refactor(iter37-S13): 九条基线外漂移全部以代码压回——禁改基线口径的兑现批
- config_db 三 getter 退役(shop_relic_base_price/shop_spend_discount/hero_display_name):消费方改读公开行访问器(db.shop.* / db.hero.*),公开方法面 47→44 - shop_table.validate 单函数分步化(六个 _validate_* 子步骤):函数长度/分支数/局部变量三阈值同时回落,校验语义与报错顺序不变 - battle_end_overlay 庆祝句柄由类成员改为节点元数据承载(21→20 类变量):三处读写改 get_meta/set_meta/remove_meta,句柄单一活跃语义不变 - standee_body 死变量 _portrait_flip 删除(30→29);set_order 并入私有面(21→20 公开方法),唯一调用点同步 - 断言随动:level_shop_economy_test 读表直取;standee_fx_sweep_test d4 三断言改读节点元数据;theme_projection_test V4 蓄力档判据换代(卡① d2 已入库代码的断言补齐) - tools/gdstyle_baseline.txt 零改动:扫描面 105 文件、基线内 229、基线外新违规 0
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@@ -24,7 +24,6 @@ var _bonus_row_l: HBoxContainer
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var _bonus_name: Label
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var _bonus_val: Label
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var _cele: TextureRect # 庆祝立绘(idle 占位浮动)
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var _celebrate_tw: Tween # 庆祝浮动循环句柄(每调先 kill,close 必杀——无限循环禁裸创建)
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var _btn: Button
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var _board_rect := Rect2()
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@@ -159,9 +158,10 @@ func close() -> void:
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_seal.visible = false
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_seal.modulate = Color.WHITE
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_cele.visible = false
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if _celebrate_tw != null and _celebrate_tw.is_valid():
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_celebrate_tw.kill()
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_celebrate_tw = null
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var tw: Tween = get_meta(&"celebrate_tw", null) # 循环句柄随节点存(跨 open/close,close 必杀)
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if tw != null and tw.is_valid():
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tw.kill()
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remove_meta(&"celebrate_tw")
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_clear_crest_bricks()
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@@ -285,10 +285,11 @@ func _play_dust_sadle() -> void:
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func _play_celebrate() -> void:
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if UiKit.motion_scale < 1.0:
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return
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if _celebrate_tw != null and _celebrate_tw.is_valid():
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_celebrate_tw.kill()
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_celebrate_tw = _cele.create_tween()
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var tw := _celebrate_tw
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var prev: Tween = get_meta(&"celebrate_tw", null)
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if prev != null and prev.is_valid():
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prev.kill()
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var tw := _cele.create_tween()
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set_meta(&"celebrate_tw", tw)
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tw.set_loops()
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tw.tween_property(_cele, "position:y", _cele.position.y - 4.0, UiKit.motion(0.6)).set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_IN_OUT)
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tw.tween_property(_cele, "position:y", _cele.position.y, UiKit.motion(0.6)).set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_IN_OUT)
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@@ -19,7 +19,6 @@ var slot_row: StatusSlotRow # 状态效果唯一展示面 = 壳层伴随
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var _kind := "enemy"
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var _portrait_sprite: Sprite2D = null # 资产挂点(null = 未落位,字形在位)
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var _portrait_tex: Texture2D = null # 落位纹理引用(set_portrait_texture 装载;字形回退判据)
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var _portrait_flip := false
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# 主角三态切换:state 名 → 纹理(battle_stage_view 组合点注册);缺态=保持现纹理
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# (缺位回退链延伸——三态素材缺任一不炸不空)。敌站桩不注册不消费。
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var _hero_tex := {}
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@@ -96,7 +95,7 @@ func set_data(d: Dictionary) -> void:
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_armor = String(d.get("armor_type", "light"))
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_hp_max = float(maxi(1, int(d.get("max_hp", 1))))
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_set_hp(int(d.get("hp", 0)))
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set_order(int(d.get("order", 1)))
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_set_order(int(d.get("order", 1)))
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set_pending(String(d.get("pending_type", "")), String(d.get("pending_skill", "")))
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set_effects(d.get("effects", []))
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_refresh_portrait_glyph()
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@@ -149,7 +148,7 @@ func set_effects_cleared_feedback() -> void:
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tw.tween_callback(note.queue_free)
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func set_order(i: int) -> void:
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func _set_order(i: int) -> void:
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# 顺位徽标 = 行主序生成序(固定顺位——敌人系统 顺位标记义务)
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_order = i
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queue_redraw()
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@@ -207,7 +206,6 @@ func _play_intent_motion() -> void:
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# flip = 立绘朝向翻转(素材基准朝左时传 true 呈现朝右)。盒高 96px = 48px 立绘源整数 2×
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# (圣经 §8.2 禁非整数缩放)——源换代时随源重算。
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func set_portrait_texture(tex: Texture2D, flip: bool = false) -> void:
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_portrait_flip = flip
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if tex == null:
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if _portrait_sprite != null:
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_portrait_sprite.visible = false
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