卡②T4(战斗编排归约批): level_runner注入行加self前缀消no-self-assign文本巧合(成员链尾名与右侧成员同名——S13机检误判,语义零变化);键账对账: 宿主15/facts 15贴顶/cycle 8/811行≤1000/基线外零新键·gdstyle零恶化
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@@ -517,7 +517,7 @@ func _start_battle(node: Dictionary) -> bool:
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_settlement = BattleOrchestrator.new(db, rng)
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if treasure_inventory == null:
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treasure_inventory = TreasureItems.new(db) # 惰性建——关卡域单实例(跨战斗延续)
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_settlement.reward_grant().treasure_inventory = treasure_inventory # 库存注入(经授予件出口直注——注入时序在宿主构造之后不变)
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_settlement.reward_grant().treasure_inventory = self.treasure_inventory # 库存注入(经授予件出口直注——注入时序在宿主构造之后不变)
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if _settlement != null:
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_settlement.set_treasure_unlocked(_treasure_unlocked) # 解锁门控下传(装板摇号前)
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# core↔core 接线只许方法 Callable(静态规则 S6——lambda 捕获 self 会延长
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