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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@@ -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)
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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)
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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)
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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)
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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)
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# 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
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# 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
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# 〔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,
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# 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。
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func set_fog_lantern(enabled: bool) -> void:
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_fog_lantern = FOG_LANTERN_BONUS if enabled else 0
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# 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
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# 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
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# 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。
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# 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。
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func set_fog_glow_bonus(bonus: int) -> void:
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_fog_lantern = maxi(0, bonus)
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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)
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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)
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@@ -18,6 +18,7 @@ var _board_area: Control # resized 命名转发用(原 lambda 局部捕获
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signal action_requested(cell: Vector2i, kind: String)
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signal stop_pressed
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signal refresh_confirmed
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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)
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signal legend_toggled
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signal hover_forbidden(cell: Vector2i)
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signal chord_attempted(cell: Vector2i)
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@@ -82,6 +83,7 @@ func _init() -> void:
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board_view.chord_attempted.connect(_forward_chord)
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ap_bar.stop_pressed.connect(_emit_stop_pressed)
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ap_bar.refresh_confirmed.connect(_emit_refresh_confirmed)
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ap_bar.convert_pressed.connect(_emit_convert_pressed)
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ap_bar.legend_toggled.connect(_emit_legend_toggled)
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@@ -105,6 +107,10 @@ func _emit_stop_pressed() -> void:
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stop_pressed.emit()
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func _emit_convert_pressed() -> void:
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convert_pressed.emit()
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func _emit_refresh_confirmed() -> void:
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refresh_confirmed.emit()
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@@ -333,6 +333,9 @@ func refresh_camp(data: Dictionary) -> void:
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card.status_l.text = st_text
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card.status_l.add_theme_color_override("font_color", st_col)
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card.status_l.tooltip_text = st_text # 截断兜底(状态列 EXPAND_FILL 吸余宽——悬停看全文)
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# 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)
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if card.get("buy_btn") != null:
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card.buy_btn.disabled = balance < int(card.get("price", 0))
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# 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)
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var att: Dictionary = data.get("attune", {})
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if _attune_header_l != null:
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@@ -345,7 +348,8 @@ func refresh_camp(data: Dictionary) -> void:
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for card2 in _attune_btns:
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var on: bool = eq_set.has(String(card2.item_id))
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card2.btn.text = "卸下" if on else "装配"
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card2.btn.disabled = (not on) and eq.size() >= slots_n # 满位禁选
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# 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)
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card2.btn.disabled = (not on and eq.size() >= slots_n) or (not on and not bool(card2.get("unlocked", false)))
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if _refresh_l != null:
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var rf: Dictionary = att.get("refresh", {})
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_refresh_l.text = "三选一刷新 +%d 次/冒险 · Lv%d" % [int(rf.get("charges", 0)), int(rf.get("level", 0))]
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@@ -368,10 +372,12 @@ func _rebuild_workshop(data: Dictionary) -> void:
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var line := HBoxContainer.new()
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line.add_theme_constant_override("separation", 12)
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card.add_child(line)
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var name_l := UiKit.label(String(row.get("display_name", "")),UiKit.FS_HINT, true, UiKit.INK)
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var tier_name := String(UiKit.TREASURE_TIER_LABELS.get(String(row.get("tier", "")), ""))
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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)
|
||||
|
||||
Reference in new issue
Block a user