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game-code-4/src/core/data/event_def.gd
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class_name EventDef
extends RefCounted
# ============================================================================
# EventDef —— 事件数据行(架构 §4.4;[B§7])
#
# 事件倍率走独立瞬时区,不进全局乘区([B§0.3/§7])。出现前提 =
# up_gate_events(过 H2)。参数列按 type 取用:
# output_mult p_mult = 全产出倍率(百鬼夜行 ×5)
# click_challenge p_clicks = 窗口内需点击次数;p_window_sec = 窗口;
# p_penalty = 失败惩罚倍率(-50%);p_penalty_dur_sec = 持续
# (失败目标 = 随机已解锁班底,工程裁定 P-9)
# choice opt_a = 超度(merit_burst_sec:阴德 = 产出/s × 秒数);
# opt_b = 吞噬(wrath_gain:冤气 = lerp(p_clicks, p_window_sec,
# 殿序进度));超时默认 opt_a([B§7])
# click_output_mult p_clicks = 点击倍率;p_mult = 产出倍率(天狗食月 ×10/×2)
#
# EventDirector 运行时为 W3 交付;本文件 + events.csv 先行落定数据。
# ============================================================================
var id: String # "ev_01_baigui"
var name_cn: String
var name_en: String # 临时译名,待文策渊 glossary
var trigger_min_min: float # 触发间隔下限(分钟)
var trigger_max_min: float # 触发间隔上限(分钟,含)
var duration_sec: float # 持续秒数(choice 为非阻塞决策窗)
var type: String # output_mult/click_challenge/choice/click_output_mult
var p_mult: float
var p_clicks: float
var p_window_sec: float
var p_penalty: float
var p_penalty_dur_sec: float
var opt_a_type: String # none/merit_burst_sec/wrath_gain
var opt_a_param: float
var opt_b_type: String
var opt_b_param: float
var flavor_cn: String