iter41-卡2:呈现层结构收敛批:67清+2豁免+2展平改善——拆私有族+六状态件+ui_kit收敛+束收拢+print删;含u14补做、并master并案与收尾产出物
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@@ -360,7 +360,7 @@ func _wire_adventure() -> void:
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# meta.attune_refresh_charges(当前等级行表值)、树 rule 键集=meta.tree_rule_keys(Fork 激活侧 effects);
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# hero_override 沿用既有 meta 现算口径。static 形态=冒烟直呼单测本函数,免实例化整菜单场景)。
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# 两根类型轴随开局下传(attack_type/armor_type——契约 2 所有权移交+契约 8 冒险开始快照;
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# 取值=meta.hero_attack_type/hero_armor_type=存档选中路线类型轴,未解锁/异常选中态回退锻造配置默认值)。
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# 取值=meta.hero_type_axes()=存档选中路线类型轴(attack/armor 两键),未解锁/异常选中态回退锻造配置默认值)。
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# 注:runner 侧 resume_adventure 受理面收 attunement/attune_refresh_y/tree_rules 三键
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# (传参/受理两侧对齐)。
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static func build_adventure_params(save_manager_ref: SaveManagerCore, meta_ref: MetaProgressionCore, extra: Dictionary = {}) -> Dictionary:
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@@ -453,15 +453,11 @@ func _on_battle_finished(payload: Dictionary) -> void:
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return
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"level_end":
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_end_overlay.open_victory(Narrator.battle_end_text("victory", true),
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"返回", board_view.get_global_rect(), _gp_summary_text(payload),
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"钥石 · 累计 %d" % run_scope.runner.keystone, HudPresenter.bonus_summary_text(run_scope.runner),
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int(payload.get("gp_dropped", 0)), int(run_scope.runner.gp))
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"返回", board_view.get_global_rect(), _end_victory_opts(payload))
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"standalone_end":
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if result == "victory":
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_end_overlay.open_victory(Narrator.battle_end_text("victory", false),
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"回到遭遇选择", board_view.get_global_rect(), _gp_summary_text(payload),
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"钥石 · 累计 %d" % run_scope.runner.keystone, HudPresenter.bonus_summary_text(run_scope.runner),
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int(payload.get("gp_dropped", 0)), int(run_scope.runner.gp))
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"回到遭遇选择", board_view.get_global_rect(), _end_victory_opts(payload))
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else:
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_end_overlay.open_defeat(Narrator.battle_end_text("defeat", false),
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"返回", board_view.get_global_rect())
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@@ -482,6 +478,14 @@ func _gp_summary_text(payload: Dictionary) -> String:
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# ==================== core↔view 接线(战斗信号统一走这里)====================
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## 战末账行束(open_victory opts 键装配单点——GP/钥石/加成三行与增量合计)
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func _end_victory_opts(payload: Dictionary) -> Dictionary:
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return {"gp_summary": _gp_summary_text(payload),
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"ks_summary": "钥石 · 累计 %d" % run_scope.runner.keystone,
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"bonus_summary": HudPresenter.bonus_summary_text(run_scope.runner),
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"gp_gain": int(payload.get("gp_dropped", 0)), "gp_total": int(run_scope.runner.gp)}
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func _wire_battle(settlement_ref: BattleOrchestrator) -> void:
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settlement_ref.step_row.connect(_on_step_row)
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settlement_ref.battle_finished.connect(_on_battle_finished)
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@@ -812,7 +816,7 @@ func _refresh_used_snapshot() -> int:
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func _refresh_presentations() -> void:
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# 每个核心信号/写调用返回后的全量重查装配(更新触发注记——无推送信号,命令式重查)
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var refresh_remaining: int = maxi(0, int(db.run.action_economy.refresh_cap_per_round) - _refresh_used_snapshot())
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HudPresenter.refresh(stage, info_panel, ap_bar, run_scope.settlement, run_scope.runner, run_scope.level_active, db, refresh_remaining)
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HudPresenter.refresh(stage, info_panel, ap_bar, {"settlement": run_scope.settlement, "runner": run_scope.runner, "level_active": run_scope.level_active, "db": db, "refresh_remaining": refresh_remaining})
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_treasure_ui.refresh_slots() # C 区秘宝槽重查(试炼镐积点进度随挖格刷新悬停浮窗)
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_sync_settlement_visuals()
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