feat(resource): 格面资源八型批——伏击退役换装警觉+新增行动点第8型+护甲型数值对齐(2026-09-20 用户拍板)——①动机=全字典镜像对账(系统设计分析):伏击的层数×出手敌数复利集中在主角单血条、与爆裂粉尘摊 N 条敌方血条双重不对称;护甲型惩罚 −2 比奖励 +1 反向偏重;敌方护甲等级轴全系统空缺;②伏击退役=伤害公式拆除伏击附加项(敌方技能攻击=max(damage_floor, floor(掷点档位技能基础分量)×乘区)+rider)、快照 ambush_layers 字段拆除、效果行/毒爆复算断言同步;③blast 负向换装=enemy_alert 警觉(敌方全体护甲等级 +1/层,1 结算,side-wide 逐颗叠加无上限)——消费=_defender_ac 敌方侧 ac 型状态读法本批接线(防守方 AC=表值+Σac 型效果,敌方路径从纯表值扩展);④第 8 型 action=ap_up 行动点(正向,下轮 AP+1,weight 6)/ap_drain 迟滞(负向,下轮 AP−1)——action_economy 排队面 queue_ap_delta/pending_ap_delta 新增,notify_round_start 兑现(基线 6+净值,下限 0,兑现清零),明细记 effect 行;⑤护甲型对齐=off_guard −2→−1;⑥schema=八型封闭枚举十六格、伏击加层行特例校验退役、effect_pool_map 删 ambush/flat_attach 键;⑦表现层=敌卡伏击池行拆除(警觉入敌方增益投影,percent|ac 双量纲)、状态槽图标 ambush→alert;⑧文档=敌人系统 v0.12(伏击节退役改写)/战斗结算 v0.20(公式与授予段)/地图战斗资源 v0.14(八型字典)/行动经济 v0.5(下轮行动点修正节+F1 条款3 改写)/难度曲线 v0.15/增益状态 v0.8/06 清单(伏击量纲条目随批解决+调参批数值点评登记)/registry 22 处(ambush_unit_definition 退役+继任 alert、clause3_supply 伏击暴露口径作废、reward_table 八型 74 权重、行动经济排队面)/ux battle/关卡节点地图;⑨工具=analyze_playtest M_AMB 归零保旧日志兼容、clear_dominance 伏击暴露模型转历史口径注记(新口径归调参批);⑩验证=冒烟 330 项 0 失败三闸全过(新增警觉在位+action 正负抵消排队断言)+gdd_lint 与 master 基线一致(8 文件存量);遗留=警觉/行动点数值 provisional 归曲线调参批(06 已登记),真人批试玩建议在终版规则上执行
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@@ -20,7 +20,9 @@
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表值硬编码溯源(表值变更须同步——单一事实源仍在 .tres):
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· status_effects.tres:attack_up 50 / weaken −65 / enrage 25 / off_guard 25 / sapped −25(percent)
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· settlement.tres:pool_clamp [-100,100] · crit_multiplier 200 · 伏击附加 = ambush 层数×3(magnitude)
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· settlement.tres:pool_clamp [-100,100] · crit_multiplier 200
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· 【2026-09-20 八型批】伏击机制退役(blast 负向换装警觉=敌方 AC+1,掷点分布型,不再有 flat 附加项)——
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M_AMB 置 0 保持反事实管道兼容旧日志;新日志不再携带 ambush 效果行
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· skills.tres:突刺/撕咬 1.5 · 重击 2.0 · 毒爆 2.5 · 普攻 1.0
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· armor_effectiveness:pierce 克 ward 150 / heavy 50;magic 克 heavy 150 / ward 50;normal 恒 100
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"""
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@@ -32,16 +34,16 @@ import sys
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# ---- 表值区(溯源见文件头) ----
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POOL_CLAMP = (-100, 100)
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CRIT_MULT = 200
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M_AMB = 3 # ambush.magnitude:每层伏击附加伤害
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M_AMB = 0 # 伏击已退役(2026-09-20 八型批)——反事实剥除项归零,旧日志兼容读
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SKILL_MULT = {"普通攻击": 1.0, "突刺": 1.5, "重击": 2.0, "撕咬": 1.5, "毒爆": 2.5}
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EFFECT_TEXT_MAP = { # 旧日志无 effect_id——按明细行文本反查
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"增伤": "attack_up", "护甲强化": "ac_up", "削弱": "weaken", "暴走": "enrage",
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"失衡": "off_guard", "乏力": "sapped", "伏击": "ambush", "蓄力": "empower", "硬化": "fortify",
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"失衡": "off_guard", "乏力": "sapped", "警觉": "alert", "伏击": "ambush", "蓄力": "empower", "硬化": "fortify",
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}
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EFFECT_CN = {v: k for k, v in EFFECT_TEXT_MAP.items()} # effect_id → 中文显示名
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# 正负分类(奖励件 / 惩罚件的口径——数据分析的三维度共用)
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POS_NAMES = {"增伤", "护甲强化", "削弱", "群伤", "回复", "清障炸药"}
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NEG_NAMES = {"暴走", "失衡", "乏力", "伏击", "踩雷直伤"}
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NEG_NAMES = {"暴走", "失衡", "乏力", "伏击", "警觉", "踩雷直伤"}
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POOL_OF = {"attack_up": "hero_offense", "sapped": "hero_offense",
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"off_guard": "hero_defense",
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"weaken": "enemy_output", "enrage": "enemy_output", "empower": "enemy_output",
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@@ -40,7 +40,10 @@ AC_UP_POINT = 1 # 护甲强化 +1 AC,duration 1
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WEAKEN_PCT = 65 # 削弱 −65%(有效拍 1:duration 2 先兑付后衰减)
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ENRAGE_PCT = 25 # 暴走 +25%,enemy 侧 side-wide
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SAPPED_PCT = 25 # 乏力 −25%,hero 侧
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AMBUSH_MAG = 1 # 伏击 +1 flat/层(2026-09-17 压缩批 3→1)
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# 【2026-09-20 八型批口径注记】伏击机制退役,blast 负向现况 = 警觉(敌方 AC +1,掷点折扣分布型惩罚)——
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# 本脚本的伏击暴露当量模型(AMBUSH_MAG/AMBUSH_STACKS)转为历史口径,仅用于旧读数复算;
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# 新口径(掷点折扣期望建模)归曲线调参批重立后再改模型。
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AMBUSH_MAG = 1 # 历史口径:伏击 +1 flat/层(2026-09-17 压缩批 3→1)
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AMBUSH_STACKS = 2 # reward.tres ambush_double stacks(每雷伏击层数)
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OFF_GUARD_AC = 2 # 失衡 AC −2(2026-09-18 换装)
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