feat(pool): 迭代20 T2 池结构案D 换代(专长实装批 A段二)
四级档位:TIERS common/excellent/rare/legendary(跨层框架档名映射承袭)——TIER_QUOTAS 70/25/3/0=98 直映射零偏离已裁结构锚(传说=头奖位留空);配额/件值字段物理改名 (旧 rare→excellent、旧 rarest→rare)+凭证四 kind 占位(rap/attune_battery/time_sand/ perfect_insurance,配额暂 0=T4 落路由同批投放)。 概率与上限解耦(案②令牌池+提前退役):curio_cap_* 每 kind 独立字段(99=无上限占位, 实数归调参批)+专长 cap 行字段面;taken 身份维计数(relic:<feat_id>)拿了才计刷出不计; cap 满在候选视图剔除(牌库本体不动=概率位独立存活);断点 bonus_taken 身份维键随档还原。 曝光槽:三选一=2 格全池+1 格优秀档以上子池(子池独立洗牌同 stream 续消费;子池空回退 全池;池空直通同族兜底);凭证(feat_ticket)不进抽签池只经保底注入;商店货架同 cap 过滤。 潜伏缺陷修正:效果引擎 has 算子 null 安全(敌技伤害载荷无 terrain_kind 事实回落 null 时 判「不在场」而非 String(null) 抛错——候选流变化后 devour 件首次被持有而暴露)。 测试:pool_case_d_test 新套(V6 令牌三态/V7 曝光槽回退/V8 解耦提前退役)入 run_all 20 套; smoke 三档锚/数值对/池构成/上限带四处断言换代(V14),冒烟 848/0+probe_gate --click 全绿。
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@@ -180,6 +180,8 @@ func resume_adventure(bp: Dictionary, params: Dictionary = {}) -> bool:
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var bp_taken: Dictionary = bp.get("bonus_taken", {}) as Dictionary
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for id in _curio_taken.keys():
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_curio_taken[id] = maxi(0, int(bp_taken.get(id, 0)))
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for id in bp_taken.keys():
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_curio_taken[String(id)] = maxi(0, int(bp_taken.get(id, 0))) # 迭代 20 T2——身份维键(relic:<feat_id>)随快照还原
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# 令牌池余库还原(TP0 v2.2——快照缺键 = 旧版断点,保持满库重建态:旧档只读一版周期的防御口径;
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# 迭代 12 T1——relic 令牌 feat_id 随还原)
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var bp_deck = bp.get("bonus_deck", null)
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@@ -283,8 +285,10 @@ func _reset_curio_state() -> void:
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# 令牌池构建(TP0 v2.2——按表 kind×tier 配额展开为持久多重集;构建序确定 = CURIO_KINDS×TIERS 逐层,
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# 随机性只发生在洗牌消费 reward_pick 封闭流的时刻。迭代 12 T1:规则改写型特性带=relic 活行每件 1 张追加
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# (rarity common/rare→稀有令牌档、rarest→罕见令牌档——relic 永不入普通档;空表=零追加零扰动))
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# 随机性只发生在洗牌消费 reward_pick 封闭流的时刻。迭代 12 T1:规则改写型特性带=relic 活行每件 1 张追加。
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# 迭代 20 T2/T3 四级换代——relic 令牌档 = 行 rarity 直映射(四级词表内直用;旧三档值 transitional
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# 回退映射 rarest→rare/其余→excellent,T3 行换代后回退分支自然休眠);relic 入普通档随新档位框架
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# 解禁〔旧「永不入普通档」系 TP0 三档时代约束,四级框架未沿用——奇物.md 池结构节无此限制〕)
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func _build_curio_deck() -> Array:
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var deck: Array = []
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for kind in db.adventure.CURIO_KINDS:
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@@ -292,7 +296,8 @@ func _build_curio_deck() -> Array:
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for i in int(db.adventure.curio_quota(String(kind), String(tier))):
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deck.append({"kind": String(kind), "tier": String(tier)})
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for row in db.feat_rows():
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var rtier := "rarest" if String(row.get("rarity", "")) == "rarest" else "rare"
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var rraw := String(row.get("rarity", ""))
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var rtier := rraw if db.adventure.TIERS.has(rraw) else ("rare" if rraw == "rarest" else "excellent")
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deck.append({"kind": "relic", "tier": rtier, "feat_id": String(row.get("feat_id", ""))})
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return deck
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@@ -429,6 +434,7 @@ func _apply_curio_pick(kind: String, tier: String, value: int, feat_id: String =
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if not _feats.has(feat_id):
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_feats.append(feat_id)
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_curio_taken["relic"] = int(_curio_taken.get("relic", 0)) + 1
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_curio_taken["relic:" + feat_id] = int(_curio_taken.get("relic:" + feat_id, 0)) + 1 # 迭代 20 T2 案②——身份维已拿计数(cap 消费面)
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return true
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# 加算形态路由(内容数据驱动扩展批 T5——match 收敛进效果类型:属性值提升四类走
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# adventure_table.CURIO_APPLY_ROUTES 声明路由(bonus 落点键),加新加算类令牌零代码)
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@@ -787,38 +793,82 @@ func _finish_node_bonus(picked: String, value: int, tier: String = "", feat_id:
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# 奖励节点/商店只出属性值提升+资源(非 relic 令牌),专长在非 Boss 渠道只以门票形态出现(T5)。
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# 过滤式而非物理拆池:deck 物理结构/存档键 bonus_deck 混编余库/消耗语义(选中踢池未选回池)原样,
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# 白名单在候选视图层生效——配额结构锚 TIER_QUOTAS 70/25/3=98 零改动(专长令牌本系活行追加面,在锚外)。
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# 迭代 20 T2 案D 换代——曝光槽:非 Boss 渠道三选一 = **2 格全池 + 1 格优秀档以上子池**
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# (rank≥excellent;子池空该格回退全池;池空直通同族兜底);凭证(feat_ticket)不进子池
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# 〔独立计数体系〕;已拿上限 cap(案②提前退役):taken≥cap 的身份在候选视图剔除〔牌库本体不动,
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# 拿了才计、刷出不计——_curio_cap_ok〕。
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func _draw_curio_candidates(channel: String = "reward_node") -> Array:
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_last_draw_treasure = []
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var pool := _curio_deck.duplicate()
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if channel == "level_clear":
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pool = pool.filter(func(tok): return String((tok as Dictionary).get("kind", "")) == "relic")
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else:
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pool = pool.filter(func(tok): return String((tok as Dictionary).get("kind", "")) != "relic")
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pool = pool.filter(func(tok):
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var k := String((tok as Dictionary).get("kind", ""))
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return k != "relic" and k != "feat_ticket")
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pool = pool.filter(func(tok):
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var t: Dictionary = tok as Dictionary
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return _curio_cap_ok(String(t.get("kind", "")), String(t.get("feat_id", ""))))
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var rg: RandomNumberGenerator = rng.open_stream("reward_pick")
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for i in pool.size():
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var j := rg.randi_range(i, pool.size() - 1)
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var tmp = pool[i]
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pool[i] = pool[j]
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pool[j] = tmp
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# 子池(优秀档以上)独立洗牌——同 stream 续消费,确定性保持
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var sub := pool.filter(func(tok):
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return db.adventure.tier_rank(String((tok as Dictionary).get("tier", ""))) >= db.adventure.tier_rank(db.adventure.TIER_EXCELLENT))
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for i in sub.size():
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var j2 := rg.randi_range(i, sub.size() - 1)
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var tmp2 = sub[i]
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sub[i] = sub[j2]
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sub[j2] = tmp2
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var out: Array = []
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var seen: Array = []
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for tok in pool:
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var ident := _token_identity(tok)
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if seen.has(ident):
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continue
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seen.append(ident)
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var cand := {"kind": String((tok as Dictionary).get("kind", "")), "tier": String((tok as Dictionary).get("tier", ""))}
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if ident.begins_with("relic:"):
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cand["feat_id"] = String((tok as Dictionary).get("feat_id", ""))
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out.append(cand)
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if out.size() >= int(db.adventure.curio_candidate_count):
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# 收集器:全池序取 n_full 格(普通档打底)→ 子池序取 1 格(曝光槽)→ 子池空回退全池续取
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var want := int(db.adventure.curio_candidate_count)
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var n_full := maxi(1, want - 1) if want >= 2 else want
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while out.size() < want:
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var src: Array = pool
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if out.size() >= n_full and not sub.is_empty():
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src = sub # 曝光槽位——优先子池
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var placed := false
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for tok in src:
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var ident := _token_identity(tok)
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if seen.has(ident):
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continue
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seen.append(ident)
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var cand := {"kind": String((tok as Dictionary).get("kind", "")), "tier": String((tok as Dictionary).get("tier", ""))}
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if ident.begins_with("relic:"):
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cand["feat_id"] = String((tok as Dictionary).get("feat_id", ""))
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out.append(cand)
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placed = true
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break
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if not placed:
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if out.size() >= n_full and not sub.is_empty() and not pool.is_empty():
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sub = [] # 子池枯竭——曝光槽回退全池续取
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continue
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break # 全池枯竭——出齐剩余(池空直通同族兜底)
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# T5 门票注入(非 Boss 渠道唯一专长入口——替换末位候选占一席,候选数不变;判定含 pity 清零记账)
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if channel == "reward_node" and not out.is_empty() and _feat_ticket_consider(rg):
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out[out.size() - 1] = {"kind": "feat_ticket", "tier": "rare"}
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out[out.size() - 1] = {"kind": "feat_ticket", "tier": "excellent"}
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return out
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# 已拿上限判定(迭代 20 T2 案②——身份维度:kind 走 curio_cap、relic 走 feats 行 cap 字段;
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# taken 只在兑付时 +1〔拿了才计〕、刷出不计)。缺省放行=白名单外 kind 兜底。
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func _curio_cap_ok(kind: String, feat_id: String = "") -> bool:
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var cap := 99
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if kind == "relic":
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var row: Dictionary = db.feat_row(feat_id)
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cap = int(row.get("cap", 1)) if not row.is_empty() else 1
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return _curio_taken.get("relic:" + feat_id, 0) < cap
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if not db.adventure.CURIO_KINDS.has(kind):
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return true
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cap = int(db.adventure.curio_cap(kind))
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return int(_curio_taken.get(kind, 0)) < cap
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# —— 专长获取门票(T5 迭代 15 卡②——非 Boss 渠道的专长入口;四口径契约④:拿到即开不可囤积/
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# 罕见只在概率不在价格/一局限购一次/计步保底连续 5 展示未出第 6 必出——计数=展示次数、刷新
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# 重展计入、节点与商店共享、触发清零、限购满不再触发。调用即一次展示判定与记账)——
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@@ -944,8 +994,9 @@ func _start_current_level() -> bool:
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_runner.set_feats(_feats) # 迭代 12 T1——特性持有集下传(begin_battle enc.feats 求值面)
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_runner.set_tree_rules(_tree_rules) # 迭代 12 T10——树 rule 键集下传(A/B 面消费)
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if _shop_mode == "pool":
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# 商店共享池注入(迭代 11 第②批 T3——库存账本引用+消费 handler 双下传;legacy 模式零注入零扰动)
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_runner.set_shop_pool(_curio_deck, Callable(self, "_consume_pool_purchase"), Callable(self, "_feat_ticket_consider"))
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# 商店共享池注入(迭代 11 第②批 T3——库存账本引用+消费 handler 双下传;legacy 模式零注入零扰动。
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# 迭代 20 T2——cap 检查回调四参注入)
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_runner.set_shop_pool(_curio_deck, Callable(self, "_consume_pool_purchase"), Callable(self, "_feat_ticket_consider"), Callable(self, "_curio_cap_ok"))
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_runner.set_adventure_counters(adventure_counters) # 迭代 20 T6——adventure 域计数器共享引用下传
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# 三选一道具件跨关携带注入(迭代 10)——迭代 11 第①批 T7 退役:aux 卡出池后 carry 恒空集,
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# 注入面随停点渠道退役拆除(容器字段保留=替换子交互机械惰性承载,零投放零行为)
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