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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@@ -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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