iter47-卡2:卡④(迭代47·营地场景图新建批): 十层素材落地+CampSceneView场景图+layout表fail-fast+四柜台拆解五子界面+大门篝火动线+断言迁移批+审计补差——CampOverlay退役全仓零残留
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@@ -30,12 +30,13 @@ const TABLE_MANIFEST := {
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"feats": "feats.tres", # FeatTable 规则改写型特性(定义表 Rule 4 豁免——TreasureItemTable 先例;空表合法态=主时间线零扰动)
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"forge": "forge.tres", # ForgeTable——两根类型轴默认值+六路线行族;攻防所有权切分唯一数据面
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"battle_layout": "battle_layout.tres", # BattleLayoutTable——战斗屏分区几何与明细带高度单行
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"camp_scene_layout": "camp_scene_layout.tres", # CampSceneLayoutTable——营地场景 10 层贴图/命中矩形与门洞缺口单行
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}
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var combat: ConfigDomainCombat # 战斗编排域七表(board_gen/variation/status_effects/enemy/skill/hero/settlement)
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var run: ConfigDomainRun # 冒险 runner 域七表(level/difficulty/level_gen_params/reward/adventure/action_economy/shop)
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var crossrun: ConfigDomainCrossrun # 跨局元进度域五表(meta/meta_tree/treasure_items/feats/forge)
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var presentation: ConfigDomainPresentation # 表现层布局域一表(battle_layout)
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var presentation: ConfigDomainPresentation # 表现层布局域两表(battle_layout/camp_scene_layout)
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var is_ready := false
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var _diagnostics: Array[Dictionary] = [] # {severity, category, message}
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@@ -149,6 +150,9 @@ func _assign_loaded(loaded: Dictionary) -> void:
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crossrun.feats = loaded.get("feats")
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crossrun.forge = loaded.get("forge")
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presentation.battle_layout = loaded.get("battle_layout")
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presentation.camp_scene_layout = loaded.get("camp_scene_layout")
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for problem: String in presentation.camp_scene_layout.validate():
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_fatal("camp_scene_layout", problem) # 布局几何红线(命中区越画面/相交/侵顶栏)=数据致命
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# resolver 协作件注入三表(resolve 委托承载——resolver 文件与键零搬移)
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combat.board_gen._resolver = _resolver
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combat.enemy._resolver = _resolver
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@@ -1,6 +1,7 @@
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## 表现层布局域容器(D2 域容器——config_db 表持有按域收敛):战斗屏布局一表类型化持有。
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## 表现层布局域容器(D2 域容器——config_db 表持有按域收敛):战斗屏与营地场景布局两表类型化持有。
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## 零方法零行为——纯持有结构;「经 ConfigDB 单点读取」=经其持有的容器与表对象(架构 :88 定稿注记)。
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class_name ConfigDomainPresentation
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extends Resource
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var battle_layout: BattleLayoutTable
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var camp_scene_layout: CampSceneLayoutTable
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