diff --git a/game/core/level_runner.gd b/game/core/level_runner.gd index a8d9733c..b01e7b08 100644 --- a/game/core/level_runner.gd +++ b/game/core/level_runner.gd @@ -474,7 +474,7 @@ func _enter_node(node: Dictionary) -> bool: "battle", "boss": return _start_battle(node) "reward": - # 奖励节点 = 三选一停点(与通关三选一同池同权重同上限);呈现编排归 + # 奖励节点 = 三选一停点(与关卡完成三选一同池同权重同上限);呈现编排归 # curio_interact_controller.present_node_curio;推进 = 兑付确认后选路(零自动推进) node_entered.emit(node, {}) return true diff --git a/game/probe/ui_click_probe.gd b/game/probe/ui_click_probe.gd index ebba33bf..05f632e4 100644 --- a/game/probe/ui_click_probe.gd +++ b/game/probe/ui_click_probe.gd @@ -418,7 +418,7 @@ func _ready() -> void: # 三选一停点输入锁定断言(停点态断言面:待选/兑付两态共用此层)。 if not _tested_curio_head and main.run_scope.adventure != null and not main.run_scope.adventure._node_curio_pending.is_empty() and String(main.curio_overlay._header).contains("关卡奖励点"): # 停点态判据 = _node_curio_pending(奖励节点三选一停点住此——原条件查 - # _curio_pending〔通关三选一态〕与奖励头部互斥、恒不可命中=拦截能力未证病根, + # _curio_pending〔关卡完成三选一态〕与奖励头部互斥、恒不可命中=拦截能力未证病根, # 卡⑤ d4 转正随修;头部校验串本体零触碰) _tested_curio_head = true var ch := String(main.curio_overlay._header) @@ -435,7 +435,7 @@ func _ready() -> void: if main.curio_overlay._continue_btn.visible: main.curio_overlay.press_continue() elif main.run_scope.adventure != null and not main.run_scope.adventure._node_curio_pending.is_empty(): - main.curio_overlay.press_card(0) # 奖励节点待选态:点首件+确认(真实按钮信号路径——与通关停点同形) + main.curio_overlay.press_card(0) # 奖励节点待选态:点首件+确认(真实按钮信号路径——与关卡完成停点同形) main.curio_overlay.press_confirm() elif main.run_scope.adventure != null and not main.run_scope.adventure._curio_pending.is_empty(): main.curio_overlay.press_card(0) diff --git a/game/tests/unit/core/treasure_effects_test.gd b/game/tests/unit/core/treasure_effects_test.gd index 5b7d33ed..57fec602 100644 --- a/game/tests/unit/core/treasure_effects_test.gd +++ b/game/tests/unit/core/treasure_effects_test.gd @@ -312,7 +312,7 @@ func _init() -> void: ob15.begin_battle(enc_feats) var rows15: Array = [] ob15.step_row.connect(func(row): rows15.append(row)) - # ④ 封印匠(每第 3 次封印命中→危险格中立移除):三枚不同雷格各封一次 + # ④ 封印匠(每第 3 次封印命中→危险格中立移除):三枚不同危险格各封一次 #(_judge_seal 每格去重——_seal_consumed 以危险格实例为键,同格重复命中不计数) var mines15: Array = [] for cv in ob15.minesweeper.current_board().all_cells():