iter10 目检修复批: 掷定前置落籍(用户推荐案获批)——道具件具体道具随候选抽定(_last_draw_aux/reward_pick流序内挪)+卡片直显「魔法道具/道具名·效果摘要」(_aux_card_line+Narrator aux_line参)+断点快照随载aux_detail(续玩详情不丢)+node_bonus_candidates扩dict+候选一致要求降级(冒险结构/level-clear 措辞软化——用户裁决非验收义务)+fx_shot_probe演出抓帧探针入册+目检台账收口(7/9/10/11/14机测承载或实测PASS/8项用户终裁非本迭代不追)(冒烟628/0+run_all 15套+五探针+三闸零新增+熵增PASS)
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@@ -163,7 +163,7 @@ GP(显示名「金币」)是冒险内的一次性属性提升货币:战斗
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| 钥石掉落 | Boss / 精英怪击杀 | 战斗掉落型 | Boss 掉 2–3 个钥石(首杀/复杀两档读表)、精英怪掉 1 个(精英怪未实装,设定登记预留) |
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| 部分回血 | 关卡通关(非末关) | 固定兑付型 | 回复生效上限 × 回血比例(provisional 20%,参考恢复节点量级),封顶上限、不回满;满血回 0 合法 |
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兑付次序:部分回血先行(按当刻账本与上限结算),随后呈现三选一**选择停点**——零自动推进,必须玩家点选才兑付,重复兑付被拒(结算受理只算一次语义同族)。选择停点可中断:断点附随件扩「奖励选择态 + 件获取次数计数」,续玩不重抽、不静默丢失(见「冒险断点」节)。
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兑付次序:部分回血先行(按当刻账本与上限结算),随后呈现三选一**选择停点**——零自动推进,必须玩家点选才兑付,重复兑付被拒(结算受理只算一次语义同族)。选择停点可中断:断点附随件扩「奖励选择态 + 件获取次数计数」,续玩已选件不静默丢失;**候选逐位一致系停点快照承载的实现现状、非验收义务**(不一致不影响玩法——2026-10-01 用户裁决,见「冒险断点」节)。
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**提升池六种**(件值/权重/次数上限全读冒险表,provisional 归[难度曲线与Boss](难度曲线与Boss.md)曲线调参批):
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@@ -199,7 +199,7 @@ GP(显示名「金币」)是冒险内的一次性属性提升货币:战斗
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冒险进行中随时关游戏走人(**中断**),下次启动可从最近停点继续——承载 = 存档 `breakpoint` 域(格式归[存档序列化](../表现与支撑/存档序列化.md),内容口径归本文)。
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- **停点粒度**:快照只挂选路停点(入口呈现/战斗胜利后/兑付确认后的选路态)——这是唯一可恢复停点形态。战斗进行中不写快照:中断恢复后**当场战斗从头打**,棋盘中局不入档。
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- **七字段拍板面**:关卡序号 / 节点位 / 生命 / 本关加成区 / GP 钱包 / 商店已购档 / 已抽模板。附随件(续玩正确性必需,随批登记):主种子 + 取数计数器(rng 快照契约回填——续玩从断点号位精确续接原随机时间线,已抽模板零重抽)、钥石累计(Boss 掉落逐杀入账的中途值,终局摘要不失真)、已到节点序(关卡画面图条重建)、魔法道具库存(奖励节点已选件防静默丢失)、**奖励选择态**(三选一停点中断:已抽候选 / 已选件 / 同调位替换在途——续玩不重抽、不静默丢失,迭代 10 扩)、**件获取次数计数**(攻击/生命上限/护甲/行动点四件各自已获取次数——次数上限判定不可由加算区累加值反推,牌库剔除态依赖它,迭代 10 扩)。
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- **七字段拍板面**:关卡序号 / 节点位 / 生命 / 本关加成区 / GP 钱包 / 商店已购档 / 已抽模板。附随件(续玩正确性必需,随批登记):主种子 + 取数计数器(rng 快照契约回填——续玩从断点号位精确续接原随机时间线,已抽模板零重抽)、钥石累计(Boss 掉落逐杀入账的中途值,终局摘要不失真)、已到节点序(关卡画面图条重建)、魔法道具库存(奖励节点已选件防静默丢失)、魔法道具库存(奖励节点已选件防静默丢失)、**奖励选择态**(三选一停点中断:已选件 / 同调位替换在途——续玩已选不丢失;候选一致性=快照现状非强求 feature,2026-10-01 用户裁决)、**件获取次数计数**(攻击/生命上限/护甲/行动点四件各自已获取次数——次数上限判定不可由加算区累加值反推,牌库剔除态依赖它,迭代 10 扩)。
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- **中断与退出两口径分离**(2026-09-29 用户裁决):中断(关游戏)= 留断点可续;**退出冒险**(放弃流程)= 失败同型结算 + **清除断点**——退出后「继续上局」不再出现。
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- **续玩**:自断点重建到最近停点(账面逐字段回填 + 随机流回填),停点处玩家重新选路。三结局(通关/失败/放弃)一律清断点——断点只活在一个进行中的冒险上。
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- 与测量面的关系:断点面只在注入存档承载的正式冒险路径生效;模拟/冒烟不注入 = 整面静默,MC 对拍零扰动。
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@@ -56,7 +56,7 @@
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按 2026-09-26 信息归属两铁律(循环口径 + 单一展示面)过闸后的准入清单:
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1. **三张提升选项卡**(第一注视点):件名称 + 一行效果读数(值读冒险表)——选择型奖励的本体;已达次数上限的件不出现(剔牌库在先)
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1. **三张提升选项卡**(第一注视点):件名称 + 一行效果读数(值读冒险表)——选择型奖励的本体;已达次数上限的件不出现(剔牌库在先);**魔法道具件直显掷定的具体道具**(「魔法道具 / 探巢摆钟 · 真视 3×3」——掷定前置,候选抽定时掷定具体道具,追加批二)
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2. **部分回血兑付行**:回血量(前后生命读数,如「生命 34 → 42」);满血回 0 时呈「生命已满」反馈而非 0 字样
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3. **兑付反馈**(确认后):选中件效果一行(如「攻击 +1」)+ 另两件已丢弃提示
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4. **同调位替换子交互**(条件呈现):选魔法道具件且库存满位时——现有件 + 新件共 N+1 选 N 的子面板:每件「丢弃换新」钮 +「放弃新件」钮;终态恒 ≤ 同调位
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@@ -107,7 +107,7 @@
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- [ ] 部分回血兑付行可见且封顶上限;满血回 0 呈合法态文案
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- [ ] 同调位替换子交互:满位收新触发 N+1 选 N,丢旧收新与放弃新件两路终态恒 ≤ 同调位
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- [ ] 末关通关分支正确直通冒险结算(不发三选一与回血),冒险摘要五件事完整
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- [ ] 确认前冒险状态冻结(无后台推进、无战斗事件串扰);选择停点中断 → 续玩候选不重抽、已选不丢失
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- [ ] 确认前冒险状态冻结(无后台推进、无战斗事件串扰);选择停点中断 → 续玩已选不丢失(**候选一致性=停点快照承载的实现现状、非验收义务**——2026-10-01 用户裁决)
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- [ ] 呈现遵循 HUD框架 可访问性基线(对比 ≥4.5:1、字号下限、纯鼠标可完成;减动效 = 静态化)
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- [ ] 本屏零钥石元素、零 GP 元素(禁入清单机检随冒烟断言)
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@@ -13,6 +13,7 @@
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- 载体 = 提升三选一覆盖层(BonusPickOverlay,与 [level-clear](level-clear.md) 共用组件——零新增交互原语)。
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- 头部行:「关卡奖励点 / 从提升池抽三选一(与通关三选一同池同权重同上限):选择一件带走:」(Narrator.node_bonus_header)。
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- 三卡点选(✓ 高亮,确认前可改选)→「确认选择」→ 兑付反馈(选中件效果 + 丢弃提示)→「继续」→ 回图选路(零自动推进同款)。
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- **魔法道具件直显具体道具**(掷定前置,v2.1):候选抽定时即掷定具体道具,卡片显示「魔法道具 / 探巢摆钟 · 真视 3×3」——不再是「随机获得一件」盲选。
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- 魔法道具件满位:替换子面板(现有库存件 + 新件 N+1 选 N,丢旧收新 / 放弃新件两路——与通关面同构;丢弃目标 = 关卡域库存件句柄)。
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## 口径
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@@ -28,3 +29,4 @@
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|---|---|---|
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| v1.0 | 2026-09-29 | 迭代 7 T5 随批出生(三选一构筑点形态——用户拍板②丙) |
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| v2.0 | 2026-10-01 | **共享池改写(迭代 10 追加批——用户拍板「奖励节点与通关三选一相同、共享同一个池子」)**:①定位改提升三选一选择面(六种共享池、同权重同次数上限、同 reward_pick 流);②载体改 BonusPickOverlay 共用面(原 node_overlay 道具三选一面退役);③道具件满位升级为替换子交互两路(原过渡形态=满位不授予);④「池空直通」合法态退役(牌库恒非空);⑤道具件入本关库存(即时可用),区别于通关渠道的跨关携带 |
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| v2.1 | 2026-10-01 | **掷定前置(目检反馈批——用户反馈「抽到魔法道具不显示详情不直观」,推荐案获批)**:道具件具体道具随候选抽定(reward_pick 流序内挪,消费数不变),卡片直显「魔法道具 / 道具名 · 效果摘要」;断点停点快照随载 aux_detail(续玩卡片详情不丢);node_bonus_candidates 返回扩 dict {candidates, aux_detail} |
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@@ -14,7 +14,7 @@
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| 6 | AP 件目检(如抽到) | 兑付后下一场战斗首轮 AP 条 = 9 点(表值 8 +1);后续轮次回 8 |
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| 7 | GP 袋件目检(如抽到) | 兑付后金币余额即涨 +20;三选一面自身不显 GP(禁入清单) |
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| 8 | 满血通关 | 回血行显「生命已满——通关回血 0(合法态)」非 0 字样 |
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| 9 | 三选一面关游戏 → 主菜单「继续上局」 | 回到三选一面,候选与中断前逐位一致(不重抽);兑付后中断则回兑付反馈态 |
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| 9 | 三选一面关游戏 → 主菜单「继续上局」 | 回到三选一面,**已选不丢失**(候选与中断前一致系快照承载的实现现状、非验收义务——2026-10-01 用户裁决降级;复验以「已选不丢」为准) |
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| 10 | L3(末关)Boss 击杀 | 不出三选一面,直通冒险完成结算;钥石明细列逐杀三笔(首杀 3×3) |
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| 11 | 营地回城 | 钥石余额 = 本局逐杀掉落合计;营地呈现存量(与进账时刻不同义) |
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| 12 | 同调位替换子面板 | **实机目检延后(2026-10-01 用户目检裁决:前置=营前装配/同调位未实装,凑满触发条件苛刻不科学)**——逻辑正确性已由单测(断点 P5/冒烟 ⑪⑫)承载,实机全链目检随同调实施批 slots≥2 场景 |
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@@ -60,10 +60,12 @@
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| 项 | 结果 |
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|---|---|
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| 1/3/4/5/6(结算框钥石行/三卡点选/兑付反馈/继续推进/AP 件) | **PASS**(用户实测正常) |
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| 8(减动效) | 根因=设置面 reduced=true 早前遗留开启(全部演出静态化——用户报告「零动画特效」);已翻回 false,动画复测待第二轮 |
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| 8(减动效) | 根因=设置面 reduced=true 早前遗留开启(全部演出静态化——用户报告「零动画特效」);已翻回 false。**2026-10-01 用户终裁:逐行结算演出机制系迭代 8 已落地(排播队列 0.3/0.22s + 弹道/闪白),非本迭代事项不追**——减动效开启态所见「全部一起结算」即该开关定义行为 |
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| 2/12(同调位替换) | 用户裁决:前置未实装不可科学触发——实机延后同调实施批(第 12 项已改写) |
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| 道具件详情 | **新反馈(待拍板)**:三选一道具件卡片只写「随机获得一件」不显示具体道具——修法提案见收口报告(掷定前置:抽签时掷定具体道具、卡片直显名称+效果行),待用户批准后实施 |
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| 7/9/10/11/14 | 待第二轮补测 |
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| 道具件详情 | **已修复(掷定前置落籍,2026-10-01 推荐案获批)**:候选抽定时即掷定具体道具,卡片直显「魔法道具 / 探巢摆钟 · 真视 3×3」;断点快照随载 aux_detail;node-reward.md v2.1。复验随第二轮目检 |
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| 7(金币袋)/10(末关)/11(营地) | **机测已承载、用户免测(2026-10-01 用户裁决)**:⑦ 金币入账=冒烟 ⑬ ledger 断言;末关分支=冒烟 ②(picks 恰 2 + 末关钥石/不发三选一);营地存量=冒烟 settle 块余额断言 |
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| 9(中断续玩) | 用户实测正常(候选一致);文档强求已降级为现状注记(冒险结构/level-clear 2026-10-01) |
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| 14(奖励节点三选一) | 用户实测正常 |
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## 六、合并前待办(用户点名后执行)
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@@ -80,6 +80,7 @@ var _bonus_pending := {} # 停点态:{"candidates": Array, "p
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var _bonus_result := {} # 已兑付待推进态(bonus_resolved 载荷副本——中断续玩不重兑付)
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var _bonus_aux_carry: Array[String] = [] # 道具件跨关携带(兑付后注入下一关库存——清库后授予的体验窗)
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var _keystone_drops: Array = [] # Boss 逐杀掉落明细(additive 摘要键 keystone_drops——结算明细/复盘归因数据源)
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var _last_draw_aux: Array[String] = [] # 最近一次抽签掷定的道具件(掷定前置——卡片直显具体道具;追加批二)
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var _node_bonus_pending := {} # 奖励节点三选一停点态(迭代 10 追加批——共享池;断点不载:续玩重建到选路停点重走,恢复的计数器保证同候选重抽)
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@@ -166,6 +167,8 @@ func resume_adventure(bp: Dictionary, params: Dictionary = {}) -> bool:
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if not bp_pending.is_empty():
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_pending_next_level = true
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_bonus_pending = {"candidates": (bp_pending.get("candidates", []) as Array).duplicate(true)}
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if bp_pending.has("aux_detail"):
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_bonus_pending["aux_detail"] = (bp_pending.get("aux_detail", []) as Array).duplicate(true) # 掷定前置随停点快照续接
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var payload: Dictionary = (bp_pending.get("payload", {}) as Dictionary).duplicate(true)
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if bp_pending.has("incoming"):
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_bonus_pending["chosen"] = "aux_item"
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@@ -277,7 +280,9 @@ func pick_bonus(id: String) -> bool:
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return true
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# 道具件兑付(同调位约束):有位直接入跨关携带;满位转替换子交互(incoming 暂存、等 resolve_aux_replace)
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# 道具件兑付(同调位约束):有位直接入跨关携带;满位转替换子交互(incoming 暂存、等 resolve_aux_replace)。
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# 掷定前置(追加批二):具体道具随候选抽定(_last_draw_aux / _bonus_pending.aux_detail)——本函数消费预掷值,
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# 断点续玩/无预掷值时回退当场掷定(流序不同但消费数不变,确定性由调用序保证)。
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func _pick_aux_item(count: int) -> bool:
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var pool: Array = _bonus_aux_pool()
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if pool.is_empty():
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@@ -285,8 +290,14 @@ func _pick_aux_item(count: int) -> bool:
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return false
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var hp_before := int(ledger.get("hero_hp", 0))
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var picked: Array[String] = []
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var detail: Array = (_bonus_pending.get("aux_detail", []) as Array).duplicate()
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if detail.is_empty():
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detail = _last_draw_aux.duplicate()
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for i in maxi(1, count):
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picked.append(_roll_bonus_aux_item(pool))
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if i < detail.size():
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picked.append(String(detail[i]))
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else:
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picked.append(_roll_bonus_aux_item(pool))
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var slots := maxi(0, int(db.adventure.transitional_sync_slots))
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if _bonus_aux_carry.size() + picked.size() <= slots:
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||||
for iid in picked:
|
||||
@@ -335,14 +346,16 @@ func _finish_bonus_pick(picked: String, value: int, hp_before: int) -> void:
|
||||
|
||||
# ---- 奖励节点三选一(迭代 10 追加批——用户拍板:与通关三选一共享同池同权重同次数上限)----
|
||||
|
||||
# 候选呈现(节点到达时调用——恰一 reward_pick scope 取数;本停点断点不载,
|
||||
# 续玩重建到选路停点后重走重抽,恢复的全局计数器保证同候选逐位复现)
|
||||
func node_bonus_candidates() -> Array:
|
||||
return _draw_bonus_candidates()
|
||||
# 候选呈现(节点到达时调用——恰一 reward_pick scope 洗牌 + 道具件掷定 scope;本停点断点不载,
|
||||
# 续玩重建到选路停点后重走重抽,恢复的全局计数器保证同候选逐位复现)。
|
||||
# 掷定前置(追加批二):返回 dict 带 aux_detail(道具件具体道具)供卡片直显。
|
||||
func node_bonus_candidates() -> Dictionary:
|
||||
var cands: Array = _draw_bonus_candidates()
|
||||
return {"candidates": cands, "aux_detail": _last_draw_aux.duplicate()}
|
||||
|
||||
|
||||
func present_node_bonus(candidates: Array) -> void:
|
||||
_node_bonus_pending = {"candidates": candidates.duplicate(true)}
|
||||
func present_node_bonus(candidates: Array, aux_detail: Array = []) -> void:
|
||||
_node_bonus_pending = {"candidates": candidates.duplicate(true), "aux_detail": aux_detail.duplicate(true)}
|
||||
|
||||
|
||||
# 点选兑付(节点域——无部分回血无钥石;件获取计数与牌库剔除与通关三选一同账)
|
||||
@@ -381,15 +394,20 @@ func apply_node_bonus(id: String) -> bool:
|
||||
|
||||
|
||||
# 节点渠道道具件(同调位约束):持有=关卡域库存+跨关携带,有位直接入本关库存(当关可用);
|
||||
# 满位转替换子交互(丢弃目标=库存件 handle——与通关渠道的 carry 序号分轨)
|
||||
# 满位转替换子交互(丢弃目标=库存件 handle——与通关渠道的 carry 序号分轨)。
|
||||
# 掷定前置:消费 _node_bonus_pending.aux_detail 预掷值(缺省回退当场掷定)。
|
||||
func _apply_node_aux(count: int) -> bool:
|
||||
var pool: Array = _bonus_aux_pool()
|
||||
if pool.is_empty():
|
||||
push_error("[冒险结构] apply_node_bonus(aux_item) 拒绝——解锁道具池空集(白板/门控态不入牌库的防御兜底)")
|
||||
return false
|
||||
var picked: Array[String] = []
|
||||
var detail: Array = (_node_bonus_pending.get("aux_detail", []) as Array).duplicate()
|
||||
for i in maxi(1, count):
|
||||
picked.append(_roll_bonus_aux_item(pool))
|
||||
if i < detail.size():
|
||||
picked.append(String(detail[i]))
|
||||
else:
|
||||
picked.append(_roll_bonus_aux_item(pool))
|
||||
var slots := maxi(0, int(db.adventure.transitional_sync_slots))
|
||||
var records: Array = []
|
||||
if _runner != null and _runner.aux_inventory != null:
|
||||
@@ -442,9 +460,11 @@ func _finish_node_bonus(picked: String, value: int) -> void:
|
||||
|
||||
# 加权洗牌不放回掷 3(E-S weight-key:每件 key = U(0,1)^(1/权重) 取前 3——单次零重复、逐件按权重出
|
||||
# 概率;达次数上限件先剔牌库〔AP 用尽 2 次/属性件达 3 次永不再现;GP/道具件无次数上限,牌库恒非空〕;
|
||||
# 道具件解锁池空集〔白板/门控态〕不入牌库。消费 reward_pick 封闭流——一次停点恰一 scope,同种子同三候选)
|
||||
# 道具件解锁池空集〔白板/门控态〕不入牌库。消费 reward_pick 封闭流——一次停点恰一 scope,同种子同三候选;
|
||||
# 道具件具体道具在本调用内掷定(_last_draw_aux——掷定前置,卡片直显,追加批二)。
|
||||
func _draw_bonus_candidates() -> Array:
|
||||
var deck: Array = []
|
||||
_last_draw_aux = []
|
||||
for id in db.adventure.BONUS_IDS:
|
||||
var cap := int(db.adventure.bonus_cap(String(id)))
|
||||
if cap != db.adventure.BONUS_CAP_UNLIMITED and int(_bonus_taken.get(String(id), 0)) >= cap:
|
||||
@@ -460,10 +480,20 @@ func _draw_bonus_candidates() -> Array:
|
||||
keyed.sort_custom(func(a, b): return float(a["key"]) > float(b["key"]))
|
||||
var out: Array = []
|
||||
for i in mini(3, keyed.size()):
|
||||
out.append(String(keyed[i]["id"]))
|
||||
var cid := String(keyed[i]["id"])
|
||||
out.append(cid)
|
||||
if cid == "aux_item":
|
||||
var roll_rg: RandomNumberGenerator = rng.open_stream("reward_pick")
|
||||
for j in maxi(1, int(db.adventure.bonus_aux_item_count)):
|
||||
_last_draw_aux.append(_roll_from(roll_rg))
|
||||
return out
|
||||
|
||||
|
||||
func _roll_from(rg: RandomNumberGenerator) -> String:
|
||||
var pool: Array = _bonus_aux_pool()
|
||||
return String(pool[rg.randi_range(0, pool.size() - 1)])
|
||||
|
||||
|
||||
# 三选一道具件随机池(与投放门控同源:aux 活行 ∩ 解锁门控集——空集 = 道具件不入牌库)
|
||||
func _bonus_aux_pool() -> Array:
|
||||
var out: Array = []
|
||||
@@ -587,6 +617,7 @@ func _on_level_finished(payload: Dictionary) -> void:
|
||||
var pick_payload: Dictionary = {
|
||||
"level_index": level_index,
|
||||
"candidates": _draw_bonus_candidates(),
|
||||
"aux_detail": _last_draw_aux.duplicate(), # 掷定前置(追加批二——道具件具体道具随候选抽定,卡片直显)
|
||||
"heal_gained": heal,
|
||||
"hp_before": hp_before,
|
||||
"hp_after": int(ledger.get("hero_hp", 0)),
|
||||
@@ -596,6 +627,7 @@ func _on_level_finished(payload: Dictionary) -> void:
|
||||
"aux_cleared": int(payload.get("aux_cleared", 0)), # additive 扩签(迭代 7 T4——关卡末清空反馈取数)
|
||||
}
|
||||
_bonus_pending = {"candidates": (pick_payload["candidates"] as Array).duplicate(true),
|
||||
"aux_detail": _last_draw_aux.duplicate(),
|
||||
"payload": pick_payload.duplicate(true)}
|
||||
bonus_choice_presented.emit(pick_payload)
|
||||
_snapshot_breakpoint() # 选择停点可中断(契约 5——续玩不重抽不静默丢失)
|
||||
|
||||
@@ -92,8 +92,9 @@ static func bonus_pick_header(payload: Dictionary) -> String:
|
||||
return "\n".join(lines)
|
||||
|
||||
|
||||
# 三选一选项卡文案(件名 + 效果读数;值 = 冒险表行值,组合根喂入)
|
||||
static func bonus_card_text(id: String, value: int) -> String:
|
||||
# 三选一选项卡文案(件名 + 效果读数;值 = 冒险表行值,组合根喂入;道具件掷定前置时
|
||||
# aux_line = 具体道具「名 · 效果摘要」行——追加批二,空 = 无预掷回退通用文案)
|
||||
static func bonus_card_text(id: String, value: int, aux_line: String = "") -> String:
|
||||
match id:
|
||||
"attack":
|
||||
return "攻击力提升\n攻击 +%d" % value
|
||||
@@ -104,6 +105,8 @@ static func bonus_card_text(id: String, value: int) -> String:
|
||||
"gp":
|
||||
return "金币袋\n金币 +%d" % value
|
||||
"aux_item":
|
||||
if aux_line != "":
|
||||
return "魔法道具\n%s" % aux_line
|
||||
return "魔法道具\n随机获得一件"
|
||||
"ap":
|
||||
return "行动点提升\n每战首轮 AP +%d" % value
|
||||
|
||||
@@ -397,10 +397,11 @@ func _on_runner_node(node: Dictionary, info: Dictionary) -> void:
|
||||
# 奖励节点三选一(迭代 10 追加批——与通关三选一共享同池同权重同上限;BonusPickOverlay 共用面,
|
||||
# 道具件满位替换子交互同构)。原「魔法道具投放渠道」三选一(迭代 7 过渡形态)随批退役。
|
||||
_bonus_context = "reward_node"
|
||||
var node_cands: Array = adventure.node_bonus_candidates()
|
||||
var node_draw: Dictionary = adventure.node_bonus_candidates()
|
||||
var node_cands: Array = node_draw.get("candidates", []) as Array
|
||||
_open_modal(bonus_overlay)
|
||||
bonus_overlay.open_pick(Narrator.node_bonus_header(), _bonus_card_texts(node_cands))
|
||||
adventure.present_node_bonus(node_cands)
|
||||
bonus_overlay.open_pick(Narrator.node_bonus_header(), _bonus_card_texts(node_cands, node_draw.get("aux_detail", []) as Array))
|
||||
adventure.present_node_bonus(node_cands, node_draw.get("aux_detail", []) as Array)
|
||||
log_view.append_bb(Narrator.reward_line())
|
||||
elif t == "rest":
|
||||
var healed: int = int(info.get("healed", 0))
|
||||
@@ -441,20 +442,52 @@ func _on_bonus_presented(payload: Dictionary) -> void:
|
||||
func _show_bonus_pick() -> void:
|
||||
var payload: Dictionary = _pending_bonus
|
||||
_open_modal(bonus_overlay)
|
||||
bonus_overlay.open_pick(Narrator.bonus_pick_header(payload), _bonus_card_texts(payload.get("candidates", []) as Array))
|
||||
bonus_overlay.open_pick(Narrator.bonus_pick_header(payload), _bonus_card_texts(payload.get("candidates", []) as Array, payload.get("aux_detail", []) as Array))
|
||||
_refresh_presentations()
|
||||
|
||||
var _last_replace_items: Array = [] # 替换子态续玩重建缓存(aux_replace_presented 载荷)
|
||||
var _last_replace_incoming := {} # 同上——incoming 记录
|
||||
|
||||
|
||||
func _bonus_card_texts(candidates: Array) -> Array:
|
||||
func _bonus_card_texts(candidates: Array, aux_detail: Array = []) -> Array:
|
||||
var out: Array = []
|
||||
var aux_i := 0
|
||||
for id in candidates:
|
||||
out.append({"id": String(id), "text": Narrator.bonus_card_text(String(id), int(db.adventure.bonus_value(String(id))))})
|
||||
var cid := String(id)
|
||||
var text := ""
|
||||
if cid == "aux_item":
|
||||
var iid := String(aux_detail[aux_i]) if aux_i < aux_detail.size() else ""
|
||||
aux_i += 1
|
||||
text = Narrator.bonus_card_text(cid, int(db.adventure.bonus_value(cid)), _aux_card_line(iid))
|
||||
else:
|
||||
text = Narrator.bonus_card_text(cid, int(db.adventure.bonus_value(cid)))
|
||||
out.append({"id": cid, "text": text})
|
||||
return out
|
||||
|
||||
|
||||
# 道具件卡片行(掷定前置——具体道具名 + 效果摘要;空 iid = 无预掷回退态显示通用文案)
|
||||
func _aux_card_line(iid: String) -> String:
|
||||
if iid == "":
|
||||
return ""
|
||||
var row: Dictionary = db.aux_item_row(iid)
|
||||
if row.is_empty():
|
||||
return ""
|
||||
var parts: Array[String] = []
|
||||
for k in (row.get("effect_kinds", []) as Array):
|
||||
if String(k) == "mine_reveal":
|
||||
parts.append("真视")
|
||||
elif String(k) == "reward_preview":
|
||||
parts.append("预读")
|
||||
elif String(k) == "ap_grant":
|
||||
parts.append("AP +%d" % int(row.get("magnitude", 0)))
|
||||
var tgt := String(row.get("target", "none"))
|
||||
if tgt == "area_3x3":
|
||||
parts.append("3×3")
|
||||
elif tgt == "board_wide":
|
||||
parts.append("全图")
|
||||
return "%s · %s" % [String(row.get("display_name", iid)), " ".join(parts)]
|
||||
|
||||
|
||||
func _on_bonus_pick_confirmed(item_id: String) -> void:
|
||||
if adventure == null:
|
||||
return
|
||||
|
||||
@@ -0,0 +1,131 @@
|
||||
# VERTICAL SLICE - NOT FOR PRODUCTION
|
||||
# 演出渲染证据探针(渲染层测试解冻批 2026-10-01——fx_shot_probe:真实渲染设备抓战斗演出瞬间帧)。
|
||||
# 必须**窗口化**运行(真渲染设备——headless 无渲染面):Godot_console.exe --path . res://smoke/fx_shot_probe.tscn -- <输出目录>
|
||||
# 流程 = shot_probe 同款隔离面(存档/设置/元进度换注隔离档,禁碰真实档)+ 真实按钮路径开冒险进首战;
|
||||
# 自动玩家挖格驱动行结算,在 行到达/弹道飞行/结算排播 三时刻抓帧——演出链「逻辑在(fx_probe PASS)×
|
||||
# 渲染在(本探针 PNG)」双证的第二半边。PNG 落输出目录(artwork/qa-fx-*/,素材纪律不入 git)。
|
||||
extends Node
|
||||
|
||||
var main
|
||||
var out_dir := ""
|
||||
var _problems: Array = []
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
var args := OS.get_cmdline_user_args()
|
||||
out_dir = args[0] if args.size() >= 1 and args[0] != "" else "user://qa-fx"
|
||||
DirAccess.make_dir_recursive_absolute(out_dir)
|
||||
await get_tree().process_frame
|
||||
main = load("res://presentation/main.tscn").instantiate()
|
||||
add_child(main)
|
||||
await get_tree().process_frame
|
||||
for p0 in ["user://fx_shot_probe.json", "user://fx_shot_probe.json.tmp", "user://fx_shot_probe_settings.cfg"]:
|
||||
if FileAccess.file_exists(p0):
|
||||
DirAccess.remove_absolute(p0)
|
||||
var iso_c = load("res://core/save_manager.gd").new("user://fx_shot_probe.json")
|
||||
iso_c.load_from_disk()
|
||||
main.save_manager = iso_c
|
||||
main.meta = load("res://core/meta_progression.gd").new(main.db, iso_c)
|
||||
main.settings_store = load("res://presentation/settings_store.gd").new("user://fx_shot_probe_settings.cfg")
|
||||
for i in 8:
|
||||
await get_tree().process_frame # UI 装配完成等足帧(canvas_item 空引用窗口)
|
||||
var lvbtn: Button = _find_button_by_sub(main._start_overlay, "开始冒险")
|
||||
if lvbtn == null:
|
||||
_fail("开始冒险按钮缺失")
|
||||
return
|
||||
lvbtn.pressed.emit()
|
||||
# 等关卡画面出图(choices_presented 异步到达——最多 3s 轮询)
|
||||
for i in 60:
|
||||
await get_tree().process_frame
|
||||
if main.level_screen != null and main.level_screen.visible:
|
||||
break
|
||||
if main.level_screen == null or not main.level_screen.visible:
|
||||
_fail("关卡画面未出现(lvbtn 路径)")
|
||||
return
|
||||
for i in 5:
|
||||
await get_tree().process_frame
|
||||
main.level_screen.press_candidate(0)
|
||||
for i in 20:
|
||||
await get_tree().process_frame
|
||||
var st = main.settlement
|
||||
if st == null:
|
||||
_fail("首战未开(settlement 空)")
|
||||
return
|
||||
var rules = main.settlement.minesweeper
|
||||
var board = rules.current_board()
|
||||
# 自有驱动(只挖/走——测试驱动可用板面数据挑安全格;新手策略档的插旗拒绝会耗尽预算):挖到 3 格停
|
||||
var dug := 0
|
||||
var guard := 40
|
||||
while dug < 3 and guard > 0:
|
||||
guard -= 1
|
||||
var target = null
|
||||
for n in board.neighbors8(rules.hero_pos()):
|
||||
if not rules.is_revealed(n) and not board.is_mine(n):
|
||||
target = n
|
||||
break
|
||||
if target != null:
|
||||
var out: Array = rules.settle_batch([{"action": "dig", "cell": target}])
|
||||
if out.is_empty() or not bool(out[0].get("accepted", false)):
|
||||
continue
|
||||
dug += 1
|
||||
await get_tree().create_timer(0.12).timeout
|
||||
await _snap("fx_dig%d" % dug) # 行到达/弹道在飞窗口
|
||||
await get_tree().create_timer(0.35).timeout
|
||||
await _snap("fx_settle%d" % dug) # 结算排播窗口
|
||||
continue
|
||||
# 无相邻可挖 → 走向有未开安全格邻居的已揭开格(挖掘期移动免费)
|
||||
var dest = null
|
||||
for c in rules.revealed_cells():
|
||||
if c == rules.hero_pos() or rules.compute_move_path(c).is_empty():
|
||||
continue
|
||||
for n in board.neighbors8(c):
|
||||
if not rules.is_revealed(n) and not board.is_mine(n):
|
||||
dest = c
|
||||
break
|
||||
if dest != null:
|
||||
break
|
||||
if dest == null:
|
||||
break
|
||||
rules.settle_batch([{"action": "move", "cell": dest}])
|
||||
# 停手 → 轮末结算(敌方攻击弹道/受击闪白/结算排播在 0.2-1.6s 窗口流过)——连抓 6 帧
|
||||
rules.settle_batch([{"action": "stop"}])
|
||||
for i in 6:
|
||||
await get_tree().create_timer(0.25).timeout
|
||||
await _snap("fx_round%d" % (i + 1))
|
||||
if dug == 0:
|
||||
_fail("无安全格可挖(首板全雷不可信)")
|
||||
return
|
||||
await get_tree().create_timer(0.6).timeout
|
||||
await _snap("fx_final")
|
||||
if _problems.is_empty():
|
||||
print("[fx_shot_probe] PASS — 演出帧 %d 张落 %s(挖格 %d)" % [dug * 2 + 1, out_dir, dug])
|
||||
get_tree().quit(0)
|
||||
else:
|
||||
for p in _problems:
|
||||
push_error("[fx_shot_probe] FAIL — " + p)
|
||||
get_tree().quit(1)
|
||||
|
||||
|
||||
func _snap(tag: String) -> void:
|
||||
await RenderingServer.frame_post_draw
|
||||
var img: Image = get_viewport().get_texture().get_image()
|
||||
if img == null or img.is_empty():
|
||||
_problems.append("抓帧空纹理: " + tag)
|
||||
return
|
||||
img.save_png("%s/%s.png" % [out_dir, tag])
|
||||
|
||||
|
||||
func _find_button_by_sub(root: Node, needle: String) -> Button:
|
||||
if root is Button and String(root.text).contains(needle):
|
||||
return root
|
||||
for c in root.get_children():
|
||||
var r := _find_button_by_sub(c, needle)
|
||||
if r != null:
|
||||
return r
|
||||
return null
|
||||
|
||||
|
||||
func _fail(msg: String) -> void:
|
||||
_problems.append(msg)
|
||||
push_error("[fx_shot_probe] FAIL — " + msg)
|
||||
get_tree().quit(1)
|
||||
@@ -0,0 +1,6 @@
|
||||
[gd_scene load_steps=2 format=3]
|
||||
|
||||
[ext_resource type="Script" path="res://smoke/fx_shot_probe.gd" id="1"]
|
||||
|
||||
[node name="FxShotProbe" type="Node"]
|
||||
script = ExtResource("1")
|
||||
@@ -174,12 +174,13 @@ static func _on_adventure_node_entered(node: Dictionary, info: Dictionary, adr,
|
||||
elif t == "reward":
|
||||
# 奖励节点三选一(迭代 10 追加批——共享池确定性策略:候选取首件、替换放弃新件;
|
||||
# 兑付后 continue_after_node 回图选路)
|
||||
var ncands: Array = adr.node_bonus_candidates()
|
||||
var ndraw: Dictionary = adr.node_bonus_candidates()
|
||||
var ncands: Array = ndraw.get("candidates", []) as Array
|
||||
st.reward_events.append({"node_bonus_pick": ncands.duplicate(true)})
|
||||
if ncands.is_empty():
|
||||
r.continue_after_node() # 牌库空合法态直通(结构上不可达——gp/道具件无上限,防御保留)
|
||||
else:
|
||||
adr.present_node_bonus(ncands)
|
||||
adr.present_node_bonus(ncands, ndraw.get("aux_detail", []) as Array)
|
||||
if adr.apply_node_bonus(String(ncands[0])):
|
||||
if not adr._node_bonus_pending.is_empty() and adr._node_bonus_pending.has("incoming"):
|
||||
adr.resolve_bonus_replace(-1) # 满位替换:放弃新件
|
||||
|
||||
+15
-7
@@ -551,9 +551,14 @@ func _smoke_adventure() -> void:
|
||||
check(a13.start_adventure(13, {"first_script": true, "aux_unlocked": {"blast_kit": true}}),
|
||||
"节点共享池场景:冒险启动(seed 13)")
|
||||
a13._bonus_taken["attack"] = int(_db.adventure.bonus_cap_attack)
|
||||
var ndraw: Array = a13.node_bonus_candidates()
|
||||
check(not (ndraw as Array).has("attack"),
|
||||
"奖励节点共享池:达上限件同样剔牌库(同 _draw 同上限——%s)" % str(ndraw))
|
||||
var ndraw: Dictionary = a13.node_bonus_candidates()
|
||||
var ncands13: Array = ndraw.get("candidates", []) as Array
|
||||
check(not ncands13.has("attack"),
|
||||
"奖励节点共享池:达上限件同样剔牌库(同 _draw 同上限——%s)" % str(ncands13))
|
||||
if ncands13.has("aux_item"):
|
||||
check(not (ndraw.get("aux_detail", []) as Array).is_empty(),
|
||||
"掷定前置:道具件候选自带具体道具(aux_detail 随抽签掷定——卡片直显数据源)")
|
||||
a13.present_node_bonus(ncands13, ndraw.get("aux_detail", []) as Array)
|
||||
a13.present_node_bonus(["gp"])
|
||||
var gp13 := int(a13.ledger.get("gp", 0))
|
||||
check(a13.apply_node_bonus("gp") and int(a13.ledger.get("gp", 0)) == gp13 + int(_db.adventure.bonus_gp_amount),
|
||||
@@ -590,10 +595,13 @@ func _adv_drive_to_shop(a, st: Dictionary, autoplay) -> bool:
|
||||
var t := String(r.current_node().get("type", ""))
|
||||
if t == "reward":
|
||||
# 奖励节点三选一(迭代 10 追加批——候选取首件、替换放弃新件、兑付确认回图)
|
||||
var ncands: Array = a.node_bonus_candidates()
|
||||
if not ncands.is_empty() and a.apply_node_bonus(String(ncands[0])):
|
||||
if not a._node_bonus_pending.is_empty() and a._node_bonus_pending.has("incoming"):
|
||||
a.resolve_bonus_replace(-1)
|
||||
var ndraw: Dictionary = a.node_bonus_candidates()
|
||||
var ncands: Array = ndraw.get("candidates", []) as Array
|
||||
if not ncands.is_empty():
|
||||
a.present_node_bonus(ncands, ndraw.get("aux_detail", []) as Array)
|
||||
if a.apply_node_bonus(String(ncands[0])):
|
||||
if not a._node_bonus_pending.is_empty() and a._node_bonus_pending.has("incoming"):
|
||||
a.resolve_bonus_replace(-1)
|
||||
r.continue_after_node()
|
||||
elif t == "rest":
|
||||
r.continue_after_node()
|
||||
|
||||
Reference in new issue
Block a user