fix(iter37①): T1 core 域缺陷修——单据归属判定/数值入表/公式单点/信号契约载体统一
- d1 伤害控制器来源敌作废判定 `==`→`is_same`(同内容异实例不再误废;夹具双敌两断言〔wd1〕) - d11 shop 表新增 relic_base_price/spend_discount 两 knob+域检+ConfigDB 访问器+level_runner 读表; level_shop_economy_test 三表值断言+relic 现价读表与迁移前字面量逐位等价〔wd11〕 - d16a HeroTable.display_name+域检+访问器+unit_container 读表;spawn 真实链断言〔wd16〕 - d14 board_generator 目标雷数公式单点 target_mine_count(两调用点改引)+legality 去 db 参数(两调用点同批改)〔wd14〕 - d15 蓄力层上限 CHARGE_LAYER_CAP 常量(两处字面量+注释随动) - d16b unit_container/status_container 六处 Dictionary 取值显式 int() 包裹(读侧包) - d10 minesweeper 两信号按 §2.1 三要素补契约(载荷键集按发射位并集实查)+全库 28 处信号注释载体 #→## 撤销证明:回退 d1 hunk → 同容异实例断言红(A 单据被 B 死亡误废),还原复绿; 回退 d10 契约 → 契约在位扫描 undocumented=2 红,还原归零。等价类申报(d11/d14/d15/d16)见实现报告。 代拍板:#1 target_mine_count 签名(照接口块)、#2 契约措辞与载荷键并集(实查发射位)、#4 int() 读侧包写法。
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@@ -4,8 +4,8 @@
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## 加成生效值经注入 Callable 现算、随 encounter 显式传参——零表写。
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extends RefCounted
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signal battle_created(settlement, level: int, carry_hp: int) # begin_battle 前——组合根完成信号接线
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signal battle_ready(settlement, level: int, carry_hp: int) # begin_battle 完成后——组合根 rebuild 棋盘 + 刷新呈现
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signal battle_created(settlement, level: int, carry_hp: int) ## begin_battle 前——组合根完成信号接线
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signal battle_ready(settlement, level: int, carry_hp: int) ## begin_battle 完成后——组合根 rebuild 棋盘 + 刷新呈现
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var db
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var rng # /root/RngService(组合根注入)
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@@ -4,9 +4,9 @@
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class_name BoardView
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extends Control
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signal action_requested(cell: Vector2i, kind: String) # kind ∈ {dig, move, seal_place, seal_pull}
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signal hover_forbidden(cell: Vector2i) # 非相邻未开格悬停(首遇 toast 归组合根去重)
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signal chord_attempted(cell: Vector2i) # 双击快开尝试(chord 肌肉记忆提示锚)
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signal action_requested(cell: Vector2i, kind: String) ## kind ∈ {dig, move, seal_place, seal_pull}
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signal hover_forbidden(cell: Vector2i) ## 非相邻未开格悬停(首遇 toast 归组合根去重)
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signal chord_attempted(cell: Vector2i) ## 双击快开尝试(chord 肌肉记忆提示锚)
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const _CELL_UNIT := preload("res://presentation/views/board_cell_unit.gd")
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const _BOARD_WORLD := preload("res://presentation/views/board_world.gd")
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@@ -7,12 +7,12 @@ extends Control
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signal buy_requested(attr: String)
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signal closed
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signal attune_toggled(item_id: String) # 同调装配切换意图(写口唯一归 MetaProgression.toggle_attunement)
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signal tree_buy_requested(node_id: String) # 天赋树购买意图(写口唯一归 MetaProgression.tree_buy)
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signal tree_fork_toggled(group: String, side: String) # 双态切换意图(一节点双态——零币切态)
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signal forge_buy_requested(route_id: String) # 锻造路线购买意图(写口唯一归 MetaProgression.forge_buy_level)
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signal forge_unlock_requested(route_id: String) # 锻造路线解锁意图(写口唯一归 MetaProgression.forge_buy_unlock)
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signal forge_select_requested(route_id: String) # 锻造路线选中意图(写口唯一归 MetaProgression.forge_select_weapon/armor)
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signal attune_toggled(item_id: String) ## 同调装配切换意图(写口唯一归 MetaProgression.toggle_attunement)
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signal tree_buy_requested(node_id: String) ## 天赋树购买意图(写口唯一归 MetaProgression.tree_buy)
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signal tree_fork_toggled(group: String, side: String) ## 双态切换意图(一节点双态——零币切态)
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signal forge_buy_requested(route_id: String) ## 锻造路线购买意图(写口唯一归 MetaProgression.forge_buy_level)
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signal forge_unlock_requested(route_id: String) ## 锻造路线解锁意图(写口唯一归 MetaProgression.forge_buy_unlock)
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signal forge_select_requested(route_id: String) ## 锻造路线选中意图(写口唯一归 MetaProgression.forge_select_weapon/armor)
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# 方向稿取色(柜台头带深棕/行板暖米;双色墨=亮板配深墨)——值单点收 UiKit
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const HEADER_BAND_COL := UiKit.CAMP_HEADER_BAND
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@@ -4,8 +4,8 @@
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class_name DebugOverlay
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extends Control
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signal apply_requested(atk_pct: int, hp_pct: int) # 应用并关闭——加成落表归组合根单一应用路径
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signal simulate_requested(count: int) # 批量模拟编排归组合根(表基线复位 + 单路径施加)
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signal apply_requested(atk_pct: int, hp_pct: int) ## 应用并关闭——加成落表归组合根单一应用路径
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signal simulate_requested(count: int) ## 批量模拟编排归组合根(表基线复位 + 单路径施加)
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signal debug_levels_requested # 两层调试对局入口(编排归 debug_session.gd)
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signal diagnose_requested # 诊断转储入口(卡死取证编排归组合根)
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signal closed
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@@ -8,7 +8,7 @@ const COL_INK := UiKit.INK
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var _atk_label: Label
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var _armor_label: Label
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signal treasure_slot_clicked(handle: int) # 槽点击(组合根消费:AP 类即用/空间类进选中态)
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signal treasure_slot_clicked(handle: int) ## 槽点击(组合根消费:AP 类即用/空间类进选中态)
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var item_slots: HBoxContainer # 秘宝槽(库存条常读+两步交互第一步)
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var _slot_panels: Array[Variant] = [] # 槽 PanelContainer 引用(选中高亮/置灰重刷)
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var _selected_handle := 0 # 选中态(0=无;组合根回写维持单源)
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@@ -4,7 +4,7 @@
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class_name ShopOverlay
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extends Control
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signal buy_requested(product_id: String) # legacy=product_id / pool=kind_id(组合根按模式分发)
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signal buy_requested(product_id: String) ## legacy=product_id / pool=kind_id(组合根按模式分发)
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signal leave_pressed
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const ATTR_LABELS := {"atk": "攻击", "max_hp": "生命上限", "armor_class": "护甲"} # 档位文案轴(数据契约 attr 词表)
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