T5 core/data结构段: config_db拆R1解析器+跨表校验器两类(门面38消费方签名零变化)+三选一双渠道参数化(_apply_bonus_pick共享/守卫收AuxItems.can_accept/替换子交互保守分轨注记)+rest回血单点+行主序键单点+魔法数结构化(bonus_candidate_count默认3/出生区9/数量域常量——值零改动)+level_runner Phase enum(外部读面零变化)+表访问收口(aux走访问器/行集直扫三处收口/删clamped_pool壳与死变量erow/_minesweeper_ref包装)+tune_sim反向依赖解除(构造注入缺省null兜底)+类型注批量;闸=冲烟636/0+run_all 15套+探针全绿+MC对拍200局逐位一致
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@@ -6,6 +6,10 @@
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class_name BoardData
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extends RefCounted
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# 出生 3×3 区格数(2026-10-02 修复批 T2 魔法数结构化——W×H−9 布雷域基的双落点收口单点:
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# 棋盘生成 _attempt/_finalize 与 BoardGenTable 布雷数下限校验共用;与 spawn_cells() 的 3×3 几何同源)
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const SPAWN_AREA_CELLS := 9
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var width: int = 0
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var height: int = 0
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var spawn_center := Vector2i.ZERO
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@@ -24,6 +28,12 @@ func in_bounds(c: Vector2i) -> bool:
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return c.x >= 0 and c.y >= 0 and c.x < width and c.y < height
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# 行主序排序键(2026-10-02 修复批——排雷玩法 旗判定批与 地图战斗资源 资格规范化两处手抄收口单点):
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# y×1000+x 字典序 = 行主序;板宽域 [8,64] 远小于 1000,x 不跨行、键值不碰撞。
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static func row_major_key(c: Vector2i) -> int:
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return c.y * 1000 + c.x
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func index_of(c: Vector2i) -> int:
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return c.y * width + c.x
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