T2(迭代22秘宝批): 核心层解锁服务换代+槽位档位约束——工坊渠道面退役(_workshop_progress/workshop_status/refresh_workshop_unlocks/meta_workshop_items/WORKSHOP_ITEM_IDS/workshop_items行族全删)换解锁混合制(buy_treasure_unlock钥石购买=余额闸+重复购拒+条件件误购拒/refresh_treasure_unlocks条件刷新=AND谓词+幂等/treasure_shop_status柜台投影); 计数读数单点_treasure_unlock_progress(adventure_cleared/boss_kill_count/vision_used); save_manager新增vision_used生涯计数域(add_vision_used收束入账+缺键补零不升版本); toggle_attunement三重校验(未解锁拒+满位禁选+件档rank≤装入位序档位格——卸下恒可效果面只读装配集); pause/camp两视图秘宝匣呈现换代+UiKit计数键与档位标签单点; smoke工坊段换V3/V4/V5断言(独立档[11]防路径污染)+meta表段行族规模换代3/3/2。冒烟895/0+单元21套+探针全绿〔秘宝批 V3/V4/V5/V14/V19数据源〕
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@@ -318,6 +318,12 @@ const FS_SUB := 18 # 副标题/小组标题(=棋盘数字下限同值)
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const FS_TITLE := 24 # 屏标题/横幅/价格
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const FS_H1 := 34 # 主标题/演算暴击
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# ── 秘宝解锁条件计数键 → 呈现标签(迭代 22 秘宝批 T4——秘宝匣柜台条件进度文案单点;键域=
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# TreasureItemTable.UNLOCK_COUNTER_KEYS 封闭枚举,键出域走「条件」兜底不炸)──
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const TREASURE_REQ_LABELS := {"adventure_cleared": "通关", "boss_kill_count": "Boss击杀", "vision_used": "真视使用"}
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# 秘宝档位 → 呈现名(契约 2 三档;legendary 传说空集合法不在柜)
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const TREASURE_TIER_LABELS := {"common": "普通", "excellent": "优秀", "rare": "稀有", "legendary": "传说"}
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# ── StyleBox 工厂 ──
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# margin = (左, 上, 右, 下);border_w = 0 即无边框(根底/遮罩用)
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# 圆角率单点(UI 设计对齐批 P5 甲 2026-10-06——容器/按钮全站唯一圆角值;数据框/数字牌/AP 点阵/准线/血条
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