iter41-卡1:核心数据面结构收敛批:85键全清——三族拆域+config_db归位容器+存档拆件+meta瘦身+adventure拆段+spawn束化;行为零变化,8新件在阈
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@@ -312,7 +312,7 @@ func _on_confirm_accepted() -> void:
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_close_modal(confirm_dialog) # 模态栈单口
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match _confirm_consumer:
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"delete_slot":
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save_manager.delete_slot(_confirm_consumer_slot)
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save_manager.slots.delete_slot(_confirm_consumer_slot)
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save_select_overlay.open_save_select(HudPresenter.save_select_data(save_manager)) # 就地刷新(该槽回空态)
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_confirm_consumer = ""
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@@ -366,9 +366,9 @@ func _wire_adventure() -> void:
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static func build_adventure_params(save_manager_ref: SaveManagerCore, meta_ref: MetaProgressionCore, extra: Dictionary = {}) -> Dictionary:
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var params: Dictionary[Variant, Variant] = {
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"hero_override": meta_ref.hero_override() if meta_ref != null else {},
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"attack_type": meta_ref.hero_attack_type() if meta_ref != null else "",
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"armor_type": meta_ref.hero_armor_type() if meta_ref != null else "",
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"attunement": save_manager_ref.attunement_equipped() if save_manager_ref != null else [],
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"attack_type": meta_ref.hero_type_axes()["attack"] if meta_ref != null else "",
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"armor_type": meta_ref.hero_type_axes()["armor"] if meta_ref != null else "",
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"attunement": save_manager_ref.meta_state.attune_state().equipped if save_manager_ref != null else [],
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"attune_refresh_y": meta_ref.attune_refresh_charges() if meta_ref != null else 0,
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"tree_rules": meta_ref.tree_rule_keys() if meta_ref != null else [],
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}
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@@ -447,7 +447,7 @@ func _on_battle_finished(payload: Dictionary) -> void:
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match String(decision.outcome):
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"next_layer":
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_inter_label.text = "第 %d 层通过!\nHP %d/%d 带入下一层" % [
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int(decision.layer), int(decision.carry_hp), int(db.hero.max_hp)]
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int(decision.layer), int(decision.carry_hp), int(db.combat.hero.max_hp)]
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_inter_overlay.visible = true
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_refresh_presentations()
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return
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@@ -772,11 +772,11 @@ func _on_refresh_confirmed() -> void:
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logger.log_action("refresh", Vector2i(-1, -1), ok)
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if ok:
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logger.log_ux("ux_refresh_attempt", {"result": "accepted", "round_refresh_index": _refresh_used_snapshot()})
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board_zone.toast.show_toast("RAP−%d · 旧板封印作废——新图已就位,AP 保留继续挖" % int(db.action_economy.rap_refresh_cost), "gold")
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board_zone.toast.show_toast("RAP−%d · 旧板封印作废——新图已就位,AP 保留继续挖" % int(db.run.action_economy.rap_refresh_cost), "gold")
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else:
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# 资源面/上限拒绝(EC13 合法拒绝可见;行动经济 无载荷——客户端按上下文推断)
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var rap: int = int(run_scope.settlement.presentation_snapshot().get("rap", 0)) if run_scope.settlement != null else 0
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var cost: int = int(db.action_economy.rap_refresh_cost)
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var cost: int = int(db.run.action_economy.rap_refresh_cost)
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var result := "rejected_rap" if rap < cost else "rejected_cap"
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logger.log_ux("ux_refresh_attempt", {"result": result, "round_refresh_index": _refresh_used_snapshot() + 1})
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if result == "rejected_rap":
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@@ -811,7 +811,7 @@ func _refresh_used_snapshot() -> int:
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func _refresh_presentations() -> void:
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# 每个核心信号/写调用返回后的全量重查装配(更新触发注记——无推送信号,命令式重查)
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var refresh_remaining: int = maxi(0, int(db.action_economy.refresh_cap_per_round) - _refresh_used_snapshot())
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var refresh_remaining: int = maxi(0, int(db.run.action_economy.refresh_cap_per_round) - _refresh_used_snapshot())
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HudPresenter.refresh(stage, info_panel, ap_bar, run_scope.settlement, run_scope.runner, run_scope.level_active, db, refresh_remaining)
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_treasure_ui.refresh_slots() # C 区秘宝槽重查(试炼镐积点进度随挖格刷新悬停浮窗)
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_sync_settlement_visuals()
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@@ -906,6 +906,6 @@ func _seed_value() -> int:
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# 封闭流、禁 randomize()/自建 RNG——组合根建种子属引擎熵豁免面,不进玩法 RNG 消费)
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if _seed_edit.text.is_valid_int():
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return int(_seed_edit.text)
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if save_manager.is_first_adventure_done():
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if save_manager.meta_state.career_state().first_adventure_done:
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return randi() # rng-seed-exempt(非首局空框引擎熵——组合根建种子不进玩法 RNG 消费,static_scan S1/S2 标记豁免)
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return 42
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