merge: 关卡画面深层节点不可点根修——画布随图自适应+图上命中真实输入回归闸(用户目检 bug 反馈)
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@@ -46,6 +46,7 @@ var _attr_value: Label
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var _bonus_row: HBoxContainer
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var _bonus_value: Label
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var _cand_ids: Array = [] # 本停点候选 id 集(图上命中合法集)
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var _content_size := Vector2(620, 240) # 图内容包络(open_choices 按图拟合——画布 min 尺寸随它)
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var _hover_id := -1 # 悬停预承诺候选(-1 = 无)
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var abandon_btn: Button # 放弃入口(可见性归组合根 set_abandon_available——只在冒险模式开)
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var _abandon_armed := false # 二次确认态(首击置位、二击提交、超时/重开回落)
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@@ -209,10 +210,31 @@ func open_choices(cands: Array, runner) -> void:
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_cand_ids = []
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for cand in cands:
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_cand_ids.append(_id_of(cand))
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_fit_canvas(_runner.nodes())
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_refresh_status()
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visible = true
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# 画布随图自适应(level-map.md Layout:画布宽随层数、高随同层最大节点数——公式与 _layout 同源;
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# 2026-09-28 真鼠标点击 bug 根修:固定 620×240 画布下深层节点(L1 Boss 内容 x=802)落在 gui_input
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# 命中区外——绘制无裁剪看得见、命中收不到事件。单链关卡层深=节点序,必须先拟合再命中。
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func _fit_canvas(nodes: Array) -> void:
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if nodes.is_empty():
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return
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var layer := {}
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var slot := {}
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_assign_layers(nodes, layer, slot)
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var maxl := 0
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var maxslot := 0
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for k in layer.keys():
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maxl = maxi(maxl, int(layer[k]))
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for k in slot.keys():
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maxslot = maxi(maxslot, int(slot[k]))
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_content_size = Vector2(70 + maxl * 122 + NODE_HALF.x + 8.0, 52 + maxslot * 58 + NODE_HALF.y + 8.0)
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_content_size = _content_size.max(Vector2(620, 240)) # 下限 = 旧定值画布(小图观感不变)
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_canvas.custom_minimum_size = _content_size
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# 状态栏刷新(命令式纪律——组合根打开本屏/兑付确认回执后重查;零推送信号订阅)
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func _refresh_status() -> void:
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if _runner == null:
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@@ -249,13 +271,13 @@ func _on_canvas_input(ev: InputEvent) -> void:
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if _runner == null or not visible:
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return
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if ev is InputEventMouseMotion:
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var nid := _candidate_at(_canvas.get_local_mouse_position())
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var nid := _candidate_at(ev.position) # gui_input 事件坐标 = 接收控件局部坐标(push_input 同成立)
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if nid != _hover_id:
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_hover_id = nid
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_canvas.mouse_default_cursor_shape = Control.CURSOR_POINTING_HAND if nid >= 0 else Control.CURSOR_ARROW
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_canvas.queue_redraw()
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elif ev is InputEventMouseButton and ev.button_index == MOUSE_BUTTON_LEFT and ev.pressed:
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var nid2 := _candidate_at(_canvas.get_local_mouse_position())
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var nid2 := _candidate_at(ev.position)
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if nid2 >= 0:
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_submit_choice(nid2)
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@@ -349,9 +371,18 @@ func _draw_graph(canvas: Control) -> void:
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func _layout(nodes: Array, canvas: Control) -> Dictionary:
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# 分层:layer = 入口 BFS 深度;同层 slot 垂直排布
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var layer := {}
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var slot := {}
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_assign_layers(nodes, layer, slot)
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var pos := {}
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var origin := (canvas.size - _content_size) / 2.0
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for node in nodes:
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pos[node] = origin + Vector2(70 + int(layer[node]) * 122, 52 + int(slot[node]) * 58)
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return pos
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# 分层(layout/fit 共享件):layer = 入口 BFS 深度;同层 slot 垂直排布;未达节点兜底排末层
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func _assign_layers(nodes: Array, layer: Dictionary, slot: Dictionary) -> void:
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var layer_counts := {}
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var entry := _entry(nodes)
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var queue: Array = []
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@@ -369,7 +400,6 @@ func _layout(nodes: Array, canvas: Control) -> Dictionary:
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continue
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layer[target] = l + 1
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queue.append(target)
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# 未达节点(理论不可达——校验已拦)兜底排末层
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var max_layer := 0
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for k in layer.keys():
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max_layer = maxi(max_layer, int(layer[k]))
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@@ -378,11 +408,6 @@ func _layout(nodes: Array, canvas: Control) -> Dictionary:
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layer[node] = max_layer + 1
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slot[node] = int(layer_counts.get(layer[node], 0))
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layer_counts[layer[node]] = int(layer_counts.get(layer[node], 0)) + 1
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var pos := {}
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var origin := (canvas.size - Vector2(620, 240)) / 2.0
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for node in nodes:
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pos[node] = origin + Vector2(70 + int(layer[node]) * 122, 52 + int(slot[node]) * 58)
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return pos
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func _entry(nodes: Array) -> Dictionary:
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