T4(D4): main.gd 二期瘦身——家族①三选一/替换子+家族③营地商店投影拆件(1378→1119)

新件两枚(RefCounted,仿 aux_interact_controller 房内范式):
- bonus_interact_controller.gd(241行):三选一停点编排 on_presented/present_node_bonus/
  show_pick/on_refresh/on_pick_confirmed/on_aux_replace_presented/on_replace_chosen/
  on_resolved/on_continue + TP0 复合键卡片装配 + 工坊名投影;_pending_bonus/_bonus_context
  随迁;兑付写调用唯一经 adventure.pick_bonus/apply_node_bonus/resolve_bonus_replace。
- camp_shop_presenter.gd(172行):营地开合/快照/锻造·同调·天赋树·Fork 四写口 + 商店
  pool/product 双面购买/离开;写调用唯一经 MetaProgression 原语与 LevelRunner.buy_*。
接线留组合根(ADR-0001):overlay/adventure 十三信号由组合根接至控制器 on_* 入口;
模态栈/演播后排窗/呈现刷新/fatal 经回调注入;meta/save_manager/adventure/runner 现值
回调注入——探针 isolate_save 换注 main.meta 实证 ctor 捕获会记错账(营地购买未出账),
现值回调为房内先例口径。
家族②debug 接线收口=契约3 组合根绑定面(settlement 写+_wire_battle+override/seed 取数
在组合根 UI 态)不迁移,节头注记记档——任务书族级估 ~50 行与 ADR-0001 相抵,处置在
代拍白名单「拆件归属」内。
探针缝保缝:main._on_camp_closed/_camp_data 保缝转发(click/ui_probe 直呼面);
bonus_overlay 主类公有字段维持。
行数对照:1378→1119(净减 259);对照任务书锚 ~900±50(净减 ~430)差 -160,归因=
三家族可迁清单实测上限 ~336 行(任务书自估 315),锚位与族级清单不自洽——差异进出口
报告呈用户。闸:三种子 click 绿(7/9117、11/10202、23/9156)+冒烟 718/0+run_all 15+ui_probe。
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DKChan committed 2026-10-04 07:38:48 +08:00
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# VERTICAL SLICE - NOT FOR PRODUCTION
# 提升三选一与替换子交互控制器(迭代 13 T4/D4——二期家族① 自 main.gd 迁出;规范 1.1 单一职责):
# 三选一停点编排(presented→pick→confirm/refresh→resolved→continue)+ 同调位替换子态
#(presented→chosen)+ TP0 令牌池卡片文案装配("kind|tier|relic_id" 复合键)+ 工坊显示名投影。
# 装配纪律(ADR-0001,仿 aux_interact_controller 先例):信号连接不在此发生——bonus_overlay
# 四信号与 adventure 两信号由组合根接至本类 on_* 入口;模态栈/演播后排窗/呈现刷新/终局面/
# 推进失败 fatal 经组合根回调注入;adventure/runner 随局更替——现值回调注入;兑付写调用唯一
# 经 adventure.pick_bonus/apply_node_bonus/resolve_bonus_replace(core 侧单口,本类零直写)。
extends RefCounted
const Narrator := preload("res://presentation/battle_narrator.gd")
var db
var _meta_get: Callable # () → 元进度账本现值(组合根 lambda——探针 isolate_save 换注面,迭代13 T4 实证)
var bonus_overlay: BonusPickOverlay
var end_overlay: BattleEndOverlay
var board_view: BoardView
var toast: ToastStack
var _save_get: Callable # () → 存档承载现值(同上——Attunement.slots 读数面)
var _adventure_get: Callable # () → 冒险结构现值(组合根 lambda——随局更替)
var _runner_get: Callable # () → 关卡推进器现值(组合根 lambda——reward_node 继续推进)
var _adventure_mode_get: Callable # () → 冒险模式标记现值(组合根 lambda)
var _open_modal: Callable # 模态栈单口(组合根)
var _open_modal_after_playback: Callable # 演播后排窗单口(T17——组合根)
var _close_modal: Callable
var _refresh_presentations: Callable
var _fatal_screen: Callable
var _gp_summary: Callable # () → 战斗总结 GP 行文案(组合根 lambda——_last_gain_amount 取数面在根)
var _pending_bonus := {} # 三选一停点载荷暂存(迭代 10——战斗总结结算确认后开三选一面;续玩停点复用)
var _bonus_context := "level_clear" # 三选一面上下文(level_clear=通关停点→推进下一关 / reward_node=奖励节点→回图选路)
var _last_replace_items: Array = [] # 替换子态续玩重建缓存(aux_replace_presented 载荷)
var _last_replace_incoming := {} # 同上——incoming 记录
func _init(db_ref, meta_get: Callable, bonus_overlay_ref: BonusPickOverlay, end_overlay_ref: BattleEndOverlay,
board_view_ref: BoardView, toast_ref: ToastStack, save_get: Callable,
adventure_get: Callable, runner_get: Callable, adventure_mode_get: Callable,
open_modal: Callable, open_modal_after_playback: Callable, close_modal: Callable,
refresh_presentations: Callable, fatal_screen: Callable, gp_summary: Callable) -> void:
db = db_ref
_meta_get = meta_get
bonus_overlay = bonus_overlay_ref
end_overlay = end_overlay_ref
board_view = board_view_ref
toast = toast_ref
_save_get = save_get
_adventure_get = adventure_get
_runner_get = runner_get
_adventure_mode_get = adventure_mode_get
_open_modal = open_modal
_open_modal_after_playback = open_modal_after_playback
_close_modal = close_modal
_refresh_presentations = refresh_presentations
_fatal_screen = fatal_screen
_gp_summary = gp_summary
# 停点在途判据(组合根 _on_battle_end_continue 分派面——战斗总结确认后开三选一)
func has_pending() -> bool:
return not _pending_bonus.is_empty()
# 续玩停点恢复入口(true=已接手呈现,调用方中止后续分派)
func resume_if_pending() -> bool:
if _pending_bonus.is_empty():
return false
show_pick()
return true
# 三选一停点(非末关通关恰一次):Boss 胜利先经战斗总结结算面(settlement-summary v1.1——钥石
# 增量行在其上),确认后进三选一面(level-clear.md v2);续玩停点恢复同入口(零自动推进契约)
func on_presented(payload: Dictionary) -> void:
if int(payload.get("aux_cleared", 0)) > 0:
toast.show_toast("上关剩余 %d 件魔法道具已随关卡结束清空" % int(payload.get("aux_cleared", 0)), "info") # 迭代 7 T4 清空反馈
_pending_bonus = payload.duplicate(true)
_bonus_context = "level_clear"
if bool(payload.get("replace_pending", false)):
# 续玩:替换子交互在途中断——重建三选一面后直落替换子态(候选不重抽)
show_pick()
return
end_overlay.open_victory(Narrator.battle_end_text("victory", false), "继续",
board_view.get_global_rect(),
"%s\n%s" % [String(_gp_summary.call()), Narrator.bonus_keystone_line(payload)])
_open_modal_after_playback.call(end_overlay)
_refresh_presentations.call()
# 三选一面开出(战斗总结结算确认 / 续玩停点恢复;替换在途由 aux_replace_presented 续发直落子态)
# 奖励节点三选一(迭代 10 追加批——与通关三选一共享同池同权重同上限;BonusPickOverlay 共用面,
# 道具件满位替换子交互同构)。原「魔法道具投放渠道」三选一(迭代 7 过渡形态)随批退役。
func present_node_bonus() -> void:
var adventure = _adventure_get.call()
_bonus_context = "reward_node"
var node_draw: Dictionary = adventure.node_bonus_candidates()
var node_cands: Array = node_draw.get("candidates", []) as Array
_open_modal.call(bonus_overlay)
bonus_overlay.open_pick(Narrator.node_bonus_header(), _bonus_card_texts(node_cands, node_draw.get("aux_detail", []) as Array))
adventure.present_node_bonus(node_cands, node_draw.get("aux_detail", []) as Array)
bonus_overlay.set_refresh_info(adventure.attune_refresh_left()) # 迭代 11 第①批 T5b——刷新余量投喂
# 三选一面开出(战斗总结结算确认 / 续玩停点恢复;替换在途由 aux_replace_presented 续发直落子态)
func show_pick() -> void:
var payload: Dictionary = _pending_bonus
_open_modal.call(bonus_overlay)
bonus_overlay.open_pick(Narrator.bonus_pick_header(payload), _bonus_card_texts(payload.get("candidates", []) as Array, payload.get("aux_detail", []) as Array))
var adventure = _adventure_get.call()
bonus_overlay.set_refresh_info(adventure.attune_refresh_left() if adventure != null else 0) # 迭代 11 第①批 T5b——刷新余量投喂
_refresh_presentations.call()
func _bonus_card_texts(candidates: Array, aux_detail: Array = []) -> Array:
# TP0 令牌池——候选 = {"kind","tier"} 令牌字典;卡片 id = "kind|tier|relic_id" 复合键(同 kind
# 大小两档/同档多 relic 可同屏,kind 单键不构成唯一身份),确认回程拆键(on_pick_confirmed)
var out: Array = []
var aux_i := 0
for tok in candidates:
var kind := String((tok as Dictionary).get("kind", ""))
var tier := String((tok as Dictionary).get("tier", ""))
var rid := String((tok as Dictionary).get("relic_id", ""))
var cid := "%s|%s|%s" % [kind, tier, rid]
var text := ""
if kind == "relic":
text = Narrator.relic_card_text(db.relic_row(rid))
elif kind == "aux_item":
var iid := String(aux_detail[aux_i]) if aux_i < aux_detail.size() else ""
aux_i += 1
text = Narrator.bonus_card_text(kind, tier, int(db.adventure.bonus_value(kind, tier)), _aux_card_line(iid))
else:
text = Narrator.bonus_card_text(kind, tier, int(db.adventure.bonus_value(kind, tier)))
out.append({"id": cid, "text": text})
return out
# 道具件卡片行(掷定前置——具体道具名 + 效果摘要;空 iid = 无预掷回退态显示通用文案)
func _aux_card_line(iid: String) -> String:
if iid == "":
return ""
var row: Dictionary = db.aux_item_row(iid)
if row.is_empty():
return ""
var parts: Array[String] = []
for k in (row.get("effect_kinds", []) as Array):
if String(k) == "mine_reveal":
parts.append("真视")
elif String(k) == "reward_preview":
parts.append("预读")
elif String(k) == "ap_grant":
parts.append("AP +%d" % int(row.get("magnitude", 0)))
var tgt := String(row.get("target", "none"))
if tgt == "area_3x3":
parts.append("3×3")
elif tgt == "board_wide":
parts.append("全图")
return "%s · %s" % [String(row.get("display_name", iid)), " ".join(parts)]
# 三选一刷新(迭代 11 第①批 T5b——P1 甲 X/Y 双源;通关停点经重发 bonus_choice_presented 自然重建,
# 节点停点在此读在途态重 present——零自动推进契约不破,停点仍在途)
func on_refresh() -> void:
var adventure = _adventure_get.call()
if adventure == null:
return
if not adventure.refresh_bonus():
return
if _bonus_context == "reward_node":
var st: Dictionary = adventure.node_bonus_pending_state()
bonus_overlay.open_pick(Narrator.node_bonus_header(), _bonus_card_texts(st.get("candidates", []) as Array, st.get("aux_detail", []) as Array))
bonus_overlay.set_refresh_info(adventure.attune_refresh_left())
func on_pick_confirmed(item_id: String) -> void:
var adventure = _adventure_get.call()
if adventure == null:
return
# TP0 令牌池——卡片 id "kind|tier|relic_id" 拆键(缺 | = 旧载荷防御归普通档;relic 三段)
var parts := item_id.split("|")
var kind := parts[0]
var tier := parts[1] if parts.size() > 1 else ""
var rid := parts[2] if parts.size() > 2 else ""
var ok: bool = adventure.apply_node_bonus(kind, tier, rid) if _bonus_context == "reward_node" else adventure.pick_bonus(kind, tier, rid)
if not ok:
push_error("[bonus_interact] 三选一兑付被拒——见输出日志")
func on_aux_replace_presented(items: Array, incoming: Dictionary) -> void:
_last_replace_items = items.duplicate(true)
_last_replace_incoming = incoming.duplicate(true)
if not bonus_overlay.visible:
_open_modal.call(bonus_overlay) # 续玩替换在途直落——三选一面未开时先入栈(模态栈纪律)
_open_replace(items, incoming)
func _open_replace(items: Array, incoming: Dictionary) -> void:
var named: Array = []
for it in items:
var rec: Dictionary = it.duplicate()
rec["display_name"] = String(item_name_lookup().get(String(rec.get("item_id", "")), String(rec.get("item_id", ""))))
named.append(rec)
bonus_overlay.open_replace(named, String(item_name_lookup().get(String(incoming.get("item_id", "")), String(incoming.get("item_id", "")))),
named.size(), Attunement.slots(db, _save_get.call())) # 迭代 11 第①批 T7——呈现读数源切谓词表求值(过渡键退役)
func on_replace_chosen(discard: int) -> void:
var adventure = _adventure_get.call()
if adventure == null or not adventure.resolve_bonus_replace(discard):
push_error("[bonus_interact] 同调位替换受理被拒——见输出日志")
# 兑付反馈(bonus_resolved 到达——结果行上屏,唯一出口 = 继续)
func on_resolved(result: Dictionary) -> void:
_pending_bonus = {}
bonus_overlay.show_result(Narrator.bonus_result_text(result))
_refresh_presentations.call()
# 继续钮:收三选一面 → 上下文分派(通关停点=推进下一关 / 奖励节点=兑付确认回图选路——零自动推进)
func on_continue() -> void:
_close_modal.call(bonus_overlay)
bonus_overlay.close_pick()
var adventure = _adventure_get.call()
if _bonus_context == "reward_node":
var runner = _runner_get.call()
if runner != null:
runner.continue_after_node()
return
if bool(_adventure_mode_get.call()) and adventure != null:
if not adventure.continue_to_next_level():
_fatal_screen.call("关卡推进失败——见输出日志")
# 工坊 item_id → 显示名投影(keystone_settle_text/替换子命名文案数据源——拼句归 Narrator)
func item_name_lookup() -> Dictionary:
var lookup := {}
var meta = _meta_get.call()
if meta != null:
for row in db.meta_workshop_items():
lookup[String(row.get("item_id", ""))] = String(row.get("display_name", ""))
return lookup