T17反馈修复批: ①debug调生命上限后当前血不同步bug修复——冒险账本置满/通关回血封顶口径改生效上限同式(表值+永久强化flat+加算区flat后乘TunePanel pct,与LevelRunner.effective_max_hp逐字同源;旧口径两处只算flat:26→104时开局血仍26/回血封顶按26算)+smoke回血断言窗口同步×5口径(pct=0恒等MC锚零漂移)②第17项选路呈现两主因修复(B线调研定位)——通道干线mid_x按源y偏移消共线重叠+选路停点非候选通道降透明35%(旧态:金岔路与石色结构网焊接成整列可走假象);闸=冒烟628/0+ui_probe/ui_input/fx三探针绿(ui_click_probe worktree环境不稳定卡死未决,主区复跑为准)

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DKChan committed 2026-10-02 04:56:55 +08:00
1 parent 4d007e480e
commit 9ed597b452
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@@ -394,6 +394,9 @@ func _draw_graph(canvas: Control) -> void:
var visited: Array = _runner.visited_ids()
var cand_ids: Array = _runner.next_candidate_ids()
# 连线(通道)先行画(方块覆盖其上);悬停预承诺 = 所属通道再增亮(加粗)
# T17 修复:选路停点(候选非空)非候选通道降透明——金岔路从结构网分离(干线共线重叠缺陷的
# 视觉主因:不同源通道共用同一垂直干线,金边与石色边焊接成「整列可走」假象)
var dim_passages: bool = not cand_ids.is_empty()
for node in nodes:
var from: Vector2 = pos[node]
for tid in _out_ids(node, nodes):
@@ -403,7 +406,7 @@ func _draw_graph(canvas: Control) -> void:
var to: Vector2 = pos[target]
var lit: bool = _id_of(node) == current_id and cand_ids.has(tid)
var hovered: bool = lit and _hover_id == tid
var col := COL_PASSAGE_LIT if lit else COL_PASSAGE
var col := COL_PASSAGE_LIT if lit else (Color(COL_PASSAGE, 0.35) if dim_passages else COL_PASSAGE)
var width := 4.0 if hovered else (3.0 if lit else 2.0) # 样张 v1 冻结:2/3/4(原 1.5 取整)
_draw_passage(canvas, from, to, col, width)
# 房间方块
@@ -511,6 +514,9 @@ func _draw_passage(canvas: Control, from: Vector2, to: Vector2, col: Color, widt
var b := to - Vector2(NODE_HALF.x, 0)
if b.x < a.x:
return
var mid_x := (a.x + b.x) / 2.0
# T17 修复:垂直干线 x 按源节点 y 偏移——不同源的边不再共线重叠(旧 mid_x=中点使相邻层
# 全部通道焊成一条干系,「金岔路+整列可走」误读的直接几何根源)。同源双边仍共线(同出发
# 点语义正确),跨源分离度 = 源行距 × 0.2(L2 行距 ~58px → 偏移 ~12px 可辨)。
var mid_x := (a.x + b.x) / 2.0 + (a.y - b.y) * 0.2
var pts := PackedVector2Array([a, Vector2(mid_x, a.y), Vector2(mid_x, b.y), b])
canvas.draw_polyline(pts, col, width)