迭代42-卡1-T3: battle_orchestrator装板域拆件BoardInstaller(architecture v1.24 轴丙)——六函数(生成/全局变异决议/装板受理/资源摇号/变异布置/连通片生长)迁件board_installer.gd(RefCounted零UI零await,引用束注入rng/db/minesweeper/reward_economy/encounter/fatal_cb六键assert检查+自建BoardGenerator自接线fatal);宿主薄壳_install_and_reset承载复位块(五处计数清零+板序推进+board_changed发射+秘宝叠加层退役)时序逐字;三调用点(:270 begin_battle/:683 _exit_distribution/:717 player_request_refresh)改调薄壳;_board_generator成员退役(类变量38→37只降,禁无效成员义务)——薄壳内逐调用构建installer(BoardGenerator唯一成员=fatal_handler零跨调用状态,观察等价,免去宿主新成员);board_gen/variant_place两封闭流随件流名开流时点消费序零漂移(同种子断言面钉住);static_scan S7_B1_SET/S8_FILES增行board_installer(架构S7/S8随动条在册,9→10文件)。键10归绿:文件长1035→916≤1000键消失。孤立验证:variant_placement 49/round_flow 129/seal_polarity 70三套件绿+run_smoke 15项0失败+零新增键(现值10键=16-6归绿零EXTRA)

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DKChan committed 2026-10-29 07:26:34 +08:00
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@@ -308,13 +308,13 @@ fi
# 可回放纯逻辑步骤流(同种子同输入逐位复现),await 会打断确定性——「模块归属」B1 行已写明
# 「禁 await——切片 88 冒烟实证」。本闸为防回归防线(2026-10-24 人工 grep 盘面干净)。
# 扫描面:B1 域文件集(与 architecture.md「模块归属」B1 行同口径)=battle_orchestrator.gd
# + battle_fx_host.gd + reward_grant.gd 两拆件 + settlement/ 五段段类 + damage_controller.gd,共 9 文件,显式清单见 S8_FILES。
# + battle_fx_host.gd + reward_grant.gd + board_installer.gd 三拆件 + settlement/ 五段段类 + damage_controller.gd,共 10 文件,显式清单见 S8_FILES。
# 执行侧字面值豁免:脚本必须带字面值才能工作;文件集与架构文档冲突时以 B1 域文件集为准。
# 判据:文件集内出现 await 关键字即红(词边界 \bawait\b,任何形态——await 信号/协程/
# get_tree());排除注释行(行首 #/##)与字符串字面量(双引号包裹段内的 await 非代码),
# 口径仿 S1/S2 的 grep 排除手法。
# 自检:清单内文件缺位(路径写错/被改名)即判红——防扫面为空静默绿。
S8_FILES="game/core/battle_orchestrator.gd game/core/battle_fx_host.gd game/core/reward_grant.gd game/core/settlement/aura_segment.gd game/core/settlement/combat_segment.gd game/core/settlement/decay_segment.gd game/core/settlement/grant_segment.gd game/core/settlement/verdict_segment.gd game/core/damage_controller.gd"
S8_FILES="game/core/battle_orchestrator.gd game/core/battle_fx_host.gd game/core/reward_grant.gd game/core/board_installer.gd game/core/settlement/aura_segment.gd game/core/settlement/combat_segment.gd game/core/settlement/decay_segment.gd game/core/settlement/grant_segment.gd game/core/settlement/verdict_segment.gd game/core/damage_controller.gd"
S8_MISS=0
for f in $S8_FILES; do
if [ ! -f "$f" ]; then
@@ -356,7 +356,7 @@ fi
# 自检:扫描面为空即判红(require_scan_face);B1 文件集与三族自家文件缺位即判红
# (文件被改名=豁免名单失效,宁可红不可静默放行)。
if require_scan_face "S7" "$DIR_CORE"; then
S7_B1_SET="game/core/battle_orchestrator.gd game/core/battle_fx_host.gd game/core/reward_grant.gd game/core/settlement/aura_segment.gd game/core/settlement/combat_segment.gd game/core/settlement/decay_segment.gd game/core/settlement/grant_segment.gd game/core/settlement/verdict_segment.gd game/core/damage_controller.gd"
S7_B1_SET="game/core/battle_orchestrator.gd game/core/battle_fx_host.gd game/core/reward_grant.gd game/core/board_installer.gd game/core/settlement/aura_segment.gd game/core/settlement/combat_segment.gd game/core/settlement/decay_segment.gd game/core/settlement/grant_segment.gd game/core/settlement/verdict_segment.gd game/core/damage_controller.gd"
S7_MISS=0
for f in $S7_B1_SET game/core/unit_container.gd game/core/status_container.gd game/core/reward_economy.gd; do
if [ ! -f "$f" ]; then