iter44-卡2:卡②(战斗编排归约批): RoundCycle+BattleFacts两新件·宿主38→15·treasure_inventory经reward_grant()出口直注·_hero_atk派生读·完美账三mark写口·behavior_roll流随件迁移取号序逐字·对照表V1-V5新增断言内嵌·键账15/15/8·811行·含闸红修复(探针直构注入/run_time_fatal束键值/meta_forge三处直读=卡②成员迁移的消费漏网补改)

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DKChan committed 2026-10-30 07:11:40 +08:00
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## 战斗事实件:战斗事实的唯一记录面——本战受理事实(encounter:打什么、带什么进来)、
## 同调装配事实(attunement)、轮 facts 缓冲(reveals/seals/path)、封印判定账(去重两集+完美三账)、
## 装板溯源(seq/provenance)、条件事实计数(refresh_used、feat_first_dig_used、attune_safe_seen)。
## 零注入引用、零信号、零协作对象调用——纯数据+谓词+写口;缓冲写入点在宿主 A2 处理器,
## 身份快照捕获留宿主(fact 件不持协作引用,防它变成第二编排面)。
## 完美账写口单点=三 mark 方法(契约 2:perfect_hit_false 保持纯净,豁免只累加 perfect_forgiven);
## 其余成员公有直读写(段类/快照/宿主经 oc._facts.X——fx_host._fx_bonus_delta 跨件直读写同款形态)。
## reset_round 只清 reveals/seals/path 三项、不碰 refresh_used(_battle_over 后快照读到的
## refresh_used 必须保持末轮值)。
## 成员冻结:15/15 贴顶——实现期禁增员;扩容阀=先把封印判定账五成员二次拆出(SealLedger)再落新账。
class_name BattleFacts
extends RefCounted
var encounter: Dictionary[String, Variant] = {} # 本战受理事实(begin_battle assign 后全生命期只读)
var reveals: Array[Dictionary] = [] # 轮 facts 缓冲(cell_revealed 批)
var seals: Array[Dictionary] = [] # 封印判定批缓冲(seal_judged 批)
var path := "" # 轮末路径事实(round_end 载荷 path_tag)
var refresh_used := 0 # 本轮刷新计数(复位点=出口分发,语句随迁)
var board_seq := 0 # 板序号(本战斗第几张板——快照归因用)
var board_from_midround := false # 装板 provenance:轮内刷新换来的图=刷新图(清图奖励不发)
var seal_consumed := {} # 封印兑付资格账(危险格实例为键;install 重置)
var seal_miss_seen := {} # 封印未中行去重(每安全格实例一次)
var perfect_hit_true := 0 # 整图完美封印计数(install 重置)
var perfect_hit_false := 0 # 完美误标计数(纯净禁回退改写——契约 2)
var perfect_forgiven := 0 # 完美保险豁免累计(单向累加自有账)
var feat_first_dig_used := false # 条件事实计数(魔矢每战首次)
var attunement: Array[Variant] = [] # 本战装配集快照(enc.attunement 受理携带;受理后只读)
var attune_safe_seen := 0 # 积点制件安全开格计数(装配集自动兑付进度)
# 轮复位(原宿主 _reset_round_facts 逐字——三调用点:begin_battle 首板 install 后/出口分发/终局序列)
func reset_round() -> void:
reveals.clear()
seals.clear()
path = ""
# 完美封印三账写口(授予段直写升级为账本单点——契约 2 执行点)
func mark_perfect_hit() -> void:
perfect_hit_true += 1
func mark_perfect_miss() -> void:
perfect_hit_false += 1
func mark_perfect_forgiven() -> void:
perfect_forgiven += 1
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uid://bo0eolh0vmvgb
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## 效果引擎施加面归 BattleFxHost、奖励授予管线归 RewardGrant(两拆件,经组件出口 fx_host()/
## reward_grant() 取件,禁链式穿透其内部);本类保留宿主职责面=状态机与生命周期、轮 facts 缓冲、
## A2 三事件订阅、五段驱动、attune 族、行发射基建(_emit_row/_assert_row_source/_fatal)、呈现投影、刷新面。
## 零 await;随机只经 rng 封闭流(encounter/behavior_roll/armor_roll/gp_drop)——同种子同输入逐位复现。
## 零 await;随机只经 rng 封闭流(_facts.encounter/behavior_roll/armor_roll/gp_drop)——同种子同输入逐位复现。
## 呈现层读取唯一出口 = presentation_snapshot()/diagnostic_snapshot(),禁链式穿透内部协作对象。
## 伤害只向 DamageController 开单(何时开单归编排、怎么算归控制器);刷新唯一通道 player_request_refresh,禁 RAP 满自动刷。
class_name BattleOrchestrator
@@ -34,6 +34,8 @@ const SOURCE_EXEMPT_TYPES := ["decay", "verdict"]
# fx_grant_gp=专长·GP 入账(钱包面而非棋盘面,行无格子可指)
const SOURCE_EXEMPT_CLASSES := ["hero_attack", "enemy_action", "clear_reward", "fx_reveal", "fx_grant_gp"]
var _facts: BattleFacts # 战斗事实件(battle_facts.gd——事实族 15 成员单点)
var _rounds: RoundCycle # 轮循环驱动件(settlement/round_cycle.gd——五段持有/段序/重入闸/摇号)
var db: ConfigDb
var rng: RngServiceCore
# E1 封装收口:协作对象 enemy_system/status_effects/reward_economy 私有化——跨层读取一律经 presentation_snapshot()/diagnostic_snapshot() 成文出口。
@@ -45,60 +47,43 @@ var action_economy: ActionEconomy
var _enemy_system: UnitContainer
var _status_effects: StatusContainer
var _reward_economy: RewardEconomy
var treasure_inventory: TreasureItems = null:
set(v):
treasure_inventory = v
if _reward_grant != null:
_reward_grant.treasure_inventory = v # 库存注入转发(注入时序在宿主构造之后——外部赋值路径零改址)
var _damage: DamageController # 伤害控制器(单据唯一兑付管线)
var _fx_host: BattleFxHost # 效果引擎宿主件(fx 族持有与兑付——拆件定稿轴件一)
var _reward_grant: RewardGrant # 奖励授予件(授予管线与秘宝使用——拆件定稿轴件二)
var encounter: Dictionary[String, Variant] = {}
var round_index := 0
var battle_result := "" # "" / "victory" / "defeat" / "fatal_error"
var _facts_reveals: Array[Dictionary] = []
var _facts_seals: Array[Dictionary] = []
var _facts_path := ""
var _settling := false
# 结算五段 Segment(段边界=审计五段,段序骨架冻结于
# SettlementTable.segment_order 语义:授予→增益/减益→战斗→衰减→判定。本类做段序编排+
# 行发射/开单原语单点——段体逻辑归 game/core/settlement/ 五类)
var _grant_seg = null # GrantSegment(①授予段——含封印判与 counter/grant 助手单点)
var _aura_seg = null # AuraSegment(②增益/减益段)
var _combat_seg = null # CombatSegment(③战斗段)
var _decay_seg = null # DecaySegment(④衰减段)
var _verdict_seg = null # VerdictSegment(⑤判定段——返回裁定,终局早退语义归本类)
var _refresh_used_this_round := 0 # 每轮刷新计数(Active 相位合计,兜底上限 = ActionEconomyTable.refresh_cap_per_round)
var _board_seq := 0 # 板序号(本战斗第几张板——快照归因用)
var _board_from_midround_refresh := false # 装板 provenance:轮内刷新换来的图 = true(清图奖励守卫——刷新图不发清图奖励)
var _seal_consumed := {} # 兑付资格以危险格实例为键(整图;换图重置)
# 同调装配运行态(begin_battle 经 enc.attunement 注入;off=空集全部效果零扰动)
var attunement: Array[Variant] = [] # 装备中同调件 item_id 集
var _mines_hits: Dictionary[Variant, Variant] = {"total": 0, "last": 0, "round": 0} # 踩雷计数(触发条件事实面——本场累计/上轮转存/当轮累计三读数合一账)
# 转存时点=_roll_round_actions 轮末(轮内部分结算不更新 last);开战清零归 begin_battle
var _attune_safe_seen := 0 # 积点制件 battle 域安全开格计数(装配集 ap_charge_safe 行扫描;满 charge_n 自动兑付当轮 AP+1,无玩家发起入口)
# 同调装配运行态(begin_battle 经 enc 携带 attunement 键注入 facts;off=空集全部效果零扰动)
# 转存时点=roll_round_actions 轮末(轮内部分结算不更新 last);开战清零归 begin_battle
var nest_preview_count := -1 # 巢穴预告读数口(board_installed 命中落值;-1=未装配/未发射;呈现桥消费)
# 特性运行态(relic 持有集经 enc.feats 注入:效果行为=数据行 triggers 经
# 效果引擎分发;魔矢每战首次计数 battle 域。空集=零扰动)
var _feat_first_dig_used := false
# 加算日记读面(begin_battle 经 enc["journal"] 派生——encounter.assign 后全生命期可读;
# 主角攻击基值派生读(enc 携带 hero_atk 键受理后只读——E4 收口语义不变:表值运行期不可变,
# 派生值恒等;「读面即引用、无第二账」同款先例)
func _hero_atk() -> int:
return int(_facts.encounter.get("hero_atk", int(db.combat.hero.atk)))
# 加算日记读面(begin_battle 经 enc["journal"] 派生——encounter 受理 assign 后全生命期可读;
# null=调试/单场直构面,账面消费跳过。领域拆分批成员删除后的引用承接,读面即引用、无第二账)
func _journal() -> GainJournal:
return encounter.get("journal", null) if encounter.get("journal", null) is GainJournal else null
return _facts.encounter.get("journal", null) if _facts.encounter.get("journal", null) is GainJournal else null
# 同调配装件读面(begin_battle 经 enc["loadout"] 派生——充能单源化的 reset_cycle/consume_charge
# 消费面;null=直构零装配,充能面跳过)
func _attune_loadout() -> AttuneLoadout:
return encounter.get("loadout", null)
return _facts.encounter.get("loadout", null)
# 授予件战斗域回调束(bind_battle 注入——键集封闭三键:充能消耗/真视计数/负向踩雷计数;
# 宿主侧各转 _attune_loadout/_journal/_mines_hits 单点,授予件对账本零强引用)
# 宿主侧各转 _attune_loadout/_journal/_rounds.mines_hits 单点,授予件对账本零强引用)
func _battle_hooks() -> Dictionary[Variant, Variant]:
return {
"attune_consume": _hook_attune_consume,
@@ -108,8 +93,8 @@ func _battle_hooks() -> Dictionary[Variant, Variant]:
func _hook_attune_consume(item_id: String) -> void:
if _attune_loadout() != null and treasure_inventory != null:
_attune_loadout().consume_charge(item_id, treasure_inventory)
if _attune_loadout() != null and _reward_grant.treasure_inventory != null:
_attune_loadout().consume_charge(item_id, _reward_grant.treasure_inventory)
func _hook_vision_add() -> void:
@@ -120,8 +105,8 @@ func _hook_vision_add() -> void:
# 负向 blast(雷)踩雷计数入账(触发条件事实面——正向 spark_aoe/清图奖励不计入;
# 极性判定在授予件 _flat_blast 传点,本口只记账)
func _book_negative_blast() -> void:
_mines_hits["round"] += 1
_mines_hits["total"] += 1
_rounds.mines_hits["round"] += 1
_rounds.mines_hits["total"] += 1
# 效果引擎宿主侧事实单点(fx_host facts_cb 注入——round_index/battle_index/seals_count/nest_count/hp_ratio 五事实;charge_layers 归 fx_host 自答;未知事实回落 null)
@@ -136,10 +121,10 @@ func _fx_host_fact(fact: String) -> Variant:
"round_index":
return round_index
"battle_index":
return int(encounter.get("battle_index", 1)) # 关卡域战斗序(1 基——level_runner enc 携带;开局姿态窗条件面)
return int(_facts.encounter.get("battle_index", 1)) # 关卡域战斗序(1 基——level_runner enc 携带;开局姿态窗条件面)
"seals_count":
var hits_n := 0
for fevt in _facts_seals:
for fevt in _facts.seals:
if bool(fevt.get("hit", false)):
hits_n += 1
return hits_n
@@ -151,7 +136,7 @@ func _fx_host_fact(fact: String) -> Variant:
# attune 积点读投影(RewardGrant attune_safe_seen_cb 注入面——use_treasure 拒绝文案读数;经读投影出户防组件回调宿主私有族)
func _attune_safe_seen_read() -> int:
return _attune_safe_seen
return _facts.attune_safe_seen
# 组件出口(拆件后取件面——呈现与测试经此取件,禁链式穿透协作对象内部)
@@ -164,7 +149,7 @@ func reward_grant() -> RewardGrant:
func _attune_has(item_id: String) -> bool:
return attunement.has(item_id)
return _facts.attunement.has(item_id)
# 装配集只读出口(_attune_has 契约化出口,save v6 只读访问器先例。只读零副作用——
@@ -179,7 +164,7 @@ func attune_has(item_id: String) -> bool:
# kind 分发查询先例=_attune_refresh_x_total bonus_refresh。零装配=0)
func attune_param_sum(kind: String) -> int:
var total := 0
for iid_v in attunement:
for iid_v in _facts.attunement:
var arow: Dictionary[Variant, Variant] = db.crossrun.treasure_items.row_by_id(String(iid_v))
if (arow.get("effect_kinds", []) as Array).has(kind):
total += int(arow.get("magnitude", 0))
@@ -189,7 +174,7 @@ func attune_param_sum(kind: String) -> int:
# 装配集内 ap_charge_safe 行读取(取数源=装配集行扫描;
# 首行语义=装配集内至多一件积点制〔试炼镐〕)
func _attune_charge_safe_row() -> Dictionary:
for iid_v in attunement:
for iid_v in _facts.attunement:
var arow: Dictionary[Variant, Variant] = db.crossrun.treasure_items.row_by_id(String(iid_v))
if (arow.get("effect_kinds", []) as Array).has("ap_charge_safe"):
return arow
@@ -200,9 +185,9 @@ func _attune_charge_safe_row() -> Dictionary:
# (used handle 不回收=本轮已耗充能作废,补新 handle=「回满」;差额注入防双份=level_runner
# set_attune_charges 同构)。reset ∈ {battle, level}——adventure 周期归冒险开始种子面)
func _reseed_attune_charges(reset: String) -> void:
if _attune_loadout() == null or treasure_inventory == null:
if _attune_loadout() == null or _reward_grant.treasure_inventory == null:
return # 直构零装配/库存未就位——充能回满跳过(空装配同语义)
_attune_loadout().reset_cycle(reset, treasure_inventory) # 写时种行/补行(按周期筛——语义逐字承原循环体)
_attune_loadout().reset_cycle(reset, _reward_grant.treasure_inventory) # 写时种行/补行(按周期筛——语义逐字承原循环体)
# 积点制件进度读数(自动兑付无玩家发起入口,读数口=C 区秘宝槽悬停浮窗进度行:
@@ -213,18 +198,13 @@ func attune_convert_state() -> Dictionary:
if row.is_empty() or String(row.get("form", "")) != "active_charged":
return {"assembled": false, "points": 0, "need": 0, "display_name": "", "item_id": ""}
var cn := int(row.get("charge_n", 0))
return {"assembled": true, "points": _attune_safe_seen % cn if cn > 0 else 0, "need": cn,
return {"assembled": true, "points": _facts.attune_safe_seen % cn if cn > 0 else 0, "need": cn,
"display_name": String(row.get("display_name", "")), "item_id": String(row.get("item_id", ""))}
# 特性求值(效果行为=数据行 triggers 订阅,效果引擎 dispatch 分发;
# 流派档位质变=FeatsEngine 纯函数求值
# (档位机制本身系引擎基建非内容效果),两运行态注伤害控制器:档一 rider+1 / 档二 rider 可暴击)
var _seal_miss_seen := {} # 封印未中行去重(每安全格实例一次)
var _perfect_hit_true := 0 # 整图完美封印计数(install 重置)
var _perfect_hit_false := 0
var _perfect_forgiven := 0 # 完美保险豁免累计(单向累加自有账;契约 2 禁改写 _perfect_hit_false)
var _hero_atk := 0 # 主角攻击基值快照(encounter.hero_atk;E4 收口——表值运行期不可变)
func _init(db_ref: ConfigDb, rng_ref: RngServiceCore) -> void:
@@ -234,6 +214,7 @@ func _init(db_ref: ConfigDb, rng_ref: RngServiceCore) -> void:
minesweeper = MinesweeperRules.new(db, action_economy)
_enemy_system = UnitContainer.new(db)
_status_effects = StatusContainer.new(db)
_facts = BattleFacts.new() # 战斗事实件(受理事实/轮缓冲/封印账/溯源/条件计数——成员迁移见设计 §4)
_reward_economy = RewardEconomy.new(db, rng)
_reward_economy.fatal_handler = _fatal # 协作件违约→本类 _fatal 封印(单点接线)
_damage = DamageController.new(db, rng, _enemy_system, _status_effects)
@@ -252,11 +233,8 @@ func _init(db_ref: ConfigDb, rng_ref: RngServiceCore) -> void:
minesweeper.round_end_board.connect(_on_round_end)
action_economy.round_end_stopped.connect(_on_round_end)
# 结算五段接线(授予/战斗两段持三引用=宿主+两协作件;信号连接纪律不涉段〔段零信号连接〕)
_grant_seg = GrantSegment.new(self, _fx_host, _reward_grant)
_aura_seg = AuraSegment.new(self)
_combat_seg = CombatSegment.new(self, _fx_host, _reward_grant)
_decay_seg = DecaySegment.new(self)
_verdict_seg = VerdictSegment.new(self)
# 结算五段接线随轮循环驱动件迁驻(round_cycle.gd——段件持有/段序/重入闸/摇号单点;构造序禁环不变)
_rounds = RoundCycle.new(self, _fx_host, _reward_grant)
# ---- 战斗开始序列(编排专章①:门 → 增益状态 → 敌人系统 → install+roll → 行动经济)----
@@ -269,7 +247,7 @@ func begin_battle(enc: Dictionary) -> bool:
return false
if not _install_and_reset():
return false
_reset_round_facts() # 首板 install 的初始展开事件不入轮 facts(resource 恒 false 的双保险)
_facts.reset_round() # 首板 install 的初始展开事件不入轮 facts(resource 恒 false 的双保险)
_begin_battle_fx_state(enc)
_begin_battle_attune_params(enc)
_begin_battle_preview_economy(enc)
@@ -281,14 +259,14 @@ func begin_battle(enc: Dictionary) -> bool:
if not action_economy.notify_round_start():
_fatal("行动经济 首轮 notify_round_start 被拒")
return false
_roll_round_actions() # 开轮摇号(首轮同样摇;先于 round_started,挖掘期动画位可读)
_rounds.roll_round_actions() # 开轮摇号(首轮同样摇;先于 round_started,挖掘期动画位可读)
round_started.emit(round_index)
return true
# 受理段:encounter 装载+缓冲清零+护甲合流+重载闸+开域门+遭遇骰与敌人系统 spawn 受理门。
# 受理段:_facts.encounter 装载+缓冲清零+护甲合流+重载闸+开域门+遭遇骰与敌人系统 spawn 受理门。
func _begin_battle_accept(enc: Dictionary) -> bool:
encounter.assign(enc)
_facts.encounter.assign(enc)
_reward_grant.reset_battle() # 战斗域零 GP 持久(每场战斗缓冲从零起算;案C 闸复位)
_damage.set_hero_ac_override(int(enc.get("hero_armor_class", -1))) # 主角护甲合流入参(伤害控制器 defender_ac 消费)
db.set_reload_gate(true)
@@ -299,9 +277,9 @@ func _begin_battle_accept(enc: Dictionary) -> bool:
if dice.is_empty():
_fatal("敌人表 行集解析为空(%d,%d,%s)" % [int(enc.level_index), int(enc.node_depth), String(enc.get("node_type", "battle"))])
return false
# E4 收口:加成经 encounter 显式携带(hero_atk/hero_max_hp;缺省 = 表值——冒烟/工具直呼路径)
_hero_atk = int(enc.get("hero_atk", int(db.combat.hero.atk)))
if not _enemy_system.spawn({"level_index": int(enc.level_index), "node_depth": int(enc.node_depth), "hero_hp": int(enc.hero_hp), "unit_count_overrides": dice[0], "hero_atk_override": _hero_atk, "hero_max_hp_override": int(enc.get("hero_max_hp", -1)), "enemy_atk_overrides": dice[1], "hero_attack_type": String(enc.get("attack_type", "")), "hero_armor_type": String(enc.get("armor_type", "")), "row_kind": String(enc.get("node_type", "battle"))}): # 两根类型轴(空串=锻造配置默认值回退,行为连续)+行类维(battle/boss)
# E4 收口:加成经 _facts.encounter 显式携带(hero_atk/hero_max_hp;缺省 = 表值——冒烟/工具直呼路径;
# _hero_atk 派生读=受理后不变量,无快照成员)
if not _enemy_system.spawn({"level_index": int(enc.level_index), "node_depth": int(enc.node_depth), "hero_hp": int(enc.hero_hp), "unit_count_overrides": dice[0], "hero_atk_override": _hero_atk(), "hero_max_hp_override": int(enc.get("hero_max_hp", -1)), "enemy_atk_overrides": dice[1], "hero_attack_type": String(enc.get("attack_type", "")), "hero_armor_type": String(enc.get("armor_type", "")), "row_kind": String(enc.get("node_type", "battle"))}): # 两根类型轴(空串=锻造配置默认值回退,行为连续)+行类维(battle/boss)
_fatal("敌人系统 spawn 被拒")
return false
return true
@@ -309,7 +287,7 @@ func _begin_battle_accept(enc: Dictionary) -> bool:
# 遭遇骰(难度曲线与Boss GDD Core Rule 8):行有 unit_count_max 时按 [unit_count, max] 均匀骰;
# 行有 atk_min 时按 [atk_min, atk_max] 骰 spawn 期整战持久值
# encounter 封闭流恰一 scope(数量骰先、atk 骰后——区间宽度为零的行不掷=「定值不骰」既有口径);
# _facts.encounter 封闭流恰一 scope(数量骰先、atk 骰后——区间宽度为零的行不掷=「定值不骰」既有口径);
# 敌人系统零随机纪律保持(收 override 即确定值)。
# 返回 [count_overrides, atk_overrides];行集为空 = 返回 [](fail 判据交受理段 _fatal)。
func _begin_battle_dice(enc: Dictionary) -> Array:
@@ -352,12 +330,12 @@ func _begin_battle_dice_roll(rows: Array, estream: RandomNumberGenerator, roll_a
# 引擎分发;流派档位=FeatsEngine 纯函数求值两运行态注伤害控制器。魔矢每战首次开格计数同步归零)
# 扩签运行态就位(归 fx_host)+账本挂接+桶挂引用+揭示/AC 两回调+rider 档位恒零+订阅重建。
func _begin_battle_fx_state(enc: Dictionary) -> void:
# 同调装配运行态注入(enc.attunement 携带;off=空集零扰动。淬毒 N 注入
# 同调装配运行态注入(enc._facts.attunement 携带;off=空集零扰动。淬毒 N 注入
# 伤害控制器、偏运 N 注入地图战斗资源——均须先于首板 install)
attunement = (enc.get("attunement", []) as Array).duplicate()
_attune_safe_seen = 0
_facts.attunement = (enc.get("attunement", []) as Array).duplicate()
_facts.attune_safe_seen = 0
_fx_host.reset_battle_state(int(enc.get("hero_armor_class", -1)))
_mines_hits = {"total": 0, "last": 0, "round": 0} # 踩雷计数开战清零(事实面生命周期同款)
_rounds.mines_hits = {"total": 0, "last": 0, "round": 0} # 踩雷计数开战清零(事实面生命周期同款)
var adv_bucket: Variant = enc.get("adv_bucket", null)
_fx_host.mount_buckets(adv_bucket if adv_bucket is Dictionary else {}, enc.get("level_counters")) # 冒险桶宿主字典(直构兜底自有空字典);关卡桶 LevelRunner 每关 new 下传、非 Dictionary 即不挂
_reward_grant.bind_battle(_battle_hooks()) # 授予件战斗域回调束(充能消耗/真视计数/踩雷计数)
@@ -368,13 +346,13 @@ func _begin_battle_fx_state(enc: Dictionary) -> void:
# 不设档位机制」):rider_tier 两注入恒零,散件单体效果=唯一形态
_damage.inject["rider_tier_bonus"] = 0
_damage.inject["rider_tier_crit"] = false
_feat_first_dig_used = false
_facts.feat_first_dig_used = false
# 树 rule 键消费(Fork 激活侧效果=效果引擎合成
# 订阅(rebuild 注入——round_start 首轮 AP+1 / damage_taken 减伤+1)。其余 rule 键
# =stat 面投影不入战斗(T8 表内容 provisional 口径披露))
var tree_rules: Array[Variant] = enc.get("tree_rules", []) as Array
# 效果引擎订阅重建(装载序=feats 表序→treasure 表序→树规则,写死保种子复放——细则见 battle_fx_host.rebuild_subscriptions)
_fx_host.rebuild_subscriptions(feat_ids, attunement, tree_rules)
_fx_host.rebuild_subscriptions(feat_ids, _facts.attunement, tree_rules)
# 秘宝常时参数注入(装配集 kind 分发:远程镐挖距放宽/信标网络封印可达豁免;
@@ -415,19 +393,19 @@ func _begin_battle_preview_economy(enc: Dictionary) -> void:
# 板序推进+board_changed 发射+秘宝叠加层退役——时序逐字;复位职责留宿主(成员单点),不随件。
func _install_and_reset(during_round := false) -> bool:
var installer := BoardInstaller.new({"db": db, "rng": rng, "minesweeper": minesweeper,
"reward_economy": _reward_economy, "encounter": encounter, "fatal_cb": _fatal})
"reward_economy": _reward_economy, "encounter": _facts.encounter, "fatal_cb": _fatal})
if not installer.install(during_round):
return false
_seal_consumed.clear() # 换图新雷 = 新实例,资格自然重置(行动经济 Rule 8)
_seal_miss_seen.clear()
_perfect_hit_true = 0 # 整图完美计数随 install 重置
_perfect_hit_false = 0
_perfect_forgiven = 0 # 豁免累计随 install 重置(domain=battle 每战清零)
_board_from_midround_refresh = during_round # 轮内刷新装板 = 刷新图(清图奖励不发);常规换图/开战装板 = false
_board_seq += 1
_facts.seal_consumed.clear() # 换图新雷 = 新实例,资格自然重置(行动经济 Rule 8)
_facts.seal_miss_seen.clear()
_facts.perfect_hit_true = 0 # 整图完美计数随 install 重置
_facts.perfect_hit_false = 0
_facts.perfect_forgiven = 0 # 豁免累计随 install 重置(domain=battle 每战清零)
_facts.board_from_midround = during_round # 轮内刷新装板 = 刷新图(清图奖励不发);常规换图/开战装板 = false
_facts.board_seq += 1
board_changed.emit()
if treasure_inventory != null:
treasure_inventory.retire_overlays() # 叠加层随图消亡(换图/刷新图装板点;已花道具不返还)
if _reward_grant.treasure_inventory != null:
_reward_grant.treasure_inventory.retire_overlays() # 叠加层随图消亡(换图/刷新图装板点;已花道具不返还)
return true
@@ -448,9 +426,9 @@ func _on_cell_revealed(evt: Dictionary) -> void:
if String(evt.get("kind", "")) == "safe":
var cs_row: Dictionary[Variant, Variant] = _attune_charge_safe_row()
if not cs_row.is_empty():
_attune_safe_seen += 1
_facts.attune_safe_seen += 1
var cn_b: int = int(cs_row.get("charge_n", 999))
if cn_b > 0 and _attune_safe_seen % cn_b == 0:
if cn_b > 0 and _facts.attune_safe_seen % cn_b == 0:
action_economy.grant_ap(int(cs_row.get("magnitude", 1)))
if bool(evt.get("resource", false)):
# 身份快照随缓冲捕获(批次隔离——轮内刷新后 mapping 已换批,授予必须用缓冲期身份,
@@ -459,47 +437,20 @@ func _on_cell_revealed(evt: Dictionary) -> void:
if snap != null:
evt = evt.duplicate()
evt["reward_snapshot"] = snap
_facts_reveals.append(evt)
_facts.reveals.append(evt)
func _on_seal_judged(evt: Dictionary) -> void:
_facts_seals.append(evt)
_facts.seals.append(evt)
func _on_round_end(_payload: Dictionary) -> void:
_facts_path = String(_payload.get("path_tag", ""))
_maybe_settle()
_facts.path = String(_payload.get("path_tag", ""))
_rounds.settle_if_due()
func _maybe_settle() -> void:
if _settling or battle_result != "":
return
if action_economy.phase != action_economy.PHASE_WAITING:
return
_settle()
# ---- 每轮结算序列(五段——段序骨架冻结于 SettlementTable.segment_order)----
func _settle() -> void:
_settling = true
var ri := round_index
# 段序编排(五段——段体归 game/core/settlement/,本类只做段序+行发射/开单原语单点)
_grant_seg.run(ri) # ① 授予段(案C 闸随段装载)
_aura_seg.run(ri) # ② 增益/减益段(续存实例组合行)
_combat_seg.run(ri) # ③ 战斗段(主角先手 → 逐敌还手 → 地图伤害账殿后〔案C〕)
_decay_seg.run(ri) # ④ 衰减段(恰一次恒执行含末轮——先兑付后衰减)
var verdict: String = _verdict_seg.run(ri) # ⑤ 判定段(防御性优先级 hero 先判)
if verdict != "continue":
return # 终局:_settling 不回置——_battle_over 已接管
_settling = false
# ---- 授予段 helpers(极性路由)----
# 开格产出乘区(贪婪矿灯/矿脉直觉/赌徒的血签事件收集器注入):
# positive=power ×(1+静态 mult%);negative=power ×(1+cost%)。
# 全零收集器=原快照原样返回(零扰动)。
func _feat_yield_adjust(snap: Dictionary, positive: bool, pos_m: int, neg_m: int) -> Dictionary:
if positive and pos_m <= 0:
return snap
@@ -556,57 +507,7 @@ func set_treasure_unlocked(ids: Dictionary) -> void:
# 随机消费只在换算层(本方法 + SkillLottery);单位容器收确定值(零随机纪律——armor_roll 先例同构)。
# 统一流:behavior_roll 无子流派生向量(位置交错,单点定位由事件日志承载)。
# 摇定后、兑现前死亡 → 本拍技能作废。
func _roll_round_actions() -> void:
var pity_m: int = int(db.combat.skill.pity_threshold)
# facts 组包(开轮摇号前一次成型——last_round_end 空字典首轮映射 none 唯一落点;hero 事实不进 facts,
# 容器内直读主角行)
var facts := {
"round_index": round_index,
"last_round_end": "none" if action_economy.last_round_end().is_empty() else String(action_economy.last_round_end().get("path_tag", "none")),
"mines_hit_last": int(_mines_hits["last"]),
"mines_hit_total": int(_mines_hits["total"]),
}
for u in _enemy_system.query_alive("enemy"):
# Boss 半血解锁闩(迭代14④ T4——开轮摇号前逐敌检查;一次过门单向闩;解锁出一次归因明细行
# 「XX 解锁了 YY」带 skill_unlock 高光键〔type=highlight 既有行型零新增〕,呈现层弹一次性
# 技能名提示〔轻量 toast 非演出——D8 呈现面〕。门=确定性谓词,机制面零随机,摇号随机
# 消费仍在 behavior_roll 既有流——同种子逐位复现不破坏)
for sid in _enemy_system.check_trigger_unlocks(u, facts):
var srow_u: Dictionary[Variant, Variant] = db.combat.skill.row_by_id(sid)
_emit_row({"type": "highlight", "source_class": "enemy_action", "origin_cell": Vector2i(-1, -1), "highlight": "skill_unlock"},
round_index, "%s 解锁了 %s" % [String(u.display_name), String(srow_u.get("display_name", sid))],
0, {"skill_id": sid})
# enemy_hp_threshold 发射点(内容数据驱动扩展批 T1——血量阈值沿;对所有带该字段敌人逐个发射,
# 非 Boss 专属——Boss 语义留给订阅者 when 判定。pct=本次解锁条目的 trigger 行值)
var pct_v := 0
for pe in (u.get("pool", []) as Array):
var pe_d: Dictionary[Variant, Variant] = pe
if String(pe_d.get("skill_id", "")) == sid and (pe_d.get("trigger", {}) as Dictionary).has("value"):
pct_v = int((pe_d.get("trigger", {}) as Dictionary).get("value", 0))
break
# target_attack_bonus 施加面(处刑台:敌血量阈值沿挂单位字典标记,
# 主角攻击面 _resolve_hero_attack 通用消费——fx_atk_bonus 键加算进 base_value)
var eht_hits := _fx_host.fx_emit("enemy_hp_threshold", {"unit": String(u.enemy_id), "pct": pct_v,
"is_boss": String(encounter.get("node_type", "")) == "boss"})
for h in eht_hits:
if String(h.get("kind", "")) == "target_attack_bonus":
u["fx_atk_bonus"] = int(u.get("fx_atk_bonus", 0)) + int(h.get("value", 0))
var entries: Array[Variant] = _enemy_system.rollable_skills(u, facts)
if _enemy_system.basic_streak(u) >= pity_m:
var specials: Array[Variant] = _enemy_system.special_skills(u, facts)
if not specials.is_empty():
entries = specials # 保底命中——普攻恒可摇 → 非保底路径池恒非空,此为唯一替代集合
var stream: RandomNumberGenerator = rng.open_stream("behavior_roll")
_enemy_system.set_pending_action(u, SkillLottery.draw(entries, stream))
_enemy_system.tick_cooldowns() # 递减在摇号读值之后——"施放后连续 N 拍不可摇中"的等价实现(单位容器 注记)
_mines_hits["last"] = _mines_hits["round"] # 轮次真正结束转存(轮内部分结算不更新)
_mines_hits["round"] = 0
# ---- 战斗段/算术读数(段体与掷点/折扣/暴击/克制/池乘区/下限/交付管线归 damage_controller.gd
# 与 settlement/combat_segment.gd;本类只保留薄委托——_defender_ac 供结算/呈现快照消费)----
# 防守方护甲等级读数——实现归 伤害控制器 defender_ac(本委托供结算快照/呈现快照)
func _defender_ac(unit: Dictionary) -> int:
return _damage.defender_ac(unit)
@@ -643,12 +544,12 @@ func _emit_settlement_snapshot(verdict: String) -> void:
buffs.append({"id": eff.effect_id, "side": "enemy", "layers": eff.layers, "left": eff.remaining_settlements})
var mines_hit := 0
var safe_n := 0
for evt in _facts_reveals:
for evt in _facts.reveals:
if evt.kind == "mine":
mines_hit += 1
elif evt.kind == "safe":
safe_n += 1
var board_stats := {"seq": _board_seq}
var board_stats := {"seq": _facts.board_seq}
if minesweeper.current_board() != null:
board_stats["w"] = minesweeper.current_board().width
board_stats["h"] = minesweeper.current_board().height
@@ -656,18 +557,18 @@ func _emit_settlement_snapshot(verdict: String) -> void:
board_stats["seals"] = minesweeper.seal_count()
settlement_snapshot.emit({
"kind": "settlement",
"level": int(encounter.get("level_index", 0)),
"depth": int(encounter.get("node_depth", 0)),
"level": int(_facts.encounter.get("level_index", 0)),
"depth": int(_facts.encounter.get("node_depth", 0)),
"round": round_index,
"verdict": verdict,
"unit_count": enemies.size(),
"spawn_count": _enemy_system.all_enemies().size(), # 本战斗实例化总数(含死亡残位)——unit_count=0 时区分「首轮全灭」vs「空场」
"hero": {"hp": int(_enemy_system.hero_unit().get("hp", 0)), "max_hp": int(_enemy_system.hero_unit().get("max_hp", 0)), "atk": int(_enemy_system.hero_unit().get("atk", 0)), "armor_class": _defender_ac(_enemy_system.hero_unit())},
"economy": {"phase": String(action_economy.phase), "ap": int(action_economy.ap), "rap": int(action_economy.rap), "refresh_used": _refresh_used_this_round},
"economy": {"phase": String(action_economy.phase), "ap": int(action_economy.ap), "rap": int(action_economy.rap), "refresh_used": _facts.refresh_used},
"board": board_stats,
"enemies": enemies,
"buffs": buffs,
"round_facts": {"path": _facts_path, "safe": safe_n, "mines": mines_hit, "seal_events": _facts_seals.size(), },
"round_facts": {"path": _facts.path, "safe": safe_n, "mines": mines_hit, "seal_events": _facts.seals.size(), },
})
@@ -675,7 +576,7 @@ func _emit_settlement_snapshot(verdict: String) -> void:
func _exit_distribution() -> void:
var mode := "same_board"
if _facts_path == "cleared":
if _facts.path == "cleared":
mode = "new_board" # cleared 轮恒走 new_board(契约义务);非清图轮恒同图(等待期刷新通道已移除)
if mode == "new_board":
_reward_economy.retire_mapping()
@@ -689,16 +590,16 @@ func _exit_distribution() -> void:
round_index += 1
_fx_host.emit_round_start()
action_economy.notify_round_start()
_reset_round_facts()
_refresh_used_this_round = 0
_roll_round_actions() # 开轮摇号——每轮恰摇一次(轮内刷新换图不重摇:refresh 不走本通道)
_facts.reset_round()
_facts.refresh_used = 0
_rounds.roll_round_actions() # 开轮摇号——每轮恰摇一次(轮内刷新换图不重摇:refresh 不走本通道)
round_started.emit(round_index)
# 呈现层查询面(HUD 刷新按钮可用性)——挖掘期唯一通道
func can_refresh() -> bool:
return battle_result == "" \
and _refresh_used_this_round < int(db.run.action_economy.refresh_cap_per_round) \
and _facts.refresh_used < int(db.run.action_economy.refresh_cap_per_round) \
and action_economy.phase == action_economy.PHASE_ACTIVE \
and action_economy.rap >= int(db.run.action_economy.rap_refresh_cost)
@@ -711,7 +612,7 @@ func player_request_refresh() -> bool:
return false
if not action_economy.request_refresh():
return false
_refresh_used_this_round += 1
_facts.refresh_used += 1
_reward_economy.retire_mapping() # 旧图批次退役(地图战斗资源 Ready→retired;E6 新批重置前提)
minesweeper.retire_board(true) # 旧板退役(轮内通道)
return _install_and_reset(true) # 当场换图——失败即编排违例 fail-fast
@@ -737,11 +638,11 @@ func _battle_over(result: String) -> void:
_reward_economy.retire_mapping()
_enemy_system.despawn_all()
_status_effects.notify_battle_end()
if treasure_inventory != null:
treasure_inventory.retire_overlays() # 叠加层随战斗结束清空(库存不动——关卡域跨战斗)
if _reward_grant.treasure_inventory != null:
_reward_grant.treasure_inventory.retire_overlays() # 叠加层随战斗结束清空(库存不动——关卡域跨战斗)
action_economy.notify_combat_end() # → Idle,RAP 清零
db.set_reload_gate(false)
_reset_round_facts()
_facts.reset_round()
battle_finished.emit({"result": result, "hero_hp": hero_hp_left, "gp_dropped": gp_dropped})
@@ -749,7 +650,7 @@ func _battle_over(result: String) -> void:
# gp_dropped = gp_drop 封闭流掷定(tier 行的 roll_min..roll_max 均匀整数——每战斗末恰一 scope)
# + level_gp_bonus(level_index) + escrow。掷定行缺位 = 数据面缺行(fail 报错按 0 兑付——不哑掉)。
func _roll_gp_drop() -> int:
var tier := "boss" if String(encounter.get("node_type", "")) == "boss" else "normal"
var tier := "boss" if String(_facts.encounter.get("node_type", "")) == "boss" else "normal"
var drops: Dictionary[Variant, Variant] = db.run.shop.gp_drop_row(tier)
var roll := 0
if drops.is_empty():
@@ -757,11 +658,11 @@ func _roll_gp_drop() -> int:
else:
var stream: RandomNumberGenerator = rng.open_stream("gp_drop")
roll = stream.randi_range(int(drops.get("roll_min", 0)), int(drops.get("roll_max", 0)))
var drop := roll + db.run.shop.level_gp_bonus_at(int(encounter.get("level_index", 0)))
var drop := roll + db.run.shop.level_gp_bonus_at(int(_facts.encounter.get("level_index", 0)))
# 财富之道·聚(战斗掉落 GP 乘算·入账前:只乘战斗掉落两成分〔掷定+关卡加成〕,
# 店内 escrow 不乘〔范围=仅战斗掉落渠道〕;本函数返回值=结算框「GP 增量」行
# 显示源,落在入账前=显示即实得;乘数 provisional 150%)
if (encounter.get("tree_rules", []) as Array).has("economy_hoard"):
if (_facts.encounter.get("tree_rules", []) as Array).has("economy_hoard"):
drop = int(round(float(drop) * 1.5))
return drop + _reward_grant.escrow
@@ -812,7 +713,7 @@ func presentation_snapshot() -> Dictionary:
"phase": String(action_economy.phase),
"ap": int(action_economy.ap), "rap": int(action_economy.rap),
"can_refresh": can_refresh(),
"refresh_used": _refresh_used_this_round, # 受理计数入呈现成文面(HUD 余量单源读此处)
"refresh_used": _facts.refresh_used, # 受理计数入呈现成文面(HUD 余量单源读此处)
"hero": hero,
"enemies": enemies,
"hero_effects": _status_effects.query_active("hero").duplicate(true), # 值拷贝出户(快照消费方直改不渗入状态容器)
@@ -839,12 +740,12 @@ func diagnostic_snapshot() -> Dictionary:
return {
"battle_result": battle_result,
"round": round_index,
"settling": _settling,
"refresh_used_round": _refresh_used_this_round,
"board_seq": _board_seq,
"facts_path": _facts_path,
"facts_reveals": _facts_reveals.size(),
"facts_seals": _facts_seals.size(),
"settling": _rounds.is_settling(),
"refresh_used_round": _facts.refresh_used,
"board_seq": _facts.board_seq,
"facts_path": _facts.path,
"facts_reveals": _facts.reveals.size(),
"facts_seals": _facts.seals.size(),
"action_economy": {"phase": String(action_economy.phase), "ap": action_economy.ap, "rap": action_economy.rap},
"minesweeper_board_installed": minesweeper.current_board() != null,
"minesweeper_revealed": minesweeper.revealed_cells().size() if minesweeper.current_board() != null else 0,
@@ -855,12 +756,6 @@ func diagnostic_snapshot() -> Dictionary:
}
func _reset_round_facts() -> void:
_facts_reveals.clear()
_facts_seals.clear()
_facts_path = ""
# ---- 行协议(Core Rule:公共字段 + 行类型特有字段)----
func _emit_row(head: Dictionary, ri: int, display: String, value: int, extra: Dictionary) -> void:
@@ -911,6 +806,6 @@ func _fatal(msg: String) -> void:
## 完美封印谓词(两账相减:有效误标=误标总数−豁免数)
## 契约 2:_perfect_hit_false 保持纯净,豁免只累加 _perfect_forgiven,禁回退式改写与拦截式吞事件。
## 契约 2:_facts.perfect_hit_false 保持纯净,豁免只累加 _facts.perfect_forgiven,禁回退式改写与拦截式吞事件。
func perfect_sweep_earned() -> bool:
return _perfect_hit_false - _perfect_forgiven <= 0 and _perfect_hit_true >= 1
return _facts.perfect_hit_false - _facts.perfect_forgiven <= 0 and _facts.perfect_hit_true >= 1
+1 -1
View File
@@ -517,7 +517,7 @@ func _start_battle(node: Dictionary) -> bool:
_settlement = BattleOrchestrator.new(db, rng)
if treasure_inventory == null:
treasure_inventory = TreasureItems.new(db) # 惰性建——关卡域单实例(跨战斗延续)
_settlement.treasure_inventory = treasure_inventory # 库存注入(授予路由+use_treasure 编排消费面)
_settlement.reward_grant().treasure_inventory = self.treasure_inventory # 库存注入(经授予件出口直注——注入时序在宿主构造之后不变)
if _settlement != null:
_settlement.set_treasure_unlocked(_treasure_unlocked) # 解锁门控下传(装板摇号前)
# core↔core 接线只许方法 Callable(静态规则 S6——lambda 捕获 self 会延长
+2 -2
View File
@@ -26,7 +26,7 @@ func run(ri: int) -> void:
# 同一次 _settle 内,facts 已定。
var round_safe := 0
var round_mine := false
for evt in oc._facts_reveals:
for evt in oc._facts.reveals:
if evt.kind == "safe":
round_safe += 1
elif evt.kind == "mine":
@@ -53,7 +53,7 @@ func _hero_strike(ri: int) -> void:
var hero_target = oc._enemy_system.default_target()
if hero_alive and hero_target != null:
var ht := oc._damage.open_ticket(DamageController.KIND_HERO_ATTACK, "hero_attack", "主角攻击",
{"channel": "combat", "base_value": oc._hero_atk, "target_rule": DamageController.TARGET_FRONT_ALIVE,
{"channel": "combat", "base_value": oc._hero_atk(), "target_rule": DamageController.TARGET_FRONT_ALIVE,
"ri": ri, "origin_cell": Vector2i(-1, -1),
"attack_type": String(oc._enemy_system.hero_unit().get("attack_type", "normal"))})
oc._damage.submit(ht)
+21 -21
View File
@@ -34,7 +34,7 @@ func run(ri: int) -> void:
# 开格/踩雷兑付批(轮 facts_reveals 资源事件序:safe 正向乘区兑付 / mine_hit 减半负向兑付)
func _reveal_batch(ri: int) -> void:
for evt in oc._facts_reveals:
for evt in oc._facts.reveals:
if not bool(evt.get("resource", false)):
continue # 封锁格(initial 通道)恒无资源——不入账(战斗结算 义务②)
var snap = evt.get("reward_snapshot")
@@ -61,7 +61,7 @@ func _reveal_safe(evt: Dictionary, snap: Dictionary, ri: int) -> void:
if is_new_type:
fx_host._fx_new_resource_types[ctype] = true
var dr_hits := fx_host.fx_emit("dig_reveal", {"cell": evt.cell, "round": ri,
"is_first_dig_of_battle": not oc._feat_first_dig_used,
"is_first_dig_of_battle": not oc._facts.feat_first_dig_used,
"terrain_kind": oc._harmful_variants(evt.get("variant_ids", []) as Array),
"is_edge_cell": evt.cell.x == 0 or evt.cell.y == 0
or evt.cell.x == board_b.width - 1 or evt.cell.y == board_b.height - 1,
@@ -91,8 +91,8 @@ func _reveal_safe_apply(dr_hits: Array, evt: Dictionary, ri: int) -> void:
if String(h.get("kind", "")) == "grant_material":
_apply_material_hit(h, evt.cell, ri)
var spell_hits: Array[Variant] = oc._hits_of(dr_hits, "spawn_spell")
if not spell_hits.is_empty() and not oc._feat_first_dig_used:
oc._feat_first_dig_used = true
if not spell_hits.is_empty() and not oc._facts.feat_first_dig_used:
oc._facts.feat_first_dig_used = true
var spell_t := oc._damage.open_ticket(DamageController.KIND_BOARD_TYPED, "feat_first_dig_spell", "奥术矢",
{"channel": "board", "base_value": int((spell_hits[0] as Dictionary).get("value", 0)),
"target_rule": DamageController.TARGET_FRONT_ALIVE, "ri": ri, "origin_cell": evt.cell, "attack_type": "magic"})
@@ -160,7 +160,7 @@ func _reveal_mine_apply(mh_hits: Array, snap: Dictionary, cell: Vector2i, ri: in
# 危险格恒无变异——布置段排除,双层叠罚不存在;封印格直挖照吃变异伤害——地形后果同 mine_hit 口径,
# 非奖励不作废;吞噬流资源兑付〔荆棘编织/地脉补偿〕中伤害形态行同样经案C闸暂存,非伤害形态照常当场)
func _terrain_batch(ri: int) -> void:
for evt in oc._facts_reveals:
for evt in oc._facts.reveals:
var vids: Array[Variant] = evt.get("variant_ids", [])
for vid in vids:
var vrow: Dictionary[Variant, Variant] = oc.db.combat.variation.row_by_id(String(vid))
@@ -203,7 +203,7 @@ func _terrain_damage_reduce(dt_hits: Array, dt_amount: int) -> int:
# 台账披露待追认〕;完美布防=本轮封印批全中(hit>0 且 miss==0)时封印伤 ×mult——全对推理奖励)。
# 伤害单据案C 暂存战斗段末兑付。
func _seal_batch(ri: int) -> void:
for evt in oc._facts_seals:
for evt in oc._facts.seals:
_judge_seal(evt, ri)
_seal_strike_batch(ri)
@@ -213,7 +213,7 @@ func _seal_batch(ri: int) -> void:
func _seal_strike_batch(ri: int) -> void:
var fs_hits := 0
var fs_misses := 0
for fevt in oc._facts_seals:
for fevt in oc._facts.seals:
if bool(fevt.get("hit", false)):
fs_hits += 1
else:
@@ -223,7 +223,7 @@ func _seal_strike_batch(ri: int) -> void:
var strike := _seal_strike_value(fs_fx, fs_hits, fs_misses)
if strike.is_empty():
return
for fevt in oc._facts_seals:
for fevt in oc._facts.seals:
if not bool(fevt.get("hit", false)):
continue
var st_t := oc._damage.open_ticket(DamageController.KIND_BOARD_TYPED, "feat_seal_strike", "战封印军规",
@@ -272,8 +272,8 @@ func _round_end_apply(ri: int) -> void:
var rap_pct: int = oc.attune_param_sum("rap_transfer_mult")
oc.action_economy.finish_round_stop(fx_host.engine.has_effect_on("round_end", "grant_ap", "transfer"),
rap_pct if rap_pct > 0 else 100)
if oc._facts_path == "cleared":
reward_grant.grant_clear_reward(ri, oc._board_from_midround_refresh, oc.perfect_sweep_earned())
if oc._facts.path == "cleared":
reward_grant.grant_clear_reward(ri, oc._facts.board_from_midround, oc.perfect_sweep_earned())
fx_host.flush_pending_reveals(ri) # 揭示效果兑付(授予段末统一掷格,防轮 facts 迭代重入)
oc._damage.flush() # 授予段界结账(案C 后本段伤害单据全数暂存,此处对空队 no-op——保留作防御性段界)
@@ -305,10 +305,10 @@ func _judge_seal(evt: Dictionary, ri: int) -> void:
# 殉爆票据 → 施加面 → 雷区图谱额外兑付 → 基线正向兑付)
func _judge_seal_hit(evt: Dictionary, ri: int) -> void:
var cell: Vector2i = evt.cell
if oc._seal_consumed.has(cell):
if oc._facts.seal_consumed.has(cell):
return # 去重跳过;零明细行
oc._seal_consumed[cell] = true
oc._perfect_hit_true += 1
oc._facts.seal_consumed[cell] = true
oc._facts.mark_perfect_hit()
var fh_hits := fx_host.fx_emit("seal_hit", {"cell": cell, "round": ri,
"terrain_kind": oc._harmful_adjacent(cell)})
_seal_burst_tickets(fh_hits, cell, ri)
@@ -367,8 +367,8 @@ func _seal_preview_area(cell: Vector2i, ri: int) -> void:
var n_snap = oc._reward_economy.query_full_snapshot(n)
if n_snap is Dictionary and not types.has(String((n_snap as Dictionary).get("cell_type", ""))):
types.append(String((n_snap as Dictionary).get("cell_type", "")))
if oc.treasure_inventory != null and not types.is_empty():
oc.treasure_inventory.apply_overlay("reward_preview", board_p.neighbors8(cell))
if reward_grant.treasure_inventory != null and not types.is_empty():
reward_grant.treasure_inventory.apply_overlay("reward_preview", board_p.neighbors8(cell))
oc._emit_row({"type": "extended", "source_class": "fx_warning_beacon", "origin_cell": cell}, ri, "示警烟火·周围资源类型", 0, {"effect_id": "fx_preview_area", "types": types})
@@ -376,10 +376,10 @@ func _seal_preview_area(cell: Vector2i, ri: int) -> void:
# grant_ap mode:queue 下一轮兑现 / forgive_seal_miss 完美保险豁免 → 归因行 → 负向兑付)
func _judge_seal_miss(evt: Dictionary, ri: int) -> void:
var cell: Vector2i = evt.cell
oc._perfect_hit_false += 1
if oc._seal_miss_seen.has(cell):
oc._facts.mark_perfect_miss()
if oc._facts.seal_miss_seen.has(cell):
return # 每格实例一次去重
oc._seal_miss_seen[cell] = true
oc._facts.seal_miss_seen[cell] = true
# 危险直觉·守挂点(seal_missed 发射:契约 12 触发主语=「当回合发生的标错
# 动作」——去重闸=新旧标错判别器〔后续轮重判旧封印被闸挡回零触发〕;双条件②「结算时封印仍在
# 场」由发射面既有过滤承载〔被挖开的封印已随挖掘擦除零兑付〕;grant_ap mode:queue 下一轮
@@ -391,11 +391,11 @@ func _judge_seal_miss(evt: Dictionary, ri: int) -> void:
elif String(h.get("kind", "")) == "forgive_seal_miss":
# 完美保险(订阅式豁免:本战首次标错计一次豁免,只累加自有账
# _perfect_forgiven,绝不回写 _perfect_hit_false=契约 2 计数纯净;发射时机与消费点零改动=契约 3)
oc._perfect_forgiven += 1
oc._facts.mark_perfect_forgiven()
_apply_counter_hit(h) # 豁免同时记账(insurance_used battle 域——下次标错 when lt 1 不再命中)
oc._emit_row({"type": "extended", "source_class": "seal_miss", "origin_cell": cell}, ri, "完美保险·标错豁免", 0,
{"effect_id": "insurance_used", "forgiven": oc._perfect_forgiven})
var hl := "perfect_broken" if oc._perfect_hit_false - oc._perfect_forgiven == 1 else ""
{"effect_id": "insurance_used", "forgiven": oc._facts.perfect_forgiven})
var hl := "perfect_broken" if oc._facts.perfect_hit_false - oc._facts.perfect_forgiven == 1 else ""
oc._emit_row({"type": "seal_miss", "source_class": "seal_miss", "origin_cell": cell, "highlight": hl}, ri, "封印未中", 0, {})
var snap = oc._reward_economy.grant(cell)
if not (snap is Dictionary):
+106
View File
@@ -0,0 +1,106 @@
## 轮循环驱动件:每轮结算周期的唯一驱动——结算重入门闸(settling)、五段段序执行
## (段序骨架冻结于 SettlementTable.segment_order)、开轮摇号(共识点 B:技能选择前置到轮次开始,
## 摇定即本拍结算的选技)、踩雷计数账(转存时点=摇号轮末)。
## 单一变化原因:轮结算周期的推进结构(段序、重入闸、摇号时序)。
## 耦合边界:oc=宿主引用(五段段类既定同款直调形态)——经 oc 取 facts/协作件/行发射/出口分发;
## 五段构造参数与持有形态不变(grant/combat 三引用、aura/decay/verdict 单引用);判定段零改动
## (_exit_distribution 留宿主);随机只经 oc.rng 的 behavior_roll 封闭流(流名、开流时点、取号序逐字);
## 零信号连接、零 await;随编排器每战新建同灭。
class_name RoundCycle
extends RefCounted
var oc: BattleOrchestrator # 宿主引用(段类同款直调——facts/协作件/行发射/出口分发取数单点)
var mines_hits: Dictionary[Variant, Variant] = {"total": 0, "last": 0, "round": 0} # 踩雷计数(本场累计/上轮转存/当轮累计三读数合一账)
var _grant_seg = null # GrantSegment(①授予段——含封印判与 counter/grant 助手单点)
var _aura_seg = null # AuraSegment(②增益/减益段)
var _combat_seg = null # CombatSegment(③战斗段)
var _decay_seg = null # DecaySegment(④衰减段)
var _verdict_seg = null # VerdictSegment(⑤判定段——返回裁定,终局早退语义归宿主)
var _settling := false
func _init(host: BattleOrchestrator, fx_host_ref: BattleFxHost, reward_grant_ref: RewardGrant) -> void:
oc = host
# 结算五段接线(授予/战斗两段持三引用=宿主+两协作件;信号连接纪律不涉段〔段零信号连接〕——五行自宿主 _init 逐字迁入)
_grant_seg = GrantSegment.new(oc, fx_host_ref, reward_grant_ref)
_aura_seg = AuraSegment.new(oc)
_combat_seg = CombatSegment.new(oc, fx_host_ref, reward_grant_ref)
_decay_seg = DecaySegment.new(oc)
_verdict_seg = VerdictSegment.new(oc)
# 结算重入门闸+段序体(原宿主 _maybe_settle 三闸与 _settle 合体——闸序 settling→battle_result→phase
# 逐字;终局早退不回置 _settling,_battle_over 接管)
func settle_if_due() -> void:
if _settling or oc.battle_result != "":
return
if oc.action_economy.phase != oc.action_economy.PHASE_WAITING:
return
_settling = true
var ri := oc.round_index
# 段序编排(五段——段体归 game/core/settlement/,宿主只做行发射/开单原语单点)
_grant_seg.run(ri) # ① 授予段(案C 闸随段装载)
_aura_seg.run(ri) # ② 增益/减益段(续存实例组合行)
_combat_seg.run(ri) # ③ 战斗段(主角先手 → 逐敌还手 → 地图伤害账殿后〔案C〕)
_decay_seg.run(ri) # ④ 衰减段(恰一次恒执行含末轮——先兑付后衰减)
var verdict: String = _verdict_seg.run(ri) # ⑤ 判定段(防御性优先级 hero 先判)
if verdict != "continue":
return # 终局:_settling 不回置——_battle_over 已接管
_settling = false
func is_settling() -> bool:
return _settling
# ---- 开轮摇号(共识点 B:技能选择前置到轮次开始,数值计算留结算段——原宿主函数逐字迁入)----
# 每实例:保底判定(连续执行普攻 ≥ M → 必出特殊技、特殊技内按权重、不受冷却限制)→ 排除冷却中技能
# (中签率 = 权重 ÷ 可摇权重合计——份额归一)→ 按行序逐敌从统一流顺序取号摇定本拍动作。
# 随机消费只在换算层(本方法 + SkillLottery);单位容器收确定值(零随机纪律——armor_roll 先例同构)。
# 统一流:behavior_roll 无子流派生向量(位置交错,单点定位由事件日志承载)。
# 摇定后、兑现前死亡 → 本拍技能作废。
func roll_round_actions() -> void:
var pity_m: int = int(oc.db.combat.skill.pity_threshold)
# facts 组包(开轮摇号前一次成型——last_round_end 空字典首轮映射 none 唯一落点;hero 事实不进 facts,
# 容器内直读主角行)
var facts := {
"round_index": oc.round_index,
"last_round_end": "none" if oc.action_economy.last_round_end().is_empty() else String(oc.action_economy.last_round_end().get("path_tag", "none")),
"mines_hit_last": int(mines_hits["last"]),
"mines_hit_total": int(mines_hits["total"]),
}
for u in oc._enemy_system.query_alive("enemy"):
# Boss 半血解锁闩(迭代14④ T4——开轮摇号前逐敌检查;一次过门单向闩;解锁出一次归因明细行
# 「XX 解锁了 YY」带 skill_unlock 高光键〔type=highlight 既有行型零新增〕,呈现层弹一次性
# 技能名提示〔轻量 toast 非演出——D8 呈现面〕。门=确定性谓词,机制面零随机,摇号随机
# 消费仍在 behavior_roll 既有流——同种子逐位复现不破坏)
for sid in oc._enemy_system.check_trigger_unlocks(u, facts):
var srow_u: Dictionary[Variant, Variant] = oc.db.combat.skill.row_by_id(sid)
oc._emit_row({"type": "highlight", "source_class": "enemy_action", "origin_cell": Vector2i(-1, -1), "highlight": "skill_unlock"},
oc.round_index, "%s 解锁了 %s" % [String(u.display_name), String(srow_u.get("display_name", sid))],
0, {"skill_id": sid})
# enemy_hp_threshold 发射点(内容数据驱动扩展批 T1——血量阈值沿;对所有带该字段敌人逐个发射,
# 非 Boss 专属——Boss 语义留给订阅者 when 判定。pct=本次解锁条目的 trigger 行值)
var pct_v := 0
for pe in (u.get("pool", []) as Array):
var pe_d: Dictionary[Variant, Variant] = pe
if String(pe_d.get("skill_id", "")) == sid and (pe_d.get("trigger", {}) as Dictionary).has("value"):
pct_v = int((pe_d.get("trigger", {}) as Dictionary).get("value", 0))
break
# target_attack_bonus 施加面(处刑台:敌血量阈值沿挂单位字典标记,
# 主角攻击面 _resolve_hero_attack 通用消费——fx_atk_bonus 键加算进 base_value)
var eht_hits := oc._fx_host.fx_emit("enemy_hp_threshold", {"unit": String(u.enemy_id), "pct": pct_v,
"is_boss": String(oc._facts.encounter.get("node_type", "")) == "boss"})
for h in eht_hits:
if String(h.get("kind", "")) == "target_attack_bonus":
u["fx_atk_bonus"] = int(u.get("fx_atk_bonus", 0)) + int(h.get("value", 0))
var entries: Array[Variant] = oc._enemy_system.rollable_skills(u, facts)
if oc._enemy_system.basic_streak(u) >= pity_m:
var specials: Array[Variant] = oc._enemy_system.special_skills(u, facts)
if not specials.is_empty():
entries = specials # 保底命中——普攻恒可摇 → 非保底路径池恒非空,此为唯一替代集合
var stream: RandomNumberGenerator = oc.rng.open_stream("behavior_roll")
oc._enemy_system.set_pending_action(u, SkillLottery.draw(entries, stream))
oc._enemy_system.tick_cooldowns() # 递减在摇号读值之后——"施放后连续 N 拍不可摇中"的等价实现(单位容器 注记)
mines_hits["last"] = mines_hits["round"] # 轮次真正结束转存(轮内部分结算不更新)
mines_hits["round"] = 0
+1
View File
@@ -0,0 +1 @@
uid://ce07smbypdcyj
+2 -2
View File
@@ -314,7 +314,7 @@ fi
# get_tree());排除注释行(行首 #/##)与字符串字面量(双引号包裹段内的 await 非代码),
# 口径仿 S1/S2 的 grep 排除手法。
# 自检:清单内文件缺位(路径写错/被改名)即判红——防扫面为空静默绿。
S8_FILES="game/core/battle_orchestrator.gd game/core/battle_fx_host.gd game/core/reward_grant.gd game/core/board_installer.gd game/core/settlement/aura_segment.gd game/core/settlement/combat_segment.gd game/core/settlement/decay_segment.gd game/core/settlement/grant_segment.gd game/core/settlement/verdict_segment.gd game/core/damage_controller.gd"
S8_FILES="game/core/battle_orchestrator.gd game/core/battle_fx_host.gd game/core/reward_grant.gd game/core/board_installer.gd game/core/settlement/aura_segment.gd game/core/settlement/combat_segment.gd game/core/settlement/decay_segment.gd game/core/settlement/grant_segment.gd game/core/settlement/verdict_segment.gd game/core/settlement/round_cycle.gd game/core/damage_controller.gd"
S8_MISS=0
for f in $S8_FILES; do
if [ ! -f "$f" ]; then
@@ -356,7 +356,7 @@ fi
# 自检:扫描面为空即判红(require_scan_face);B1 文件集与三族自家文件缺位即判红
# (文件被改名=豁免名单失效,宁可红不可静默放行)。
if require_scan_face "S7" "$DIR_CORE"; then
S7_B1_SET="game/core/battle_orchestrator.gd game/core/battle_fx_host.gd game/core/reward_grant.gd game/core/board_installer.gd game/core/settlement/aura_segment.gd game/core/settlement/combat_segment.gd game/core/settlement/decay_segment.gd game/core/settlement/grant_segment.gd game/core/settlement/verdict_segment.gd game/core/damage_controller.gd"
S7_B1_SET="game/core/battle_orchestrator.gd game/core/battle_fx_host.gd game/core/reward_grant.gd game/core/board_installer.gd game/core/settlement/aura_segment.gd game/core/settlement/combat_segment.gd game/core/settlement/decay_segment.gd game/core/settlement/grant_segment.gd game/core/settlement/verdict_segment.gd game/core/settlement/round_cycle.gd game/core/damage_controller.gd"
S7_MISS=0
for f in $S7_B1_SET game/core/unit_container.gd game/core/status_container.gd game/core/reward_economy.gd; do
if [ ! -f "$f" ]; then
@@ -34,9 +34,31 @@ func _init() -> void:
_smoke_pool_wiring()
_smoke_damage_types()
_smoke_attack_chain_fresh_pool()
_smoke_hero_atk_derived()
quit(Kit.finish("roll_multiplier_test"))
# ---- 主角攻击基值派生读(注册面批同代编排归约 V4——_hero_atk 快照成员退役改派生读:
# enc 携 hero_atk 键受理后经派生读供 spawn 与攻击单 base_value 两消费点;缺省回退表值——
# 受理后不变量(encounter 受理后只读)。攻击单 base_value 贯通由 _smoke_damage_types 的
# hero_atk_val=100 全链路行值承载(同夹具既有覆盖——派生读在攻击链上工作即行值随 override 走)----
func _smoke_hero_atk_derived() -> void:
var rng_a = load("res://core/rng_service.gd").new()
rng_a.set_master_seed(4242)
var s_a = load("res://core/battle_orchestrator.gd").new(_db, rng_a)
Kit.check_quiet(s_a.begin_battle({"level_index": 1, "node_depth": 0, "hero_hp": int(_db.combat.hero.max_hp), "hero_atk": 100}),
"起战受理(override 100)〔编排归约 V4〕")
Kit.check_quiet(int(s_a._enemy_system.hero_unit().get("atk", -1)) == 100,
"主角攻击单基值==enc 携带 override(_hero_atk 派生读贯通 spawn 消费点)〔编排归约 V4〕")
var rng_b = load("res://core/rng_service.gd").new()
rng_b.set_master_seed(4242)
var s_b = load("res://core/battle_orchestrator.gd").new(_db, rng_b)
Kit.check_quiet(s_b.begin_battle({"level_index": 1, "node_depth": 0, "hero_hp": int(_db.combat.hero.max_hp)}),
"起战受理(缺省)〔编排归约 V4〕")
Kit.check_quiet(int(s_b._enemy_system.hero_unit().get("atk", -1)) == int(_db.combat.hero.atk),
"缺省主角攻击单基值==hero 表值(派生读回退面)〔编排归约 V4〕")
# ---- 敌方攻击类型轴(表列/单位快照/单据载荷/矩阵命中证词)----
# 克制矩阵命中证词 = 同种子三甲型配对实测(不是查表存在性证词):同种子下 armor_roll 流消费逐位一致、
# 阈值(hero armor_class)不变,三甲型唯一差异 = 克制点数 cdelta(normal_vs_light 0 / heavy −1 / ward +1)
@@ -83,9 +83,10 @@ func _run_battle(L: int, D: int, axes: Dictionary = {}) -> Dictionary:
var rng = load("res://core/rng_service.gd").new()
rng.set_master_seed(42)
var settlement = load("res://core/battle_orchestrator.gd").new(_db, rng)
var out := {"stream": [], "events": [], "rounds": 0, "result": "", "terminated": false}
var out := {"stream": [], "events": [], "rounds": 0, "result": "", "terminated": false, "econ_refresh_used": -1}
settlement.step_row.connect(func(row): out.stream.append(row))
settlement.battle_finished.connect(func(payload): out.result = payload.get("result", ""))
settlement.settlement_snapshot.connect(func(snap): out.econ_refresh_used = int(snap.get("economy", {}).get("refresh_used", -1))) # 末次发射=终局轮快照
settlement.minesweeper.cell_revealed.connect(func(evt): out.events.append(evt))
settlement.minesweeper.seal_judged.connect(func(evt): out.events.append(evt))
settlement.minesweeper.round_end_board.connect(func(p): out.events.append({"ev": "round_end_board", "path_tag": p.path_tag}))
@@ -108,6 +109,10 @@ func _run_battle(L: int, D: int, axes: Dictionary = {}) -> Dictionary:
# P0-3 回归断言:notify_combat_end 曾被并进行尾注释从不执行——
# 战斗收束后相位必须回 Idle(RAP 清零),任何「相位卡 Waiting」回归在此被抓
Kit.check("战斗收束后行动经济相位回 Idle(notify_combat_end 生效,实测=%s)" % String(action_economy.phase), action_economy.phase == "Idle")
# 复位边界(注册面批同代编排归约 V2——BattleFacts.reset_round 不碰 refresh_used 的可观测提交面):
# 终局序列含 facts.reset_round(),其后呈现快照的 refresh_used 必须等于末轮结算快照的 economy 值
Kit.check("L%d·D%d 终局后呈现快照 refresh_used==末轮结算快照 economy 值(复位不碰 refresh_used)〔编排归约 V2〕" % [L, D],
int(settlement.presentation_snapshot().get("refresh_used", -1)) == out.econ_refresh_used)
return out
@@ -1019,7 +1024,7 @@ func _smoke_counter_buckets() -> void:
if not oA.minesweeper.current_board().is_mine(ca):
safe_a = ca
break
oA._grant_seg._judge_seal({"cell": safe_a, "hit": false}, 1)
oA._rounds._grant_seg._judge_seal({"cell": safe_a, "hit": false}, 1)
Kit.check("V6 第1战标错落 battle 桶 insurance_used=1(_apply_counter_hit 静态写口经 ctx)〔无状态化 V6〕", EffectEngine.counter(oA.fx_host().counters_ctx, "insurance_used") == 1)
# 卡④ wr2①——完美保险标错行=单一扩展行型(原 insurance_used 实名行型收敛)
var v6_ins := {}
@@ -374,10 +374,10 @@ func _smoke_clear_reward_zero_paths() -> void:
Kit.check("高光守卫构造战斗启动", s_b.begin_battle({"level_index": 1, "node_depth": CLEAR_SMOKE_DEPTH, "hero_hp": 80, "hero_max_hp": 80, "node_type": "boss"}))
for u in s_b._enemy_system.all_enemies():
s_b._enemy_system.apply_damage(u, int(u.hp))
s_b._perfect_hit_true = 1 # 测试通道:构造完美谓词成立(真值在正常流由封印判定累加)
s_b._perfect_hit_false = 0
s_b._facts.perfect_hit_true = 1 # 测试通道:构造完美谓词成立(真值在正常流由封印判定累加)
s_b._facts.perfect_hit_false = 0
rows_b.clear()
s_b.reward_grant().grant_clear_reward(1, s_b._board_from_midround_refresh, s_b.perfect_sweep_earned())
s_b.reward_grant().grant_clear_reward(1, s_b._facts.board_from_midround, s_b.perfect_sweep_earned())
Kit.check("② grant_clear_reward 守卫路径重走首份 → 未生效行仍在案", _has_source_row(rows_b, "reward_ineffective", "clear_reward", "clear_blast"))
Kit.check("② 首份零兑付 → 高光行不发(不记名义值 2)", _rows_of_type(rows_b, "highlight").is_empty())
# ③ 第二份被拒:唯一存活敌 HP ≤ 首份 aoe 量 → 首份击杀 → 第二份无存活敌(zero + 未生效行)
@@ -389,10 +389,10 @@ func _smoke_clear_reward_zero_paths() -> void:
Kit.check("第二份被拒构造战斗启动", s2.begin_battle({"level_index": 1, "node_depth": CLEAR_SMOKE_DEPTH, "hero_hp": 80, "hero_max_hp": 80, "node_type": "boss"}))
var boss = s2._enemy_system.all_enemies()[0]
boss.hp = 1 # 测试通道:压低至首份 aoe 必杀(弱形式——正常流 Boss 血量不可控)
s2._perfect_hit_true = 1
s2._perfect_hit_false = 0
s2._facts.perfect_hit_true = 1
s2._facts.perfect_hit_false = 0
rows2.clear()
s2.reward_grant().grant_clear_reward(1, s2._board_from_midround_refresh, s2.perfect_sweep_earned())
s2.reward_grant().grant_clear_reward(1, s2._facts.board_from_midround, s2.perfect_sweep_earned())
Kit.check("③ 首份 aoe 真实兑付(击杀唯一存活敌)", _has_source_row(rows2, "damage", "clear_reward"))
Kit.check("③ 第二份被拒产出 reward_ineffective 行(零兑付)", _has_source_row(rows2, "reward_ineffective", "clear_reward", "clear_blast"))
var hl2 := _rows_of_type(rows2, "highlight")
@@ -116,19 +116,19 @@ func _init() -> void:
"feats": [], "tree_rules": [], "battle_index": 1, "voucher_rap": 0, "voucher_time_sand": 0,
"node_type": "battle", "adv_bucket": {}}), "V6 前置:战斗受理")
# facts 组包经真实摇号路径消费(mines 全零时条件技 sneak_ambush 不入集合——facts 四键在位的可观察面)
Kit.check_quiet(int(orch._mines_hits["total"]) == 0 and int(orch._mines_hits["last"]) == 0 and int(orch._mines_hits["round"]) == 0,
Kit.check_quiet(int(orch._rounds.mines_hits["total"]) == 0 and int(orch._rounds.mines_hits["last"]) == 0 and int(orch._rounds.mines_hits["round"]) == 0,
"V6 开战清零:三计数全零起〔触发器批 V6〕")
# 正向 blast(spark_aoe)不递增——负向计数守卫(flat 行应用面自编排器迁至奖励授予件
# ——迭代40 卡① 拆件;计数经授予件 battle_hooks.negative_blast 回宿主 _mines_hits)
var att_v6 := {"source_class": "reward", "cell": Vector2i(-1, -1), "ri": 1}
orch.reward_grant()._apply_flat_row({"cell_type": "blast", "polarity": "positive", "power": 2,
"display_name": "爆裂", "reward_id": "spark_aoe"}, att_v6)
Kit.check_quiet(int(orch._mines_hits["total"]) == 0 and int(orch._mines_hits["round"]) == 0,
Kit.check_quiet(int(orch._rounds.mines_hits["total"]) == 0 and int(orch._rounds.mines_hits["round"]) == 0,
"V6 正向 blast(spark_aoe)不递增(负向守卫——清图/爆裂格零误计)〔触发器批 V6〕")
# 负向 blast(雷)递增
orch.reward_grant()._apply_flat_row({"cell_type": "blast", "polarity": "negative", "power": 2,
"display_name": "警觉", "reward_id": "enemy_alert"}, att_v6)
Kit.check_quiet(int(orch._mines_hits["total"]) == 1 and int(orch._mines_hits["round"]) == 1,
Kit.check_quiet(int(orch._rounds.mines_hits["total"]) == 1 and int(orch._rounds.mines_hits["round"]) == 1,
"V6 负向 blast(雷)递增恰一次〔触发器批 V6〕")
# ---- V7 池构成纪律(现行全表零违例+构造全条件池报错——跨表校验真实入口)----
+1 -1
View File
@@ -850,7 +850,7 @@ func _drive_to_pref(autoplay, prefer: String) -> Dictionary:
r.pick_next_node(int(hit.get("id", -1)))
out["node"] = hit
if prefer == "battle":
out["enc"] = r.current_battle().encounter
out["enc"] = r.current_battle()._facts.encounter
else:
var cands: Array = (adr.stop().node_curio_candidates() as Dictionary).get("candidates", []) as Array
adr.stop().present_node_curio(cands)
+11 -11
View File
@@ -174,10 +174,10 @@ func _init() -> void:
Kit.check_quiet(safe_cells.size() == 2, "保险 rig:两枚安全格定位(去重闸按格实例——限次样本须异格)〔卡② R2〕")
var rows_orch: Array[Dictionary] = []
orch.step_row.connect(func(row): rows_orch.append(row)) # step_row 公开信号面(insurance_used 载荷/seal_miss highlight=豁免账与误标账观测面)
Kit.check_quiet(int(orch._perfect_hit_false) == 0 and int(orch._perfect_forgiven) == 0,
Kit.check_quiet(int(orch._facts.perfect_hit_false) == 0 and int(orch._facts.perfect_forgiven) == 0,
"保险前置:误标账与豁免账双零起〔卡② R2〕")
orch._grant_seg._judge_seal({"cell": safe_cells[0], "hit": false}, 1)
Kit.check_quiet(int(orch._perfect_hit_false) == 1,
orch._rounds._grant_seg._judge_seal({"cell": safe_cells[0], "hit": false}, 1)
Kit.check_quiet(int(orch._facts.perfect_hit_false) == 1,
"计数纯净:首次标错 _perfect_hit_false 落 1 未被回退改写(契约 2)〔卡② R2〕")
var ins_row := {}
for r in rows_orch:
@@ -187,7 +187,7 @@ func _init() -> void:
"豁免一次:首次标错 _perfect_forgiven=1(forgive_seal_miss 派发)〔卡② R2〕")
Kit.check_quiet(int(orch.action_economy.pending_ap_delta()) == 1,
"事件不吞:同一标错的 seal_missed 仍被危险直觉·守收到(queue AP+1)〔卡② R2〕")
orch._grant_seg._judge_seal({"cell": safe_cells[1], "hit": false}, 2)
orch._rounds._grant_seg._judge_seal({"cell": safe_cells[1], "hit": false}, 2)
var ins_count := 0
var miss_hl_last := ""
for r in rows_orch:
@@ -199,11 +199,11 @@ func _init() -> void:
"限次:第二次标错不获豁免(forgiven 恒 1——when counter lt 1)〔卡② R2〕")
Kit.check_quiet(not orch.perfect_sweep_earned(),
"判定相减:误标 2 − 豁免 1 = 有效 1 → 完美不成立〔卡② R2 真值表〕")
orch._perfect_hit_false = 1
orch._perfect_hit_true = 1
orch._facts.perfect_hit_false = 1
orch._facts.perfect_hit_true = 1
Kit.check_quiet(orch.perfect_sweep_earned(),
"判定相减:误标1−豁免1=有效0且标中≥1→完美成立(保险每战限次一次迁移保绿)〔无状态化 V7〕")
orch._perfect_hit_true = 0
orch._facts.perfect_hit_true = 0
Kit.check_quiet(not orch.perfect_sweep_earned(),
"判定守卫:标中数 0 时零误标也不成立(整图 ≥1 标中条件零松动)〔卡② R2 真值表〕")
var rig_rng2 = RngScript.new()
@@ -218,7 +218,7 @@ func _init() -> void:
var rows_orch2: Array[Dictionary] = []
orch2.step_row.connect(func(row): rows_orch2.append(row)) # step_row 公开信号面(insurance_used 载荷=豁免账观测面)
var sc2 = safe_cells[0]
orch2._grant_seg._judge_seal({"cell": sc2, "hit": false}, 1)
orch2._rounds._grant_seg._judge_seal({"cell": sc2, "hit": false}, 1)
var ins_row2 := {}
for r in rows_orch2:
if String(r.get("effect_id", "")) == "insurance_used":
@@ -245,7 +245,7 @@ func _init() -> void:
if not o10.minesweeper.current_board().is_mine(c10):
sc10 = c10
break
o10._grant_seg._judge_seal({"cell": sc10, "hit": false}, 1)
o10._rounds._grant_seg._judge_seal({"cell": sc10, "hit": false}, 1)
var sm10: Dictionary = {}
for r10 in rows10:
if String(r10.get("type", "")) == "seal_miss":
@@ -272,14 +272,14 @@ func _init() -> void:
if not o11.minesweeper.current_board().is_mine(c11):
sc11 = c11
break
o11._grant_seg._judge_seal({"cell": sc11, "hit": false}, 1)
o11._rounds._grant_seg._judge_seal({"cell": sc11, "hit": false}, 1)
var sm11: Dictionary = {}
for r11 in rows11:
if String(r11.get("type", "")) == "seal_miss":
sm11 = r11
Kit.check_quiet(String(sm11.get("highlight", "")) == "",
"A11 豁免:首次标错获豁免 → seal_miss 行 highlight==空串〔卡① N7〕")
o11._perfect_hit_true = 1
o11._facts.perfect_hit_true = 1
Kit.check_quiet(o11.perfect_sweep_earned(),
"A11 真值:误标 1 − 豁免 1 = 有效 0 且标中≥1 → 完美成立(与 highlight==空 一致)〔卡① N7〕")
@@ -705,16 +705,16 @@ func _smoke_tree_rules() -> void:
Kit.check("守侧 rig:首轮后 queue 干净(开局 posture queue 已兑现)",
int(orch.action_economy.pending_ap_delta()) == 0)
# 场景①:当回合新封印、结算判标错且封印仍在场 → queue +1(本轮 AP 零变化=queue 承载、下轮 notify_round_start 兑现)
orch._grant_seg._judge_seal({"cell": safe, "hit": false}, 1)
orch._rounds._grant_seg._judge_seal({"cell": safe, "hit": false}, 1)
Kit.check("守①:当回合标错且封印在场 → 下轮 AP+1(queue 排队——本轮 AP 逐位零变化)",
int(orch.action_economy.pending_ap_delta()) == 1)
# 场景③④:之前回合标错重判(封印在场状态)与同格重复——去重闸挡回,最多返还一次
orch._grant_seg._judge_seal({"cell": safe, "hit": false}, 2)
orch._grant_seg._judge_seal({"cell": safe, "hit": false}, 3)
orch._rounds._grant_seg._judge_seal({"cell": safe, "hit": false}, 2)
orch._rounds._grant_seg._judge_seal({"cell": safe, "hit": false}, 3)
Kit.check("守③④:旧封印重判零触发+同格最多一次(_seal_miss_seen 去重闸=「当回合标错动作」判别器)",
int(orch.action_economy.pending_ap_delta()) == 1)
# 场景②负样本:封印命中(hit=true 正向兑付路径)零触发
orch._grant_seg._judge_seal({"cell": safe, "hit": true}, 4)
orch._rounds._grant_seg._judge_seal({"cell": safe, "hit": true}, 4)
Kit.check("守②负样本:标中/被挖封印零触发(标错事件只在 miss 分支发射——发射面过滤承载)",
int(orch.action_economy.pending_ap_delta()) == 1)
# 场景⑤:末轮判出→无下一轮=queue 不兑现(编排器每战新建——队列实例随战亡,合法作废态)
+9 -6
View File
@@ -23,12 +23,15 @@ func _init() -> void:
Kit.check_quiet(load("res://core/settlement/decay_segment.gd").new(oc) != null, "V4 DecaySegment 直接 new()〔迭代27 T2〕")
Kit.check_quiet(load("res://core/settlement/verdict_segment.gd").new(oc) != null, "V4 VerdictSegment 直接 new()〔迭代27 T2〕")
# V4-2 编排器 _init 接线(段持宿主引用;段序编排面在位)
Kit.check_quiet(oc._grant_seg != null and oc._grant_seg.oc == oc, "V4 编排器接线·授予段(宿主回指)〔迭代27 T2〕")
Kit.check_quiet(oc._aura_seg != null and oc._aura_seg.oc == oc, "V4 编排器接线·增益/减益段〔迭代27 T2〕")
Kit.check_quiet(oc._combat_seg != null and oc._combat_seg.oc == oc, "V4 编排器接线·战斗段〔迭代27 T2〕")
Kit.check_quiet(oc._decay_seg != null and oc._decay_seg.oc == oc, "V4 编排器接线·衰减段〔迭代27 T2〕")
Kit.check_quiet(oc._verdict_seg != null and oc._verdict_seg.oc == oc, "V4 编排器接线·判定段〔迭代27 T2〕")
# V4-2 编排器 _init 接线(段持宿主引用;段序编排面在位)——注册面批同代归约 V1:
# 段件宿主直持改经 _rounds(轮循环驱动件)承载,接线断言改指 _rounds 段族
Kit.check_quiet(oc._rounds != null and oc._rounds.oc == oc, "V1 编排器接线·轮循环驱动件在座且宿主回指〔编排归约 V1〕")
Kit.check_quiet(oc._facts != null, "V1 编排器接线·战斗事实件在座〔编排归约 V1〕")
Kit.check_quiet(oc._rounds._grant_seg != null and oc._rounds._grant_seg.oc == oc, "V4 编排器接线·授予段(宿主回指)〔迭代27 T2〕")
Kit.check_quiet(oc._rounds._aura_seg != null and oc._rounds._aura_seg.oc == oc, "V4 编排器接线·增益/减益段〔迭代27 T2〕")
Kit.check_quiet(oc._rounds._combat_seg != null and oc._rounds._combat_seg.oc == oc, "V4 编排器接线·战斗段〔迭代27 T2〕")
Kit.check_quiet(oc._rounds._decay_seg != null and oc._rounds._decay_seg.oc == oc, "V4 编排器接线·衰减段〔迭代27 T2〕")
Kit.check_quiet(oc._rounds._verdict_seg != null and oc._rounds._verdict_seg.oc == oc, "V4 编排器接线·判定段〔迭代27 T2〕")
# counter_add 写口真实路径(geologist 订阅行承载:公共命令链 begin_battle→move→dig→stop
# 经授予段 counter_add 单点落 counters_ctx battle 桶——受理载荷+公开读数口 fx_host().counters_ctx)
var rng_c = load("res://core/rng_service.gd").new()
+13 -8
View File
@@ -162,13 +162,13 @@ func _init() -> void:
"线香:装配起战(battle 级充能 1)")
var inv8 = load("res://core/treasure_items.gd").new(db)
var rec8: Dictionary = inv8.add_item("incense_stick", "attunement", Vector2i(-1, -1), 0)
ob8.treasure_inventory = inv8
ob8.reward_grant().treasure_inventory = inv8
var h8: int = int(rec8.get("handle", -1)) # handle 取 add_item 返回(snapshot 投影无 handle 键)
var tgt8: Vector2i = _first_closed_safe(ob8)
Kit.check_quiet(tgt8 != Vector2i(-9, -9), "线香:夹具存在未开安全格")
var v8: Dictionary = ob8.reward_grant().use_treasure(h8, tgt8)
Kit.check_quiet(bool(v8.get("ok", false)), "线香正常:单格真视受理(cell 目标解析)")
Kit.check_quiet(bool(ob8.treasure_inventory.query_overlays().get("mine_reveal", []).has(tgt8))
Kit.check_quiet(bool(ob8.reward_grant().treasure_inventory.query_overlays().get("mine_reveal", []).has(tgt8))
and ob8.minesweeper.is_revealed(tgt8) == false,
"线香断言:目标格入真视叠加层且未被开格(真视≠开格——信息红线)")
Kit.check_quiet(inv8.snapshot_inventory().is_empty() or bool(inv8.snapshot_inventory()[0].get("used", false)),
@@ -240,7 +240,7 @@ func _init() -> void:
"天眼:装配起战(level 级充能 1)")
var inv11 = load("res://core/treasure_items.gd").new(db)
var rec11: Dictionary = inv11.add_item("sky_eye", "attunement", Vector2i(-1, -1), 0)
ob11.treasure_inventory = inv11
ob11.reward_grant().treasure_inventory = inv11
var h11: int = int(rec11.get("handle", -1))
var tgt11: Vector2i = _first_closed_safe(ob11)
var v11: Dictionary = ob11.reward_grant().use_treasure(h11, tgt11)
@@ -254,7 +254,7 @@ func _init() -> void:
if ob11.minesweeper.is_revealed(c):
opened_safe = false
Kit.check_quiet(mines_shown == 0 or opened_safe, "天眼反例①:危险格仅显示不被开格(棋盘事实不可变)")
var overlay11: Array = ob11.treasure_inventory.query_overlays().get("mine_reveal", [])
var overlay11: Array = ob11.reward_grant().treasure_inventory.query_overlays().get("mine_reveal", [])
var overlay_ok := true
for c_v in (v11.get("resolved", []) as Array):
if not overlay11.has(c_v):
@@ -289,7 +289,7 @@ func _init() -> void:
"计数链:装配起战(GainJournal 携带)")
var inv13 = load("res://core/treasure_items.gd").new(db)
var rec13: Dictionary = inv13.add_item("incense_stick", "attunement", Vector2i(-1, -1), 0)
ob13.treasure_inventory = inv13
ob13.reward_grant().treasure_inventory = inv13
var h13: int = int(rec13.get("handle", -1))
var tgt13: Vector2i = _first_closed_safe(ob13)
if tgt13 != Vector2i(-9, -9):
@@ -306,8 +306,13 @@ func _init() -> void:
"装配不可变:双件装配冒险启动")
Kit.check_quiet(adr14.runner().pick_next_node(int(adr14.runner().next_candidate_ids()[0])), "装配不可变:进首战")
var ob14 = adr14.runner().current_battle()
Kit.check_quiet(ob14 != null and (ob14.attunement as Array) == ["morning_order", "wide_scout_band"],
Kit.check_quiet(ob14 != null and (ob14._facts.attunement as Array) == ["morning_order", "wide_scout_band"],
"装配不可变:战斗运行态装配集与冒险装配集逐位同源(运行零写口——快照对比)")
# 注册面批同代编排归约 V5:库存注入改址(level_runner 注入改经 reward_grant() 出口直注)后
# 引用同一性——战斗域经出口持有的库存与关卡域同一实例;use_treasure 受理链经新地址走通
# 由本套件 ob8/ob11/ob13 三段既有受理链承载(注入面同批改址后全绿即证据)。
Kit.check_quiet(ob14 != null and ob14.reward_grant().treasure_inventory == adr14.runner().treasure_inventory,
"库存注入改址:战斗域经 reward_grant 出口持有的库存与关卡域同一引用〔编排归约 V5〕")
# ⑮ 扩展行收敛(迭代 38 卡④ wr2④⑤——套件首次 feats 注入,V6 形态自 round_flow_skill_pool_test 移植:
# enc 带 feats 键+ledger,专长触发经 _judge_seal 真实封印判定管线)
@@ -332,7 +337,7 @@ func _init() -> void:
Kit.check_quiet(mines15.size() == 3, "封印匠:板上存在三枚危险格(断言前提)")
if mines15.size() == 3:
for mv in mines15:
ob15._grant_seg._judge_seal({"cell": mv, "hit": true}, 1)
ob15._rounds._grant_seg._judge_seal({"cell": mv, "hit": true}, 1)
var smith_row := {}
for r in rows15:
if String(r.get("effect_id", "")) == "mine_neutralized":
@@ -354,7 +359,7 @@ func _init() -> void:
cell15b = cv
break
if cell15b != null:
ob15b._grant_seg._judge_seal({"cell": cell15b, "hit": true}, 1)
ob15b._rounds._grant_seg._judge_seal({"cell": cell15b, "hit": true}, 1)
var beacon_row := {}
for r in rows15b:
if String(r.get("effect_id", "")) == "fx_preview_area":