From 291c5aa32cd1f2f0bf2115c00e620c3c36f36d5d Mon Sep 17 00:00:00 2001 From: DKChan <524912269@qq.com> Date: Thu, 24 Sep 2026 03:27:57 +0800 Subject: [PATCH] =?UTF-8?q?docs(todo):=20=E4=BC=A4=E5=AE=B3=E7=AE=A1?= =?UTF-8?q?=E7=BA=BF=E5=8D=95=E6=8D=AE=E5=8C=96=E6=89=B9=E7=99=BB=E8=AE=B0?= =?UTF-8?q?=2006=E2=80=94=E2=80=94=E3=80=8C=E4=BC=A4=E5=AE=B3=E6=8E=A7?= =?UTF-8?q?=E5=88=B6=E5=99=A8=E7=BB=9F=E4=B8=80=E5=85=A5=E5=8F=A3=EF=BC=88?= =?UTF-8?q?=E4=BA=94=E8=B0=83=E7=94=A8=E7=82=B9=E6=94=B6=E5=8F=A3=EF=BC=89?= =?UTF-8?q?=E3=80=8D=EF=BC=88B=20=E6=A8=A1=E5=BC=8F+A=20=E5=9B=9E=E5=88=87?= =?UTF-8?q?=E5=BC=80=E5=85=B3/=E7=BB=93=E8=B4=A6=E6=97=B6=E5=AE=9A?= =?UTF-8?q?=E7=9B=AE=E6=A0=87/=E5=8D=95=E4=BD=8D=E8=87=AA=E5=AE=A3?= =?UTF-8?q?=E5=B8=83=E6=AD=BB=E4=BA=A1=E4=BA=8B=E4=BB=B6=20=E4=B8=89?= =?UTF-8?q?=E8=A3=81=E5=86=B3=EF=BC=8C=E4=B8=A4=E6=AD=A5=E8=B5=B0=E6=89=A7?= =?UTF-8?q?=E8=A1=8C=E9=9D=A2=EF=BC=8C=E7=94=A8=E6=88=B7=E6=8B=8D=E6=9D=BF?= =?UTF-8?q?=202026-09-24=EF=BC=8C=E5=8F=B0=E8=B4=A6=20148=EF=BC=89?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- design/gdd/06-待办清单.md | 10 ++++++++++ 1 file changed, 10 insertions(+) diff --git a/design/gdd/06-待办清单.md b/design/gdd/06-待办清单.md index 31243ade..350407a3 100644 --- a/design/gdd/06-待办清单.md +++ b/design/gdd/06-待办清单.md @@ -57,6 +57,16 @@ +#### 伤害管线单据化批——伤害控制器统一入口(五调用点收口) + +**现状**:2026-09-24 会话四轮讨论定案(用户逐条拍板):伤害当前无对象抽象——五族来源(主角攻击/敌方行动/棋盘克制直伤/棋盘群伤/反噬地形)在战斗编排器内各自内联组装管线,类型轴与算术层(DamageMath)已收口但管线次序散落各调用点;未来新增减伤环节须逐调用点判断挂不挂、漏挂即静默跳过。用户三项裁决:①**兑现时机走 B 模式**(开单攒批、段界统一结账),A 模式(记一笔结一笔=现状行为)保留为同一机器的结账时机开关位——试玩体感不对一步回切;②目标在结账时刻照规则看现场解析(最前活敌/主角/全体存活敌),开单时只写规则不冻结对象;③死亡事件由单位自行触发——控制器把结果交到对象,对象血量归零自己宣布死亡,怪死=后续相关单作废(含死亡即不动手),主角死=终止信号直进 Game Over。执行面两步走:第一步五调用点收口进控制器+开关拨 A(行为逐位不变、冒烟原样绿);第二步开关拨 B(行为切换、冒烟重锚,历史基线读数作废重测归调参批)。 + +**归属**:[战斗结算](systems/战斗循环/战斗结算.md)(伤害管线归战斗结算;棋盘兑付面联动[地图战斗资源](systems/战斗循环/地图战斗资源.md)) + +**状态**:已立项开工(2026-09-24 用户拍板"开工吧"),worktree damage-pipeline-20260924 + + + ### 敌人系统