n.get("camp2"): errs.append("[战斗缺敌方] 节点 %s 的 camp2 为空" % nid) for s in (n.get("camp2") or []) + (n.get("camp1") or []): check_slot(nid, s, "fight阵营") check_target(nid, n.get("win"), "fight.win") check_target(nid, n.get("lose"), "fight.lose") if kind == "move": check_slot(nid, n.get("actor"), "move.actor") if kind == "reward": check_grants(nid, n.get("grants")) for e in ir.get("endings", []): check_grants(e["id"], e.get("grants")) # ---- 点位集坐标引用校验 ---- _check_point_set(ir, errs, warns, points_dir, strict_points) return errs, warns def collect_point_refs(ir): """收集 IR 里**实际需要物理站位**的点位名(角色出生点/移动目标/镜头点/战斗阵营)。 仅声明、从未在节点出现的 role(如未登场的旁系角色)不计——运行时不为其摆人。 """ refs = set() all_nodes = list(ir.get("nodes", [])) for s in ir.get("sequences", []): all_nodes += s.get("nodes", []) for n in all_nodes: for f in ("speaker", "actor"): v = n.get(f) if v and v != "P1": refs.add(v) if n.get("kind") == "move" and n.get("to") and n["to"] != "P1": refs.add(n["to"]) if n.get("camera"): refs.add(n["camera"]) if n.get("kind") == "fight": for s in (n.get("camp1") or []) + (n.get("camp2") or []): if s and s != "P1": refs.add(s) return refs def _check_point_set(ir, errs, warns, points_dir, strict_points): import json name = (ir.get("stage") or {}).get("point_set") or ir["id"] base = points_dir or _POINTS_DIR path = os.path.join(base, name + ".points.json") refs = collect_point_refs(ir) if not os.path.exists(path): msg = "[点位集缺失] 未找到 %s.points.json(%s);坐标校验跳过" % (name, path) if strict_points: errs.append(msg + "(--strict-points 下视为错)") else: warns.append(msg) return try: with open(path, encoding="utf-8") as f: ps = json.load(f) except Exception as e: errs.append("[点位集损坏] %s 解析失败: %s" % (path, e)); return have = {p.get("name") for p in ps.get("points", [])} for r in sorted(refs): if r not in have: errs.append("[点位缺失] 点位 %r 在点位集 %s.points.json 中不存在(需取点工具补录)" % (r, name))