fix(escape): 暗室状态引导方案落地(25号策划文档 B1-B8 → F1-F9 实施)
策划轮:25-escape-map-flow.md as-built地图/玩家流程/信息账本+盲区清单(S1-S7)+方案B1-B8 实施(玩法零改动,只加状态引导层): - F1 撞墙方位句「左边是墙」(wall_dir_*×4,同向10s限频) - F2 目标句并入方位「铁柜,在右面的房间」(gd_*_dir×3) - F3 无进展150s活跃计时器+gd_prog_1..3进度重述(只重述不泄题,专治活跃迷路玩家——修卡关计时从「无进展」退化为「无操作」的既定偏差) - F4 双击兜底直通L2降级L1(不再白送答案) - F5 空房首访描述(4空房可区分) - F7 busy窗口手势缓存补判(原静默吞手势) - F8 结算链单击守卫(time_band/again完整到达) - F9 跳过引导补播目标句 - F6 空房方位特征句按25号裁定留档后续轮 新增语音10句×2性别(flock串行QC无离群,ASR逐字正确) 验证:escape playtest 235/235(+85新断言)+ guide 132/132 + 终检全绿 + 14游戏回归零回退 live复跑10.4分钟通关:零截断,S1-S7盲区逐条核销 档案 research/escape-state/round1-2;01号文档追加修订记录R1
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@@ -756,9 +756,9 @@ realLog('== ⑩b H5 rhythm:教学应答窗口无任何尝试 → gd_miss_none
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resetTimers();
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}
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realLog('== ⑩c H1 escape:目标句后按房间图播 gd_room_*(同房间不播,移动坐标系)==');
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realLog('== ⑩c H1/B2 escape:目标句后按房间图播方位句(round2 B2:三处固定接线点升级为"目标名+方位"一体句,异常路径回落 gd_room_*)==');
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{
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// 方向映射按图校验(直连单元断言)
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// 方向映射按图校验(直连单元断言,gd_room_* 映射表保留不动)
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const rig0 = makeRig(EscapeGame);
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const { game: g0 } = rig0;
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await rig0.audio.unlock();
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@@ -768,10 +768,15 @@ realLog('== ⑩c H1 escape:目标句后按房间图播 gd_room_*(同房间
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assert(g0._roomDirVoice([1, 0]) === 'voice/gd_room_u', 'H1:目标在北(上面的房间)→ gd_room_u');
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assert(g0._roomDirVoice([1, 2]) === 'voice/gd_room_d', 'H1:目标在南(下面的房间)→ gd_room_d');
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assert(g0._roomDirVoice([1, 1]) === null, 'H1:目标在同一房间不播');
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// B2 异常路径回落:计算方位与枚举不符 → 原 gd_room_*(原句保留接线,归因真话)
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g0._playGoalDir([0, 1], 'voice/gd_cabinet_dir', 'voice/gd_room_r'); // 目标在西 ≠ 枚举右
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await flush();
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assert(rig0.playLog.some((e) => e.id === 'voice/gd_room_l'), 'B2:方位与枚举不符时回落 gd_room_*');
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g0.stop();
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resetTimers();
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// 三处目标句接线点:found_key → cabinet(2,1);gd_next_fuse → box(0,0);fix_box → gate(2,2)
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// (B2 换线:gd_room_r/l → gd_cabinet_dir/gd_box_dir/gd_gate_dir,断言同步登记变更)
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const rig = makeRig(EscapeGame);
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const { audio, playLog, game } = rig;
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storageData.set('soundgame.escape.guideDone', '1'); // 二周目直达 REOPEN→PLAY
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@@ -779,42 +784,74 @@ realLog('== ⑩c H1 escape:目标句后按房间图播 gd_room_*(同房间
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game.start();
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await advance(() => game.phase === 'REOPEN');
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await advance(() => !audio.isVoicePlaying()); // reopen_prompt 播完
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await gesture(game, 'tap'); // 直接开始 → PLAY (1,1)
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await gesture(game, 'tap'); // 直接开始 → PLAY (1,1)(B8:start_room → g7_goal 链)
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await advance(() => game.phase === 'PLAY' && !audio.isVoicePlaying());
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assert(game.x === 1 && game.y === 1 && !game.hasKey, '前提:二周目 PLAY 起点、身上无钥匙');
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// ① found_key:储物间拾钥匙 → 铁柜房在东(右面的房间)
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await gesture(game, 'left'); // (0,1)
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// ① found_key:储物间拾钥匙 → 铁柜房在东 → B2 一体句 gd_cabinet_dir
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await gesture(game, 'left'); // (0,1)(B5a:首访播 empty_2)
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await gesture(game, 'down'); // (0,2) 储物间(首到播 room_storage)
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await advance(() => !audio.isVoicePlaying()); // 房间描述播完再单击(否则单击=跳句)
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await gesture(game, 'tap'); // 检查 → found_key(800ms 后)→ 方位句
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await advance(() => playLog.some((e) => e.id === 'voice/gd_room_r'));
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await gesture(game, 'tap'); // 检查 → found_key(800ms 后)→ 一体句
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await advance(() => playLog.some((e) => e.id === 'voice/gd_cabinet_dir'));
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const ifk = playLog.findIndex((e) => e.id === 'voice/found_key');
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assert(ifk > -1 && playLog.findIndex((e) => e.id === 'voice/gd_room_r') > ifk,
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'H1:found_key 后接播 gd_room_r(目标铁柜房按图在东)');
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assert(ifk > -1 && playLog.findIndex((e) => e.id === 'voice/gd_cabinet_dir') > ifk,
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'B2:found_key 后接播 gd_cabinet_dir(铁柜,在右面的房间)');
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assert(!playLog.some((e) => e.id === 'voice/gd_room_r'), 'B2:正常路径不再播 gd_room_r');
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// ② gd_next_fuse:开柜得保险丝 → 电箱房在西(左面的房间)
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// ② gd_next_fuse:开柜得保险丝 → 电箱房在西 → B2 一体句 gd_box_dir
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await gesture(game, 'right'); await gesture(game, 'right'); // (1,2) (2,2)
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await gesture(game, 'up'); // (2,1) 铁柜房
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await gesture(game, 'doubletap'); // 开柜
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await advance(() => playLog.some((e) => e.id === 'voice/gd_room_l'));
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await advance(() => playLog.some((e) => e.id === 'voice/gd_box_dir'));
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const inf = playLog.findIndex((e) => e.id === 'voice/gd_next_fuse');
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assert(inf > -1 && playLog.findIndex((e) => e.id === 'voice/gd_room_l') > inf,
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'H1:gd_next_fuse 后接播 gd_room_l(目标电箱房按图在西)');
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assert(inf > -1 && playLog.findIndex((e) => e.id === 'voice/gd_box_dir') > inf,
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'B2:gd_next_fuse 后接播 gd_box_dir(电箱,在左面的房间)');
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assert(!playLog.some((e) => e.id === 'voice/gd_room_l'), 'B2:正常路径不再播 gd_room_l');
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// ③ fix_box:修电箱通电 → 大门在东(右面的房间)
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// ③ fix_box:修电箱通电 → 大门在东 → B2 一体句 gd_gate_dir
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await advance(() => !audio.isVoicePlaying()); // gd_box_dir 播完再走(首访空房句不顶链)
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await gesture(game, 'left'); await gesture(game, 'left'); // (1,1) (0,1)
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await gesture(game, 'up'); // (0,0) 电箱房
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await gesture(game, 'doubletap'); // 修电箱
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await advance(() => playLog.filter((e) => e.id === 'voice/gd_room_r').length >= 2);
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await advance(() => playLog.some((e) => e.id === 'voice/gd_gate_dir'));
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const ifx = playLog.findIndex((e) => e.id === 'voice/fix_box');
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assert(ifx > -1 && playLog.map((e) => e.id).lastIndexOf('voice/gd_room_r') > ifx,
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'H1:fix_box 后接播 gd_room_r(目标大门按图在东)');
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assert(ifx > -1 && playLog.findIndex((e) => e.id === 'voice/gd_gate_dir') > ifx,
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'B2:fix_box 后接播 gd_gate_dir(大门,在右面的房间)');
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assert(game.powerOn, '前提:电箱已通电(接线点均在真实解谜链上)');
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game.stop();
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resetTimers();
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}
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realLog('== ⑩d B6 escape:引导 busy 窗口手势缓存(full 档)——解锁后补判、答错路径、不触发跳过 ==');
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{
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const rig = makeRig(EscapeGame);
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const { audio, playLog, game } = rig;
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await audio.unlock();
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game.start();
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await advance(() => game.phase === 'GUIDE' && !game._guideBusy && !audio.isVoicePlaying()); // G0 待输入
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await gesture(game, 'tap'); // G0 → _advance(1) busy(g1_move + skip_hint)
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assert(game._guideBusy, '前提:G0→G1 推进语音播放中(busy 窗口)');
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await gesture(game, 'up'); // busy 窗口注入滑动 → 缓存(不当场判定)
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assert(game.guideStep === 0 && game.guideSwipes === 0, 'B6:busy 窗口手势不当场判定');
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// 解锁 G1 → 缓存 up 按 G1 补判 = 作答(sfx/step + 推进 G2)
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await advance(() => game.guideStep === 2 && !game._guideBusy);
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assert(playLog.some((e) => e.id === 'sfx/step'), 'B6:full 档下缓存手势解锁后补判作答(脚步声)');
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// G2 busy 缓存非答案手势 → 解锁 G3 后按答错路径(纠正语音,不触发下滑跳过)
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await gesture(game, 'up'); // G2 第一滑
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await advance(() => !audio.isVoicePlaying());
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await gesture(game, 'right'); // G2 第二滑 → _advance(3) busy
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await gesture(game, 'down'); // busy 缓存下滑(非 G3 答案)
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assert(game.guideStep === 2, 'B6:busy 窗口仍停 G2');
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await advance(() => game.guideStep === 3 && !game._guideBusy);
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assert(voicePlays(playLog, 'voice/guide_wrong_left') === 1, 'B6:缓存手势不合法按答错路径处理(guide_wrong_left)');
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assert(voicePlays(playLog, 'voice/guide_skip') === 0, 'B6:缓存的下滑不触发跳过引导(live round1 S6 事故修复)');
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assert(game.phase === 'GUIDE', 'B6:仍在引导中(未被保送 PLAY)');
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game.stop();
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resetTimers();
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}
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// ---------------------------------------------------------------- 汇总
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realLog(`\n通过 ${passCount} 条断言,失败 ${failures.length} 条`);
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