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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@@ -44,9 +44,9 @@ func 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.treasure_transitional_rows():
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for row in db.crossrun.treasure_items.transitional_rows():
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var iid := String(row.get("item_id", ""))
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if meta.is_item_unlocked(iid):
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if meta.meta_state.item_unlocked(iid):
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out[iid] = true
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return out
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@@ -79,7 +79,7 @@ func on_slot_clicked(slot_handle: int) -> void:
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break
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if rec.is_empty() or bool(rec.get("used", false)):
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return
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var arow: Dictionary[Variant, Variant] = db.treasure_item_row(String(rec.get("item_id", "")))
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var arow: Dictionary[Variant, Variant] = db.crossrun.treasure_items.row_by_id(String(rec.get("item_id", "")))
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if String(arow.get("target", "none")) == "none":
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attempt_use(slot_handle) # AP 类:显式无目标即用(不再伪造哨兵坐标)
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return
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@@ -106,7 +106,7 @@ func attempt_use(handle: int, cell: Variant = null) -> void:
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refresh_slots()
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refresh_overlays()
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board_view.refresh() # 移除格即时落图(无移除态的件 diff 零变化幂等)
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var arow: Dictionary[Variant, Variant] = db.treasure_item_row(String(v.get("item_id", "")))
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var arow: Dictionary[Variant, Variant] = db.crossrun.treasure_items.row_by_id(String(v.get("item_id", "")))
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toast.show_toast("已使用 %s" % String(arow.get("display_name", "")), "info")
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@@ -144,7 +144,7 @@ func inventory_projection() -> Array:
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# 库存投影行(字形=名首字;usable=整图零信息预判回调接排雷玩法只读面)+
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# 积点进度浮窗行(自动兑付件 C 区悬停 tooltip 补 N/M 进度;件 id 锁定=装配行唯一)
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func _projection_row(rec: Dictionary, cs: Dictionary) -> Dictionary:
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var arow: Dictionary[Variant, Variant] = db.treasure_item_row(String(rec.get("item_id", "")))
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var arow: Dictionary[Variant, Variant] = db.crossrun.treasure_items.row_by_id(String(rec.get("item_id", "")))
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var dn := String(arow.get("display_name", ""))
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var note := ""
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if bool(cs.get("assembled", false)) and String(cs.get("item_id", "")) == String(rec.get("item_id", "")):
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