Merge origin/main — 유닛 애니(리그 · 20커밋 · c7d3353) 위에 스테이지 50 합침 · PD 「합친 후 커밋 · 푸시」 지시

충돌 2곳 해결: battle.json(줄끝 LF 로 되돌림 + 드래곤 501 목록 추가 그대로) · GameApp.Battle.cs(원격 새 바닥 비율 칸 28×23 도트 · 장애물 그림 · 유닛 애니 위에 스테이지 50 지형·필드 그림 · 유닛 빛깔 · 얼림 중 애니 정지) · GameApp.StageFx.cs 지형 그림을 칸 Sx×Sy 로 맞춤 · 사본 검증 헤드리스 198/198 · 렌더 ALL PASS · AnimSeq 50장 fails 0

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
깃 관리자 2026-10-31 19:35:28 +09:00
commit 7d7b079c08
375 changed files with 23751 additions and 725 deletions

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@ -1,96 +1,96 @@
using System;
using System.Collections.Generic;
using UnityEngine;
using VS.Sim;
using VS.View;
namespace VS.EditorTools
{
// 스테이지 50 그림(2026-10-30) — 스테이지 선택(챕터 · 등급 · NEW) · 정보 · 안내 카드 · 지형 3 · 필드 6 · 새 기술 6 · 새 소환 3 · 성 능력 4 · 최종 스테이지
// 장면 = 실제 스테이지(고정 지도 · 스테이지 구성 그대로) + 덱 6칸 · 마나 15 로 카드를 차례로 소환 → 그 요소가 보이는 순간
public static partial class EditorRender
{
static void Stage50Shots(GameApp app)
{
var g = app.G; var c = g.BC;
int st0 = g.S.battleStage, sl0 = g.S.battleSlots; var seen0 = new List<string>(g.S.seenIntros);
app.BattleTest = null; g.S.battleStage = c.StageCount; g.S.battleSlots = c.slotMax; g.S.seenIntros.Clear();
app.B = null; // 앞 장면의 시험 전투를 끝내고 스테이지 선택 화면부터
app.SwitchTab(1); app.RefreshAll();
// 스테이지 선택 — 보스 · 챕터 첫 스테이지 · 최종 / 정보 / 안내 카드
foreach (int s in new[] { 10, 13, 21, 31, 47, 50 }) { app.ShowStage(s); StageCheck(app, "s50_select_" + s, s, true); IconCheck(app, s); Shot(app, "s50_select_" + s); }
app.ShowStage(50); app.OpenStageInfo(); Shot(app, "s50_info_50"); app.ClosePopup();
foreach (int s in new[] { 8, 26 })
{
app.ShowStage(s); app.StartStage(s, 3);
if (app.OpenPopupId != "StageIntro") { fails++; notes.Add($"s50_intro_{s}: 안내 카드가 안 뜸"); }
else Shot(app, "s50_intro_" + s);
app.CloseAllPopups();
}
for (int s = 1; s <= c.StageCount; s++) foreach (var e in c.Elements(s)) if (!g.S.seenIntros.Contains(e.id)) g.S.seenIntros.Add(e.id); // 이제부터 카드 없이 전투
// 지형
Scene50(app, 8, "s50_map_bridges", b => b.Units.Count >= 14 && b.Units.Exists(u => u.pos.y > c.riverY + 2f));
Scene50(app, 18, "s50_map_moat", b => b.Units.FindAll(u => u.attacking).Count >= 3);
Scene50(app, 24, "s50_map_canyon", b => b.Units.FindAll(u => u.pos.y > c.canyon.yFrom + 3f).Count >= 6);
// 필드
Scene50(app, 7, "s50_field_poison", b => b.Units.FindAll(u => u.poisonFx > 0f).Count >= 3, FlagOn(app, "poison"));
Scene50(app, 11, "s50_field_mud", b => b.Units.FindAll(u => u.mudMul < 1f).Count >= 3, FlagOn(app, "mud"));
Scene50(app, 31, "s50_field_lava", b => b.Units.FindAll(u => u.burnFx > 0f).Count >= 2, FlagOn(app, "lava"));
Scene50(app, 21, "s50_field_ice", b => b.Map.Patches.Exists(p => p.def.kind == "freeze" && p.flash > 0.35f) && b.Units.Exists(u => u.freeze > 0f), FlagOn(app, "ice"));
Scene50(app, 26, "s50_field_spikes", b => b.Map.Patches.Exists(p => p.def.kind == "spike" && p.state == 2 && b.Units.Exists(u => !u.def.flying && p.Inside(u.pos))), FlagOn(app, "spikes"));
Scene50(app, 27, "s50_field_trap", b => b.Map.Patches.Exists(p => p.def.kind == "trap" && p.state == 2 && b.Units.Exists(u => !u.def.flying && p.Inside(u.pos))), FlagOn(app, "trap"));
// 새 기술
Scene50(app, 13, "s50_sk_poisoncloud", b => b.Zones.Exists(z => z.t > 0.6f && z.t < z.life - 1f));
Scene50(app, 33, "s50_sk_firefield", b => b.Zones.Exists(z => z.def.fx == "burn" && z.t > 0.3f));
Scene50(app, 32, "s50_sk_boulder", b => b.Boulders.Exists(o => o.pos.y < c.castle.y - 6f));
Scene50(app, 34, "s50_sk_meteor", b => b.Meteors.FindAll(m => m.shown).Count >= 2);
Scene50(app, 23, "s50_sk_frostnova", b => b.Fx.Exists(f => f.type == "nova" && f.t < 0.2f));
Scene50(app, 41, "s50_sk_tornado", b => b.Tornadoes.Exists(t => t.t > 1.2f));
// 새 소환
Scene50(app, 14, "s50_sm_laserguard", b => b.Fx.Exists(f => f.type == "beam" && f.t < 0.12f));
Scene50(app, 16, "s50_sm_bomber", b => b.Minions.Exists(m => m.def.kind == "bomb" && m.attacking && Vector2.Distance(m.pos, m.home) > 2.5f));
Scene50(app, 28, "s50_sm_totem", b => b.Minions.Exists(m => m.def.kind == "totem") && b.TotemHeal > 0f);
// 성 능력
Scene50(app, 22, "s50_pw_shield", b => b.ShieldUp && b.Units.Count >= 8);
Scene50(app, 36, "s50_pw_thorns", b => b.Units.FindAll(u => u.attacking).Count >= 3);
Scene50(app, 42, "s50_pw_curse", b => b.Units.Exists(u => u.cursed));
Scene50(app, 47, "s50_pw_rage2", b => b.Rage2 && b.Units.Count >= 8, b => b.CastleHp = b.CastleMaxHp * 0.2f);
// 최종 스테이지 — 상대방 칸 줄 수(좁은 줄) · 화면 비율
if (Scene50(app, 50, "s50_final", b => b.Units.Count >= 7 && b.Minions.Count >= 1)) { RivalCheck(app, "s50_final"); LayoutCheck(app, "s50_final"); }
g.S.battleStage = st0; g.S.battleSlots = sl0; g.S.seenIntros = seen0; app.BattleTest = null;
}
/// 스테이지 s 를 시작해 덱(6칸)을 차례로 소환하며 moment 가 될 때까지(최대 80초) → 그림 · 못 잡으면 실패 기록
static bool Scene50(GameApp app, int s, string name, Func<Battle, bool> moment, Action<Battle> setup = null)
{
app.StartStage(s, 100 + s);
var b = app.B;
if (b == null || b.Stage != s || b.State != BattleState.Fighting || app.PopupOpen) { fails++; notes.Add($"{name}: 스테이지 {s} 전투가 시작되지 않음"); app.CloseAllPopups(); return false; }
b.MaxMana = 15; b.Mana = 15; setup?.Invoke(b);
int card = 0; bool ok = false;
for (int i = 0; i < 1600 && !ok; i++)
{
int slot = card % app.G.BattleSlots; var d = app.G.BattleUnit(slot);
if (d != null && b.Mana >= d.cost) { app.DeployCard(slot); card++; }
app.DebugTick(0.05f, 1);
if (b.State != BattleState.Fighting) break;
ok = moment(b);
}
if (!ok) { fails++; notes.Add($"{name}: 스테이지 {s} 장면 못 잡음 (상태 {b.State} 유닛 {b.Units.Count})"); }
Shot(app, name);
return ok;
}
/// 그 필드 첫 자리에 깃발(유닛이 필드를 지나가게)
static Action<Battle> FlagOn(GameApp app, string field) => b => { var p = b.Map.Patches.Find(q => q.def.id == field); if (p != null) app.PlaceFlag(p.pos); };
/// 스테이지 선택 요소 그림 = 그 스테이지 요소 수 · NEW 표시 = 처음 나오는 요소 수
static void IconCheck(GameApp app, int s)
{
var icons = app.StageRoot.Find("Icons"); int n = 0, nw = 0;
foreach (Transform ch in icons) { if (!ch.gameObject.activeSelf) continue; n++; if (ch.Find("New") != null) nw++; }
var c = app.G.BC; int want = c.Elements(s).Count, wantNew = c.NewAt(s).Count;
if (n != want || nw != wantNew) { fails++; notes.Add($"s50_select_{s}: 요소 그림 {n}/{want} · NEW {nw}/{wantNew}"); }
}
}
}
using System;
using System.Collections.Generic;
using UnityEngine;
using VS.Sim;
using VS.View;
namespace VS.EditorTools
{
// 스테이지 50 그림(2026-10-30) — 스테이지 선택(챕터 · 등급 · NEW) · 정보 · 안내 카드 · 지형 3 · 필드 6 · 새 기술 6 · 새 소환 3 · 성 능력 4 · 최종 스테이지
// 장면 = 실제 스테이지(고정 지도 · 스테이지 구성 그대로) + 덱 6칸 · 마나 15 로 카드를 차례로 소환 → 그 요소가 보이는 순간
public static partial class EditorRender
{
static void Stage50Shots(GameApp app)
{
var g = app.G; var c = g.BC;
int st0 = g.S.battleStage, sl0 = g.S.battleSlots; var seen0 = new List<string>(g.S.seenIntros);
app.BattleTest = null; g.S.battleStage = c.StageCount; g.S.battleSlots = c.slotMax; g.S.seenIntros.Clear();
app.B = null; // 앞 장면의 시험 전투를 끝내고 스테이지 선택 화면부터
app.SwitchTab(1); app.RefreshAll();
// 스테이지 선택 — 보스 · 챕터 첫 스테이지 · 최종 / 정보 / 안내 카드
foreach (int s in new[] { 10, 13, 21, 31, 47, 50 }) { app.ShowStage(s); StageCheck(app, "s50_select_" + s, s, true); IconCheck(app, s); Shot(app, "s50_select_" + s); }
app.ShowStage(50); app.OpenStageInfo(); Shot(app, "s50_info_50"); app.ClosePopup();
foreach (int s in new[] { 8, 26 })
{
app.ShowStage(s); app.StartStage(s, 3);
if (app.OpenPopupId != "StageIntro") { fails++; notes.Add($"s50_intro_{s}: 안내 카드가 안 뜸"); }
else Shot(app, "s50_intro_" + s);
app.CloseAllPopups();
}
for (int s = 1; s <= c.StageCount; s++) foreach (var e in c.Elements(s)) if (!g.S.seenIntros.Contains(e.id)) g.S.seenIntros.Add(e.id); // 이제부터 카드 없이 전투
// 지형
Scene50(app, 8, "s50_map_bridges", b => b.Units.Count >= 14 && b.Units.Exists(u => u.pos.y > c.riverY + 2f));
Scene50(app, 18, "s50_map_moat", b => b.Units.FindAll(u => u.attacking).Count >= 3);
Scene50(app, 24, "s50_map_canyon", b => b.Units.FindAll(u => u.pos.y > c.canyon.yFrom + 3f).Count >= 6);
// 필드
Scene50(app, 7, "s50_field_poison", b => b.Units.FindAll(u => u.poisonFx > 0f).Count >= 3, FlagOn(app, "poison"));
Scene50(app, 11, "s50_field_mud", b => b.Units.FindAll(u => u.mudMul < 1f).Count >= 3, FlagOn(app, "mud"));
Scene50(app, 31, "s50_field_lava", b => b.Units.FindAll(u => u.burnFx > 0f).Count >= 2, FlagOn(app, "lava"));
Scene50(app, 21, "s50_field_ice", b => b.Map.Patches.Exists(p => p.def.kind == "freeze" && p.flash > 0.35f) && b.Units.Exists(u => u.freeze > 0f), FlagOn(app, "ice"));
Scene50(app, 26, "s50_field_spikes", b => b.Map.Patches.Exists(p => p.def.kind == "spike" && p.state == 2 && b.Units.Exists(u => !u.def.flying && p.Inside(u.pos))), FlagOn(app, "spikes"));
Scene50(app, 27, "s50_field_trap", b => b.Map.Patches.Exists(p => p.def.kind == "trap" && p.state == 2 && b.Units.Exists(u => !u.def.flying && p.Inside(u.pos))), FlagOn(app, "trap"));
// 새 기술
Scene50(app, 13, "s50_sk_poisoncloud", b => b.Zones.Exists(z => z.t > 0.6f && z.t < z.life - 1f));
Scene50(app, 33, "s50_sk_firefield", b => b.Zones.Exists(z => z.def.fx == "burn" && z.t > 0.3f));
Scene50(app, 32, "s50_sk_boulder", b => b.Boulders.Exists(o => o.pos.y < c.castle.y - 6f));
Scene50(app, 34, "s50_sk_meteor", b => b.Meteors.FindAll(m => m.shown).Count >= 2);
Scene50(app, 23, "s50_sk_frostnova", b => b.Fx.Exists(f => f.type == "nova" && f.t < 0.2f));
Scene50(app, 41, "s50_sk_tornado", b => b.Tornadoes.Exists(t => t.t > 1.2f));
// 새 소환
Scene50(app, 14, "s50_sm_laserguard", b => b.Fx.Exists(f => f.type == "beam" && f.t < 0.12f));
Scene50(app, 16, "s50_sm_bomber", b => b.Minions.Exists(m => m.def.kind == "bomb" && m.attacking && Vector2.Distance(m.pos, m.home) > 2.5f));
Scene50(app, 28, "s50_sm_totem", b => b.Minions.Exists(m => m.def.kind == "totem") && b.TotemHeal > 0f);
// 성 능력
Scene50(app, 22, "s50_pw_shield", b => b.ShieldUp && b.Units.Count >= 8);
Scene50(app, 36, "s50_pw_thorns", b => b.Units.FindAll(u => u.attacking).Count >= 3);
Scene50(app, 42, "s50_pw_curse", b => b.Units.Exists(u => u.cursed));
Scene50(app, 47, "s50_pw_rage2", b => b.Rage2 && b.Units.Count >= 8, b => b.CastleHp = b.CastleMaxHp * 0.2f);
// 최종 스테이지 — 상대방 칸 줄 수(좁은 줄) · 화면 비율
if (Scene50(app, 50, "s50_final", b => b.Units.Count >= 7 && b.Minions.Count >= 1)) { RivalCheck(app, "s50_final"); LayoutCheck(app, "s50_final"); }
g.S.battleStage = st0; g.S.battleSlots = sl0; g.S.seenIntros = seen0; app.BattleTest = null;
}
/// 스테이지 s 를 시작해 덱(6칸)을 차례로 소환하며 moment 가 될 때까지(최대 80초) → 그림 · 못 잡으면 실패 기록
static bool Scene50(GameApp app, int s, string name, Func<Battle, bool> moment, Action<Battle> setup = null)
{
app.StartStage(s, 100 + s);
var b = app.B;
if (b == null || b.Stage != s || b.State != BattleState.Fighting || app.PopupOpen) { fails++; notes.Add($"{name}: 스테이지 {s} 전투가 시작되지 않음"); app.CloseAllPopups(); return false; }
b.MaxMana = 15; b.Mana = 15; setup?.Invoke(b);
int card = 0; bool ok = false;
for (int i = 0; i < 1600 && !ok; i++)
{
int slot = card % app.G.BattleSlots; var d = app.G.BattleUnit(slot);
if (d != null && b.Mana >= d.cost) { app.DeployCard(slot); card++; }
app.DebugTick(0.05f, 1);
if (b.State != BattleState.Fighting) break;
ok = moment(b);
}
if (!ok) { fails++; notes.Add($"{name}: 스테이지 {s} 장면 못 잡음 (상태 {b.State} 유닛 {b.Units.Count})"); }
Shot(app, name);
return ok;
}
/// 그 필드 첫 자리에 깃발(유닛이 필드를 지나가게)
static Action<Battle> FlagOn(GameApp app, string field) => b => { var p = b.Map.Patches.Find(q => q.def.id == field); if (p != null) app.PlaceFlag(p.pos); };
/// 스테이지 선택 요소 그림 = 그 스테이지 요소 수 · NEW 표시 = 처음 나오는 요소 수
static void IconCheck(GameApp app, int s)
{
var icons = app.StageRoot.Find("Icons"); int n = 0, nw = 0;
foreach (Transform ch in icons) { if (!ch.gameObject.activeSelf) continue; n++; if (ch.Find("New") != null) nw++; }
var c = app.G.BC; int want = c.Elements(s).Count, wantNew = c.NewAt(s).Count;
if (n != want || nw != wantNew) { fails++; notes.Add($"s50_select_{s}: 요소 그림 {n}/{want} · NEW {nw}/{wantNew}"); }
}
}
}

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@ -61,6 +61,52 @@ namespace VS.EditorTools
EditorApplication.Exit(exit);
}
// 유닛 애니 재생 검증: -executeMethod VS.EditorTools.EditorRender.AnimSeq → animseq/f##.png(0.2초 간격) + frames.txt(틱마다 유닛별 상태·프레임 이름)
public static void AnimSeq()
{
int exit = 0;
try
{
Application.SetStackTraceLogType(LogType.Log, StackTraceLogType.None);
fails = 0; notes.Clear();
string dir = Path.Combine(OutDir, "animseq"); Directory.CreateDirectory(dir);
EditorSceneManager.NewScene(NewSceneSetup.EmptyScene, NewSceneMode.Single);
var app = NewApp(); Progress(app.G); app.RebuildStage(); app.RefreshAll();
app.G.S.battleSlots = 6;
app.SwitchTab(1); app.RefreshAll();
app.BattleTest = new BattleSetup { mapType = 0, obstacles = 0, castleX = 9f, shots = new List<string>(), gimmicks = new List<string>() };
app.NewBattleRound(11); app.B.Start(); app.B.MaxMana = 99;
for (int s = 0; s < 6; s++) { app.B.Mana = 99; app.DeployCard(s); }
GameApp.AnimDtOverride = 0.1f;
var sb = new System.Text.StringBuilder();
int shots = 0, atkShots = 0;
// 틱 400~429 = 전 유닛 기절(정지) → 대기(idle) 클립 순환 검증(2026-10-30 ③ 원화 스타일 대기 루프 · vs_animseq_check idle 판정)
for (int i = 0; i < 430; i++)
{
if (i >= 400) foreach (var u in app.B.Units) u.stun = 1f;
app.DebugTick(0.1f, 1);
var imgs = new Dictionary<string, Image>();
foreach (var im in app.BattleRoot.GetComponentsInChildren<Image>(false)) imgs[im.name] = im;
var line = new List<string>();
foreach (var u in app.B.Units)
{
imgs.TryGetValue("U" + u.uid, out var im);
line.Add($"{u.def.id}/{u.uid}:{(u.attacking ? "A" : "w")}cd={u.cd:F2}:{(im != null && im.sprite != null ? im.sprite.name : "null")}");
}
sb.AppendLine($"t={i * 0.1f:F1} " + string.Join(" ", line));
// 촬영 = 걷기 처음 2 초(10장) + 근접 유닛(id 1·3·5)이 공격 중인 틱 40장(0.2 초 간격 · 근접은 성까지 20 초 넘게 걸림)
bool meleeAtk = false; foreach (var u in app.B.Units) if (u.attacking && !u.def.flying && u.def.range < 2f) meleeAtk = true;
if (i % 2 == 0 && (i < 20 || (meleeAtk && atkShots < 40))) { if (i >= 20) atkShots++; Shot(app, "animseq/f" + (shots++).ToString("D2") + "_t" + (i * 0.1f).ToString("F1")); }
}
File.WriteAllText(Path.Combine(dir, "frames.txt"), sb.ToString());
GameApp.AnimDtOverride = -1f;
Debug.Log($"[VS] RENDER ANIMSEQ DONE shots={shots} fails={fails}");
foreach (var n in notes) Debug.Log("[VS] RENDER NOTE " + n);
}
catch (Exception e) { Debug.LogError("[VS] RENDER EXCEPTION " + e); exit = 2; }
EditorApplication.Exit(exit);
}
static RenderTexture rt;
static GameApp NewApp()

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@ -1,276 +1,276 @@
using System;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using VS.Sim;
using Vector2 = UnityEngine.Vector2;
namespace VS.EditorTools
{
// 스테이지 50 검사(2026-10-30 PD 확정 기획서 · 필드 = 전부 해로움) — 스테이지 표 · 고정 지도 · 다리 폭 · 해자 · 협곡 · 필드 6 · 새 기술 6 · 새 소환 3 · 성 능력 4 · 첫 클리어 보상
// 표 측정: -executeMethod VS.EditorTools.HeadlessRun.StageTable (스테이지마다 자동 플레이로 이길 수 있는지 · 강화 끝(6칸 · 마나 15) / 처음(1칸 · 10))
public static partial class HeadlessRun
{
static BPatch Patch(Battle b, BFieldDef d, float x, float y, float r) { var p = new BPatch { def = d, pos = new Vector2(x, y), r = r }; b.Map.Patches.Add(p); return p; }
static BUnitDef Flyer() { var d = Dummy(); d.flying = true; return d; }
static void Ticks(Battle b, float sec) { for (float t = 0; t < sec - 1e-4f; t += 0.05f) b.Tick(0.05f); }
static void Stage50Tests(BattleCfg c, Tables t)
{
float atk = c.castle.atk; // 1단계 공격력
// ---------------- 스테이지 표 ----------------
int n = c.StageCount; bool rows = n == 50;
for (int s = 1; s <= n; s++)
{
var rk = c.Rank(s); bool boss = rk != null && rk.firstMul > c.Rank(1).firstMul;
rows &= c.Chapter(s) != null && rk != null && !string.IsNullOrEmpty(c.StageName(s))
&& (s % 10 == 0 ? boss : s % 5 == 0 ? rk.hpMul > 1f && !boss : rk.hpMul == 1f); // 5의 배수 정예 · 10의 배수 보스(50 최종)
}
Check("S50.stages", rows && c.Rank(50).hpMul > c.Rank(10).hpMul && Mathf.Approximately(c.CastleHpAt(10), Mathf.Round(c.castle.hp * Mathf.Pow(c.castle.hpGrowth, 9) * c.Rank(10).hpMul)), $"stages={n}");
var all = new List<string>(); c.shots.ForEach(d => all.Add(d.id)); c.skills.ForEach(d => all.Add(d.id)); c.summons.ForEach(d => all.Add(d.id)); c.powers.ForEach(d => all.Add(d.id)); c.fields.ForEach(d => all.Add(d.id));
var never = all.FindAll(id => c.FirstStage(id) == 0); int maxNew = 0;
for (int s = 1; s <= n; s++) maxNew = Math.Max(maxNew, c.NewAt(s).Count);
Check("S50.one_new_at_a_time", never.Count == 0 && maxNew <= 2 && c.NewAt(1).Count >= 1, $"안 나오는 요소={string.Join(",", never)} 한 스테이지 최대 NEW={maxNew}");
// 고정 지도: 같은 스테이지 = 전투 seed 가 달라도 같은 지도 · 모든 스테이지 길 이어짐 · 다리 칸 수 = 종류 칸 수 합 · 필드 개수 = 종류마다 countMin~Max
bool same = true, reach = true, lanes = true, fieldsOk = true, terrainOk = true; var bad = new List<int>();
for (int s = 1; s <= n; s++)
{
var row = c.StageRow(s); var a = new Battle(c, s, 10, 11).Map; var b2 = new Battle(c, s, 10, 99).Map;
bool eq = a.Bridges.Length == b2.Bridges.Length && a.Patches.Count == b2.Patches.Count && a.Obstacles.Count == b2.Obstacles.Count;
for (int i = 0; eq && i < a.Patches.Count; i++) eq &= Vector2.Distance(a.Patches[i].pos, b2.Patches[i].pos) < 1e-4f;
same &= eq; reach &= a.Reachable(new Vector2(c.arenaW * 0.5f, c.spawnY));
int want = 0; foreach (var br in row.bridges) want += c.BridgeCells(br.kind);
int rowY = Mathf.FloorToInt(c.riverY - 0.5f), got = 0; for (int x = 0; x < a.W; x++) if (a.Walk[rowY * a.W + x]) got++;
bool lo = row.bridges.Count == 0 ? got > 0 : got == want; lanes &= lo;
bool fo = true; foreach (var fid in row.fields) { var fd = c.Field(fid); int k = a.Patches.FindAll(p => p.def == fd).Count; fo &= k >= fd.countMin && k <= fd.countMax; }
foreach (var p in a.Patches) fo &= !a.Blocked(p.pos) && Array.IndexOf(row.fields, p.def.id) >= 0;
fieldsOk &= fo;
bool to = a.MoatGates == row.moat && a.Canyon == row.canyon; terrainOk &= to;
if (!(eq && lo && fo && to)) bad.Add(s);
if (!fo) { var cnt = new List<string>(); foreach (var fid in row.fields) cnt.Add($"{fid}={a.Patches.FindAll(p => p.def.id == fid).Count}"); Debug.Log($"[VS] S50 stage {s} 필드 {string.Join(" ", cnt)}"); }
}
Check("S50.fixed_map", same && reach, $"bad={string.Join(",", bad)}");
Check("S50.bridge_lanes", lanes, $"bad={string.Join(",", bad)}");
Check("S50.field_count", fieldsOk && terrainOk, $"bad={string.Join(",", bad)}");
// ---------------- 지형: 해자 · 협곡 (스테이지 지도 · 성 공격 끔) ----------------
var walker = Dummy(1.2f); walker.range = 0.8f;
bool MoatRun(int st, out string info)
{
var b = new Battle(c, st, 10, 3, new BattleSetup { shots = L(), gimmicks = L(), fields = L() }); b.Start();
var u = Put(b, walker, b.SpawnPoint.x, b.SpawnPoint.y); bool noBlock = true, viaGate = true; var m = b.Map;
for (int i = 0; i < 2400 && !u.attacking; i++)
{
b.Tick(0.05f);
if (m.Blocked(u.pos)) noBlock = false;
float d = Vector2.Distance(u.pos, m.Castle);
if (m.MoatGates > 0 && d > m.MoatIn && d < m.MoatOut)
{
float ang = Mathf.Atan2(u.pos.y - m.Castle.y, u.pos.x - m.Castle.x) * Mathf.Rad2Deg; bool g = false;
foreach (var gd in m.GateDeg) if (Mathf.Abs(Mathf.DeltaAngle(ang, gd)) <= c.moat.gateHalfDeg + 6f) g = true;
if (!g) viaGate = false;
}
}
info = $"stage {st} attacking={u.attacking} noBlock={noBlock} viaGate={viaGate} pos={u.pos}";
return u.attacking && noBlock && viaGate;
}
int moatSt = FirstWith(c, r => r.moat > 0 && !r.canyon), canyonSt = FirstWith(c, r => r.canyon && r.moat == 0), bothSt = FirstWith(c, r => r.canyon && r.moat > 0);
var mm = new Battle(c, moatSt, 10, 1).Map; int ringWater = 0, ringGate = 0;
for (int i = 0; i < mm.Walk.Length; i++) { var p = mm.Center(i); float d = Vector2.Distance(p, mm.Castle); if (d > mm.MoatIn + 0.1f && d < mm.MoatOut - 0.1f) { if (mm.Walk[i]) ringGate++; else ringWater++; } }
Check("S50.moat_ring", mm.MoatGates > 0 && ringWater > 10 && ringGate > 0 && ringGate < ringWater / 2, $"stage {moatSt} water={ringWater} gate={ringGate}");
Check("S50.moat_reach", MoatRun(moatSt, out var mi), mi);
var cm = new Battle(c, canyonSt, 10, 1).Map; int wallRows = 0;
for (int y = 0; y < cm.H; y++) if (cm.InCanyonWall(0, y) && cm.InCanyonWall(cm.W - 1, y) && !cm.InCanyonWall(cm.W / 2, y)) wallRows++;
bool cOk = MoatRun(canyonSt, out var ci), bOk = MoatRun(bothSt, out var bi);
Check("S50.canyon", wallRows >= 10 && cOk && bOk, $"rows={wallRows} · {ci} · {bi}");
// ---------------- 필드 6 (내 땅 유닛만 · 최대 체력 %) ----------------
var dm = Dummy(); float hp = dm.hp;
{
var f = c.Field("poison"); var b = new Battle(c, 1, 10, 1, Fixed(L(), L())); b.Start(); Patch(b, f, 9f, 8f, 2f);
var u = Put(b, dm, 9f, 8f); var fl = Put(b, Flyer(), 9.5f, 8f);
Ticks(b, 1f); float in1 = hp - u.hp;
u.pos = new Vector2(3f, 3f); Ticks(b, 1f); float out1 = hp - u.hp - in1;
Ticks(b, f.linger + 0.5f); float h2 = u.hp; Ticks(b, 1f);
Check("FD1.poison", Near(in1, hp * f.dotPct / 100f, hp * 0.004f) && Near(out1, hp * f.dotPct / 100f, hp * 0.004f) && u.hp == h2 && fl.hp == hp, $"in={in1:0} out={out1:0} after={h2 - u.hp:0} fly={hp - fl.hp:0}");
}
{
var f = c.Field("mud"); var b = new Battle(c, 1, 10, 1, Fixed(L(), L())); b.Start(); Patch(b, f, 9f, 8f, 2.5f);
var u = Put(b, walker, 9f, 6.2f); var q0 = u.pos; Ticks(b, 0.5f);
Check("FD2.mud", Near((u.pos - q0).magnitude, walker.speed * 0.5f * (1f - f.slowPct / 100f), 0.03), $"moved={(u.pos - q0).magnitude:0.000}");
}
{
var f = c.Field("lava"); var b = new Battle(c, 1, 10, 1, Fixed(L(), L())); b.Start(); Patch(b, f, 9f, 8f, 2f);
var u = Put(b, dm, 9f, 8f); Ticks(b, 1f);
Check("FD3.lava", Near(hp - u.hp, hp * f.dotPct / 100f, hp * 0.005f), $"{hp - u.hp:0}");
}
{
var f = c.Field("ice"); var b = new Battle(c, 1, 10, 1, Fixed(L(), L())); b.Start(); var p = Patch(b, f, 9f, 6f, 2f);
var u = Put(b, walker, 9f, 5f);
var w0 = u.pos; Ticks(b, f.period - f.warn + 0.1f); bool warned = p.state == 1, movedBefore = (u.pos - w0).magnitude > 0.5f;
u.pos = new Vector2(9f, 6f); Ticks(b, f.warn); bool frozen = u.freeze > 0f; var z0 = u.pos; Ticks(b, 0.5f);
Check("FD4.ice", warned && movedBefore && frozen && (u.pos - z0).magnitude < 1e-4f && b.Frozen >= 1, $"warn={warned} frozen={frozen}");
}
{
var f = c.Field("spikes"); var b = new Battle(c, 1, 10, 1, Fixed(L(), L())); b.Start(); var p = Patch(b, f, 9f, 8f, 1f);
var u = Put(b, dm, 9f, 8f); var out0 = Put(b, dm, 11f, 8f);
Ticks(b, f.period - f.warn - f.upSeconds + 0.05f); bool warn = p.state == 1; float before = hp - u.hp;
Ticks(b, f.period); float one = hp - u.hp; Ticks(b, f.period); float two = hp - u.hp;
Check("FD5.spikes", warn && before == 0f && Near(one, hp * f.hitPct / 100f, 1) && Near(two, 2f * hp * f.hitPct / 100f, 1) && out0.hp == hp, $"before={before} one={one} two={two}");
}
{
var f = c.Field("trap"); var b = new Battle(c, 1, 10, 1, Fixed(L(), L())); b.Start(); var p = Patch(b, f, 9f, 8f, 1f);
Ticks(b, 1f); bool idle = p.state == 0;
var u = Put(b, dm, 9f, 8f); b.Tick(0.05f); bool armed = p.state == 1;
Ticks(b, f.delay - 0.15f); float early = hp - u.hp;
Ticks(b, 0.3f); float hit = hp - u.hp;
Ticks(b, f.upSeconds + 0.5f); bool rearm = p.state == 3; float during = hp - u.hp;
Ticks(b, f.rearm + f.delay + 0.3f); float again = hp - u.hp;
Check("FD6.trap", idle && armed && early == 0f && Near(hit, hp * f.hitPct / 100f, 1) && rearm && during == hit && Near(again, 2f * hp * f.hitPct / 100f, 1), $"early={early} hit={hit} again={again} state={p.state}");
}
// ---------------- 새 기술 6 ----------------
{
var d = c.Skill("poisonCloud"); var b = new Battle(c, 1, 10, 1, Fixed(L(), L("poisonCloud"))); b.Start();
float y = InY(c, d.range - 1.5f); var a = Put(b, dm, 9f, y); var a2 = Put(b, dm, 9.6f, y); var fl = Put(b, Flyer(), 8.6f, y);
b.CastleSkills[0].cd = 0f; b.Tick(0.05f); bool zone = b.Zones.Count == 1;
Ticks(b, d.duration + 0.3f);
float want = atk * d.dpsPct / 100f * d.duration;
Check("SK1.poison_cloud", zone && Near(hp - a.hp, want, want * 0.05) && Near(hp - a2.hp, want, want * 0.05) && hp - fl.hp > want * 0.9f, $"dmg={hp - a.hp:0}/{want:0} fly={hp - fl.hp:0}");
}
{
var d = c.Skill("fireField"); var b = new Battle(c, 1, 10, 1, Fixed(L(), L("fireField"))); b.Start();
float y = InY(c, d.range - 1.5f); var a = Put(b, dm, 9f, y); var fl = Put(b, Flyer(), 9.3f, y);
b.CastleSkills[0].cd = 0f; Ticks(b, d.duration + 0.3f);
float want = atk * d.dpsPct / 100f * d.duration;
Check("SK2.fire_field", Near(hp - a.hp, want, want * 0.05) && fl.hp == hp && a.burnFx >= 0f, $"dmg={hp - a.hp:0}/{want:0} fly={hp - fl.hp:0}");
}
{
var d = c.Skill("boulder"); var b = new Battle(c, 1, 10, 1, Fixed(L(), L("boulder"))); b.Start();
var a = Put(b, dm, 9f, 20f); var a2 = Put(b, dm, 9.4f, 14f); var side = Put(b, dm, 13f, 20f);
b.CastleSkills[0].cd = 0f; b.Tick(0.05f); bool rolling = b.Boulders.Count == 1; float x0 = a.pos.x;
Ticks(b, 5f);
Check("SK3.boulder", rolling && Near(hp - a.hp, atk * d.dmgPct / 100f, 1) && Near(hp - a2.hp, atk * d.dmgPct / 100f, 1) && side.hp == hp && Mathf.Abs(a.pos.x - x0) > d.knock * 0.9f && b.Boulders.Count == 0, $"hit={hp - a.hp} knock={a.pos.x - x0:0.00}");
// 강(다리 밖)에서 멈춤 — 다리 2개 맵 · 가운데 줄(다리 없음)
var r = new Battle(c, 1, 10, 7, Fixed(L(), L("boulder"), 2)); r.Start();
var up = Put(r, dm, 9f, c.riverY + 4f); var down = Put(r, dm, 9f, c.riverY - 4f);
r.CastleSkills[0].cd = 0f; Ticks(r, 4f);
Check("SK3.boulder_river", up.hp < hp && down.hp == hp && !r.Map.OnBridge(9f), $"up={hp - up.hp} down={hp - down.hp}");
}
{
var d = c.Skill("meteor"); var b = new Battle(c, 1, 10, 1, Fixed(L(), L("meteor"))); b.Start();
float y = InY(c, 3f); var us = new List<BUnit>(); for (int i = 0; i < 5; i++) us.Add(Put(b, dm, 8f + i * 0.5f, y));
b.CastleSkills[0].cd = 0f; b.Tick(0.05f); int queued = b.Meteors.Count;
bool warnFirst = false; float total = 0f;
for (int i = 0; i < 80; i++) { b.Tick(0.05f); total = 0f; foreach (var u in us) total += hp - u.hp; if (total == 0f && b.Meteors.Exists(m => m.shown)) warnFirst = true; }
Check("SK4.meteor", queued == d.count && warnFirst && total >= atk * d.dmgPct / 100f && b.Meteors.Count == 0, $"queued={queued} dmg={total:0}");
}
{
var d = c.Skill("frostNova"); var b = new Battle(c, 1, 10, 1, Fixed(L(), L("frostNova"))); b.Start();
var a = Put(b, walker, 9f, InY(c, d.range - 0.5f)); var fl = Put(b, Flyer(), 10f, InY(c, d.range - 0.8f)); var far = Put(b, walker, 9f, InY(c, d.range + 2.5f));
b.CastleSkills[0].cd = 0f; b.Tick(0.05f);
Check("SK5.frost_nova", Near(walker.hp - a.hp, atk * d.dmgPct / 100f, 1) && a.freeze > 0f && fl.freeze > 0f && far.freeze == 0f && far.hp == walker.hp && b.Fx.Exists(f => f.type == "nova"), $"dmg={walker.hp - a.hp} freeze={a.freeze:0.00}");
}
{
var d = c.Skill("tornado"); var b = new Battle(c, 1, 10, 1, Fixed(L(), L("tornado"))); b.Start();
var a = Put(b, dm, 9f, 24.4f); var g = Put(b, dm, 10.1f, 24.4f); var fl = Put(b, Flyer(), 8.4f, 24.6f);
b.CastleSkills[0].cd = 0f; b.Tick(0.05f); bool spawned = b.Tornadoes.Count == 1; float tx = spawned ? b.Tornadoes[0].pos.x : 0f, gx0 = g.pos.x, fy0 = fl.pos.y;
Ticks(b, 0.6f);
Check("SK6.tornado", spawned && Mathf.Abs(g.pos.x - tx) < Mathf.Abs(gx0 - tx) - 0.2f && fl.pos.y < fy0 - 0.5f && a.hp < hp, $"x={tx:0.0} g {gx0:0.0}→{g.pos.x:0.0} fly {fy0:0.0}→{fl.pos.y:0.0}");
}
// ---------------- 새 소환 3 ----------------
{
var d = c.Summon("laserGuard"); var b = new Battle(c, 1, 10, 1, Fixed(L(), L("laserGuard"))); b.Start();
b.Summoners[0].cd = 0f; b.Tick(0.05f); var g = b.Minions.Count > 0 ? b.Minions[0] : null; var home = g?.pos ?? Vector2.zero;
var a = g != null ? Put(b, dm, home.x, home.y - 3f) : null; var a2 = g != null ? Put(b, dm, home.x, home.y - 5f) : null;
if (g != null) Ticks(b, d.attackInterval + 0.2f);
float want = atk * d.beamPct / 100f;
Check("SM1.laser_guard", g != null && (g.pos - home).magnitude < 1e-4f && Near(hp - a.hp, want, 1) && Near(hp - a2.hp, want, 1), g == null ? "no guard" : $"a={hp - a.hp} b={hp - a2.hp} moved={(g.pos - home).magnitude:0.00}");
}
{
var d = c.Summon("bomber"); var b = new Battle(c, 1, 10, 1, Fixed(L(), L("bomber"))); b.Start();
b.Summoners[0].cd = 0f; b.Tick(0.05f);
var a = Put(b, dm, 9f, 18f); var far = Put(b, dm, 3f, 6f);
TickUntil(b, () => b.MinionsBlown > 0, 12f);
float want = atk * d.blastPct / 100f;
Check("SM2.bomber", b.MinionsBlown == 1 && Near(hp - a.hp, want, 1) && far.hp == hp && b.Fx.Exists(f => f.type == "blast"), $"blown={b.MinionsBlown} a={hp - a.hp} far={hp - far.hp}");
}
{
var d = c.Summon("healTotem"); var b = new Battle(c, 1, 10, 1, Fixed(L(), L("healTotem"))); b.Start();
b.Summoners[0].cd = 0f; b.Tick(0.05f); var tm = b.Minions.Count > 0 ? b.Minions[0] : null; var home = tm?.pos ?? Vector2.zero;
b.HitCastle(b.CastleMaxHp * 0.5f); float h0 = b.CastleHp; Ticks(b, 2f);
float want = b.CastleMaxHp * d.healPct / 100f * 2f;
Check("SM3.heal_totem", tm != null && (tm.pos - home).magnitude < 1e-4f && Near(b.CastleHp - h0, want, want * 0.06), $"heal={b.CastleHp - h0:0}/{want:0}");
}
// ---------------- 성 능력 4 ----------------
{
var p = c.Power("shield"); var b = new Battle(c, 1, 10, 1, Fixed(L(), L("shield"))); b.Start();
b.ShieldPower.cd = 0f; b.Tick(0.05f); float sh = b.Shield, h0 = b.CastleHp;
b.HitCastle(sh * 0.5f); float h1 = b.CastleHp; b.HitCastle(sh); float h2 = b.CastleHp;
Ticks(b, p.duration + 0.2f);
Check("PW1.shield", Near(sh, b.CastleMaxHp * p.pct / 100f, 1) && h1 == h0 && Near(h0 - h2, sh * 0.5f, 1) && !b.ShieldUp && b.Shield == 0f, $"shield={sh} h1={h0 - h1} h2={h0 - h2}");
}
{
var p = c.Power("thorns"); var b = new Battle(c, 1, 10, 1, Fixed(L(), L("thorns"))); b.Start();
var hitter = Dummy(); hitter.damage = 100f; hitter.interval = 1f; hitter.range = 0.8f;
var shooter = Dummy(); shooter.damage = 100f; shooter.interval = 1f; shooter.range = 5f; shooter.projectile = true;
var m = Put(b, hitter, 9f, InY(c, 0.3f)); var r = Put(b, shooter, 12f, InY(c, 3f));
Ticks(b, 1.2f);
Check("PW2.thorns", Near(hitter.hp - m.hp, 100f * p.pct / 100f, 0.5) && r.hp == shooter.hp && b.HasThorns, $"melee={hitter.hp - m.hp} ranged={shooter.hp - r.hp}");
}
{
var p = c.Power("curse"); var b = new Battle(c, 1, 10, 1, Fixed(L(), L("curse"))); b.Start();
var hitter = Dummy(); hitter.damage = 100f; hitter.interval = 1f; hitter.range = 0.8f;
var m = Put(b, hitter, 9f, InY(c, 0.3f)); float h0 = b.CastleHp; Ticks(b, 1.2f);
Check("PW3.curse", Near(h0 - b.CastleHp, 100f * (1f - p.pct / 100f), 0.5) && m.cursed, $"dealt={h0 - b.CastleHp} cursed={m.cursed}");
}
{
var p = c.Power("rage2"); var sn = c.Shot("normal");
var b = new Battle(c, 1, 10, 1, Fixed(L("normal"), L("rage2"))); b.Start();
b.CastleHp = b.CastleMaxHp * (p.hpRatio - 0.05f); float mul = b.IntervalMul;
var a = Put(b, dm, 9f, InY(c, sn.range - 1f)); b.CastleShots[0].cd = 0f; TickUntil(b, () => a.hp < hp, 3f);
Check("PW4.rage2", b.Rage2 && Near(mul, p.intervalMul, 1e-4) && Near(hp - a.hp, atk * sn.dmgPct / 100f * p.shotDmgMul, 1), $"mul={mul} dmg={hp - a.hp}");
}
// ---------------- 보상: 첫 클리어 × 등급 · 다시 깨기 × 1 ----------------
{
var g = NewGame(t, out _); int boss = FirstWith(c, r => c.Rank(r.stage).firstMul > c.Rank(1).firstMul);
g.S.battleStage = boss;
Battle WonAt(int st) { var w = g.NewBattle(st, 7, null); w.Start(); w.CastleHpDebugKill(); w.Tick(0.05f); w.Tick(0.05f); return w; }
var r1 = g.WinBattle(WonAt(boss)); var r2 = g.WinBattle(WonAt(boss));
var bigBoss = new System.Numerics.BigInteger(decimal.Ceiling((decimal)g.BattleReward(boss) * (decimal)c.Rank(boss).firstMul));
Check("RW1.first_clear", r1 == bigBoss && r2 == g.BattleReward(boss) && g.BattleStage == boss + 1, $"boss {boss} first={r1} replay={r2}");
}
// ---------------- 안내 카드 요소 ----------------
var n2 = c.NewAt(FirstWith(c, r => r.bridges.Count > 0)).ConvertAll(e => e.id);
Check("IN1.new_elements", n2.Contains("river") && c.NewAt(FirstWith(c, r => Array.IndexOf(r.fields, "spikes") >= 0)).Exists(e => e.id == "spikes") && c.Elements(50).Count >= 10, $"first bridge stage = {string.Join(",", n2)}");
}
static int FirstWith(BattleCfg c, Predicate<BLoadout> f) { var r = c.stageLoadouts.Find(f); return r != null ? r.stage : 1; }
/// 스테이지 표 측정 — 50 스테이지 × (강화 끝: 덱 6칸 · 마나 15 / 처음: 1칸 · 마나 10) 자동 플레이 · 이길 수 있는지 · 걸린 시간 · 남은 성 체력
public static void StageTable()
{
int exit = 0;
try
{
Application.SetStackTraceLogType(LogType.Log, StackTraceLogType.None);
var t = LoadTables(); var c = t.Battle; var g = NewGame(t, out _);
int winMax = 0, winMin = 0, lastMax = 0;
for (int s = 1; s <= c.StageCount; s++)
{
var hi = AutoBattle(g, s, c.slotMax, c.manaMaxCap, 7f, out float th);
var lo = AutoBattle(g, s, 1, c.manaMaxBase, 5f, out float tl);
if (hi.State == BattleState.Won) { winMax++; lastMax = s; }
if (lo.State == BattleState.Won) winMin++;
Debug.Log($"[VS] STAGE {s,2} {c.StageName(s)} [{c.Rank(s)?.name}] 지도={hi.MapName} 성 체력 {hi.CastleMaxHp:N0} 공격 {hi.Atk:0} · 강화 끝 → {hi.State} {th:0}s 남은 {hi.CastleHp / hi.CastleMaxHp:P0} 소환 {hi.Spawned} 쓰러짐 {hi.Killed} 필드 피해 {hi.FieldHits} 얼림 {hi.Frozen} · 처음 → {lo.State} {tl:0}s 남은 {lo.CastleHp / lo.CastleMaxHp:P0}");
}
Debug.Log($"[VS] STAGE TABLE 강화 끝 승리 {winMax}/{c.StageCount} (마지막 승리 {lastMax}) · 처음 승리 {winMin}/{c.StageCount}");
}
catch (Exception e) { Debug.LogError("[VS] EXCEPTION " + e); exit = 2; }
EditorApplication.Exit(exit);
}
}
}
using System;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using VS.Sim;
using Vector2 = UnityEngine.Vector2;
namespace VS.EditorTools
{
// 스테이지 50 검사(2026-10-30 PD 확정 기획서 · 필드 = 전부 해로움) — 스테이지 표 · 고정 지도 · 다리 폭 · 해자 · 협곡 · 필드 6 · 새 기술 6 · 새 소환 3 · 성 능력 4 · 첫 클리어 보상
// 표 측정: -executeMethod VS.EditorTools.HeadlessRun.StageTable (스테이지마다 자동 플레이로 이길 수 있는지 · 강화 끝(6칸 · 마나 15) / 처음(1칸 · 10))
public static partial class HeadlessRun
{
static BPatch Patch(Battle b, BFieldDef d, float x, float y, float r) { var p = new BPatch { def = d, pos = new Vector2(x, y), r = r }; b.Map.Patches.Add(p); return p; }
static BUnitDef Flyer() { var d = Dummy(); d.flying = true; return d; }
static void Ticks(Battle b, float sec) { for (float t = 0; t < sec - 1e-4f; t += 0.05f) b.Tick(0.05f); }
static void Stage50Tests(BattleCfg c, Tables t)
{
float atk = c.castle.atk; // 1단계 공격력
// ---------------- 스테이지 표 ----------------
int n = c.StageCount; bool rows = n == 50;
for (int s = 1; s <= n; s++)
{
var rk = c.Rank(s); bool boss = rk != null && rk.firstMul > c.Rank(1).firstMul;
rows &= c.Chapter(s) != null && rk != null && !string.IsNullOrEmpty(c.StageName(s))
&& (s % 10 == 0 ? boss : s % 5 == 0 ? rk.hpMul > 1f && !boss : rk.hpMul == 1f); // 5의 배수 정예 · 10의 배수 보스(50 최종)
}
Check("S50.stages", rows && c.Rank(50).hpMul > c.Rank(10).hpMul && Mathf.Approximately(c.CastleHpAt(10), Mathf.Round(c.castle.hp * Mathf.Pow(c.castle.hpGrowth, 9) * c.Rank(10).hpMul)), $"stages={n}");
var all = new List<string>(); c.shots.ForEach(d => all.Add(d.id)); c.skills.ForEach(d => all.Add(d.id)); c.summons.ForEach(d => all.Add(d.id)); c.powers.ForEach(d => all.Add(d.id)); c.fields.ForEach(d => all.Add(d.id));
var never = all.FindAll(id => c.FirstStage(id) == 0); int maxNew = 0;
for (int s = 1; s <= n; s++) maxNew = Math.Max(maxNew, c.NewAt(s).Count);
Check("S50.one_new_at_a_time", never.Count == 0 && maxNew <= 2 && c.NewAt(1).Count >= 1, $"안 나오는 요소={string.Join(",", never)} 한 스테이지 최대 NEW={maxNew}");
// 고정 지도: 같은 스테이지 = 전투 seed 가 달라도 같은 지도 · 모든 스테이지 길 이어짐 · 다리 칸 수 = 종류 칸 수 합 · 필드 개수 = 종류마다 countMin~Max
bool same = true, reach = true, lanes = true, fieldsOk = true, terrainOk = true; var bad = new List<int>();
for (int s = 1; s <= n; s++)
{
var row = c.StageRow(s); var a = new Battle(c, s, 10, 11).Map; var b2 = new Battle(c, s, 10, 99).Map;
bool eq = a.Bridges.Length == b2.Bridges.Length && a.Patches.Count == b2.Patches.Count && a.Obstacles.Count == b2.Obstacles.Count;
for (int i = 0; eq && i < a.Patches.Count; i++) eq &= Vector2.Distance(a.Patches[i].pos, b2.Patches[i].pos) < 1e-4f;
same &= eq; reach &= a.Reachable(new Vector2(c.arenaW * 0.5f, c.spawnY));
int want = 0; foreach (var br in row.bridges) want += c.BridgeCells(br.kind);
int rowY = Mathf.FloorToInt(c.riverY - 0.5f), got = 0; for (int x = 0; x < a.W; x++) if (a.Walk[rowY * a.W + x]) got++;
bool lo = row.bridges.Count == 0 ? got > 0 : got == want; lanes &= lo;
bool fo = true; foreach (var fid in row.fields) { var fd = c.Field(fid); int k = a.Patches.FindAll(p => p.def == fd).Count; fo &= k >= fd.countMin && k <= fd.countMax; }
foreach (var p in a.Patches) fo &= !a.Blocked(p.pos) && Array.IndexOf(row.fields, p.def.id) >= 0;
fieldsOk &= fo;
bool to = a.MoatGates == row.moat && a.Canyon == row.canyon; terrainOk &= to;
if (!(eq && lo && fo && to)) bad.Add(s);
if (!fo) { var cnt = new List<string>(); foreach (var fid in row.fields) cnt.Add($"{fid}={a.Patches.FindAll(p => p.def.id == fid).Count}"); Debug.Log($"[VS] S50 stage {s} 필드 {string.Join(" ", cnt)}"); }
}
Check("S50.fixed_map", same && reach, $"bad={string.Join(",", bad)}");
Check("S50.bridge_lanes", lanes, $"bad={string.Join(",", bad)}");
Check("S50.field_count", fieldsOk && terrainOk, $"bad={string.Join(",", bad)}");
// ---------------- 지형: 해자 · 협곡 (스테이지 지도 · 성 공격 끔) ----------------
var walker = Dummy(1.2f); walker.range = 0.8f;
bool MoatRun(int st, out string info)
{
var b = new Battle(c, st, 10, 3, new BattleSetup { shots = L(), gimmicks = L(), fields = L() }); b.Start();
var u = Put(b, walker, b.SpawnPoint.x, b.SpawnPoint.y); bool noBlock = true, viaGate = true; var m = b.Map;
for (int i = 0; i < 2400 && !u.attacking; i++)
{
b.Tick(0.05f);
if (m.Blocked(u.pos)) noBlock = false;
float d = Vector2.Distance(u.pos, m.Castle);
if (m.MoatGates > 0 && d > m.MoatIn && d < m.MoatOut)
{
float ang = Mathf.Atan2(u.pos.y - m.Castle.y, u.pos.x - m.Castle.x) * Mathf.Rad2Deg; bool g = false;
foreach (var gd in m.GateDeg) if (Mathf.Abs(Mathf.DeltaAngle(ang, gd)) <= c.moat.gateHalfDeg + 6f) g = true;
if (!g) viaGate = false;
}
}
info = $"stage {st} attacking={u.attacking} noBlock={noBlock} viaGate={viaGate} pos={u.pos}";
return u.attacking && noBlock && viaGate;
}
int moatSt = FirstWith(c, r => r.moat > 0 && !r.canyon), canyonSt = FirstWith(c, r => r.canyon && r.moat == 0), bothSt = FirstWith(c, r => r.canyon && r.moat > 0);
var mm = new Battle(c, moatSt, 10, 1).Map; int ringWater = 0, ringGate = 0;
for (int i = 0; i < mm.Walk.Length; i++) { var p = mm.Center(i); float d = Vector2.Distance(p, mm.Castle); if (d > mm.MoatIn + 0.1f && d < mm.MoatOut - 0.1f) { if (mm.Walk[i]) ringGate++; else ringWater++; } }
Check("S50.moat_ring", mm.MoatGates > 0 && ringWater > 10 && ringGate > 0 && ringGate < ringWater / 2, $"stage {moatSt} water={ringWater} gate={ringGate}");
Check("S50.moat_reach", MoatRun(moatSt, out var mi), mi);
var cm = new Battle(c, canyonSt, 10, 1).Map; int wallRows = 0;
for (int y = 0; y < cm.H; y++) if (cm.InCanyonWall(0, y) && cm.InCanyonWall(cm.W - 1, y) && !cm.InCanyonWall(cm.W / 2, y)) wallRows++;
bool cOk = MoatRun(canyonSt, out var ci), bOk = MoatRun(bothSt, out var bi);
Check("S50.canyon", wallRows >= 10 && cOk && bOk, $"rows={wallRows} · {ci} · {bi}");
// ---------------- 필드 6 (내 땅 유닛만 · 최대 체력 %) ----------------
var dm = Dummy(); float hp = dm.hp;
{
var f = c.Field("poison"); var b = new Battle(c, 1, 10, 1, Fixed(L(), L())); b.Start(); Patch(b, f, 9f, 8f, 2f);
var u = Put(b, dm, 9f, 8f); var fl = Put(b, Flyer(), 9.5f, 8f);
Ticks(b, 1f); float in1 = hp - u.hp;
u.pos = new Vector2(3f, 3f); Ticks(b, 1f); float out1 = hp - u.hp - in1;
Ticks(b, f.linger + 0.5f); float h2 = u.hp; Ticks(b, 1f);
Check("FD1.poison", Near(in1, hp * f.dotPct / 100f, hp * 0.004f) && Near(out1, hp * f.dotPct / 100f, hp * 0.004f) && u.hp == h2 && fl.hp == hp, $"in={in1:0} out={out1:0} after={h2 - u.hp:0} fly={hp - fl.hp:0}");
}
{
var f = c.Field("mud"); var b = new Battle(c, 1, 10, 1, Fixed(L(), L())); b.Start(); Patch(b, f, 9f, 8f, 2.5f);
var u = Put(b, walker, 9f, 6.2f); var q0 = u.pos; Ticks(b, 0.5f);
Check("FD2.mud", Near((u.pos - q0).magnitude, walker.speed * 0.5f * (1f - f.slowPct / 100f), 0.03), $"moved={(u.pos - q0).magnitude:0.000}");
}
{
var f = c.Field("lava"); var b = new Battle(c, 1, 10, 1, Fixed(L(), L())); b.Start(); Patch(b, f, 9f, 8f, 2f);
var u = Put(b, dm, 9f, 8f); Ticks(b, 1f);
Check("FD3.lava", Near(hp - u.hp, hp * f.dotPct / 100f, hp * 0.005f), $"{hp - u.hp:0}");
}
{
var f = c.Field("ice"); var b = new Battle(c, 1, 10, 1, Fixed(L(), L())); b.Start(); var p = Patch(b, f, 9f, 6f, 2f);
var u = Put(b, walker, 9f, 5f);
var w0 = u.pos; Ticks(b, f.period - f.warn + 0.1f); bool warned = p.state == 1, movedBefore = (u.pos - w0).magnitude > 0.5f;
u.pos = new Vector2(9f, 6f); Ticks(b, f.warn); bool frozen = u.freeze > 0f; var z0 = u.pos; Ticks(b, 0.5f);
Check("FD4.ice", warned && movedBefore && frozen && (u.pos - z0).magnitude < 1e-4f && b.Frozen >= 1, $"warn={warned} frozen={frozen}");
}
{
var f = c.Field("spikes"); var b = new Battle(c, 1, 10, 1, Fixed(L(), L())); b.Start(); var p = Patch(b, f, 9f, 8f, 1f);
var u = Put(b, dm, 9f, 8f); var out0 = Put(b, dm, 11f, 8f);
Ticks(b, f.period - f.warn - f.upSeconds + 0.05f); bool warn = p.state == 1; float before = hp - u.hp;
Ticks(b, f.period); float one = hp - u.hp; Ticks(b, f.period); float two = hp - u.hp;
Check("FD5.spikes", warn && before == 0f && Near(one, hp * f.hitPct / 100f, 1) && Near(two, 2f * hp * f.hitPct / 100f, 1) && out0.hp == hp, $"before={before} one={one} two={two}");
}
{
var f = c.Field("trap"); var b = new Battle(c, 1, 10, 1, Fixed(L(), L())); b.Start(); var p = Patch(b, f, 9f, 8f, 1f);
Ticks(b, 1f); bool idle = p.state == 0;
var u = Put(b, dm, 9f, 8f); b.Tick(0.05f); bool armed = p.state == 1;
Ticks(b, f.delay - 0.15f); float early = hp - u.hp;
Ticks(b, 0.3f); float hit = hp - u.hp;
Ticks(b, f.upSeconds + 0.5f); bool rearm = p.state == 3; float during = hp - u.hp;
Ticks(b, f.rearm + f.delay + 0.3f); float again = hp - u.hp;
Check("FD6.trap", idle && armed && early == 0f && Near(hit, hp * f.hitPct / 100f, 1) && rearm && during == hit && Near(again, 2f * hp * f.hitPct / 100f, 1), $"early={early} hit={hit} again={again} state={p.state}");
}
// ---------------- 새 기술 6 ----------------
{
var d = c.Skill("poisonCloud"); var b = new Battle(c, 1, 10, 1, Fixed(L(), L("poisonCloud"))); b.Start();
float y = InY(c, d.range - 1.5f); var a = Put(b, dm, 9f, y); var a2 = Put(b, dm, 9.6f, y); var fl = Put(b, Flyer(), 8.6f, y);
b.CastleSkills[0].cd = 0f; b.Tick(0.05f); bool zone = b.Zones.Count == 1;
Ticks(b, d.duration + 0.3f);
float want = atk * d.dpsPct / 100f * d.duration;
Check("SK1.poison_cloud", zone && Near(hp - a.hp, want, want * 0.05) && Near(hp - a2.hp, want, want * 0.05) && hp - fl.hp > want * 0.9f, $"dmg={hp - a.hp:0}/{want:0} fly={hp - fl.hp:0}");
}
{
var d = c.Skill("fireField"); var b = new Battle(c, 1, 10, 1, Fixed(L(), L("fireField"))); b.Start();
float y = InY(c, d.range - 1.5f); var a = Put(b, dm, 9f, y); var fl = Put(b, Flyer(), 9.3f, y);
b.CastleSkills[0].cd = 0f; Ticks(b, d.duration + 0.3f);
float want = atk * d.dpsPct / 100f * d.duration;
Check("SK2.fire_field", Near(hp - a.hp, want, want * 0.05) && fl.hp == hp && a.burnFx >= 0f, $"dmg={hp - a.hp:0}/{want:0} fly={hp - fl.hp:0}");
}
{
var d = c.Skill("boulder"); var b = new Battle(c, 1, 10, 1, Fixed(L(), L("boulder"))); b.Start();
var a = Put(b, dm, 9f, 20f); var a2 = Put(b, dm, 9.4f, 14f); var side = Put(b, dm, 13f, 20f);
b.CastleSkills[0].cd = 0f; b.Tick(0.05f); bool rolling = b.Boulders.Count == 1; float x0 = a.pos.x;
Ticks(b, 5f);
Check("SK3.boulder", rolling && Near(hp - a.hp, atk * d.dmgPct / 100f, 1) && Near(hp - a2.hp, atk * d.dmgPct / 100f, 1) && side.hp == hp && Mathf.Abs(a.pos.x - x0) > d.knock * 0.9f && b.Boulders.Count == 0, $"hit={hp - a.hp} knock={a.pos.x - x0:0.00}");
// 강(다리 밖)에서 멈춤 — 다리 2개 맵 · 가운데 줄(다리 없음)
var r = new Battle(c, 1, 10, 7, Fixed(L(), L("boulder"), 2)); r.Start();
var up = Put(r, dm, 9f, c.riverY + 4f); var down = Put(r, dm, 9f, c.riverY - 4f);
r.CastleSkills[0].cd = 0f; Ticks(r, 4f);
Check("SK3.boulder_river", up.hp < hp && down.hp == hp && !r.Map.OnBridge(9f), $"up={hp - up.hp} down={hp - down.hp}");
}
{
var d = c.Skill("meteor"); var b = new Battle(c, 1, 10, 1, Fixed(L(), L("meteor"))); b.Start();
float y = InY(c, 3f); var us = new List<BUnit>(); for (int i = 0; i < 5; i++) us.Add(Put(b, dm, 8f + i * 0.5f, y));
b.CastleSkills[0].cd = 0f; b.Tick(0.05f); int queued = b.Meteors.Count;
bool warnFirst = false; float total = 0f;
for (int i = 0; i < 80; i++) { b.Tick(0.05f); total = 0f; foreach (var u in us) total += hp - u.hp; if (total == 0f && b.Meteors.Exists(m => m.shown)) warnFirst = true; }
Check("SK4.meteor", queued == d.count && warnFirst && total >= atk * d.dmgPct / 100f && b.Meteors.Count == 0, $"queued={queued} dmg={total:0}");
}
{
var d = c.Skill("frostNova"); var b = new Battle(c, 1, 10, 1, Fixed(L(), L("frostNova"))); b.Start();
var a = Put(b, walker, 9f, InY(c, d.range - 0.5f)); var fl = Put(b, Flyer(), 10f, InY(c, d.range - 0.8f)); var far = Put(b, walker, 9f, InY(c, d.range + 2.5f));
b.CastleSkills[0].cd = 0f; b.Tick(0.05f);
Check("SK5.frost_nova", Near(walker.hp - a.hp, atk * d.dmgPct / 100f, 1) && a.freeze > 0f && fl.freeze > 0f && far.freeze == 0f && far.hp == walker.hp && b.Fx.Exists(f => f.type == "nova"), $"dmg={walker.hp - a.hp} freeze={a.freeze:0.00}");
}
{
var d = c.Skill("tornado"); var b = new Battle(c, 1, 10, 1, Fixed(L(), L("tornado"))); b.Start();
var a = Put(b, dm, 9f, 24.4f); var g = Put(b, dm, 10.1f, 24.4f); var fl = Put(b, Flyer(), 8.4f, 24.6f);
b.CastleSkills[0].cd = 0f; b.Tick(0.05f); bool spawned = b.Tornadoes.Count == 1; float tx = spawned ? b.Tornadoes[0].pos.x : 0f, gx0 = g.pos.x, fy0 = fl.pos.y;
Ticks(b, 0.6f);
Check("SK6.tornado", spawned && Mathf.Abs(g.pos.x - tx) < Mathf.Abs(gx0 - tx) - 0.2f && fl.pos.y < fy0 - 0.5f && a.hp < hp, $"x={tx:0.0} g {gx0:0.0}→{g.pos.x:0.0} fly {fy0:0.0}→{fl.pos.y:0.0}");
}
// ---------------- 새 소환 3 ----------------
{
var d = c.Summon("laserGuard"); var b = new Battle(c, 1, 10, 1, Fixed(L(), L("laserGuard"))); b.Start();
b.Summoners[0].cd = 0f; b.Tick(0.05f); var g = b.Minions.Count > 0 ? b.Minions[0] : null; var home = g?.pos ?? Vector2.zero;
var a = g != null ? Put(b, dm, home.x, home.y - 3f) : null; var a2 = g != null ? Put(b, dm, home.x, home.y - 5f) : null;
if (g != null) Ticks(b, d.attackInterval + 0.2f);
float want = atk * d.beamPct / 100f;
Check("SM1.laser_guard", g != null && (g.pos - home).magnitude < 1e-4f && Near(hp - a.hp, want, 1) && Near(hp - a2.hp, want, 1), g == null ? "no guard" : $"a={hp - a.hp} b={hp - a2.hp} moved={(g.pos - home).magnitude:0.00}");
}
{
var d = c.Summon("bomber"); var b = new Battle(c, 1, 10, 1, Fixed(L(), L("bomber"))); b.Start();
b.Summoners[0].cd = 0f; b.Tick(0.05f);
var a = Put(b, dm, 9f, 18f); var far = Put(b, dm, 3f, 6f);
TickUntil(b, () => b.MinionsBlown > 0, 12f);
float want = atk * d.blastPct / 100f;
Check("SM2.bomber", b.MinionsBlown == 1 && Near(hp - a.hp, want, 1) && far.hp == hp && b.Fx.Exists(f => f.type == "blast"), $"blown={b.MinionsBlown} a={hp - a.hp} far={hp - far.hp}");
}
{
var d = c.Summon("healTotem"); var b = new Battle(c, 1, 10, 1, Fixed(L(), L("healTotem"))); b.Start();
b.Summoners[0].cd = 0f; b.Tick(0.05f); var tm = b.Minions.Count > 0 ? b.Minions[0] : null; var home = tm?.pos ?? Vector2.zero;
b.HitCastle(b.CastleMaxHp * 0.5f); float h0 = b.CastleHp; Ticks(b, 2f);
float want = b.CastleMaxHp * d.healPct / 100f * 2f;
Check("SM3.heal_totem", tm != null && (tm.pos - home).magnitude < 1e-4f && Near(b.CastleHp - h0, want, want * 0.06), $"heal={b.CastleHp - h0:0}/{want:0}");
}
// ---------------- 성 능력 4 ----------------
{
var p = c.Power("shield"); var b = new Battle(c, 1, 10, 1, Fixed(L(), L("shield"))); b.Start();
b.ShieldPower.cd = 0f; b.Tick(0.05f); float sh = b.Shield, h0 = b.CastleHp;
b.HitCastle(sh * 0.5f); float h1 = b.CastleHp; b.HitCastle(sh); float h2 = b.CastleHp;
Ticks(b, p.duration + 0.2f);
Check("PW1.shield", Near(sh, b.CastleMaxHp * p.pct / 100f, 1) && h1 == h0 && Near(h0 - h2, sh * 0.5f, 1) && !b.ShieldUp && b.Shield == 0f, $"shield={sh} h1={h0 - h1} h2={h0 - h2}");
}
{
var p = c.Power("thorns"); var b = new Battle(c, 1, 10, 1, Fixed(L(), L("thorns"))); b.Start();
var hitter = Dummy(); hitter.damage = 100f; hitter.interval = 1f; hitter.range = 0.8f;
var shooter = Dummy(); shooter.damage = 100f; shooter.interval = 1f; shooter.range = 5f; shooter.projectile = true;
var m = Put(b, hitter, 9f, InY(c, 0.3f)); var r = Put(b, shooter, 12f, InY(c, 3f));
Ticks(b, 1.2f);
Check("PW2.thorns", Near(hitter.hp - m.hp, 100f * p.pct / 100f, 0.5) && r.hp == shooter.hp && b.HasThorns, $"melee={hitter.hp - m.hp} ranged={shooter.hp - r.hp}");
}
{
var p = c.Power("curse"); var b = new Battle(c, 1, 10, 1, Fixed(L(), L("curse"))); b.Start();
var hitter = Dummy(); hitter.damage = 100f; hitter.interval = 1f; hitter.range = 0.8f;
var m = Put(b, hitter, 9f, InY(c, 0.3f)); float h0 = b.CastleHp; Ticks(b, 1.2f);
Check("PW3.curse", Near(h0 - b.CastleHp, 100f * (1f - p.pct / 100f), 0.5) && m.cursed, $"dealt={h0 - b.CastleHp} cursed={m.cursed}");
}
{
var p = c.Power("rage2"); var sn = c.Shot("normal");
var b = new Battle(c, 1, 10, 1, Fixed(L("normal"), L("rage2"))); b.Start();
b.CastleHp = b.CastleMaxHp * (p.hpRatio - 0.05f); float mul = b.IntervalMul;
var a = Put(b, dm, 9f, InY(c, sn.range - 1f)); b.CastleShots[0].cd = 0f; TickUntil(b, () => a.hp < hp, 3f);
Check("PW4.rage2", b.Rage2 && Near(mul, p.intervalMul, 1e-4) && Near(hp - a.hp, atk * sn.dmgPct / 100f * p.shotDmgMul, 1), $"mul={mul} dmg={hp - a.hp}");
}
// ---------------- 보상: 첫 클리어 × 등급 · 다시 깨기 × 1 ----------------
{
var g = NewGame(t, out _); int boss = FirstWith(c, r => c.Rank(r.stage).firstMul > c.Rank(1).firstMul);
g.S.battleStage = boss;
Battle WonAt(int st) { var w = g.NewBattle(st, 7, null); w.Start(); w.CastleHpDebugKill(); w.Tick(0.05f); w.Tick(0.05f); return w; }
var r1 = g.WinBattle(WonAt(boss)); var r2 = g.WinBattle(WonAt(boss));
var bigBoss = new System.Numerics.BigInteger(decimal.Ceiling((decimal)g.BattleReward(boss) * (decimal)c.Rank(boss).firstMul));
Check("RW1.first_clear", r1 == bigBoss && r2 == g.BattleReward(boss) && g.BattleStage == boss + 1, $"boss {boss} first={r1} replay={r2}");
}
// ---------------- 안내 카드 요소 ----------------
var n2 = c.NewAt(FirstWith(c, r => r.bridges.Count > 0)).ConvertAll(e => e.id);
Check("IN1.new_elements", n2.Contains("river") && c.NewAt(FirstWith(c, r => Array.IndexOf(r.fields, "spikes") >= 0)).Exists(e => e.id == "spikes") && c.Elements(50).Count >= 10, $"first bridge stage = {string.Join(",", n2)}");
}
static int FirstWith(BattleCfg c, Predicate<BLoadout> f) { var r = c.stageLoadouts.Find(f); return r != null ? r.stage : 1; }
/// 스테이지 표 측정 — 50 스테이지 × (강화 끝: 덱 6칸 · 마나 15 / 처음: 1칸 · 마나 10) 자동 플레이 · 이길 수 있는지 · 걸린 시간 · 남은 성 체력
public static void StageTable()
{
int exit = 0;
try
{
Application.SetStackTraceLogType(LogType.Log, StackTraceLogType.None);
var t = LoadTables(); var c = t.Battle; var g = NewGame(t, out _);
int winMax = 0, winMin = 0, lastMax = 0;
for (int s = 1; s <= c.StageCount; s++)
{
var hi = AutoBattle(g, s, c.slotMax, c.manaMaxCap, 7f, out float th);
var lo = AutoBattle(g, s, 1, c.manaMaxBase, 5f, out float tl);
if (hi.State == BattleState.Won) { winMax++; lastMax = s; }
if (lo.State == BattleState.Won) winMin++;
Debug.Log($"[VS] STAGE {s,2} {c.StageName(s)} [{c.Rank(s)?.name}] 지도={hi.MapName} 성 체력 {hi.CastleMaxHp:N0} 공격 {hi.Atk:0} · 강화 끝 → {hi.State} {th:0}s 남은 {hi.CastleHp / hi.CastleMaxHp:P0} 소환 {hi.Spawned} 쓰러짐 {hi.Killed} 필드 피해 {hi.FieldHits} 얼림 {hi.Frozen} · 처음 → {lo.State} {tl:0}s 남은 {lo.CastleHp / lo.CastleMaxHp:P0}");
}
Debug.Log($"[VS] STAGE TABLE 강화 끝 승리 {winMax}/{c.StageCount} (마지막 승리 {lastMax}) · 처음 승리 {winMin}/{c.StageCount}");
}
catch (Exception e) { Debug.LogError("[VS] EXCEPTION " + e); exit = 2; }
EditorApplication.Exit(exit);
}
}
}

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