T17反馈批收官: ①结算演播硬锁v3.1——锁期点击缓存+演播完边沿自动重放(玩家操作零丢失——实机卡死感根因=锁期点击被吞无反馈)②恢复被平反的两修复——血量口径(置满/回血封顶含pct)+选路呈现(干线偏移+非候选降透明)——probe卡死真因=probe未适配迭代10 BonusPickOverlay(假阳性扣压平反)③减动效按钮——文案不刷新bug修+语义命名「结算演出动画:完整/快速」+操作提示内联④出度≤2全套(用户拍板)——level_table第七检fanout_violation+L2L3十张模板重建(tools/t17_fanout2_rebuild.py五骨架出度≤2/层宽≤4/类型序列保持/自校验四检)+层宽上限5废止(数学不相容)改4+钉固断言5处随新图+文档两处(生成v0.6/地图v1.3)⑤probe适配BonusPick三态(替换/result继续/待选确认)+预算耗尽放弃收口+排播豁免;闸=冒烟628/0+run_all 15套+三探针+doc三闸零新增;连带义务=MC读数基线随图变漂移全旧锚作废只测不判,重锚归下一测量批
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@@ -394,6 +394,9 @@ func _draw_graph(canvas: Control) -> void:
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var visited: Array = _runner.visited_ids()
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var cand_ids: Array = _runner.next_candidate_ids()
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# 连线(通道)先行画(方块覆盖其上);悬停预承诺 = 所属通道再增亮(加粗)
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# T17 修复:选路停点(候选非空)非候选通道降透明——金岔路从结构网分离(干线共线重叠缺陷的
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# 视觉主因:不同源通道共用同一垂直干线,金边与石色边焊接成「整列可走」假象)
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var dim_passages: bool = not cand_ids.is_empty()
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for node in nodes:
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var from: Vector2 = pos[node]
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for tid in _out_ids(node, nodes):
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@@ -403,7 +406,7 @@ func _draw_graph(canvas: Control) -> void:
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var to: Vector2 = pos[target]
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var lit: bool = _id_of(node) == current_id and cand_ids.has(tid)
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var hovered: bool = lit and _hover_id == tid
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var col := COL_PASSAGE_LIT if lit else COL_PASSAGE
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var col := COL_PASSAGE_LIT if lit else (Color(COL_PASSAGE, 0.35) if dim_passages else COL_PASSAGE)
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var width := 4.0 if hovered else (3.0 if lit else 2.0) # 样张 v1 冻结:2/3/4(原 1.5 取整)
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_draw_passage(canvas, from, to, col, width)
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# 房间方块
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@@ -511,6 +514,9 @@ func _draw_passage(canvas: Control, from: Vector2, to: Vector2, col: Color, widt
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var b := to - Vector2(NODE_HALF.x, 0)
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if b.x < a.x:
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return
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var mid_x := (a.x + b.x) / 2.0
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# T17 修复:垂直干线 x 按源节点 y 偏移——不同源的边不再共线重叠(旧 mid_x=中点使相邻层
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# 全部通道焊成一条干系,「金岔路+整列可走」误读的直接几何根源)。同源双边仍共线(同出发
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# 点语义正确),跨源分离度 = 源行距 × 0.2(L2 行距 ~58px → 偏移 ~12px 可辨)。
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var mid_x := (a.x + b.x) / 2.0 + (a.y - b.y) * 0.2
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var pts := PackedVector2Array([a, Vector2(mid_x, a.y), Vector2(mid_x, b.y), b])
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canvas.draw_polyline(pts, col, width)
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@@ -73,7 +73,8 @@ func _build() -> void:
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box.add_child(_fs_btn)
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# 减动效(battle.md §Transitions 承诺转正——时长减半,结算逐行兑现=信息载体不整体跳过)
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_motion_btn = UiKit.button("减动效:关(动画时长减半——运动敏感/演示用)")
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# 文案由 _sync_motion_text 按状态装配(构造串仅占位——_sync 启动即覆盖)
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_motion_btn = UiKit.button("结算演出动画")
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_motion_btn.toggle_mode = true
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_motion_btn.toggled.connect(_on_motion_toggled)
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box.add_child(_motion_btn)
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@@ -91,7 +92,16 @@ func _sync() -> void:
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_fs_btn.set_pressed_no_signal(_store.fullscreen)
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_fs_btn.text = "全屏:%s" % ("开" if _store.fullscreen else "关")
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_motion_btn.set_pressed_no_signal(_store.reduced_motion)
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_motion_btn.text = "减动效:%s(动画时长减半——运动敏感/演示用)" % ("开" if _store.reduced_motion else "关")
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_sync_motion_text()
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# T17 修复:文案随状态即时刷新(旧 bug=切换后文案恒「开」,玩家无法得知当前态)+语义命名
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# (「减动效」玩家读不懂——实称「结算演出动画」速度档)+操作提示内联(所见即所得)。
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func _sync_motion_text() -> void:
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if _store.reduced_motion:
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_motion_btn.text = "结算演出动画:快速(时长减半——运动敏感/演示用)· 点击改回完整"
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else:
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_motion_btn.text = "结算演出动画:完整 · 点击改为快速(时长减半——运动敏感/演示用)"
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func _on_volume_changed(v: float) -> void:
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@@ -111,6 +121,7 @@ func _on_motion_toggled(on: bool) -> void:
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_store.reduced_motion = on
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_store.apply()
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_store.save_settings()
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_sync_motion_text() # T17 修复:切换即时刷新文案(旧版漏刷新=状态文字恒「开」)
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func _emit_closed() -> void:
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