feat(迭代38卡① levelmap批): level_map_screen 三段审计指认落地——l1 视图直读拼文案迁装配层(main_adventure_flow 新增 level_map_status_payload 九键成品,视图 _refresh_status 改 apply_status 纯赋值,喂入点=组合根两处 open_choices 后,刷新时点不变)+l2 _layout BFS 布局缓存(键=nodes 内容等价+canvas.size,_content_size 经 _fit_canvas 派生链间接覆盖,四调用点零改动)+l3 绘制字体函数首单取三处共享;l4 改前 golden 基线新建(level_map.png+README 登记,跨跑次一致性实测 0.00%);验收=wr1 改后对拍 changed=0.00%+wr2 缓存命中/换代失效双绿(is_same 同实例判别,零生产计数器);撤销证明=回退缓存 hunk→V1/V2 红→还原复绿;呈现逐像素不变(契约 1);视图侧拼装 grep 清零(:278 tint 层号读非拼装)
This commit is contained in:
1 parent
b23fa50d81
commit
b85b3b45e3
5 files changed
+97
-34
No files matched your search
@@ -120,6 +120,7 @@ static func _on_battle_end_continue(root: Variant) -> void:
|
||||
_enter_level_screen(root)
|
||||
root.level_screen.set_feat_holdings(" · ".join(HudPresenter.feat_holdings_lines(root.db, root.run_scope.runner.feats_held())))
|
||||
root.level_screen.open_choices(root.run_scope.pending_candidates, root.run_scope.runner)
|
||||
root.level_screen.apply_status(level_map_status_payload(root.run_scope.runner))
|
||||
root.run_scope.pending_candidates = []
|
||||
root._refresh_presentations()
|
||||
return
|
||||
@@ -171,6 +172,7 @@ static func _on_choices_presented(root: Variant, candidates: Array) -> void:
|
||||
_enter_level_screen(root)
|
||||
root.level_screen.set_feat_holdings(" · ".join(HudPresenter.feat_holdings_lines(root.db, root.run_scope.runner.feats_held())))
|
||||
root.level_screen.open_choices(candidates, root.run_scope.runner)
|
||||
root.level_screen.apply_status(level_map_status_payload(root.run_scope.runner))
|
||||
root._refresh_presentations()
|
||||
|
||||
static func _on_route_chosen(root: Variant, node_id: int) -> void:
|
||||
@@ -198,6 +200,36 @@ static func _exit_level_screen(root: Variant) -> void:
|
||||
root._close_modal(root.level_screen)
|
||||
root._sync_status_entry() # 同上
|
||||
|
||||
|
||||
# 选路屏状态栏装配(视图零核心态拼装——architecture §1.3:读核心态→拼展示文案集中于装配器)。
|
||||
# 打开本屏/兑付确认回执后由组合根取成品喂入 apply_status(刷新时点与原视图内自刷一致)。
|
||||
static func level_map_status_payload(runner: LevelRunner) -> Dictionary:
|
||||
var atk_bonus := int(runner.run_ledger.bonus.get("atk", 0)) # 加算区住 RunLedger
|
||||
var ac_bonus := int(runner.run_ledger.bonus.get("armor_class", 0))
|
||||
var hp_bonus := int(runner.run_ledger.bonus.get("max_hp", 0))
|
||||
var atk_txt := "%d" % runner.effective_atk()
|
||||
if atk_bonus > 0:
|
||||
atk_txt += " +%d" % atk_bonus # 加成角标(ASCII 加号——防像素字体缺 ⁺ 字形出豆腐块)
|
||||
var ac_txt := "%d" % runner.effective_ac()
|
||||
if ac_bonus > 0:
|
||||
ac_txt += " +%d" % ac_bonus
|
||||
var parts: Array[String] = []
|
||||
if atk_bonus > 0:
|
||||
parts.append("攻 +%d" % atk_bonus)
|
||||
if hp_bonus > 0:
|
||||
parts.append("上限 +%d" % hp_bonus)
|
||||
if ac_bonus > 0:
|
||||
parts.append("AC +%d" % ac_bonus)
|
||||
return {
|
||||
"level_label": String(runner.level_row.get("display_name", "")),
|
||||
"gp_text": "◈ %d" % int(runner.gp),
|
||||
"hp_text": "HP %d/%d" % [int(runner.hero_hp), int(runner.effective_max_hp())],
|
||||
"hp_bar_redraw": true,
|
||||
"attr_text": "攻击 %s · 护甲 AC %s" % [atk_txt, ac_txt],
|
||||
"bonus_text": " · ".join(parts),
|
||||
"bonus_row_visible": not parts.is_empty(),
|
||||
}
|
||||
|
||||
static func _on_abandon_requested(root: Variant) -> void:
|
||||
# 放弃入口(冒险结构.md 已放开「MVP 无界面入口」后置条款;
|
||||
# 入口挂选路停点 = 天然非战斗期,拒绝分支仅防御在案):受理 → 冒险放弃结算(同失败型,
|
||||
|
||||
@@ -52,6 +52,7 @@ var _drawn_disp: Dictionary[int, Dictionary] = {} # 本停点实际绘制记
|
||||
var _node_icons := {} # 节点图标贴图(load_tex 守卫——缺位 null → 字形回退,冒烟/无素材检出安全)
|
||||
var _noise_rect: TextureRect # 屏底石纹(换层色板渐变承载面——null = 纯色回退无挂点)
|
||||
var _tint_level := 0 # 当前已应用 tint 的层号(0 = 未应用)
|
||||
var _layout_cache := {"nodes": [], "canvas_size": Vector2.ZERO, "pos": {}} # 布局缓存(_layout 纯函数于 (nodes, canvas)——键=nodes 内容等价+画布尺寸,图态换代或画布尺寸变即自然失效)
|
||||
|
||||
|
||||
func _init() -> void:
|
||||
@@ -274,7 +275,6 @@ func open_choices(cands: Array, runner: LevelRunner) -> void:
|
||||
for cand in cands:
|
||||
_cand_ids.append(_id_of(cand))
|
||||
_fit_canvas(_runner.nodes())
|
||||
_refresh_status()
|
||||
_apply_level_tint(int(_runner.level_row.get("level_index", 0)))
|
||||
visible = true
|
||||
if not was_visible:
|
||||
@@ -322,35 +322,17 @@ func _apply_level_tint(level_index: int) -> void:
|
||||
Color(target.r, target.g, target.b, UiKit.BACKDROP_TILE_ALPHA), UiKit.motion(0.45)) # 0.14 弱质感档随 tint 保持
|
||||
|
||||
|
||||
# 状态栏刷新(命令式纪律——组合根打开本屏/兑付确认回执后重查;零推送信号订阅)
|
||||
func _refresh_status() -> void:
|
||||
if _runner == null:
|
||||
return
|
||||
_level_label.text = String(_runner.level_row.get("display_name", ""))
|
||||
_gp_value.text = "◈ %d" % int(_runner.gp)
|
||||
var max_hp: int = _runner.effective_max_hp()
|
||||
_hp_value.text = "HP %d/%d" % [int(_runner.hero_hp), int(max_hp)]
|
||||
_hp_bar.queue_redraw()
|
||||
var atk_bonus := int(_runner.run_ledger.bonus.get("atk", 0)) # 加算区住 RunLedger
|
||||
var ac_bonus := int(_runner.run_ledger.bonus.get("armor_class", 0))
|
||||
var atk_txt := "%d" % _runner.effective_atk()
|
||||
if atk_bonus > 0:
|
||||
atk_txt += " +%d" % atk_bonus # 加成角标(ASCII 加号——防像素字体缺 ⁺ 字形出豆腐块)
|
||||
var ac_txt := "%d" % _runner.effective_ac()
|
||||
if ac_bonus > 0:
|
||||
ac_txt += " +%d" % ac_bonus
|
||||
_attr_value.text = "攻击 %s · 护甲 AC %s" % [atk_txt, ac_txt]
|
||||
var hp_bonus := int(_runner.run_ledger.bonus.get("max_hp", 0))
|
||||
var parts: Array[String] = []
|
||||
if atk_bonus > 0:
|
||||
parts.append("攻 +%d" % atk_bonus)
|
||||
if hp_bonus > 0:
|
||||
parts.append("上限 +%d" % hp_bonus)
|
||||
if ac_bonus > 0:
|
||||
parts.append("AC +%d" % ac_bonus)
|
||||
_bonus_value.text = " · ".join(parts)
|
||||
# 状态栏投喂(命令式纪律——组合根经 level_map_status_payload 取成品后喂入;零推送信号订阅、零核心态拼装)
|
||||
func apply_status(payload: Dictionary) -> void:
|
||||
_level_label.text = String(payload["level_label"])
|
||||
_gp_value.text = String(payload["gp_text"])
|
||||
_hp_value.text = String(payload["hp_text"])
|
||||
if bool(payload["hp_bar_redraw"]):
|
||||
_hp_bar.queue_redraw()
|
||||
_attr_value.text = String(payload["attr_text"])
|
||||
_bonus_value.text = String(payload["bonus_text"])
|
||||
# 特性持有行可见性(与加成行并框——任一非空整框显示;文案归组合根 set_feat_holdings)
|
||||
_bonus_row.visible = not parts.is_empty() or _feat_value.text != ""
|
||||
_bonus_row.visible = bool(payload["bonus_row_visible"]) or _feat_value.text != ""
|
||||
|
||||
|
||||
# ---- 图上命中(布局决策 2——唯一提交通道;探针 press_candidate 同路径) ----
|
||||
@@ -444,6 +426,7 @@ func _draw_graph(canvas: Control) -> void:
|
||||
_drawn_disp.clear() # 绘制记录随本帧重建——只反映实际发生的绘制(接线坏的判据面)
|
||||
var nodes: Array[Variant] = _runner.nodes()
|
||||
var pos := _layout(nodes, canvas)
|
||||
var font := get_theme_default_font() # 绘制路径字体单次取用(三处 draw_string 共享——零语义差)
|
||||
var current_id: int = _runner.current_node_id()
|
||||
# 当前节点 id(单链=下标 / 图=编号)——visited_ids() 已按编号空间解析
|
||||
var visited: Array[Variant] = _runner.visited_ids()
|
||||
@@ -499,12 +482,11 @@ func _draw_graph(canvas: Control) -> void:
|
||||
canvas.draw_texture_rect(icon, Rect2(p - Vector2(NODE_ICON_PX, NODE_ICON_PX) / 2.0,
|
||||
Vector2(NODE_ICON_PX, NODE_ICON_PX)), false, tint)
|
||||
else:
|
||||
var font := get_theme_default_font()
|
||||
var label := String(NODE_LABELS.get(t, "?"))
|
||||
canvas.draw_string(font, p + Vector2(-6, 2), label, HORIZONTAL_ALIGNMENT_LEFT, -1, 16, UiKit.INK_ROUTE)
|
||||
# 编号(右上角——与图标占位区零重叠;双色墨随态)
|
||||
var num_ink := UiKit.INK_ROUTE if col == COL_ROOM_CURRENT else UiKit.WARM
|
||||
canvas.draw_string(get_theme_default_font(), Vector2(rect.end.x - 16.0, rect.position.y + 8.0),
|
||||
canvas.draw_string(font, Vector2(rect.end.x - 16.0, rect.position.y + 8.0),
|
||||
str(nid), HORIZONTAL_ALIGNMENT_RIGHT, 14, 10, num_ink)
|
||||
# 类型文字标签(demo ④:节点下方 11px;当前位=「当前位置」金、候选=类型名+「 · 可选」烛光黄、
|
||||
# 其余=类型名暖米弱化;文字+图标+形状三通道)
|
||||
@@ -512,12 +494,16 @@ func _draw_graph(canvas: Control) -> void:
|
||||
rec["draw_label"] = true
|
||||
rec["label_text"] = String(disp["label_text"])
|
||||
var type_ink := COL_ROOM_CURRENT if nid == current_id else (UiKit.CANDLE if cand_ids.has(nid) else UiKit.WARM_FAINT)
|
||||
canvas.draw_string(get_theme_default_font(), Vector2(p.x - 44.0, rect.end.y + 15.0),
|
||||
canvas.draw_string(font, Vector2(p.x - 44.0, rect.end.y + 15.0),
|
||||
String(disp["label_text"]), HORIZONTAL_ALIGNMENT_CENTER, 88, 11, type_ink)
|
||||
_drawn_disp[nid] = rec
|
||||
|
||||
|
||||
func _layout(nodes: Array, canvas: Control) -> Dictionary:
|
||||
# 缓存命中键 = nodes 内容等价(GDScript Array== 逐元素比较)+画布尺寸——布局是二者与
|
||||
# _content_size(经 _fit_canvas 派生于 nodes)的纯函数,键间接覆盖派生链;换代即自然失效。
|
||||
if _layout_cache.nodes == nodes and _layout_cache.canvas_size == canvas.size:
|
||||
return _layout_cache.pos
|
||||
var layer := {}
|
||||
var slot := {}
|
||||
_assign_layers(nodes, layer, slot)
|
||||
@@ -526,6 +512,9 @@ func _layout(nodes: Array, canvas: Control) -> Dictionary:
|
||||
for node in nodes:
|
||||
pos[node] = origin + Vector2(LAYER_BASE_X + int(layer[node]) * LAYER_STEP_X,
|
||||
SLOT_BASE_Y + int(slot[node]) * SLOT_STEP_Y)
|
||||
_layout_cache.nodes = nodes
|
||||
_layout_cache.canvas_size = canvas.size
|
||||
_layout_cache.pos = pos
|
||||
return pos
|
||||
|
||||
|
||||
|
||||
Reference in new issue
Block a user