T7+T8(D6): 爆破工兵包中立移除雷格——细化+实施(blast_kit 换装启用,判定逻辑零改动)
T7 细化(loop 计划书附录C,批末吸收即死):cell_removal 语义=移除集仅「未揭示·无旗·是雷」 ——清图分母只数安全格(safe_remaining/_cleared_after 实证)→雷格移除对分母/连锁/C_dig 模拟天然零涉,P1 甲「rules 零改动」按裁决语境兑付为判定逻辑零改动;移除跳过有旗格=旗判 定基线零回溯;P2 甲=CellUnit 退色降档呈现(暗淡记忆态同族)。 T8 六面: ①换装 aux_items.tres blast_kit:+form active_charged/+slot_cost 1/+charges_per_adventure 2/ effect_kinds 挂 cell_removal/清 deferred(契约 4 裁定面;镜像 nest_pendulum 先例)+ 表头注记 :8 半过期面校正。 ②minesweeper_rules:_removed 集(install/retire 清空骑既有 reset 位)+remove_mines_in()/ is_removed() 只读查询+交互守卫两处(_board_face_dig/_do_flag_place sub=target_removed, 拒绝先于 try_spend 零消耗)——邻接数字/分母/连锁/快照零触(停点仅选路/奖励位,战斗中态 不入档)。 ③use_aux cell_removal 分支:remove_mines_in(v.resolved) 空集拒绝零消耗(consume 前返)。 ④呈现:board_view _paint_cell removed 分支(数字/旗/瓦片基座压写)+_diggable 排除(hover 金框不现)+CellUnit removed_dim 退色暗幕层(程序化零新资产,雾层之上不再参与迷雾语义)。 ⑤使用后棋盘刷新:aux_interact_controller.attempt_use 增 board_view.refresh()(幂等)。 ⑥充能编排零新代码:表驱动+营地同调位装配+use_aux consume 扣减全现成。 MC 口径注记:换装后 form 非空→transitional_rows 过滤(schema :181)→aux_live_ids/ _bonus_aux_pool 永久排除→模拟投放池/道具件候选零涉;同调装备模拟档零操作——MC/autoplay/ verifier 读数零漂移(静态证明,零跑测)。 闸:冒烟 718/0+run_all 15(aux_items_test 三件过换装行)+click 三种子绿(6241/7345/6018) +ui_probe/ui_input/t17_defer 绿。
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@@ -95,6 +95,7 @@ func attempt_use(handle: int, cell: Variant = null) -> void:
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_use_selection = 0
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refresh_slots()
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refresh_overlays()
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board_view.refresh() # 迭代 13 T8/D6——移除格即时落图(无移除态的件 diff 零变化幂等)
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var arow: Dictionary = db.aux_item_row(String(v.get("item_id", "")))
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toast.show_toast("已使用 %s" % String(arow.get("display_name", "")), "info")
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@@ -118,6 +118,10 @@ var fog_state := 0:
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if fog_state != v:
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fog_state = v
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queue_redraw()
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var removed_dim := false: # 中立移除退色层(T8/D6——BoardView paint 按排雷玩法 is_removed 写入)
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set(v):
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removed_dim = v
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queue_redraw()
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func _draw() -> void:
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@@ -256,6 +260,10 @@ func _draw() -> void:
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draw_rect(Rect2(Vector2.ZERO, Vector2(edge, edge)), FOG_MEMORY_PLATE, true)
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if glyph != "":
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_draw_glyph(glyph, FOG_MEMORY_INK, maxi(18, int(ceil(edge * 0.5)))) # 字号下限 18(§7.4 冻结公式同源)
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# ⑦ 中立移除退色层(迭代 13 T8/D6——P2 甲退色降档:暗幕压顶全层覆盖,暗淡记忆态同族呈现语义;
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# 顶层于迷雾之上——移除格不再参与迷雾语义。本实现移除集=未揭示雷格(无数字无旗印))
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if removed_dim:
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draw_rect(Rect2(Vector2.ZERO, Vector2(edge, edge)), Color(0.12, 0.10, 0.09, 0.62), true)
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# 南立面(D 档件一——墙格南缘内侧,自底边向上:双段暗带在下、口沿高光线贴其上沿):
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@@ -316,7 +316,7 @@ func refresh() -> void:
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var hero: Vector2i = _minesweeper.hero_pos()
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_diggable.clear()
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for n in _board.neighbors8(hero):
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if not _minesweeper.is_revealed(n):
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if not _minesweeper.is_revealed(n) and not _minesweeper.is_removed(n):
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_diggable[n] = true
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for y in _board.height:
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for x in _board.width:
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@@ -684,6 +684,7 @@ func _paint_cell(c: Vector2i, hero: Vector2i) -> void:
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return
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var revealed: bool = _minesweeper.is_revealed(c)
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var flag: bool = _minesweeper.has_flag(c)
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var removed: bool = _minesweeper.is_removed(c) # 迭代 13 T8/D6——中立移除格(P2 甲退色降档)
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var is_hero: bool = c == hero
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var glyph := ""
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var bg: Color
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@@ -691,6 +692,10 @@ func _paint_cell(c: Vector2i, hero: Vector2i) -> void:
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# 旗槽统一维护(T17 修复):旗格=封印旗纹理;其余格清 null(插旗格挖开后残留在 tex_flag
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# 会让 _draw 无条件把旗印画在已开格上——tex_flag 绘制无 revealed 条件)。缺盘走字形回退。
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u.tex_flag = _flag_tex if (flag and not revealed and _flag_tex != null) else null
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if removed:
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revealed = false # 移除格固定未开呈现基座(退色暗幕层承载;雷格本无数字——P1 甲周边数字冻结)
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flag = false
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u.tex_flag = null
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if revealed:
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var rec: Dictionary = _minesweeper.reveal_record(c) # E2 收口:已开记录经查询面
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if rec.get("kind", "") == "mine":
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@@ -809,6 +814,7 @@ func _paint_cell(c: Vector2i, hero: Vector2i) -> void:
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u.fog_state = (2 if revealed else 1) if fogged else 0
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else:
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u.fog_state = 0
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u.removed_dim = removed
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u.queue_redraw()
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