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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@@ -13,7 +13,6 @@ extends PanelContainer
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signal stop_pressed
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signal refresh_confirmed
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signal legend_toggled
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signal convert_pressed # 积点兑换意图(迭代 22 秘宝批 T4——写口唯一=BattleOrchestrator.use_attune_convert)
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const COL_GOLD := UiKit.GOLD
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const COL_DOT_OFF := UiKit.DOT_OFF
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@@ -22,7 +21,6 @@ const COL_INK := UiKit.INK
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var _dots: HBoxContainer
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var _ap_label: Label
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var _btn_stop: Button
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var _btn_convert: Button # 积点兑换钮(迭代 22 秘宝批 T4——试炼镐 HUD 入口;未装配隐藏)
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var _btn_legend: Button
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var _btn_refresh: Button
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var _refresh_sub: Label
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@@ -63,12 +61,6 @@ func _init() -> void:
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_btn_stop.pressed.connect(_emit_stop_pressed)
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row.add_child(_btn_stop)
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_btn_convert = UiKit.button("兑换", 0.0) # 行板紧凑钮豁免——积点兑换(试炼镐;未装配隐藏)
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_btn_convert.size_flags_vertical = Control.SIZE_SHRINK_CENTER
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_btn_convert.visible = false
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_btn_convert.pressed.connect(func(): convert_pressed.emit())
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row.add_child(_btn_convert)
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var spacer := Control.new()
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spacer.size_flags_horizontal = Control.SIZE_EXPAND_FILL
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row.add_child(spacer)
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@@ -136,15 +128,6 @@ func set_refresh_cost(cost: int) -> void:
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_confirm_lab.text = "RAP−%d · 旧板旗作废" % cost
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# 积点兑换钮(迭代 22 秘宝批 T4——试炼镐转化获取 HUD 入口:装配时在列〔visible〕、
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# 积点未达 disabled;文案=件名+进度。未装配=隐藏零占位)
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func set_convert_state(assembled: bool, points: int, need: int, display_name: String) -> void:
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_btn_convert.visible = assembled
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if assembled:
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_btn_convert.text = "%s %d/%d" % [display_name, points, need]
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_btn_convert.disabled = points < need
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func set_refresh_state(remaining: int, ready: bool) -> void:
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_refresh_sub.text = "RAP−%d · 剩 %d 次" % [refresh_cost, remaining]
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_btn_refresh.disabled = not ready
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@@ -18,7 +18,6 @@ var _board_area: Control # resized 命名转发用(原 lambda 局部捕获
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signal action_requested(cell: Vector2i, kind: String)
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signal stop_pressed
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signal refresh_confirmed
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signal convert_pressed # 积点兑换意图转发(迭代 22 秘宝批 T4——试炼镐 HUD 入口,源=ap_bar)
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signal legend_toggled
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signal hover_forbidden(cell: Vector2i)
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signal chord_attempted(cell: Vector2i)
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@@ -83,7 +82,6 @@ func _init() -> void:
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board_view.chord_attempted.connect(_forward_chord)
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ap_bar.stop_pressed.connect(_emit_stop_pressed)
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ap_bar.refresh_confirmed.connect(_emit_refresh_confirmed)
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ap_bar.convert_pressed.connect(_emit_convert_pressed)
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ap_bar.legend_toggled.connect(_emit_legend_toggled)
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@@ -107,10 +105,6 @@ func _emit_stop_pressed() -> void:
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stop_pressed.emit()
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func _emit_convert_pressed() -> void:
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convert_pressed.emit()
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func _emit_refresh_confirmed() -> void:
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refresh_confirmed.emit()
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@@ -220,4 +220,8 @@ func set_treasure_inventory(items: Array, selected_handle: int) -> void:
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var border_col: Color = UiKit.GOLD if selected else UiKit.PANEL_BORDER
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slot.add_theme_stylebox_override("panel",
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UiKit.panel_flat(UiKit.PANEL_DATA, border_col, 0, 1 if not selected else 2, Vector4(4, 4, 4, 4)))
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slot.tooltip_text = "%s%s" % [String(rec.get("name", "")), "(已用)" if used else ("(不可用——当前无有效目标)" if not usable else "")]
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# note=积点进度行(反哺批⑤——自动兑付件悬停浮窗补「积点 N/M」,进度随挖格经组合根重查刷新)
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var note := String(rec.get("note", ""))
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slot.tooltip_text = "%s%s%s" % [String(rec.get("name", "")),
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"(%s)" % note if note != "" else "",
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"(已用)" if used else ("(不可用——当前无有效目标)" if not usable else "")]
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