Merge branch 'master' into iter38
# Conflicts: # game/README.md # game/tests/验证集清单.md
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@@ -561,7 +561,7 @@ func _on_battle_finished(payload: Dictionary) -> void:
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hero_hp = maxi(1, int(payload.get("hero_hp", 0))) # despawn 前捕获值(载荷自包含)
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_gain_wallet(int(payload.get("gp_dropped", 0))) # 战斗完成入账(clamp ≥0——破财可把 escrow 打负,钱包入账时钳制)
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if String(node.get("type", "")) == "boss" or result == "defeat":
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# Boss 胜利 = 关卡通关;任意战斗败北 = 关卡失败(漂移⑦清偿——每战结果上报冒险结构,
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# Boss 胜利 = 关卡完成;任意战斗败北 = 关卡失败(漂移⑦清偿——每战结果上报冒险结构,
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# 失败结算归 AdventureRunner;本类只发 level_finished)
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level_result = "victory" if result == "victory" else "defeat"
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var hp_left := hero_hp if result == "victory" else 0
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@@ -742,7 +742,7 @@ func _gain_wallet(amount: int) -> void:
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wallet_changed.emit("gain", gp, {"amount": amount})
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# 冒险收束清零(通关/倒下/放弃——局内货币生命周期终点,不入存档不入摘要;public——冒险模式由
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# 冒险收束清零(冒险成功/倒下/放弃——局内货币生命周期终点,不入存档不入摘要;public——冒险模式由
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# AdventureRunner._settle 在冒险收束时调用,单关模式 = 关卡收束即冒险收束)
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func close_wallet() -> void:
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gp = 0
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@@ -772,7 +772,7 @@ func _emit_wallet_event(event: String, gp_now: int, extra: Dictionary) -> void:
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wallet_changed.emit(event, gp_now, extra)
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# 购血(商店 max_hp 商品——当前生命 +Δ 并封顶新上限,与账本置满/通关回血同式)
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# 购血(商店 max_hp 商品——当前生命 +Δ 并封顶新上限,与账本置满/关卡完成回血同式)
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func _gain_max_hp_flat(flat: int) -> void:
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hero_hp = mini(hero_hp + flat, effective_max_hp())
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