奇物批T2:运行层bonus_*→curio_*全族换词(_curio_pending/deck/taken/result/candidates+pick_curio/apply_node_curio/curio_choice_presented/curio_resolved等+两文件改名curio_interact_controller/curio_pick_overlay含.uid+CurioPickOverlay/CurioInteractController类名);T2裁点甲案自裁=五存档键引号字面量禁改(全仓对拍六形态全等);_bonus_treasure_carry按T0澄清剔除(秘宝语义);非奇物bonus语义保全(加算区bonus/price_level_bonus/attack_bonus/bp_bonus等);reward_overlay_test红转绿适配(M7 bcard换PanelContainer致c is Button恒0——改数_choice_box子节点数断言语义不变,run_all 16套全绿历史首次)
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@@ -38,7 +38,7 @@ const DebugSessionScript := preload("res://presentation/debug_session.gd")
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const RowPacer := preload("res://presentation/row_pacer.gd") # 结算行排播泵(T3 拆件批)
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const TreasureInteractController := preload("res://presentation/treasure_interact_controller.gd") # 秘宝两步交互(T3 拆件批)
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const GpShadowLedgerScript := preload("res://presentation/gp_shadow_ledger.gd") # GP 影子账本(T3 拆件批)
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const BonusInteractController := preload("res://presentation/bonus_interact_controller.gd") # 三选一与替换子交互(T4/D4 拆件批)
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const CurioInteractController := preload("res://presentation/curio_interact_controller.gd") # 三选一与替换子交互(T4/D4 拆件批)
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const CampShopPresenter := preload("res://presentation/camp_shop_presenter.gd") # 营地/商店投影(T4/D4 拆件批)
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const SaveManagerScript := preload("res://core/save_manager.gd") # 存档承载(preload 避开全局类缓存时序——与 DebugSessionScript 同款)
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const MetaProgressionScript := preload("res://core/meta_progression.gd") # 元进度账本服务(元进度实现批——同 preload 纪律)
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@@ -66,7 +66,7 @@ var _settlement_stop_pending: bool: # 挂起态属性化(探针/冒烟直读
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_settlement_stop_timer.disarm()
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var _pending_candidates: Array = [] # 结算框挂起期的选路候选暂存(choices_presented 载荷)
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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)
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var bonus_overlay: BonusPickOverlay # 提升三选一覆盖层(迭代 10——level-clear.md v2 选择面承载;追加批起奖励节点共用)
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var curio_overlay: CurioPickOverlay # 提升三选一覆盖层(迭代 10——level-clear.md v2 选择面承载;追加批起奖励节点共用)
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var _start_overlay: Control
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var _end_overlay: BattleEndOverlay
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var _inter_overlay: Control
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@@ -91,7 +91,7 @@ var settlement_fx: SettlementFxView # 结算演出覆盖层(跨区弹道
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# T3 拆件批(2026-10-02)——三件迁出后的组合根持有面(职责见各类头注;装配见 _build_ui)
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var _row_pacer = null # 结算行排播泵(row_pacer.gd——本类只入队/排空/读队列)
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var _treasure_ui = null # 秘宝两步交互(treasure_interact_controller.gd——本类只接线与转发意图)
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var _bonus = null # 三选一与替换子交互(bonus_interact_controller.gd——本类只接线与回调注入)
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var _bonus = null # 三选一与替换子交互(curio_interact_controller.gd——本类只接线与回调注入)
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var _camp_pres = null # 营地/商店投影(camp_shop_presenter.gd——本类只接线、探针缝保缝转发)
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var _gp_ledger := GpShadowLedgerScript.new() # GP 冒险钱包影子账(gp_shadow_ledger.gd——wallet 事件投喂)
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@@ -261,20 +261,20 @@ func _build_ui() -> void:
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add_child(settings_overlay)
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settings_overlay.closed.connect(_on_settings_closed)
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# 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)
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bonus_overlay = BonusPickOverlay.new()
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add_child(bonus_overlay)
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# 提升三选一与替换子交互(T4/D4 拆件批——迁 bonus_interact_controller.gd;本类只接线与回调注入,
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curio_overlay = CurioPickOverlay.new()
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add_child(curio_overlay)
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# 提升三选一与替换子交互(T4/D4 拆件批——迁 curio_interact_controller.gd;本类只接线与回调注入,
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# ADR-0001——模态栈/演播后排窗/呈现刷新/fatal 经回调注入,adventure/runner 现值回调)
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_bonus = BonusInteractController.new(db, func() -> Variant: return meta, bonus_overlay, _end_overlay, board_view,
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_bonus = CurioInteractController.new(db, func() -> Variant: return meta, curio_overlay, _end_overlay, board_view,
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board_zone.toast, func() -> Variant: return save_manager, func() -> Variant: return adventure,
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func() -> Variant: return runner, func() -> Variant: return _adventure_mode,
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_open_modal, _open_modal_after_playback, _close_modal, _refresh_presentations,
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_fatal_screen, func() -> String: return _gp_summary_text({"gp_dropped": _last_gain_amount}))
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bonus_overlay.pick_confirmed.connect(_bonus.on_pick_confirmed)
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bonus_overlay.replace_chosen.connect(_bonus.on_replace_chosen)
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bonus_overlay.continue_pressed.connect(_bonus.on_continue)
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bonus_overlay.refresh_requested.connect(_bonus.on_refresh)
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move_child(bonus_overlay, _end_overlay.get_index())
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curio_overlay.pick_confirmed.connect(_bonus.on_pick_confirmed)
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curio_overlay.replace_chosen.connect(_bonus.on_replace_chosen)
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curio_overlay.continue_pressed.connect(_bonus.on_continue)
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curio_overlay.refresh_requested.connect(_bonus.on_refresh)
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move_child(curio_overlay, _end_overlay.get_index())
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var start: Dictionary = UiAssembler.build_start_overlay(self, db)
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_start_overlay = start.overlay
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@@ -329,7 +329,7 @@ func _build_ui() -> void:
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# 模态登记(缺陷⑤纪律——登记序 = 树序:含 move_child 调位后的关卡画面/三选一终位)
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_modals = ModalStack.new()
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for m: Control in [legend_overlay, node_overlay, level_screen, bonus_overlay, _end_overlay, shop_overlay, camp_overlay, settings_overlay, confirm_dialog, debug_overlay]:
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for m: Control in [legend_overlay, node_overlay, level_screen, curio_overlay, _end_overlay, shop_overlay, camp_overlay, settings_overlay, confirm_dialog, debug_overlay]:
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_register_modal(m)
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_tune_sim = TuneSimController.new(db, debug_overlay, int(db.hero.max_hp))
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@@ -450,8 +450,8 @@ func _wire_adventure() -> void:
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adventure.choices_presented.connect(_on_choices_presented)
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adventure.wallet_changed.connect(_on_wallet_changed)
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# 迭代 10 奖励重构批——big_reward_paid 退役,三选一信号族接线
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adventure.bonus_choice_presented.connect(_bonus.on_presented)
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adventure.bonus_resolved.connect(_bonus.on_resolved)
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adventure.curio_choice_presented.connect(_bonus.on_presented)
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adventure.curio_resolved.connect(_bonus.on_resolved)
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adventure.treasure_replace_presented.connect(_bonus.on_treasure_replace_presented)
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adventure.adventure_finished.connect(_on_adventure_finished)
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adventure.level_started.connect(_on_adventure_level_started)
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@@ -505,9 +505,9 @@ func _on_runner_node(node: Dictionary, info: Dictionary) -> void:
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_show_board_fx_for_node(t)
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log_view.append_bb(Narrator.node_banner(runner, node, t))
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elif t == "reward":
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# 奖励节点三选一(迭代 10 追加批——与通关三选一共享同池同权重同上限;BonusPickOverlay 共用面)。
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# T4/D4 拆件:呈现编排归 bonus_interact_controller.present_node_bonus(_bonus_context 随迁)。
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_bonus.present_node_bonus()
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# 奖励节点三选一(迭代 10 追加批——与通关三选一共享同池同权重同上限;CurioPickOverlay 共用面)。
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# T4/D4 拆件:呈现编排归 curio_interact_controller.present_node_curio(_curio_context 随迁)。
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_bonus.present_node_curio()
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log_view.append_bb(Narrator.reward_line())
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elif t == "rest":
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var healed: int = int(info.get("healed", 0))
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@@ -564,7 +564,7 @@ func _on_battle_end_continue() -> void:
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_close_modal(_end_overlay)
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_end_overlay.close()
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# 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
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if _bonus.resume_if_pending(): # T4/D4 拆件——三选一停点在途恢复入口(bonus_interact_controller)
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if _bonus.resume_if_pending(): # T4/D4 拆件——三选一停点在途恢复入口(curio_interact_controller)
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return
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# 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)
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if _settlement_stop_pending:
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