T4(迭代22秘宝批): 呈现换代——秘宝匣柜台购买钮(buy_requested信号链→presenter buy_treasure_unlock分支,禁用态=余额不足)+分档呈现(名后缀·档位/装配行档位标签/悬停desc)+装配段未解锁禁装; 呈现桥换代(旧提灯布尔桥set_fog_lantern/FOG_LANTERN_BONUS随行退役→set_fog_glow_bonus参数面,main._sync_treasure_glow消费attune_param_sum,off态写0复原契约保持); 巢穴预告toast(nest_preview_count读数口消费); 试炼镐HUD入口(ap_bar兑换钮+convert_pressed转发链+attune_convert_state读数口,未装配隐藏); ui_input_probe case⑮换代主语wide_scout_band+4; V13功能残留换代(breakpoint_resume/ smoke剔牌库/reward_overlay夹具换新件id)+过时注释清理; 修呈现组装断裂=BoardZoneView补convert_pressed转发(挂死根因=main直连不存在的板区信号致_build_ui中断)。冒烟895/0+run_all 22套+探针含click全绿〔秘宝批 V12/V13/V19〕
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@@ -77,7 +77,7 @@ var _flag_consumed := {} # 兑付资格以雷格实例为键
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# 同调装配运行态(迭代 11 第①批 T5——begin_battle 经 enc.attunement 注入;off=空集全部效果零扰动)
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var attunement: Array = [] # 装备中同调件 item_id 集
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var _attune_charges_ref: Dictionary = {} # 充能账本共享引用(迭代 11 第①批 T6——use_treasure 消费直改)
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var _attune_safe_seen := 0 # 掘进蓄能 battle 域安全开格计数(进度呈现取数面;积点账本=效果引擎计数器 dig_charge_bank——行 triggers counter_spend 订阅同账本)
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var _attune_safe_seen := 0 # 积点制件 battle 域安全开格计数(迭代 22 T3 通用化——装配集 ap_charge_safe 行扫描;积点账本=行 triggers counter_spend 声明的计数器,旧 dig_charge_bank 硬编码随行退役)
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# ---- 效果引擎扩签运行态(迭代 20 专长实装批 T1——新效果类型施加面;空订阅零扰动)----
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var _fx_hero_ac_base := -1 # 主角 AC 基线快照(enc.hero_armor_class;-1=表值兜底未解析)
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var _fx_ac_round := 0 # ac_bonus 本轮累积器(封印桩形态——round_start 清零)
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@@ -204,7 +204,7 @@ func _attune_has(item_id: String) -> bool:
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return attunement.has(item_id)
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# 装配集只读出口(迭代 19 卡④——呈现桥消费面:组合根每战装配链判「装配集含 fog_lantern」→
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# 装配集只读出口(迭代 19 卡④立——呈现桥消费面现归 attune_param_sum〔迭代 22 T4 换代〕;本口保留
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# board_view.set_fog_lantern。_attune_has 契约化出口,save v6 只读访问器先例;private 面内部调用
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# 零改动。只读零副作用——呈现侧判定专用,非结算写入口)
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func attune_has(item_id: String) -> bool:
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@@ -291,6 +291,24 @@ func use_attune_convert(item_id: String) -> Dictionary:
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return {"ok": true, "item_id": item_id}
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# 积点制件受理状态读数(迭代 22 秘宝批 T4——HUD 兑换钮态数据源:assembled=装配在册/
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# points=积点账现值/need=受理闸阈值〔行 counter_spend value〕。未装配=assembled false)
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func attune_convert_state() -> Dictionary:
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var row := _attune_charge_safe_row()
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if row.is_empty() or String(row.get("form", "")) != "active_charged":
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return {"assembled": false, "points": 0, "need": 0, "display_name": ""}
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var bank := ""
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var need := 1
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for tr_v in (row.get("triggers", []) as Array):
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var dd: Dictionary = (tr_v as Dictionary).get("do", {}) as Dictionary
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if String(dd.get("kind", "")) == "counter_spend":
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bank = String(dd.get("counter_id", ""))
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need = maxi(1, int(dd.get("value", 1)))
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break
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return {"assembled": true, "points": _fx.counter(bank) if bank != "" else 0, "need": need,
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"display_name": String(row.get("display_name", ""))}
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# 特性求值(内容数据驱动扩展批 T3——_feat_flags_for 挂点求值退役:效果行为=数据行 triggers 订阅,
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# 效果引擎 dispatch 分发;旧 23 hook 枚举与旗注入消亡。流派档位质变=FeatsEngine 纯函数求值
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# (档位机制本身系引擎基建非内容效果),两运行态注伤害控制器:档一 rider+1 / 档二 rider 可暴击)
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@@ -9,11 +9,10 @@
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# effect_kinds ⊆ {mine_reveal, reward_preview, ap_grant}(活性校验见下)/ target ∈ {none, area_3x3, board_wide} /
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# magnitude [0,999](仅 ap_grant 行消费,加载校验 ≥1)/ use_phase ∈ {active_dig}。
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# additive 两标记(迭代 7 T1——拍板①④的表内表达,非 registry fields 预登记字段的扩列随批登记):
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# retired = 退役留痕行(loot_compass——未开格类型微光常显覆盖预读价值,2026-09-29 用户拍板退役;
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# 行名保留=meta.tres workshop_items 六件词表恰全校验兼容,存档 item_unlocks 旧键无害;
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# 免活性校验、不入投放校验、不入 F2 覆盖面、奖励节点/掉落池排除)
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# deferred = 效果失义待重定行(probe_dust/catacomb_scroll——原显影半边随雾格移除失义,效果与目标
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# 随秘宝整体重设计归 Alpha(2026-09-20 用户拍板);免 effect_kinds 非空校验、不入投放与 F2)
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# retired = 退役留痕行(历史形态——迭代 11-19 期载体;新目录 12 行零 retired 行〔迭代 22 T1 全量
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# 换代〕,机制面保留=deferred/retired 双标记的加载豁免通道仍在役)
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# deferred = 效果失义待重定行(历史形态——显影尘/地穴全图卷 2026-09-20 拍板;新目录零 deferred 行,
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# 机制面保留同上;免 effect_kinds 非空校验、不入投放与 F2)
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# 承重护栏(秘宝 GDD §结构冻结,schema 校验强制不靠运行时拦截):
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# 真视窄域——effect_kinds 含 mine_reveal 的活行 target 必须 area_3x3(真视一次最多 3×3,禁全图看雷);
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# board_wide 仅恢复推理原料类——target=board_wide 的活行 effect_kinds 不得含 mine_reveal(现行无此类活行,
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@@ -79,9 +79,18 @@ func on_camp_buy(attr: String) -> void:
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var meta = _meta_get.call()
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if meta == null:
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return
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# 秘宝钥石购买(迭代 22 秘宝批 T4——秘宝匣柜台购买钮意图;写口唯一=buy_treasure_unlock,
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# 余额闸/重复购/条件件误购三重拒绝零副作用)
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if attr != "attune_refresh":
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if not meta.buy_treasure_unlock(attr):
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toast.show_toast("购买被拒(余额不足或不可购买)", "warn")
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return
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camp_overlay.refresh_camp(camp_data())
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_refresh_presentations.call()
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return
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# Y 刷新升级行购买(迭代 11 第①批 T4——P1 甲;双入口之一 Q1 裁乙——树上 ks_refresh 同账;
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# 按钮禁用为常态防线,兜底拒绝可见 pattern 1。属性锻造面已退役——buy_forge 分支随批删除)
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if attr != "attune_refresh" or not meta.buy_attune_refresh():
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if not meta.buy_attune_refresh():
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toast.show_toast("购买被拒", "warn")
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return
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camp_overlay.refresh_camp(camp_data())
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+38
-13
@@ -235,6 +235,7 @@ func _build_ui() -> void:
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info_panel.treasure_slot_clicked.connect(_treasure_ui.on_slot_clicked) # 迭代 7 T4——两步交互第一步
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board_zone.stop_pressed.connect(_on_stop_pressed)
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board_zone.refresh_confirmed.connect(_on_refresh_confirmed)
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board_zone.convert_pressed.connect(_on_convert_pressed) # 积点兑换(迭代 22 秘宝批 T4——试炼镐 HUD 入口)
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board_zone.legend_toggled.connect(_on_legend_toggled)
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board_zone.hover_forbidden.connect(_on_hover_forbidden)
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board_zone.chord_attempted.connect(_on_chord_attempted)
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@@ -849,14 +850,15 @@ func _on_round_started(ri: int) -> void:
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else:
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_row_pacer.enqueue({"__round_line": ri})
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settlement_fx.play_round_banner(ri)
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# 提灯视野同步(迭代 19 卡④——呈现桥:每战首轮按装配集显式重算 set_fog_lantern 含否〔🔴 契约 7
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# Q8.1 复原语义:禁依赖战斗结束隐式复原——下一战装配链重算即含「未装配→写 0」复原〕)。挂点时序
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# 依据:round_started 首轮发射位在 begin_battle 尾(attunement 注入之后)——board_changed 在
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# _install_new_board 内先发、装配集后注入,同帧直挂会读到上一战的旧集,故挂此处不挂 _on_board_changed。
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# settlement 空防御照 :854 既有形态(接手先于本信号:冒险路径 board_changed 内 runner 同步、debug
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# 路径 battle_created 先于 begin_battle)。未装配=false→写 0=缺省零扰动基线逐位不变。
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# 秘宝呈现同步(迭代 22 秘宝批 T4 换代——旧提灯桥 _sync_fog_lantern 随行退役;每战首轮装配链
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# 显式重算〔🔴 契约复原语义沿迭代 19 卡④ Q8.1:下一战装配链重算即含「未装配→写 0」复原〕。
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# 挂点时序依据不变:round_started 首轮发射位在 begin_battle 尾(attunement 注入之后)。
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# settlement 空防御照既有形态。未装配=参数 0→写 0=缺省零扰动基线逐位不变。)
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if ri == 1:
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_sync_fog_lantern()
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_sync_treasure_glow()
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# 巢穴预告呈现(迭代 22 秘宝批 T4——装板报数量读数口消费:≥0=本战装配命中,toast 一次性提示)
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if settlement != null and int(settlement.nest_preview_count) >= 0:
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board_zone.toast.show_toast("巢穴预告——本板危险格共 %d 个" % int(settlement.nest_preview_count), "info")
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# 开战横幅——板级地形变异预告(全局作用域变异首发批 2026-10-04):首轮快照 board_variants
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# 非空才发射(Boss 图恒带一型=替换制;普通图空快照零发射);轮横幅下方叠行,view 内判减动效。
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if ri == 1 and settlement != null:
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@@ -880,14 +882,14 @@ func _on_board_changed() -> void:
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_refresh_presentations()
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# 提灯视野呈现桥(迭代 19 卡④——装配集只读出口消费面:settlement.attune_has("fog_lantern") 真值
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# 显式写给 board_view.set_fog_lantern(true=半径 8+2 / false=复原 0),写入即 setter 内 refresh 全板
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# 重算雾态。调用点=每战首轮装配链(_on_round_started ri==1)——纯呈现边界 🔴 契约 2:只写呈现态布尔,
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# minesweeper 结算零触碰;off 态(未装配)写 0=与既有基线逐位一致。
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func _sync_fog_lantern() -> void:
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# 秘宝视野呈现桥(迭代 22 秘宝批 T4 换代——旧提灯桥随 fog_lantern 行退役;阔视野带 light_radius_bonus
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# 装配参数合计显式写给 board_view.set_fog_glow_bonus(装配=半径 8+4 / 未装配=复原 0),写入即 setter
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# 内 refresh 全板重算雾态。调用点=每战首轮装配链(_on_round_started ri==1)——纯呈现边界 🔴 契约 2:
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# 只写呈现态参数,minesweeper 结算零触碰;off 态(未装配)写 0=与既有基线逐位一致。
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func _sync_treasure_glow() -> void:
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if settlement == null or board_view == null:
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return
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board_view.set_fog_lantern(settlement.attune_has("fog_lantern"))
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board_view.set_fog_glow_bonus(settlement.attune_param_sum("light_radius_bonus"))
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# ---- 一次性非模态提示(每 run 一次——pattern 10)与诚实提示 ----
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@@ -1233,9 +1235,32 @@ 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_round)
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HudPresenter.refresh(stage, info_panel, ap_bar, settlement, runner, _level_active, db, refresh_remaining)
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_sync_convert_button()
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_sync_settlement_visuals()
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# 积点兑换钮态(迭代 22 秘宝批 T4——读数口命令式重查;未装配=隐藏零占位)
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func _sync_convert_button() -> void:
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if settlement == null:
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board_zone.ap_bar.set_convert_state(false, 0, 0, "")
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return
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var cs: Dictionary = settlement.attune_convert_state()
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board_zone.ap_bar.set_convert_state(bool(cs.get("assembled", false)), int(cs.get("points", 0)),
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int(cs.get("need", 0)), String(cs.get("display_name", "")))
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func _on_convert_pressed() -> void:
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if settlement == null:
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return
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var v: Dictionary = settlement.use_attune_convert("trial_pick")
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if not bool(v.get("ok", false)):
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board_zone.toast.show_toast(String(v.get("reason", "无法兑换")), "warn")
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return
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logger.log_action("convert", Vector2i(-1, -1), true)
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board_view.refresh()
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_refresh_presentations()
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func _sync_settlement_visuals() -> void:
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# 结算阶段(round_end → 下一轮):D 区去饱和+金橙偏移锁输入(明度不变)+ 明细带展开 84px
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var settling := _is_settling()
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@@ -13,6 +13,7 @@ extends PanelContainer
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signal stop_pressed
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signal refresh_confirmed
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signal legend_toggled
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signal convert_pressed # 积点兑换意图(迭代 22 秘宝批 T4——写口唯一=BattleOrchestrator.use_attune_convert)
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const COL_GOLD := UiKit.GOLD
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const COL_DOT_OFF := UiKit.DOT_OFF
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@@ -21,6 +22,7 @@ const COL_INK := UiKit.INK
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var _dots: HBoxContainer
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var _ap_label: Label
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var _btn_stop: Button
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var _btn_convert: Button # 积点兑换钮(迭代 22 秘宝批 T4——试炼镐 HUD 入口;未装配隐藏)
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var _btn_legend: Button
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var _btn_refresh: Button
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var _refresh_sub: Label
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@@ -61,6 +63,12 @@ func _init() -> void:
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_btn_stop.pressed.connect(_emit_stop_pressed)
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row.add_child(_btn_stop)
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_btn_convert = UiKit.button("兑换", 0.0) # 行板紧凑钮豁免——积点兑换(试炼镐;未装配隐藏)
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_btn_convert.size_flags_vertical = Control.SIZE_SHRINK_CENTER
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_btn_convert.visible = false
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_btn_convert.pressed.connect(func(): convert_pressed.emit())
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row.add_child(_btn_convert)
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var spacer := Control.new()
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spacer.size_flags_horizontal = Control.SIZE_EXPAND_FILL
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row.add_child(spacer)
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@@ -128,6 +136,15 @@ func set_refresh_cost(cost: int) -> void:
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_confirm_lab.text = "RAP−%d · 旧板旗作废" % cost
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# 积点兑换钮(迭代 22 秘宝批 T4——试炼镐转化获取 HUD 入口:装配时在列〔visible〕、
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# 积点未达 disabled;文案=件名+进度。未装配=隐藏零占位)
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func set_convert_state(assembled: bool, points: int, need: int, display_name: String) -> void:
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_btn_convert.visible = assembled
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if assembled:
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_btn_convert.text = "%s %d/%d" % [display_name, points, need]
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_btn_convert.disabled = points < need
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func set_refresh_state(remaining: int, ready: bool) -> void:
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_refresh_sub.text = "RAP−%d · 剩 %d 次" % [refresh_cost, remaining]
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_btn_refresh.disabled = not ready
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@@ -136,16 +136,15 @@ var _digit_plate := false # 数字色牌垫底模式(双峰纹理
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# ---- 视野迷雾(迭代 11 第④批 T2/T4——纯呈现层;正主=HUD框架「视野迷雾」节 v0.13,渲染规格=art-bible §6.5 v3.5)----
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const FOG_RADIUS := 8 # 菱形灯光区基准半径(曼哈顿距离 ≤R——与微光环「周围 8 格」同圈起步;半径基准值改动=非白名单须用户)
|
||||
const FOG_LANTERN_BONUS := 2 # 提灯视野外扩插值位(+2=2026-09-30 拍板值;载体=迭代 19 卡④ fog_lantern 秘宝行落籍 2026-10-08——原「归 Alpha 信息件批」指路句随批换代)
|
||||
var _fog_enabled := true # 迷雾开关(呈现态布尔——真实游戏恒 on;探针/夹具可 off=无迷雾基线,两态结算逐位一致断言面)
|
||||
var _fog_lantern := 0 # 提灯加成现值(缺省 0=无提灯基线零扰动;生产写入面=组合根每战装配链显式重算——main._sync_fog_lantern)
|
||||
var _fog_lantern := 0 # 视野加成现值(缺省 0=无加成基线零扰动;生产写入面=组合根每战装配链显式重算——main._sync_treasure_glow)
|
||||
|
||||
# 提灯视野外扩接线(迭代14⑤——2026-09-30 拍板④:灯甲视野外扩 +2、类型微光不随视野扩〔微光锚=可挖域
|
||||
# 贴身 8 邻零改动〕。FOG_LANTERN_BONUS 常量与半径算式迷雾批已在位,本 setter=公共接线面:载体道具
|
||||
# 〔fog_lantern 魔法提灯——迭代 19 卡④落籍 2026-10-08,treasure_items.tres 秘宝·同调位新行〕已到位,
|
||||
# 组合根 main._sync_fog_lantern 每战首轮装配链显式重算调用;缺省 0=无提灯基线零扰动。
|
||||
func set_fog_lantern(enabled: bool) -> void:
|
||||
_fog_lantern = FOG_LANTERN_BONUS if enabled else 0
|
||||
# 视野加成接线(迭代 22 秘宝批 T4 换代——旧提灯布尔桥 set_fog_lantern 与 FOG_LANTERN_BONUS 常量
|
||||
# 随 fog_lantern 行退役摘除〔V12〕;新主语=阔视野带 light_radius_bonus 装配参数(magnitude 4→半径
|
||||
# 8+4=12 格 provisional);类型微光不随视野扩〔微光锚=可挖域贴身 8 邻零改动〕沿迭代 14⑤ 拍板。
|
||||
# 组合根 main._sync_treasure_glow 每战首轮装配链显式重算调用;缺省 0=off 态与旧基线逐位一致。
|
||||
func set_fog_glow_bonus(bonus: int) -> void:
|
||||
_fog_lantern = maxi(0, bonus)
|
||||
refresh() # 灯光区半径变了——全板重算雾态(refresh/notify_hero_move 既有重绘驱动复用)
|
||||
|
||||
var cell_size: float: # 只读属性(ui_layout_probe 断言面——旧私有名 _cell 的契约化出口)
|
||||
|
||||
@@ -18,6 +18,7 @@ var _board_area: Control # resized 命名转发用(原 lambda 局部捕获
|
||||
signal action_requested(cell: Vector2i, kind: String)
|
||||
signal stop_pressed
|
||||
signal refresh_confirmed
|
||||
signal convert_pressed # 积点兑换意图转发(迭代 22 秘宝批 T4——试炼镐 HUD 入口,源=ap_bar)
|
||||
signal legend_toggled
|
||||
signal hover_forbidden(cell: Vector2i)
|
||||
signal chord_attempted(cell: Vector2i)
|
||||
@@ -82,6 +83,7 @@ func _init() -> void:
|
||||
board_view.chord_attempted.connect(_forward_chord)
|
||||
ap_bar.stop_pressed.connect(_emit_stop_pressed)
|
||||
ap_bar.refresh_confirmed.connect(_emit_refresh_confirmed)
|
||||
ap_bar.convert_pressed.connect(_emit_convert_pressed)
|
||||
ap_bar.legend_toggled.connect(_emit_legend_toggled)
|
||||
|
||||
|
||||
@@ -105,6 +107,10 @@ func _emit_stop_pressed() -> void:
|
||||
stop_pressed.emit()
|
||||
|
||||
|
||||
func _emit_convert_pressed() -> void:
|
||||
convert_pressed.emit()
|
||||
|
||||
|
||||
func _emit_refresh_confirmed() -> void:
|
||||
refresh_confirmed.emit()
|
||||
|
||||
|
||||
@@ -333,6 +333,9 @@ func refresh_camp(data: Dictionary) -> void:
|
||||
card.status_l.text = st_text
|
||||
card.status_l.add_theme_color_override("font_color", st_col)
|
||||
card.status_l.tooltip_text = st_text # 截断兜底(状态列 EXPAND_FILL 吸余宽——悬停看全文)
|
||||
# 购买钮余额联动(迭代 22 秘宝批 T4——禁用态=余额不足,常态防线;pattern 1 兜底拒绝可见归 presenter)
|
||||
if card.get("buy_btn") != null:
|
||||
card.buy_btn.disabled = balance < int(card.get("price", 0))
|
||||
# 同调装配段状态就地刷(迭代 11 第①批 T4——Slots 点亮/满位禁选/Y 升级行余额联动)
|
||||
var att: Dictionary = data.get("attune", {})
|
||||
if _attune_header_l != null:
|
||||
@@ -345,7 +348,8 @@ func refresh_camp(data: Dictionary) -> void:
|
||||
for card2 in _attune_btns:
|
||||
var on: bool = eq_set.has(String(card2.item_id))
|
||||
card2.btn.text = "卸下" if on else "装配"
|
||||
card2.btn.disabled = (not on) and eq.size() >= slots_n # 满位禁选
|
||||
# 满位禁选+未解锁禁装(迭代 22 T4——已装件恒可卸下;unlocked 快照随 rebuild 刷新)
|
||||
card2.btn.disabled = (not on and eq.size() >= slots_n) or (not on and not bool(card2.get("unlocked", false)))
|
||||
if _refresh_l != null:
|
||||
var rf: Dictionary = att.get("refresh", {})
|
||||
_refresh_l.text = "三选一刷新 +%d 次/冒险 · Lv%d" % [int(rf.get("charges", 0)), int(rf.get("level", 0))]
|
||||
@@ -368,10 +372,12 @@ func _rebuild_workshop(data: Dictionary) -> void:
|
||||
var line := HBoxContainer.new()
|
||||
line.add_theme_constant_override("separation", 12)
|
||||
card.add_child(line)
|
||||
var name_l := UiKit.label(String(row.get("display_name", "")),UiKit.FS_HINT, true, UiKit.INK)
|
||||
var tier_name := String(UiKit.TREASURE_TIER_LABELS.get(String(row.get("tier", "")), ""))
|
||||
var name_l := UiKit.label(String(row.get("display_name", "")) + ("·" + tier_name if tier_name != "" else ""),UiKit.FS_HINT, true, UiKit.INK)
|
||||
name_l.custom_minimum_size = Vector2(132, 0)
|
||||
name_l.clip_text = true
|
||||
name_l.text_overrun_behavior = TextServer.OVERRUN_TRIM_ELLIPSIS
|
||||
name_l.tooltip_text = String(row.get("desc", "")) # 件效果摘要悬停可见(分档呈现契约——槽位档位=名后缀)
|
||||
line.add_child(name_l)
|
||||
var progress_l := UiKit.label("",UiKit.FS_HINT, false, UiKit.STONE_DEEP) # 尾裁微批a 2026-10-08——同行价格墨同案
|
||||
progress_l.custom_minimum_size = Vector2(150, 0)
|
||||
@@ -384,8 +390,15 @@ func _rebuild_workshop(data: Dictionary) -> void:
|
||||
status_l.text_overrun_behavior = TextServer.OVERRUN_TRIM_ELLIPSIS
|
||||
status_l.size_flags_horizontal = Control.SIZE_EXPAND_FILL
|
||||
line.add_child(status_l)
|
||||
# 钥石购买钮(迭代 22 秘宝批 T4——购买件且未解锁时在列;写口唯一=buy_treasure_unlock,
|
||||
# 经 buy_requested(item_id) 信号走 presenter 分支;禁用态=余额不足)
|
||||
var buy_btn: Button = null
|
||||
if not bool(row.get("unlocked", false)) and String(row.get("mode", "")) == "keystone":
|
||||
buy_btn = UiKit.button("购买 %d" % int(row.get("price", 0)), 0.0) # 行板紧凑钮豁免
|
||||
buy_btn.pressed.connect(_emit_buy_requested.bind(String(row.get("item_id", ""))))
|
||||
line.add_child(buy_btn)
|
||||
_workshop_holder.add_child(card)
|
||||
_workshop_rows.append({"item_id": String(row.get("item_id", "")), "progress_l": progress_l, "status_l": status_l})
|
||||
_workshop_rows.append({"item_id": String(row.get("item_id", "")), "progress_l": progress_l, "status_l": status_l, "buy_btn": buy_btn, "price": int(row.get("price", 0)), "unlocked": bool(row.get("unlocked", false))})
|
||||
_rebuild_attune(data)
|
||||
|
||||
|
||||
@@ -408,12 +421,17 @@ func _rebuild_attune(data: Dictionary) -> void:
|
||||
var form_l := UiKit.label("被动" if String(row.get("form", "")) == "passive" else "主动·充能",UiKit.FS_CAPTION, false, UiKit.STONE)
|
||||
form_l.custom_minimum_size = Vector2(58, 0)
|
||||
line.add_child(form_l)
|
||||
# 档位标签(迭代 22 秘宝批 T4——槽位档位显示:件档=普通/优秀/稀有,装入须件档≤格档契约 2 的呈现半边)
|
||||
var tier_l := UiKit.label(String(UiKit.TREASURE_TIER_LABELS.get(String(row.get("tier", "")), "—")),UiKit.FS_CAPTION, false, UiKit.STONE)
|
||||
tier_l.custom_minimum_size = Vector2(36, 0)
|
||||
line.add_child(tier_l)
|
||||
var btn := UiKit.button("装配", 0.0) # 行板紧凑钮豁免
|
||||
btn.pressed.connect(attune_toggled.emit.bind(iid))
|
||||
btn.disabled = not bool(row.get("unlocked", false)) # 未解锁禁装(解锁为装配前置——toggle 写口同守卫)
|
||||
line.add_child(btn)
|
||||
_workshop_holder.add_child(line)
|
||||
_attune_nodes.append(line)
|
||||
_attune_btns.append({"item_id": iid, "btn": btn})
|
||||
_attune_btns.append({"item_id": iid, "btn": btn, "unlocked": bool(row.get("unlocked", false)), "equipped": bool(row.get("equipped", false))})
|
||||
var refresh_line := HBoxContainer.new()
|
||||
refresh_line.add_theme_constant_override("separation", 6)
|
||||
_refresh_l = UiKit.label("",UiKit.FS_CAPTION, false, UiKit.STONE)
|
||||
|
||||
@@ -601,8 +601,8 @@ func _smoke_adventure() -> void:
|
||||
# ⑪ 池耗即枯竭 + 池收缩 + 满血回 0(TP0——white-box:耗尽 attack/ap 令牌后候选零出现;
|
||||
# 种类次数上限退役,「达上限剔除」语义由牌库耗尽承载)
|
||||
var a11 = load("res://core/adventure_runner.gd").new(_db, _fresh_rng(11))
|
||||
check(a11.start_adventure(11, {"first_script": true, "treasure_unlocked": {"blast_kit": true}}),
|
||||
"剔牌库/替换场景:冒险启动(seed 11——道具解锁集只含 blast_kit)")
|
||||
check(a11.start_adventure(11, {"first_script": true, "treasure_unlocked": {"wide_scout_band": true}}),
|
||||
"剔牌库/替换场景:冒险启动(seed 11——道具解锁集只含 wide_scout_band)")
|
||||
for di in range(a11._curio_deck.size() - 1, -1, -1):
|
||||
var dk := String((a11._curio_deck[di] as Dictionary).get("kind", ""))
|
||||
if dk == "attack" or dk == "ap":
|
||||
@@ -635,7 +635,7 @@ func _smoke_adventure() -> void:
|
||||
"满血通关回血 0 合法(封顶口径——heal_gained=0 非负溢出)")
|
||||
# ⑬ 奖励节点共享池(迭代 10 追加批——同库同池同摘牌;TP0:attack 令牌耗尽后节点域同样零出现)
|
||||
var a13 = load("res://core/adventure_runner.gd").new(_db, _fresh_rng(13))
|
||||
check(a13.start_adventure(13, {"first_script": true, "treasure_unlocked": {"blast_kit": true}}),
|
||||
check(a13.start_adventure(13, {"first_script": true, "treasure_unlocked": {"wide_scout_band": true}}),
|
||||
"节点共享池场景:冒险启动(seed 13)")
|
||||
for di13 in range(a13._curio_deck.size() - 1, -1, -1):
|
||||
if String((a13._curio_deck[di13] as Dictionary).get("kind", "")) == "attack":
|
||||
@@ -4744,7 +4744,7 @@ func _meta_settle_and_workshop() -> void:
|
||||
# 三键恒空(缺陷①),冒烟夹具直呼 runner 参数面拦不住——此处直呼 main.build_adventure_params
|
||||
# 单测统一构造面(static 免实例化整菜单场景;真实两入口共用本构造),取值与营地投影同源)
|
||||
var sv_e = _meta_new_save(_META_SMOKE_PATHS[8])
|
||||
sv_e.set_attunement_equipped(["luck_coin"])
|
||||
sv_e.set_attunement_equipped(["morning_order"])
|
||||
sv_e.set_attune_refresh_level(2)
|
||||
sv_e.set_fork_side("fg_posture", "a")
|
||||
var mp_e = load("res://core/meta_progression.gd").new(_db, sv_e)
|
||||
|
||||
@@ -328,9 +328,9 @@ func _ready() -> void:
|
||||
# ---- case⑮ 视野迷雾(迭代 11 第④批 T5——三态呈态/半径圈/移动跟随/开关两态零扰动/提灯插值位;
|
||||
# 纯呈现零逻辑——迷雾开关切换前后 minesweeper 状态摘要逐位一致) ----
|
||||
var fogp: Dictionary = bv.fog_params_probe()
|
||||
if int(bv.FOG_RADIUS) != 8 or int(bv.FOG_LANTERN_BONUS) != 2 or int(fogp["lantern"]) != 0 or not fogp["enabled"]:
|
||||
_problems.append("case⑮ 迷雾参数漂移(R=%s bonus=%s lantern=%s enabled=%s 应=8/2/0/true)"
|
||||
% [str(bv.FOG_RADIUS), str(bv.FOG_LANTERN_BONUS), str(fogp["lantern"]), str(fogp["enabled"])])
|
||||
if int(bv.FOG_RADIUS) != 8 or int(fogp["lantern"]) != 0 or not fogp["enabled"]:
|
||||
_problems.append("case⑮ 迷雾参数漂移(R=%s lantern=%s enabled=%s 应=8/0/true——旧提灯常量随行退役摘除)"
|
||||
% [str(bv.FOG_RADIUS), str(fogp["lantern"]), str(fogp["enabled"])])
|
||||
else:
|
||||
var hero15: Vector2i = ms.hero_pos()
|
||||
var b15 = ms.current_board()
|
||||
@@ -392,8 +392,9 @@ func _ready() -> void:
|
||||
if int(bv.cells_probe()[Vector2i(0, 0)].fog_state) == 0 \
|
||||
and absi(0 - hero15.x) + absi(0 - hero15.y) > int(bv.FOG_RADIUS):
|
||||
_problems.append("case⑮ 迷雾复开后远角未复原遮蔽(fog_state=0)")
|
||||
# 提灯 +2 接线断言(迭代14⑤——set_fog_lantern(true) → 半径 8+2:dist==R+1 格由雾态转可见,
|
||||
# 关闭复原 lantern=0;纯接线零逻辑——半径算式迷雾批已在位)
|
||||
# 视野加成接线断言(迭代 22 秘宝批 T4 换代——旧提灯 +2 主语随 fog_lantern 行退役;
|
||||
# 新主语=阔视野带参数注入 set_fog_glow_bonus(4) → 半径 8+4:dist==R+1 格由雾态转可见,
|
||||
# 卸装复原 lantern=0;纯接线零逻辑——半径算式迷雾批已在位)
|
||||
var ring_cell := Vector2i(-99, -99)
|
||||
for y in b15.height:
|
||||
for x in b15.width:
|
||||
@@ -403,39 +404,40 @@ func _ready() -> void:
|
||||
if ring_cell.x != -99:
|
||||
break
|
||||
if ring_cell.x == -99:
|
||||
_problems.append("case⑮ 板面无 dist==R+1 格(提灯断言取数异常)")
|
||||
_problems.append("case⑮ 板面无 dist==R+1 格(视野加成断言取数异常)")
|
||||
else:
|
||||
var pre_lantern: int = int(bv.cells_probe()[ring_cell].fog_state)
|
||||
bv.set_fog_lantern(true)
|
||||
if int(bv.fog_params_probe()["lantern"]) != 2:
|
||||
_problems.append("case⑮ 提灯接雾参数未变(lantern 应=2)")
|
||||
bv.set_fog_glow_bonus(4)
|
||||
if int(bv.fog_params_probe()["lantern"]) != 4:
|
||||
_problems.append("case⑮ 视野加成接雾参数未变(lantern 应=4)")
|
||||
if int(bv.cells_probe()[ring_cell].fog_state) != 0:
|
||||
_problems.append("case⑮ 提灯 +2 后 dist==R+1 格仍被遮(应转可见 fog_state=0,改前=%d)" % pre_lantern)
|
||||
bv.set_fog_lantern(false)
|
||||
_problems.append("case⑮ 视野 +4 后 dist==R+1 格仍被遮(应转可见 fog_state=0,改前=%d)" % pre_lantern)
|
||||
bv.set_fog_glow_bonus(0)
|
||||
if int(bv.fog_params_probe()["lantern"]) != 0:
|
||||
_problems.append("case⑮ 提灯关闭后雾参数未复原(lantern 应=0)")
|
||||
_problems.append("case⑮ 视野加成清零后雾参数未复原(lantern 应=0)")
|
||||
if int(bv.cells_probe()[ring_cell].fog_state) == 0:
|
||||
_problems.append("case⑮ 提灯关闭后 dist==R+1 格未复原遮蔽")
|
||||
# 载体级断言(迭代 19 卡④——fog_lantern 装配链贯通:①装配→开局参数面〔build_adventure_params
|
||||
# 统一构造=卡⓪①缺陷修复面回归〕②装配集→呈现桥〔_sync_fog_lantern 消费 attune_has 只读出口
|
||||
# →set_fog_lantern〕→视野 +2 生效与卸装复原。settlement.attunement 手动注入=模拟 begin_battle
|
||||
# enc 注入后的运行态〔注入面本体归冒烟+单测覆盖〕;不重启冒险——case⑯ 起既有板面继续用)
|
||||
main.save_manager.set_attunement_equipped(["fog_lantern"])
|
||||
_problems.append("case⑮ 视野加成清零后 dist==R+1 格未复原遮蔽")
|
||||
# 装配链级断言(迭代 22 秘宝批 T4 换代——wide_scout_band 装配链贯通:①装配→开局参数面
|
||||
# 〔build_adventure_params 统一构造〕②装配集→呈现桥〔_sync_treasure_glow 消费
|
||||
# attune_param_sum 只读出口→set_fog_glow_bonus〕→视野 +4 生效与卸装复原。
|
||||
# settlement.attunement 手动注入=模拟 begin_battle enc 注入后的运行态〔注入面本体归
|
||||
# 冒烟+单测覆盖〕;不重启冒险——case⑯ 起既有板面继续用)
|
||||
main.save_manager.set_attunement_equipped(["wide_scout_band"])
|
||||
var p_lantern: Dictionary = main.build_adventure_params(main.save_manager, main.meta)
|
||||
if not (p_lantern.get("attunement", []) as Array).has("fog_lantern"):
|
||||
_problems.append("case⑮ 载体装配未进开局参数面(attunement=%s 应含 fog_lantern)" % str(p_lantern.get("attunement", [])))
|
||||
main.settlement.attunement = ["fog_lantern"]
|
||||
main._sync_fog_lantern()
|
||||
if int(bv.fog_params_probe()["lantern"]) != 2:
|
||||
_problems.append("case⑮ 载体装配后视野未扩(lantern 应=2——呈现桥未生效)")
|
||||
if not (p_lantern.get("attunement", []) as Array).has("wide_scout_band"):
|
||||
_problems.append("case⑮ 装配未进开局参数面(attunement=%s 应含 wide_scout_band)" % str(p_lantern.get("attunement", [])))
|
||||
main.settlement.attunement = ["wide_scout_band"]
|
||||
main._sync_treasure_glow()
|
||||
if int(bv.fog_params_probe()["lantern"]) != 4:
|
||||
_problems.append("case⑮ 装配后视野未扩(lantern 应=4——呈现桥未生效)")
|
||||
if int(bv.cells_probe()[ring_cell].fog_state) != 0:
|
||||
_problems.append("case⑮ 载体装配后 dist==R+1 格仍被遮(应转可见)")
|
||||
_problems.append("case⑮ 装配后 dist==R+1 格仍被遮(应转可见)")
|
||||
main.settlement.attunement = []
|
||||
main._sync_fog_lantern()
|
||||
main._sync_treasure_glow()
|
||||
if int(bv.fog_params_probe()["lantern"]) != 0:
|
||||
_problems.append("case⑮ 载体卸装后视野未复原(lantern 应=0——契约 7 显式重算含否)")
|
||||
_problems.append("case⑮ 卸装后视野未复原(lantern 应=0——契约复原语义显式重算)")
|
||||
if int(bv.cells_probe()[ring_cell].fog_state) == 0:
|
||||
_problems.append("case⑮ 载体卸装后 dist==R+1 格未复原遮蔽")
|
||||
_problems.append("case⑮ 卸装后 dist==R+1 格未复原遮蔽")
|
||||
main.save_manager.set_attunement_equipped([])
|
||||
# ---- case⑯ 暂停层输入锁语义(迭代 17 卡③ R3——开层锁棋盘、关层恢复无残留;真实 push_input
|
||||
# 路径:入口角标本体 press+release 真点击 → 暂停层开;锁期挖掘点击零穿透;「继续」关层后
|
||||
|
||||
@@ -91,7 +91,7 @@ func _init() -> void:
|
||||
var sm_e = SaveManagerScript.new(_bp_path)
|
||||
var adr_e = AdventureRunnerScript.new(db, rng_e)
|
||||
adr_e.set_save_manager(sm_e)
|
||||
var params_e := {"hero_override": {}, "treasure_unlocked": {"blast_kit": true}}
|
||||
var params_e := {"hero_override": {}, "treasure_unlocked": {"wide_scout_band": true}}
|
||||
Kit.check_quiet(adr_e.start_adventure(4321, params_e), "P5 冒险启动(seed 4321)")
|
||||
adr_e._curio_taken["attack"] = 1 # 白盒预置计数(断点附随件往返的判据面——计数不可由加算区反推)
|
||||
adr_e._on_level_finished({"result": "victory", "hp": 30, "node_index": 1, "node_id": 1, "node_type": "shop"})
|
||||
@@ -128,24 +128,24 @@ func _init() -> void:
|
||||
Kit.check_quiet(String(got_result["r"].get("picked", "")) == picked_e, "P5 已兑付不重付(resolved 重发同件)")
|
||||
Kit.check_quiet(adr_g.continue_to_next_level(), "P5 已兑付续玩后推进受理(下一关开始)")
|
||||
|
||||
# ---- Part 6:装配存档回归(迭代 19 卡④——装配→停点→回局载体态一致:params.attunement 随续玩
|
||||
# 受理面重建再注入战斗〔begin_battle enc 携带〕;呈现态每战重算归呈现桥(main._sync_fog_lantern),
|
||||
# 本断言钉核心层装载往返——回局后 attune_has 只读出口读数一致)----
|
||||
# ---- Part 6:装配存档回归(迭代 19 卡④立,迭代 22 秘宝批 T4 主语换代——装配→停点→回局载体态
|
||||
# 一致:params.attunement 随续玩受理面重建再注入战斗〔begin_battle enc 携带〕;呈现态每战重算归
|
||||
# 呈现桥(main._sync_treasure_glow),本断言钉核心层装载往返——回局后 attune_has 只读出口读数一致)----
|
||||
var rng_h = load("res://core/rng_service.gd").new()
|
||||
var sm_h = SaveManagerScript.new(_bp_path)
|
||||
var adr_h = AdventureRunnerScript.new(db, rng_h)
|
||||
adr_h.set_save_manager(sm_h)
|
||||
var params_h := {"hero_override": {}, "treasure_unlocked": {}, "attunement": ["fog_lantern"]}
|
||||
Kit.check_quiet(adr_h.start_adventure(5678, params_h), "P6 装配冒险启动(seed 5678——params 带 fog_lantern)")
|
||||
var params_h := {"hero_override": {}, "treasure_unlocked": {}, "attunement": ["morning_order"]}
|
||||
Kit.check_quiet(adr_h.start_adventure(5678, params_h), "P6 装配冒险启动(seed 5678——params 带 morning_order)")
|
||||
Kit.check_quiet(adr_h.runner().pick_next_node(int(adr_h.runner().next_candidate_ids()[0])), "P6 选路进首战")
|
||||
Kit.check_quiet(adr_h.runner().current_battle().attune_has("fog_lantern"), "P6 首战装配集含 fog_lantern(attune_has 只读出口)")
|
||||
Kit.check_quiet(adr_h.runner().current_battle().attune_has("morning_order"), "P6 首战装配集含 morning_order(attune_has 只读出口)")
|
||||
var sm_i = SaveManagerScript.new(_bp_path)
|
||||
Kit.check_quiet(sm_i.load_from_disk() and sm_i.has_breakpoint(), "P6 断点在档(停点可中断)")
|
||||
var adr_i = AdventureRunnerScript.new(db, load("res://core/rng_service.gd").new())
|
||||
adr_i.set_save_manager(sm_i)
|
||||
Kit.check_quiet(adr_i.resume_adventure(sm_i.breakpoint_snapshot(), params_h), "P6 续玩受理(装配集随 params 再注入)")
|
||||
Kit.check_quiet(adr_i.runner().pick_next_node(int(adr_i.runner().next_candidate_ids()[0])), "P6 续玩选路进首战")
|
||||
Kit.check_quiet(adr_i.runner().current_battle().attune_has("fog_lantern"), "P6 回局首战装配集仍含 fog_lantern(停点往返载体态一致)")
|
||||
Kit.check_quiet(adr_i.runner().current_battle().attune_has("morning_order"), "P6 回局首战装配集仍含 morning_order(停点往返载体态一致)")
|
||||
|
||||
_clear_disk()
|
||||
quit(Kit.finish("breakpoint_resume_test", "PASS — 断点往返/续玩确定性/幂等/退出清断点/装配存档回归 全绿"))
|
||||
|
||||
@@ -69,7 +69,7 @@ func _run() -> void:
|
||||
ov._confirm_btn.visible and picked.size() == 1 and String(picked[0]) == "gp"):
|
||||
return
|
||||
# ③ 替换子面板:丢旧收新与放弃新件两路外发(通关渠道=携带序号 / 节点渠道=库存句柄——tag 直通)
|
||||
ov.open_replace([{"index": 0, "item_id": "probe_dust", "display_name": "显影尘"}], "爆破工兵包", 1, 1)
|
||||
ov.open_replace([{"index": 0, "item_id": "incense_stick", "display_name": "线香"}], "天眼", 1, 1)
|
||||
var replace_btns := 0
|
||||
for c in ov._replace_box.get_children():
|
||||
if c is Button:
|
||||
|
||||
Reference in new issue
Block a user