T3标旗流四件+旗伤开单点(迭代12——整合定稿S5):relics.tres填flag四行(雷区图谱common·标中额外格面资源/猎巢人rare·控制巢穴伤害光环/完美布防rare·同轮全中旗伤×2/战旗军规rarest锚点·旗伤2复用board_typed零新配方);旗判定批后统一开单段(战旗军规每hit旗一张+完美布防本轮全中倍率——hit/miss轮末统计);猎巢人=weaken实例数动态rider(八型批side-wide承载——「对其中敌」简化全体先手附加值披露待追认);求值四旗+雷区图谱额外grant;冒烟+1断言表换代8行→689/0+run_all全绿

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DKChan committed 2026-10-04 01:43:00 +08:00
1 parent 836e0176fe
commit a85de50336
4 files changed
+93 -4

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+38
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@@ -114,6 +114,14 @@ func _relic_flags_for(relic_ids: Array) -> void:
"first_dig_spell":
flags["first_dig_spell"] = true
flags["spell_value"] = int(fx.get("value", 0))
"flag_resource":
flags["flag_resource_extra"] = int(fx.get("value", 0))
"nest_aura":
flags["nest_aura_value"] = int(fx.get("value", 0))
"flag_all_hit":
flags["flag_all_hit_mult"] = int(fx.get("value", 0))
"flag_strike":
flags["flag_strike_value"] = int(fx.get("value", 0))
var mt := int(tiers.get("magic", 0))
if mt >= 1:
flags["rider_flat"] = int(flags.get("rider_flat", 0)) + 1 # 档一质变(≥2 件):rider +1(provisional)
@@ -407,6 +415,30 @@ func _settle() -> void:
_damage.submit(vt)
for evt in _facts_flags:
_judge_flag(evt, ri)
# 战旗军规开单段(迭代 12 T3 标旗流——flag_judged 批后统一开单:轮末每面标中旗对最前存活敌
# 结算 board_typed 必中伤害〔复用零新配方;「旗所在巢穴敌」简化为 default_target 最前存活敌——
# 台账披露待追认〕;完美布防=本轮旗批全中(hit>0 且 miss==0)时旗伤 ×mult——全对推理奖励)。
# 扫雷结算触发点=flag_strike/flag_all_hit/nest_aura 挂点承载红线①。
if int(_damage.relic_flags.get("flag_strike_value", 0)) > 0:
var hits := 0
var misses := 0
for fevt in _facts_flags:
if bool(fevt.get("hit", false)):
hits += 1
else:
misses += 1
if hits > 0:
var mult := int(_damage.relic_flags.get("flag_all_hit_mult", 1))
var strike_value := int(_damage.relic_flags.get("flag_strike_value", 0))
if misses == 0 and mult > 1:
strike_value *= mult # 完美布防:同轮全中旗伤倍增(全对推理奖励)
for fevt in _facts_flags:
if not bool(fevt.get("hit", false)):
continue
var st_t := _damage.open_ticket(DamageController.KIND_BOARD_TYPED, "relic_flag_strike",
"战旗军规", "board", strike_value, DamageController.TARGET_FRONT_ALIVE, ri,
fevt.cell, "normal")
_damage.submit(st_t)
if _facts_path == "cleared":
_grant_clear_reward(ri)
_damage.flush() # 授予段界结账(B 模式——段内开单攒批到此统一兑现;A 模式 no-op;清图批前另有同步结账点)
@@ -627,6 +659,12 @@ func _judge_flag(evt: Dictionary, ri: int) -> void:
var fbt := _damage.open_ticket(DamageController.KIND_BOARD_BLAST, "attune_flag_burst", "标中殉爆", "board",
_attune_mag("flag_burst"), DamageController.TARGET_ALL_ALIVE, ri, cell, "", 0, "highlight", {})
_submit(fbt, false)
# 雷区图谱(迭代 12 T3 标旗流——标中雷额外获得一份格面资源:插旗开始产出对标开格;
# 复用 grant 单点,额外兑付走同一 _grant_routed 正向路由)
if int(_damage.relic_flags.get("flag_resource_extra", 0)) > 0:
var extra_snap = _reward_economy.grant(cell)
if extra_snap is Dictionary:
_grant_routed(extra_snap, "positive", "flag_hit", cell, ri, "", "(雷区图谱)")
var snap = _reward_economy.grant(cell)
if not (snap is Dictionary):
return
+8
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@@ -219,6 +219,14 @@ func _resolve_hero_attack(t: Dictionary) -> void:
# 与乘区(奥术余烬「普攻命中后恒定结算」语义);档二(magic 4 件)rider 可暴击=当次 crit 时
# rider 值乘暴击倍率。rider 不改变下限语义(landed 含 rider 后不再过 floor)。
var hero_rider := int(relic_flags.get("rider_flat", 0))
# 猎巢人(迭代 12 T3 标旗流——巢穴控制数转伤害光环):控制数 = 敌方 weaken(削弱)实例数
# 〔八型批 side-wide 状态行——标中旗控制巢穴的既有承载;原设计「对其中敌伤害」简化为全体
# 先手攻击附加值——台账披露待追认〕,每控制 1 巢 rider +Z。
var nest_aura := int(relic_flags.get("nest_aura_value", 0))
if nest_aura > 0:
for eff in effects.query_active("enemy"):
if String(eff.effect_id) == "weaken":
hero_rider += nest_aura
if hero_rider > 0:
if crit and bool(relic_flags.get("rider_crit", false)):
hero_rider = int(round(float(hero_rider) * float(db.settlement.crit_multiplier)))