Merge branch 'master' into iter23-forge-20261012
# Conflicts: # design/gdd/systems/表现与支撑/存档序列化.md
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@@ -235,7 +235,6 @@ func _build_ui() -> void:
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info_panel.treasure_slot_clicked.connect(_treasure_ui.on_slot_clicked) # 迭代 7 T4——两步交互第一步
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board_zone.stop_pressed.connect(_on_stop_pressed)
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board_zone.refresh_confirmed.connect(_on_refresh_confirmed)
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board_zone.convert_pressed.connect(_on_convert_pressed) # 积点兑换(迭代 22 秘宝批 T4——试炼镐 HUD 入口)
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board_zone.legend_toggled.connect(_on_legend_toggled)
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board_zone.hover_forbidden.connect(_on_hover_forbidden)
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board_zone.chord_attempted.connect(_on_chord_attempted)
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@@ -1240,32 +1239,10 @@ func _refresh_presentations() -> void:
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# 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)
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var refresh_remaining: int = maxi(0, int(db.action_economy.refresh_cap_per_round) - _refresh_used_round)
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HudPresenter.refresh(stage, info_panel, ap_bar, settlement, runner, _level_active, db, refresh_remaining)
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_sync_convert_button()
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_treasure_ui.refresh_slots() # C 区秘宝槽重查(反哺批⑤——试炼镐积点进度随挖格刷新悬停浮窗)
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_sync_settlement_visuals()
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# 积点兑换钮态(迭代 22 秘宝批 T4——读数口命令式重查;未装配=隐藏零占位)
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func _sync_convert_button() -> void:
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if settlement == null:
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board_zone.ap_bar.set_convert_state(false, 0, 0, "")
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return
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var cs: Dictionary = settlement.attune_convert_state()
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board_zone.ap_bar.set_convert_state(bool(cs.get("assembled", false)), int(cs.get("points", 0)),
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int(cs.get("need", 0)), String(cs.get("display_name", "")))
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func _on_convert_pressed() -> void:
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if settlement == null:
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return
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var v: Dictionary = settlement.use_attune_convert("trial_pick")
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if not bool(v.get("ok", false)):
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board_zone.toast.show_toast(String(v.get("reason", "无法兑换")), "warn")
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return
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logger.log_action("convert", Vector2i(-1, -1), true)
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board_view.refresh()
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_refresh_presentations()
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func _sync_settlement_visuals() -> void:
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# 结算阶段(round_end → 下一轮):D 区去饱和+金橙偏移锁输入(明度不变)+ 明细带展开 84px
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var settling := _is_settling()
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