From 2e419a17a345b2d79c4c85b32fda6086ed0c26a8 Mon Sep 17 00:00:00 2001 From: DKChan <524912269@qq.com> Date: Mon, 21 Sep 2026 15:03:50 +0800 Subject: [PATCH] =?UTF-8?q?feat(content):=20=E5=85=83=E8=BF=9B=E5=BA=A6?= =?UTF-8?q?=E5=AE=9E=E7=8E=B0=E6=89=B9=20T2=E2=80=93T4=E2=80=94=E2=80=94Me?= =?UTF-8?q?taProgression=20=E8=B4=A6=E6=9C=AC=E6=9C=8D=E5=8A=A1+SaveManage?= =?UTF-8?q?r=20=E4=B8=A4=E6=A1=A3=E5=85=A5=E8=B4=A6=E7=AC=AC=E4=BA=8C?= =?UTF-8?q?=E5=8F=82+=E6=B3=A8=E5=85=A5=E9=80=9A=E9=81=93=EF=BC=88adventur?= =?UTF-8?q?e/level=20runner=20base=5Foverride=EF=BC=89+=E8=90=A5=E5=9C=B0?= =?UTF-8?q?=E8=A6=86=E7=9B=96=E5=B1=82/=E5=85=A5=E5=8F=A3/=E9=A1=B6?= =?UTF-8?q?=E6=A0=8F/=E7=BB=93=E7=AE=97=E6=98=8E=E7=BB=86=EF=BC=88?= =?UTF-8?q?=E5=86=92=E7=83=9F=20522=20=E7=BB=BF=EF=BC=89?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../core/adventure_runner.gd | 27 ++- .../core/level_runner.gd | 20 +- .../core/meta_progression.gd | 138 ++++++++++++ .../core/meta_progression.gd.uid | 1 + .../core/save_manager.gd | 14 +- .../presentation/battle_narrator.gd | 17 ++ .../presentation/hud_presenter.gd | 6 +- .../presentation/main.gd | 100 +++++++-- .../presentation/ui_assembler.gd | 14 +- .../presentation/views/camp_overlay_view.gd | 197 ++++++++++++++++++ .../views/camp_overlay_view.gd.uid | 1 + 11 files changed, 501 insertions(+), 34 deletions(-) create mode 100644 prototypes/dungeon-sweeper-vertical-slice/core/meta_progression.gd create mode 100644 prototypes/dungeon-sweeper-vertical-slice/core/meta_progression.gd.uid create mode 100644 prototypes/dungeon-sweeper-vertical-slice/presentation/views/camp_overlay_view.gd create mode 100644 prototypes/dungeon-sweeper-vertical-slice/presentation/views/camp_overlay_view.gd.uid diff --git a/prototypes/dungeon-sweeper-vertical-slice/core/adventure_runner.gd b/prototypes/dungeon-sweeper-vertical-slice/core/adventure_runner.gd index f24f72d3..7884339a 100644 --- a/prototypes/dungeon-sweeper-vertical-slice/core/adventure_runner.gd +++ b/prototypes/dungeon-sweeper-vertical-slice/core/adventure_runner.gd @@ -55,6 +55,7 @@ var summary := {} # 最近一次结算的冒险摘要( var _runner: LevelRunner # 当前关卡行进器(每关新建——关卡域状态天然隔离) var _pending_next_level := false # 大奖励已兑付、等 continue_to_next_level 确认 var _override := [0, 0] # TunePanel 百分比通道 [atk_pct, hp_pct](每关新 runner 都要应用) +var _base_override := {"atk": 0, "max_hp": 0, "armor_class": 0} # 永久强化 flat 注入(元进度实现批——冒险开始参数面 params.hero_override 存入,共享给 LevelRunner;全零 = 白板) func _init(db_ref, rng_ref) -> void: @@ -65,8 +66,10 @@ func _init(db_ref, rng_ref) -> void: # ---- 冒险生命周期 ---- # 冒险开始(主种子注入恰一次——全冒险唯一 rng.new_adventure 调用点;重开 = 全新一轮: -# 账本/加算区/已购档/钥石/摘要全重置,生命置满基础上限,从第 1 关起步) -func start_adventure(seed_val: int) -> bool: +# 账本/加算区/已购档/钥石/摘要全重置,生命置满基础上限,从第 1 关起步)。 +# params.hero_override = 永久强化 flat 注入(元进度实现批——缺省 {} = 全零白板,与 B1 空参数路径逐位一致; +# -1/缺键 = 表值兜底口径,规范化为 0 flat) +func start_adventure(seed_val: int, params: Dictionary = {}) -> bool: if state != "idle": push_error("[冒险结构] start_adventure 拒绝——state=%s(重开须待上一局结算完毕)" % state) return false @@ -80,11 +83,20 @@ func start_adventure(seed_val: int) -> bool: levels_total = db.level.rows.size() level_index = 1 _pending_next_level = false - ledger["hero_hp"] = int(db.hero.max_hp) # 生命账本置满(基础上限读英雄表——加算区刚归零) + _base_override = _normalize_override(params.get("hero_override", {})) + 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) state = "running" return _start_current_level() +# 注入参数规范化:三字段缺键/-1 = 表值兜底(→ 0 flat);负值一律 clamp 0(白板 = 全零合法态) +func _normalize_override(raw: Dictionary) -> Dictionary: + var out := {"atk": 0, "max_hp": 0, "armor_class": 0} + for k in out.keys(): + out[k] = maxi(0, int(raw.get(k, 0))) + return out + + # TunePanel 百分比通道(测试面板覆盖——每关新 runner 都要应用;正式侧归元进度) func set_hero_override(atk_pct: int, hp_pct: int) -> void: _override = [atk_pct, hp_pct] @@ -139,9 +151,10 @@ func _start_current_level() -> bool: _runner.wallet_changed.connect(_forward_wallet_changed) _runner.level_finished.connect(_on_level_finished) _runner.set_hero_override(int(_override[0]), int(_override[1])) - # 接口①开始关卡:生命经共享账本交接(账本当前值即开局生命——冒险开始置满 / 大奖励回满已写好) + # 接口①开始关卡:生命经共享账本交接(账本当前值即开局生命——冒险开始置满 / 大奖励回满已写好); + # _base_override 共享引用随载荷传入(永久强化 flat——LevelRunner.effective_* 叠加序第二项) var ok: bool = _runner.start_level_external(level_index, ledger, bonus, purchased, - Callable(self, "apply_rest")) + Callable(self, "apply_rest"), _base_override) if ok: level_started.emit(level_index, String(_runner.level_row.get("display_name", ""))) return ok @@ -164,14 +177,14 @@ func _on_level_finished(payload: Dictionary) -> void: # 大奖励(非末关通关恰一次):上限提升写加算区 → 血回满 = 新上限 → 钥石入账(顺序即契约) var hp_bonus: int = int(db.adventure.level_clear_hp_bonus) bonus["max_hp"] = int(bonus.get("max_hp", 0)) + hp_bonus - ledger["hero_hp"] = int(db.hero.max_hp) + int(bonus["max_hp"]) + ledger["hero_hp"] = int(db.hero.max_hp) + int(_base_override["max_hp"]) + int(bonus["max_hp"]) keystone += int(db.adventure.keystone_per_level) # 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) _pending_next_level = true big_reward_paid.emit({ "from_level": level_index, "hp_bonus": hp_bonus, - "new_max_hp": int(db.hero.max_hp) + int(bonus["max_hp"]), + "new_max_hp": int(db.hero.max_hp) + int(_base_override["max_hp"]) + int(bonus["max_hp"]), "keystone_gained": int(db.adventure.keystone_per_level), "keystone_total": keystone, }) diff --git a/prototypes/dungeon-sweeper-vertical-slice/core/level_runner.gd b/prototypes/dungeon-sweeper-vertical-slice/core/level_runner.gd index 59217cb2..fded57b6 100644 --- a/prototypes/dungeon-sweeper-vertical-slice/core/level_runner.gd +++ b/prototypes/dungeon-sweeper-vertical-slice/core/level_runner.gd @@ -58,6 +58,7 @@ var gp: int: # GP 冒险钱包(局内货币— get: return int(_ledger["gp"]) set(v): _ledger["gp"] = v var bonus := {"atk": 0, "max_hp": 0, "armor_class": 0} # 统一冒险加算区(冒险开始全 0)——商店购买与关卡大奖励写同一本账(冒险模式 = AdventureRunner 共享字典;大奖励接线归 AdventureRunner._on_level_finished) +var base_override := {"atk": 0, "max_hp": 0, "armor_class": 0} # 永久强化 flat 注入(元进度实现批——冒险模式 = AdventureRunner 共享字典经 start_level_external 注入;单关测试模式 = 私有全零) var _shop_purchased := {} # product_id → 已购档数(现价重算输入;冒险开始清零) # 协作对象私有(E1/E3 封装收口 2026-09-13):settlement 读取经 current_battle() 成文出口 var _settlement = null # 当前战斗编排器(关卡结束置 null) @@ -84,21 +85,21 @@ func set_hero_override(atk_pct: int, hp_pct: int) -> void: hero_hp_pct = hp_pct -# 叠加次序(GP+商店房实施批):基础表值 + 加算区(商店/大奖励 flat 先加)→ TunePanel 百分比后乘 -# (调整板 = 测试工具按现状保持——百分比恒乘在加算生效值上) +# 叠加次序(元进度实现批钉死):表值 → 永久强化 flat(base_override)→ 加算区 flat(bonus)先加 +# → TunePanel 百分比后乘(调整板 = 测试工具恒乘最后——代拍板 6,与 GP 批既有次序兼容) func effective_atk() -> int: - var base: int = int(db.hero.atk) + int(bonus.get("atk", 0)) + var base: int = int(db.hero.atk) + int(base_override.get("atk", 0)) + int(bonus.get("atk", 0)) return maxi(1, int(round(float(base) * (100.0 + float(hero_atk_pct)) / 100.0))) func effective_max_hp() -> int: - var base: int = int(db.hero.max_hp) + int(bonus.get("max_hp", 0)) + var base: int = int(db.hero.max_hp) + int(base_override.get("max_hp", 0)) + int(bonus.get("max_hp", 0)) return maxi(1, int(round(float(base) * (100.0 + float(hero_hp_pct)) / 100.0))) -# 护甲等级生效值(加算区 armor_class 轴——无 TunePanel 百分比通道,纯 flat) +# 护甲等级生效值(永久强化 flat + 加算区 armor_class 轴——无 TunePanel 百分比通道,纯 flat) func effective_ac() -> int: - return maxi(0, int(db.hero.armor_class) + int(bonus.get("armor_class", 0))) + return maxi(0, int(db.hero.armor_class) + int(base_override.get("armor_class", 0)) + int(bonus.get("armor_class", 0))) # 覆盖复位(关卡结束归零——表值不可变,仅清百分比;调用方兼容保留) @@ -128,6 +129,7 @@ func start_level(level_index: int, seed_val: int) -> bool: _graph_mode = false gp = 0 # 冒险钱包清零开局(GP+商店房实施批——局内货币生命周期起点) bonus = {"atk": 0, "max_hp": 0, "armor_class": 0} # 加算区冒险开始全 0 + base_override = {"atk": 0, "max_hp": 0, "armor_class": 0} # 永久强化 flat 单关测试模式恒全零(白板——单关入口零元进度) _shop_purchased = {} # 已购档数清零(跨冒险不延续——递增定价按冒险内累计) for node in nodes(): if node.has("next"): @@ -146,11 +148,12 @@ func start_level(level_index: int, seed_val: int) -> bool: # 冒险结构接口①:开始关卡(载荷 = 关卡序号 + 当前生命 + 生效上限——生命经共享账本交接; # 种子域归冒险结构:本路径不重播种;账本归冒险结构:本路径不重置 gp/bonus/_shop_purchased, -# 也不重置 hero_hp——账本当前值即开局生命,AdventureRunner 已在 ledger 写好) +# 也不重置 hero_hp——账本当前值即开局生命,AdventureRunner 已在 ledger 写好)。 +# base_override = 永久强化 flat 共享引用(元进度实现批——缺省 {} 全零白板,与 B1 空参数路径逐位一致)。 # 流程与 start_level 同款(_find_level_row → 状态初始化 → _graph_mode 探测 → _enter_node(entry)), # 差异仅在账本/加算区/已购档/恢复执行体的注入与零重置。 func start_level_external(level_index: int, ledger: Dictionary, bonus_ref: Dictionary, - purchased_ref: Dictionary, rest_handler: Callable) -> bool: + purchased_ref: Dictionary, rest_handler: Callable, base_override_ref: Dictionary = {}) -> bool: var row := _find_level_row(level_index) if row.is_empty(): push_error("[关卡节点地图] level_index %d 在 LevelTable 无行" % level_index) @@ -158,6 +161,7 @@ func start_level_external(level_index: int, ledger: Dictionary, bonus_ref: Dicti _external = true _ledger = ledger bonus = bonus_ref + base_override = base_override_ref _shop_purchased = purchased_ref _rest_handler = rest_handler level_row = row diff --git a/prototypes/dungeon-sweeper-vertical-slice/core/meta_progression.gd b/prototypes/dungeon-sweeper-vertical-slice/core/meta_progression.gd new file mode 100644 index 00000000..363581b8 --- /dev/null +++ b/prototypes/dungeon-sweeper-vertical-slice/core/meta_progression.gd @@ -0,0 +1,138 @@ +# VERTICAL SLICE - NOT FOR PRODUCTION +# Validation Question: 钥石能否在营地换成永久强化并在下一局开局生效——冒险收束入账(大奖励 + Boss +# 首杀/重复杀两档)、营地消费、注入计算的跨局账本能否在零 UI 下独立成立(元进度 GDD 验收标准) +# Date: 2026-09-21(元进度实现批——设计权威 design/gdd/systems/冒险循环/元进度.md 定稿 v1.2) +# 元进度账本服务(Core 层零 UI、纯被动服务——同 StatusContainer 先例:零信号零外发,读存档算账)。 +# 职责三件:① 属性锻造定价与购买(几何递增——tier 级价格 = 迭代 floor(p × ratio/100),tier 0 = +# base_price,floor 单一取整对齐 round_direction 纪律);② 道具工坊解锁(首版只挂总通关次数渠道—— +# Σ level_clear_counts 达标,代拍板 2;六件局内效果归 Alpha 魔法道具重设计批,本类只有解锁状态); +# ③ 冒险收束入账(Boss 两档 = 表值 first_kill/repeat_kill,首杀标记读存档判first;调 SaveManager +# apply_adventure_summary 入账并附 boss_drops 副本——复盘可归因,验收 5)。 +# 注入面:hero_override() = 三档 forge flat(全零 = 白板合法态;override 不写表——表运行期只读, +# 消费方 AdventureRunner/LevelRunner 经冒险开始参数面显式传参)。 +# 纪律:数值零字面量——价格/档位/阈值/两档金额只读 db.meta_* 访问器;存档只经 SaveManager 访问器, +# 禁读内部结构;行集解析禁自扫表(一律走 ConfigDB 访问器)。 +class_name MetaProgression +extends RefCounted + +var db +var save + + +func _init(db_ref, save_ref) -> void: + db = db_ref + save = save_ref + + +func keystone_balance() -> int: + return save.keystone_balance() + + +# ---- 属性锻造(钥石直购、可重复升级——几何递增定价)---- + +func forge_level(attr: String) -> int: + return save.forge_level(attr) + + +# 每级强化 flat 值 × 当前级(注入面的算料——投值语言锁定 flat 整数) +func forge_flat(attr: String) -> int: + return forge_level(attr) * int(db.meta_forge_row(attr).get("flat_value", 0)) + + +# 下一级价格:tier = 当前级,迭代 floor(p × ratio/100) 恰 tier 次(tier 0 = base_price) +func forge_price(attr: String) -> int: + var row: Dictionary = db.meta_forge_row(attr) + if row.is_empty(): + return 0 + var p := int(row.get("base_price", 0)) + var ratio := int(row.get("price_ratio_pct", 100)) + for _i in forge_level(attr): + p = int(floor(float(p) * float(ratio) / 100.0)) + return p + + +# 购买:余额不足 / attr 出域 false 零副作用;成功 = 消费 + 升级 + 写盘 +func buy_forge(attr: String) -> bool: + if db.meta_forge_row(attr).is_empty(): + return false + if not save.spend_keystone(forge_price(attr)): + return false + if not save.set_forge_level(attr, forge_level(attr) + 1): + return false + return save.write_to_disk() + + +# ---- 道具工坊(首版全走通关次数渠道——钥石直购价随定价批后补,最终双渠道并存)---- + +# 总通关次数 = Σ level_clear_counts(工坊解锁判定量——代拍板 2) +func _total_clears() -> int: + var total := 0 + for i in db.level.rows.size(): + total += save.clear_count(i + 1) + return total + + +# 工坊六行只读投影(呈现层数据源):{item_id, display_name, threshold, unlocked, progress} +func workshop_status() -> Array: + var total := _total_clears() + var out: Array = [] + for row in db.meta_workshop_items(): + var iid := String(row.get("item_id", "")) + out.append({ + "item_id": iid, + "display_name": String(row.get("display_name", "")), + "threshold": int(row.get("clear_threshold", 0)), + "unlocked": save.item_unlocked(iid), + "progress": total, + }) + return out + + +# 达标未解锁 → unlock_item + 写盘;返回新解锁 item_id 列(冒险收束后与营地打开时各调一次) +func refresh_workshop_unlocks() -> Array: + var new_unlocks: Array = [] + var total := _total_clears() + for row in db.meta_workshop_items(): + var iid := String(row.get("item_id", "")) + if save.item_unlocked(iid): + continue + if total >= int(row.get("clear_threshold", 99)): + save.unlock_item(iid) + new_unlocks.append(iid) + if not new_unlocks.is_empty(): + save.write_to_disk() + return new_unlocks + + +# ---- Boss 两档与收束入账(结算屏文案数据源)---- +# 明细 {big_reward, boss_drops: [{level, first, amount}], total, new_unlocks}; +# 入账与标记经 save.apply_adventure_summary(boss_drops 副本随摘要入 recent_summaries)。 +func settle_adventure(summary: Dictionary) -> Dictionary: + var drops: Array = [] + for li in range(1, int(summary.get("levels_cleared", 0)) + 1): + var first: bool = not save.boss_first_kill_marked(li) + var row: Dictionary = db.meta_boss_keystone_row(li) + var amount: int = int(row.get("first_kill", 0)) if first else int(row.get("repeat_kill", 0)) + drops.append({"level": li, "first": first, "amount": amount}) + save.apply_adventure_summary(summary, drops) + var new_unlocks := refresh_workshop_unlocks() + save.write_to_disk() + var total := int(summary.get("keystone_total", 0)) + for d in drops: + total += int(d["amount"]) + return { + "big_reward": int(summary.get("keystone_total", 0)), + "boss_drops": drops, + "total": total, + "new_unlocks": new_unlocks, + } + + +# ---- 跨局注入(冒险开始参数面——字段清单随柜台扩展,现 = 属性锻造三档)---- +# 全零 = 白板合法态(无解锁不得改变任何局内规则);override 禁写表(表运行期只读)。 +func hero_override() -> Dictionary: + return { + "atk": forge_flat("atk"), + "max_hp": forge_flat("max_hp"), + "armor_class": forge_flat("armor_class"), + } diff --git a/prototypes/dungeon-sweeper-vertical-slice/core/meta_progression.gd.uid b/prototypes/dungeon-sweeper-vertical-slice/core/meta_progression.gd.uid new file mode 100644 index 00000000..0dbb76a0 --- /dev/null +++ b/prototypes/dungeon-sweeper-vertical-slice/core/meta_progression.gd.uid @@ -0,0 +1 @@ +uid://b22wboiq6n3ra diff --git a/prototypes/dungeon-sweeper-vertical-slice/core/save_manager.gd b/prototypes/dungeon-sweeper-vertical-slice/core/save_manager.gd index 59775b4e..f246dfd6 100644 --- a/prototypes/dungeon-sweeper-vertical-slice/core/save_manager.gd +++ b/prototypes/dungeon-sweeper-vertical-slice/core/save_manager.gd @@ -171,17 +171,23 @@ func recent_summaries() -> Array: # 域更新原语(正式冒险收束唯一入账口——组合根经本函数入账,禁直改内部结构): -# 钥石入账 + 逐通关关次 clear_count +1 与 Boss 首杀标记 + 摘要头部插入(cap 10,最新在前)。 -# 本批不含 Boss 金额(首杀全量/重复杀小额归元进度批——届时增第二参 boss_drops,默认 [] 零行为兼容)。 -func apply_adventure_summary(summary: Dictionary) -> void: +# 钥石入账(summary.keystone_total + boss_drops 逐笔 amount)+ 逐通关关次 clear_count +1 与 +# Boss 首杀标记 + 摘要头部插入(cap 10,最新在前,元素附 boss_drops 副本——复盘可归因)。 +# boss_drops 归元进度批消费(两档金额读 meta 表——MetaProgression.settle_adventure 组装; +# 缺省 [] 零行为兼容——调用方不带两档时入账面与批前逐位一致)。 +func apply_adventure_summary(summary: Dictionary, boss_drops: Array = []) -> void: add_keystone(int(summary.get("keystone_total", 0))) + for drop in boss_drops: + add_keystone(int(drop.get("amount", 0))) var cleared := int(summary.get("levels_cleared", 0)) for li in range(1, cleared + 1): var key := str(li) _data["meta"]["level_clear_counts"][key] = int(_data["meta"]["level_clear_counts"].get(key, 0)) + 1 _data["meta"]["boss_first_kill"][key] = true + var entry: Dictionary = summary.duplicate(true) + entry["boss_drops"] = boss_drops.duplicate(true) var arr: Array = _data["meta"]["recent_summaries"] - arr.push_front(summary.duplicate(true)) + arr.push_front(entry) while arr.size() > SUMMARY_CAP: arr.pop_back() diff --git a/prototypes/dungeon-sweeper-vertical-slice/presentation/battle_narrator.gd b/prototypes/dungeon-sweeper-vertical-slice/presentation/battle_narrator.gd index c5ee3dc2..d39b75d6 100644 --- a/prototypes/dungeon-sweeper-vertical-slice/presentation/battle_narrator.gd +++ b/prototypes/dungeon-sweeper-vertical-slice/presentation/battle_narrator.gd @@ -102,3 +102,20 @@ static func adventure_summary_text(summary: Dictionary) -> String: return "%s\n通关 %d 关 · 止步第 %d 层 · 钥石合计 %d · 主种子 %d" % [ verdict, int(summary.get("levels_cleared", 0)), int(summary.get("stopped_at", 0)), int(summary.get("keystone_total", 0)), int(summary.get("master_seed", 0))] + + +# 钥石入账明细文案(元进度实现批——settle_adventure 明细的结算屏追加段:大奖励 / 逐关 Boss +# 首杀或重复两档 / 新解锁道具;name_lookup = item_id → 显示名投影,由组合根自 meta 表喂入) +static func keystone_settle_text(detail: Dictionary, name_lookup: Dictionary = {}) -> String: + var parts: Array = ["大奖励 +%d" % int(detail.get("big_reward", 0))] + for d in detail.get("boss_drops", []): + parts.append("第 %d 关 Boss %s +%d" % [int(d.get("level", 0)), + "首杀" if bool(d.get("first", false)) else "重复杀", int(d.get("amount", 0))]) + var line := "钥石入账:" + " · ".join(parts) + var unlocks: Array = detail.get("new_unlocks", []) + if not unlocks.is_empty(): + var names: Array = [] + for iid in unlocks: + names.append(String(name_lookup.get(String(iid), String(iid)))) + line += "\n工坊新解锁:" + "、".join(names) + return line + "\n本局入账合计 +%d 钥石" % int(detail.get("total", 0)) diff --git a/prototypes/dungeon-sweeper-vertical-slice/presentation/hud_presenter.gd b/prototypes/dungeon-sweeper-vertical-slice/presentation/hud_presenter.gd index 4e10c09a..b8c104cc 100644 --- a/prototypes/dungeon-sweeper-vertical-slice/presentation/hud_presenter.gd +++ b/prototypes/dungeon-sweeper-vertical-slice/presentation/hud_presenter.gd @@ -16,10 +16,14 @@ extends RefCounted # 每次结算行/轮次/节点变化/动作返回后调用(组合根全量重查装配) static func refresh(stage: BattleStageView, info: HeroInfoPanelView, ap_bar: ApBarView, - settlement, runner, level_active: bool, db, refresh_remaining: int, gp_label: Label = null) -> void: + settlement, runner, level_active: bool, db, refresh_remaining: int, gp_label: Label = null, + keystone_label: Label = null, keystone_balance: int = 0) -> void: # GP 余额常驻(GP+商店房实施批 2026-09-21——A 区顶栏邻接位;runner 缺位 = 非冒险态按 0 读数) if gp_label != null: gp_label.text = "金币 %d" % (int(runner.gp) if runner != null else 0) + # 钥石余额常驻(元进度实现批 2026-09-21——A 区顶栏邻接位;数据源 MetaProgression 账本,购买/收束后随全量重查刷新) + if keystone_label != null: + keystone_label.text = "钥石 %d" % keystone_balance if settlement == null: _refresh_out_of_battle(stage, info, runner, level_active, db) return diff --git a/prototypes/dungeon-sweeper-vertical-slice/presentation/main.gd b/prototypes/dungeon-sweeper-vertical-slice/presentation/main.gd index 2df53ddd..de67f9f7 100644 --- a/prototypes/dungeon-sweeper-vertical-slice/presentation/main.gd +++ b/prototypes/dungeon-sweeper-vertical-slice/presentation/main.gd @@ -27,12 +27,14 @@ const ModalStack := preload("res://presentation/modal_stack.gd") const TuneSimController := preload("res://presentation/tune_sim_controller.gd") const DebugSessionScript := preload("res://presentation/debug_session.gd") const SaveManagerScript := preload("res://core/save_manager.gd") # 存档承载(preload 避开全局类缓存时序——与 DebugSessionScript 同款) +const MetaProgressionScript := preload("res://core/meta_progression.gd") # 元进度账本服务(元进度实现批——同 preload 纪律) var db var settlement = null # 当前战斗编排器(关卡与调试模式统一读它) var runner = null # 关卡节点地图 图版推进器(完整关卡模式;冒险模式 = 每关重取 adventure.runner()) var adventure = null # 冒险结构编排器(冒险结构实现批——三关连探;转发信号照 runner 接线原样对接) var save_manager = null # 存档序列化承载(存档序列化批——启动读盘/冒险收束写盘;只经访问器与 apply 原语,禁读内部结构) +var meta = null # 元进度账本服务(元进度实现批——余额/定价/购买/工坊解锁/Boss两档入账/注入计算;零信号纯被动) var _adventure_mode := false # 冒险模式标记(inter 层确认分派与终局分派) var logger = null # 试玩日志器(JSONL 持久化 + 卡死诊断转储——呈现层组件) var _level_active := false @@ -56,11 +58,13 @@ var board_view: BoardView # 探针兼容别名(= board_zone.bo var ap_bar: ApBarView # 探针兼容别名(= board_zone.ap_bar) var settlement_fx: SettlementFxView # 结算演出覆盖层(跨区弹道/光带——A–D 之上、模态之下) var gp_label: Label # A 区顶栏 GP 余额常驻位(GP+商店房实施批——文案装配归 HudPresenter) +var keystone_label: Label # A 区顶栏钥石余额常驻位(元进度实现批——文案装配归 HudPresenter) # 模态 overlay(z 序 = 登记序;pattern 6 层级纪律) var legend_overlay: LegendOverlay var review_overlay: SettlementReviewOverlay var node_overlay: NodeOverlay var shop_overlay: ShopOverlay # 商店覆盖层(GP+商店房实施批——商店房节点兑付呈现) +var camp_overlay: CampOverlay # 营地覆盖层(元进度实现批——主菜单营地入口兑付呈现) var tune_panel: TunePanel var _modals = null # 模态层级状态机(modal_stack.gd——缺陷⑤纪律载体) @@ -82,6 +86,8 @@ func _ready() -> void: # (fatal 只留给数值表——fail-fast 边界在表加载,不在档);高版本拒读态后续写盘被类内拒绝。 save_manager = SaveManagerScript.new() save_manager.load_from_disk() + # 元进度账本(元进度实现批):存档就绪后建——余额/定价/购买/入账/注入全经此单点 + meta = MetaProgressionScript.new(db, save_manager) _debug = DebugSessionScript.new(db, get_node("/root/RngService"), Callable(self, "_debug_hero_override"), Callable(self, "_seed_value")) _debug.battle_created.connect(_on_debug_battle_created) @@ -98,6 +104,7 @@ func _build_ui() -> void: var battle_ui: Dictionary = UiAssembler.build_battle_ui(root, db) strip_view = battle_ui.strip_view gp_label = battle_ui.gp_label + keystone_label = battle_ui.keystone_label stage = battle_ui.stage log_view = battle_ui.log_view info_panel = battle_ui.info_panel @@ -128,6 +135,7 @@ func _build_ui() -> void: node_overlay = overlays.node_overlay _end_overlay = overlays.end_overlay shop_overlay = overlays.shop_overlay + camp_overlay = overlays.camp_overlay tune_panel = overlays.tune_panel route_overlay = RouteOverlay.new() add_child(route_overlay) @@ -140,13 +148,15 @@ func _build_ui() -> void: route_overlay.abandon_requested.connect(_on_abandon_requested) # 放弃入口(2026-09-21 用户拍板——台账 119) shop_overlay.buy_requested.connect(_on_shop_buy) shop_overlay.leave_pressed.connect(_on_shop_leave) + camp_overlay.buy_requested.connect(_on_camp_buy) + camp_overlay.closed.connect(_on_camp_closed) _end_overlay.review_pressed.connect(_on_end_review) _end_overlay.continue_pressed.connect(_on_battle_end_continue) tune_panel.closed.connect(_close_tune_panel) tune_panel.apply_requested.connect(_on_tune_apply) tune_panel.simulate_requested.connect(_on_tune_simulate) _modals = ModalStack.new() - for m: Control in [legend_overlay, review_overlay, node_overlay, route_overlay, _end_overlay, shop_overlay, tune_panel]: + for m: Control in [legend_overlay, review_overlay, node_overlay, route_overlay, _end_overlay, shop_overlay, camp_overlay, tune_panel]: _register_modal(m) _tune_sim = TuneSimController.new(db, tune_panel, int(db.hero.max_hp)) @@ -158,6 +168,7 @@ func _build_ui() -> void: start.lv3btn.pressed.connect(_start_full_level.bind(3)) start.tunebtn.pressed.connect(_show_tune_panel) start.dbgbtn.pressed.connect(_start_debug_levels) + start.campbtn.pressed.connect(_open_camp) var inter: Dictionary = UiAssembler.build_inter_overlay(self) _inter_overlay = inter.overlay @@ -258,7 +269,8 @@ func _start_adventure() -> void: var seed_val := _seed_value() logger.start_session(seed_val) adventure.set_hero_override(tune_panel.atk_pct(), tune_panel.hp_pct()) - if not adventure.start_adventure(seed_val): + # 永久强化注入(元进度实现批):冒险开始参数面——meta 现算 override 显式传参(全零 = 白板) + if not adventure.start_adventure(seed_val, {"hero_override": meta.hero_override() if meta != null else {}}): _fatal_screen("冒险启动失败——见输出日志") return @@ -342,7 +354,7 @@ func _on_big_reward(reward: Dictionary) -> void: _refresh_presentations() -# 冒险结算(completed/failed/abandoned):复用 BattleEndOverlay——摘要五件事进文案 +# 冒险结算(completed/failed/abandoned):复用 BattleEndOverlay——摘要五件事 + 钥石入账明细进文案 func _on_adventure_finished(summary: Dictionary) -> void: _level_active = false var result: String = String(summary.get("result", "")) @@ -351,18 +363,19 @@ func _on_adventure_finished(summary: Dictionary) -> void: _sync_settlement_visuals() # → 全关 info_panel.set_status_cleared_feedback() # 状态槽全清可见反馈(增益状态×4④) stage.gray_all_enemies() # 死亡兜底:站桩灰化残位(禁瞬消语义的战斗收尾面) + # 存档入账(元进度实现批):settle = Boss 两档入账 + 工坊解锁 + 摘要入档 + 写盘(唯一写档点不变—— + # 单关测试入口与调试两层不经过本处理器,天然不写档不污染生涯数据)。 + var detail: Dictionary = {} + if meta != null: + detail = meta.settle_adventure(summary) + var text := Narrator.adventure_summary_text(summary) + if not detail.is_empty(): + text += "\n" + Narrator.keystone_settle_text(detail, _item_name_lookup()) if result == "completed": - _end_overlay.open_victory(Narrator.adventure_summary_text(summary), - "返回冒险", board_view.get_global_rect()) + _end_overlay.open_victory(text, "返回冒险", board_view.get_global_rect()) else: - _end_overlay.open_defeat(Narrator.adventure_summary_text(summary), - "返回", board_view.get_global_rect()) + _end_overlay.open_defeat(text, "返回", board_view.get_global_rect()) logger.log_level_end(summary) # 试玩时间线:冒险终局(摘要随载荷) - # 存档入账(存档序列化批):正式冒险收束唯一写档点——域更新原语 + 原子写盘。 - # 单关测试入口与调试两层不经过本处理器,天然不写档(契约:测试模式不污染生涯数据)。 - if save_manager != null: - save_manager.apply_adventure_summary(summary) - save_manager.write_to_disk() if runner != null: runner.restore_hero_base() strip_view.refresh(runner) @@ -370,6 +383,15 @@ func _on_adventure_finished(summary: Dictionary) -> void: _refresh_presentations() +# 工坊 item_id → 显示名投影(keystone_settle_text 文案数据源——装配归本根,拼句归 Narrator) +func _item_name_lookup() -> Dictionary: + var lookup := {} + if meta != null: + for row in db.meta_workshop_items(): + lookup[String(row.get("item_id", ""))] = String(row.get("display_name", "")) + return lookup + + func _on_battle_end_continue() -> void: # 终局出口:返回开始界面(冒险摘要留档试玩日志;钥石已在收束时入存档——存档序列化批) _close_modal(_end_overlay) @@ -622,6 +644,57 @@ func _on_abandon_requested() -> void: board_zone.toast.show_toast("战斗进行中——无法放弃", "warn") +# ---- 营地覆盖层与钥石账本(元进度实现批——写调用唯一归组合根)---- + +# 打开营地(主菜单入口——开合与开始层互斥仿 TunePanel 先例:开始覆盖层非模态且树序在后, +# 规范 2.3 遮挡纪律;打开时先刷工坊解锁——达标未解锁就地入账) +func _open_camp() -> void: + if meta == null: + return + meta.refresh_workshop_unlocks() + _start_overlay.visible = false + camp_overlay.open_camp(_camp_data()) + _refresh_presentations() + + +func _on_camp_closed() -> void: + camp_overlay.visible = false + _start_overlay.visible = true + _refresh_presentations() # 关闭后刷新顶栏(工坊解锁可能变了余额侧读数面) + + +# 营地快照投影(纯读——锻造三行/工坊六行/余额/最近冒险;拼句归 CampOverlay,账面归 MetaProgression) +func _camp_data() -> Dictionary: + var forge_rows: Array = [] + if meta != null: + for attr in MetaTable.FORGE_ATTRS: + var row: Dictionary = db.meta_forge_row(attr) + forge_rows.append({ + "attr": attr, + "display_name": String(row.get("display_name", "")), + "level": meta.forge_level(attr), + "flat": int(row.get("flat_value", 0)), + "price": meta.forge_price(attr), + }) + return { + "balance": meta.keystone_balance() if meta != null else 0, + "forge": forge_rows, + "workshop": meta.workshop_status() if meta != null else [], + "recent": save_manager.recent_summaries() if save_manager != null else [], + } + + +func _on_camp_buy(attr: String) -> void: + if meta == null: + return + if not meta.buy_forge(attr): + # 余额不足(按钮禁用为常态防线——兜底拒绝可见,pattern 1) + board_zone.toast.show_toast("钥石不足——买不起这件强化", "warn") + return + camp_overlay.refresh_camp(_camp_data()) + _refresh_presentations() + + # ---- 商店覆盖层与 GP 钱包(GP+商店房实施批——写调用唯一归组合根)---- func _on_shop_buy(product_id: String) -> void: @@ -728,7 +801,8 @@ func _handle_outcome_feedback(outcome: Dictionary) -> void: func _refresh_presentations() -> void: # 每个核心信号/写调用返回后的全量重查装配(更新触发注记——无推送信号,命令式重查) var refresh_remaining: int = maxi(0, int(db.action_economy.refresh_cap_per_round) - _refresh_used_round) - HudPresenter.refresh(stage, info_panel, ap_bar, settlement, runner, _level_active, db, refresh_remaining, gp_label) + HudPresenter.refresh(stage, info_panel, ap_bar, settlement, runner, _level_active, db, refresh_remaining, + gp_label, keystone_label, meta.keystone_balance() if meta != null else 0) _sync_settlement_visuals() diff --git a/prototypes/dungeon-sweeper-vertical-slice/presentation/ui_assembler.gd b/prototypes/dungeon-sweeper-vertical-slice/presentation/ui_assembler.gd index 287581b0..7a827e03 100644 --- a/prototypes/dungeon-sweeper-vertical-slice/presentation/ui_assembler.gd +++ b/prototypes/dungeon-sweeper-vertical-slice/presentation/ui_assembler.gd @@ -31,6 +31,9 @@ static func build_battle_ui(root: Control, db) -> Dictionary: var gp_label := UiKit.label("金币 0", 15, true) gp_label.add_theme_color_override("font_color", UiKit.GOLD_DEEP) strip_row.add_child(gp_label) + var keystone_label := UiKit.label("钥石 0", 15, true) # 元进度实现批——A 区顶栏钥石余额常驻(文案装配归 HudPresenter,此处只建节点) + keystone_label.add_theme_color_override("font_color", UiKit.GOLD) + strip_row.add_child(keystone_label) # B 区:战斗画面(全宽 × 252px——常驻双舞台,布局决策 D1) var stage := BattleStageView.new(db) @@ -56,6 +59,7 @@ static func build_battle_ui(root: Control, db) -> Dictionary: return { "strip_view": strip_view, "gp_label": gp_label, + "keystone_label": keystone_label, "stage": stage, "log_view": stage.log_view, "info_panel": info_panel, @@ -85,6 +89,10 @@ static func build_overlays(host: Control, db, base_atk: int, base_hp: int) -> Di var shop_overlay := ShopOverlay.new() host.add_child(shop_overlay) + # 营地覆盖层(元进度实现批 2026-09-21——主菜单营地入口兑付呈现;开合仿 TunePanel 与开始层互斥) + var camp_overlay := CampOverlay.new() + host.add_child(camp_overlay) + var tune_panel := TunePanel.new(db, base_atk, base_hp) tune_panel.visible = false # 显式初始化——原版依赖"被不透明开始层遮蔽"的树序巧合(缺陷⑤家族);模态锁输入以 visible 为准 host.add_child(tune_panel) @@ -95,6 +103,7 @@ static func build_overlays(host: Control, db, base_atk: int, base_hp: int) -> Di "node_overlay": node_overlay, "end_overlay": end_overlay, "shop_overlay": shop_overlay, + "camp_overlay": camp_overlay, "tune_panel": tune_panel, } @@ -131,6 +140,8 @@ static func build_start_overlay(host: Control, db = null) -> Dictionary: box.add_child(tunebtn) var dbgbtn := UiKit.button("调试 · 连续关卡两层(HP 关内延续)") box.add_child(dbgbtn) + var campbtn := UiKit.button("营地 · 永久强化(钥石换永久属性——跨局成长账本)") # 元进度实现批——主菜单营地入口(双入口框架的主菜单一侧) + box.add_child(campbtn) # 玩法帮助文案(表值驱动——2026-09-16 AP 压速批遗留硬编码 8 随手修正;护甲等级掷点批同步"减伤"→"护甲强化") var help_text := "玩法:每轮 %d AP——挖开(1AP)/插旗(1AP)/移动(免费)/连锁(免费)。\n每个非封锁格都藏一种格面资源(增伤/护甲强化/回血/爆裂/削弱)。开安全格、标中雷 = 正向兑付;\n开雷格、标错安全格 = 负向兑付——全部在轮末结算逐行兑现;吃掷点的基础攻击按护甲等级判定,无 miss、最低保底 1 点。\n停手:剩余 AP 转存 RAP;弃图刷新:RAP−%d 当场换图继续挖(每轮剩 %d 次)。\n敌人全灭胜、主角倒下负。悬停可看三态光标与可挖域微光。" % [ @@ -140,7 +151,8 @@ static func build_start_overlay(host: Control, db = null) -> Dictionary: box.add_child(help) return {"overlay": overlay, "box": box, "seed_edit": seed_edit, - "lvbtn": lvbtn, "lv2btn": lv2btn, "lv3btn": lv3btn, "tunebtn": tunebtn, "dbgbtn": dbgbtn} + "lvbtn": lvbtn, "lv2btn": lv2btn, "lv3btn": lv3btn, "tunebtn": tunebtn, "dbgbtn": dbgbtn, + "campbtn": campbtn} # 调试两层模式的层间过渡覆盖层(历史入口专用)。返回 {overlay, label, next_btn}——接线归组合根 diff --git a/prototypes/dungeon-sweeper-vertical-slice/presentation/views/camp_overlay_view.gd b/prototypes/dungeon-sweeper-vertical-slice/presentation/views/camp_overlay_view.gd new file mode 100644 index 00000000..fcc4167a --- /dev/null +++ b/prototypes/dungeon-sweeper-vertical-slice/presentation/views/camp_overlay_view.gd @@ -0,0 +1,197 @@ +# VERTICAL SLICE - NOT FOR PRODUCTION +# Date: 2026-09-21(元进度实现批——营地覆盖层呈现) +# 营地覆盖层(模态):标题「营地 · 永久强化」+ 钥石余额 / 柜台一「属性锻造」(三行可购——显示名 · +# 当前 Lv · 每级 +flat · 下级价格 · 购买按钮余额不足禁用)/ 柜台二「道具工坊」(六行——显示名 · +# 解锁条件 · 进度 · 状态;局内效果排 Alpha 魔法道具重设计批——代拍板 3,注记一行)/ 柜台三 +# 「奖励格图鉴」(占位锁定行——内容排 Alpha 地图战斗资源差异化批——代拍板 4)/「最近冒险」列表 +# (recent_summaries 投影:结果/通关数/钥石合计/种子)/ 关闭按钮。 +# 挂接方式:仿 ShopOverlay(dim + CenterContainer + box);开合与开始层互斥仿 TunePanel 先例 +# (开始覆盖层非模态且树序在后——打开本层前由组合根隐藏开始层,规范 2.3 遮挡纪律)。 +# 高内聚边界:纯视图 setter 面——账本快照经组合根喂入(MetaProgression 只读投影),购买/关闭 +# 意图经信号外发——零核心写调用、零 MetaProgression 持有。视觉 = ui_kit 程序占位 +#(代拍板 8——视觉终稿以表现层样张过审为前置,归 HUD 协作批)。 +class_name CampOverlay +extends Control + +signal buy_requested(attr: String) +signal closed + +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,与 ShopOverlay 同款) + +var _balance_label: Label +var _forge_holder: VBoxContainer +var _workshop_holder: VBoxContainer +var _forge_rows: Array = [] # [{attr, level_l, price_l, btn}]——refresh_camp 就地重刷(零重建回流) +var _workshop_rows: Array = [] # [{item_id, progress_l, status_l}] +var _recent_list: Label # 最近冒险(逐行拼接 label——只读账面,随 open_camp 重建) + + +func _init() -> void: + var dim := ColorRect.new() + dim.color = Color(0, 0, 0, 0.72) + dim.set_anchors_preset(Control.PRESET_FULL_RECT) + add_child(dim) + var center := CenterContainer.new() + center.set_anchors_preset(Control.PRESET_FULL_RECT) + dim.add_child(center) + var box := VBoxContainer.new() + box.add_theme_constant_override("separation", 6) + center.add_child(box) + var title := UiKit.label("营地 · 永久强化", 24, true) + title.add_theme_color_override("font_color", UiKit.WARM) + title.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER + box.add_child(title) + _balance_label = UiKit.label("钥石 0", 18, true) + _balance_label.add_theme_color_override("font_color", UiKit.GOLD) + _balance_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER + box.add_child(_balance_label) + box.add_child(HSeparator.new()) + + box.add_child(_counter_header("属性锻造(钥石直购 · 每级 flat 整数 · 价格几何递增)")) + _forge_holder = VBoxContainer.new() + _forge_holder.add_theme_constant_override("separation", 4) + box.add_child(_forge_holder) + + box.add_child(_counter_header("道具工坊(累计通关次数解锁 · 局内效果排 Alpha 魔法道具重设计批)")) + _workshop_holder = VBoxContainer.new() + _workshop_holder.add_theme_constant_override("separation", 4) + box.add_child(_workshop_holder) + + box.add_child(_counter_header("奖励格图鉴")) + var lock_l := UiKit.label(" —— 柜台结构位预留:内容排 Alpha(地图战斗资源差异化批)", 13, false) + lock_l.add_theme_color_override("font_color", UiKit.WARM_FAINT) + box.add_child(lock_l) + box.add_child(HSeparator.new()) + + box.add_child(_counter_header("最近冒险")) + var scroll := ScrollContainer.new() + scroll.custom_minimum_size = Vector2(560, 96) + scroll.horizontal_scroll_mode = ScrollContainer.SCROLL_MODE_DISABLED + box.add_child(scroll) + _recent_list = UiKit.label("", 13, false) + _recent_list.add_theme_color_override("font_color", UiKit.WARM_SOFT) + _recent_list.custom_minimum_size = Vector2(544, 0) + _recent_list.autowrap_mode = TextServer.AUTOWRAP_OFF + scroll.add_child(_recent_list) + + var close_btn := UiKit.button("关闭营地(回开始界面)") + close_btn.pressed.connect(func(): closed.emit()) + box.add_child(close_btn) + visible = false + + +func _counter_header(text: String) -> Label: + var l := UiKit.label(text, 15, true) + l.add_theme_color_override("font_color", UiKit.WARM_SOFT) + return l + + +# ---- 柜台行构建(open_camp 重建;行结构仿 ShopOverlay 商品卡)---- + +# 打开营地(全量重建三柜台行 + 最近冒险——数据 = 组合根 _camp_data() 投影) +func open_camp(data: Dictionary) -> void: + _rebuild_forge(data) + _rebuild_workshop(data) + _rebuild_recent(data) + refresh_camp(data) + visible = true + + +# 状态重刷(购买后调用——余额/价格/禁用态/工坊状态就地改文案,零重建) +func refresh_camp(data: Dictionary) -> void: + var balance := int(data.get("balance", 0)) + _balance_label.text = "钥石 %d" % balance + var forge_by_attr := {} + for row in data.get("forge", []): + forge_by_attr[String(row.get("attr", ""))] = row + for card in _forge_rows: + var row: Dictionary = forge_by_attr.get(String(card.attr), {}) + if row.is_empty(): + continue + card.level_l.text = "Lv %d" % int(row.get("level", 0)) + card.price_l.text = "下级价格 %d 钥石" % int(row.get("price", 0)) + card.btn.disabled = balance < int(row.get("price", 0)) # 余额不足禁用置灰 + var ws_by_id := {} + for row in data.get("workshop", []): + ws_by_id[String(row.get("item_id", ""))] = row + for card in _workshop_rows: + var row: Dictionary = ws_by_id.get(String(card.item_id), {}) + if row.is_empty(): + continue + var th := int(row.get("threshold", 0)) + var prog := int(row.get("progress", 0)) + var unlocked := bool(row.get("unlocked", false)) + card.progress_l.text = "累计通关 %d / %d 次" % [prog, th] + card.status_l.text = "已解锁" if unlocked else "未解锁" + card.status_l.add_theme_color_override("font_color", UiKit.GOLD if unlocked else UiKit.WARM_FAINT) + + +func _rebuild_forge(data: Dictionary) -> void: + _forge_rows.clear() + for child in _forge_holder.get_children(): + child.queue_free() + for row in data.get("forge", []): + _forge_rows.append(_build_forge_row(_forge_holder, row)) + + +func _build_forge_row(holder: VBoxContainer, row: Dictionary) -> Dictionary: + var card := PanelContainer.new() + card.add_theme_stylebox_override("panel", UiKit.panel_flat(UiKit.BG_OVERLAY, UiKit.GOLD_DIM, 4, 1, Vector4(12, 4, 12, 4))) + var line := HBoxContainer.new() + line.add_theme_constant_override("separation", 12) + card.add_child(line) + var attr := String(row.get("attr", "")) + var name_l := UiKit.label("%s(每级 %+d flat)" % [String(row.get("display_name", "")), int(row.get("flat", 0))], 14, true) + name_l.custom_minimum_size = Vector2(210, 0) + line.add_child(name_l) + var level_l := UiKit.label("", 14, false) + level_l.custom_minimum_size = Vector2(64, 0) + line.add_child(level_l) + var price_l := UiKit.label("", 14, false) + price_l.add_theme_color_override("font_color", UiKit.WARM_SOFT) + price_l.custom_minimum_size = Vector2(150, 0) + line.add_child(price_l) + var btn := UiKit.button("锻造 +1 级") + btn.pressed.connect(func(): buy_requested.emit(attr)) + line.add_child(btn) + holder.add_child(card) + return {"attr": attr, "level_l": level_l, "price_l": price_l, "btn": btn} + + +func _rebuild_workshop(data: Dictionary) -> void: + _workshop_rows.clear() + for child in _workshop_holder.get_children(): + child.queue_free() + for row in data.get("workshop", []): + var card := PanelContainer.new() + card.add_theme_stylebox_override("panel", UiKit.panel_flat(UiKit.BG_OVERLAY, UiKit.WARM_FAINT, 4, 1, Vector4(12, 4, 12, 4))) + var line := HBoxContainer.new() + line.add_theme_constant_override("separation", 12) + card.add_child(line) + var name_l := UiKit.label(String(row.get("display_name", "")), 14, true) + name_l.custom_minimum_size = Vector2(210, 0) + line.add_child(name_l) + var progress_l := UiKit.label("", 13, false) + progress_l.add_theme_color_override("font_color", UiKit.WARM_SOFT) + progress_l.custom_minimum_size = Vector2(150, 0) + line.add_child(progress_l) + var status_l := UiKit.label("", 13, true) + line.add_child(status_l) + _workshop_holder.add_child(card) + _workshop_rows.append({"item_id": String(row.get("item_id", "")), "progress_l": progress_l, "status_l": status_l}) + + +func _rebuild_recent(data: Dictionary) -> void: + var lines: Array = [] + var recent: Array = data.get("recent", []) + if recent.is_empty(): + lines.append(" (暂无冒险记录——完成或结束一次冒险后入账)") + for s in recent: + var verdict := "失败" + if String(s.get("result", "")) == "completed": + verdict = "完成" + elif String(s.get("result", "")) == "abandoned": + verdict = "放弃" + lines.append("%s · 通关 %d 关 · 钥石 +%d · 种子 %d" % [verdict, + int(s.get("levels_cleared", 0)), int(s.get("keystone_total", 0)), int(s.get("master_seed", 0))]) + _recent_list.text = "\n".join(lines) diff --git a/prototypes/dungeon-sweeper-vertical-slice/presentation/views/camp_overlay_view.gd.uid b/prototypes/dungeon-sweeper-vertical-slice/presentation/views/camp_overlay_view.gd.uid new file mode 100644 index 00000000..eaa6d5de --- /dev/null +++ b/prototypes/dungeon-sweeper-vertical-slice/presentation/views/camp_overlay_view.gd.uid @@ -0,0 +1 @@ +uid://dvg2wmjh87p8a