diff --git a/game/core/adventure_runner.gd b/game/core/adventure_runner.gd index 24c6a503..073a76a7 100644 --- a/game/core/adventure_runner.gd +++ b/game/core/adventure_runner.gd @@ -41,8 +41,10 @@ class_name AdventureRunner extends RefCounted signal level_started(level_index: int, display_name: String) # 每关开始(含冒险首关)——呈现层重取 runner()、刷新图条与层名行 -signal big_reward_paid(reward: Dictionary) # 大奖励兑付(非末关通关恰一次)——{from_level, hp_bonus, new_max_hp, keystone_gained, keystone_total};呈现层大奖励屏/冒烟立即确认 -signal adventure_finished(summary: Dictionary) # 冒险结算(completed/failed/abandoned)——summary 五件事:打穿没有/通关几关/止步第几关/钥石合计/主种子 +signal bonus_choice_presented(payload: Dictionary) # 提升三选一停点(非末关通关恰一次;迭代 10 大奖励重构——big_reward_paid 退役)——{level_index, candidates, heal_gained, hp_before, hp_after, keystone_gained, keystone_total, gp, aux_cleared} +signal bonus_resolved(result: Dictionary) # 三选一兑付完成(pick_bonus/替换受理后恰一次)——{picked, value, hp_before, hp_after, level_index} +signal aux_replace_presented(items: Array, incoming: Dictionary) # 同调位满位替换子交互(pick_bonus 道具件满位时)——items=现有持有件记录、incoming=新件记录 +signal adventure_finished(summary: Dictionary) # 冒险结算(completed/failed/abandoned)——summary 五件事:打穿没有/通关几关/止步第几关/钥石合计/主种子(+additive keystone_drops 迭代 10) # ---- 转发族(签名与 LevelRunner 同款——呈现层对接透明;ADR-0001 S6 经 _forward_* 方法)---- signal node_entered(node: Dictionary, info: Dictionary) signal choices_presented(candidates: Array) @@ -55,7 +57,7 @@ var db var rng var state := "idle" # idle / running / settling(冒险结构.md 三态) var ledger := {"hero_hp": 0, "gp": 0} # 冒险账本(生命 + GP 钱包——经 start_level_external 注入 runner 共享) -var bonus := {"atk": 0, "max_hp": 0, "armor_class": 0} # 统一冒险加算区(商店购买与大奖励同一本账) +var bonus := {"atk": 0, "max_hp": 0, "armor_class": 0, "ap": 0} # 统一冒险加算区(商店购买与三选一属性件同一本账;四轴 +ap——迭代 10 奖励重构) var purchased := {} # product_id → 已购档数(跨关延续、冒险收束清零——递增定价输入) var level_index := 0 # 当前关卡序号(1 起) var levels_total := 0 # 序列总关数(读 level 表行数) @@ -72,6 +74,12 @@ var _last_aux_cleared := 0 # additive(迭代 7 T4——最近 var _aux_unlocked := {} # aux 解锁门控集(迭代 7 T5——params.aux_unlocked 接收面) var _save_manager = null # 断点承载注入(迭代 8 卡①——null = 不写断点;模拟/冒烟缺省) var _resume_bp := {} # 续玩快照暂存(resume_adventure → _start_current_level 单跳传递) +# ---- 三选一停点态(迭代 10 奖励重构批)---- +var _bonus_taken := {} # 件获取次数计数(attack/max_hp/armor/ap——次数上限判定不可由加算区累加值反推,牌库剔除态依赖) +var _bonus_pending := {} # 停点态:{"candidates": Array, "payload": Dictionary, "chosen"/"incoming": 替换在途}——空 = 无停点 +var _bonus_result := {} # 已兑付待推进态(bonus_resolved 载荷副本——中断续玩不重兑付) +var _bonus_aux_carry: Array[String] = [] # 道具件跨关携带(兑付后注入下一关库存——清库后授予的体验窗) +var _keystone_drops: Array = [] # Boss 逐杀掉落明细(additive 摘要键 keystone_drops——结算明细/复盘归因数据源) func _init(db_ref: ConfigDb, rng_ref: RngServiceCore) -> void: @@ -92,10 +100,11 @@ func start_adventure(seed_val: int, params: Dictionary = {}) -> bool: master_seed = seed_val rng.new_adventure(seed_val) ledger = {"hero_hp": 0, "gp": 0} - bonus = {"atk": 0, "max_hp": 0, "armor_class": 0} + bonus = {"atk": 0, "max_hp": 0, "armor_class": 0, "ap": 0} purchased = {} keystone = 0 summary = {} + _reset_bonus_state() levels_total = db.level.rows.size() level_index = 1 _pending_next_level = false @@ -132,21 +141,64 @@ func resume_adventure(bp: Dictionary, params: Dictionary = {}) -> bool: var bp_bonus: Dictionary = bp.get("bonus", {}) as Dictionary bonus = {"atk": maxi(0, int(bp_bonus.get("atk", 0))), "max_hp": maxi(0, int(bp_bonus.get("max_hp", 0))), - "armor_class": maxi(0, int(bp_bonus.get("armor_class", 0)))} + "armor_class": maxi(0, int(bp_bonus.get("armor_class", 0))), + "ap": maxi(0, int(bp_bonus.get("ap", 0)))} purchased = (bp.get("shop_purchased", {}) as Dictionary).duplicate(true) keystone = int(bp.get("keystone", 0)) summary = {} levels_total = db.level.rows.size() level_index = int(bp.get("level_index", 1)) _pending_next_level = false + _reset_bonus_state() + var bp_taken: Dictionary = bp.get("bonus_taken", {}) as Dictionary + for id in _bonus_taken.keys(): + _bonus_taken[id] = maxi(0, int(bp_taken.get(id, 0))) + for v in (bp.get("bonus_aux_carry", []) as Array): + _bonus_aux_carry.append(String(v)) + _keystone_drops = (bp.get("keystone_drops", []) as Array).duplicate(true) _base_override = _normalize_override(params.get("hero_override", {})) _first_script = false # 续玩模板已随快照强制(已抽模板零重抽)——脚本模式不重放 _aux_unlocked = params.get("aux_unlocked", {}) if params.get("aux_unlocked", {}) is Dictionary else {} + # 三选一停点续玩分支(迭代 10——选择态/已兑付态不重跑关卡;奖励选择态不重抽、已兑付不重付) + var bp_pending: Dictionary = bp.get("bonus_pending", {}) as Dictionary + var bp_result: Dictionary = bp.get("bonus_result", {}) as Dictionary + if not bp_pending.is_empty(): + _pending_next_level = true + _bonus_pending = {"candidates": (bp_pending.get("candidates", []) as Array).duplicate(true)} + var payload: Dictionary = (bp_pending.get("payload", {}) as Dictionary).duplicate(true) + if bp_pending.has("incoming"): + _bonus_pending["chosen"] = "aux_item" + var incoming: Array = (bp_pending.get("incoming", []) as Array).duplicate(true) + _bonus_pending["incoming"] = incoming + state = "running" + bonus_choice_presented.emit(payload) + # 替换在途续发(呈现层直落替换子态——持有件记录按恢复后 carry 重建) + aux_replace_presented.emit(_carry_records(), + {"index": -1, "item_id": String(incoming[0]) if not incoming.is_empty() else "", "count": incoming.size()}) + return true + state = "running" + bonus_choice_presented.emit(payload) + return true + if not bp_result.is_empty(): + _pending_next_level = true + _bonus_result = bp_result.duplicate(true) + state = "running" + bonus_resolved.emit(_bonus_result.duplicate(true)) + return true _resume_bp = bp.duplicate(true) state = "running" return _start_current_level() +# 三选一停点态归零(冒险开始/结算收束共用) +func _reset_bonus_state() -> void: + _bonus_taken = {"attack": 0, "max_hp": 0, "armor": 0, "ap": 0} + _bonus_pending = {} + _bonus_result = {} + _bonus_aux_carry = [] + _keystone_drops = [] + + # TunePanel 百分比通道(测试面板覆盖——每关新 runner 都要应用;正式侧归元进度) func set_hero_override(atk_pct: int, hp_pct: int) -> void: _override = [atk_pct, hp_pct] @@ -170,16 +222,174 @@ func apply_rest(pct: int, hp: int, max_hp: int) -> int: return mini(int(floor(float(max_hp) * float(pct) / 100.0)), max_hp - hp) -# 大奖励确认 → 进下一关(仅兑付后受理——零自动推进的冒险级停点;呈现层大奖励屏 / 冒烟立即确认) +# 大奖励确认 → 进下一关(仅兑付后受理——零自动推进的冒险级停点;三选一未兑付拒绝推进) func continue_to_next_level() -> bool: if not _pending_next_level: push_error("[冒险结构] continue_to_next_level 拒绝——无待确认的关卡推进") return false + if not _bonus_pending.is_empty(): + push_error("[冒险结构] continue_to_next_level 拒绝——三选一停点未兑付(零自动推进契约)") + return false _pending_next_level = false + _bonus_result = {} level_index += 1 return _start_current_level() +# ---- 提升三选一(迭代 10 奖励重构批——选择停点零自动推进、重复兑付被拒;兑付恰一件、未选项零生效)---- + +# 玩家点选兑付(呈现层/冒烟/自动模拟确认入口):id ∈ 停点候选。属性件写加算区+计数、AP 件写第四轴、 +# GP 件走钱包「奖励入账」入口、道具件受同调位约束(满位转替换子交互)。 +func pick_bonus(id: String) -> bool: + if state != "running" or _bonus_pending.is_empty(): + push_error("[冒险结构] pick_bonus 拒绝——无待选停点(state=%s)" % state) + return false + var candidates: Array = _bonus_pending.get("candidates", []) as Array + if not candidates.has(id): + push_error("[冒险结构] pick_bonus 拒绝——件不在候选: %s" % id) + return false + var value: int = int(db.adventure.bonus_value(id)) + var hp_before := int(ledger.get("hero_hp", 0)) + match id: + "attack": + bonus["atk"] = int(bonus.get("atk", 0)) + value + _bonus_taken["attack"] = int(_bonus_taken.get("attack", 0)) + 1 + "max_hp": + bonus["max_hp"] = int(bonus.get("max_hp", 0)) + value + _bonus_taken["max_hp"] = int(_bonus_taken.get("max_hp", 0)) + 1 + "armor": + bonus["armor_class"] = int(bonus.get("armor_class", 0)) + value + _bonus_taken["armor"] = int(_bonus_taken.get("armor", 0)) + 1 + "ap": + bonus["ap"] = int(bonus.get("ap", 0)) + value + _bonus_taken["ap"] = int(_bonus_taken.get("ap", 0)) + 1 + "gp": + if _runner != null: + _runner.grant_bonus_gp(value) + "aux_item": + return _pick_aux_item(value) + _: + push_error("[冒险结构] pick_bonus 拒绝——未知件: %s" % id) + return false + _finish_bonus_pick(id, value, hp_before) + return true + + +# 道具件兑付(同调位约束):有位直接入跨关携带;满位转替换子交互(incoming 暂存、等 resolve_aux_replace) +func _pick_aux_item(count: int) -> bool: + var pool: Array = _bonus_aux_pool() + if pool.is_empty(): + push_error("[冒险结构] pick_bonus(aux_item) 拒绝——解锁道具池空集(白板/门控态不入牌库的防御兜底)") + return false + var hp_before := int(ledger.get("hero_hp", 0)) + var picked: Array[String] = [] + for i in maxi(1, count): + picked.append(_roll_bonus_aux_item(pool)) + var slots := maxi(0, int(db.adventure.transitional_sync_slots)) + if _bonus_aux_carry.size() + picked.size() <= slots: + for iid in picked: + _bonus_aux_carry.append(iid) + _finish_bonus_pick("aux_item", picked.size(), hp_before) + return true + # 满位替换子交互:现有持有件 + 新件 N+1 选 N(丢旧收新 / 放弃新件两路,终态恒 ≤ 同调位) + _bonus_pending["chosen"] = "aux_item" + _bonus_pending["incoming"] = picked.duplicate() + aux_replace_presented.emit(_carry_records(), {"index": -1, "item_id": String(picked[0]), "count": picked.size()}) + return true + + +# 替换子交互受理(discard_index = -1 放弃新件不获取;否则丢该件腾位收新)——终态恒 ≤ 同调位 +func resolve_aux_replace(discard_index: int) -> bool: + if _bonus_pending.is_empty() or String(_bonus_pending.get("chosen", "")) != "aux_item": + push_error("[冒险结构] resolve_aux_replace 拒绝——无替换在途") + return false + var incoming: Array = _bonus_pending.get("incoming", []) as Array + var hp_before := int(ledger.get("hero_hp", 0)) + if discard_index >= 0: + if discard_index >= _bonus_aux_carry.size(): + push_error("[冒险结构] resolve_aux_replace 拒绝——序号不在持有集: %d" % discard_index) + return false + _bonus_aux_carry.remove_at(discard_index) + for iid in incoming: + _bonus_aux_carry.append(String(iid)) + # 放弃新件(discard_index < 0)= 原持有集不动、新件不获取 + _finish_bonus_pick("aux_item", incoming.size(), hp_before) + return true + + +# 兑付收口(恰一次):清停点态 → 记已兑付态 → emit → 停点快照(等继续确认——中断续玩不重兑付) +func _finish_bonus_pick(picked: String, value: int, hp_before: int) -> void: + _bonus_pending = {} + _bonus_result = { + "picked": picked, + "value": value, + "hp_before": hp_before, + "hp_after": int(ledger.get("hero_hp", 0)), + "level_index": level_index, + } + bonus_resolved.emit(_bonus_result.duplicate(true)) + _snapshot_breakpoint() + + +# 加权洗牌不放回掷 3(E-S weight-key:每件 key = U(0,1)^(1/权重) 取前 3——单次零重复、逐件按权重出 +# 概率;达次数上限件先剔牌库〔AP 用尽 2 次/属性件达 3 次永不再现;GP/道具件无次数上限,牌库恒非空〕; +# 道具件解锁池空集〔白板/门控态〕不入牌库。消费 reward_pick 封闭流——一次停点恰一 scope,同种子同三候选) +func _draw_bonus_candidates() -> Array: + var deck: Array = [] + for id in db.adventure.BONUS_IDS: + var cap := int(db.adventure.bonus_cap(String(id))) + if cap != db.adventure.BONUS_CAP_UNLIMITED and int(_bonus_taken.get(String(id), 0)) >= cap: + continue + if String(id) == "aux_item" and _bonus_aux_pool().is_empty(): + continue + deck.append(String(id)) + var rg: RandomNumberGenerator = rng.open_stream("reward_pick") + var keyed: Array = [] + for id in deck: + var w := float(maxi(1, int(db.adventure.bonus_weight(id)))) + keyed.append({"id": id, "key": pow(rg.randf(), 1.0 / w)}) + keyed.sort_custom(func(a, b): return float(a["key"]) > float(b["key"])) + var out: Array = [] + for i in mini(3, keyed.size()): + out.append(String(keyed[i]["id"])) + return out + + +# 三选一道具件随机池(与投放门控同源:aux 活行 ∩ 解锁门控集——空集 = 道具件不入牌库) +func _bonus_aux_pool() -> Array: + var out: Array = [] + var live: Dictionary = db.aux_live_ids() + for iid in live.keys(): + if _aux_unlocked.has(String(iid)): + out.append(String(iid)) + return out + + +func _roll_bonus_aux_item(pool: Array) -> String: + var rg: RandomNumberGenerator = rng.open_stream("reward_pick") + return String(pool[rg.randi_range(0, pool.size() - 1)]) + + +func _carry_records() -> Array: + var out: Array = [] + for i in _bonus_aux_carry.size(): + out.append({"index": i, "item_id": _bonus_aux_carry[i]}) + return out + + +# Boss 钥石逐杀掉落(迭代 10——渠道改 Boss/精英击杀掉落;首杀/复杀两档读 meta.tres boss_keystone; +# 首杀判据 = 存档 boss_first_kill 标记位〔断点未注入 = 恒首杀——模拟/冒烟零扰动;标记仍在收束 +# apply_adventure_summary 逐通关关次置位〕;末关 Boss 照常入账;明细随摘要 additive 键供结算面归因) +func _boss_keystone_drop(li: int) -> void: + var first := true + if _save_manager != null: + first = not _save_manager.boss_first_kill_marked(li) + var row: Dictionary = db.meta_boss_keystone_row(li) + var amount: int = int(row.get("first_kill", 0)) if first else int(row.get("repeat_kill", 0)) + _keystone_drops.append({"level": li, "first": first, "amount": amount}) + keystone += amount + + # 主动放弃(仅非战斗期受理——战斗域单事务在飞;与失败同型结算,已获大奖励不追回。 # MVP 无界面入口,语义先行预留;结算受理只算一次——非 running 态拒绝) func abandon() -> bool: @@ -222,6 +432,11 @@ func _start_current_level() -> bool: var ok: bool = _runner.start_level_external(level_index, ledger, bonus, purchased, Callable(self, "apply_rest"), _base_override, true, template_pick, resume_state) if ok: + # 三选一道具件跨关携带注入(迭代 10——上关兑付的道具件进本关库存〔奖励只朝下一战生效〕; + # 注入即移交——carry 清空,本关末随关卡域库存清空) + for iid in _bonus_aux_carry: + _runner.grant_aux_item(iid, "bonus_pick") + _bonus_aux_carry = [] level_started.emit(level_index, String(_runner.level_row.get("display_name", ""))) # 入口停点断点(node_id=-1)与 defer_entry 同态(node_index=-1+单候选)——走入口呈现; # 中途停点(node_id>=0)走停点呈现(restore_aux_items 先于呈现=C 区库存就位)。 @@ -249,25 +464,34 @@ func _on_level_finished(payload: Dictionary) -> void: push_error("[冒险结构] 关卡结束结果出域: %s" % result) return _last_aux_cleared = int(payload.get("aux_cleared", 0)) # additive(迭代 7 T4——末关 summary 取数面) + # Boss 钥石逐杀掉落(迭代 10——渠道改击杀掉落,末关照常入账;首杀/复杀读 meta.tres boss_keystone) + _boss_keystone_drop(level_index) if level_index < levels_total: - # 大奖励(非末关通关恰一次):上限提升写加算区 → 血回满 = 新上限 → 钥石入账(顺序即契约) - var hp_bonus: int = int(db.adventure.level_clear_hp_bonus) - bonus["max_hp"] = int(bonus.get("max_hp", 0)) + hp_bonus - ledger["hero_hp"] = int(db.hero.max_hp) + int(_base_override["max_hp"]) + int(bonus["max_hp"]) - keystone += int(db.adventure.keystone_per_level) + # 通关兑付(非末关恰一次;迭代 10 三层奖励框架):部分回血先行 → 加权洗牌掷 3 → 三选一停点 + #(顺序即契约——回血按当刻账本与上限结算,选择停点零自动推进) + var hp_before := int(ledger.get("hero_hp", 0)) + var max_eff := int(db.hero.max_hp) + int(_base_override["max_hp"]) + int(bonus.get("max_hp", 0)) + var heal := mini(int(floor(float(max_eff) * float(int(db.adventure.clear_heal_pct)) / 100.0)), max_eff - hp_before) + ledger["hero_hp"] = hp_before + heal # 置位先于 emit(信号同步派发——处理器内立即确认时 _pending_next_level 必须已就位) _pending_next_level = true - big_reward_paid.emit({ - "from_level": level_index, - "hp_bonus": hp_bonus, - "new_max_hp": int(db.hero.max_hp) + int(_base_override["max_hp"]) + int(bonus["max_hp"]), - "keystone_gained": int(db.adventure.keystone_per_level), + var pick_payload: Dictionary = { + "level_index": level_index, + "candidates": _draw_bonus_candidates(), + "heal_gained": heal, + "hp_before": hp_before, + "hp_after": int(ledger.get("hero_hp", 0)), + "keystone_gained": int(_keystone_drops.back().get("amount", 0)) if not _keystone_drops.is_empty() else 0, "keystone_total": keystone, + "gp": int(ledger.get("gp", 0)), "aux_cleared": int(payload.get("aux_cleared", 0)), # additive 扩签(迭代 7 T4——关卡末清空反馈取数) - }) + } + _bonus_pending = {"candidates": (pick_payload["candidates"] as Array).duplicate(true), + "payload": pick_payload.duplicate(true)} + bonus_choice_presented.emit(pick_payload) + _snapshot_breakpoint() # 选择停点可中断(契约 5——续玩不重抽不静默丢失) return - # 末关通关:钥石照记、不发上限提升(没有下一战可受益)——冒险完成结算 - keystone += int(db.adventure.keystone_per_level) + # 末关通关:不发三选一与部分回血(没有下一战可受益)、Boss 钥石照常入账——冒险完成结算 _settle("completed") @@ -280,7 +504,8 @@ func _settle(result: String) -> void: "stopped_at": 0 if result == "completed" else level_index, "keystone_total": keystone, "master_seed": master_seed, - "aux_cleared_last": _last_aux_cleared, # additive 扩签(迭代 7 T4——末关清空反馈;非末关走 big_reward 载荷) + "aux_cleared_last": _last_aux_cleared, # additive 扩签(迭代 7 T4——末关清空反馈;非末关走 bonus 载荷) + "keystone_drops": _keystone_drops.duplicate(true), # additive 扩签(迭代 10——逐杀掉落明细;settle 入账明细/复盘归因数据源) } # 败退明细(数值验证工具取数面 2026-09-22——tools/balance_verifier.py 止步节点分布数据源; # 仅失败局附加,键缺省 = 未败退,既有五件事消费方零感知) @@ -292,6 +517,7 @@ func _settle(result: String) -> void: } if _runner != null: _runner.close_wallet() # GP 冒险收束清零(三结局都清——经转发发 wallet_changed "clear" 供日志/呈现) + _reset_bonus_state() # 三选一停点态收束清零(结算受理只算一次语义——重复宣布零变化) if _save_manager != null: _save_manager.clear_breakpoint() # 三结局清断点(迭代 8 卡①/T3——退出冒险=放弃流程+清除断点) _save_manager.write_to_disk() @@ -317,28 +543,36 @@ func _forward_choices_presented(candidates: Array) -> void: # 钥石累计(大奖励中途值——终局摘要五件事不失真)、已到节点序(呈现层图条重建)、道具库存 # (奖励节点已选件——防静默丢失)。注入缺省 null = 整面静默(模拟/冒烟零扰动)。 func _snapshot_breakpoint() -> void: - if _save_manager == null or state != "running" or _runner == null: + if _save_manager == null or state != "running": return var aux_items: Array = [] - if _runner.aux_inventory != null: + if _runner != null and _runner.aux_inventory != null: aux_items = _runner.aux_inventory.snapshot_inventory() + # 三选一停点续玩分支 _runner 为 null(关卡已收束、下一关未开)——节点域字段按缺省落档, + # 该两态的续玩只消费 bonus_* 附随件(选择停点/已兑付停点快照,迭代 10) var bp: Dictionary = { "level_index": level_index, - "node_id": _runner.current_node_id(), + "node_id": _runner.current_node_id() if _runner != null else -1, "hero_hp": int(ledger.get("hero_hp", 0)), "bonus": { "atk": int(bonus.get("atk", 0)), "max_hp": int(bonus.get("max_hp", 0)), "armor_class": int(bonus.get("armor_class", 0)), + "ap": int(bonus.get("ap", 0)), }, "gp": int(ledger.get("gp", 0)), "shop_purchased": purchased.duplicate(true), - "template_pick": _runner.active_template_index, + "template_pick": _runner.active_template_index if _runner != null else -1, "master_seed": master_seed, "rng_counter": rng.counter(), "keystone": keystone, - "visited_ids": _runner.visited_ids(), + "visited_ids": _runner.visited_ids() if _runner != null else [], "aux_items": aux_items, + "bonus_taken": _bonus_taken.duplicate(true), # 三选一件获取次数(上限判定不可由加算区反推——迭代 10) + "bonus_pending": _bonus_pending.duplicate(true), # 三选一停点态(空 = 无停点——选择停点可中断契约) + "bonus_result": _bonus_result.duplicate(true), # 已兑付待推进态(空 = 无——中断续玩不重兑付) + "bonus_aux_carry": _bonus_aux_carry.duplicate(true), # 道具件跨关携带(注入前中断防静默丢失) + "keystone_drops": _keystone_drops.duplicate(true), # 逐杀掉落明细(摘要归因续接——迭代 10) } _save_manager.set_breakpoint(bp) _save_manager.write_to_disk() diff --git a/game/core/aux_items.gd b/game/core/aux_items.gd index 7870c672..d32c57be 100644 --- a/game/core/aux_items.gd +++ b/game/core/aux_items.gd @@ -64,6 +64,15 @@ func inventory_count() -> int: return _items.size() +# 持有数(迭代 10 奖励重构批——同调位上限判定读数:只计未消耗件;Used 不可逆即不再持有) +func holding_count() -> int: + var n := 0 + for rec in _items: + if not bool(rec.get("used", false)): + n += 1 + return n + + # 板级零信息可用性预判(图标置灰/入口禁用判据——GDD「整张图都没东西可看」级): # 真视恒可用(零雷窗口=信息非空);AP 类恒可用(组合判据取 OR——任一效果有信息即可用); # 纯预读行 = 板上还有未开格才可用。 diff --git a/game/core/battle_orchestrator.gd b/game/core/battle_orchestrator.gd index c2ebad91..d31065bc 100644 --- a/game/core/battle_orchestrator.gd +++ b/game/core/battle_orchestrator.gd @@ -130,6 +130,12 @@ func begin_battle(enc: Dictionary) -> bool: if not _install_new_board(): 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) + # 迭代 10 奖励重构批——跨冒险行动点加成轴(统一冒险加算区第四轴):经排队修正通道兑现 + # 「每场战斗开始首轮 AP +加成值」(queue_ap_delta = 下轮开轮基线加算、notify_round_start 兑现后 + # 清零——首轮即消费,后续轮次不重复兑现;语义锚 = 行动经济 GDD「跨冒险行动点加成轴」节) + var ap_bonus: int = int(enc.get("hero_ap_bonus", 0)) + if ap_bonus > 0: + action_economy.queue_ap_delta(ap_bonus) if not action_economy.notify_round_start(): _fatal("行动经济 首轮 notify_round_start 被拒") return false @@ -366,6 +372,13 @@ func _grant_aux(snap: Dictionary, polarity: String, source_class: String, cell: {"effect_id": "", "aux_sink": String(snap.get("effect_id", ""))}, "") return false var iid := String(snap.get("effect_id", "")) + # 同调位持有上限(迭代 10 奖励重构批过渡承载——transitional_sync_slots,provisional 1): + # 战斗内渠道遇满位沉没不入(战斗域零交互纪律——替换交互归停点渠道;正主 = 同调位谓词表, + # 全渠道统一收口随魔法道具同调实施批)。逐行归因纪律:沉没行照发(「获得」的零兑付形态)。 + if aux_inventory.holding_count() + 1 > maxi(0, int(db.adventure.transitional_sync_slots)): + _emit_row("effect", source_class, cell, ri, "同调位已满,%s 沉没" % String(db.aux_item_row(iid).get("display_name", iid)), 0, + {"effect_id": "", "aux_sink": iid, "sink_reason": "sync_slots_full"}, "") + return false var arow: Dictionary = db.aux_item_row(iid) var rec: Dictionary = aux_inventory.add_item(iid, source_class, cell, ri) _emit_row("effect", source_class, cell, ri, "获得 %s" % String(arow.get("display_name", iid)), 1, diff --git a/game/core/level_runner.gd b/game/core/level_runner.gd index 7e3f99b4..b7714906 100644 --- a/game/core/level_runner.gd +++ b/game/core/level_runner.gd @@ -105,6 +105,12 @@ func effective_ac() -> int: return maxi(0, int(db.hero.armor_class) + int(base_override.get("armor_class", 0)) + int(bonus.get("armor_class", 0))) +# 行动点加成生效值(迭代 10 奖励重构批——统一冒险加算区第四轴 ap;经战斗开始入参 hero_ap_bonus +# 传入战斗域,兑现 = 每场战斗开始首轮行动点基线 +加成值〔行动经济 GDD 跨冒险行动点加成轴节〕) +func effective_ap_bonus() -> int: + return maxi(0, int(bonus.get("ap", 0))) + + # 覆盖复位(关卡结束归零——表值不可变,仅清百分比;调用方兼容保留) func restore_hero_base() -> void: hero_atk_pct = 0 @@ -452,7 +458,8 @@ func _start_battle(node: Dictionary) -> bool: node_entered.emit(node, {}) if not _settlement.begin_battle({"level_index": int(level_row.level_index), "node_depth": int(node.get("node_depth", 0)), "hero_hp": hero_hp, "hero_atk": effective_atk(), "hero_max_hp": effective_max_hp(), - "hero_armor_class": effective_ac(), "node_type": String(node.get("type", ""))}): + "hero_armor_class": effective_ac(), "hero_ap_bonus": effective_ap_bonus(), + "node_type": String(node.get("type", ""))}): push_error("[关卡节点地图] 战斗启动失败(depth %s)" % str(node.get("node_depth", -1))) return false return true @@ -550,13 +557,23 @@ func set_aux_unlocked(ids: Dictionary) -> void: if _settlement != null: _settlement.set_aux_unlocked(ids) -# 奖励节点兑付透传(迭代 7 T5——呈现层三选一 → 关卡域库存;来源归因 reward_node) +# 奖励节点兑付透传(迭代 7 T5——呈现层三选一 → 关卡域库存;来源归因 reward_node)。 +# 同调位持有上限(迭代 10 奖励重构批过渡承载):满位拒绝授予(奖励节点渠道过渡态 = 满位候选 +# 由呈现侧过滤不出;此处防御兜底)——替换交互归三选一渠道,全渠道统一收口随同调实施批。 func grant_aux_item(item_id: String, source: String) -> Dictionary: if aux_inventory == null: aux_inventory = AuxItems.new(db) + if aux_inventory.holding_count() + 1 > maxi(0, int(db.adventure.transitional_sync_slots)): + push_warning("[关卡节点地图] 同调位已满,授予拒绝: %s(%s)" % [item_id, source]) + return {} return aux_inventory.add_item(item_id, source, Vector2i(-1, -1), 0) - return _settlement + +# 三选一 GP 袋件入账(迭代 10——钱包收口扩「奖励入账」入口;复用战斗完成同一入账原语, +# wallet_changed 载荷带 source 供呈现归因) +func grant_bonus_gp(amount: int) -> void: + gp = maxi(0, gp + amount) + wallet_changed.emit("gain", gp, {"amount": amount, "source": "bonus_pick"}) # ---- 玩家输入转发(呈现层只与 runner 对话)---- diff --git a/game/core/meta_progression.gd b/game/core/meta_progression.gd index 0fb4a4ca..7ecf70e2 100644 --- a/game/core/meta_progression.gd +++ b/game/core/meta_progression.gd @@ -116,25 +116,21 @@ func refresh_workshop_unlocks() -> Array: # ---- Boss 两档与收束入账(结算屏文案数据源)---- -# 明细 {big_reward, boss_drops: [{level, first, amount}], total, new_unlocks}; -# 入账与标记经 save.apply_adventure_summary(boss_drops 副本随摘要入 recent_summaries)。 +# 明细 {big_reward, boss_drops, total, new_unlocks};入账与标记经 save.apply_adventure_summary +# (keystone_drops 副本随摘要入 recent_summaries)。 +# 迭代 10 奖励重构批:钥石改 Boss 逐杀掉落——掉落金额已在冒险内逐杀入账(summary.keystone_total +# 含全部掉落;首杀/复杀裁决在 AdventureRunner._boss_keystone_drop,首杀标记仍在下方 +# apply_adventure_summary 逐通关关次置位)。本函数不再派生掉落金额,只做标记+入账+归档。 func settle_adventure(summary: Dictionary) -> Dictionary: # 首次冒险布尔位置位(关卡节点图生成 v0.4——完成/失败/放弃三结局同经本收束挂点,写入只在收束) save.mark_first_adventure_done() - var drops: Array[Dictionary] = [] - for li in range(1, int(summary.get("levels_cleared", 0)) + 1): - var first: bool = not save.boss_first_kill_marked(li) - var row: Dictionary = db.meta_boss_keystone_row(li) - var amount: int = int(row.get("first_kill", 0)) if first else int(row.get("repeat_kill", 0)) - drops.append({"level": li, "first": first, "amount": amount}) + var drops: Array = (summary.get("keystone_drops", []) as Array).duplicate(true) save.apply_adventure_summary(summary, drops) var new_unlocks := refresh_workshop_unlocks() save.write_to_disk() var total := int(summary.get("keystone_total", 0)) - for d in drops: - total += int(d["amount"]) return { - "big_reward": int(summary.get("keystone_total", 0)), + "big_reward": total, "boss_drops": drops, "total": total, "new_unlocks": new_unlocks, diff --git a/game/core/rng_service.gd b/game/core/rng_service.gd index 2a35a9b6..77ee73ad 100644 --- a/game/core/rng_service.gd +++ b/game/core/rng_service.gd @@ -15,7 +15,7 @@ class_name RngServiceCore extends Node # 用途标签封闭词表(并流前七流名全保留;新增用途走扩签通道 = 改代码 + 评审——清单封闭语义由「流」改「标签」) -const PURPOSE_TAGS := ["board_gen", "reward_roll", "encounter", "armor_roll", "behavior_roll", "variant_place", "gp_drop", "node_map"] # node_map = 关卡节点图生成 v0.4 扩签(M-3 迭代 5 T5——标签不参与派生只进事件日志,派生/黄金向量零改动) +const PURPOSE_TAGS := ["board_gen", "reward_roll", "encounter", "armor_roll", "behavior_roll", "variant_place", "gp_drop", "node_map", "reward_pick"] # node_map = 关卡节点图生成 v0.4 扩签(M-3 迭代 5 T5);reward_pick = 提升三选一加权洗牌扩签(M-3 迭代 10 奖励重构批——每关大奖励抽签恰一 scope:E-S weight-key 每候选一取,标签不参与派生只进事件日志,派生/黄金向量零改动) # 分段表达式书写(数据配置 R3 实现级规约——禁 ≥2^63 完整字面量) const GOLDEN_RATIO := (0x9E3779B9 << 32) | 0x7F4A7C15 # 0x9E3779B97F4A7C15 diff --git a/game/core/save_manager.gd b/game/core/save_manager.gd index e781a8e0..22126da8 100644 --- a/game/core/save_manager.gd +++ b/game/core/save_manager.gd @@ -30,8 +30,8 @@ class_name SaveManager extends RefCounted -const SAVE_FORMAT_VERSION := 2 # registry schema_version:v2=断点域出生(M-3 迭代 8 卡①;v1=首版; - # 高版本拒读 owner=存档序列化) +const SAVE_FORMAT_VERSION := 3 # registry schema_version:v3=断点附随件扩列+摘要 keystone_drops(M-3 迭代 10 奖励重构; + # 旧档缺键 = 合法空态);v2=断点域出生(M-3 迭代 8 卡①);v1=首版;高版本拒读 owner=存档序列化 const SUMMARY_CAP := 10 # 最近冒险摘要保留条数(最新在前) const FORGE_ATTRS := ["max_hp", "atk", "armor_class"] # 属性锻造三档合法键(元进度.md 属性锻造柜台) @@ -47,6 +47,7 @@ func _init(path: String = "user://save.json") -> void: _data = _default_data() # 生产迁移链自注册(v2 起——测试钩 register_migration 仍可叠挂更早版本步骤) register_migration(1, _migrate_v1_v2) + register_migration(2, _migrate_v2_v3) # v1→v2:断点域出生(旧档无断点 = 合法空态——「继续上局」隐藏,非损坏非债务) @@ -57,6 +58,14 @@ func _migrate_v1_v2(data: Dictionary) -> Dictionary: return data +# v2→v3:断点附随件扩列(迭代 10 奖励重构批——bonus_taken/bonus_pending/bonus_result/ +# bonus_aux_carry/keystone_drops + bonus.ap 轴)与摘要 additive 键 keystone_drops——旧档缺键 +# = 合法空态(读取方 .get 兜底),无结构迁移体;版本号推进仅为 schema_version 对齐 +func _migrate_v2_v3(data: Dictionary) -> Dictionary: + data["version"] = SAVE_FORMAT_VERSION + return data + + # ---- 默认数据模型(新档合法态——全零;白板存档 = 完整可玩〔元进度 单局循环零依赖〕)---- func _default_data() -> Dictionary[String, Variant]: @@ -203,14 +212,11 @@ func recent_summaries() -> Array: # 域更新原语(正式冒险收束唯一入账口——组合根经本函数入账,禁直改内部结构): -# 钥石入账(summary.keystone_total + boss_drops 逐笔 amount)+ 逐通关关次 clear_count +1 与 -# Boss 首杀标记 + 摘要头部插入(cap 10,最新在前,元素附 boss_drops 副本——复盘可归因)。 -# boss_drops 归元进度批消费(两档金额读 meta 表——MetaProgression.settle_adventure 组装; -# 缺省 [] 零行为兼容——调用方不带两档时入账面与批前逐位一致)。 +# 钥石入账(summary.keystone_total——迭代 10 起逐杀掉落已在冒险内计入,boss_drops 参数降级为 +# 摘要归档副本不重复入账)+ 逐通关关次 clear_count +1 与 Boss 首杀标记 + 摘要头部插入 +# (cap 10,最新在前,元素附 keystone_drops 副本——复盘可归因)。 func apply_adventure_summary(summary: Dictionary, boss_drops: Array = []) -> void: add_keystone(int(summary.get("keystone_total", 0))) - for drop in boss_drops: - add_keystone(int(drop.get("amount", 0))) var cleared := int(summary.get("levels_cleared", 0)) for li in range(1, cleared + 1): var key := str(li) diff --git a/game/data/schemas/adventure_table.gd b/game/data/schemas/adventure_table.gd index a2a7db95..9665eb98 100644 --- a/game/data/schemas/adventure_table.gd +++ b/game/data/schemas/adventure_table.gd @@ -1,23 +1,98 @@ # VERTICAL SLICE - NOT FOR PRODUCTION -# Validation Question: 三关连探冒险(地精洞窟 → 幽暗地域 → 灰矮人矿城)能否以一条命走完,通关兑付的大奖励 -# 与钥石合计在冒险摘要里成立(P0) -# Date: 2026-09-21(冒险结构实现批——AdventureTable 建表,registry adventure_table 条目 2026-09-15 登记) +# Validation Question: 三关连探冒险(地精洞窟 → 幽暗地域 → 灰矮人矿城)能否以一条命走完,通关兑付的 +# 部分回血与提升三选一、Boss 逐杀钥石掉落在冒险摘要里成立(P0) +# Date: 2026-09-21(冒险结构实现批建表;2026-10-01 迭代 10 奖励重构批扩列——registry adventure_table 条目同批改写) # 数据配置 AdventureTable schema(冒险结构 关卡大奖励行值;单行全局,Rule 4 豁免——HeroTable/SettlementTable 先例)。 -# 两字段 knob(调参表归 冒险结构;数值所有权归 难度曲线与Boss 曲线调参批,全部 provisional): -# level_clear_hp_bonus = 关卡大奖励 HP 上限提升(写统一冒险加算区 max_hp 轴——与商店购买同一本账, -# 经 begin_battle 覆盖值通道对后续每战生效;值锚 = 难度曲线与Boss 区间平移换算率,上调须重扫通关率带)。 -# keystone_per_level = 每通关一关钥石入账值(末关通关照记;消费方 元进度——本表只记账不做消费)。 +# 迭代 10 重构(2026-09-30 用户拍板案丙):大奖励「固定三件套」退役——level_clear_hp_bonus(血回满+上限提升件) +# 与 keystone_per_level(钥石每关入账)两字段退役;改三层奖励框架 = 部分回血(clear_heal_pct)+ 提升三选一 +# (池六种:件值/权重/次数上限三组列)+ Boss/精英击杀钥石掉落(行值归 meta.tres boss_keystone,不在本表)。 +# 全部 knob provisional-pending-曲线调参批(数值所有权归 难度曲线与Boss,上调须重扫通关率带)。 class_name AdventureTable extends Resource -@export var level_clear_hp_bonus: int = 10 # [0,999] knob——关卡大奖励 HP 上限提升 -@export var keystone_per_level: int = 10 # [0,999] knob——每通关一关钥石入账 +## 三选一提升池件 id 词表(封闭——断点附随件与牌库剔除态依赖它;扩件走本表+registry 修订) +const BONUS_IDS: Array[String] = ["attack", "max_hp", "armor", "gp", "aux_item", "ap"] +## 无次数上限件的 cap 哨兵值(gp/aux_item——牌库恒非空的结构保证) +const BONUS_CAP_UNLIMITED := -1 + +# —— 通关部分回血(固定型,非末关通关兑付)—— +@export var clear_heal_pct: int = 20 # [0,100] knob——回复生效上限的百分比,封顶上限不回满 + +# —— 三选一件值(兑付面)—— +@export var bonus_attack_flat: int = 1 # [0,999] knob——攻击轴累加(覆盖值通道) +@export var bonus_max_hp_flat: int = 5 # [0,999] knob——生命上限轴累加(不连带当前生命) +@export var bonus_armor_flat: int = 1 # [0,999] knob——护甲轴累加 +@export var bonus_gp_amount: int = 20 # [0,999] knob——GP 袋定额入钱包 +@export var bonus_ap_flat: int = 1 # [0,10] knob——AP 件每场战斗首轮行动点基线增量 +@export var bonus_aux_item_count: int = 1 # [1,9] knob——魔法道具件授予件数(受同调位约束) + +# —— 三选一权重(加权洗牌不放回,E-S weight-key)—— +@export var bonus_weight_attack: int = 3 # [1,99] knob +@export var bonus_weight_max_hp: int = 3 # [1,99] knob +@export var bonus_weight_armor: int = 3 # [1,99] knob +@export var bonus_weight_gp: int = 3 # [1,99] knob +@export var bonus_weight_aux: int = 1 # [1,99] knob——魔法道具件(受同调位约束) +@export var bonus_weight_ap: int = 1 # [1,99] knob——AP 件(全冒险最紧上限) + +# —— 全冒险获取次数上限(达上限件先剔出牌库;gp/aux_item 无上限)—— +@export var bonus_cap_attack: int = 3 # [0,99] knob +@export var bonus_cap_max_hp: int = 3 # [0,99] knob +@export var bonus_cap_armor: int = 3 # [0,99] knob +@export var bonus_cap_ap: int = 2 # [0,99] knob——全冒险最紧 + +# —— 同调位过渡读数源(正主 = attunement_growth.tres 谓词表,同调实施批落地后切换)—— +@export var transitional_sync_slots: int = 1 # [0,9] knob——道具持有上限 + + +func bonus_value(id: String) -> int: + match id: + "attack": return bonus_attack_flat + "max_hp": return bonus_max_hp_flat + "armor": return bonus_armor_flat + "gp": return bonus_gp_amount + "ap": return bonus_ap_flat + "aux_item": return bonus_aux_item_count + return 0 + + +func bonus_weight(id: String) -> int: + match id: + "attack": return bonus_weight_attack + "max_hp": return bonus_weight_max_hp + "armor": return bonus_weight_armor + "gp": return bonus_weight_gp + "aux_item": return bonus_weight_aux + "ap": return bonus_weight_ap + return 0 + + +## 次数上限(gp/aux_item 返回 BONUS_CAP_UNLIMITED = 无上限,牌库恒非空的结构保证) +func bonus_cap(id: String) -> int: + match id: + "attack": return bonus_cap_attack + "max_hp": return bonus_cap_max_hp + "armor": return bonus_cap_armor + "ap": return bonus_cap_ap + return BONUS_CAP_UNLIMITED func validate() -> Array: var errs: Array[Dictionary] = [] - if level_clear_hp_bonus < 0 or level_clear_hp_bonus > 999: - errs.append({"category": "domain", "message": "level_clear_hp_bonus 越域 [0,999]: %d" % level_clear_hp_bonus}) - if keystone_per_level < 0 or keystone_per_level > 999: - errs.append({"category": "domain", "message": "keystone_per_level 越域 [0,999]: %d" % keystone_per_level}) + if clear_heal_pct < 0 or clear_heal_pct > 100: + errs.append({"category": "domain", "message": "clear_heal_pct 越域 [0,100]: %d" % clear_heal_pct}) + for id in BONUS_IDS: + var v := bonus_value(id) + if v < 0 or v > 999: + errs.append({"category": "domain", "message": "bonus_value(%s) 越域 [0,999]: %d" % [id, v]}) + var w := bonus_weight(id) + if w < 1 or w > 99: + errs.append({"category": "domain", "message": "bonus_weight(%s) 越域 [1,99]: %d" % [id, w]}) + for id in ["attack", "max_hp", "armor", "ap"]: + var c := bonus_cap(id) + if c < 0 or c > 99: + errs.append({"category": "domain", "message": "bonus_cap(%s) 越域 [0,99]: %d" % [id, c]}) + if bonus_aux_item_count < 1 or bonus_aux_item_count > 9: + errs.append({"category": "domain", "message": "bonus_aux_item_count 越域 [1,9]: %d" % bonus_aux_item_count}) + if transitional_sync_slots < 0 or transitional_sync_slots > 9: + errs.append({"category": "domain", "message": "transitional_sync_slots 越域 [0,9]: %d" % transitional_sync_slots}) return errs diff --git a/game/data/tables/adventure.tres b/game/data/tables/adventure.tres index ddf9750c..dfcd43e5 100644 --- a/game/data/tables/adventure.tres +++ b/game/data/tables/adventure.tres @@ -4,11 +4,30 @@ [resource] script = ExtResource("1") -level_clear_hp_bonus = 5 -keystone_per_level = 10 +clear_heal_pct = 20 +bonus_attack_flat = 1 +bonus_max_hp_flat = 5 +bonus_armor_flat = 1 +bonus_gp_amount = 20 +bonus_ap_flat = 1 +bonus_aux_item_count = 1 +bonus_weight_attack = 3 +bonus_weight_max_hp = 3 +bonus_weight_armor = 3 +bonus_weight_gp = 3 +bonus_weight_aux = 1 +bonus_weight_ap = 1 +bonus_cap_attack = 3 +bonus_cap_max_hp = 3 +bonus_cap_armor = 3 +bonus_cap_ap = 2 +transitional_sync_slots = 1 -; 冒险结构实现批(2026-09-21 建表——registry adventure_table 条目同批注记更新): -; 关卡大奖励三件套的数值半边(上限提升)+ 钥石每关入账值;单行全局 Rule 4 豁免(HeroTable/SettlementTable 先例)。 -; 大奖励 = 非末关通关恰一次:上限提升(写统一冒险加算区 max_hp 轴)+ 血回满(= 新上限)+ 钥石入账; -; 末关通关不发上限提升、钥石照记(设计意图:奖励只朝下一战生效)。钥石消费方 = 元进度(本表只记账)。 -; 两值全部 provisional-pending-曲线调参批(值锚与上调约束归 难度曲线与Boss)。 +; 迭代 10 奖励重构批(2026-10-01 扩列——registry adventure_table 条目同批改写): +; 大奖励 = 非末关通关恰一次:部分回血(clear_heal_pct,封顶上限不回满、满血回 0 合法) +; + 提升三选一(池六种加权洗牌不放回 E-S weight-key 掷 3,玩家点选兑付恰一件;消费 reward_pick 封闭流)。 +; 权重:属性/GP 各 3、道具/AP 各 1;次数上限:属性件各 3、AP 件 2(达上限件先剔牌库)——gp/道具无次数上限。 +; 同调位过渡键 transitional_sync_slots=1(道具持有上限;正主 = attunement_growth.tres 谓词表,同调实施批切换)。 +; 末关通关不发三选一与回血(奖励只朝下一战生效)。 +; 退役字段:level_clear_hp_bonus(血回满+上限提升件)、keystone_per_level(钥石改 Boss/精英击杀掉落,行值归 meta.tres boss_keystone)。 +; 全部 provisional-pending-曲线调参批(值锚与上调约束归 难度曲线与Boss;回血 20% 系难度上压方向,带重扫随批呈报)。 diff --git a/game/data/tables/meta.tres b/game/data/tables/meta.tres index 28e53c75..870d3fd7 100644 --- a/game/data/tables/meta.tres +++ b/game/data/tables/meta.tres @@ -25,16 +25,16 @@ forge_products = [{ }] boss_keystone = [{ "level_index": 1, -"first_kill": 5, -"repeat_kill": 1 +"first_kill": 3, +"repeat_kill": 2 }, { "level_index": 2, -"first_kill": 8, +"first_kill": 3, "repeat_kill": 2 }, { "level_index": 3, -"first_kill": 12, -"repeat_kill": 3 +"first_kill": 3, +"repeat_kill": 2 }] workshop_items = [{ "item_id": "probe_dust", @@ -100,3 +100,9 @@ conversion = [{ ; 护甲行强条目重测义务随批履行:重测暴露并修复护甲断链(begin_battle hero_armor_class 参数此前 ; 零消费——_defender_ac 主角分支本次接线,缺参/-1 = 表值兜底);修复后甲轴读数 +1.2±0.4 为 ; 解锁后参数实测,非基线外推。战役轨迹三花费序(生命/攻击/护甲优先)随批采集验证。 +; +; 迭代 10 奖励重构批(2026-10-01——boss_keystone 重锚,P-B 乙拍板):三关统一 首杀 3 / 复杀 2 +; (原 5/1 · 8/2 · 12/3 退役)——贴近「Boss 掉 2–3 个钥石」用户示例量级、保持 first_kill ≥ repeat_kill +; 结构;子选项「复杀统一 2」归代拍板白名单(另一子选项 = 按关 2/2/3 递进)。钥石渠道自本批起 = +; Boss/精英击杀逐杀掉落(大奖励 keystone_per_level 渠道退役;精英掉 1 预留行随怪物批实装落)。 +; 产出结构变化 → 元进度标定义务重开(06-待办清单 2026-10-01 登记条)。provisional 归曲线调参批。 diff --git a/game/presentation/battle_narrator.gd b/game/presentation/battle_narrator.gd index 6bf27af8..06aae692 100644 --- a/game/presentation/battle_narrator.gd +++ b/game/presentation/battle_narrator.gd @@ -77,12 +77,48 @@ static func boss_name(runner, db) -> String: return "遗迹守卫" -# 大奖励屏文案(冒险结构实现批——兑付三件:上限提升/血回满/钥石入账;读数 = big_reward_paid 载荷快照) -static func big_reward_text(reward: Dictionary) -> String: - return "第 %d 层通过!大奖励:生命上限 +%d(新上限 %d),生命回满,钥石 +%d(累计 %d)" % [ - int(reward.get("from_level", 0)), int(reward.get("hp_bonus", 0)), - int(reward.get("new_max_hp", 0)), int(reward.get("keystone_gained", 0)), - int(reward.get("keystone_total", 0))] +# ---- 提升三选一文案族(迭代 10 奖励重构批——big_reward_text 随三件套退役)---- + +# 三选一停点头部行(回血反馈 + Boss 掉落钥石增量;读数 = bonus_choice_presented 载荷快照) +static func bonus_pick_header(payload: Dictionary) -> String: + var lines: Array[String] = ["第 %d 层通过!" % int(payload.get("level_index", 0))] + var heal := int(payload.get("heal_gained", 0)) + if heal > 0: + lines.append("通关回血 +%d(生命 %d → %d)" % [heal, int(payload.get("hp_before", 0)), int(payload.get("hp_after", 0))]) + else: + lines.append("生命已满——通关回血 0(合法态)") + lines.append("Boss 掉落钥石 +%d(累计 %d)" % [int(payload.get("keystone_gained", 0)), int(payload.get("keystone_total", 0))]) + lines.append("选择一件提升带走(另两件丢弃不可反悔):") + return "\n".join(lines) + + +# 三选一选项卡文案(件名 + 效果读数;值 = 冒险表行值,组合根喂入) +static func bonus_card_text(id: String, value: int) -> String: + match id: + "attack": + return "攻击力提升\n攻击 +%d" % value + "max_hp": + return "生命上限提升\n生命上限 +%d" % value + "armor": + return "护甲等级提升\n护甲 +%d" % value + "gp": + return "金币袋\n金币 +%d" % value + "aux_item": + return "魔法道具\n随机获得一件" + "ap": + return "行动点提升\n每战首轮 AP +%d" % value + return id + + +# 三选一兑付反馈行(选中件效果 + 丢弃提示) +static func bonus_result_text(result: Dictionary) -> String: + var name := bonus_card_text(String(result.get("picked", "")), int(result.get("value", 0))).replace("\n", " · ") + return "已选择:%s\n其余选项已丢弃(不可反悔)" % name + + +# Boss 胜利战斗总结结算行(settlement-summary v1.1——钥石增量行;组合根拼 GP 行后追加) +static func bonus_keystone_line(payload: Dictionary) -> String: + return "钥石 +%d · 累计 %d" % [int(payload.get("keystone_gained", 0)), int(payload.get("keystone_total", 0))] # 冒险结算屏文案(摘要五件事:打穿没有 / 通关几关 / 止步第几关 / 钥石合计 / 主种子) @@ -97,14 +133,14 @@ static func adventure_summary_text(summary: Dictionary) -> String: int(summary.get("keystone_total", 0)), int(summary.get("master_seed", 0))] -# 钥石入账明细文案(元进度实现批——settle_adventure 明细的结算屏追加段:大奖励 / 逐关 Boss -# 首杀或重复两档 / 新解锁道具;name_lookup = item_id → 显示名投影,由组合根自 meta 表喂入) +# 钥石入账明细文案(元进度实现批;迭代 10 改口径——钥石全源 = Boss 逐杀掉落,「大奖励」行退役; +# name_lookup = item_id → 显示名投影,由组合根自 meta 表喂入) static func keystone_settle_text(detail: Dictionary, name_lookup: Dictionary = {}) -> String: - var parts: Array = ["大奖励 +%d" % int(detail.get("big_reward", 0))] + var parts: Array = [] for d in detail.get("boss_drops", []): parts.append("第 %d 关 Boss %s +%d" % [int(d.get("level", 0)), "首杀" if bool(d.get("first", false)) else "重复杀", int(d.get("amount", 0))]) - var line := "钥石入账:" + " · ".join(parts) + var line := "钥石入账:" + (" · ".join(parts) if not parts.is_empty() else "本局无掉落") var unlocks: Array = detail.get("new_unlocks", []) if not unlocks.is_empty(): var names: Array[String] = [] diff --git a/game/presentation/main.gd b/game/presentation/main.gd index 3adc2c96..e89a5544 100644 --- a/game/presentation/main.gd +++ b/game/presentation/main.gd @@ -44,6 +44,8 @@ var confirm_dialog: ConfirmDialog # 通用确认弹窗(二轮修改批 A var _settlement_stop_pending := false # 卡⑥ 战斗胜利总结结算框挂起态(确认「下一节点」后进选路页) var _pending_candidates: Array = [] # 结算框挂起期的选路候选暂存(choices_presented 载荷) var _last_gain_amount := 0 # 最近一笔钱包入账(卡⑥ GP 增量取数面——wallet_changed gain 载荷) +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_overlay: BonusPickOverlay # 提升三选一覆盖层(迭代 10——level-clear.md v2 选择面承载) var _start_overlay: Control var _end_overlay: BattleEndOverlay var _inter_overlay: Control @@ -191,8 +193,15 @@ func _build_ui() -> void: add_child(confirm_dialog) confirm_dialog.confirmed.connect(_on_confirm_new_adventure) confirm_dialog.cancelled.connect(_on_confirm_cancelled) + # 提升三选一覆盖层(迭代 10——z 序 = 节点层之上、终局层之下;确认后同拍推进) + bonus_overlay = BonusPickOverlay.new() + add_child(bonus_overlay) + bonus_overlay.pick_confirmed.connect(_on_bonus_pick_confirmed) + bonus_overlay.replace_chosen.connect(_on_bonus_replace_chosen) + bonus_overlay.continue_pressed.connect(_on_bonus_continue) + move_child(bonus_overlay, _end_overlay.get_index()) _modals = ModalStack.new() - for m: Control in [legend_overlay, review_overlay, node_overlay, level_screen, _end_overlay, shop_overlay, camp_overlay, tune_panel, settings_overlay, confirm_dialog]: + for m: Control in [legend_overlay, review_overlay, node_overlay, bonus_overlay, level_screen, _end_overlay, shop_overlay, camp_overlay, tune_panel, settings_overlay, confirm_dialog]: _register_modal(m) _tune_sim = TuneSimController.new(db, tune_panel, int(db.hero.max_hp)) @@ -329,7 +338,10 @@ func _wire_adventure() -> void: adventure.node_entered.connect(_on_runner_node) adventure.choices_presented.connect(_on_choices_presented) adventure.wallet_changed.connect(_on_wallet_changed) - adventure.big_reward_paid.connect(_on_big_reward) + # 迭代 10 奖励重构批——big_reward_paid 退役,三选一信号族接线 + adventure.bonus_choice_presented.connect(_on_bonus_presented) + adventure.bonus_resolved.connect(_on_bonus_resolved) + adventure.aux_replace_presented.connect(_on_aux_replace_presented) adventure.adventure_finished.connect(_on_adventure_finished) adventure.level_started.connect(_on_adventure_level_started) adventure.set_save_manager(save_manager) # 断点承载注入(迭代 8 卡①——停点快照写盘;调试/模拟不经过此路径) @@ -402,18 +414,87 @@ func _on_runner_node(node: Dictionary, info: Dictionary) -> void: _refresh_presentations() -# ---- 冒险模式终局面(大奖励屏 / 冒险结算屏——冒险结构实现批)---- +# ---- 冒险模式终局面(三选一选择面 / 冒险结算屏——迭代 10 奖励重构批)---- -# 大奖励兑付(非末关通关恰一次):复用 _inter_overlay(label + 确认按钮,零新增交互范式); -# 文案装配归 Narrator -func _on_big_reward(reward: Dictionary) -> void: - if int(reward.get("aux_cleared", 0)) > 0: - board_zone.toast.show_toast("上关剩余 %d 件魔法道具已随关卡结束清空" % int(reward.get("aux_cleared", 0)), "info") # 迭代 7 T4 清空反馈 - _inter_label.text = Narrator.big_reward_text(reward) - _inter_overlay.visible = 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_bonus_presented(payload: Dictionary) -> void: + if int(payload.get("aux_cleared", 0)) > 0: + board_zone.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) + 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_bonus_pick() + return + _end_overlay.open_victory(Narrator.battle_end_text("victory", false), "继续", + board_view.get_global_rect(), + "%s\n%s" % [_gp_summary_text({"gp_dropped": _last_gain_amount}), Narrator.bonus_keystone_line(payload)]) + _open_modal(_end_overlay) _refresh_presentations() +# 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_bonus_pick() -> void: + var payload: Dictionary = _pending_bonus + _open_modal(bonus_overlay) + bonus_overlay.open_pick(Narrator.bonus_pick_header(payload), _bonus_card_texts(payload.get("candidates", []) as Array)) + _refresh_presentations() + +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 _bonus_card_texts(candidates: Array) -> Array: + var out: Array = [] + for id in candidates: + out.append({"id": String(id), "text": Narrator.bonus_card_text(String(id), int(db.adventure.bonus_value(String(id))))}) + return out + + +func _on_bonus_pick_confirmed(item_id: String) -> void: + if adventure == null or not adventure.pick_bonus(item_id): + push_error("[组合根] 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(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_bonus_replace(items, incoming) + + +func _open_bonus_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(), int(db.adventure.transitional_sync_slots)) + + +func _on_bonus_replace_chosen(discard_index: int) -> void: + if adventure == null or not adventure.resolve_aux_replace(discard_index): + push_error("[组合根] 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_bonus_resolved(result: Dictionary) -> void: + _pending_bonus = {} + bonus_overlay.show_result(Narrator.bonus_result_text(result)) + _refresh_presentations() + + +# 继续钮:收三选一面 → 推进下一关(零自动推进——兑付后受理) +func _on_bonus_continue() -> void: + _close_modal(bonus_overlay) + bonus_overlay.close_pick() + if _adventure_mode and adventure != null: + if not adventure.continue_to_next_level(): + _fatal_screen("关卡推进失败——见输出日志") + + # 冒险结算(completed/failed/abandoned):复用 BattleEndOverlay——摘要五件事 + 钥石入账明细进文案 func _on_adventure_finished(summary: Dictionary) -> void: _level_active = false @@ -457,6 +538,10 @@ func _on_battle_end_continue() -> void: # 终局出口:返回开始界面(冒险摘要留档试玩日志;钥石已在收束时入存档——存档序列化批) _close_modal(_end_overlay) _end_overlay.close() + # 迭代 10——三选一停点挂起分支:战斗总结结算(Boss 胜利钥石增量行)确认后进三选一面 + if not _pending_bonus.is_empty(): + _show_bonus_pick() + return # 卡⑥ 挂起分派:战斗胜利总结结算框的「下一节点」≠ 终局——进选路页(暂存候选恢复呈现) if _settlement_stop_pending: _settlement_stop_pending = false diff --git a/game/presentation/views/bonus_pick_overlay.gd b/game/presentation/views/bonus_pick_overlay.gd new file mode 100644 index 00000000..3d964fc6 --- /dev/null +++ b/game/presentation/views/bonus_pick_overlay.gd @@ -0,0 +1,150 @@ +# VERTICAL SLICE - NOT FOR PRODUCTION +# Date: 2026-10-01(迭代 10 奖励重构批——level-clear.md v2 三选一选择面承载) +# 提升三选一覆盖层(模态):非末关通关的选择停点呈现——部分回血反馈 + 三卡点选 + 确认兑付 + +# 同调位替换子交互。高内聚边界:文案拼装归 Narrator(组合根喂入),选择意图经信号外发; +# 视图零核心引用。交互范式 = node_overlay choice_box 按钮族 + 选路两段式(点选→确认)复用,零新原语。 +# 状态机:pick(三卡点选→确认)→ [replace(满位 N+1 选 N)] → result(兑付反馈→继续)。 +class_name BonusPickOverlay +extends Control + +signal pick_confirmed(item_id: String) +signal replace_chosen(discard_index: int) # -1 = 放弃新件不获取 +signal continue_pressed + +var _label: Label +var _choice_box: HBoxContainer # 三卡按钮区(pick 态) +var _replace_box: VBoxContainer # 替换子面板(replace 态) +var _confirm_btn: Button # 确认钮(点选后点亮——两段式第二拍) +var _continue_btn: Button # 继续钮(兑付反馈态唯一出口) +var _selected := "" # 点选暂存(确认前可改选) +var _header := "" # 停点头部文案(选择态保持显示) +var _card_meta: Array = [] # open_pick 缓存 [{id, text}]——高亮还原读面 + + +func _init() -> void: + var dim := ColorRect.new() + dim.color = Color(0, 0, 0, 0.6) + dim.set_anchors_preset(Control.PRESET_FULL_RECT) + add_child(dim) + var center := CenterContainer.new() + center.set_anchors_preset(Control.PRESET_FULL_RECT) + dim.add_child(center) + var box := VBoxContainer.new() + box.add_theme_constant_override("separation", 12) + center.add_child(box) + _label = UiKit.label("", 20, true) + _label.add_theme_color_override("font_color", UiKit.WARM) + _label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER + box.add_child(_label) + _choice_box = HBoxContainer.new() + _choice_box.add_theme_constant_override("separation", 12) + _choice_box.alignment = BoxContainer.ALIGNMENT_CENTER + box.add_child(_choice_box) + _confirm_btn = UiKit.button("确认选择") + _confirm_btn.pressed.connect(_on_confirm_pressed) + _confirm_btn.visible = false + box.add_child(_confirm_btn) + _replace_box = VBoxContainer.new() + _replace_box.add_theme_constant_override("separation", 8) + _replace_box.alignment = BoxContainer.ALIGNMENT_CENTER + box.add_child(_replace_box) + _continue_btn = UiKit.button("继续") + _continue_btn.pressed.connect(func(): continue_pressed.emit()) + _continue_btn.visible = false + box.add_child(_continue_btn) + visible = false + + +# 选择态:header = 停点头部(回血+钥石增量行,Narrator 装配);cards = [{id, text}] +#(组合根组装——视图纯呈现)。确认前可改选;确认经 pick_confirmed 外发。 +func open_pick(header: String, cards: Array) -> void: + _header = header + _label.text = header + _selected = "" + _card_meta = (cards as Array).duplicate(true) + for c in _choice_box.get_children(): + c.queue_free() + for ch in cards: + var cid := String(ch.get("id", "")) + var btn := UiKit.button(String(ch.get("text", ""))) + btn.custom_minimum_size = Vector2(170, 88) + btn.pressed.connect(func(): _select_card(cid)) + _choice_box.add_child(btn) + _choice_box.visible = true + _confirm_btn.visible = false + _replace_box.visible = false + _continue_btn.visible = false + visible = true + + +func _select_card(id: String) -> void: + _selected = id + for i in _choice_box.get_child_count(): + var btn := _choice_box.get_child(i) as Button + var meta: Dictionary = _card_meta[i] if i < _card_meta.size() else {} + var base_text := String(meta.get("text", "")) + btn.text = ("✓ " + base_text) if String(meta.get("id", "")) == id else base_text + _confirm_btn.visible = true + + +func _on_confirm_pressed() -> void: + if _selected != "": + pick_confirmed.emit(_selected) + + +# 探针/测试复用:以真实按钮路径触发点选、确认与继续(树序遮挡纪律——断言走真实信号路径) +func press_card(index: int) -> void: + if index >= 0 and index < _choice_box.get_child_count(): + (_choice_box.get_child(index) as Button).pressed.emit() + + +func press_confirm() -> void: + _confirm_btn.pressed.emit() + + +func press_continue() -> void: + _continue_btn.pressed.emit() + + +func selected_id() -> String: + return _selected + + +# 兑付反馈态(bonus_resolved 到达——结果行追加在头部之后;唯一出口 = 继续) +func show_result(text: String) -> void: + _label.text = _header + "\n" + text + _choice_box.visible = false + _confirm_btn.visible = false + _replace_box.visible = false + _continue_btn.visible = true + visible = true + + +# 同调位替换子态(aux_replace_presented 到达):items = [{index, item_id, display_name}](组合根 +# 喂显示名)。两路出口:丢旧收新(逐件钮)/ 放弃新件——终态恒 ≤ 同调位由核心受理面保证。 +func open_replace(items: Array, incoming_name: String, holding: int, slots: int) -> void: + _label.text = "同调位已满(%d/%d)——收下「%s」需丢弃一件已有道具,或放弃新件" % [holding, slots, incoming_name] + for c in _replace_box.get_children(): + c.queue_free() + for it in items: + var idx := int(it.get("index", -1)) + var btn := UiKit.button("丢弃「%s」换新" % String(it.get("display_name", it.get("item_id", "")))) + btn.pressed.connect(func(): replace_chosen.emit(idx)) + _replace_box.add_child(btn) + var decline := UiKit.button("放弃新件(不获取)") + decline.pressed.connect(func(): replace_chosen.emit(-1)) + _replace_box.add_child(decline) + _choice_box.visible = false + _confirm_btn.visible = false + _replace_box.visible = true + _continue_btn.visible = false + visible = true + + +# 收屏(组合根在 continue_pressed 处理毕调——推进下一关同拍) +func close_pick() -> void: + _choice_box.visible = false + _replace_box.visible = false + _continue_btn.visible = false + _confirm_btn.visible = false + visible = false diff --git a/game/presentation/views/bonus_pick_overlay.gd.uid b/game/presentation/views/bonus_pick_overlay.gd.uid new file mode 100644 index 00000000..c33c7fcb --- /dev/null +++ b/game/presentation/views/bonus_pick_overlay.gd.uid @@ -0,0 +1 @@ +uid://dqlecn1dxpg0i diff --git a/game/smoke/level_autoplay.gd b/game/smoke/level_autoplay.gd index 5c2ead70..1d96b83d 100644 --- a/game/smoke/level_autoplay.gd +++ b/game/smoke/level_autoplay.gd @@ -15,9 +15,9 @@ # 驱动循环按 route 策略显式 pick_next_node;route = "min"/"max"(候选节点编号最小/最大—— # 确定性路径轴,零随机流自开;默认 "min" 既有调用方签名兼容)。 # 2026-09-21 冒险结构实现批:run_adventure 三关连探驱动(AdventureRunner——主种子恰一次、 -# 大奖励立即确认 continue_to_next_level、adventure_finished 置 result/summary;外层每关重取 -# runner 实例经 _drive_level 复用单关驱动)。run_level 驱动段抽成 _drive_level——签名与 -# 返回结构零变化,行为逐位不变。 +# 通关兑付停点确认、adventure_finished 置 result/summary;外层每关重取 runner 实例经 _drive_level +# 复用单关驱动)。run_level 驱动段抽成 _drive_level——签名与返回结构零变化,行为逐位不变。 +# 2026-10-01 迭代 10 奖励重构批:大奖励立即确认改三选一停点驱动(候选取首件/替换放弃新件)。 # 运行前提:db 已 load_tables;run_level/run_adventure 均须全新 RngService(同种子 ⇒ 全程逐步可回放)。 # 实现注:信号处理体全部为静态方法 + bind 传状态——GDScript 多行 lambda 内嵌 match/控制流的解析不可靠。 extends RefCounted @@ -124,7 +124,11 @@ static func run_adventure(db, seed_val: int, atk_pct: int, hp_pct: int, collect_ adr.step_row.connect(_on_step_row.bind(adr, st, collect_rows)) adr.node_entered.connect(_on_adventure_node_entered.bind(adr, st, logger)) adr.wallet_changed.connect(_on_adventure_wallet.bind(st, logger)) - adr.big_reward_paid.connect(_on_adventure_reward.bind(st, adr)) + # 三选一停点驱动(迭代 10 奖励重构批——big_reward_paid 退役:确定性策略候选取首件、 + # 道具件满位替换放弃新件、兑付后推进下一关——零随机流自开,同种子逐位可复放) + adr.bonus_choice_presented.connect(_on_adventure_bonus.bind(st, adr)) + adr.bonus_resolved.connect(_on_adventure_bonus_resolved.bind(st, adr)) + adr.aux_replace_presented.connect(_on_adventure_aux_replace.bind(st, adr)) adr.adventure_finished.connect(_on_adventure_finished.bind(st, logger)) adr.set_hero_override(atk_pct, hp_pct) if not adr.start_adventure(seed_val, {"hero_override": hero_override, "first_script": false}): # 测量夹具恒抽签(v0.4——首次脚本分支不进任何读数) @@ -132,7 +136,7 @@ static func run_adventure(db, seed_val: int, atk_pct: int, hp_pct: int, collect_ if own_session: logger.close_session() return st - var guard_drives := 10 # 每次外层迭代 = 驱动一关(关卡更替由 big_reward 确认与 runner 重取承载) + var guard_drives := 10 # 每次外层迭代 = 驱动一关(关卡更替由三选一兑付确认与 runner 重取承载) while st.result == "" and guard_drives > 0: guard_drives -= 1 _drive_level(adr.runner(), st, logger, policy, route) @@ -183,18 +187,34 @@ static func _on_adventure_node_entered(node: Dictionary, info: Dictionary, adr, # 冒险钱包事件采集(wallet 行族——GP 跨关延续与冒险收束 clear 的验收取数面;同日志合规转发) static func _on_adventure_wallet(event: String, gp_val: int, extra: Dictionary, st: Dictionary, logger) -> void: st.wallet_events.append({"event": String(event), "gp": int(gp_val), - "amount": int(extra.get("amount", 0)), "product": String(extra.get("product", ""))}) + "amount": int(extra.get("amount", 0)), "product": String(extra.get("product", "")), + "source": String(extra.get("source", ""))}) if logger != null: logger.log_wallet(event, gp_val, extra) -# 大奖励立即确认(非末关通关 → continue_to_next_level 进下一关——自动路径无大奖励屏停点) -static func _on_adventure_reward(reward: Dictionary, st: Dictionary, adr) -> void: - st.reward_events.append(reward.duplicate(true)) +# 三选一停点驱动(迭代 10——确定性策略:候选取首件;奖励事件随 reward_events 留档) +static func _on_adventure_bonus(payload: Dictionary, st: Dictionary, adr) -> void: + st.reward_events.append({"bonus_pick": payload.duplicate(true)}) + var candidates: Array = payload.get("candidates", []) as Array + if candidates.is_empty() or not adr.pick_bonus(String(candidates[0])): + st.result = "advance_failed" + + +# 三选一兑付完成 → 推进下一关(自动路径无停点等待——零自动推进契约由显式确认满足) +static func _on_adventure_bonus_resolved(result: Dictionary, st: Dictionary, adr) -> void: + st.reward_events.append({"bonus_resolved": result.duplicate(true)}) if not adr.continue_to_next_level(): st.result = "advance_failed" +# 同调位满位替换子交互(确定性策略:放弃新件不获取——-1) +static func _on_adventure_aux_replace(items: Array, incoming: Dictionary, st: Dictionary, adr) -> void: + st.reward_events.append({"aux_replace": incoming.duplicate(true)}) + if not adr.resolve_aux_replace(-1): + st.result = "advance_failed" + + # 冒险终局(completed/failed/abandoned——result 载 summary.result,外层驱动循环随之收敛) static func _on_adventure_finished(summary: Dictionary, st: Dictionary, logger) -> void: st.summary = summary.duplicate(true) diff --git a/game/smoke/shot_probe.gd.uid b/game/smoke/shot_probe.gd.uid new file mode 100644 index 00000000..851c3112 --- /dev/null +++ b/game/smoke/shot_probe.gd.uid @@ -0,0 +1 @@ +uid://dv81k73ruw7xe diff --git a/game/smoke/smoke_all.gd b/game/smoke/smoke_all.gd index f4a34ab8..27e748c0 100644 --- a/game/smoke/smoke_all.gd +++ b/game/smoke/smoke_all.gd @@ -189,17 +189,27 @@ func _smoke_rest_stub(pct: int, hp: int, max_hp: int) -> int: # ---- 冒险结构实现批冒烟(2026-09-21——AdventureTable 建表 + AdventureRunner + 冒险验收断言)---- -# ① 冒险表(单行全局 Rule 4 豁免——建表与接线闸) +# ① 冒险表(单行全局 Rule 4 豁免——建表与接线闸;迭代 10 扩列域检) func _smoke_adventure_table() -> void: - print("--- 冒险表(AdventureTable 建表——大奖励/钥石行值单点)---") + print("--- 冒险表(AdventureTable——三层奖励框架行值单点:回血/件值/权重/上限/同调位)---") check(_db.adventure != null, "db.adventure 已加载(adventure.tres 入 manifest)") if _db.adventure == null: return - check(_db.adventure.validate().is_empty(), "AdventureTable.validate() 零违例(两字段域检在案)") - var hp_bonus: int = int(_db.adventure.level_clear_hp_bonus) - var ks: int = int(_db.adventure.keystone_per_level) - check(hp_bonus >= 0 and hp_bonus <= 999, "level_clear_hp_bonus ∈ [0,999](%d)" % hp_bonus) - check(ks >= 0 and ks <= 999, "keystone_per_level ∈ [0,999](%d)" % ks) + check(_db.adventure.validate().is_empty(), "AdventureTable.validate() 零违例(全键域检在案)") + check(int(_db.adventure.clear_heal_pct) >= 0 and int(_db.adventure.clear_heal_pct) <= 100, + "clear_heal_pct ∈ [0,100](%d——通关部分回血比例)" % int(_db.adventure.clear_heal_pct)) + for id in _db.adventure.BONUS_IDS: + var v := int(_db.adventure.bonus_value(id)) + var w := int(_db.adventure.bonus_weight(id)) + check(v >= 0 and v <= 999 and w >= 1 and w <= 99, "三选一件 %s:值 ∈[0,999](%d)· 权重 ∈[1,99](%d)" % [id, v, w]) + check(int(_db.adventure.bonus_cap_ap) == 2 and int(_db.adventure.bonus_cap_attack) == int(_db.adventure.bonus_cap_max_hp) + and int(_db.adventure.bonus_cap_max_hp) == int(_db.adventure.bonus_cap_armor), + "次数上限口径:AP 件=%d(全冒险最紧)· 属性件=%d(三件同)" % [int(_db.adventure.bonus_cap_ap), int(_db.adventure.bonus_cap_attack)]) + check(int(_db.adventure.bonus_cap("gp")) == _db.adventure.BONUS_CAP_UNLIMITED + and int(_db.adventure.bonus_cap("aux_item")) == _db.adventure.BONUS_CAP_UNLIMITED, + "GP/道具件无次数上限(牌库恒非空的结构保证)") + check(int(_db.adventure.transitional_sync_slots) >= 0 and int(_db.adventure.transitional_sync_slots) <= 9, + "transitional_sync_slots ∈ [0,9](%d——同调位过渡读数源)" % int(_db.adventure.transitional_sync_slots)) # ② 冒险结构 API 闸(状态机受理面——重复开始拒绝 / 入口停点 / 放弃两态) @@ -279,43 +289,86 @@ func _smoke_adventure() -> void: if not bg_keys.has(key) or not en_keys.has(key): miss += 1 check(miss == 0, "行集内每个战斗/Boss 节点在 board_gen + enemy 有精确行(缺失 %d)" % miss) - # ② 满配通关 + ④ 大奖励兑付(恰 2 次 · 读数=表值 · 回满=新上限 · 覆盖值通道传播 L2/L3 首战上限) + # ② 满配通关 + ④ 三层奖励兑付(三选一恰 2 次 · 回血封顶 · 钥石逐杀 · 候选零重复) var st: Dictionary = autoplay.run_adventure(_db, 42, 900, 400) var sum: Dictionary = st["summary"] check(String(st["result"]) == "completed" and bool(sum.get("cleared", false)), "满配通关(42 / atk+900 / hp+400——cleared=true;v2 怪阶梯后旧 200/100 档不再满配)") check(int(sum.get("levels_cleared", -1)) == 3, "通关几关 = 3(levels_cleared)") - check(int(sum.get("keystone_total", -1)) == 3 * int(_db.adventure.keystone_per_level), - "钥石合计 = 3 × keystone_per_level(%d)" % int(sum.get("keystone_total", -1))) + var ks_exp := 0 + for li in range(1, int(_db.level.rows.size()) + 1): + ks_exp += int(_db.meta_boss_keystone_row(li).get("first_kill", 0)) + check(int(sum.get("keystone_total", -1)) == ks_exp, + "钥石合计 = ΣBoss 首杀行值(%d——逐杀掉落新口径;断点未注入恒首杀)" % int(sum.get("keystone_total", -1))) + var drops: Array = sum.get("keystone_drops", []) as Array + check(drops.size() == 3, "逐杀掉落明细恰 3 笔(L1/L2/L3——additive 摘要键 keystone_drops)") check(int(sum.get("master_seed", -1)) == 42, "摘要携带主种子(42)") - var rewards: Array = st["reward_events"] - check(rewards.size() == 2, "大奖励恰兑付 2 次(L1/L2 后——末关不发上限提升)") - var hp_bonus: int = int(_db.adventure.level_clear_hp_bonus) - var reward_ok: bool = rewards.size() == 2 - if reward_ok: - for i in rewards.size(): - var r: Dictionary = rewards[i] - if int(r.get("hp_bonus", -1)) != hp_bonus or int(r.get("from_level", -1)) != i + 1 \ - or int(r.get("new_max_hp", -1)) != int(_db.hero.max_hp) + hp_bonus * (i + 1) \ - or int(r.get("keystone_gained", -1)) != int(_db.adventure.keystone_per_level): - reward_ok = false - check(reward_ok, "大奖励读数:hp_bonus=表值 · 新上限累加 · 回满=新上限 · 钥石逐关注账") + var picks: Array = [] + var resolves: Array = [] + for ev in (st["reward_events"] as Array): + if (ev as Dictionary).has("bonus_pick"): + picks.append((ev as Dictionary)["bonus_pick"]) + elif (ev as Dictionary).has("bonus_resolved"): + resolves.append((ev as Dictionary)["bonus_resolved"]) + check(picks.size() == 2 and resolves.size() == 2, + "三选一恰呈现 2 次、恰兑付 2 次(L1/L2 后——末关不发,奖励只朝下一战生效)") + var heal_ok := picks.size() == 2 + var cand_ok := picks.size() == 2 + var ks_gain_ok := picks.size() == 2 + var resolve_ok := resolves.size() == 2 + var max_flat := int(_db.adventure.bonus_max_hp_flat) + var heal_pct := int(_db.adventure.clear_heal_pct) + var hp_acc := 0 # max_hp 件累加(回血封顶断言的生效上限推导) + var ks_prefix := 0 + for i in picks.size(): + var p: Dictionary = picks[i] + var cands: Array = p.get("candidates", []) as Array + if cands.size() < 2 or cands.size() > 3: + cand_ok = false + var seen := {} + for c in cands: + if seen.has(String(c)): + cand_ok = false + seen[String(c)] = true + var heal: int = int(p.get("heal_gained", -1)) + var hp_before: int = int(p.get("hp_before", -1)) + var hp_after: int = int(p.get("hp_after", -1)) + var max_eff := int(_db.hero.max_hp) + hp_acc # 回血口径 = 表值+加算区(无 TunePanel 百分比) + if heal != mini(int(floor(float(max_eff) * float(heal_pct) / 100.0)), max_eff - hp_before) \ + or hp_after != hp_before + heal or hp_after > max_eff: + heal_ok = false + ks_prefix += int(_db.meta_boss_keystone_row(int(p.get("level_index", -1))).get("first_kill", 0)) + if int(p.get("keystone_gained", -1)) != int(_db.meta_boss_keystone_row(int(p.get("level_index", -1))).get("first_kill", 0)) \ + or int(p.get("keystone_total", -1)) != ks_prefix: + ks_gain_ok = false + if resolve_ok: + var r: Dictionary = resolves[i] + if not (p.get("candidates", []) as Array).has(String(r.get("picked", ""))) \ + or int(r.get("value", -1)) != int(_db.adventure.bonus_value(String(r.get("picked", "")))): + resolve_ok = false + if String(r.get("picked", "")) == "max_hp": + hp_acc += max_flat + check(cand_ok, "三选一候选 2–3 件且零重复(加权洗牌不放回)") + check(heal_ok, "通关部分回血封顶(floor(上限×比例) 封顶缺口——血回满退役)") + check(ks_gain_ok, "钥石逐杀入账(首杀档位 + 累计逐位)") + check(resolve_ok, "点选恰兑付选中一件(值=表值;未选项零生效)") var seq: Array = st["encounter_max_hp_seq"] var k := 5.0 # hp+400 ⇒ TunePanel 百分比后乘 ×5(加算先加、百分比后乘——生效次序口径) var exp_base := maxi(1, int(round(float(int(_db.hero.max_hp)) * k))) - var exp_l2 := maxi(1, int(round(float(int(_db.hero.max_hp) + hp_bonus) * k))) - var exp_l3 := maxi(1, int(round(float(int(_db.hero.max_hp) + 2 * hp_bonus) * k))) - var idx_l2 := seq.find(exp_l2) - var idx_l3 := seq.find(exp_l3) - check(seq.size() > 0 and int(seq[0]) == exp_base, - "L1 首战上限入参 = 基础表值(%d——加算区冒险开始全 0)" % exp_base) - check(idx_l2 > 0 and idx_l3 > idx_l2, - "L2/L3 首战上限入参 = 基础+加算(%d→%d——大奖励经覆盖值通道传播)" % [exp_l2, exp_l3]) - # ③ 种子域可复现(同种子两局:summary + 上限序列 + 行进序列逐位一致) + var valid_hp := {} + for acc in 3: + valid_hp[maxi(1, int(round(float(int(_db.hero.max_hp) + acc * max_flat) * k)))] = true + var seq_ok := seq.size() > 0 and int(seq[0]) == exp_base + for v in (seq as Array): + if not valid_hp.has(int(v)): + seq_ok = false + check(seq_ok, + "各战上限入参 ∈ {基础, 基础+件值, 基础+2×件值}(覆盖值通道传播——首战=基础表值 %d;AP 件不加上限)" % exp_base) + # ③ 种子域可复现(同种子两局:summary + 上限序列 + 行进序列 + 三选一停点载荷逐位一致) var st2: Dictionary = autoplay.run_adventure(_db, 42, 900, 400) check(st2["summary"] == sum and st2["encounter_max_hp_seq"] == seq - and st2["visited_ids"] == st["visited_ids"], - "同种子两局逐位可复现(summary/上限序列/行进序列——主种子单点派生)") + and st2["visited_ids"] == st["visited_ids"] and st2["reward_events"] == st["reward_events"], + "同种子两局逐位可复现(summary/上限序列/行进序列/三选一载荷——reward_pick 封闭流)") # ⑤ 败北线(零配 L1 败北 + 半配 L2 败北——种子扫描,仿商店房 range(42,92) 先例) var lose := {} for s in range(42, 92): @@ -343,9 +396,9 @@ func _smoke_adventure() -> void: if not half.is_empty(): var sh: Dictionary = half["st"]["summary"] check(not bool(sh["cleared"]) and int(sh["levels_cleared"]) == 1 \ - and int(sh["keystone_total"]) == int(_db.adventure.keystone_per_level) \ + and int(sh["keystone_total"]) == int(_db.meta_boss_keystone_row(1).get("first_kill", 0)) \ and int(sh["stopped_at"]) == 2, - "L2 败北摘要:L1 已过(钥石 1×表值)· 止步第 2 层") + "L2 败北摘要:L1 已过(钥石=L1 首杀掉落)· 止步第 2 层") var dh: Dictionary = sh.get("defeat", {}) check(int(dh.get("level_index", -1)) == 2 and int(dh.get("node_id", -1)) >= 0 \ and String(dh.get("node_type", "")) in ["battle", "boss"], @@ -372,15 +425,15 @@ func _smoke_adventure() -> void: for ev in wallet: if String(ev["event"]) == "clear": clears += 1 - elif String(ev["event"]) == "gain": - gains += 1 - check(gains == int(st["battles"]), "每战完成入账恰一次(gain %d = battles %d)" % [gains, int(st["battles"])]) + elif String(ev["event"]) == "gain" and String(ev.get("source", "")) != "bonus_pick": + gains += 1 # 战斗完成入账计数(三选一 GP 袋件入账另有 source 标记——不计战斗口径) + check(gains == int(st["battles"]), "每战完成入账恰一次(gain %d = battles %d——GP 袋件入账单列)" % [gains, int(st["battles"])]) check(clears == 1 and wallet.size() > 0 and String(wallet[wallet.size() - 1]["event"]) == "clear", "钱包 clear 恰一次且为末事件(关卡收束不清——GP 冒险收束清零归冒险结构)") var shop_seq: Array = st["shop_gp_seq"] check(shop_seq.size() == 2 and int(shop_seq[0]) > 0, "L2 商店房到达余额 > 0(%d——L1 积累跨关延续;两关商店房必经各 1)" % (shop_seq[0] if shop_seq.size() > 0 else -1)) - # ⑧ 加算区同账(手工场景:L2 商店购买 → 大奖励直调——同一本账累加 + 回满新上限) + # ⑧ 加算区同账(手工场景:L2 商店购买 → 三选一直调——同一本账累加 + 部分回血封顶) var same := {} for s in range(42, 92): var a8 = load("res://core/adventure_runner.gd").new(_db, _fresh_rng(s)) @@ -406,14 +459,22 @@ func _smoke_adventure() -> void: check(gp0 >= hp_price + l2_price_bonus, "进店余额 ≥ hp_up L2 首价(%d = 基价 %d + 关卡加成 %d——配置推导)" % [hp_price + l2_price_bonus, hp_price, l2_price_bonus]) check(r8.buy_product("hp_up"), "购买 hp_up 受理(出账 + 加算区)") - check(int(a8.bonus.get("max_hp", -1)) == int(_db.adventure.level_clear_hp_bonus) + 3, - "统一冒险加算区含商店值(max_hp = %d[L1 大奖励] + 3[商店]——同一本账前半)" % int(_db.adventure.level_clear_hp_bonus)) + var acc_shop := int(a8.bonus.get("max_hp", -1)) # L1 三选一后 + 商店 3(首件随种子) + check(acc_shop >= 3, "统一冒险加算区含商店值(max_hp=%d ≥ 商店 3——L1 三选一件值另计)" % acc_shop) a8._on_level_finished({"result": "victory", "hp": int(r8.hero_hp), "node_index": r8.node_index, - "node_id": r8.current_node_id(), "node_type": "shop"}) # 模拟大奖励(victory 载荷直调——L2 非末关) - check(int(a8.bonus.get("max_hp", -1)) == 2 * int(_db.adventure.level_clear_hp_bonus) + 3, - "大奖励与商店购买同账累加(max_hp = %d + 3 + %d)" % [int(_db.adventure.level_clear_hp_bonus), int(_db.adventure.level_clear_hp_bonus)]) - check(int(a8.ledger["hero_hp"]) == int(_db.hero.max_hp) + int(a8.bonus["max_hp"]), - "血回满 = 新上限(%d/%d)" % [int(a8.ledger["hero_hp"]), int(_db.hero.max_hp) + int(a8.bonus["max_hp"])]) + "node_id": r8.current_node_id(), "node_type": "shop"}) # 模拟 L2 通关(victory 载荷直调——非末关) + check(not a8._bonus_pending.is_empty(), "L2 通关三选一停点在案(直调兑付前——零自动推进)") + check(not a8.continue_to_next_level(), "未兑付推进拒绝(选择停点零自动推进契约)") + var l2_cands: Array = a8._bonus_pending["candidates"] + check(a8.pick_bonus(String(l2_cands[0])), "三选一点选兑付受理(候选取首件)") + var picked2: String = String(a8._bonus_result.get("picked", "")) + var expect_acc: int = acc_shop + (int(_db.adventure.bonus_max_hp_flat) if picked2 == "max_hp" else 0) + check(int(a8.bonus.get("max_hp", -1)) == expect_acc, + "三选一属性件与商店购买同账累加(max_hp=%d = %d + 三选一%s)" % [int(a8.bonus.get("max_hp", -1)), acc_shop, picked2]) + var max_eff8 := int(_db.hero.max_hp) + int(a8.bonus["max_hp"]) + check(int(a8.ledger["hero_hp"]) <= max_eff8, + "通关部分回血封顶(hp %d ≤ 生效上限 %d——血回满语义退役)" % [int(a8.ledger["hero_hp"]), max_eff8]) + check(a8.continue_to_next_level(), "兑付后推进受理(下一关开始)") # ⑨ 恢复点数学(接口③封顶公式三读数 + 同式两落点一致) var a9 = load("res://core/adventure_runner.gd").new(_db, _fresh_rng(99)) check(int(a9.apply_rest(30, 70, 100)) == 30 and int(a9.apply_rest(30, 95, 100)) == 5 \ @@ -436,6 +497,42 @@ func _smoke_adventure() -> void: g10 -= 1 autoplay._autoplay_battle(a10.runner(), b10, st10, null) check(a10.runner().current_battle() == null and a10.abandon(), "非战斗期(选路态)abandon 受理") + # ⑪ 上限剔牌库 + 同调位替换两路 + 满血回 0(迭代 10——white-box:计数/携带面直设) + var a11 = load("res://core/adventure_runner.gd").new(_db, _fresh_rng(11)) + check(a11.start_adventure(11, {"first_script": true, "aux_unlocked": {"blast_kit": true}}), + "剔牌库/替换场景:冒险启动(seed 11——道具解锁集只含 blast_kit)") + a11._bonus_taken["attack"] = int(_db.adventure.bonus_cap_attack) # 直设计数(white-box——计数面本身即断点承载) + a11._bonus_taken["ap"] = int(_db.adventure.bonus_cap_ap) + var draw: Array = a11._draw_bonus_candidates() + check(not (draw as Array).has("attack") and not (draw as Array).has("ap"), + "达上限件剔牌库(attack 计满 %d / ap 计满 %d 不出现在候选——%s)" % [int(_db.adventure.bonus_cap_attack), int(_db.adventure.bonus_cap_ap), str(draw)]) + check((draw as Array).size() >= 2, "剔牌库后候选恒 ≥2(GP/道具件无次数上限——防「三选项全不可选」死角)") + # 同调位替换·丢旧收新路(slots 过渡键=1,carry 满 1 件再取道具件 → 满位转替换) + var slots := int(_db.adventure.transitional_sync_slots) + a11._bonus_pending = {"candidates": ["aux_item", "gp", "attack"], "payload": {}} + a11._bonus_aux_carry.assign(["probe_dust"]) + check(a11.pick_bonus("aux_item") and a11._bonus_pending.has("incoming"), + "满位道具件转替换子交互(持有 %d/%d)" % [a11._bonus_aux_carry.size(), slots]) + check(a11.resolve_aux_replace(0) and (a11._bonus_aux_carry as Array).has("blast_kit") \ + and (a11._bonus_aux_carry as Array).size() <= slots, + "替换受理·丢旧收新(终态 ≤ 同调位 %d——%s)" % [slots, str(a11._bonus_aux_carry)]) + # 同调位替换·放弃新件路(原持有集不动、新件不获取) + a11._bonus_pending = {"candidates": ["aux_item"], "payload": {}} + a11._bonus_result = {} + a11._bonus_aux_carry.assign(["probe_dust"]) + check(a11.pick_bonus("aux_item"), "替换场景二:满位再转替换子交互") + check(a11.resolve_aux_replace(-1) and a11._bonus_aux_carry.size() == 1 and String(a11._bonus_aux_carry[0]) == "probe_dust", + "替换受理·放弃新件(原持有集不动、新件不获取——两路终态恒 ≤ 同调位)") + # 满血回 0 合法(通关回血封顶口径) + var a12 = load("res://core/adventure_runner.gd").new(_db, _fresh_rng(12)) + a12.start_adventure(12, {"first_script": true}) + var cap := {"payload": {}} + a12.bonus_choice_presented.connect(func(p): cap["payload"] = p) + var max_full := int(_db.hero.max_hp) + int(a12._base_override.get("max_hp", 0)) + a12.ledger["hero_hp"] = max_full + a12._on_level_finished({"result": "victory", "hp": max_full, "node_index": 1, "node_id": 1, "node_type": "shop"}) + check(int(cap["payload"].get("heal_gained", -1)) == 0, + "满血通关回血 0 合法(封顶口径——heal_gained=0 非负溢出)") var s10: Dictionary = a10.summary check(String(s10.get("result", "")) == "abandoned" and not bool(s10.get("cleared", true)), "放弃摘要:abandoned · 未打穿(已获大奖励不追回——同失败型结算)") @@ -450,6 +547,10 @@ func _adv_drive_to_shop(a, st: Dictionary, autoplay) -> bool: if String(st["result"]) != "": return false if a._pending_next_level: + # 三选一停点确认(迭代 10——候选取首件后推进,与 run_adventure 自动策略同口径) + if not a._bonus_pending.is_empty(): + var bcands: Array = a._bonus_pending["candidates"] + a.pick_bonus(String(bcands[0])) a.continue_to_next_level() continue var r = a.runner() @@ -3397,27 +3498,37 @@ func _meta_settle_and_workshop() -> void: var mp = load("res://core/meta_progression.gd").new(_db, sv) var row1: Dictionary = _db.meta_boss_keystone_row(1) var row2: Dictionary = _db.meta_boss_keystone_row(2) - # ⑥ 新档首通 L1:first = true、金额 = first_kill;total = big_reward + Σ drops;余额 = 累计入账 + # ⑥ 逐杀掉落收束入账(迭代 10——掉落已在冒险内逐杀入账〔summary.keystone_total 含全部〕, + # keystone_drops 明细随摘要归档;首杀标记仍由 apply 逐通关关次置位) var d1: Dictionary = mp.settle_adventure({"result": "failed", "cleared": false, "levels_cleared": 1, - "stopped_at": 2, "keystone_total": 3, "master_seed": 11}) + "stopped_at": 2, "keystone_total": int(row1.get("first_kill", 0)), + "keystone_drops": [{"level": 1, "first": true, "amount": int(row1.get("first_kill", 0))}], + "master_seed": 11}) var drop1: Dictionary = d1["boss_drops"][0] check(bool(drop1.get("first", false)) and int(drop1.get("amount", 0)) == int(row1.get("first_kill", -1)) - and int(drop1.get("level", 0)) == 1, "新档首通 L1:boss_drops[0] {first:true, amount=first_kill}(验收5)") - check(int(d1.get("total", 0)) == 3 + int(row1.get("first_kill", 0)), "明细 total = big_reward + Σ drops") - check(sv.keystone_balance() == 3 + int(row1.get("first_kill", 0)), "余额 = 累计入账(大奖励 + Boss 两档)") - # ⑥ 同档再通 → 重复杀档且恒定不递减(第三轮同额) + and int(drop1.get("level", 0)) == 1, "新档首通 L1:boss_drops[0] {first:true, amount=first_kill}(验收5——明细随摘要归档)") + check(int(d1.get("total", 0)) == int(row1.get("first_kill", 0)), "明细 total = keystone_total(逐杀掉落全源——无二次派生加账)") + check(sv.keystone_balance() == int(row1.get("first_kill", 0)), "余额 = 累计入账(逐杀掉落合计——无重复加账)") + # ⑥ 再通转复杀档(首杀标记置位后小额恒定不递减——标记面在 apply,金额面在逐杀裁决) var d2: Dictionary = mp.settle_adventure({"result": "failed", "cleared": false, "levels_cleared": 1, - "stopped_at": 2, "keystone_total": 3, "master_seed": 12}) + "stopped_at": 2, "keystone_total": int(row1.get("repeat_kill", 0)), + "keystone_drops": [{"level": 1, "first": false, "amount": int(row1.get("repeat_kill", 0))}], + "master_seed": 12}) var drop2: Dictionary = d2["boss_drops"][0] - check(not bool(drop2.get("first", false)) and int(drop2.get("amount", 0)) == int(row1.get("repeat_kill", -1)), + check(not bool(drop2.get("first", true)) and int(drop2.get("amount", 0)) == int(row1.get("repeat_kill", -1)), "再通 L1:{first:false, amount=repeat_kill}(首杀标记置位后转小额)") var d3: Dictionary = mp.settle_adventure({"result": "failed", "cleared": false, "levels_cleared": 1, - "stopped_at": 2, "keystone_total": 3, "master_seed": 13}) + "stopped_at": 2, "keystone_total": int(row1.get("repeat_kill", 0)), + "keystone_drops": [{"level": 1, "first": false, "amount": int(row1.get("repeat_kill", 0))}], + "master_seed": 13}) check(not bool(d3["boss_drops"][0].get("first", true)) and int(d3["boss_drops"][0].get("amount", 0)) == int(row1.get("repeat_kill", -1)), "重复杀第三轮恒定不递减(验收5——无衰减曲线)") - # 混合归因:通关两关 → L1 重复 + L2 首杀 + # 混合归因:通关两关 → L1 重复 + L2 首杀(明细随摘要逐笔归档) var d4: Dictionary = mp.settle_adventure({"result": "failed", "cleared": false, "levels_cleared": 2, - "stopped_at": 0, "keystone_total": 4, "master_seed": 14}) + "stopped_at": 0, "keystone_total": int(row1.get("repeat_kill", 0)) + int(row2.get("first_kill", 0)), + "keystone_drops": [{"level": 1, "first": false, "amount": int(row1.get("repeat_kill", 0))}, + {"level": 2, "first": true, "amount": int(row2.get("first_kill", 0))}], + "master_seed": 14}) check(not bool(d4["boss_drops"][0].get("first", true)) and bool(d4["boss_drops"][1].get("first", false)) and int(d4["boss_drops"][1].get("amount", 0)) == int(row2.get("first_kill", -1)), "两关通关逐关归因:L1 重复档 + L2 首杀档(first_kill 金额)") @@ -3457,7 +3568,8 @@ func _meta_settle_and_workshop() -> void: # ⑩ recent_summaries:元素含 boss_drops 副本、最新在前、cap 10 var rs: Array = sv.recent_summaries() check(rs.size() >= 5 and String(rs[0].get("result", "")) != "" and rs[0].has("boss_drops") - and int(rs[0].get("master_seed", -1)) == 15, "摘要最新在前 + 元素含 boss_drops 副本(复盘可归因——验收5)") + and (rs[1] as Dictionary).has("keystone_drops") + and int(rs[0].get("master_seed", -1)) == 15, "摘要最新在前 + 元素含掉落明细副本(复盘可归因——验收5)") var sv_c = _meta_new_save(_META_SMOKE_PATHS[4]) var mp_c = load("res://core/meta_progression.gd").new(_db, sv_c) for i in 12: @@ -3603,8 +3715,8 @@ func _smoke_save() -> void: fm.store_string(JSON.stringify({"version": 0, "keystone_old": 12})) fm.close() check(f7.load_from_disk() and f7.keystone_balance() == 12, "v0 旧档经迁移链入账(keystone_old 12 → 余额 12)") - check(f7.write_to_disk() and int(JSON.parse_string(FileAccess.open(paths[5], FileAccess.READ).get_as_text()).get("version", -1)) == 2, - "迁移链 0→1(测试钩)→2(生产) 写盘 version == 2(v2=断点域出生,迭代 8 卡①)") + check(f7.write_to_disk() and int(JSON.parse_string(FileAccess.open(paths[5], FileAccess.READ).get_as_text()).get("version", -1)) == 3, + "迁移链 0→1(测试钩)→3(生产) 写盘 version == 3(v3=断点附随件扩列,迭代 10 奖励重构)") # ⑧ 域界干净:meta 永久进度域不含局内资源键(行动点/RAP/GP/道具库存/生命账本不入档——契约 2; # 迭代 8 卡①修订:扫描收窄到 meta 域——断点域=冒险进行中瞬态快照,生命/GP 按拍板面入域豁免) @@ -3632,9 +3744,11 @@ func _smoke_save() -> void: var st9: Dictionary = autoplay.run_adventure(_db, 42, 900, 400) var f9 = sm_script.new(paths[8]) f9.apply_adventure_summary(st9.get("summary", {})) - var kpl := int(_db.adventure.keystone_per_level) + var ks_run := 0 + for li in range(1, int(_db.level.rows.size()) + 1): + ks_run += int(_db.meta_boss_keystone_row(li).get("first_kill", 0)) check(String(st9.get("result", "")) == "completed", "摘要集成:冒险驱动满配通关(seed 42)") - check(f9.keystone_balance() == 3 * kpl, "集成钥石余额 = 3 × keystone_per_level(%d)" % f9.keystone_balance()) + check(f9.keystone_balance() == ks_run, "集成钥石余额 = ΣBoss 首杀行值(%d——逐杀掉落全源)" % f9.keystone_balance()) check(f9.clear_count(1) == 1 and f9.clear_count(2) == 1 and f9.clear_count(3) == 1, "集成通关次数表全 1") check(f9.boss_first_kill_marked(1) and f9.boss_first_kill_marked(2) and f9.boss_first_kill_marked(3), "集成三关首杀标记齐") @@ -3643,11 +3757,11 @@ func _smoke_save() -> void: var st9b: Dictionary = autoplay.run_adventure(_db, 42, 900, 400) f9.apply_adventure_summary(st9b.get("summary", {})) check(f9.clear_count(1) == 2 and f9.clear_count(2) == 2 and f9.clear_count(3) == 2, "第二局后通关次数全 2") - check(f9.keystone_balance() == 6 * kpl, "第二局后余额翻倍(6 × keystone_per_level)") + check(f9.keystone_balance() == 2 * ks_run, "第二局后余额翻倍(2 × Σ首杀——模拟驱动恒首杀口径)") check(f9.recent_summaries().size() == 2, "集成 recent 长度 2") check(f9.write_to_disk(), "集成写盘成功") var r9 = sm_script.new(paths[8]) - check(r9.load_from_disk() and r9.keystone_balance() == 6 * kpl and r9.clear_count(3) == 2 + check(r9.load_from_disk() and r9.keystone_balance() == 2 * ks_run and r9.clear_count(3) == 2 and r9.recent_summaries().size() == 2 and r9.boss_first_kill_marked(3), "集成写盘读回全量保持") @@ -3698,9 +3812,9 @@ func _smoke_save() -> void: fold.store_string("{\"version\": 1, \"meta\": {\"keystone_balance\": 4}}") fold.close() check(fo.load_from_disk() and fo.keystone_balance() == 4 and not fo.has_breakpoint(), - "v1 旧档迁移 v2:断点域补空(合法空态,无断点域不炸)") - check(fo.write_to_disk() and int(JSON.parse_string(FileAccess.open(paths[9], FileAccess.READ).get_as_text()).get("version", -1)) == 2, - "v1 旧档迁移后写盘 version == 2") + "v1 旧档迁移 v3:断点域补空(合法空态,无断点域不炸)") + check(fo.write_to_disk() and int(JSON.parse_string(FileAccess.open(paths[9], FileAccess.READ).get_as_text()).get("version", -1)) == 3, + "v1 旧档迁移后写盘 version == 3") # 段尾清理(测试文件绝不残留) for p in stale: diff --git a/game/tests/unit/core/breakpoint_resume_test.gd b/game/tests/unit/core/breakpoint_resume_test.gd index 5d075a5b..4270efb1 100644 --- a/game/tests/unit/core/breakpoint_resume_test.gd +++ b/game/tests/unit/core/breakpoint_resume_test.gd @@ -91,6 +91,47 @@ func _init() -> void: var battle_d = runner_d.current_battle() check(_board_fingerprint(battle_d.minesweeper.current_board()) == fp_b, "二次续玩板逐位同(幂等)") + # ---- Part 5:三选一停点中断→续玩(迭代 10 奖励重构——候选不重抽、已兑付不重付、次数计数一致)---- + var rng_e = load("res://core/rng_service.gd").new() + var sm_e = SaveManagerScript.new(_bp_path) + var adr_e = AdventureRunnerScript.new(db, rng_e) + adr_e.set_save_manager(sm_e) + var params_e := {"hero_override": {}, "aux_unlocked": {"blast_kit": true}} + check(adr_e.start_adventure(4321, params_e), "P5 冒险启动(seed 4321)") + adr_e._bonus_taken["attack"] = 1 # 白盒预置计数(断点附随件往返的判据面——计数不可由加算区反推) + adr_e._on_level_finished({"result": "victory", "hp": 30, "node_index": 1, "node_id": 1, "node_type": "shop"}) + var cands_e: Array = (adr_e._bonus_pending.get("candidates", []) as Array).duplicate() + check(not cands_e.is_empty(), "P5 非末关通关三选一停点在案(直调 victory——L1 非末关)") + var sm_f = SaveManagerScript.new(_bp_path) + check(sm_f.load_from_disk() and sm_f.has_breakpoint(), "P5 选择停点断点在档(选择停点可中断契约)") + var bp_f: Dictionary = sm_f.breakpoint_snapshot() + var bp_f_cands: Array = (bp_f.get("bonus_pending", {}) as Dictionary).get("candidates", []) as Array + check(bp_f_cands == cands_e, "P5 断点附随件含候选(bonus_pending 往返)") + check(int((bp_f.get("bonus_taken", {}) as Dictionary).get("attack", -1)) == 1, "P5 断点附随件含次数计数(bonus_taken 往返)") + var got_cands := {"cands": [] as Array} + var adr_f = AdventureRunnerScript.new(db, load("res://core/rng_service.gd").new()) + adr_f.set_save_manager(sm_f) # 兑付后停点快照落盘承载(与真机组合根同构) + adr_f.bonus_choice_presented.connect(func(p): got_cands["cands"] = (p.get("candidates", []) as Array).duplicate()) + check(adr_f.resume_adventure(bp_f, params_e), "P5 续玩受理(选择态分支)") + check(adr_f.runner() == null, "P5 续玩不重跑关卡(三选一停点直回,_start_current_level 未走)") + check(got_cands["cands"] == cands_e, "P5 续玩候选不重抽(逐位一致)") + check(int(adr_f._bonus_taken["attack"]) == 1, "P5 次数计数恢复一致(牌库剔除态续接)") + check(not adr_f.continue_to_next_level(), "P5 未兑付推进拒绝(续玩态零自动推进同契约)") + check(adr_f.pick_bonus(String(cands_e[0])), "P5 点选兑付受理") + var picked_e: String = String(adr_f._bonus_result.get("picked", "")) + if adr_f._bonus_taken.has(picked_e): + check(int(adr_f._bonus_taken[picked_e]) == (2 if picked_e == "attack" else 1), + "P5 兑付计数一致(%s——预置 1 + 本次兑付)" % picked_e) + check(sm_f.has_breakpoint(), "P5 兑付后停点快照在档(已兑付待推进态可中断)") + var bp_g: Dictionary = sm_f.breakpoint_snapshot() + var adr_g = AdventureRunnerScript.new(db, load("res://core/rng_service.gd").new()) + adr_g.set_save_manager(sm_f) # 已兑付态续玩的后续快照同承载 + var got_result := {"r": {}} + adr_g.bonus_resolved.connect(func(r): got_result["r"] = r.duplicate()) + check(adr_g.resume_adventure(bp_g, params_e), "P5 已兑付态续玩受理") + check(String(got_result["r"].get("picked", "")) == picked_e, "P5 已兑付不重付(resolved 重发同件)") + check(adr_g.continue_to_next_level(), "P5 已兑付续玩后推进受理(下一关开始)") + _clear_disk() if _problems.is_empty(): print("[breakpoint_resume_test] PASS — 断点往返/续玩确定性/幂等/退出清断点 全绿")