feat(t5): 奖励节点三选一+工坊解锁门控+封存呈现+node-reward spec 出生
①node_overlay:show_reward_items 三选一(池≤3 全列——当前三件即全列;池空直通=切片期合法空态保留;选择前继续隐藏=强制构筑点语义)+item_chosen 信号+close_reward 收屏 ②main:奖励分支接三选一(活行∩解锁集,注册序前 3,呈现侧零 RNG)+_on_reward_item_chosen(入库存来源归因 reward_node→toast→_on_node_continue 兑付确认回选路零自动推进)+_reward_node_choices ③解锁门控链(拍板③甲=解锁进投放池):main _aux_unlocked_set(工坊解锁∩活行;罗盘退役/失义件不入集)→adventure params.aux_unlocked→LevelRunner.set_aux_unlocked→BattleOrchestrator 公有 setter→RewardEconomy.set_aux_unlocked+_rollable_rows aux 行过滤——空集默认零投放=白板/夹具态模拟读数零扰动 ④工坊呈现:workshop_status 投影+deferred/retired 状态面;camp 文案=已解锁·能力封存中(失义件)/已退役(罗盘) ⑤node-reward.md spec v1.0 出生(06 条目兑现) 坑一轮:BattleOrchestrator 无公有 reward_economy(E1/E3 封装)——公有 setter 转发;竖线锚四处拼接病自愈 闸:冒烟 577/0+四探针 PASS(click 问题=0)+单测 0 FAIL
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@@ -68,6 +68,7 @@ var _adventure_gp_view := 0 # GP 冒险钱包呈现侧影子(迭
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# wallet_changed gain/buy 载荷=入账后总额 level_runner.gd:482/539)
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var _adventure_gp_final := 0 # 收束清零拍暂存的最终合计("clear" 到达时自影子转存)
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var _aux_use_selection := 0 # 魔法道具选中句柄(迭代 7 T4——0=未选中;选中期棋盘点击=使用目标拾取)
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var _aux_unlocked := {} # aux 解锁门控集(迭代 7 T5——工坊解锁×活行交集,冒险开始组装)
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var camp_overlay: CampOverlay # 营地覆盖层(元进度实现批——主菜单营地入口兑付呈现)
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var tune_panel: TunePanel
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@@ -149,6 +150,7 @@ func _build_ui() -> void:
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legend_overlay.closed.connect(_on_modal_closed.bind(legend_overlay))
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review_overlay.closed.connect(_on_modal_closed.bind(review_overlay))
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node_overlay.continue_pressed.connect(_on_node_continue)
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# 迭代 7 T5——item_chosen 连接在奖励分支首唤时防重接线(上方)
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level_screen.route_chosen.connect(_on_route_chosen)
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level_screen.abandon_requested.connect(_on_abandon_requested) # 放弃入口(2026-09-21 用户拍板——台账 119)
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shop_overlay.buy_requested.connect(_on_shop_buy)
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@@ -250,7 +252,7 @@ func _start_adventure() -> void:
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# 永久强化注入(元进度实现批):冒险开始参数面——meta 现算 override 显式传参(全零 = 白板)
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# 首次冒险脚本(关卡节点图生成 v0.4):存档布尔位 false = 全关固定模板 0(教学重放);置位后逐关抽签
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var first_script: bool = not save_manager.is_first_adventure_done()
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if not adventure.start_adventure(seed_val, {"hero_override": meta.hero_override() if meta != null else {}, "first_script": first_script}):
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if not adventure.start_adventure(seed_val, {"hero_override": meta.hero_override() if meta != null else {}, "first_script": first_script, "aux_unlocked": _aux_unlocked_set()}):
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_fatal_screen("冒险启动失败——见输出日志")
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return
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@@ -284,7 +286,9 @@ func _on_runner_node(node: Dictionary, info: Dictionary) -> void:
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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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_open_modal(node_overlay)
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node_overlay.show_reward()
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node_overlay.item_chosen.connect(_on_reward_item_chosen) if not node_overlay.item_chosen.is_connected(_on_reward_item_chosen) else null
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node_overlay.show_reward_items(_reward_node_choices())
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log_view.append_bb(Narrator.reward_line())
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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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@@ -728,6 +732,51 @@ func _on_shop_leave() -> void:
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# ---- 魔法道具 HUD 接线(迭代 7 T4——库存条+两步交互+叠加层呈现;数据源=runner 级库存只读面)----
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# ---- 奖励节点三选一(迭代 7 T5——拍板②丙:奖励屏=小构筑点;「节点奖励=功能道具正式渠道」兑现)----
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# aux 解锁门控集组装(迭代 7 T5——拍板③甲:工坊解锁 ∩ 活行词表;罗盘退役/失义件不入集)
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func _aux_unlocked_set() -> Dictionary:
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var out := {}
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if meta == null:
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return out
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for row in db.aux_active_rows():
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var iid := String(row.get("item_id", ""))
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if meta.save.item_unlocked(iid):
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out[iid] = true
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return out
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# 摇取面:活行 ∩ 工坊解锁集(拍板③甲——解锁进投放池同源口径);池 ≤3 全列(当前三件=选一即全列),
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# 池扩充后加权摇三(确定性摇取:读 seed 流外——呈现侧零 RNG 消费纪律 → 全列前 3 按注册序)。
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func _reward_node_choices() -> Array:
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if runner == null or runner.aux_inventory == null:
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return []
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var out: Array = []
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for row in db.aux_active_rows():
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var iid := String(row.get("item_id", ""))
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if not _aux_unlocked.has(iid):
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continue # 未解锁不入奖励池(与掉落投放同门控)
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out.append({
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"item_id": iid,
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"display_name": String(row.get("display_name", "")),
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"glyph": String(row.get("display_name", "?")).left(1),
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})
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if out.size() >= 3:
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break
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return out
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# 选择兑付:入关卡域库存(来源归因 reward_node)→ 收屏 → 兑付确认回选路(零自动推进同款)
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func _on_reward_item_chosen(item_id: String) -> void:
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if runner == null or runner.aux_inventory == null:
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return
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runner.grant_aux_item(item_id, "reward_node")
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node_overlay.close_reward()
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_refresh_aux_slots()
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board_zone.toast.show_toast("获得 %s(入关卡背包)" % String(db.aux_item_row(item_id).get("display_name", item_id)), "info")
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_on_node_continue()
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# 槽点击(第一步):AP 类(target=none)点击即用(无目标);空间类进/出选中态(toggle 取消)。
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func _on_aux_slot_clicked(slot_handle: int) -> void:
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if settlement == null or runner == null or runner.aux_inventory == null:
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@@ -138,8 +138,20 @@ func refresh_camp(data: Dictionary) -> void:
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var prog := int(row.get("progress", 0))
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var unlocked := bool(row.get("unlocked", false))
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card.progress_l.text = "累计通关 %d / %d 次" % [prog, th]
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card.status_l.text = "已解锁" if unlocked else "未解锁"
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card.status_l.add_theme_color_override("font_color", UiKit.GOLD if unlocked else UiKit.WARM_FAINT)
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# 迭代 7 T5——失义件(显影尘/地穴全图卷 Alpha 重定)与退役件(探宝罗盘 2026-09-29 拍板①乙)的呈现口径
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var st_text := "未解锁"
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var st_col: Color = UiKit.WARM_FAINT
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if bool(row.get("retired", false)):
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st_text = "已退役"
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st_col = UiKit.WARM_FAINT
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elif bool(row.get("deferred", false)) and unlocked:
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st_text = "已解锁 · 能力封存中"
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st_col = UiKit.GOLD
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elif unlocked:
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st_text = "已解锁"
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st_col = UiKit.GOLD
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card.status_l.text = st_text
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card.status_l.add_theme_color_override("font_color", st_col)
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func _rebuild_forge(data: Dictionary) -> void:
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@@ -6,9 +6,11 @@ class_name NodeOverlay
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extends Control
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signal continue_pressed
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signal item_chosen(item_id: String) # 迭代 7 T5——奖励节点三选一兑付(拍板②丙:奖励屏=小构筑点)
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var _label: Label
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var _btn: Button
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var _choice_box: HBoxContainer # 道具三选一按钮区(show_reward_items 时呈现)
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func _init() -> void:
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@@ -27,6 +29,10 @@ func _init() -> void:
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_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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box.add_child(_label)
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_btn = UiKit.button("继续")
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_choice_box = HBoxContainer.new()
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_choice_box.add_theme_constant_override("separation", 12)
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_choice_box.alignment = BoxContainer.ALIGNMENT_CENTER
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box.add_child(_choice_box)
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_btn.pressed.connect(func(): continue_pressed.emit())
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box.add_child(_btn)
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visible = false
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@@ -46,6 +52,12 @@ func show_rest(healed: int, hp_after: int, max_hp: int) -> void:
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visible = true
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# 选择完成收屏(组合根在 item_chosen 处理毕调——入库存+确认后回选路由同拍)
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func close_reward() -> void:
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_choice_box.visible = false
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_btn.visible = true
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visible = false
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# 探针复用:以真实按钮路径触发继续
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func press_continue() -> void:
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_btn.pressed.emit()
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