iter49-卡2:模态句柄分域批(句柄册三域化):UiModals 14→3纯字段容器+run/menu两新子容器+ModalFlow升格注册面直驻+全仓寻址换代+V1结构断言
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@@ -1,7 +1,7 @@
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## VERTICAL SLICE - NOT FOR PRODUCTION
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## 组合根:唯一的模式流转与 core↔view 接线处(垂直切片验证:线性第一关承载元进度循环)。
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## db.hero 运行期只读,加成经 runner.set_hero_override / debug_session 生效值入战斗。
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## 禁链式穿透 settlement.*(相位读取只走 presentation_snapshot);模态开合只走 ui.modals.flow(注册面编排口)。
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## 禁链式穿透 settlement.*(相位读取只走 presentation_snapshot);模态开合只走 ui.flow(注册面编排口)。
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## 界面句柄与层清单在 ui 注册面(ui_registry.gd)——屏壳/战区/模态三域句柄与 LAYER_CONTRACT 单点宿主。
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## 局态全在 run_scope.gd 节点,禁在屏/视图侧持有局态引用;autoload 节点路径常量单点在 AUTOLOAD_PATH_*。
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extends Control
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@@ -104,7 +104,7 @@ func _ready() -> void:
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func _build_ui() -> void:
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MainUiBuild.build(self)
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ui.modals.debug_overlay.diagnose_requested.connect(_on_diagnose_pressed) # 诊断转储入口
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ui.modals.menu.debug_overlay.diagnose_requested.connect(_on_diagnose_pressed) # 诊断转储入口
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func _fatal_screen(msg: String) -> void:
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@@ -126,11 +126,11 @@ func _start_adventure_from_menu() -> void:
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#(确认才删、取消只关窗——裁决 3)。"gate"/"gate_new"=卡④ 大门两分支消费方(有/无断点),
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# "campfire_leave"=篝火二次确认(卡④ T4 接入——分派机制扩展第三/第四消费方)。
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func _on_confirm_accepted() -> void:
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ui.modals.flow.close(ui.modals.confirm_dialog) # 模态栈单口
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ui.flow.close(ui.modals.menu.confirm_dialog) # 模态栈单口
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match _confirm_consumer:
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"delete_slot":
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save_manager.slots.delete_slot(_confirm_consumer_slot)
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ui.modals.save_select_overlay.open_save_select(HudPresenter.save_select_data(save_manager)) # 就地刷新(该槽回空态)
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ui.modals.menu.save_select_overlay.open_save_select(HudPresenter.save_select_data(save_manager)) # 就地刷新(该槽回空态)
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"gate":
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_camp_pres.on_camp_closed() # 冒险发起后营地场景屏隐藏(选档层同收——卡④ T4 关层收闭)
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_resume_from_menu() # 继续上一段冒险(现役续玩编排同源——卡④ 契约 4)
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@@ -144,7 +144,7 @@ func _on_confirm_accepted() -> void:
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# 次确认分派(三钮形态中钮——大门「开始新冒险」出口;卡④ T4)
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func _on_confirm_secondary() -> void:
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ui.modals.flow.close(ui.modals.confirm_dialog) # 模态栈单口
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ui.flow.close(ui.modals.menu.confirm_dialog) # 模态栈单口
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match _confirm_consumer:
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"gate":
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_camp_pres.on_camp_closed()
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@@ -153,7 +153,7 @@ func _on_confirm_secondary() -> void:
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func _on_confirm_declined() -> void:
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ui.modals.flow.close(ui.modals.confirm_dialog) # 只关窗(取消无状态变更——裁决 3:取消不删/卡④:退回营地);关侧恢复归 ModalFlow
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ui.flow.close(ui.modals.menu.confirm_dialog) # 只关窗(取消无状态变更——裁决 3:取消不删/卡④:退回营地);关侧恢复归 ModalFlow
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_confirm_consumer = ""
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@@ -169,16 +169,16 @@ func _resume_from_menu() -> void:
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if not save_manager.has_breakpoint():
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return
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var bp: Dictionary[Variant, Variant] = save_manager.breakpoint_snapshot()
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ui.modals.flow.close(ui.modals.debug_overlay) # 开冒险路径显式关浮窗(续玩同口径)
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ui.flow.close(ui.modals.menu.debug_overlay) # 开冒险路径显式关浮窗(续玩同口径)
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ui.screens.start_overlay.visible = false
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_begin_session(true)
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_wire_adventure()
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run_scope.level_active = true
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_sync_status_entry() # 续玩恢复点亮状态面板入口角标
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ui.modals.level_screen.set_abandon_available(true)
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ui.modals.run.level_screen.set_abandon_available(true)
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ui.battle.log_view.clear()
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logger.start_session(int(bp.get("master_seed", 0)))
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run_scope.adventure.set_hero_override(ui.modals.debug_overlay.atk_pct(), ui.modals.debug_overlay.hp_pct())
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run_scope.adventure.set_hero_override(ui.modals.menu.debug_overlay.atk_pct(), ui.modals.menu.debug_overlay.hp_pct())
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# 同调三键随续玩下传(build_adventure_params 统一构造,与开新局同源同口径)
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if not run_scope.adventure.resume_adventure(bp, build_adventure_params(save_manager, meta,
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{"treasure_unlocked": _treasure_ui.unlocked_set()})):
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@@ -214,16 +214,16 @@ static func build_adventure_params(save_manager_ref: SaveManagerCore, meta_ref:
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# 冒险模式(三关连探——AdventureRunner 编排;转发信号签名与 runner 一致,接线照原样对接;
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# 信号连接只在组合根)
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func _start_adventure() -> void:
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ui.modals.flow.close(ui.modals.debug_overlay) # 开冒险路径显式关浮窗(调试浮窗默认开态下开局不带窗;对局中经角标再开)
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ui.flow.close(ui.modals.menu.debug_overlay) # 开冒险路径显式关浮窗(调试浮窗默认开态下开局不带窗;对局中经角标再开)
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_begin_session(true)
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_wire_adventure()
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run_scope.level_active = true
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_sync_status_entry() # 进对局点亮状态面板入口角标
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ui.modals.level_screen.set_abandon_available(true) # 放弃入口挂选路停点(天然非战斗期)
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ui.modals.run.level_screen.set_abandon_available(true) # 放弃入口挂选路停点(天然非战斗期)
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ui.battle.log_view.clear()
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var seed_val := _seed_value()
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logger.start_session(seed_val)
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run_scope.adventure.set_hero_override(ui.modals.debug_overlay.atk_pct(), ui.modals.debug_overlay.hp_pct())
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run_scope.adventure.set_hero_override(ui.modals.menu.debug_overlay.atk_pct(), ui.modals.menu.debug_overlay.hp_pct())
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# 永久强化注入:冒险开始参数面——meta 现算 override 显式传参(全零 = 白板)
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# 开局参数面(同调三键同源构造——确定性承载=固定种子+参数档,首局教学图由种子域三分判定给 42)
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if not run_scope.adventure.start_adventure(seed_val, build_adventure_params(save_manager, meta,
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@@ -287,16 +287,16 @@ func _on_battle_finished(payload: Dictionary) -> void:
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_refresh_presentations()
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return
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"level_end":
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ui.modals.end_overlay.open_victory(Narrator.battle_end_text("victory", true),
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ui.modals.run.end_overlay.open_victory(Narrator.battle_end_text("victory", true),
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"返回", ui.battle.board_zone.board_view.get_global_rect(), _end_victory_opts(payload))
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"standalone_end":
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if result == "victory":
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ui.modals.end_overlay.open_victory(Narrator.battle_end_text("victory", false),
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ui.modals.run.end_overlay.open_victory(Narrator.battle_end_text("victory", false),
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"回到遭遇选择", ui.battle.board_zone.board_view.get_global_rect(), _end_victory_opts(payload))
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else:
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ui.modals.end_overlay.open_defeat(Narrator.battle_end_text("defeat", false),
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ui.modals.run.end_overlay.open_defeat(Narrator.battle_end_text("defeat", false),
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"返回", ui.battle.board_zone.board_view.get_global_rect())
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ui.modals.flow.open_after_playback(ui.modals.end_overlay)
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ui.flow.open_after_playback(ui.modals.run.end_overlay)
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_refresh_presentations()
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@@ -562,7 +562,7 @@ func _on_wallet_changed(event: String, gp: int, extra: Dictionary)-> void:
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func _on_board_action(cell: Vector2i, kind: String) -> void:
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# 玩家动作 → 核心写调用的唯一通道(模态/无战斗拒绝在此收口)
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if ui.modals.flow.locks_input():
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if ui.flow.locks_input():
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return
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# 结算演播期棋盘冻结(v3 口径——不可点/不可移/不可挖):
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# 锁面=排播队列活跃(纯队列判据;排播泵尾迹窗口不可作演播中标志——见 row_pacer._process 注)。
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@@ -605,7 +605,7 @@ func _on_board_action(cell: Vector2i, kind: String) -> void:
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func _on_stop_pressed() -> void:
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if ui.modals.flow.locks_input():
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if ui.flow.locks_input():
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return
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# stop 经批次提交(排雷玩法 D1×6①——不直调 行动经济)
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if run_scope.settlement == null:
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@@ -622,7 +622,7 @@ func _on_stop_pressed() -> void:
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func _on_refresh_confirmed() -> void:
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# 弃图刷新(挖掘期 Active 当场换图继续挖——D4;RAP 按门槛扣费 · 旧板封印作废,每轮上限读表)
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if ui.modals.flow.locks_input():
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if ui.flow.locks_input():
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return
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var ok: bool = false
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if run_scope.level_active and run_scope.runner != null:
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@@ -764,8 +764,8 @@ func _seed_value() -> int:
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# 重放模板 0 即在此种子下标定〕;置位 true=教学局已收束的非首局走 ③ 随机);
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# ③非首局空/非法框=引擎全局熵 randi()(Godot 4 启动自播种子,headless 同;不走 rng_service
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# 封闭流、禁 randomize()/自建 RNG——组合根建种子属引擎熵豁免面,不进玩法 RNG 消费)
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if ui.modals.debug_overlay.seed_edit.text.is_valid_int():
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return int(ui.modals.debug_overlay.seed_edit.text)
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if ui.modals.menu.debug_overlay.seed_edit.text.is_valid_int():
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return int(ui.modals.menu.debug_overlay.seed_edit.text)
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if save_manager.meta_state.career_state().first_adventure_done:
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return randi() # rng-seed-exempt(非首局空框引擎熵——组合根建种子不进玩法 RNG 消费,static_scan S1/S2 标记豁免)
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return 42
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