修复: design/结构批——diagrams 迁入 dev/architecture(案甲,熵增闸红灯清零)+旧档 GDD 引用全量摘除(31处/29文档+code/schema头注13文件+registry 5行)+doc双工具摘design/ux死路径(工作日志 412)
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# Validation Question: 玩家能否无指导在一场完整战斗中经历「开战→挖掘规划→轮末结算逐行兑现→胜/负」并逐行归因(P2)
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# Date: 2026-09-10
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# 数据配置 ActionEconomyTable schema(行动经济 回填值,单行全局;Rule 4 豁免)。
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# 数值域与跨字段校验依据 design/archive/gdd-2026-09-14/a3-action-economy.md "ActionEconomyTable Schema 定稿"。
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# 数值域与跨字段校验依据 design/gdd/systems/排雷循环/行动经济.md "ActionEconomyTable Schema 定稿"。
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class_name ActionEconomyTable
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extends Resource
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# Validation Question: 玩家能否无指导在一场完整战斗中经历「开战→挖掘规划→轮末结算逐行兑现→胜/负」并逐行归因(P2)
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# Date: 2026-09-10
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# 数据配置 BoardGenTable schema(棋盘生成 回填值;键 (level_index, node_depth)——首个进度键表)。
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# 依据 design/archive/gdd-2026-09-14/a1-board-generation.md "BoardGenTable Schema 定稿" + F2/F2b/F2c 谓词。
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# 依据 design/gdd/systems/排雷循环/棋盘生成.md "BoardGenTable Schema 定稿" + F2/F2b/F2c 谓词。
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class_name BoardGenTable
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extends Resource
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@@ -2,7 +2,7 @@
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# Validation Question: 玩家能否无指导在一场完整战斗中经历「开战→挖掘规划→轮末结算逐行兑现→胜/负」并逐行归因(P2)
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# Date: 2026-09-10
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# 数据配置 StatusEffectTable schema(增益状态 回填值;行 = Dictionary,键 effect_id;Rule 4 豁免)。
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# 依据 design/archive/gdd-2026-09-14/b3-status-effect.md "StatusEffectTable Schema 定稿"。
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# 依据 design/gdd/systems/战斗循环/增益状态.md "StatusEffectTable Schema 定稿"。
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class_name StatusEffectTable
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extends Resource
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