T6吞噬流+地形转化+商店保底(迭代12——整合定稿S7/B4):relics.tres填4行(地脉采撷common·受地形伤资源补偿——伤害仍发生/荆棘编织者rare·挖开伤害型格双产出/净化工兵rare·标中旗中和相邻伤害型格——🔴R4甲仅限伤害型过滤=variation effect=flat_damage判据信息型永不清除/熔火之躯rarest锚点·受地形伤积层轮末反打——触发键通用不按种类特化);BoardData.clear_variants中和口;orchestrator地形伤兑付点四面(refund/double/counter/轮末blast反打后清零——行格=英雄格修(-1,-1)越界);商店保底=货架零流派件时挤掉最后一张普通卡换devour件(占位制货架恒≤3——首版追加4卡断言红返工;按关变异精细绑定归数值批披露)+relic卡定价15固定锚公式同构+投影display/value走relic行;冒烟断言适配relic卡合法态(词表放行+价格分叉)表换代27件→696/0三闸+run_all全绿——批次一铺量27件收官
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@@ -50,6 +50,11 @@ func variant_ids(c: Vector2i) -> Array:
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return variants.get(c, [])
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# 中和格变异(迭代 12 T6 净化工兵——伤害型地形格变普通格;🔴 R4 甲仅限伤害型的过滤在调用方)
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func clear_variants(c: Vector2i) -> void:
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variants.erase(c)
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func neighbors8(c: Vector2i) -> Array:
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var out: Array[Vector2i] = []
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for dy in range(-1, 2):
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