iter41-卡1:核心数据面结构收敛批:85键全清——三族拆域+config_db归位容器+存档拆件+meta瘦身+adventure拆段+spawn束化;行为零变化,8新件在阈

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DKChan committed 2026-10-29 01:16:37 +08:00
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@@ -33,42 +33,58 @@ func _init(db_ref: ConfigDb) -> void:
# (下标=行集行序,长度短于行集时缺省 -1 = 该行行值路径;空数组 = 全行定值)。
# 逐行实例化、生成序 = 文件行序(行序即契约,敌人系统 v0.15);行集实例总数(各行传入数量求和)
# ≤ ENEMY_ROWSET_INSTANCE_MAX 守卫 fail-fast。
func spawn(level_index: int, node_depth: int, hero_hp: int, unit_count_overrides: Array = [],
atk_override: int = -1, max_hp_override: int = -1, enemy_atk_overrides: Array = [],
hero_attack_type: String = "", hero_armor_type: String = "", row_kind: String = "battle") -> bool:
# spawn 引用束(K6′ 签名束化——10 形参收单 Dictionary 束):束键封闭词表——
# 必载 level_index/node_depth/hero_hp;可选 unit_count_overrides=[]/enemy_atk_overrides=[]/
# hero_atk_override=-1/hero_max_hp_override=-1/hero_attack_type=""/hero_armor_type=""/
# row_kind="battle"(缺省语义与现行形参缺省逐字同值)。
# enemy_atk_override:遭遇骰同流的 spawn 期整战持久 roll 结果
# (-1 = 表值定值路径;≥0 = 行值替换后再乘关卡 atk_mult)。敌人系统 零随机纪律保持。
# 行集受理:unit_count_overrides / enemy_atk_overrides 为**逐行数组**
# (下标=行集行序,长度短于行集时缺省 -1 = 该行行值路径;空数组 = 全行定值)。
# 逐行实例化、生成序 = 文件行序(行序即契约,敌人系统 v0.15);行集实例总数(各行传入数量求和)
# ≤ ENEMY_ROWSET_INSTANCE_MAX 守卫 fail-fast。
func spawn(req: Dictionary) -> bool:
if _spawned:
push_warning("[敌人系统] Alive 相位重复 spawn(相位守卫)")
return false
# 行集数组口径(resolver 按 (L,band) 带寻址返回全部行、文件序)
var rowset: Array[Variant] = db.resolve_enemy_rowset(level_index, node_depth, row_kind)
var rowset: Array[Variant] = db.combat.enemy.resolve_rowset(int(req.level_index), int(req.node_depth), String(req.get("row_kind", "battle")))
if rowset.is_empty():
push_error("[敌人系统] 遭遇行解析失败/越域 (%d,%d,%s)" % [level_index, node_depth, row_kind])
push_error("[敌人系统] 遭遇行解析失败/越域 (%s,%s,%s)" % [str(req.get("level_index")), str(req.get("node_depth")), String(req.get("row_kind", "battle"))])
assert(false, "遭遇行悬空(R1 前置守卫)")
return false
var eff_atk: int = atk_override if atk_override >= 1 else int(db.hero.atk)
var eff_max_hp: int = max_hp_override if max_hp_override >= 1 else int(db.hero.max_hp)
if not _spawn_hero_unit(int(req.hero_hp), int(req.get("hero_atk_override", -1)), int(req.get("hero_max_hp_override", -1)), String(req.get("hero_attack_type", "")), String(req.get("hero_armor_type", ""))):
return false
var mod: Dictionary[Variant, Variant] = db.run.difficulty.resolve_modifiers(int(req.level_index), int(req.node_depth))
if not _spawn_rowset(rowset, req.get("unit_count_overrides", []), req.get("enemy_atk_overrides", []), float(mod.get("hp_mult", 1.0)), float(mod.get("atk_mult", 1.0))):
return false
_spawned = true
_despawned = false
return true
## 英雄单位构建域:生效上限与类型轴快照(读注入值,空串回退锻造工坊配置默认值 normal/light)。
## max_hp = 生效上限(非入参 hero_hp)——跨战斗携带 HP 时上限不得压扁
## (恢复点/治疗包的满血守卫与治疗上限随之失效)
func _spawn_hero_unit(hero_hp: int, atk_override: int, max_hp_override: int, hero_attack_type: String, hero_armor_type: String) -> bool:
var eff_atk: int = atk_override if atk_override >= 1 else int(db.combat.hero.atk)
var eff_max_hp: int = max_hp_override if max_hp_override >= 1 else int(db.combat.hero.max_hp)
if hero_hp > eff_max_hp or hero_hp <= 0:
push_warning("[敌人系统] hero_hp 入参越界(EC16): %d" % hero_hp)
return false
# max_hp = 生效上限(非入参 hero_hp)——跨战斗携带 HP 时上限不得压扁
# (恢复点/治疗包的满血守卫与治疗上限随之失效)
_hero = {"hp": hero_hp, "max_hp": eff_max_hp, "atk": eff_atk, "is_hero": true, "alive": true, "display_name": String(db.hero.display_name), "enemy_id": "hero", "armor_type": hero_armor_type if hero_armor_type != "" else db.forge_default_armor_type(), "attack_type": hero_attack_type if hero_attack_type != "" else db.forge_default_attack_type()} # 护甲/攻击类型轴快照(读注入值,空串回退锻造工坊配置默认值 normal/light;甲效矩阵消费面)
_enemies.clear() # 难度曲线与Boss DifficultyTable 修饰:施加于行值、行值快照之前——MVP 空表 = 恒 1.0 无行为(AC-10);混编行集内全部敌种同乘((L,D) 精确匹配一次取值——F9 同乘不改变异,敌人系统 v0.15)
var mod: Dictionary[Variant, Variant] = db.resolve_difficulty_modifiers(level_index, node_depth)
var hp_mult: float = float(mod.get("hp_mult", 1.0))
var atk_mult: float = float(mod.get("atk_mult", 1.0))
# 逐行数量定值(敌人系统 零随机纪律——骰定在 战斗结算 遭遇骰层按行完成,本层收确定值;
# 行 i 数量 = overrides[i](≥1 时)否则该行 unit_count 行值)
var per_row_counts: Array[int] = []
_hero = {"hp": hero_hp, "max_hp": eff_max_hp, "atk": eff_atk, "is_hero": true, "alive": true, "display_name": String(db.combat.hero.display_name), "enemy_id": "hero", "armor_type": hero_armor_type if hero_armor_type != "" else db.crossrun.forge.default_armor_type, "attack_type": hero_attack_type if hero_attack_type != "" else db.crossrun.forge.default_attack_type} # 护甲/攻击类型轴快照(甲效矩阵消费面)
return true
## 行集实例化域(难度曲线修饰施加于行值、行值快照之前——MVP 空表 = 恒 1.0 无行为〔AC-10〕;
## 混编行集内全部敌种同乘——(L,D) 精确匹配一次取值,F9 同乘不改变异,敌人系统 v0.15)
func _spawn_rowset(rowset: Array, unit_count_overrides: Array, enemy_atk_overrides: Array, hp_mult: float, atk_mult: float) -> bool:
_enemies.clear()
var per_row_counts := _row_instance_counts(rowset, unit_count_overrides)
if per_row_counts.is_empty():
return false
var total_instances := 0
for row_i in range(rowset.size()):
var row_i_dict: Dictionary[Variant, Variant] = rowset[row_i]
var ovr: int = int(unit_count_overrides[row_i]) if row_i < unit_count_overrides.size() else -1
var count: int = ovr if ovr >= 1 else int(row_i_dict.unit_count)
if count < EnemyTable.UNIT_COUNT_MIN or count > EnemyTable.UNIT_COUNT_MAX:
push_warning("[敌人系统] 行 %d 实例化数量越域(单种数域 [%d,%d]): %d" % [row_i, EnemyTable.UNIT_COUNT_MIN, EnemyTable.UNIT_COUNT_MAX, count])
return false
per_row_counts.append(count)
for count in per_row_counts:
total_instances += count
# 行集实例总数守卫(行集构成纪律③——各行骰后数量求和 ≤4;骰后值加载期不可判,此处 fail-fast)
if total_instances > EnemyTable.ROWSET_INSTANCE_MAX:
@@ -99,11 +115,24 @@ func spawn(level_index: int, node_depth: int, hero_hp: int, unit_count_overrides
"is_hero": false,
})
handle += 1
_spawned = true
_despawned = false
return true
## 逐行数量定值(敌人系统 零随机纪律——骰定在 战斗结算 遭遇骰层按行完成,本层收确定值;
## 行 i 数量 = overrides[i](≥1 时)否则该行 unit_count 行值)。越域行 = 空数组(受理拒绝信号)
func _row_instance_counts(rowset: Array, unit_count_overrides: Array) -> Array[int]:
var per_row_counts: Array[int] = []
for row_i in range(rowset.size()):
var row_i_dict: Dictionary[Variant, Variant] = rowset[row_i]
var ovr: int = int(unit_count_overrides[row_i]) if row_i < unit_count_overrides.size() else -1
var count: int = ovr if ovr >= 1 else int(row_i_dict.unit_count)
if count < EnemyTable.UNIT_COUNT_MIN or count > EnemyTable.UNIT_COUNT_MAX:
push_warning("[敌人系统] 行 %d 实例化数量越域(单种数域 [%d,%d]): %d" % [row_i, EnemyTable.UNIT_COUNT_MIN, EnemyTable.UNIT_COUNT_MAX, count])
return []
per_row_counts.append(count)
return per_row_counts
# 实例池快照(proposal §2.2:开战把模板快照一份,冷却全零——与"生成拿到当时的表值快照"同一条
# 快照纪律。触发条件:技能行 trigger 是字段权威——快照随读;带 latch 行写单向闩标记
# trigger_latched 初始锁定;缺省无 trigger=无条件技)
@@ -115,7 +144,7 @@ func _pool_snapshot(row: Dictionary) -> Array[Dictionary]:
"weight": int(entry.get("weight", 0)),
"cooldown_left": 0,
}
var srow_snap: Dictionary[Variant, Variant] = db.skill_row(String(entry.get("skill_id", "")))
var srow_snap: Dictionary[Variant, Variant] = db.combat.skill.row_by_id(String(entry.get("skill_id", "")))
if srow_snap.has("trigger"):
snap_entry["trigger"] = (srow_snap.get("trigger", {}) as Dictionary).duplicate(true)
if bool((snap_entry["trigger"] as Dictionary).get("latch", false)):
@@ -218,7 +247,7 @@ func special_skills(u: Dictionary, facts: Dictionary = {}) -> Array:
for e in u.pool:
if _entry_blocked(e, u, facts):
continue
var srow: Dictionary[Variant, Variant] = db.skill_row(String(e.skill_id))
var srow: Dictionary[Variant, Variant] = db.combat.skill.row_by_id(String(e.skill_id))
if not srow.is_empty() and String(srow.type) != "basic":
out.append({"skill_id": String(e.skill_id), "weight": int(e.weight)})
return out
@@ -276,7 +305,7 @@ func commit_action(u: Dictionary) -> void:
if sid == "":
_diag("commit_action 无待发动作(兑现序违例)")
return
var srow: Dictionary[Variant, Variant] = db.skill_row(sid)
var srow: Dictionary[Variant, Variant] = db.combat.skill.row_by_id(sid)
var cd: int = int(srow.get("cooldown_beats", 0)) if not srow.is_empty() else 0
for e in u.pool:
if String(e.skill_id) == sid: