iter9-T13: 卡⑬ 封印旗纹理自产+tex_flag 接线(迭代 8 卡⑤降级债务清偿)——自产 flag_seal.png 32×32(旗杆 2×22+矩形旗面 13×10,封印黑 #000000 纯色,整数像素格;素材不入 git 随批拷主区)+board_view 独立可选件装载(TILE_FLAG_SEAL/load_tex exists 守卫——缺盘=字形「旗」回退原语义,不触发瓦片整批回落)+tex_flag 逐 paint 重置防串格;轻闸=冒烟 596/0+ui_input 十四断言(flag_place 路径过)+shot_probe 问题=0
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@@ -85,6 +85,7 @@ const HERO_SHADOW_PX := Vector2(32, 12) # 脚下椭圆影屏幕尺寸(Godot
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# dungeon 套(禁同板混渲染);dungeon 套亦缺位 → 程序化平色回退(fresh checkout 冒烟不炸)。
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const TILE_WALL_NAMES := ["wall_center", "wall_center_crack", "wall_center_speckle", "wall_n", "wall_s", "wall_w", "wall_nw", "wall_sw", "wall_hrun", "wall_vrun", "wall_end_n", "wall_end_s", "wall_end_w", "wall_lone", "wall_in_nw", "wall_in_sw"]
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const TILE_WALL_FMT := "res://assets/art/board/terrain_%s_%s.png" # %s=件名 %s=board_type
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const TILE_FLAG_SEAL := "res://assets/art/board/flag_seal.png" # 封印旗纹理(迭代 9 卡⑬——独立可选件)
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const TILE_FLOOR_FMT := "res://assets/art/board/terrain_floor_%s_%d.png" # %s=board_type 1..%d 变体
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const TILE_FLOOR_VARIANTS := 5 # 地面瓦片变体数(词表 §一 floor_1..5)
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@@ -127,6 +128,7 @@ var _hero_dig_tw: Tween
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var _tiles := {} # 词表键 → Texture2D(镜像件已预翻转;装载见 _load_board_tiles)
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var _floor_tiles: Array[Texture2D] = [] # 地面瓦片五变体(下标 0..4 = floor_1..5)
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var _tiles_ok := false # false = 素材缺位/未装载——bg_sb 程序化平色原路径
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var _flag_tex: Texture2D = null # 封印旗纹理(缺盘=null=字形「旗」回退——独立可选件不连瓦片整批)
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var _tiles_board_type := "dungeon" # 当前装载瓦片套的 board_type(rebuild 按板切换——T6 换色批)
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var cell_size: float: # 只读属性(ui_layout_probe 断言面——旧私有名 _cell 的契约化出口)
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@@ -683,8 +685,13 @@ func _paint_cell(c: Vector2i, hero: Vector2i) -> void:
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else:
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if flag:
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bg = COL_BRICK
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glyph = "旗"
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digit_col = COL_FLAG
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# 封印旗纹理落位(迭代 9 卡⑬——tex_flag 槽接线,迭代 8 卡⑤降级债务清偿):
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# 纹理在位=字形「旗」退役(项目纹理槽惯例);缺盘=字形回退原语义(load_tex exists 守卫)
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if _flag_tex != null:
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u.tex_flag = _flag_tex
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else:
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glyph = "旗"
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digit_col = COL_FLAG
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else:
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bg = COL_BRICK
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# 瓦片模式(高墙接线批 2026-09-26):tex_base = 查表瓦片(未开=墙瓦片/已开=地面瓦片),
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@@ -716,6 +723,7 @@ func _paint_cell(c: Vector2i, hero: Vector2i) -> void:
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u.proj_band = 0.0
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u.tex_facade = null
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u.facade_strip = false
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u.tex_flag = null
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var south_n: Vector2i = c + Vector2i(0, 1)
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var north_n: Vector2i = c + Vector2i(0, -1)
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var south_in: bool = south_n.x >= 0 and south_n.y >= 0 and south_n.x < _board.width and south_n.y < _board.height
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@@ -875,6 +883,8 @@ func _load_board_tiles(board_type: String = "dungeon") -> void:
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_floor_tiles = floors
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_tiles_board_type = board_type
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_tiles_ok = true
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# 封印旗纹理(迭代 9 卡⑬——独立可选件:缺盘=字形回退,不触发瓦片整批回落语义)
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_flag_tex = UiKit.load_tex(TILE_FLAG_SEAL)
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# 整批回落(T6 换色批):请求套缺位 → 回落 dungeon 套(禁同板混渲染);dungeon 本身缺位 =
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