iter42-卡1: gdstyle尾波清偿批——board_view五段拆分与构建器/装板域拆BoardInstaller/wr5改址,键1-4+9+10归绿

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DKChan committed 2026-10-30 01:33:47 +08:00
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@@ -36,10 +36,10 @@ const SOURCE_EXEMPT_CLASSES := ["hero_attack", "enemy_action", "clear_reward", "
var db: ConfigDb
var rng: RngServiceCore
# E1 封装收口:协作对象 board_generator/enemy_system/status_effects/reward_economy 私有化——跨层读取一律经 presentation_snapshot()/diagnostic_snapshot() 成文出口。
# E1 封装收口:协作对象 enemy_system/status_effects/reward_economy 私有化——跨层读取一律经 presentation_snapshot()/diagnostic_snapshot() 成文出口。
# minesweeper/action_economy 保持公有 = 架构文档 API Boundaries 的 HUD框架消费面(意图提交 settle_batch + compute_move_path
# 只读;ap/rap/相位读取)——非本文档登记的契约面,勿增新用途。
var _board_generator: BoardGenerator
# 装板域(BoardGenerator+装板六函数族)已拆 BoardInstaller——生成器实例随件自建,宿主零成员。
var minesweeper: MinesweeperRules
var action_economy: ActionEconomy
var _enemy_system: UnitContainer
@@ -230,13 +230,12 @@ var _hero_atk := 0 # 主角攻击基值快照(encounte
func _init(db_ref: ConfigDb, rng_ref: RngServiceCore) -> void:
db = db_ref
rng = rng_ref
_board_generator = BoardGenerator.new()
action_economy = ActionEconomy.new(db)
minesweeper = MinesweeperRules.new(db, action_economy)
_enemy_system = UnitContainer.new(db)
_status_effects = StatusContainer.new(db)
_reward_economy = RewardEconomy.new(db, rng)
_board_generator.fatal_handler = _fatal; _reward_economy.fatal_handler = _fatal # 协作件违约→本类 _fatal 封印(单点接线)
_reward_economy.fatal_handler = _fatal # 协作件违约→本类 _fatal 封印(单点接线)
_damage = DamageController.new(db, rng, _enemy_system, _status_effects)
_damage.emit_row_cb = _emit_row # 行协议归属本类(9 类行协议 + 来源断言不外泄)
_fx_host = BattleFxHost.new({"db": db, "rng": rng, "minesweeper": minesweeper, "action_economy": action_economy,
@@ -268,7 +267,7 @@ func begin_battle(enc: Dictionary) -> bool:
return false
if not _begin_battle_accept(enc):
return false
if not _install_new_board():
if not _install_and_reset():
return false
_reset_round_facts() # 首板 install 的初始展开事件不入轮 facts(resource 恒 false 的双保险)
_begin_battle_fx_state(enc)
@@ -411,34 +410,14 @@ func _begin_battle_preview_economy(enc: Dictionary) -> void:
action_economy.grant_reserve_ap(voucher_rap)
func _install_new_board(during_round := false) -> bool:
var stream: RandomNumberGenerator = rng.open_stream("board_gen")
var board: BoardData = _board_generator.generate(int(encounter.level_index), int(encounter.node_depth), stream, db)
if board == null:
# ---- 装板受理薄壳(BoardInstaller 拆件后的宿主承接面——begin_battle/中途刷新/轮内刷新三调用点唯一入口)----
# 件内装板(生成→全局变异决议→装板受理→资源摇号→变异布置)成功后执行宿主态复位:五处计数清零+
# 板序推进+board_changed 发射+秘宝叠加层退役——时序逐字;复位职责留宿主(成员单点),不随件。
func _install_and_reset(during_round := false) -> bool:
var installer := BoardInstaller.new({"db": db, "rng": rng, "minesweeper": minesweeper,
"reward_economy": _reward_economy, "encounter": encounter, "fatal_cb": _fatal})
if not installer.install(during_round):
return false
# 全局作用域变异决议(装板序内前置于 roll_board:图级偏斜旋钮须在资源摇号前定型——详见 _resolve_global_variant)
_resolve_global_variant(board)
var res: Dictionary[Variant, Variant] = minesweeper.install_board(board, during_round)
if not res.accepted:
_fatal("排雷玩法 install 拒绝(不变式违例): %s" % str(res))
return false
# 地图战斗资源 义务⑥:roll_board 恰一次(install 后、挖掘前);资格格 = 全部非封锁格(安全格 + 危险格,雷安同池)
var r0 := {}
for c in board.compute_r0():
r0[c] = true
var eligible: Array[Dictionary] = []
for c in board.safe_cells():
if not r0.has(c):
eligible.append({"cell": c})
for c in board.mines.keys():
if not r0.has(c):
eligible.append({"cell": c})
if not _reward_economy.roll_board(eligible):
_fatal("地图战斗资源 roll_board 被拒")
return false
# 地形变异 布置段(棋盘设置顺序第 4 步:生成棋盘 → 打开状态初始化 →
# 战斗资源格设置 → 变异格设置)——布置在初始展开与资源格之后,变异天然不落已开区
_place_variants(board)
_seal_consumed.clear() # 换图新雷 = 新实例,资格自然重置(行动经济 Rule 8)
_seal_miss_seen.clear()
_perfect_hit_true = 0 # 整图完美计数随 install 重置
@@ -452,103 +431,6 @@ func _install_new_board(during_round := false) -> bool:
return true
# ---- 全局作用域变异 决议(装板序内 roll_board 之前)----
# boss/elite 图命中全局型:写整图 board_variants(恰一行)+ 注入资源面偏斜旋钮(图级投影在
# RewardEconomy.roll_board 消费);不消费 variant_place 流(全局取用确定性——零取号合法态)。
# 全局池空(含 L1 Boss 免疫/unlock 门控未达):字段留空、旋钮归零——_place_variants 原路走
# region 布置 = 兜底回落合法态(防配置缺行静默裸奔——provisional)。
func _resolve_global_variant(board: BoardData) -> void:
board.board_variants.clear()
_reward_economy.board_skew = 0
var row: Dictionary[Variant, Variant] = db.combat.variation.global_variant_row(int(encounter.level_index), String(board.board_type),
String(encounter.get("node_type", "")))
if row.is_empty():
return
board.board_variants = [String(row.variant_id)]
_reward_economy.board_skew = int(row.get("effect_value", 0))
# ---- 地形变异 布置段(棋盘设置顺序第 4 步)----
# 候选池门控(unlock_level ≤ 关卡序号 + board_types 与本地形交集,∅ 通配)经 config_db.variant_pool;
# 池空 = 合法态,静默零布置(框架 P0 口径不变)。零特判:本段只写格子变异数据快照,不改扫雷规则本体。
# 候选格域 = 安全格 − 初始展开区(伤害型 placement=closed_only 的结构保障——布置发生在初始展开之后,
# 已开格天然排除);危险格不吃变异(挖雷一层惩罚 + 变异伤害双层叠罚污染逐行归因,首版排除——provisional)。
# 每图至多一种类型(候选池内均匀选一);数量 = round(候选池格数×percent) +
# (关卡序号−1)×per_level_bonus——基数为候选池而非总格数(percent 语义 = 占可挖格比例,
# 关卡递增由 per_level_bonus 绝对格数承载);连通片生长(8 邻),单片 ≤ pack_max。
# 替换制:整图 board_variants 非空 = 本图已带全局型,跳过 region 布置(详见 _resolve_global_variant)。
func _place_variants(board: BoardData) -> void:
if not board.board_variants.is_empty():
return
var pool: Array[Variant] = db.combat.variation.variant_pool(int(encounter.level_index), String(board.board_type))
if pool.is_empty():
return
var r0 := {}
for c in board.compute_r0():
r0[c] = true
var candidates: Array[Vector2i] = []
for c in board.safe_cells():
if not r0.has(c):
candidates.append(c)
if candidates.is_empty():
return
var stream: RandomNumberGenerator = rng.open_stream("variant_place") # 一板恰一 scope(换图/刷新图各取号一次)
var vrow: Dictionary[Variant, Variant] = pool[stream.randi_range(0, pool.size() - 1)]
var total: int = int(round(float(candidates.size()) * float(db.combat.variation.percent_of_cells) / 100.0)) \
+ (int(encounter.level_index) - 1) * int(db.combat.variation.per_level_bonus)
total = mini(total, candidates.size())
_place_variants_apply(board, candidates, stream, vrow, total)
# 变异片生长施加面(布置域=候选格,数量=total,vrow 单型贯穿;取号序=stream 顺序消费)
func _place_variants_apply(board: BoardData, candidates: Array[Vector2i], stream: RandomNumberGenerator, vrow: Dictionary, total: int) -> void:
var placed := {}
while placed.size() < total:
var pack_size: int = mini(total - placed.size(), stream.randi_range(2, int(db.combat.variation.pack_max)))
var free: Array[Vector2i] = []
for c in candidates:
# 新片种子/生长格禁与其他已布片 8 邻贴接——否则两片粘连成一个超 pack_max 的连通分量
# (R3 随机流下实测暴露:独立生长的相邻片合流击穿单片上限断言)
if placed.has(c) or _adjacent_to_packs(board, placed, c):
continue
free.append(c)
if free.is_empty():
break # 生长域耗尽——该片就地收束(数量不足总目标为合法态,候选域碎片化时触发)
var seed_c: Vector2i = free[stream.randi_range(0, free.size() - 1)]
placed[seed_c] = true
var pack: Array[Variant] = [seed_c]
var pack_set := {seed_c: true}
while pack.size() < pack_size:
var fringe := _variants_fringe(board, pack, candidates, placed, pack_set)
if fringe.is_empty():
break # 生长域耗尽——该片就地收束(数量不足总目标为合法态,候选域碎片化时触发)
var nxt: Vector2i = fringe[stream.randi_range(0, fringe.size() - 1)]
placed[nxt] = true
pack_set[nxt] = true
pack.append(nxt)
for c in placed.keys():
board.variants[c] = [String(vrow.variant_id)]
# 片生长待选格收集(本片内各生长格的 8 邻候选并集——未布置、未在途、不与他片贴接)
func _variants_fringe(board: BoardData, pack: Array, candidates: Array[Vector2i], placed: Dictionary, pack_set: Dictionary) -> Array[Vector2i]:
var fringe: Array[Vector2i] = []
for c in pack:
for n in board.neighbors8(c):
if candidates.has(n) and not placed.has(n) and not fringe.has(n) \
and not _adjacent_to_packs(board, placed, n, pack_set):
fringe.append(n)
return fringe
# 候选格是否与其他已布片(own_pack 之外的 placed 格)8 邻贴接——片间隔离保证连通分量 = 单片 ≤ pack_max
func _adjacent_to_packs(board: BoardData, placed: Dictionary, c: Vector2i, own_pack: Dictionary = {}) -> bool:
for m in board.neighbors8(c):
if placed.has(m) and not own_pack.has(m):
return true
return false
# ---- 事件缓冲(轮 facts 收集;结算触发 = Waiting 相位编排点,不依赖到达序)----
func _on_cell_revealed(evt: Dictionary) -> void:
@@ -798,7 +680,7 @@ func _exit_distribution() -> void:
if mode == "new_board":
_reward_economy.retire_mapping()
minesweeper.retire_board()
if not _install_new_board():
if not _install_and_reset():
_fatal("换图编排失败")
return
# 工兵晨令续队直调拆除(内容数据驱动扩展批 T4——round_start 订阅行承载,见 begin_battle 注)
@@ -832,7 +714,7 @@ func player_request_refresh() -> bool:
_refresh_used_this_round += 1
_reward_economy.retire_mapping() # 旧图批次退役(地图战斗资源 Ready→retired;E6 新批重置前提)
minesweeper.retire_board(true) # 旧板退役(轮内通道)
return _install_new_board(true) # 当场换图——失败即编排违例 fail-fast
return _install_and_reset(true) # 当场换图——失败即编排违例 fail-fast
func _battle_over(result: String) -> void:
+167
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@@ -0,0 +1,167 @@
## 棋盘安装与变异布置域件(B1 域·BoardInstaller):生成受理、全局作用域变异决议、装板受理、
## 资源摇号资格域组装(roll_board 恰一次——install 后、挖掘前)、region 变异决议与连通片布置。
## 棋盘设置顺序 = 生成棋盘 → 打开状态初始化 → 战斗资源格设置 → 变异格设置(布置在初始展开与
## 资源格之后,变异天然不落已开区)。宿主侧装板后状态复位(封印/完美计数清零、板序推进、
## board_changed 发射、秘宝叠加层退役)留宿主薄壳——本件零复位职责。零 UI 零 await;
## 随机只经注入 RngServiceCore 的 board_gen/variant_place 两封闭流(流名与开流时点不变,
## 生成器只消费传入流——同种子同输入逐位复现)。
class_name BoardInstaller
extends RefCounted
var db: ConfigDb
var rng: RngServiceCore
var minesweeper: MinesweeperRules
var reward_economy: RewardEconomy
var encounter: Dictionary[String, Variant] # 宿主 encounter 同对象引用(assign 原地变异——跨战活引用)
var fatal_cb: Callable # 协作件违约→宿主 _fatal 封印(单点接线——BoardGenerator 同款)
var generator: BoardGenerator # 件内自建自接线(原宿主 _board_generator 成员随件迁移)
func _init(bundle: Dictionary) -> void:
for k in ["db", "rng", "minesweeper", "reward_economy", "encounter", "fatal_cb"]:
assert(bundle.has(k), "[装板域件] 引用束缺键: %s" % k)
db = bundle.db
rng = bundle.rng
minesweeper = bundle.minesweeper
reward_economy = bundle.reward_economy
encounter = bundle.encounter
fatal_cb = bundle.fatal_cb
generator = BoardGenerator.new()
generator.fatal_handler = fatal_cb # 协作件违约→宿主 _fatal 封印(单点接线)
func _fatal(msg: String) -> void:
if fatal_cb.is_valid():
fatal_cb.call(msg) # 组装层注入 orchestrator._fatal(封印传导,不绕第二中止通道)
else:
push_error(msg)
assert(false, msg)
# 装板单入口(生成 → 全局变异决议 → 装板受理 → 资源摇号 → 变异布置);
# 宿主态复位归宿主薄壳(_install_and_reset)——本件返回即装板完成、复位未行。
func install(during_round := false) -> bool:
var stream: RandomNumberGenerator = rng.open_stream("board_gen")
var board: BoardData = generator.generate(int(encounter.level_index), int(encounter.node_depth), stream, db)
if board == null:
return false
# 全局作用域变异决议(装板序内前置于 roll_board:图级偏斜旋钮须在资源摇号前定型——详见 _resolve_global_variant)
_resolve_global_variant(board)
var res: Dictionary[Variant, Variant] = minesweeper.install_board(board, during_round)
if not res.accepted:
_fatal("排雷玩法 install 拒绝(不变式违例): %s" % str(res))
return false
# 地图战斗资源 义务⑥:roll_board 恰一次(install 后、挖掘前);资格格 = 全部非封锁格(安全格 + 危险格,雷安同池)
var r0 := {}
for c in board.compute_r0():
r0[c] = true
var eligible: Array[Dictionary] = []
for c in board.safe_cells():
if not r0.has(c):
eligible.append({"cell": c})
for c in board.mines.keys():
if not r0.has(c):
eligible.append({"cell": c})
if not reward_economy.roll_board(eligible):
_fatal("地图战斗资源 roll_board 被拒")
return false
# 地形变异 布置段(棋盘设置顺序第 4 步)——布置在初始展开与资源格之后,变异天然不落已开区
_place_variants(board)
return true
# ---- 全局作用域变异 决议(装板序内 roll_board 之前)----
# boss/elite 图命中全局型:写整图 board_variants(恰一行)+ 注入资源面偏斜旋钮(图级投影在
# RewardEconomy.roll_board 消费);不消费 variant_place 流(全局取用确定性——零取号合法态)。
# 全局池空(含 L1 Boss 免疫/unlock 门控未达):字段留空、旋钮归零——_place_variants 原路走
# region 布置 = 兜底回落合法态(防配置缺行静默裸奔——provisional)。
func _resolve_global_variant(board: BoardData) -> void:
board.board_variants.clear()
reward_economy.board_skew = 0
var row: Dictionary[Variant, Variant] = db.combat.variation.global_variant_row(int(encounter.level_index), String(board.board_type),
String(encounter.get("node_type", "")))
if row.is_empty():
return
board.board_variants = [String(row.variant_id)]
reward_economy.board_skew = int(row.get("effect_value", 0))
# ---- 地形变异 布置段(棋盘设置顺序第 4 步)----
# 候选池门控(unlock_level ≤ 关卡序号 + board_types 与本地形交集,∅ 通配)经 config_db.variant_pool;
# 池空 = 合法态,静默零布置(框架 P0 口径不变)。零特判:本段只写格子变异数据快照,不改扫雷规则本体。
# 候选格域 = 安全格 − 初始展开区(伤害型 placement=closed_only 的结构保障——布置发生在初始展开之后,
# 已开格天然排除);危险格不吃变异(挖雷一层惩罚 + 变异伤害双层叠罚污染逐行归因,首版排除——provisional)。
# 每图至多一种类型(候选池内均匀选一);数量 = round(候选池格数×percent) +
# (关卡序号−1)×per_level_bonus——基数为候选池而非总格数(percent 语义 = 占可挖格比例,
# 关卡递增由 per_level_bonus 绝对格数承载);连通片生长(8 邻),单片 ≤ pack_max。
# 替换制:整图 board_variants 非空 = 本图已带全局型,跳过 region 布置(详见 _resolve_global_variant)。
func _place_variants(board: BoardData) -> void:
if not board.board_variants.is_empty():
return
var pool: Array[Variant] = db.combat.variation.variant_pool(int(encounter.level_index), String(board.board_type))
if pool.is_empty():
return
var r0 := {}
for c in board.compute_r0():
r0[c] = true
var candidates: Array[Vector2i] = []
for c in board.safe_cells():
if not r0.has(c):
candidates.append(c)
if candidates.is_empty():
return
var stream: RandomNumberGenerator = rng.open_stream("variant_place") # 一板恰一 scope(换图/刷新图各取号一次)
var vrow: Dictionary[Variant, Variant] = pool[stream.randi_range(0, pool.size() - 1)]
var total: int = int(round(float(candidates.size()) * float(db.combat.variation.percent_of_cells) / 100.0)) \
+ (int(encounter.level_index) - 1) * int(db.combat.variation.per_level_bonus)
total = mini(total, candidates.size())
_place_variants_apply(board, candidates, stream, vrow, total)
# 变异片生长施加面(布置域=候选格,数量=total,vrow 单型贯穿;取号序=stream 顺序消费)
func _place_variants_apply(board: BoardData, candidates: Array[Vector2i], stream: RandomNumberGenerator, vrow: Dictionary, total: int) -> void:
var placed := {}
while placed.size() < total:
var pack_size: int = mini(total - placed.size(), stream.randi_range(2, int(db.combat.variation.pack_max)))
var free: Array[Vector2i] = []
for c in candidates:
# 新片种子/生长格禁与其他已布片 8 邻贴接——否则两片粘连成一个超 pack_max 的连通分量
# (R3 随机流下实测暴露:独立生长的相邻片合流击穿单片上限断言)
if placed.has(c) or _adjacent_to_packs(board, placed, c):
continue
free.append(c)
if free.is_empty():
break # 生长域耗尽——该片就地收束(数量不足总目标为合法态,候选域碎片化时触发)
var seed_c: Vector2i = free[stream.randi_range(0, free.size() - 1)]
placed[seed_c] = true
var pack: Array[Variant] = [seed_c]
var pack_set := {seed_c: true}
while pack.size() < pack_size:
var fringe := _variants_fringe(board, pack, candidates, placed, pack_set)
if fringe.is_empty():
break # 生长域耗尽——该片就地收束(数量不足总目标为合法态,候选域碎片化时触发)
var nxt: Vector2i = fringe[stream.randi_range(0, fringe.size() - 1)]
placed[nxt] = true
pack_set[nxt] = true
pack.append(nxt)
for c in placed.keys():
board.variants[c] = [String(vrow.variant_id)]
# 片生长待选格收集(本片内各生长格的 8 邻候选并集——未布置、未在途、不与他片贴接)
func _variants_fringe(board: BoardData, pack: Array, candidates: Array[Vector2i], placed: Dictionary, pack_set: Dictionary) -> Array[Vector2i]:
var fringe: Array[Vector2i] = []
for c in pack:
for n in board.neighbors8(c):
if candidates.has(n) and not placed.has(n) and not fringe.has(n) \
and not _adjacent_to_packs(board, placed, n, pack_set):
fringe.append(n)
return fringe
# 候选格是否与其他已布片(own_pack 之外的 placed 格)8 邻贴接——片间隔离保证连通分量 = 单片 ≤ pack_max
func _adjacent_to_packs(board: BoardData, placed: Dictionary, c: Vector2i, own_pack: Dictionary = {}) -> bool:
for m in board.neighbors8(c):
if placed.has(m) and not own_pack.has(m):
return true
return false
+1
View File
@@ -0,0 +1 @@
uid://di6u170vqf8ae
+3 -3
View File
@@ -503,11 +503,11 @@ func _enter_node(node: Dictionary) -> bool:
"shop":
# 商店房兑付:到达即开店(覆盖层归呈现层),购买出账/
# 离开归玩家意图——零自动推进;离开确认经 continue_after_node 回选路口
var payload := {"gp": gp} # legacy 固定三件(off 对照承载——零 RNG 零池消费)
if _shop.pool_mode:
_shop.open_pool() # 进店抽 3(恰一 shop_draw scope;买后全重抽同签)
node_entered.emit(node, {"gp": gp, "shelf": true})
return true
node_entered.emit(node, {"gp": gp}) # legacy 固定三件(off 对照承载——零 RNG 零池消费)
payload = {"gp": gp, "shelf": true}
node_entered.emit(node, payload)
return true
push_error("[关卡节点地图] 未知节点类型: %s" % str(node))
return false
+69 -31
View File
@@ -246,25 +246,30 @@ func rebuild(board: BoardData, minesweeper: MinesweeperRules) -> void:
for y in _board.height:
for x in _board.width:
var c := Vector2i(x, y)
var u: Node2D = _CELL_UNIT.new()
u.st.cell = c
u.st.edge = _cell
u.position = Vector2(c) * stride
u.st.bevel = DEPTH_BEVEL # 新建格单元继承
u.use_parent_material = true # 去饱和材质挂 BoardWorld——单元随世界材质灰化
if _palette.tiles_ok:
# NEAREST 采样(32×32 源 × 45/36px 格边非整数缩放接受档,
# 与英雄小人 1.5× 豁免同级(圣经 §8.2);只在瓦片
# 模式启用——程序化回退路径渲染零扰动(含格面文字采样不回退不变化)
u.texture_filter = CanvasItem.TEXTURE_FILTER_NEAREST
u.st.font = _world.board_font
_world.add_child(u)
_cells[c] = u
_cells[c] = _build_cell_unit(c, stride)
set_cell_area(size)
_install_entrance_fx()
refresh()
# 逐格构建器(rebuild 建格循环唯一出函面):.new() 与属性装配逐字迁入,循环体只调构建器
func _build_cell_unit(c: Vector2i, stride: float) -> Node2D:
var u: Node2D = _CELL_UNIT.new()
u.st.cell = c
u.st.edge = _cell
u.position = Vector2(c) * stride
u.st.bevel = DEPTH_BEVEL # 新建格单元继承
u.use_parent_material = true # 去饱和材质挂 BoardWorld——单元随世界材质灰化
if _palette.tiles_ok:
# NEAREST 采样(32×32 源 × 45/36px 格边非整数缩放接受档,
# 与英雄小人 1.5× 豁免同级(圣经 §8.2);只在瓦片
# 模式启用——程序化回退路径渲染零扰动(含格面文字采样不回退不变化)
u.texture_filter = CanvasItem.TEXTURE_FILTER_NEAREST
u.st.font = _world.board_font
_world.add_child(u)
return u
# 逐格重绘(挖掘/结算后调用)
func refresh() -> void:
if _board == null or _minesweeper == null:
@@ -606,9 +611,6 @@ func _paint_cell(c: Vector2i, hero: Vector2i) -> void:
var seal: bool = _minesweeper.has_seal(c)
var removed: bool = _minesweeper.is_removed(c) # 中立移除格(退色降档)
var is_hero: bool = c == hero
var glyph := ""
var bg: Color
var digit_col := COL_DIGIT
# 封印槽统一维护:封印格=封印印记纹理;其余格清 null(封印格挖开后残留在 tex_seal
# 会让 _draw 无条件把封印印画在已开格上——tex_seal 绘制无 revealed 条件)。缺盘走字形回退。
u.st.tex_seal = _palette.seal_tex if (seal and not revealed and _palette.seal_tex != null) else null
@@ -616,6 +618,23 @@ func _paint_cell(c: Vector2i, hero: Vector2i) -> void:
revealed = false # 移除格固定未开呈现基座(退色暗幕层承载;危险格本无数字,周边数字冻结)
seal = false
u.st.tex_seal = null
# 绘制层五段(字形与色牌→基底瓦片→立面投影→秘宝/变异叠加→迷雾)——段间交换经单元状态面
#(u.st/u.glyph/u.glyph_color),唯一例外=基底色 bg 经 ink 段返回值交 base 段(无单元场域承载)
var bg: Color = _paint_cell_ink(c, u, revealed, seal)
_paint_cell_base(c, u, revealed, is_hero, bg)
_paint_cell_facade(c, u, revealed)
_paint_cell_overlays(c, u, revealed)
_paint_cell_fog(c, u, revealed, hero)
u.st.removed_dim = removed
u.queue_redraw()
# 字形与色牌段:reveal 记录→字形/墨色判定+u.glyph/u.glyph_color 终写+双峰纹理板落牌;
# 返回基底色 bg(平色回退 sb 构建的唯一消费方在基底段)
func _paint_cell_ink(c: Vector2i, u: Node2D, revealed: bool, seal: bool) -> Color:
var glyph := ""
var bg: Color
var digit_col := COL_DIGIT
if revealed:
var rec: Dictionary[Variant, Variant] = _minesweeper.reveal_record(c) # 已开记录经查询面
if rec.get("kind", "") == "mine":
@@ -639,6 +658,21 @@ func _paint_cell(c: Vector2i, hero: Vector2i) -> void:
digit_col = COL_SEAL
else:
bg = COL_BRICK
u.glyph = glyph
u.glyph_color = digit_col
# 色牌后备(数字直画退牌;「危」/「?」维持牌载保读性)+ v3.4:双峰纹理板
#(_palette.digit_plate——underdark 系亮白筋+近黑斑并存的直画不可救纹理)数字落牌,牌上深墨 12:1
var plate_digit: bool = _palette.digit_plate and glyph != "" and glyph != "危" and glyph != "?" and glyph != "封" and glyph != "人"
if plate_digit:
digit_col = COL_DIGIT # 牌上深墨族(素牌 12:1——双峰纹理免疫)
u.glyph_color = digit_col
u.plate = revealed and (glyph == "危" or glyph == "?" or plate_digit)
return bg
# 基底瓦片段:瓦片查表/平色回退 sb+英雄蓝框载体;英雄贴图缺位回退字形「人」在此段落
# u.glyph(先于叠加段消费,结果与原函数字形累计局部量逐字同值)
func _paint_cell_base(c: Vector2i, u: Node2D, revealed: bool, is_hero: bool, bg: Color) -> void:
# 瓦片模式:tex_base = 查表瓦片(未开=墙瓦片/已开=地面瓦片),
# bg_sb 降级为透明描边载体——只承载呼吸微光/主角蓝框(CellUnit 瓦片态画在瓦片之上),
# 瓦片分配=格坐标哈希,初始化落定后逐拍稳定(禁逐轮重掷——圣经原则三)
@@ -658,21 +692,16 @@ func _paint_cell(c: Vector2i, hero: Vector2i) -> void:
sb = UiKit.panel_flat(Color.TRANSPARENT, Color.TRANSPARENT,UiKit.RADIUS_OBJECT, 0)
sb.set_border_width_all(3)
sb.border_color = COL_HERO
if glyph == "" and _hero_sprite.tex_idle == null:
if u.glyph == "" and _hero_sprite.tex_idle == null:
# 贴图缺位回退字形「人」(项目纹理槽惯例——贴图在位=格内字形退役,单位本体由独立精灵承载)
glyph = "人"
digit_col = COL_HERO
u.glyph = "人"
u.glyph_color = COL_HERO
u.st.tex_base = tile
u.st.bg_sb = sb
u.glyph = glyph
u.glyph_color = digit_col
# 色牌后备(数字直画退牌;「危」/「?」维持牌载保读性)+ v3.4:双峰纹理板
#(_palette.digit_plate——underdark 系亮白筋+近黑斑并存的直画不可救纹理)数字落牌,牌上深墨 12:1
var plate_digit: bool = _palette.digit_plate and glyph != "" and glyph != "危" and glyph != "?" and glyph != "封" and glyph != "人"
if plate_digit:
digit_col = COL_DIGIT # 牌上深墨族(素牌 12:1——双峰纹理免疫)
u.glyph_color = digit_col
u.plate = revealed and (glyph == "危" or glyph == "?" or plate_digit)
# 立面投影段:未开墙格南缘立面/轮廓描边码;已开格北缘投影暗带/E 格高墙面——段内重置与赋值同序
func _paint_cell_facade(c: Vector2i, u: Node2D, revealed: bool) -> void:
u.st.outline_sides.assign([]) # typed Array[int](assign 保持引用语义)
u.st.facade_south = false
u.st.proj_band = 0.0
@@ -707,8 +736,15 @@ func _paint_cell(c: Vector2i, hero: Vector2i) -> void:
if south_in and not _minesweeper.is_revealed(south_n) and _palette.tiles_ok:
u.st.facade_strip = true
u.st.tex_facade = _palette.tiles.get("wall_center")
# 秘宝/变异叠加段:真视红框/预读徽章/变异角标/奖励徽章/类型微光组号——glyph/digit_col 局部镜像
# 自 u.glyph/u.glyph_color(原函数字形累计局部量的段内重建,预读徽章分支的无效局部写入逐字保留)
func _paint_cell_overlays(c: Vector2i, u: Node2D, revealed: bool) -> void:
# ②( 秘宝叠加层:真视格=红内缩框;预读格=奖励身份徽章(identity_resolver 既有
# 只读面取字形——零数据复制,badge 位复用);已开格标记自然退位(refresh 逐拍重算)
var glyph: String = u.glyph
var digit_col: Color = u.glyph_color
if not revealed:
u.st.treasure_mark = "mine_reveal" if _treasure_reveal.has(c) else ""
if _treasure_preview.has(c) and glyph == "":
@@ -725,6 +761,10 @@ func _paint_cell(c: Vector2i, hero: Vector2i) -> void:
u.st.mutation_mark = ""
u.st.badge_glyph = _update_badge(c)
u.st.glow_group = int(_glow.get(c, UiKit.GLOW_NONE))
# 迷雾段:灯光区外未开格全黑/已开格记忆态灰显——纯呈现零逻辑(🔴 契约 1)
func _paint_cell_fog(c: Vector2i, u: Node2D, revealed: bool, hero: Vector2i) -> void:
# 视野迷雾呈态:曼哈顿距离 > 半径 → 区外——未开格全黑(现行事实源照抄)/
# 已开格记忆态(灰显可读);以英雄格为心逐格重算,refresh()/notify_hero_move() 既有重绘驱动=移动实时跟随。
# 纯呈现零逻辑——格态/数字真值/清图判定零触碰(🔴 契约 1);结算期去饱和叠加互斥由 CellUnit 记忆态终态档承载。
@@ -734,8 +774,6 @@ func _paint_cell(c: Vector2i, hero: Vector2i) -> void:
u.fog_state = (2 if revealed else 1) if fogged else 0
else:
u.fog_state = 0
u.st.removed_dim = removed
u.queue_redraw()
# ---- 可挖域接触带呼吸微光(挖掘期唯一在动元素——§3.2 v2.8 画法:光画英雄格周界空间侧,
+3 -3
View File
@@ -308,13 +308,13 @@ fi
# 可回放纯逻辑步骤流(同种子同输入逐位复现),await 会打断确定性——「模块归属」B1 行已写明
# 「禁 await——切片 88 冒烟实证」。本闸为防回归防线(2026-10-24 人工 grep 盘面干净)。
# 扫描面:B1 域文件集(与 architecture.md「模块归属」B1 行同口径)=battle_orchestrator.gd
# + battle_fx_host.gd + reward_grant.gd 两拆件 + settlement/ 五段段类 + damage_controller.gd,共 9 文件,显式清单见 S8_FILES。
# + battle_fx_host.gd + reward_grant.gd + board_installer.gd 三拆件 + settlement/ 五段段类 + damage_controller.gd,共 10 文件,显式清单见 S8_FILES。
# 执行侧字面值豁免:脚本必须带字面值才能工作;文件集与架构文档冲突时以 B1 域文件集为准。
# 判据:文件集内出现 await 关键字即红(词边界 \bawait\b,任何形态——await 信号/协程/
# get_tree());排除注释行(行首 #/##)与字符串字面量(双引号包裹段内的 await 非代码),
# 口径仿 S1/S2 的 grep 排除手法。
# 自检:清单内文件缺位(路径写错/被改名)即判红——防扫面为空静默绿。
S8_FILES="game/core/battle_orchestrator.gd game/core/battle_fx_host.gd game/core/reward_grant.gd game/core/settlement/aura_segment.gd game/core/settlement/combat_segment.gd game/core/settlement/decay_segment.gd game/core/settlement/grant_segment.gd game/core/settlement/verdict_segment.gd game/core/damage_controller.gd"
S8_FILES="game/core/battle_orchestrator.gd game/core/battle_fx_host.gd game/core/reward_grant.gd game/core/board_installer.gd game/core/settlement/aura_segment.gd game/core/settlement/combat_segment.gd game/core/settlement/decay_segment.gd game/core/settlement/grant_segment.gd game/core/settlement/verdict_segment.gd game/core/damage_controller.gd"
S8_MISS=0
for f in $S8_FILES; do
if [ ! -f "$f" ]; then
@@ -356,7 +356,7 @@ fi
# 自检:扫描面为空即判红(require_scan_face);B1 文件集与三族自家文件缺位即判红
# (文件被改名=豁免名单失效,宁可红不可静默放行)。
if require_scan_face "S7" "$DIR_CORE"; then
S7_B1_SET="game/core/battle_orchestrator.gd game/core/battle_fx_host.gd game/core/reward_grant.gd game/core/settlement/aura_segment.gd game/core/settlement/combat_segment.gd game/core/settlement/decay_segment.gd game/core/settlement/grant_segment.gd game/core/settlement/verdict_segment.gd game/core/damage_controller.gd"
S7_B1_SET="game/core/battle_orchestrator.gd game/core/battle_fx_host.gd game/core/reward_grant.gd game/core/board_installer.gd game/core/settlement/aura_segment.gd game/core/settlement/combat_segment.gd game/core/settlement/decay_segment.gd game/core/settlement/grant_segment.gd game/core/settlement/verdict_segment.gd game/core/damage_controller.gd"
S7_MISS=0
for f in $S7_B1_SET game/core/unit_container.gd game/core/status_container.gd game/core/reward_economy.gd; do
if [ ! -f "$f" ]; then
@@ -251,6 +251,7 @@ func _init() -> void:
_smoke_shop_graph()
_smoke_multi_terminal_settlement()
_smoke_shop_pool()
_test_shop_node_entered_payload()
_smoke_generated_coverage()
quit(Kit.finish("level_shop_economy_test"))
@@ -1391,6 +1392,74 @@ func _smoke_shop_pool() -> void:
Kit.check("终局池余量在域 [0,配额](%s)" % str(ps), ps_ok)
# ---- 商店房 node_entered 载荷(尾波 V1——_enter_node pool/legacy 双发射路径归一后的行为保持断言)----
func _test_shop_node_entered_payload() -> void:
print("--- 商店房 node_entered 载荷(pool 含 shelf:true+gp 现值/legacy 无 shelf 键)---")
var autoplay = load("res://sim/level_autoplay.gd")
# pool 态:载荷字典经信号闭包当场取样(字典为引用累积器——lambda 按值捕获标量的绕行惯例)
var cap_pool := {"payload": {}, "gp": -1}
var pool_ok := false
for s in range(42, 92):
var pr = load("res://core/adventure_runner.gd").new(_db, _fresh_rng(s))
pr.set_hero_override(900, 400)
if not pr.start_adventure(s, {"shop_mode": "pool"}):
continue
var rp = pr.runner()
rp.node_entered.connect(func(node, payload):
if String(node.get("type", "")) == "shop":
cap_pool["payload"] = payload
cap_pool["gp"] = int(rp.gp))
if not _adv_drive_to_shop(pr, _adv_st(), autoplay):
continue
pool_ok = not (cap_pool["payload"] as Dictionary).is_empty()
if pool_ok:
break
Kit.check("pool 态进店信号可达(seed 扫描 42–91)", pool_ok)
Kit.check("pool 态 node_entered 载荷含 shelf:true〔尾波 V1〕", pool_ok and bool((cap_pool["payload"] as Dictionary).get("shelf", false)))
Kit.check("pool 态载荷 gp = 进店钱包现值(%d)〔尾波 V1〕" % int(cap_pool["gp"]), pool_ok and int((cap_pool["payload"] as Dictionary).get("gp", -1)) == int(cap_pool["gp"]))
# legacy 态:载荷无 shelf 键(两 payload 字典逐字保持的另一半——直构 LevelRunner 链)
var cap_leg := {"payload": {}, "gp": -1}
var leg_ok := false
for s in range(42, 92):
var lr = load("res://core/level_runner.gd").new(_db, _fresh_rng(s))
lr.set_hero_override(900, 400)
lr.start_level(2, s)
lr.node_entered.connect(func(node, payload):
if String(node.get("type", "")) == "shop":
cap_leg["payload"] = payload
cap_leg["gp"] = int(lr.gp))
var st := _battle_st("normal")
var guard := 60
while String(lr.level_result) == "" and String(lr.current_node().get("type", "")) != "shop" and guard > 0:
guard -= 1
if lr.awaiting_choice():
var ids: Array = lr.next_candidate_ids()
ids.sort()
lr.pick_next_node(int(ids[0]))
continue
var t := String(lr.current_node().get("type", ""))
if t == "reward" or t == "rest":
lr.continue_after_node()
continue
var b = lr.current_battle()
if b == null:
break
var fin := {}
b.battle_finished.connect(func(p): fin["p"] = p)
var g2 := 80
while lr.current_battle() == b and not fin.has("p") and g2 > 0:
g2 -= 1
autoplay._autoplay_battle(lr, b, st, null)
if String(lr.level_result) == "" and String(lr.current_node().get("type", "")) == "shop":
leg_ok = not (cap_leg["payload"] as Dictionary).is_empty()
if leg_ok:
break
Kit.check("legacy 态进店信号可达(seed 扫描 42–91)", leg_ok)
Kit.check("legacy 态 node_entered 载荷无 shelf 键〔尾波 V1〕", leg_ok and not (cap_leg["payload"] as Dictionary).has("shelf"))
Kit.check("legacy 态载荷 gp = 进店钱包现值(%d)〔尾波 V1〕" % int(cap_leg["gp"]), leg_ok and int((cap_leg["payload"] as Dictionary).get("gp", -1)) == int(cap_leg["gp"]))
# 入口→Boss 全路径枚举(DFS 迭代栈——图合法性校验保证单入口无环,路径有限)
+6 -1
View File
@@ -14,6 +14,7 @@ const RngScript := preload("res://core/rng_service.gd")
const BoardGeneratorScript := preload("res://core/board_generator.gd")
const RewardEconomyScript := preload("res://core/reward_economy.gd")
const OrchestratorScript := preload("res://core/battle_orchestrator.gd")
const BoardInstallerScript := preload("res://core/board_installer.gd")
const TAG_OK := "board_gen" # 在册合法标签(PURPOSE_TAGS 含;wr7 必须用合法标签——未知标签检查排在播种检查之前)
@@ -64,11 +65,15 @@ func _default_form(db) -> bool:
# ①wr5(p5):两协作件违约经组装点接线传导 → orchestrator.battle_result 落 "fatal_error"
# (棋盘生成半边:装板域拆件后生成器随 BoardInstaller 件内自建——组装点=引用束 fatal_cb 接线,
# 经新组装点构建后触发生成器违约,封印传导断言不变)
func _seal_propagation(db) -> bool:
var rng_a = RngScript.new()
rng_a.set_master_seed(5)
var oc_bg = OrchestratorScript.new(db, rng_a)
oc_bg._board_generator._fatal("测试违约①棋盘生成")
var bi_bg = BoardInstallerScript.new({"db": db, "rng": rng_a, "minesweeper": oc_bg.minesweeper,
"reward_economy": oc_bg._reward_economy, "encounter": oc_bg.encounter, "fatal_cb": oc_bg._fatal})
bi_bg.generator._fatal("测试违约①棋盘生成")
if oc_bg.battle_result != "fatal_error":
push_error("[run_time_fatal_test/wr5] 棋盘生成违约未传导封印(battle_result=%s)" % str(oc_bg.battle_result))
return false