revert: 暂回滚血量口径修复——probe卡死二分隔离用(实证裁决恒等论证盲点)
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@@ -113,7 +113,7 @@ func start_adventure(seed_val: int, params: Dictionary = {}) -> bool:
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_base_override = _normalize_override(params.get("hero_override", {}))
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_first_script = bool(params.get("first_script", false)) # 缺省 = 非首次(抽签路径;真实侧由呈现层读存档布尔位传入)
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_aux_unlocked = params.get("aux_unlocked", {}) if params.get("aux_unlocked", {}) is Dictionary else {} # additive(迭代 7 T5)
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ledger["hero_hp"] = effective_max_hp() # 生命账本置满(生效上限口径——T17 修复:含 TunePanel pct,与战斗内同源)
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ledger["hero_hp"] = int(db.hero.max_hp) + int(_base_override["max_hp"]) # 生命账本置满(表值+永久强化 flat——加算区刚归零)
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state = "running"
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return _start_current_level()
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@@ -211,15 +211,6 @@ func set_hero_override(atk_pct: int, hp_pct: int) -> void:
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_runner.set_hero_override(atk_pct, hp_pct)
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# 冒险账本侧生效上限(T17 修复——账本置满/回血封顶与战斗内上限同式同源):
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# (表值 + 永久强化 flat + 加算区 flat)后乘 TunePanel 百分比——叠加次序与 LevelRunner.effective_max_hp
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# 逐字一致。旧口径两处只算 flat 不乘 pct:调生命上限 26→104 时开局血仍 26(账本 26 / 战斗内 104)、
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# 通关 20% 回血封顶按 26 算。pct=0(模拟/冒烟默认)时乘法恒等——MC 锚零漂移。
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func effective_max_hp() -> int:
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var base: int = int(db.hero.max_hp) + int(_base_override.get("max_hp", 0)) + int(bonus.get("max_hp", 0))
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return maxi(1, int(round(float(base) * (100.0 + float(_override[1])) / 100.0)))
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# 断点承载注入(迭代 8 卡①——组合根冒险开始时调用;模拟/冒烟不注入 = 断点面整体静默)
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func set_save_manager(sm) -> void:
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_save_manager = sm
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@@ -618,7 +609,7 @@ func _on_level_finished(payload: Dictionary) -> void:
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# 通关兑付(非末关恰一次;迭代 10 三层奖励框架):部分回血先行 → 加权洗牌掷 3 → 三选一停点
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#(顺序即契约——回血按当刻账本与上限结算,选择停点零自动推进)
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var hp_before := int(ledger.get("hero_hp", 0))
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var max_eff := effective_max_hp() # T17 修复:回血封顶口径含 TunePanel pct(同战斗内上限)
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var max_eff := int(db.hero.max_hp) + int(_base_override["max_hp"]) + int(bonus.get("max_hp", 0))
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var heal := mini(int(floor(float(max_eff) * float(int(db.adventure.clear_heal_pct)) / 100.0)), max_eff - hp_before)
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ledger["hero_hp"] = hp_before + heal
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# 置位先于 emit(信号同步派发——处理器内立即确认时 _pending_next_level 必须已就位)
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@@ -347,14 +347,13 @@ func _smoke_adventure() -> void:
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var hp_before: int = int(p.get("hp_before", -1))
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var hp_after: int = int(p.get("hp_after", -1))
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# 模拟档 v3.4 商店贪心购血合法抬升(L2/L3 店在 Boss 前)——回血口径窗口 = 加算区件 + 购血余量 0..15
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# T17 账本口径修复随批:置满/回血封顶改生效上限口径(flat 后乘 TunePanel pct)——窗口同步 ×5(本段 pct=400)
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var heal_ok_i := false
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for extra in 16:
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var m := int(round(float(int(_db.hero.max_hp) + hp_acc + extra) * 5.0))
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var m := int(_db.hero.max_hp) + hp_acc + extra
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if heal == mini(int(floor(float(m) * float(heal_pct) / 100.0)), m - hp_before):
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heal_ok_i = true
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break
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if not heal_ok_i or hp_after != hp_before + heal or hp_after > int(round(float(int(_db.hero.max_hp) + hp_acc + 15) * 5.0)):
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if not heal_ok_i or hp_after != hp_before + heal or hp_after > int(_db.hero.max_hp) + hp_acc + 15:
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heal_ok = false
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ks_prefix += int(_db.meta_boss_keystone_row(int(p.get("level_index", -1))).get("first_kill", 0))
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if int(p.get("keystone_gained", -1)) != int(_db.meta_boss_keystone_row(int(p.get("level_index", -1))).get("first_kill", 0)) or int(p.get("keystone_total", -1)) != ks_prefix:
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@@ -487,7 +486,7 @@ func _smoke_adventure() -> void:
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var expect_acc: int = acc_shop + (int(_db.adventure.bonus_max_hp_flat) if picked2 == "max_hp" else 0)
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check(int(a8.bonus.get("max_hp", -1)) == expect_acc,
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"三选一属性件与商店购买同账累加(max_hp=%d = %d + 三选一%s)" % [int(a8.bonus.get("max_hp", -1)), acc_shop, picked2])
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var max_eff8: int = a8.effective_max_hp() # T17 口径修复随批:账本生效上限含 TunePanel pct(a8 已 set 400)
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var max_eff8 := int(_db.hero.max_hp) + int(a8.bonus["max_hp"])
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check(int(a8.ledger["hero_hp"]) <= max_eff8,
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"通关部分回血封顶(hp %d ≤ 生效上限 %d——血回满语义退役)" % [int(a8.ledger["hero_hp"]), max_eff8])
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check(a8.continue_to_next_level(), "兑付后推进受理(下一关开始)")
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