主卡T2(拆件批wr2/wr3): CurioStop建件+CurioDeck纯池化——curio_stop.gd新件(停点三态/刷新三源账/兑付族/凭证出箱voucher_outbox/信号面自带/rebind_level_runner每关注入GP回调防调死对象/open_level_clear收编关卡完成停点段);adventure_runner停点面迁出(停点方法族留组合根薄委托——T5 C类收口;stop()件出口;信号中继法转发——T3直连前承转;_resume_pending迁stop.restore_pending含token_migration;resume已兑付分支stop.restore_resolved;_bp_parts停点键改stop片段取数);CurioDeck纯池化(bind_handlers/consume_pool_purchase反向回调退役——商店消费链ShopSession→注入Callable→stop.consume_pool_purchase兑付单点);测试挂死级改址随批(直读写已迁字段30+处→stop()件测试构造面,语义=原直写——G2b清单停点域全部);cs1/cs2/cs3现役断言承继尾缀落点(拆件批 V2/V3)。验收:bp1对拍292dumps×27键逐位零漂移(改前/after_T1/after_T2三时点同种子逐位一致)+九套件零红+csf集成绿+冒烟17项0失败〔拆件批 V2〕〔拆件批 V3〕
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@@ -17,7 +17,7 @@ static func refresh(stage: BattleStageView, info: HeroInfoPanelView, ap_bar: ApB
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# 共账本〔level_runner bonus{atk,max_hp,armor_class}〕;空加算=整节隐藏〔视图内空态纪律〕。
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# 呈现只读投影零核心触碰;行文格式=白名单项)
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if runner != null and level_active:
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var b: Dictionary[Variant, Variant] = runner.run_ledger.bonus # 加算区住 RunLedger
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var b: Dictionary[Variant, Variant] = runner.hero().bonus_snapshot() # 加算区住主角账
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var lines: Array[String] = []
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if int(b.get("atk", 0)) != 0:
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lines.append("攻击 %+d" % int(b.get("atk", 0)))
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@@ -310,7 +310,7 @@ static func gp_summary_text(payload: Dictionary, runner: Variant, save_manager:
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static func bonus_summary_text(runner: Variant) -> String:
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if runner == null:
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return ""
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var b: Dictionary[Variant, Variant] = runner.run_ledger.bonus # 加算区住 RunLedger
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var b: Dictionary[Variant, Variant] = runner.hero().bonus_snapshot() # 加算区住主角账
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var parts: Array[String] = []
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if int(b.get("atk", 0)) != 0:
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parts.append("攻 %+d" % int(b.get("atk", 0)))
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@@ -29,13 +29,13 @@ static func _on_adventure_level_started(root: Variant, level_index: int, display
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# 开场行传当前生效值(runner.effective_atk/effective_max_hp 与战斗面板同源:
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# 表值+永久强化 flat+加算区 flat 后乘调试浮窗 pct,本回调时点 runner 已带全部加成);「含面板加成」
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# 后缀判断认任一加成源——永久强化 atk/max_hp flat 或调试浮窗 pct 或局内加算区 atk/max_hp
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#(run_ledger.bonus——属性值提升入账后显示值已含加算区 flat,注记随动;armor_class/ap 不入条件:
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#(hero 加算区——属性值提升入账后显示值已含加算区 flat,注记随动;armor_class/ap 不入条件:
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# 开场行只显示 atk/max_hp 两值,注记指向不存在的显示轴反成失真),白板局不带
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var ov: Dictionary[Variant, Variant] = root.meta.hero_override()
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var boosted: bool = int(ov.get("atk", 0)) > 0 or int(ov.get("max_hp", 0)) > 0 \
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or root.debug_overlay.atk_pct() > 0 or root.debug_overlay.hp_pct() > 0 \
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or int(root.run_scope.runner.run_ledger.bonus.get("atk", 0)) > 0 \
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or int(root.run_scope.runner.run_ledger.bonus.get("max_hp", 0)) > 0
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or root.run_scope.runner.hero().bonus_total("atk") > 0 \
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or root.run_scope.runner.hero().bonus_total("max_hp") > 0
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root.log_view.append_bb(root.Narrator.level_open_line(display_name, int(root.run_scope.adventure.master_seed),
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root.run_scope.runner.effective_atk(), root.run_scope.runner.effective_max_hp(), boosted))
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@@ -204,9 +204,9 @@ static func _exit_level_screen(root: Variant) -> void:
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# 选路屏状态栏装配(视图零核心态拼装——architecture §1.3:读核心态→拼展示文案集中于装配器)。
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# 打开本屏/兑付确认回执后由组合根取成品喂入 apply_status(刷新时点与原视图内自刷一致)。
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static func level_map_status_payload(runner: LevelRunner) -> Dictionary:
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var atk_bonus := int(runner.run_ledger.bonus.get("atk", 0)) # 加算区住 RunLedger
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var ac_bonus := int(runner.run_ledger.bonus.get("armor_class", 0))
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var hp_bonus := int(runner.run_ledger.bonus.get("max_hp", 0))
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var atk_bonus := runner.hero().bonus_total("atk") # 加算区住主角账(读面经 hero() 出口承接)
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var ac_bonus := runner.hero().bonus_total("armor_class")
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var hp_bonus := runner.hero().bonus_total("max_hp")
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var atk_txt := "%d" % runner.effective_atk()
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if atk_bonus > 0:
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atk_txt += " +%d" % atk_bonus # 加成角标(ASCII 加号——防像素字体缺 ⁺ 字形出豆腐块)
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