工程(S9类型闸正则修复): FUNC_DECL 认行尾冒号与 static 前缀两洞修复,存量 29 处补类型注解零行为变化,--code 域闸全绿(回执 domain=code)
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@@ -7,7 +7,7 @@ extends RefCounted
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# 同调位实时求值(营地进冒险前求值一次 + 装配覆盖层实时呈现共用同一口径):
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# 槽位数量 = att_socket1..3 树点亮数(tree_level>=1),未点亮=0。
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# db 参数保留(调用面两处签名不变——当前判定源零表依赖,参数弃置)。
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static func slots(db, save) -> int:
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static func slots(db: ConfigDb, save: Variant) -> int:
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if save == null:
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return 0
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var n := 0
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@@ -163,7 +163,7 @@ func _flush_pending_reveals(ri: int) -> void:
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# 补充事实面(fact 取值第二优先源——payload 未携带的运行态读数)
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func _fx_fact(fact: String):
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func _fx_fact(fact: String) -> Variant:
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match fact:
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"charge_layers":
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return action_economy.charge_layers
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@@ -1225,7 +1225,7 @@ func is_battle_live() -> bool:
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# 奖励身份解析(组合根注入 BoardView 徽章回调的只读代理——Ready 相位守卫归 地图战斗资源)
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func query_reward_identity(cell: Vector2i):
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func query_reward_identity(cell: Vector2i) -> Variant:
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return _reward_economy.query_identity(cell)
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@@ -84,7 +84,7 @@ func _fx_hits(event: String, payload: Dictionary) -> Array:
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# 补充事实面(fact 取值第二优先源——payload 未携带的运行态读数:charge_layers 编排器每轮注入。
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# hp_ratio 补入〔背水 when 面,敌技 damage_taken 载荷不带血比例时回落〕;
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# fx_reveal_request=揭示效果回调〔斩首学者 kill 订阅面——编排器注入,入队授予段末兑付〕)
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func _fx_fact(fact: String):
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func _fx_fact(fact: String) -> Variant:
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match fact:
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"charge_layers":
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return charge_layers
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@@ -611,7 +611,7 @@ func _attack_label(base: String, crit: bool, discount: int) -> String:
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# ---- 内部 ----
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# 目标解析(结账时刻照规则看现场;句柄即 Dictionary 引用)
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func _target_for(rule: String):
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func _target_for(rule: String) -> Variant:
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match rule:
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TARGET_FRONT_ALIVE:
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return units.default_target()
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@@ -309,7 +309,7 @@ func _cond_ok(ctx: EffectContext, c: Dictionary, payload: Dictionary, facts: Cal
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return false
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func _fact_value(ctx: EffectContext, fact: String, c: Dictionary, payload: Dictionary, facts: Callable):
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func _fact_value(ctx: EffectContext, fact: String, c: Dictionary, payload: Dictionary, facts: Callable) -> Variant:
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match fact:
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"counter":
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return counter(ctx, String(c.get("id", "")))
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@@ -616,7 +616,7 @@ func pick_next_node(node_id: int) -> bool:
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# ---- 只读出口(E1/E3 封装收口:呈现层/工具经此读当前战斗,禁直读协作对象)----
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func current_battle():
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func current_battle() -> Variant:
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return _settlement
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# aux 解锁门控集注入(AdventureRunner 自 params 传递)
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@@ -101,7 +101,7 @@ func is_mapped(cell: Vector2i) -> bool:
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return _phase == "ready" and _mapping.has(cell)
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func query_identity(cell: Vector2i):
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func query_identity(cell: Vector2i) -> Variant:
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if _phase != "ready":
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_diag("query_identity 非 Ready 相位")
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return null
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@@ -116,7 +116,7 @@ func query_identity(cell: Vector2i):
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# 身份完整快照(轮内刷新批次隔离用——facts 缓冲期捕获,授予期 mapping 可能已换批):
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# 返回与 grant 相同结构的快照(cell_type/display_name/power/effect_id/stacks 齐备),
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# 供 战斗结算 冻结授予直通
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func query_full_snapshot(cell: Vector2i):
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func query_full_snapshot(cell: Vector2i) -> Variant:
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if _phase != "ready":
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_diag("query_full_snapshot 非 Ready 相位")
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return null
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@@ -128,7 +128,7 @@ func query_full_snapshot(cell: Vector2i):
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# ---- 受理面(战斗结算 编排期调用;E6 收口:失败统一返回 null)----
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func grant(cell: Vector2i):
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func grant(cell: Vector2i) -> Variant:
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if _phase != "ready":
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_diag("grant 非 Ready 相位(E4/E7)")
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return null
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@@ -143,7 +143,7 @@ func grant(cell: Vector2i):
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return snap
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func grant_clear():
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func grant_clear() -> Variant:
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if _phase != "ready":
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_diag("grant_clear 非 Ready 相位")
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return null
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@@ -272,7 +272,7 @@ func heal(u: Dictionary, n: int) -> int:
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# 固定顺位:行主序生成序最前存活敌;死亡后顺延;空 → null
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func default_target():
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func default_target() -> Variant:
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for u in _enemies:
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if u.alive:
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return u
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