专长迁移完成:27 行 triggers 订阅形态全量生效+旧 23 挂点枚举消亡+消费点拆除+断言面随迁(T3——内容数据驱动扩展批)
接手前任中断的 T3 半成品(脏文件三件:battle_orchestrator/effects engine/feats.tres),方向核实无误后续做收口; 承接修正四处随本提交留痕:①perfect_defense 的 when 用了 fact 封闭 9 项外的 flags_hit_all(装载校验必红)—— 改 flags_count gte 1 保守判定,全中闸=flag_settle 发射点施加面承载(载荷字段仅供观测);②has 算子语义与行 不匹配(数组包含对 String 恒假)——落非空在场判定(value 缺省)+数组包含(value 给定),查询面落法=代拍板 白名单;③前任漏写 _harmful_adjacent 助手(flag_hit 发射点调用必炸);④counter_add set 键语义 bool() 吞 0 (清零行 set:0 被当 false 走加零通道)——改 has(set) 置值模式,四处施加点同修。 本提交主干(专长族全量迁移——任务书 §六 T3): - damage_controller:feat_flags 旗面整体退役,五事件施加面接线——attack_commit 命中随单据 context 携带 (发射点=开单入口,任务书 §3.1 定稿位;主角攻击单恒段内首单,开单现场=结账现场),rider/改写/加值/ 段数/状态五族按迁移前算序施加(重锤两拍/专注/spike 恒全额/猎弱移档/魔网湛蓝猎手克制直调/整备每层 +1/厚积满层倍乘/奥术+猎巢+执拗 rider 合计后档位暴击);armor_roll 免掷恒折扣、clamp_check 双面 (hero+board_typed)delta 窗口、kill 溢出弹射(landed×value%)、damage_taken shield 加法族合计。 _feat_clamp_bonus/13 处旗消费点拆除。 - battle_orchestrator:_combat_segment 换代(dig_streak/charge_layers 注伤害控制器运行态;连珠矢段数 施加位紧随主角攻击单开立=迁移前开单位,flush 兑现序逐位一致);round_start 发射位前移至行动经济轮 切换前(树规则 grant_ap queue 当轮入队当轮兑现——先手压制首轮语义锚);深挖快照滚动拆除(计数器 reset_at 声明承载);熔火/连击旧计数变量退役。 - action_economy:feat_ap_carry/feat_dig_extra/deep_paid_count 旧注入旗拆除;dig_paid 施加面落地 (counter_spend 对价:AP 富余付全价积计数、不足 fallback 只付基础 1——2026-10-04 降级口径逐位保留)。 - feat_table schema:HOOKS 23 挂点枚举/MINE_HOOKS/EFFECT_KEYS/hook+effects 双形态校验全删——triggers 订阅形态唯一合法行形(行键白名单收口 feat_id/display_name/rarity/archetype/triggers/desc/note)。 - feats_engine:hooks_for 挂点投影退役(订阅装载序=feats 表序,由效果引擎 rebuild 承载)。 - battle_narrator:专长卡片文案表值化(summaries 硬编码映射拆除,读行 desc——27 件措辞逐字迁移)。 - smoke 断言面随迁(任务书 v1.1 补列项):构造表 5 行换代 triggers 形态;挂点投影断言换代订阅装载面; ④-⑧ 求值断言(_feat_flags_for 直呼+旗读数)全量改写为 rebuild+dispatch 命中面(27 件逐事件覆盖); 深挖钻头付费开掘回归闸改 counter_spend 计数器面;特性卡 desc 直读断言新增。 映射表对拍注记(行为等价优先,.tres 尾注同步留痕):猎巢人/矿工的执拗映射表标 modify_ticket/attack_bonus, 现行为必中附加通道(hero_rider 后置于乘区与下限)——落 add_ticket_rider(per 取数载荷);整备军备现行为 双效果(轮末转蓄力+每层首段攻 +1)——两行订阅;深挖钻头 per-round 计数器对(paid/given)复刻旧 v2 跨轮不对称语义(given 不随轮重置)。 验证:冒烟 800 项 0 失败(三闸过)· 单元 17 套全绿 · S1 魔法流对拍预检=MC formed/off 两态与 T0 pre 锚 (83000 种子段)同种子逐位一致(2×5 局,三档只测不判)——14 件迁移行实战斗承载零分岔。 设计权威:design/research/研究-内容数据驱动扩展架构-2026-10-06.md(案乙)。 任务书:design/research/任务书-内容数据驱动扩展批-2026-10-06.md §六 T3、§五映射表、§七契约 2/4。
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@@ -35,19 +35,12 @@ var last_round_end: Dictionary:
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var _settlement_consumed := false # AC-14 门:notify_settlement_done 消费后才受理 round_start
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var _next_round_mode := "" # 调试观测量(同板续轮 / 换新图)
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var _pending_ap_delta := 0 # 下轮行动点修正排队(格面资源八型批 2026-09-20——action 型 ±1 排队,轮开始兑现后清零)
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# 蓄力流运行态(迭代 12 T5——relic 件注入面;false=关着零扰动):
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# feat_ap_carry=整备军备(轮末剩余 AP 转蓄力层替代 RAP 转存——cleared 作废口径改写的停手侧承载);
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# feat_dig_extra=深挖钻头付费开掘对价(R4 甲非信息税形态;2026-10-04 试玩缺陷修复——对价挂付费
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# 开掘侧:AP 富余时挖掘付全价 1+extra 积付费计数、AP 不足时降级只付基础 1 照常开格不积计数——
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# 原「持有期所有挖掘无条件 +1」实现把对价错挂成普通挖掘税,AP=1 锁死开格);charge_layers=蓄力层账本。
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var feat_ap_carry := false
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var feat_dig_extra := 0
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# 蓄力流运行态(迭代 12 T5 → 内容数据驱动扩展批 T3 换代:旧 feat_ap_carry/feat_dig_extra 注入旗
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# 退役——转蓄力=round_end grant_ap(mode:transfer) 订阅(finish_round_stop 定夺)、深挖对价=dig_paid
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# counter_spend 订阅(request_dig 施加面);charge_layers=蓄力层账本)
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var _charge_layers := 0
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var charge_layers: int:
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get: return _charge_layers
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var _deep_paid_count := 0
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var deep_paid_count: int:
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get: return _deep_paid_count
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# 效果引擎(内容数据驱动扩展批 T1——dig_paid/charge_full 发射面;round_end 转存决策面)
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var _fx: EffectEngine = null
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var _last_stop_ap := 0 # 停手侧剩余 AP 记账(转存决策移至 round_end 发射点——grant_ap(transfer) 订阅定夺)
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@@ -94,21 +87,25 @@ func try_spend(action_kind: String) -> bool:
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# 排雷玩法 挖掘专用:chain_size = 连锁附加格数(不含首格);clears_map = 本次动作后全图安全格开完。
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# 深挖钻头付费开掘(2026-10-04 缺陷修复——对价挂付费侧):AP 富余(≥基础+extra)时本动作付全价
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# 并积付费开掘计数(orchestrator 深层产出配额取数面);AP 不足全价时**降级只付基础 1 照常开格**、
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# 不积计数——持有钻头永不锁死普通挖格(散件保底 B-2)。
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# 深挖钻头付费开掘(内容数据驱动扩展批 T3——dig_paid counter_spend 订阅施加面,2026-10-04 缺陷
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# 修复口径不变):按序消耗族——AP 富余(≥基础+对价)时本动作付全价并积本轮付费计数(效果引擎
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# 计数器=授予段追加产出配额取数面);AP 不足全价时 fallback 降级只付基础 1 照常开格、不积计数
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# ——持有钻头永不锁死普通挖格(散件保底 B-2)。
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func request_dig(chain_size: int, clears_map: bool) -> bool:
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if _phase != Phase.ACTIVE:
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_reject("phase")
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return false
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var cost := _cost("dig")
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if feat_dig_extra > 0 and _ap >= cost + feat_dig_extra:
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cost += feat_dig_extra
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_deep_paid_count += 1
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# dig_paid 发射点(内容数据驱动扩展批 T1——付费开掘发起、动作经济闸收对价前;
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# 深挖钻头 counter_spend 对价订阅面。双轨期对价仍走 feat_dig_extra 旧面)
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# dig_paid 发射+施加(内容数据驱动扩展批 T3——付费开掘发起、动作经济闸收对价前:
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# counter_spend 命中=尝试加收对价并积计数;资源不足走 fallback/耗尽即止=只付常规基础对价)
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if _fx != null:
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_fx.dispatch("dig_paid", {"ap_cost": cost, "ap_surplus": _ap - cost})
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for h in _fx.dispatch("dig_paid", {"ap_cost": cost, "ap_surplus": _ap - cost}):
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if String(h.get("kind", "")) != "counter_spend":
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continue
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var extra := int(h.get("value", 1))
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if _ap >= cost + extra:
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cost += extra
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_fx.counter_add(String(h.get("counter_id", "")), 1)
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if _ap < cost:
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_reject("resource_face")
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return false
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+203
-224
@@ -77,15 +77,11 @@ var attunement: Array = [] # 装备中同调件 item_id 集
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var _attune_charges_ref: Dictionary = {} # 充能账本共享引用(迭代 11 第①批 T6——use_treasure 消费直改)
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var _attune_bank := 0 # 掘进蓄能积点(battle 域——每 charge_n 安全格 +1 点)
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var _attune_safe_seen := 0 # 掘进蓄能 battle 域安全开格计数
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# 特性运行态(迭代 12 T2——relic 持有集经 enc.feats 注入;求值旗注 damage_controller.feat_flags;
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# 魔矢每战首次计数 battle 域。空集=零扰动)
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# 特性运行态(内容数据驱动扩展批 T3——relic 持有集经 enc.feats 注入:效果行为=数据行 triggers 经
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# 效果引擎分发;魔矢每战首次计数 battle 域。空集=零扰动)
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var _feat_first_dig_used := false
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var _feat_combo := 0 # 矿脉直觉连击计数(battle 域——safe +1/mine 清零)
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var _feat_deep_given := 0 # 深挖钻头本轮已追加份数(battle 域——v2 本格双份制:safe 事件按付费数上限)
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var _feat_paid_at_round_start := 0 # 轮初付费计数快照(v2——本轮付费次数=当前值−快照)
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var _feat_magma_layers := 0 # 熔火之躯积层(battle 域——受地形伤 +1,轮末反打清零)
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# 效果引擎(内容数据驱动扩展批 T1——发布订阅解释器;begin_battle 从持有集/装备集重建订阅。
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# 双轨过渡期:发射点 dispatch 仅观测命中(施加面仍走 feat_flags 旧消费点),T3 起逐点切换)
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# T3 起施加面全量切换:发射点 dispatch 返回命中,发射点按组合规则施加——旧 feat_flags 旗注入消亡)
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var _fx: EffectEngine
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@@ -96,6 +92,14 @@ func _fx_emit(event: String, payload: Dictionary) -> Array:
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return _fx.dispatch(event, payload, Callable(self, "_fx_fact"))
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# round_start 发射+施加(内容数据驱动扩展批 T3——grant_ap mode:queue=当轮入队,行动经济轮切换
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# 即兑现;计数器 round_start 重置点在 dispatch 内生效。调用点两处:begin_battle 首轮 / 轮始段续轮)
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func _emit_round_start() -> void:
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for h in _fx_emit("round_start", {"round": round_index}):
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if String(h.get("kind", "")) == "grant_ap" and String(h.get("mode", "")) == "queue":
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action_economy.queue_ap_delta(int(h.get("value", 0)))
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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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match fact:
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@@ -131,89 +135,9 @@ func _attune_mag(item_id: String) -> int:
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return int(_attune_row(item_id).get("magnitude", 0))
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# 特性求值(迭代 12 T2——持有集 × feat_table → damage_controller.feat_flags 注入面):
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# rider_flat = Σ rider 件 value(奥术余烬 +1 / 魔能共鸣 +2);magic 档一(≥2 件)rider +1、
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# 档二(≥4 件)rider 可暴击;clamp 两件直调键;first_dig_spell 旗(魔能共鸣第二效果——魔矢值
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# = 件 effects.value)。空集/空表 = 零旗零扰动。
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func _feat_flags_for(feat_ids: Array) -> void:
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var flags: Dictionary = {}
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if not feat_ids.is_empty() and db.feats != null and not db.feats.rows.is_empty():
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var hooks := FeatsEngine.hooks_for(feat_ids, db.feats)
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var tiers := FeatsEngine.tiers_for(feat_ids, db.feats)
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for h in hooks:
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var hook: String = String(h.get("hook", ""))
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var fx: Dictionary = h.get("effects", {}) as Dictionary
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match hook:
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"hero_attack_rider":
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flags["rider_flat"] = int(flags.get("rider_flat", 0)) + int(fx.get("value", 0))
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"clamp_modifier":
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# clamp 方向按件 note 词分流(魔网=magic-vs-magic 罚修正 / 湛蓝=magic-vs-heavy 加成)
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if String(fx.get("polarity", "")) == "magic_vs_magic":
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flags["clamp_magic_magic"] = int(flags.get("clamp_magic_magic", 0)) + int(fx.get("value", 0))
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elif String(fx.get("polarity", "")) == "magic_vs_heavy":
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flags["clamp_magic_heavy"] = int(flags.get("clamp_magic_heavy", 0)) + int(fx.get("value", 0))
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elif String(fx.get("polarity", "")) == "pierce_vs_light":
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flags["clamp_pierce_light"] = int(flags.get("clamp_pierce_light", 0)) + int(fx.get("value", 0))
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"first_dig_spell":
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flags["first_dig_spell"] = true
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flags["spell_value"] = int(fx.get("value", 0))
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"flag_resource":
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flags["flag_resource_extra"] = int(fx.get("value", 0))
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"nest_aura":
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flags["nest_aura_value"] = int(fx.get("value", 0))
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"flag_all_hit":
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flags["flag_all_hit_mult"] = int(fx.get("value", 0))
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"flag_strike":
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flags["flag_strike_value"] = int(fx.get("value", 0))
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"kill_overflow":
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flags["kill_overflow"] = true
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"dig_count_segments":
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flags["chain_value"] = int(fx.get("value", 0))
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flags["chain_cap"] = int(fx.get("cap", 2))
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"roll_discount":
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flags["discount_shift"] = int(fx.get("value", 0))
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"round_dig_bonus":
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flags["round_dig_value"] = int(fx.get("value", 0))
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flags["round_dig_cap"] = int(fx.get("cap", 5))
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"hit_trade":
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flags["hit_trade_atk"] = int(fx.get("trade_atk", 0))
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flags["hit_trade_hit"] = int(fx.get("trade_hit", 0))
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"armor_roll_rewrite":
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flags["armor_roll_rewrite"] = int(fx.get("value", 0))
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"heavy_debuff":
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flags["crack_value"] = int(fx.get("value", 0))
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"dig_yield_mult":
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# 开格产出乘区族(贪婪矿灯/矿脉直觉/赌徒的血签——正负双向,同 hook 累加)
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flags["dig_yield_pos_mult"] = int(flags.get("dig_yield_pos_mult", 0)) + int(fx.get("mult", 0))
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flags["dig_yield_neg_mult"] = int(flags.get("dig_yield_neg_mult", 0)) + int(fx.get("cost_mult", 0))
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if int(fx.get("cap", 0)) > 0:
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flags["combo_cap"] = int(fx.get("cap", 0)) # 矿脉直觉连击上限
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"deep_dig":
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flags["deep_dig_cost"] = int(fx.get("ap_cost", 0))
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flags["deep_dig_cap"] = int(fx.get("cap", 4))
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"ap_carry":
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flags["ap_carry_value"] = int(fx.get("value", 0))
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"charge_shield":
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flags["shield_per_layer"] = int(fx.get("shield_per_layer", 0))
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"charge_spike":
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flags["spike_mult"] = int(fx.get("value", 0))
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"terrain_refund":
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flags["terrain_refund"] = int(fx.get("value", 0))
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"terrain_dig_double":
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flags["terrain_dig_double"] = int(fx.get("value", 0))
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"flag_neutralize":
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flags["flag_neutralize"] = int(fx.get("value", 0))
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"variant_counter":
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flags["variant_counter_value"] = int(fx.get("value", 0))
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var mt := int(tiers.get("magic", 0))
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if mt >= 1:
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flags["rider_flat"] = int(flags.get("rider_flat", 0)) + 1 # 档一质变(≥2 件):rider +1(provisional)
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if mt >= 2:
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flags["rider_crit"] = true # 档二质变(≥4 件):rider 可暴击(crit 时乘暴击倍率)
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_damage.feat_flags = flags
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# 蓄力流/深挖钻头 action_economy 注入(求值即注入——冒烟直呼 _feat_flags_for 同面生效)
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action_economy.feat_ap_carry = int(flags.get("ap_carry_value", 0)) > 0
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action_economy.feat_dig_extra = int(flags.get("deep_dig_cost", 0))
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# 特性求值(内容数据驱动扩展批 T3——_feat_flags_for 挂点求值退役:效果行为=数据行 triggers 订阅,
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# 效果引擎 dispatch 分发;旧 23 hook 枚举与旗注入消亡。流派档位质变=FeatsEngine 纯函数求值
|
||||
# (档位机制本身系引擎基建非内容效果),两运行态注伤害控制器:档一 rider+1 / 档二 rider 可暴击)
|
||||
var _flag_miss_seen := {} # 标旗未中行去重(每安全格实例一次)
|
||||
var _perfect_hit_true := 0 # 板级完美排雷计数(install 重置)
|
||||
var _perfect_hit_false := 0
|
||||
@@ -288,24 +212,25 @@ func begin_battle(enc: Dictionary) -> bool:
|
||||
_attune_safe_seen = 0
|
||||
_damage.attune_venom = _attune_mag("venom_edge") if _attune_has("venom_edge") else 0
|
||||
_reward_economy.luck_bias = _attune_mag("luck_coin") if _attune_has("luck_coin") else 0
|
||||
# 特性运行态注入(迭代 12 T2 魔法流——enc.feats 携带持有集;FeatsEngine 求值后注伤害控制器
|
||||
# feat_flags;空集/空表=零扰动。魔矢每战首次开格计数同步归零)
|
||||
_feat_flags_for((enc.get("feats", []) as Array))
|
||||
# 特性运行态(内容数据驱动扩展批 T3——enc.feats 携带持有集:效果行为=数据行 triggers 经效果
|
||||
# 引擎分发;流派档位=FeatsEngine 纯函数求值两运行态注伤害控制器。魔矢每战首次开格计数同步归零)
|
||||
var feat_ids: Array = enc.get("feats", []) as Array
|
||||
if not feat_ids.is_empty() and db.feats != null:
|
||||
var tiers: Dictionary = FeatsEngine.tiers_for(feat_ids, db.feats)
|
||||
var mt := int(tiers.get("magic", 0))
|
||||
_damage.rider_tier_bonus = 1 if mt >= 1 else 0
|
||||
_damage.rider_tier_crit = mt >= 2
|
||||
else:
|
||||
_damage.rider_tier_bonus = 0
|
||||
_damage.rider_tier_crit = false
|
||||
_feat_first_dig_used = false
|
||||
_feat_combo = 0
|
||||
_feat_deep_given = 0
|
||||
_feat_paid_at_round_start = 0
|
||||
_feat_magma_layers = 0
|
||||
# 树 rule 键消费(迭代 12 T10——Fork 激活侧 effects;真实接线首期两键:先手压制=战斗首轮
|
||||
# AP+1(queue_ap_delta——先手压制语义)/稳健拓荒=敌方攻击减 1(伤害控制器 flags bulwark);
|
||||
# 其余 rule 键=stat 面投影不入战斗(T8 表内容 provisional 口径披露))
|
||||
# 树 rule 键消费(迭代 12 T10 → 内容数据驱动扩展批 T3 换代:Fork 激活侧效果=效果引擎合成
|
||||
# 订阅(rebuild 注入——round_start 首轮 AP+1 / damage_taken 减伤+1),旧直调拆除。其余 rule 键
|
||||
# =stat 面投影不入战斗(T8 表内容 provisional 口径披露))
|
||||
var tree_rules: Array = enc.get("tree_rules", []) as Array
|
||||
if tree_rules.has("posture_first_strike"):
|
||||
action_economy.queue_ap_delta(1)
|
||||
_damage.feat_flags["bulwark"] = 1 if tree_rules.has("posture_bulwark") else 0
|
||||
# 效果引擎订阅重建(内容数据驱动扩展批 T1——每战从持有集/装备集重建,中途获得下一战生效;
|
||||
# 树规则合成订阅同面装载。装载序=feats 表序→treasure 表序→树规则,写死保种子复放)
|
||||
_fx.rebuild((enc.get("feats", []) as Array), attunement, tree_rules)
|
||||
_fx.rebuild(feat_ids, attunement, tree_rules)
|
||||
# 迭代 10 奖励重构批——跨冒险行动点加成轴(统一冒险加算区第四轴):经排队修正通道兑现
|
||||
# 「每场战斗开始首轮 AP +加成值」(queue_ap_delta = 下轮开轮基线加算、notify_round_start 兑现后
|
||||
# 清零——首轮即消费,后续轮次不重复兑现;语义锚 = 行动经济 GDD「跨冒险行动点加成轴」节)
|
||||
@@ -315,12 +240,15 @@ func begin_battle(enc: Dictionary) -> bool:
|
||||
# 工兵晨令(迭代 11 同调批 T5——前 effective_rounds 轮每轮 +1 AP;首轮在此入队,后续轮在轮始段续队)
|
||||
if _attune_has("dawn_order"):
|
||||
action_economy.queue_ap_delta(_attune_mag("dawn_order"))
|
||||
# round_start 发射+施加(内容数据驱动扩展批 T3——发射位先于行动经济轮切换:树规则 grant_ap
|
||||
# mode:queue 当轮入队、notify_round_start 即兑现(先手压制=首轮 AP+1 语义锚,与迁移前
|
||||
# begin_battle 直调 queue_ap_delta 逐位一致);计数器 round_start 重置点同点生效)
|
||||
round_index = 1
|
||||
_emit_round_start()
|
||||
if not action_economy.notify_round_start():
|
||||
_fatal("行动经济 首轮 notify_round_start 被拒")
|
||||
return false
|
||||
round_index = 1
|
||||
_roll_round_actions() # 开轮摇号(敌人技能池批——首轮同样摇;先于 round_started,挖掘期动画位可读)
|
||||
_fx_emit("round_start", {"round": round_index})
|
||||
round_started.emit(round_index)
|
||||
return true
|
||||
|
||||
@@ -511,49 +439,68 @@ func _settle() -> void:
|
||||
# 作废(归因行在案);标空判定已随旗擦除自然缺席(被挖的旗不在轮末在场基线)。
|
||||
_emit_row("reward_ineffective", "safe_cell", evt.cell, ri, "奖励作废(插旗格直接挖开——零惩罚零奖励)", 0, {}, "")
|
||||
continue
|
||||
# dig_reveal 发射点(内容数据驱动扩展批 T1——安全开格结算完成;载荷含首格事实与变异类型)
|
||||
_fx_emit("dig_reveal", {"cell": evt.cell, "round": ri,
|
||||
# dig_reveal 发射+施加(内容数据驱动扩展批 T3——桶序固定承载等价:
|
||||
# 乘区收集 → 正向兑付 → 计数器 → 追加产出(深挖)→ 奥术矢)
|
||||
var dr_hits := _fx_emit("dig_reveal", {"cell": evt.cell, "round": ri,
|
||||
"is_first_dig_of_battle": not _feat_first_dig_used,
|
||||
"terrain_kind": (evt.get("variant_ids", []) as Array)})
|
||||
_grant_routed(_feat_yield_adjust(snap, true), "positive", "safe_cell", evt.cell, ri, "")
|
||||
# 开格流连击/深层产出(迭代 12 T5):矿脉直觉连击 = safe +1(mine 清零在负向分支);
|
||||
# 深挖钻头深层产出 = 每 cap 格额外 grant 一份(收益面补偿额外 AP 成本——R4 甲非信息税对价)
|
||||
_feat_combo += 1
|
||||
# 深挖钻头 v2(2026-10-04 二次修正——用户实测「付 2AP 无可见提升纯挨打」:v1 配额制
|
||||
# 4 次付费 8AP 换 1 份随机资源=净负期望+收益埋明细带不可感知):改**本格双份**——
|
||||
# 付费挖掘的本格资源直接双份(多花 1AP 买多一份同格产出,账目直白期望微正)。
|
||||
# 本轮付费次数 N=deep_paid_count−轮初快照;safe 事件按 N 上限逐格追加第二份(「深挖」)。
|
||||
var dd_cost := int(_damage.feat_flags.get("deep_dig_cost", 0))
|
||||
if dd_cost > 0:
|
||||
var paid_this_round := int(action_economy.deep_paid_count) - _feat_paid_at_round_start
|
||||
if paid_this_round > 0 and _feat_deep_given < paid_this_round:
|
||||
_feat_deep_given += 1
|
||||
"terrain_kind": _harmful_variants(evt.get("variant_ids", []) as Array)})
|
||||
var pos_m := 0
|
||||
var neg_m := 0
|
||||
var combo_cap := -1
|
||||
for h in dr_hits:
|
||||
if String(h.get("kind", "")) != "yield_mult":
|
||||
continue
|
||||
pos_m += int(h.get("mult", 0))
|
||||
neg_m += int(h.get("cost_mult", 0))
|
||||
if int(h.get("cap", 0)) > 0:
|
||||
combo_cap = int(h.cap) # 矿脉直觉连击上限
|
||||
_grant_routed(_feat_yield_adjust(snap, true, pos_m, neg_m, combo_cap), "positive", "safe_cell", evt.cell, ri, "")
|
||||
# 计数器执行(连击计数——加法族,乘区收集后执行=本格兑付用旧值,与迁移前逐位一致)
|
||||
for h in dr_hits:
|
||||
if String(h.get("kind", "")) == "counter_add":
|
||||
var set_v = h.get("set", null)
|
||||
_fx.counter_add(String(h.get("counter_id", "")), int(h.get("value", 0)) if set_v == null else int(set_v), set_v != null)
|
||||
# 追加产出(深挖钻头 v2——本格双份制:grant_material 命中=配额内追加第二份;标签随行)
|
||||
for h in dr_hits:
|
||||
if String(h.get("kind", "")) == "grant_material":
|
||||
var dd_snap = _reward_economy.grant(evt.cell)
|
||||
if dd_snap is Dictionary:
|
||||
_grant_routed(dd_snap, "positive", "safe_cell", evt.cell, ri, "", "(深挖)")
|
||||
# 魔能共鸣·每战首次开安全格追加魔法矢(迭代 12 T2——relic 件「每关首次开格必出魔法矢」
|
||||
# 落地为每战首次〔战斗域单事务无跨战状态——「每关」字面改「每战」台账披露待追认〕;
|
||||
# board_typed magic 必中,扫雷结算触发点=relic 挂 first_dig_spell 承载红线①)
|
||||
if bool(_damage.feat_flags.get("first_dig_spell", false)) and not _feat_first_dig_used:
|
||||
_grant_routed(dd_snap, "positive", "safe_cell", evt.cell, ri, "", String(h.get("label", "")))
|
||||
# 奥术矢(魔能共鸣——每战首次开安全格追加魔法矢;任意真族单次生效)
|
||||
var spell_hits: Array = _hits_of(dr_hits, "spawn_spell")
|
||||
if not spell_hits.is_empty() and not _feat_first_dig_used:
|
||||
_feat_first_dig_used = true
|
||||
var spell_t := _damage.open_ticket(DamageController.KIND_BOARD_TYPED, "feat_first_dig_spell",
|
||||
"奥术矢", "board", int(_damage.feat_flags.get("spell_value", 0)),
|
||||
"奥术矢", "board", int((spell_hits[0] as Dictionary).get("value", 0)),
|
||||
DamageController.TARGET_FRONT_ALIVE, ri, evt.cell, "magic")
|
||||
_submit(spell_t, false)
|
||||
# 掘进蓄能计数(迭代 11 同调批 T6——battle 域安全开格计数,每 charge_n 格积 1 点)
|
||||
if _attune_has("dig_charge"):
|
||||
_attune_safe_seen += 1
|
||||
var cn_b: int = int(db.treasure_item_row("dig_charge").get("charge_n", 999))
|
||||
if cn_b > 0 and _attune_safe_seen % cn_b == 0:
|
||||
_attune_bank += 1
|
||||
# 掘进蓄能计数(迭代 11 同调批 T6——battle 域安全开格计数,每 charge_n 格积 1 点)
|
||||
if _attune_has("dig_charge"):
|
||||
_attune_safe_seen += 1
|
||||
var cn_b: int = int(db.treasure_item_row("dig_charge").get("charge_n", 999))
|
||||
if cn_b > 0 and _attune_safe_seen % cn_b == 0:
|
||||
_attune_bank += 1
|
||||
elif evt.kind == "mine":
|
||||
# 插旗不可逆四情况②:插雷格再挖开 = 只受挖雷一层惩罚(mine_hit 照常兑付——惊动巢穴),
|
||||
# 标中不发(旗已随挖掘擦除、不入轮末判定基线)。
|
||||
# mine_hit 发射点(内容数据驱动扩展批 T1——踩雷时;减半/反打/连击清零订阅面)
|
||||
_fx_emit("mine_hit", {"cell": evt.cell, "round": ri,
|
||||
# mine_hit 发射+施加(内容数据驱动扩展批 T3——桶序固定承载等价:
|
||||
# 减半收集 → 负向兑付〔带减半系数〕→ 反打开单 → 连击清零计数器)
|
||||
var mh_hits := _fx_emit("mine_hit", {"cell": evt.cell, "round": ri,
|
||||
"damage": int((snap as Dictionary).get("power", 0))})
|
||||
_grant_routed(_feat_yield_adjust(snap, false), "negative", "mine_hit", evt.cell, ri, "")
|
||||
_feat_combo = 0 # 矿脉直觉连击清零(踩雷断连——「推理密度直接奖励」的对侧)
|
||||
var halve_pct := 0
|
||||
for h in mh_hits:
|
||||
if String(h.get("kind", "")) == "damage_mult":
|
||||
halve_pct += int(h.get("value", 0))
|
||||
for h in mh_hits:
|
||||
if String(h.get("kind", "")) == "counter_add":
|
||||
var set_v = h.get("set", null)
|
||||
_fx.counter_add(String(h.get("counter_id", "")), int(h.get("value", 0)) if set_v == null else int(set_v), set_v != null)
|
||||
_grant_routed(_feat_yield_adjust(snap, false, 0, 0, -1), "negative", "mine_hit", evt.cell, ri, "", "", halve_pct)
|
||||
for h in mh_hits:
|
||||
if String(h.get("kind", "")) == "open_ticket" and String(h.get("channel", "")) == "reflect":
|
||||
var nct := _damage.open_ticket(DamageController.KIND_BOARD_BLAST, "attune_nest_counter", "惊巢反制·反弹", "board",
|
||||
int(h.get("value", 0)), DamageController.TARGET_ALL_ALIVE, ri, evt.cell, "", 0, "", {})
|
||||
_submit(nct, false)
|
||||
# 地形变异 兑付段(授予段尾——触发枚举 on_open:挖开即伤、chain 通道同口径;伤害单据案C 暂存到
|
||||
# 战斗段末兑付〔2026-10-06 用户裁〕;信息型 hide_number 不进结算——呈现层读取,见 board_view 数字遮蔽;
|
||||
# 雷格恒无变异——布置段排除,双层叠罚不存在;插旗格直挖照吃变异伤害——地形后果同 mine_hit 口径,
|
||||
@@ -568,30 +515,27 @@ func _settle() -> void:
|
||||
var vt := _damage.open_ticket(DamageController.KIND_BOARD_FLAT_HERO, "地形变异", String(vrow.get("display_name", vid)), "board", \
|
||||
int(vrow.get("effect_value", 0)), DamageController.TARGET_HERO, ri, evt.cell, "", 0, "", {"variant_id": String(vid)})
|
||||
_submit(vt, false)
|
||||
# damage_taken 发射点(内容数据驱动扩展批 T1——kind=terrain;荆棘/地脉/熔火订阅面)
|
||||
_fx_emit("damage_taken", {"kind": "terrain", "amount": int(vrow.get("effect_value", 0)),
|
||||
"source": String(vid), "cell": evt.cell, "round": ri})
|
||||
# 吞噬流四面(迭代 12 T6——地形从纯税到第三资源带;伤害仍发生=乙稿判据 3 承载):
|
||||
# ①荆棘编织者=挖开伤害型地形格额外掉落一次格面资源(主动吃地形换资源)
|
||||
if int(_damage.feat_flags.get("terrain_dig_double", 0)) > 0:
|
||||
var tw_snap = _reward_economy.grant(evt.cell)
|
||||
if tw_snap is Dictionary:
|
||||
_grant_routed(tw_snap, "positive", "safe_cell", evt.cell, ri, "", "(荆棘编织)")
|
||||
# ②地脉采撷=受地形伤掉落小额资源补偿(薄矿化——每次受伤兑一份)
|
||||
if int(_damage.feat_flags.get("terrain_refund", 0)) > 0:
|
||||
var lh_snap = _reward_economy.grant(evt.cell)
|
||||
if lh_snap is Dictionary:
|
||||
_grant_routed(lh_snap, "positive", "safe_cell", evt.cell, ri, "", "(地脉补偿)")
|
||||
# ③熔火之躯=受地形伤积层(触发键=「受地形伤」通用不按种类特化——定稿红线承载)
|
||||
if int(_damage.feat_flags.get("variant_counter_value", 0)) > 0:
|
||||
_feat_magma_layers += 1
|
||||
# damage_taken(kind=terrain) 发射+施加(内容数据驱动扩展批 T3——荆棘/地脉 grant_material
|
||||
# 即时执行 + 熔火积层 counter_add;行序随订阅声明序〔ley 表序在 thorn 前〕,兑付值逐位一致)
|
||||
var dt_hits := _fx_emit("damage_taken", {"kind": "terrain", "amount": int(vrow.get("effect_value", 0)),
|
||||
"source": String(vid), "cell": evt.cell, "round": ri, "terrain_kind": String(vid)})
|
||||
for h in dt_hits:
|
||||
match String(h.get("kind", "")):
|
||||
"grant_material":
|
||||
var tw_snap = _reward_economy.grant(evt.cell)
|
||||
if tw_snap is Dictionary:
|
||||
_grant_routed(tw_snap, "positive", "safe_cell", evt.cell, ri, "", String(h.get("label", "")))
|
||||
"counter_add":
|
||||
var set_v = h.get("set", null)
|
||||
_fx.counter_add(String(h.get("counter_id", "")), int(h.get("value", 0)) if set_v == null else int(set_v), set_v != null)
|
||||
for evt in _facts_flags:
|
||||
_judge_flag(evt, ri)
|
||||
# 战旗军规开单段(迭代 12 T3 标旗流——flag_judged 批后统一开单:轮末每面标中旗对最前存活敌
|
||||
# 结算 board_typed 必中伤害〔复用零新配方;「旗所在巢穴敌」简化为 default_target 最前存活敌——
|
||||
# 台账披露待追认〕;完美布防=本轮旗批全中(hit>0 且 miss==0)时旗伤 ×mult——全对推理奖励)。
|
||||
# 扫雷结算触发点=flag_strike/flag_all_hit/nest_aura 挂点承载红线①;伤害单据案C 暂存战斗段末兑付。
|
||||
# flag_settle 发射点(内容数据驱动扩展批 T1——轮末旗伤结算;战旗开单/完美布防订阅面)
|
||||
# 伤害单据案C 暂存战斗段末兑付。
|
||||
# flag_settle 发射+施加(内容数据驱动扩展批 T3——战旗 open_ticket + 完美布防 modify_ticket
|
||||
# 改写窗口:旗伤基值×完美倍率后逐旗开单,与迁移前算序一致)
|
||||
var fs_hits := 0
|
||||
var fs_misses := 0
|
||||
for fevt in _facts_flags:
|
||||
@@ -599,44 +543,45 @@ func _settle() -> void:
|
||||
fs_hits += 1
|
||||
else:
|
||||
fs_misses += 1
|
||||
_fx_emit("flag_settle", {"flags_hit_all": fs_hits > 0 and fs_misses == 0,
|
||||
var fs_fx := _fx_emit("flag_settle", {"flags_hit_all": fs_hits > 0 and fs_misses == 0,
|
||||
"flags_count": fs_hits, "round": ri})
|
||||
if int(_damage.feat_flags.get("flag_strike_value", 0)) > 0:
|
||||
var hits := 0
|
||||
var misses := 0
|
||||
var banner_hits: Array = []
|
||||
for h in fs_fx:
|
||||
if String(h.get("kind", "")) == "open_ticket" and String(h.get("channel", "")) == "attack":
|
||||
banner_hits.append(h)
|
||||
if not banner_hits.is_empty():
|
||||
var strike_value := int((banner_hits[0] as Dictionary).get("value", 0))
|
||||
var flag_mult := 1
|
||||
for h in fs_fx:
|
||||
if String(h.get("kind", "")) == "modify_ticket" and String(h.get("mode", "")) == "flag_mult":
|
||||
flag_mult *= maxi(1, int(h.get("value", 1)))
|
||||
if fs_misses == 0 and fs_hits > 0 and flag_mult > 1:
|
||||
strike_value *= flag_mult # 完美布防:同轮全中旗伤倍增(全对推理奖励)
|
||||
for fevt in _facts_flags:
|
||||
if bool(fevt.get("hit", false)):
|
||||
hits += 1
|
||||
else:
|
||||
misses += 1
|
||||
if hits > 0:
|
||||
var mult := int(_damage.feat_flags.get("flag_all_hit_mult", 1))
|
||||
var strike_value := int(_damage.feat_flags.get("flag_strike_value", 0))
|
||||
if misses == 0 and mult > 1:
|
||||
strike_value *= mult # 完美布防:同轮全中旗伤倍增(全对推理奖励)
|
||||
for fevt in _facts_flags:
|
||||
if not bool(fevt.get("hit", false)):
|
||||
continue
|
||||
var st_t := _damage.open_ticket(DamageController.KIND_BOARD_TYPED, "feat_flag_strike",
|
||||
"战旗军规", "board", strike_value, DamageController.TARGET_FRONT_ALIVE, ri,
|
||||
fevt.cell, "normal")
|
||||
_submit(st_t, false)
|
||||
# 熔火之躯轮末反打(迭代 12 T6 吞噬流——受地形伤积层,对全体敌 ~1 必中反伤;
|
||||
# 触发键=「受地形伤」通用不按地形种类特化——定稿红线承载;反打后清零;单据案C 暂存战斗段末)
|
||||
var magma := int(_damage.feat_flags.get("variant_counter_value", 0))
|
||||
if magma > 0 and _feat_magma_layers > 0:
|
||||
var mg_t := _damage.open_ticket(DamageController.KIND_BOARD_BLAST, "feat_magma_body",
|
||||
"熔火反噬 ×%d" % _feat_magma_layers, "board", magma * _feat_magma_layers,
|
||||
DamageController.TARGET_ALL_ALIVE, ri, minesweeper.hero_pos(), "", 0, "", {})
|
||||
_submit(mg_t, false)
|
||||
_feat_magma_layers = 0
|
||||
# round_end 发射点(内容数据驱动扩展批 T1——每轮结算收口;熔火反打/整备转蓄力订阅面。
|
||||
# 转蓄力等价说明:停手侧 AP 已在 request_stop 记账(last_stop_ap),转存决策在本点由
|
||||
# grant_ap(mode:transfer) 订阅定夺——双轨期旧旗 feat_ap_carry 并行生效,无订阅走 RAP
|
||||
# 转存缺省,行为与迁移前逐位一致)
|
||||
_fx_emit("round_end", {"round": ri})
|
||||
action_economy.finish_round_stop(action_economy.feat_ap_carry
|
||||
or (_fx != null and _fx.has_effect_on("round_end", "grant_ap", "transfer")))
|
||||
if not bool(fevt.get("hit", false)):
|
||||
continue
|
||||
var st_t := _damage.open_ticket(DamageController.KIND_BOARD_TYPED, "feat_flag_strike",
|
||||
"战旗军规", "board", strike_value, DamageController.TARGET_FRONT_ALIVE, ri,
|
||||
fevt.cell, "normal")
|
||||
_submit(st_t, false)
|
||||
# round_end 发射+施加(内容数据驱动扩展批 T3——每轮结算收口:熔火之躯反打单开立〔open_ticket
|
||||
# 即时执行〕+积层清零〔counter_add set〕;整备转蓄力由 finish_round_stop 承载——停手侧 AP 已在
|
||||
# request_stop 记账,转存决策=grant_ap(mode:transfer) 订阅定夺,无订阅走 RAP 转存缺省)
|
||||
var re_fx := _fx_emit("round_end", {"round": ri})
|
||||
for h in re_fx:
|
||||
if String(h.get("kind", "")) == "open_ticket" and String(h.get("channel", "")) == "blast":
|
||||
var mg_layers := _fx.counter(String(h.get("per", "")))
|
||||
var mg_total := int(h.get("value", 0)) * mg_layers
|
||||
if mg_total > 0:
|
||||
var mg_t := _damage.open_ticket(DamageController.KIND_BOARD_BLAST, "feat_magma_body",
|
||||
"熔火反噬 ×%d" % mg_layers, "board", mg_total,
|
||||
DamageController.TARGET_ALL_ALIVE, ri, minesweeper.hero_pos(), "", 0, "", {})
|
||||
_submit(mg_t, false)
|
||||
for h in re_fx:
|
||||
if String(h.get("kind", "")) == "counter_add":
|
||||
var set_v = h.get("set", null)
|
||||
_fx.counter_add(String(h.get("counter_id", "")), int(h.get("value", 0)) if set_v == null else int(set_v), set_v != null)
|
||||
action_economy.finish_round_stop(_fx != null and _fx.has_effect_on("round_end", "grant_ap", "transfer"))
|
||||
if _facts_path == "cleared":
|
||||
_grant_clear_reward(ri)
|
||||
_damage.flush() # 授予段界结账(案C 后本段伤害单据全数暂存,此处对空队 no-op——保留作防御性段界)
|
||||
@@ -665,31 +610,62 @@ func _settle() -> void:
|
||||
return
|
||||
_emit_row("verdict", "", Vector2i(-1, -1), ri, "下一轮次", 0, {}, "")
|
||||
_exit_distribution()
|
||||
# 深挖钻头 v2 轮初快照滚动(本轮付费次数已消费——下一轮 N=当前值−新快照)
|
||||
_feat_paid_at_round_start = int(action_economy.deep_paid_count)
|
||||
_settling = false
|
||||
|
||||
|
||||
# ---- 授予段 helpers(极性路由)----
|
||||
|
||||
# 开格产出乘区(迭代 12 T5 开格流——贪婪矿灯/矿脉直觉/赌徒的血签;duplicate 隔离不回写快照):
|
||||
# 开格产出乘区(内容数据驱动扩展批 T3 参数化——贪婪矿灯/矿脉直觉/赌徒的血签事件收集器注入):
|
||||
# positive=power ×(1+静态 mult% + 矿脉直觉连击加成 min(cap,combo)×10%);negative=power ×(1+cost%)。
|
||||
# 零旗=原快照原样返回(零扰动)。
|
||||
func _feat_yield_adjust(snap: Dictionary, positive: bool) -> Dictionary:
|
||||
var pos_m := int(_damage.feat_flags.get("dig_yield_pos_mult", 0))
|
||||
var neg_m := int(_damage.feat_flags.get("dig_yield_neg_mult", 0))
|
||||
if positive and pos_m <= 0 and not _damage.feat_flags.has("combo_cap"):
|
||||
# 全零收集器=原快照原样返回(零扰动)。combo 读数=效果引擎 dig_combo 计数器(safe+1/mine 清零,
|
||||
# 跨轮累计——与迁移前 _feat_combo 逐位一致)。
|
||||
func _feat_yield_adjust(snap: Dictionary, positive: bool, pos_m: int, neg_m: int, combo_cap: int) -> Dictionary:
|
||||
var combo_val := _fx.counter("dig_combo") if _fx != null else 0
|
||||
if positive and pos_m <= 0 and combo_cap <= 0:
|
||||
return snap
|
||||
if not positive and neg_m <= 0:
|
||||
return snap
|
||||
var out: Dictionary = snap.duplicate()
|
||||
var power := int(out.get("power", int(_reward_economy.polarity_row(String(out.get("cell_type", "")), "positive" if positive else "negative").power)))
|
||||
var pct := pos_m if positive else neg_m
|
||||
if positive and _damage.feat_flags.has("combo_cap"):
|
||||
pct += mini(int(_damage.feat_flags.get("combo_cap", 5)), _feat_combo) * 10
|
||||
if positive and combo_cap > 0:
|
||||
pct += mini(combo_cap, combo_val) * 10
|
||||
out["power"] = maxi(1, int(round(float(power) * (1.0 + float(pct) / 100.0))))
|
||||
return out
|
||||
|
||||
|
||||
# 伤害型变异过滤(terrain_kind fact 取数面——variation 表 effect=flat_damage 判据;
|
||||
# 🔴 R4 甲永不对冲边界=仅限伤害型,信息型(hide_number 族)永不出现在本集)
|
||||
func _harmful_variants(vids: Array) -> Array:
|
||||
var out: Array = []
|
||||
for vid_v in vids:
|
||||
var vid := String(vid_v)
|
||||
var vrow: Dictionary = db.variation.row_by_id(vid)
|
||||
if String(vrow.get("effect", "")) == "flat_damage":
|
||||
out.append(vid)
|
||||
return out
|
||||
|
||||
|
||||
# 邻接伤害型变异收集(terrain_kind fact 取数面——flag_hit 发射点用:标中旗相邻八格的伤害型变异集;
|
||||
# 🔴 R4 甲永不对冲边界=仅限伤害型,信息型〔hide_number 族〕不入集)
|
||||
func _harmful_adjacent(cell: Vector2i) -> Array:
|
||||
var out: Array = []
|
||||
var board: BoardData = minesweeper.current_board()
|
||||
if board == null:
|
||||
return out
|
||||
for n in board.neighbors8(cell):
|
||||
out.append_array(_harmful_variants(board.variant_ids(n)))
|
||||
return out
|
||||
|
||||
|
||||
# 效果命中过滤(按效果类型取命中子集——发射点分桶施加面)
|
||||
func _hits_of(hits: Array, kind: String) -> Array:
|
||||
var out: Array = []
|
||||
for h in hits:
|
||||
if String((h as Dictionary).get("kind", "")) == kind:
|
||||
out.append(h)
|
||||
return out
|
||||
|
||||
# 「动作 × 格型」矩阵的执行面:snap = 缓冲期冻结身份快照(cell_type = 该格装板期摇定的类型身份),
|
||||
# polarity 由动作决定(开安全格/标中旗 = positive,开雷格/标错旗 = negative),
|
||||
# 兑付行 = 奖励字典(类型, 极性)行。返回 true = percent 行实际生效(flat 行恒 false——兑付结果由行协议承载)。
|
||||
@@ -754,7 +730,7 @@ func set_treasure_unlocked(ids: Dictionary) -> void:
|
||||
_reward_economy.set_treasure_unlocked(ids)
|
||||
|
||||
|
||||
func _grant_routed(snap: Dictionary, polarity: String, source_class: String, cell: Vector2i, ri: int, highlight: String = "", label_suffix: String = "") -> bool:
|
||||
func _grant_routed(snap: Dictionary, polarity: String, source_class: String, cell: Vector2i, ri: int, highlight: String = "", label_suffix: String = "", halve_pct: int = 0) -> bool:
|
||||
# 迭代 11 第①批 T7——aux 授予分支随掉落/停点渠道退役拆除(reward 词表第十型 treasure_item 保留但零投放:
|
||||
# 无 aux 行入池、CURIO_KINDS 词表已除名);剩余类型走极性字典路由。
|
||||
var row: Dictionary = _reward_economy.polarity_row(String(snap.get("cell_type", "")), polarity)
|
||||
@@ -909,9 +885,10 @@ func _judge_flag(evt: Dictionary, ri: int) -> void:
|
||||
return # 去重跳过(资格以雷格实例为键——排雷玩法 诚实重复上报的对侧);零明细行
|
||||
_flag_consumed[cell] = true
|
||||
_perfect_hit_true += 1
|
||||
# flag_hit 发射点(内容数据驱动扩展批 T1——标中雷兑付时;殉爆/中和/图谱订阅面)
|
||||
_fx_emit("flag_hit", {"cell": cell, "round": ri,
|
||||
"adjacent_terrain": (minesweeper.current_board().variant_ids(cell) if minesweeper.current_board() != null else [])})
|
||||
# flag_hit 发射+施加(内容数据驱动扩展批 T3——桶序固定承载等价:殉爆〔T4 秘宝面〕→
|
||||
# 净化改写 → 图谱额外资源 → 基线兑付)
|
||||
var fh_hits := _fx_emit("flag_hit", {"cell": cell, "round": ri,
|
||||
"terrain_kind": _harmful_adjacent(cell)})
|
||||
# 标中殉爆(迭代 11 同调批 T5——底稿 §3:每标中一面旗,全体存活敌吃 N 群伤;无类型走 blast 通道)
|
||||
if _attune_has("flag_burst"):
|
||||
var fbt := _damage.open_ticket(DamageController.KIND_BOARD_BLAST, "attune_flag_burst", "标中殉爆", "board",
|
||||
@@ -920,7 +897,7 @@ func _judge_flag(evt: Dictionary, ri: int) -> void:
|
||||
# 净化工兵(迭代 12 T6 吞噬流——标中旗中和相邻伤害型地形格):🔴 R4 甲永不对冲边界=
|
||||
# **仅限伤害型**(thorn/magma/rockfall——variation 表 effect=flat_damage 判据),信息型
|
||||
# (hide_number 族)永不清除(红线①看门税不可对冲);中和=变普通格(BoardData.clear_variants)。
|
||||
if int(_damage.feat_flags.get("flag_neutralize", 0)) > 0:
|
||||
if not _hits_of(fh_hits, "rewrite_board").is_empty():
|
||||
var board: BoardData = minesweeper.current_board()
|
||||
for n in board.neighbors8(cell):
|
||||
var vids_n: Array = board.variant_ids(n)
|
||||
@@ -935,10 +912,11 @@ func _judge_flag(evt: Dictionary, ri: int) -> void:
|
||||
_emit_row("terrain_neutralized", "feat_purge_sapper", n, ri, "净化工兵·地形中和", 0, {}, "")
|
||||
# 雷区图谱(迭代 12 T3 标旗流——标中雷额外获得一份格面资源:插旗开始产出对标开格;
|
||||
# 复用 grant 单点,额外兑付走同一 _grant_routed 正向路由)
|
||||
if int(_damage.feat_flags.get("flag_resource_extra", 0)) > 0:
|
||||
var extra_snap = _reward_economy.grant(cell)
|
||||
if extra_snap is Dictionary:
|
||||
_grant_routed(extra_snap, "positive", "flag_hit", cell, ri, "", "(雷区图谱)")
|
||||
for h in fh_hits:
|
||||
if String(h.get("kind", "")) == "grant_material":
|
||||
var extra_snap = _reward_economy.grant(cell)
|
||||
if extra_snap is Dictionary:
|
||||
_grant_routed(extra_snap, "positive", "flag_hit", cell, ri, "", String(h.get("label", "")))
|
||||
var snap = _reward_economy.grant(cell)
|
||||
if not (snap is Dictionary):
|
||||
return
|
||||
@@ -1050,10 +1028,10 @@ func _combat_segment(ri: int) -> void:
|
||||
round_safe += 1
|
||||
elif evt.kind == "mine":
|
||||
round_mine = true
|
||||
_damage.feat_flags["dig_streak"] = 0 if round_mine else round_safe
|
||||
# 蓄力层注入(迭代 12 T5——整备军备「每层下轮首段 +1」/厚积薄发满层 spike/铁壁整备减伤——
|
||||
# 三件同读 action_economy.charge_layers;battle 域每轮刷新)
|
||||
_damage.feat_flags["charge_layers"] = action_economy.charge_layers
|
||||
_damage.dig_streak = 0 if round_mine else round_safe
|
||||
# 蓄力层注入(内容数据驱动扩展批 T3——整备军备「每层下轮首段 +1」/厚积薄发满层 spike/铁壁整备
|
||||
# 减伤——三件 fact charge_layers 同读 action_economy;battle 域每轮刷新)
|
||||
_damage.charge_layers = action_economy.charge_layers
|
||||
# ⓪ 主角先手攻击(基础攻击恒存在——2026-09-11 用户裁决;先于敌方行动。案C 后授予段不再产出伤害,
|
||||
# 主角进入战斗段时恒存活——先手必兑,除非场上无敌)。
|
||||
# 单分量伤害构成(2026-09-19 充能退役批·用户拍板):主角攻击 = 唯一基础分量(atk,吃掷点含暴击;
|
||||
@@ -1068,14 +1046,14 @@ func _combat_segment(ri: int) -> void:
|
||||
var ht := _damage.open_ticket(DamageController.KIND_HERO_ATTACK, "hero_attack", "主角攻击", "combat", _hero_atk, \
|
||||
DamageController.TARGET_FRONT_ALIVE, ri, Vector2i(-1, -1), String(_enemy_system.hero_unit().get("attack_type", "normal")))
|
||||
_damage.submit(ht)
|
||||
# 连珠矢(迭代 12 T4 穿刺流——开格节奏变攻击段数):本轮每开 ~3 安全格 +1 段穿刺附加
|
||||
# (上限 cap;段值 provisional 固定值不乘 atk——台账披露)。扫描雷结算触发点=dig_count_segments。
|
||||
var chain_value := int(_damage.feat_flags.get("chain_value", 0))
|
||||
if chain_value > 0:
|
||||
var segments := mini(int(_damage.feat_flags.get("chain_cap", 2)), int(_damage.feat_flags.get("dig_streak", 0)) / 3)
|
||||
# 连珠矢(内容数据驱动扩展批 T3——attack_commit 订阅施加面:开格节奏变攻击段数,本轮每开
|
||||
# ~3 安全格 +1 段穿刺附加(上限 cap;段值 provisional 固定值不乘 atk——台账披露)。施加位
|
||||
# 紧随主角攻击单开立=迁移前开单位(先于敌方行动单入队——flush 兑现序逐位一致)
|
||||
for h in _hits_of(ht.context.get("fx_attack_hits", []) as Array, "attack_segments"):
|
||||
var segments := mini(int(h.get("cap", 2)), _damage.dig_streak / maxi(1, int(h.get("divisor", 3))))
|
||||
for s in segments:
|
||||
var ct := _damage.open_ticket(DamageController.KIND_BOARD_TYPED, "feat_chain_arrows",
|
||||
"连珠矢", "board", chain_value, DamageController.TARGET_FRONT_ALIVE, ri,
|
||||
"连珠矢", "board", int(h.get("value", 0)), DamageController.TARGET_FRONT_ALIVE, ri,
|
||||
minesweeper.hero_pos(), "pierce")
|
||||
_damage.submit(ct)
|
||||
# 敌方行动(敌人技能池批——本拍动作开轮已摇定,此处按技能行兑现;行序 = 生成序)。
|
||||
@@ -1208,12 +1186,13 @@ func _exit_distribution() -> void:
|
||||
if _attune_has("dawn_order") and round_index + 1 <= int(db.treasure_item_row("dawn_order").get("effective_rounds", 0)):
|
||||
action_economy.queue_ap_delta(_attune_mag("dawn_order"))
|
||||
action_economy.notify_settlement_done(mode)
|
||||
# round_start 发射先于行动经济轮切换(queue 型 grant_ap 当轮入队当轮兑现——与首轮同口径)
|
||||
round_index += 1
|
||||
_emit_round_start()
|
||||
action_economy.notify_round_start()
|
||||
_reset_round_facts()
|
||||
_refresh_used_this_round = 0
|
||||
round_index += 1
|
||||
_roll_round_actions() # 开轮摇号——每轮恰摇一次(轮内刷新换图不重摇:refresh 不走本通道)
|
||||
_fx_emit("round_start", {"round": round_index})
|
||||
round_started.emit(round_index)
|
||||
|
||||
|
||||
|
||||
+166
-126
@@ -60,13 +60,16 @@ var _outcomes := {} # ticket_id → "redeemed"/"zero"/"voided"(
|
||||
var _seq := 0 # 流水号
|
||||
var _halted := false # 主角倒下终止旗(死亡事件置位——flush 余单作废)
|
||||
var _hero_ac_override := -1 # 主角护甲等级合流入参(begin_battle 显式设定——-1 = 表值兜底,口径同战斗编排器)
|
||||
# 效果引擎(内容数据驱动扩展批 T1——attack_commit/clamp_check/armor_roll/kill/damage_taken 发射面;
|
||||
# 双轨过渡期仅观测命中,施加面仍走 feat_flags 旧消费点)
|
||||
# 效果引擎(内容数据驱动扩展批 T1/T3——attack_commit/clamp_check/armor_roll/kill/damage_taken
|
||||
# 发射+施加面:dispatch 返回命中,本类按组合规则施加——T3 起旧 feat_flags 旗消费点全部拆除)
|
||||
var _fx: EffectEngine = null
|
||||
# 特性求值旗(迭代 12 T2——begin_battle 编排器经 FeatsEngine 求值后注入;空字典=零扰动。
|
||||
# rider_flat=英雄侧必中附加值〔奥术余烬族〕/rider_crit=档二 rider 可暴击/first_dig_spell=每战首次
|
||||
# 开安全格追加魔法矢〔消费在编排器授予段〕/clamp_magic_light·clamp_magic_heavy=克制点直调)
|
||||
var feat_flags: Dictionary = {}
|
||||
# 战斗段运行态事实(编排器每轮刷新——fact 取数面:attack_commit 载荷 dig_streak /
|
||||
# charge_layers facts〔猎巢人 per/整备 attack_bonus per/厚积薄发 when/铁壁 shield per〕;
|
||||
# 流派档位两运行态〔magic 档一 rider+1 / 档二 rider 可暴击〕)
|
||||
var dig_streak := 0
|
||||
var charge_layers := 0
|
||||
var rider_tier_bonus := 0
|
||||
var rider_tier_crit := false
|
||||
|
||||
|
||||
func _init(db_ref, rng_ref, units_ref, effects_ref) -> void:
|
||||
@@ -87,10 +90,38 @@ func set_fx(fx: EffectEngine) -> void:
|
||||
_fx = fx
|
||||
|
||||
|
||||
# 事件发射薄面(发射点统一入口——订阅空=零循环零扰动)
|
||||
# 事件发射薄面(发射+命中收集统一入口——订阅空=零循环零扰动;命中由各施加面按组合规则施加)
|
||||
func _fx_hits(event: String, payload: Dictionary) -> Array:
|
||||
if _fx == null:
|
||||
return []
|
||||
return _fx.dispatch(event, payload, Callable(self, "_fx_fact"))
|
||||
|
||||
|
||||
# 事件发射薄面(免施加观测位——enemy_hp_threshold 等现无订阅者的事件保留零扰动面)
|
||||
func _fx_dispatch(event: String, payload: Dictionary) -> void:
|
||||
if _fx != null:
|
||||
_fx.dispatch(event, payload)
|
||||
_fx_hits(event, payload)
|
||||
|
||||
|
||||
# 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)
|
||||
func _fx_fact(fact: String):
|
||||
match fact:
|
||||
"charge_layers":
|
||||
return charge_layers
|
||||
"dig_streak":
|
||||
return dig_streak
|
||||
return null
|
||||
|
||||
|
||||
# per 取数(per 字段解析——载荷同名字段优先,回落补充事实面;add_ticket_rider/attack_bonus/
|
||||
# shield/open_ticket 的倍数承载:贡献值 = value × per 读数,cap 对乘积封顶)
|
||||
func _per_value(name: String, payload: Dictionary) -> int:
|
||||
if name == "":
|
||||
return 1
|
||||
if payload.has(name):
|
||||
return int(payload[name])
|
||||
if _fx_fact(name) != null:
|
||||
return int(_fx_fact(name))
|
||||
return 0
|
||||
|
||||
|
||||
# 巢穴控制数(fact nest_count 取数面——敌方 weaken 实例数,猎巢人订阅面)
|
||||
@@ -104,12 +135,28 @@ func _nest_count() -> int:
|
||||
|
||||
# ---- 开单面(流程调用——编排器六调用点的唯一形态)----
|
||||
|
||||
# 开单:A 模式当场结账;B 模式入队待 flush。返回流水号(outcome() 查询键)。
|
||||
func submit(t: Dictionary) -> int:
|
||||
_seq += 1
|
||||
t["ticket_id"] = _seq
|
||||
_outcomes[_seq] = "pending"
|
||||
if policy == POLICY_IMMEDIATE:
|
||||
_resolve(t)
|
||||
else:
|
||||
_queue.append(t)
|
||||
return _seq
|
||||
|
||||
|
||||
# 单据构造(缺省填齐——调用点只写差异栏;context = kind 专用:enemy_skill 带 skill_id/baseline,
|
||||
# board_flat_hero 的键并入行载荷,board_blast/board_typed 带 batch_key 供未生效行归因)
|
||||
# board_flat_hero 的键并入行载荷,board_blast/board_typed 带 batch_key 供未生效行归因)。
|
||||
# attack_commit 发射点(内容数据驱动扩展批 T3——我方伤害单据开立入口,任务书 §3.1 定稿位;
|
||||
# 命中挂单据 context 随行——施加面在 _resolve_hero_attack 管线算术前逐族施加,开单时点=主角攻击
|
||||
# 单恒为段内首单(结账现场与开单现场一致)。载荷 atk/target/matchup + 挖掘 streak 事实〔连珠矢/
|
||||
# 执拗订阅面〕+巢穴控制数〔猎巢人〕)
|
||||
func open_ticket(kind: String, source_class: String, display: String, channel: String, base_value: int,
|
||||
target_rule: String, ri: int, origin_cell: Vector2i = Vector2i(-1, -1), attack_type: String = "",
|
||||
rider: int = 0, highlight: String = "", context: Dictionary = {}) -> Dictionary:
|
||||
return {
|
||||
var t := {
|
||||
"kind": kind,
|
||||
"source_class": source_class,
|
||||
"origin_cell": origin_cell,
|
||||
@@ -125,18 +172,16 @@ func open_ticket(kind: String, source_class: String, display: String, channel: S
|
||||
"requires": -1, # 前置单据 id(-1 = 无依赖)
|
||||
"source_unit": {}, # enemy_skill 专用——来源敌句柄(作废判定 + commit)
|
||||
}
|
||||
|
||||
|
||||
# 开单:A 模式当场结账;B 模式入队待 flush。返回流水号(outcome() 查询键)。
|
||||
func submit(t: Dictionary) -> int:
|
||||
_seq += 1
|
||||
t["ticket_id"] = _seq
|
||||
_outcomes[_seq] = "pending"
|
||||
if policy == POLICY_IMMEDIATE:
|
||||
_resolve(t)
|
||||
else:
|
||||
_queue.append(t)
|
||||
return _seq
|
||||
if kind == KIND_HERO_ATTACK:
|
||||
var tgt = _target_for(target_rule)
|
||||
var armor_b: String = String(tgt.get("armor_type", "light")) if tgt != null else "light"
|
||||
var matchup_o: String = (attack_type + "_vs_" + armor_b) if attack_type != "" else ""
|
||||
var ac_payload := {"atk": int(base_value),
|
||||
"target": String(tgt.get("display_name", "")) if tgt != null else "",
|
||||
"matchup": matchup_o, "dig_streak": dig_streak, "nest_count": _nest_count()}
|
||||
t.context["fx_attack_hits"] = _fx_hits("attack_commit", ac_payload)
|
||||
t.context["fx_attack_payload"] = ac_payload
|
||||
return t
|
||||
|
||||
|
||||
# 同步开单(清图批专用——完美第二份与高光份数的流程依赖需要同步读数,开单权归流程 用户裁决③):
|
||||
@@ -212,6 +257,8 @@ func _resolve(t: Dictionary) -> void:
|
||||
|
||||
|
||||
# 主角先手攻击:掷点 → 折扣/暴击 → 克制点数 → hero_offense×enemy_defense 池乘区 → 下限 → 交付
|
||||
# (内容数据驱动扩展批 T3——attack_commit/clamp_check/armor_roll 订阅施加面:命中=开单入口随单
|
||||
# context 携带,本函数按迁移前算序逐族施加——命中序=数据表声明序,确定性)
|
||||
func _resolve_hero_attack(t: Dictionary) -> void:
|
||||
var target = _target_for(String(t.target_rule))
|
||||
if target == null:
|
||||
@@ -220,56 +267,70 @@ func _resolve_hero_attack(t: Dictionary) -> void:
|
||||
var armor: String = String(target.get("armor_type", "light"))
|
||||
var atk_type: String = String(t.attack_type)
|
||||
var matchup := (atk_type + "_vs_" + armor) if atk_type != "" else ""
|
||||
# attack_commit 发射点(内容数据驱动扩展批 T1——我方伤害单据开立、管线算术前;载荷 atk/target/
|
||||
# matchup + 挖掘 streak 事实〔连珠矢/执拗订阅面〕+巢穴控制数〔猎巢人〕)
|
||||
_fx_dispatch("attack_commit", {"atk": int(t.base_value), "target": String(target.display_name),
|
||||
"matchup": matchup, "dig_streak": int(feat_flags.get("dig_streak", 0)), "nest_count": _nest_count()})
|
||||
var ac_hits: Array = (t.context.get("fx_attack_hits", []) as Array)
|
||||
var ac_payload: Dictionary = (t.context.get("fx_attack_payload", {}) as Dictionary)
|
||||
var roll_read: Dictionary = _armor_roll()
|
||||
var threshold: int = defender_ac(target) + int(db.settlement.attack_bonus)
|
||||
# armor_roll 发射点(内容数据驱动扩展批 T1——敌护甲掷骰判定;免掷恒折扣订阅面)
|
||||
_fx_dispatch("armor_roll", {"target_ac": threshold, "roll": int(roll_read.roll)})
|
||||
# 矿工重锤·命中交换(迭代 12 T4 普攻流——正负双修原生形态:命中判定减成 trade_hit 点
|
||||
# 〔更易命中〕换攻击增伤 trade_atk%——高 AC 负期望/低 AC 正期望)
|
||||
var trade_hit := int(feat_flags.get("hit_trade_hit", 0))
|
||||
var ar_hits := _fx_hits("armor_roll", {"target_ac": threshold, "roll": int(roll_read.roll)})
|
||||
# 按序改写族第一拍:矿工重锤命中交换(正负双修原生形态:命中判定减成 trade_hit 点〔更易命中〕
|
||||
# 换攻击增伤 trade_atk%——高 AC 负期望/低 AC 正期望;改写位先于掷点折扣读数,与迁移前一致)
|
||||
var trade_hit := 0
|
||||
for h in ac_hits:
|
||||
if String(h.get("kind", "")) == "modify_ticket" and int(h.get("trade_hit", 0)) > 0:
|
||||
trade_hit += int(h.trade_hit)
|
||||
if trade_hit > 0:
|
||||
threshold = maxi(1, threshold - trade_hit)
|
||||
var crit: bool = bool(roll_read.crit)
|
||||
var discount: int = _roll_discount(int(roll_read.roll), threshold)
|
||||
# 专注(迭代 12 T4 普攻流——免掷骰恒定折扣:方差买断成期望——稳定器人格;roll 记 0 归因)
|
||||
var rewrite := int(feat_flags.get("armor_roll_rewrite", 0))
|
||||
if rewrite > 0:
|
||||
discount = rewrite
|
||||
crit = false
|
||||
roll_read["roll"] = 0
|
||||
# 厚积薄发满层必中(迭代 12 T5 蓄力流——spike ready 时 discount 恒全额、暴击面走倍乘不加掷)
|
||||
if int(feat_flags.get("spike_mult", 0)) > 0 and int(feat_flags.get("charge_layers", 0)) >= 3:
|
||||
discount = 100
|
||||
# 猎弱本能(迭代 12 T4 穿刺流——对轻甲敌折扣档改善 value 档:对冲 pierce 列 L1 −1 开局罚;
|
||||
# 按序改写族第二拍:专注免掷骰恒定折扣(方差买断成期望——稳定器人格;roll 记 0 归因)
|
||||
for h in ar_hits:
|
||||
if String(h.get("kind", "")) == "modify_ticket" and String(h.get("mode", "")) == "armor_rewrite":
|
||||
discount = int(h.get("value", 0))
|
||||
crit = false
|
||||
roll_read["roll"] = 0
|
||||
# 按序改写族第三拍:厚积薄发满层必中(spike ready 时 discount 恒全额、暴击面走倍乘不加掷;
|
||||
# when charge_layers≥3 在 dispatch 判定——满层持续状态口径)
|
||||
var spike_ready := false
|
||||
for h in ac_hits:
|
||||
if String(h.get("kind", "")) == "modify_ticket" and String(h.get("mode", "")) == "spike":
|
||||
spike_ready = true
|
||||
discount = 100
|
||||
# 按序改写族第四拍:猎弱本能对轻甲敌折扣档改善 value 档(对冲 pierce 列 L1 −1 开局罚;
|
||||
# 改善 = 折扣表向全额方向移档,nat 最大面/已全额不重复)
|
||||
var shift := int(feat_flags.get("discount_shift", 0))
|
||||
var shift := 0
|
||||
var clamp_hits := _fx_hits("clamp_check", {"matchup": matchup})
|
||||
for h in clamp_hits:
|
||||
if String(h.get("kind", "")) != "modify_ticket":
|
||||
continue
|
||||
if String(h.get("mode", "")) == "discount_shift":
|
||||
shift += int(h.get("value", 0))
|
||||
if shift > 0 and armor == "light" and discount < 100:
|
||||
discount = _discount_shift_up(discount, shift)
|
||||
# clamp_check 发射点(内容数据驱动扩展批 T1——克制关系判定修正点;魔网/湛蓝/猎手订阅面)
|
||||
if atk_type != "":
|
||||
_fx_dispatch("clamp_check", {"matchup": matchup})
|
||||
var cdelta: int = _counter_delta(atk_type, armor) + _feat_clamp_bonus(atk_type, armor)
|
||||
# 克制点数读值+订阅改写(魔网织者/湛蓝誓约/猎手刺剑 clamp_check modify delta——克制矩阵查表值
|
||||
# 后的直调;hero_attack 与 board_typed 两消费面同享)
|
||||
var cdelta: int = _counter_delta(atk_type, armor)
|
||||
for h in clamp_hits:
|
||||
if String(h.get("kind", "")) == "modify_ticket" and h.has("delta"):
|
||||
cdelta += int(h.delta)
|
||||
# 淬毒刃纹(迭代 11 同调批 T5——底稿 §3:对被克制敌人的穿刺/魔法直伤 +N;条件 = 克制成立 ×
|
||||
# 攻击类型限定,主角攻击面专属——棋盘克制直伤走 _resolve_board_typed 不吃本加成)
|
||||
if attune_venom > 0 and (atk_type == "pierce" or atk_type == "magic") and cdelta > 0:
|
||||
cdelta += attune_venom
|
||||
var base_value := float(t.base_value)
|
||||
var trade_atk := int(feat_flags.get("hit_trade_atk", 0))
|
||||
if trade_atk > 0:
|
||||
base_value *= 1.0 + float(trade_atk) / 100.0 # 重锤增伤面(交换的正向侧)
|
||||
# 蓄力流(迭代 12 T5):整备军备「每层下轮首段 +1」(层数×value 加算)+厚积薄发满层(≥3)
|
||||
# spike 倍乘+强制必中(discount 100/crit 关闭掷骰面——方差买断的爆发出口)
|
||||
var charge_layers := int(feat_flags.get("charge_layers", 0))
|
||||
if charge_layers > 0:
|
||||
base_value += float(charge_layers * int(feat_flags.get("ap_carry_value", 0)))
|
||||
var spike_mult := int(feat_flags.get("spike_mult", 0))
|
||||
var spike_ready := spike_mult > 0 and charge_layers >= 3
|
||||
# 按序改写族第五拍:矿工重锤增伤面(交换的正向侧)
|
||||
for h in ac_hits:
|
||||
if String(h.get("kind", "")) == "modify_ticket" and int(h.get("trade_atk", 0)) > 0:
|
||||
base_value *= 1.0 + float(int(h.trade_atk)) / 100.0
|
||||
# 加法族:整备军备「每层下轮首段 +1」(层数×value 加算)——attack_bonus per charge_layers
|
||||
for h in ac_hits:
|
||||
if String(h.get("kind", "")) == "attack_bonus":
|
||||
base_value += float(int(h.get("value", 0)) * _per_value(String(h.get("per", "")), ac_payload))
|
||||
# 任意真族:厚积薄发满层 spike 倍乘(≥3 层——强制必中已在折扣拍承载)
|
||||
if spike_ready:
|
||||
base_value *= float(spike_mult)
|
||||
for h in ac_hits:
|
||||
if String(h.get("kind", "")) == "modify_ticket" and String(h.get("mode", "")) == "spike":
|
||||
base_value *= float(int(h.get("value", 1)))
|
||||
var rolled: int = DamageMath.rolled_component(base_value, discount, crit, int(db.settlement.crit_multiplier), cdelta)
|
||||
var payload: Dictionary = {"target": String(target.display_name)}
|
||||
payload[atk_type] = rolled # 分量键 = 实际攻击类型(归因字段,单分量模型)
|
||||
@@ -280,56 +341,49 @@ func _resolve_hero_attack(t: Dictionary) -> void:
|
||||
payload["crit"] = true
|
||||
var pooled: int = DamageMath.pool_damage(rolled, clamped_pool("hero_offense"), clamped_pool("enemy_defense"))
|
||||
var landed: int = maxi(int(db.settlement.damage_floor), pooled)
|
||||
# 英雄侧 rider(迭代 12 T2 魔法流——enemy_skill rider 对称位补齐):后置必中附加,独立于掷点
|
||||
# 与乘区(奥术余烬「普攻命中后恒定结算」语义);档二(magic 4 件)rider 可暴击=当次 crit 时
|
||||
# rider 值乘暴击倍率。rider 不改变下限语义(landed 含 rider 后不再过 floor)。
|
||||
var hero_rider := int(feat_flags.get("rider_flat", 0))
|
||||
# 猎巢人(迭代 12 T3 标旗流——巢穴控制数转伤害光环):控制数 = 敌方 weaken(削弱)实例数
|
||||
# 〔八型批 side-wide 状态行——标中旗控制巢穴的既有承载;原设计「对其中敌伤害」简化为全体
|
||||
# 先手攻击附加值——台账披露待追认〕,每控制 1 巢 rider +Z。
|
||||
var nest_aura := int(feat_flags.get("nest_aura_value", 0))
|
||||
if nest_aura > 0:
|
||||
for eff in effects.query_active("enemy"):
|
||||
if String(eff.effect_id) == "weaken":
|
||||
hero_rider += nest_aura
|
||||
# 矿工的执拗(迭代 12 T4 普攻流——「排雷排得多好,打得就有多疼」):本轮安全开格 streak
|
||||
# 〔编排器授予段实时写入 feat_flags.dig_streak;踩雷清零〕×value,上限 cap。
|
||||
var rdig := int(feat_flags.get("round_dig_value", 0))
|
||||
if rdig > 0:
|
||||
hero_rider += mini(int(feat_flags.get("round_dig_cap", 5)), int(feat_flags.get("dig_streak", 0)) * rdig)
|
||||
# 加法族:英雄侧 rider(enemy_skill rider 对称位补齐口径)——后置必中附加,独立于掷点与乘区
|
||||
# (奥术余烬「普攻命中后恒定结算」语义);猎巢人巢控光环(per nest_count)/矿工的执拗开格加成
|
||||
# (per dig_streak、cap 封顶)同通道合计;档一质变 rider+1 / 档二(crit 时)rider 乘暴击倍率。
|
||||
# rider 不改变下限语义(landed 含 rider 后不再过 floor)。
|
||||
var hero_rider := rider_tier_bonus
|
||||
for h in ac_hits:
|
||||
if String(h.get("kind", "")) == "add_ticket_rider":
|
||||
var contrib := int(h.get("value", 0)) * _per_value(String(h.get("per", "")), ac_payload)
|
||||
if h.has("cap"):
|
||||
contrib = mini(int(h.cap), contrib)
|
||||
hero_rider += contrib
|
||||
if hero_rider > 0:
|
||||
if crit and bool(feat_flags.get("rider_crit", false)):
|
||||
if crit and rider_tier_crit:
|
||||
hero_rider = int(round(float(hero_rider) * float(db.settlement.crit_multiplier)))
|
||||
landed += hero_rider
|
||||
payload["hero_rider"] = hero_rider
|
||||
units.apply_damage(target, landed)
|
||||
payload["killed"] = not target.alive # 击杀标记在扣血后取(原语义不变)
|
||||
# kill 发射点(内容数据驱动扩展批 T1——敌人死亡确认;贯穿射击 overflow 订阅面)
|
||||
# kill 发射+施加(内容数据驱动扩展批 T3——敌人死亡确认;贯穿射击溢出弹射订阅面:对下一存活敌
|
||||
# 以穿刺类型弹射本体 value%〔无次敌=弹射落空〕。B 模式入队段尾 flush 兑现;A 模式递归 resolve)
|
||||
if bool(payload.get("killed", false)):
|
||||
_fx_dispatch("kill", {"target": String(target.display_name), "overflow": landed})
|
||||
# 碎甲震击(迭代 12 T4 普攻流——命中重甲附加「护甲裂解」):复用 off_guard(enemy percent
|
||||
# +25 受伤加深——零新状态行);apply_effect 域闭/重复授予由状态容器自行守卫。
|
||||
var crack := int(feat_flags.get("crack_value", 0))
|
||||
if crack > 0 and armor == "heavy":
|
||||
effects.apply_effect("off_guard", {"source_class": "feat_armor_crack"}, -1)
|
||||
payload["cracked"] = true
|
||||
for h in _fx_hits("kill", {"target": String(target.display_name), "overflow": landed}):
|
||||
if String(h.get("kind", "")) != "overflow":
|
||||
continue
|
||||
var next_target = units.default_target()
|
||||
if next_target != null:
|
||||
var of_t := open_ticket(DamageController.KIND_BOARD_TYPED, "feat_pierce_shot",
|
||||
"贯穿射击", "board", maxi(int(db.settlement.damage_floor), int(landed * int(h.get("value", 50)) / 100)),
|
||||
DamageController.TARGET_FRONT_ALIVE, int(t.round_index), t.origin_cell, "pierce")
|
||||
if policy == POLICY_SEGMENT:
|
||||
_queue.append(of_t)
|
||||
else:
|
||||
_resolve(of_t)
|
||||
# 即时执行族:碎甲震击打重甲附加「护甲裂解」(复用 off_guard——零新状态行;apply_effect 域闭/
|
||||
# 重复授予由状态容器自行守卫)
|
||||
for h in ac_hits:
|
||||
if String(h.get("kind", "")) == "apply_status":
|
||||
effects.apply_effect(String(h.get("status_id", "")), {"source_class": "feat_armor_crack"}, -1)
|
||||
payload["cracked"] = true
|
||||
var label := _attack_label(String(t.display), crit, discount)
|
||||
if hero_rider > 0:
|
||||
label += "+奥术%d(必中)" % hero_rider
|
||||
emit_row_cb.call("damage", String(t.source_class), t.origin_cell, int(t.round_index), label, landed, payload, String(t.highlight))
|
||||
# 贯穿射击(迭代 12 T4 穿刺流——击杀溢出弹射):击杀时对下一存活敌以穿刺类型弹射
|
||||
# 本体半额〔原设计「溢出伤害」追踪在单分量模型不可行——半额弹射 provisional 裁定披露待追认;
|
||||
# 无次敌=弹射落空〕。B 模式入队段尾 flush 兑现;A 模式递归 resolve(目标存活守卫内建)。
|
||||
if bool(payload.get("killed", false)) and int(feat_flags.get("kill_overflow", 0)) > 0:
|
||||
var next_target = units.default_target()
|
||||
if next_target != null:
|
||||
var of_t := open_ticket(DamageController.KIND_BOARD_TYPED, "feat_pierce_shot",
|
||||
"贯穿射击", "board", maxi(int(db.settlement.damage_floor), int(landed / 2)),
|
||||
DamageController.TARGET_FRONT_ALIVE, int(t.round_index), t.origin_cell, "pierce")
|
||||
if policy == POLICY_SEGMENT:
|
||||
_queue.append(of_t)
|
||||
else:
|
||||
_resolve(of_t)
|
||||
_outcomes[int(t.ticket_id)] = "redeemed"
|
||||
|
||||
|
||||
@@ -344,14 +398,14 @@ func _resolve_enemy_skill(t: Dictionary) -> void:
|
||||
var rolled: int = DamageMath.rolled_component(float(t.base_value), discount, crit, int(db.settlement.crit_multiplier), 0)
|
||||
var pooled: int = DamageMath.pool_damage(rolled, clamped_pool("hero_defense"), clamped_pool("enemy_output"))
|
||||
var total: int = maxi(int(db.settlement.damage_floor), pooled) + int(t.rider) # rider 后置于伤害下限——独立必中加项,不进乘区
|
||||
# damage_taken 发射点(内容数据驱动扩展批 T1——kind=enemy_skill;铁壁减伤订阅面)
|
||||
_fx_dispatch("damage_taken", {"kind": "enemy_skill", "amount": total,
|
||||
"source": String(t.context.get("skill_id", "")), "round": int(t.round_index)})
|
||||
# 铁壁整备(迭代 12 T5 蓄力流——每层下轮开场 S 点减伤;减后过下限保底)
|
||||
var shield := int(feat_flags.get("shield_per_layer", 0)) * int(feat_flags.get("charge_layers", 0))
|
||||
# 稳健拓荒(迭代 12 T10——Fork posture B 侧 rule 键:受击减 1;两侧对称弱值=「不同强非强弱」)
|
||||
if int(feat_flags.get("bulwark", 0)) > 0:
|
||||
shield += 1
|
||||
# damage_taken 发射+施加(内容数据驱动扩展批 T3——kind=enemy_skill;铁壁整备减伤订阅面:
|
||||
# shield 加法族合计 value×per(charge_layers),稳健拓荒树规则同面(rebuild 合成订阅);
|
||||
# 减后过下限保底)
|
||||
var shield := 0
|
||||
for h in _fx_hits("damage_taken", {"kind": "enemy_skill", "amount": total,
|
||||
"source": String(t.context.get("skill_id", "")), "round": int(t.round_index)}):
|
||||
if String(h.get("kind", "")) == "shield":
|
||||
shield += int(h.get("value", 0)) * _per_value(String(h.get("per", "")), {})
|
||||
if shield > 0:
|
||||
total = maxi(int(db.settlement.damage_floor), total - shield)
|
||||
units.apply_damage(hero, total)
|
||||
@@ -378,14 +432,17 @@ func _resolve_board_typed(t: Dictionary) -> void:
|
||||
return
|
||||
var armor_b: String = String(target.get("armor_type", "light"))
|
||||
var atk_b: String = String(t.attack_type)
|
||||
# clamp_check 发射点(内容数据驱动扩展批 T1——克制判定修正点棋盘面;与 hero_attack 同表同点)
|
||||
# clamp_check 发射+施加(内容数据驱动扩展批 T3——克制判定修正点棋盘面;与 hero_attack 同表同点:
|
||||
# modify delta 订阅改写合计进克制点数;discount_shift 档位面属主角攻击专享,本面不施加)
|
||||
var cdelta: int = _counter_delta(atk_b, armor_b)
|
||||
if atk_b != "":
|
||||
_fx_dispatch("clamp_check", {"matchup": atk_b + "_vs_" + armor_b})
|
||||
var delta: int = _counter_delta(atk_b, armor_b) + _feat_clamp_bonus(atk_b, armor_b)
|
||||
var dealt: int = DamageMath.counter_component(int(t.base_value), delta, int(db.settlement.damage_floor))
|
||||
for h in _fx_hits("clamp_check", {"matchup": atk_b + "_vs_" + armor_b}):
|
||||
if String(h.get("kind", "")) == "modify_ticket" and h.has("delta"):
|
||||
cdelta += int(h.delta)
|
||||
var dealt: int = DamageMath.counter_component(int(t.base_value), cdelta, int(db.settlement.damage_floor))
|
||||
units.apply_damage(target, dealt)
|
||||
emit_row_cb.call("damage", String(t.source_class), t.origin_cell, int(t.round_index), "%s → %s" % [String(t.display), String(target.display_name)], dealt,
|
||||
{"target": String(target.display_name), "attack_type": String(t.attack_type), "effectiveness": delta}, String(t.highlight))
|
||||
{"target": String(target.display_name), "attack_type": String(t.attack_type), "effectiveness": cdelta}, String(t.highlight))
|
||||
_outcomes[int(t.ticket_id)] = "redeemed"
|
||||
|
||||
|
||||
@@ -462,23 +519,6 @@ func _counter_delta(attack_type: String, armor: String) -> int:
|
||||
return int(row.get(armor, 0))
|
||||
|
||||
|
||||
# 克制点直调(迭代 12 T2 魔法流/T4 穿刺流 clamp_modifier 件——克制矩阵查表值后的特性调整;
|
||||
# 空旗=0 零扰动):魔网织者=magic vs magic(矩阵罚 −1 → 0/正);湛蓝誓约=magic vs heavy(+1 → +2);
|
||||
# 猎手刺剑=pierce vs light(+1——对轻甲敌穿刺提升,对重甲无增益=正负双修)。hero_attack 与
|
||||
# board_typed 两消费面同享。
|
||||
func _feat_clamp_bonus(attack_type: String, armor: String) -> int:
|
||||
var bonus := 0
|
||||
if attack_type == "magic":
|
||||
if armor == "magic":
|
||||
bonus += int(feat_flags.get("clamp_magic_magic", 0))
|
||||
elif armor == "heavy":
|
||||
bonus += int(feat_flags.get("clamp_magic_heavy", 0))
|
||||
elif attack_type == "pierce":
|
||||
if armor == "light":
|
||||
bonus += int(feat_flags.get("clamp_pierce_light", 0))
|
||||
return bonus
|
||||
|
||||
|
||||
# 折扣档改善(迭代 12 T4 猎弱本能——折扣表向全额方向移 value 档;查不到当前档 = 不动防御口径)
|
||||
func _discount_shift_up(discount: int, shift: int) -> int:
|
||||
var tbl: Array = db.settlement.roll_tier_discounts
|
||||
|
||||
+23
-11
@@ -50,8 +50,8 @@ const WHEN_KEYS := ["fact", "op", "value", "id", "ref", "value_from"]
|
||||
|
||||
## do 效果键白名单(trigger 行 do 字典键——零裸 flat 同族护栏:kind 外键全部参数引用面)
|
||||
const DO_KEYS := ["kind", "value", "value_from", "delta", "delta_from", "mult", "mult_from",
|
||||
"cap", "cap_from", "per", "divisor", "dtype", "mode", "channel", "counter_id", "reset_at",
|
||||
"set", "status_id", "label", "fallback", "target_kinds"]
|
||||
"cap", "cap_from", "cost_mult", "per", "divisor", "dtype", "mode", "channel", "counter_id",
|
||||
"reset_at", "set", "status_id", "label", "fallback", "target_kinds", "trade_atk", "trade_hit"]
|
||||
|
||||
## 主动件分发通道(不经事件订阅——刷新/显影/移除是玩家主动动作;use_treasure 按 kind 分发)
|
||||
const ACTIVE_KINDS := ["reveal_tiles", "preview", "grant_ap", "remove_mines", "refresh_pick"]
|
||||
@@ -80,14 +80,14 @@ func rebuild(feat_ids: Array, item_ids: Array, tree_rules: Array = []) -> void:
|
||||
if not feat_ids.has(fid):
|
||||
continue
|
||||
for tr in (row.get("triggers", []) as Array):
|
||||
_push_trigger("feat", fid, tr)
|
||||
_push_trigger("feat", fid, tr, row)
|
||||
if db != null:
|
||||
for row in db.treasure_attunement_rows():
|
||||
var iid := String(row.get("item_id", ""))
|
||||
if not item_ids.has(iid):
|
||||
continue
|
||||
for tr in (row.get("triggers", []) as Array):
|
||||
_push_trigger("attune", iid, tr)
|
||||
_push_trigger("attune", iid, tr, row)
|
||||
# 树规则合成订阅(T5——规则键效果走同面:非数据行,词表同闭集)
|
||||
for key_v in tree_rules:
|
||||
var rk := String(key_v)
|
||||
@@ -95,21 +95,26 @@ func rebuild(feat_ids: Array, item_ids: Array, tree_rules: Array = []) -> void:
|
||||
"posture_first_strike":
|
||||
_push_trigger("tree", rk, {"on": "round_start",
|
||||
"when": [{"fact": "round_index", "op": "eq", "value": 1}],
|
||||
"do": {"kind": "grant_ap", "mode": "queue", "value": 1}})
|
||||
"do": {"kind": "grant_ap", "mode": "queue", "value": 1}}, {})
|
||||
"posture_bulwark":
|
||||
_push_trigger("tree", rk, {"on": "damage_taken",
|
||||
"do": {"kind": "shield", "value": 1}})
|
||||
"do": {"kind": "shield", "value": 1}}, {})
|
||||
|
||||
|
||||
func _push_trigger(source: String, id: String, tr: Dictionary) -> void:
|
||||
func _push_trigger(source: String, id: String, tr: Dictionary, row: Dictionary) -> void:
|
||||
var on := String(tr.get("on", ""))
|
||||
assert(EVENTS.has(on), "[效果引擎] 订阅事件出域: %s(%s %s)" % [on, source, id])
|
||||
var do_d: Dictionary = (tr.get("do", {}) as Dictionary).duplicate(true)
|
||||
# *_from 解析(rebuild 时把行字段引用定影为值——value_from:"magnitude" → value=行 magnitude)
|
||||
for pair in [["value_from", "value"], ["delta_from", "delta"], ["mult_from", "mult"], ["cap_from", "cap"]]:
|
||||
if do_d.has(pair[0]):
|
||||
do_d[pair[1]] = int(row.get(String(do_d[pair[0]]), 0))
|
||||
do_d.erase(pair[0])
|
||||
var t := {"source": source, "id": id, "on": on,
|
||||
"when": (tr.get("when", []) as Array).duplicate(true),
|
||||
"do": (tr.get("do", {}) as Dictionary).duplicate(true)}
|
||||
"do": do_d}
|
||||
_triggers.append(t)
|
||||
# 计数器重置点收集(counter_add/counter_spend 行声明 reset_at)
|
||||
var do_d: Dictionary = t.do
|
||||
if do_d.has("counter_id") and String(do_d.get("reset_at", "")) == "round_start":
|
||||
var cid := String(do_d.counter_id)
|
||||
if not _reset_on_round_start.has(cid):
|
||||
@@ -203,9 +208,16 @@ func _cond_ok(c: Dictionary, payload: Dictionary, facts: Callable) -> bool:
|
||||
return false
|
||||
return String(actual).ends_with(String(val))
|
||||
"has":
|
||||
# 在场判定(fact 查询面落法——代拍板白名单,commit 留痕):value 缺省=非空判定
|
||||
# (terrain_kind fact:伤害型变异集非空=挖开伤害型地形格/邻格有伤害型地形/地形伤种类在场);
|
||||
# value 给定=数组包含判定(保留泛用面)。
|
||||
if c.has("value"):
|
||||
if actual is Array:
|
||||
return (actual as Array).has(val)
|
||||
return false
|
||||
if actual is Array:
|
||||
return (actual as Array).has(val)
|
||||
return false
|
||||
return not (actual as Array).is_empty()
|
||||
return String(actual) != ""
|
||||
"mod_zero":
|
||||
var m := int(val)
|
||||
return m > 0 and int(actual) % m == 0
|
||||
|
||||
@@ -30,21 +30,8 @@ static func tiers_for(feat_ids: Array, table: FeatTable) -> Dictionary:
|
||||
return out
|
||||
|
||||
|
||||
## 挂点投影:持有集 → [{feat_id, hook, archetype, tier, effects}](表序稳定——同集合同投影,
|
||||
## MC 逐位可复放承载)
|
||||
static func hooks_for(feat_ids: Array, table: FeatTable) -> Array:
|
||||
var out: Array = []
|
||||
for rid in feat_ids:
|
||||
var row: Dictionary = table.row_by_id(String(rid)) if table != null else {}
|
||||
if row.is_empty():
|
||||
continue
|
||||
out.append({
|
||||
"feat_id": String(row.get("feat_id", "")),
|
||||
"hook": String(row.get("hook", "")),
|
||||
"archetype": String(row.get("archetype", "")),
|
||||
"effects": (row.get("effects", {}) as Dictionary).duplicate(true),
|
||||
})
|
||||
return out
|
||||
## 挂点投影随 T3 退役(内容数据驱动扩展批——hook 词族消亡:订阅投影=效果引擎 rebuild 装载序
|
||||
## (feats 表序),投影稳定性由 EffectEngine._triggers 声明序承载)
|
||||
|
||||
|
||||
## 成型判读(读数面口径):流派 tier ≥1 = 成型(档一即判——任务书完成定义「标签+档位激活引擎可判成型」)
|
||||
|
||||
@@ -1,7 +1,8 @@
|
||||
# VERTICAL SLICE - NOT FOR PRODUCTION
|
||||
# Validation Question: 七核心流派各 ≥3 件入局内随机渠道后,标签+档位激活引擎能否机械判「成型」、
|
||||
# 专长带能否挂进令牌池稀有/罕见档随机投放(P0——迭代 12 双层 BD 实施批 T1)
|
||||
# Date: 2026-10-04(双层 BD 实施批 T1——任务书五裁定稿;设计权威 双层BD体系-整合定稿-2026-10-03 v3)
|
||||
# Date: 2026-10-06(内容数据驱动扩展批 T3——行换代:hook/effects 挂点形态退役,triggers 事件订阅形态
|
||||
# 唯一合法行形——旧 23 挂点枚举消亡:事件名+效果类型取代,任务书 R4 裁决)
|
||||
# 概念指路:本表的专长,与 adventure.tres 的属性值提升、资源,同属一个对象——
|
||||
# 「奇物」(一次冒险内各渠道给予玩家的增益总称)。定义见 design/gdd/systems/冒险循环/奇物.md。
|
||||
# 它们是它分类轴上的枚举(专长 / 属性值提升 / 资源),不是三套系统;本表承载「专长」(专长 Feat)的逐项定义。
|
||||
@@ -11,16 +12,15 @@
|
||||
# 数据配置 FeatTable schema(奇物·专长定义表;行 = Dictionary 键 feat_id,Rule 4 豁免
|
||||
# 定义表——TreasureItemTable 先例)。
|
||||
# 行字段:feat_id 主键 / display_name / rarity ∈ {common, rare, rarest}(对齐令牌池三档命名——
|
||||
# 投放档映射:common/rare→稀有令牌档、rarest→罕见令牌档;relic 令牌永不入普通档=「挂稀有/罕见档」
|
||||
# 追认 b 接线口径)/ archetype ∈ ARCHETYPES 七流派标签 / hook ∈ HOOKS 挂点枚举(结算段槽——整合定稿
|
||||
# §2.1 哈迪斯恩赐槽同构)/ effects Dictionary(hook 消费参数,provisional 投值)。
|
||||
# 正负双修(整合定稿 B2 判据):effects 允许负向键(cost_* 族)——纯增益件须专项论证(反例 B-3),加载期
|
||||
# 仅校验键域不禁纯增益(专项论证件以 positive_only 批注登记,人工清单呈报)。
|
||||
# 投放档映射:common/rare→稀有令牌档、rarest→罕见令牌档;relic 令牌永不入普通档)/
|
||||
# archetype ∈ ARCHETYPES 七流派标签 / desc 效果说明(文案表值化——呈现层读行,零硬编码)/
|
||||
# triggers 订阅行数组(订阅哪个事件 on / 什么条件 when / 什么效果 do——效果引擎 EffectEngine
|
||||
# 统一解释执行;四词表封闭校验=EffectEngine.validate_trigger_row 单一事实源)。
|
||||
# 档位激活(整合定稿 设计工具 1——以撒套装/小骨铭文):同标签计数 ≥2→档一(流派核心规则)/≥4→档二
|
||||
# (完全体);散件单体保底=每件效果独立生效,档位只做质变(反例 B-2)——引擎纯函数 FeatsEngine。
|
||||
# 🔴 层级纪律(任务书红线 2):专长只走局内随机渠道(三选一/商店/格面)——本表行永不入同调位
|
||||
# (treasure_items 表)/局外树(T8 节点表);扫雷触发点铁律:每流派 ≥1 行 hook ∈ MINE_HOOKS(加载校验,
|
||||
# 违反=红线①触碰面)。
|
||||
# (treasure_items 表)/局外树(T8 节点表);扫雷触发点铁律:每流派 ≥1 行订阅扫雷侧事件
|
||||
# (EffectEngine.MINE_EVENTS——加载校验,违反=红线①触碰面)。
|
||||
class_name FeatTable
|
||||
extends Resource
|
||||
|
||||
@@ -32,70 +32,19 @@ const ARCHETYPES := ["magic", "pierce", "normal", "dig", "flag", "charge", "devo
|
||||
## 稀有度词表(对齐令牌池三档;投放档映射 relic→rare / rarest→rarest)
|
||||
const RARITIES := ["common", "rare", "rarest"]
|
||||
|
||||
## 挂点枚举(结算段槽——首批 23 点位;每 hook 恰一流派域消费,T2-T6 接线)
|
||||
## 内容数据驱动扩展批 T2 挂账:hook 词族随 T3 专长迁移退役(triggers 事件订阅形态取代——
|
||||
## 旧字段校验保留共存至迁移完成,过渡期两形态同行校验)。
|
||||
const HOOKS := [
|
||||
# 魔法流
|
||||
"hero_attack_rider", # 普攻命中后追加必中魔法伤(奥术余烬/魔能共鸣)
|
||||
"clamp_modifier", # 克制点直调(魔网织者/湛蓝誓约/猎手刺剑)
|
||||
"first_dig_spell", # 每关首次开格必出魔法矢(魔能共鸣第二效果)
|
||||
# 穿刺流
|
||||
"kill_overflow", # 击杀溢出弹射(贯穿射击)
|
||||
"dig_count_segments", # 开格计数转攻击段数(连珠矢)
|
||||
"roll_discount", # 折扣档改写(猎弱本能前移一档)
|
||||
# 普攻流
|
||||
"round_dig_bonus", # 轮内安全开格数转攻击加成(矿工的执拗;踩雷清零=mine_hit 监听同口)
|
||||
"hit_trade", # 命中交换(矿工重锤——正负双修原生形态)
|
||||
"armor_roll_rewrite", # 免掷骰恒折扣(专注)
|
||||
"heavy_debuff", # 命中重甲附加护甲裂解(碎甲震击)
|
||||
# 开格流
|
||||
"dig_yield_mult", # 开格产出乘区(贪婪矿灯/矿脉直觉/赌徒的血签——正负双向)
|
||||
"deep_dig", # 深层资源掘取(深挖钻头——R4 甲非信息税形态:开掘额外 AP 代价)
|
||||
# 标旗流
|
||||
"flag_resource", # 标中雷获格面资源(雷区图谱)
|
||||
"nest_aura", # 控制巢穴数转伤害光环(猎巢人)
|
||||
"flag_all_hit", # 同轮全中旗伤倍增(完美布防)
|
||||
"flag_strike", # 轮末旗伤开单(战旗军规——复用 board_typed)
|
||||
# 蓄力流
|
||||
"ap_carry", # 轮末 AP 结转蓄力(整备军备——改写 cleared 作废口径)
|
||||
"charge_shield", # 蓄力层转减伤(铁壁整备)
|
||||
"charge_spike", # 满层 spike(厚积薄发)
|
||||
# 吞噬流
|
||||
"terrain_refund", # 受地形伤掉落资源补偿(地脉采撷——伤害仍发生)
|
||||
"terrain_dig_double", # 挖开伤害型地形格双产出(荆棘编织者)
|
||||
"flag_neutralize", # 标中旗中和相邻伤害型地形格(净化工兵——🔴 R4 甲仅限伤害型)
|
||||
"variant_counter", # 受地形伤积层轮末反打(熔火之躯——触发键不按地形种类特化)
|
||||
]
|
||||
## 行键白名单(🔴 零裸 flat 同族护栏——键出域=加载致命;triggers/desc=T3 换代新形态)
|
||||
const ROW_KEYS := ["feat_id", "display_name", "rarity", "archetype", "triggers", "desc", "note"]
|
||||
|
||||
## 扫雷结算触发点 hook 集(🔴 红线①承载:每流派 ≥1 行 hook 命中本集——加载校验)
|
||||
const MINE_HOOKS := ["first_dig_spell", "dig_count_segments", "round_dig_bonus", "dig_yield_mult",
|
||||
"deep_dig", "flag_resource", "nest_aura", "flag_all_hit", "flag_strike", "ap_carry",
|
||||
"terrain_refund", "terrain_dig_double", "flag_neutralize", "variant_counter"]
|
||||
|
||||
## effects 键白名单(🔴 零裸 flat 同族护栏——机制轴禁无条件属性加项;键出域=加载致命)
|
||||
## 全部条件触发/机制修正参数;cost_* 族=正负双修负向面
|
||||
const EFFECT_KEYS := ["value", "value2", "tier_value", "per_stack", "cap", "ap_cost", "chance",
|
||||
"mult", "cost_mult", "cost_flat", "polarity", "spell_kind", "segment_cap", "discount_shift",
|
||||
"trade_atk", "trade_hit", "shield_per_layer", "spike_mult", "layers_to_shield",
|
||||
"neutralize_range", "counter_damage", "resource_kind", "rider_kind", "note"]
|
||||
|
||||
## ---- 内容数据驱动扩展批 T2 新形态词汇(triggers 事件订阅行)----
|
||||
## 行字段换代目标:hook/effects → triggers: [{on, when?, do}]——订阅哪个事件/什么条件/什么效果。
|
||||
## 事件/效果/fact/算子四词表全部引用 EffectEngine 闭集常量(单一事实源,禁本表复抄)。
|
||||
## trigger 行键(订阅行三字段:on/when?/do)
|
||||
const TRIGGER_KEYS := ["on", "when", "do"]
|
||||
|
||||
|
||||
func _validate_triggers(rid: String, row: Dictionary, triggers: Array, errs: Array) -> bool:
|
||||
return EffectEngine.validate_trigger_row(rid, row, triggers, errs)
|
||||
|
||||
|
||||
func validate() -> Array:
|
||||
var errs: Array = []
|
||||
if rows.is_empty():
|
||||
return errs # 空表合法态(T1 基建先行——T2 起逐流派填行)
|
||||
return errs # 空表合法态(T1 基建先行——逐流派填行)
|
||||
var seen := {}
|
||||
# 流派扫雷覆盖聚合(🔴 红线①铁律——两形态共存判定:triggers 行按扫雷侧事件、hook 行按 MINE_HOOKS)
|
||||
# 流派扫雷覆盖聚合(🔴 红线①铁律——每流派 ≥1 行订阅扫雷侧事件)
|
||||
var arch_mine := {} # archetype → bool
|
||||
for row in rows:
|
||||
var rid: String = row.get("feat_id", "")
|
||||
@@ -113,33 +62,17 @@ func validate() -> Array:
|
||||
var arch := String(row.get("archetype", ""))
|
||||
if not ARCHETYPES.has(arch):
|
||||
errs.append({"category": "enum", "message": "%s archetype 出域 %s" % [rid, str(ARCHETYPES)]})
|
||||
var has_triggers: bool = row.has("triggers")
|
||||
var has_hook: bool = row.has("hook")
|
||||
if has_triggers:
|
||||
if String(row.get("hook", "")) != "":
|
||||
errs.append({"category": "domain", "message": "%s triggers 与 hook 并存(换代单形态——迁移期禁双挂)" % rid})
|
||||
if _validate_triggers(rid, row, row.get("triggers", []) as Array, errs):
|
||||
arch_mine[arch] = true
|
||||
elif has_hook:
|
||||
var hook := String(row.get("hook", ""))
|
||||
if not HOOKS.has(hook):
|
||||
errs.append({"category": "enum", "message": "%s hook 出域(挂点枚举封闭): %s" % [rid, hook]})
|
||||
if MINE_HOOKS.has(hook):
|
||||
arch_mine[arch] = true
|
||||
else:
|
||||
errs.append({"category": "domain", "message": "%s 缺 triggers/hook(换代后行必须声明订阅)" % rid})
|
||||
if not row.has("triggers"):
|
||||
errs.append({"category": "domain", "message": "%s 缺 triggers(订阅形态唯一合法行形)" % rid})
|
||||
elif EffectEngine.validate_trigger_row(rid, row, row.get("triggers", []) as Array, errs):
|
||||
arch_mine[arch] = true
|
||||
for k in row.keys():
|
||||
if not ["feat_id", "display_name", "rarity", "archetype", "hook", "effects", "triggers", "desc", "note"].has(String(k)):
|
||||
if not ROW_KEYS.has(String(k)):
|
||||
errs.append({"category": "zero_flat", "message": "%s 行键出白名单: %s" % [rid, String(k)]})
|
||||
var fx: Dictionary = row.get("effects", {}) as Dictionary
|
||||
for ek in fx.keys():
|
||||
if not EFFECT_KEYS.has(String(ek)):
|
||||
errs.append({"category": "zero_flat", "message": "%s effects 键出白名单: %s(机制轴禁无条件属性加项)" % [rid, String(ek)]})
|
||||
# 🔴 红线① 扫雷触发点铁律:**有行的流派**各 ≥1 行订阅扫雷侧事件(triggers 新形态)或
|
||||
# hook ∈ MINE_HOOKS(旧形态过渡)
|
||||
# 🔴 红线① 扫雷触发点铁律:**有行的流派**各 ≥1 行订阅扫雷侧事件(MINE_EVENTS 同义校验)
|
||||
for arch in archs_with_rows():
|
||||
if not bool(arch_mine.get(arch, false)):
|
||||
errs.append({"category": "load_bearing", "message": "流派 %s 无扫雷结算触发点行(🔴 红线①铁律——每流派 ≥1 件挂扫雷端)" % String(arch)})
|
||||
errs.append({"category": "load_bearing", "message": "流派 %s 无扫雷结算触发点行(🔴 红线①铁律——每流派 ≥1 件订阅扫雷侧事件)" % String(arch)})
|
||||
return errs
|
||||
|
||||
|
||||
|
||||
+390
-92
@@ -9,266 +9,564 @@ rows = [{
|
||||
"display_name": "奥术余烬",
|
||||
"rarity": "common",
|
||||
"archetype": "magic",
|
||||
"hook": "hero_attack_rider",
|
||||
"effects": {
|
||||
"desc": "普攻附加必中伤害",
|
||||
"triggers": [{
|
||||
"on": "attack_commit",
|
||||
"do": {
|
||||
"kind": "add_ticket_rider",
|
||||
"value": 1
|
||||
}
|
||||
}]
|
||||
}, {
|
||||
"feat_id": "mana_weaver",
|
||||
"display_name": "魔网织者",
|
||||
"rarity": "rare",
|
||||
"archetype": "magic",
|
||||
"hook": "clamp_modifier",
|
||||
"effects": {
|
||||
"value": 1,
|
||||
"polarity": "magic_vs_magic"
|
||||
"desc": "克制面强化",
|
||||
"triggers": [{
|
||||
"on": "clamp_check",
|
||||
"when": [{
|
||||
"fact": "matchup",
|
||||
"op": "eq",
|
||||
"value": "magic_vs_magic"
|
||||
}],
|
||||
"do": {
|
||||
"kind": "modify_ticket",
|
||||
"delta": 1
|
||||
}
|
||||
}]
|
||||
}, {
|
||||
"feat_id": "azure_oath",
|
||||
"display_name": "湛蓝誓约",
|
||||
"rarity": "rare",
|
||||
"archetype": "magic",
|
||||
"hook": "clamp_modifier",
|
||||
"effects": {
|
||||
"value": 1,
|
||||
"polarity": "magic_vs_heavy"
|
||||
"desc": "克制面强化",
|
||||
"triggers": [{
|
||||
"on": "clamp_check",
|
||||
"when": [{
|
||||
"fact": "matchup",
|
||||
"op": "eq",
|
||||
"value": "magic_vs_heavy"
|
||||
}],
|
||||
"do": {
|
||||
"kind": "modify_ticket",
|
||||
"delta": 1
|
||||
}
|
||||
}]
|
||||
}, {
|
||||
"feat_id": "mana_resonance",
|
||||
"display_name": "魔能共鸣",
|
||||
"rarity": "rarest",
|
||||
"archetype": "magic",
|
||||
"hook": "first_dig_spell",
|
||||
"effects": {
|
||||
"desc": "首格追加奥术矢",
|
||||
"triggers": [{
|
||||
"on": "dig_reveal",
|
||||
"when": [{
|
||||
"fact": "is_first_dig_of_battle",
|
||||
"op": "eq",
|
||||
"value": true
|
||||
}],
|
||||
"do": {
|
||||
"kind": "spawn_spell",
|
||||
"value": 2
|
||||
}
|
||||
}]
|
||||
}, {
|
||||
"feat_id": "mine_atlas",
|
||||
"display_name": "雷区图谱",
|
||||
"rarity": "common",
|
||||
"archetype": "flag",
|
||||
"hook": "flag_resource",
|
||||
"effects": {
|
||||
"value": 1
|
||||
"desc": "标中雷额外得资源",
|
||||
"triggers": [{
|
||||
"on": "flag_hit",
|
||||
"do": {
|
||||
"kind": "grant_material",
|
||||
"value": 1,
|
||||
"label": "(雷区图谱)"
|
||||
}
|
||||
}]
|
||||
}, {
|
||||
"feat_id": "nest_hunter",
|
||||
"display_name": "猎巢人",
|
||||
"rarity": "rare",
|
||||
"archetype": "flag",
|
||||
"hook": "nest_aura",
|
||||
"effects": {
|
||||
"value": 1
|
||||
"desc": "控巢攻击光环",
|
||||
"triggers": [{
|
||||
"on": "attack_commit",
|
||||
"do": {
|
||||
"kind": "add_ticket_rider",
|
||||
"value": 1,
|
||||
"per": "nest_count"
|
||||
}
|
||||
}]
|
||||
}, {
|
||||
"feat_id": "perfect_defense",
|
||||
"display_name": "完美布防",
|
||||
"rarity": "rare",
|
||||
"archetype": "flag",
|
||||
"hook": "flag_all_hit",
|
||||
"effects": {
|
||||
"value": 2
|
||||
"desc": "全中标旗伤加倍",
|
||||
"triggers": [{
|
||||
"on": "flag_settle",
|
||||
"when": [{
|
||||
"fact": "flags_count",
|
||||
"op": "gte",
|
||||
"value": 1
|
||||
}],
|
||||
"do": {
|
||||
"kind": "modify_ticket",
|
||||
"value": 2,
|
||||
"mode": "flag_mult"
|
||||
}
|
||||
}]
|
||||
}, {
|
||||
"feat_id": "war_banner",
|
||||
"display_name": "战旗军规",
|
||||
"rarity": "rarest",
|
||||
"archetype": "flag",
|
||||
"hook": "flag_strike",
|
||||
"effects": {
|
||||
"value": 2
|
||||
"desc": "标中旗必中打敌",
|
||||
"triggers": [{
|
||||
"on": "flag_settle",
|
||||
"when": [{
|
||||
"fact": "flags_count",
|
||||
"op": "gte",
|
||||
"value": 1
|
||||
}],
|
||||
"do": {
|
||||
"kind": "open_ticket",
|
||||
"value": 2,
|
||||
"channel": "attack"
|
||||
}
|
||||
}]
|
||||
}, {
|
||||
"feat_id": "pierce_shot",
|
||||
"display_name": "贯穿射击",
|
||||
"rarity": "rarest",
|
||||
"archetype": "pierce",
|
||||
"hook": "kill_overflow",
|
||||
"effects": {
|
||||
"value": 1
|
||||
"desc": "击杀半额弹射",
|
||||
"triggers": [{
|
||||
"on": "kill",
|
||||
"do": {
|
||||
"kind": "overflow",
|
||||
"value": 50
|
||||
}
|
||||
}]
|
||||
}, {
|
||||
"feat_id": "chain_arrows",
|
||||
"display_name": "连珠矢",
|
||||
"rarity": "rare",
|
||||
"archetype": "pierce",
|
||||
"hook": "dig_count_segments",
|
||||
"effects": {
|
||||
"value": 2,
|
||||
"cap": 2
|
||||
"desc": "开格积穿刺矢",
|
||||
"triggers": [{
|
||||
"on": "dig_reveal",
|
||||
"do": {
|
||||
"kind": "counter_add",
|
||||
"counter_id": "chain_digs",
|
||||
"value": 1,
|
||||
"reset_at": "round_start"
|
||||
}
|
||||
}, {
|
||||
"on": "attack_commit",
|
||||
"do": {
|
||||
"kind": "attack_segments",
|
||||
"value": 2,
|
||||
"cap": 2,
|
||||
"per": "dig_streak",
|
||||
"divisor": 3
|
||||
}
|
||||
}]
|
||||
}, {
|
||||
"feat_id": "weak_instinct",
|
||||
"display_name": "猎弱本能",
|
||||
"rarity": "rare",
|
||||
"archetype": "pierce",
|
||||
"hook": "roll_discount",
|
||||
"effects": {
|
||||
"value": 1
|
||||
"desc": "打轻甲更易命中",
|
||||
"triggers": [{
|
||||
"on": "clamp_check",
|
||||
"when": [{
|
||||
"fact": "matchup",
|
||||
"op": "ends_with",
|
||||
"value": "vs_light"
|
||||
}],
|
||||
"do": {
|
||||
"kind": "modify_ticket",
|
||||
"value": 1,
|
||||
"mode": "discount_shift"
|
||||
}
|
||||
}]
|
||||
}, {
|
||||
"feat_id": "hunter_rapier",
|
||||
"display_name": "猎手刺剑",
|
||||
"rarity": "common",
|
||||
"archetype": "pierce",
|
||||
"hook": "clamp_modifier",
|
||||
"effects": {
|
||||
"value": 1,
|
||||
"polarity": "pierce_vs_light"
|
||||
"desc": "克制面强化",
|
||||
"triggers": [{
|
||||
"on": "clamp_check",
|
||||
"when": [{
|
||||
"fact": "matchup",
|
||||
"op": "eq",
|
||||
"value": "pierce_vs_light"
|
||||
}],
|
||||
"do": {
|
||||
"kind": "modify_ticket",
|
||||
"delta": 1
|
||||
}
|
||||
}]
|
||||
}, {
|
||||
"feat_id": "miner_stubborn",
|
||||
"display_name": "矿工的执拗",
|
||||
"rarity": "common",
|
||||
"archetype": "normal",
|
||||
"hook": "round_dig_bonus",
|
||||
"effects": {
|
||||
"desc": "开格越多打得越疼",
|
||||
"triggers": [{
|
||||
"on": "dig_reveal",
|
||||
"do": {
|
||||
"kind": "counter_add",
|
||||
"counter_id": "stubborn_digs",
|
||||
"value": 1,
|
||||
"cap": 5
|
||||
"reset_at": "round_start"
|
||||
}
|
||||
}, {
|
||||
"on": "mine_hit",
|
||||
"do": {
|
||||
"kind": "counter_add",
|
||||
"counter_id": "stubborn_digs",
|
||||
"set": 0
|
||||
}
|
||||
}, {
|
||||
"on": "attack_commit",
|
||||
"do": {
|
||||
"kind": "add_ticket_rider",
|
||||
"value": 1,
|
||||
"cap": 5,
|
||||
"per": "dig_streak"
|
||||
}
|
||||
}]
|
||||
}, {
|
||||
"feat_id": "miner_hammer",
|
||||
"display_name": "矿工重锤",
|
||||
"rarity": "common",
|
||||
"archetype": "normal",
|
||||
"hook": "hit_trade",
|
||||
"effects": {
|
||||
"desc": "加伤换命中",
|
||||
"triggers": [{
|
||||
"on": "attack_commit",
|
||||
"do": {
|
||||
"kind": "modify_ticket",
|
||||
"trade_atk": 25,
|
||||
"trade_hit": 2
|
||||
}
|
||||
}]
|
||||
}, {
|
||||
"feat_id": "focus_mind",
|
||||
"display_name": "专注",
|
||||
"rarity": "rare",
|
||||
"archetype": "normal",
|
||||
"hook": "armor_roll_rewrite",
|
||||
"effects": {
|
||||
"value": 75
|
||||
"desc": "攻击恒75%折扣",
|
||||
"triggers": [{
|
||||
"on": "armor_roll",
|
||||
"do": {
|
||||
"kind": "modify_ticket",
|
||||
"value": 75,
|
||||
"mode": "armor_rewrite"
|
||||
}
|
||||
}]
|
||||
}, {
|
||||
"feat_id": "armor_crack",
|
||||
"display_name": "碎甲震击",
|
||||
"rarity": "rare",
|
||||
"archetype": "normal",
|
||||
"hook": "heavy_debuff",
|
||||
"effects": {
|
||||
"value": 25
|
||||
"desc": "打重甲附加破防",
|
||||
"triggers": [{
|
||||
"on": "attack_commit",
|
||||
"when": [{
|
||||
"fact": "matchup",
|
||||
"op": "ends_with",
|
||||
"value": "vs_heavy"
|
||||
}],
|
||||
"do": {
|
||||
"kind": "apply_status",
|
||||
"status_id": "off_guard"
|
||||
}
|
||||
}]
|
||||
}, {
|
||||
"feat_id": "greedy_lantern",
|
||||
"display_name": "贪婪矿灯",
|
||||
"rarity": "common",
|
||||
"archetype": "dig",
|
||||
"hook": "dig_yield_mult",
|
||||
"effects": {
|
||||
"desc": "开格产出放大",
|
||||
"triggers": [{
|
||||
"on": "dig_reveal",
|
||||
"do": {
|
||||
"kind": "yield_mult",
|
||||
"mult": 25,
|
||||
"cost_mult": 25
|
||||
}
|
||||
}]
|
||||
}, {
|
||||
"feat_id": "vein_intuition",
|
||||
"display_name": "矿脉直觉",
|
||||
"rarity": "rare",
|
||||
"archetype": "dig",
|
||||
"hook": "dig_yield_mult",
|
||||
"effects": {
|
||||
"desc": "开格产出放大",
|
||||
"triggers": [{
|
||||
"on": "dig_reveal",
|
||||
"do": {
|
||||
"kind": "counter_add",
|
||||
"counter_id": "dig_combo",
|
||||
"value": 1
|
||||
}
|
||||
}, {
|
||||
"on": "mine_hit",
|
||||
"do": {
|
||||
"kind": "counter_add",
|
||||
"counter_id": "dig_combo",
|
||||
"set": 0
|
||||
}
|
||||
}, {
|
||||
"on": "dig_reveal",
|
||||
"do": {
|
||||
"kind": "yield_mult",
|
||||
"mult": 10,
|
||||
"cap": 5
|
||||
}
|
||||
}]
|
||||
}, {
|
||||
"feat_id": "gambler_pact",
|
||||
"display_name": "赌徒的血签",
|
||||
"rarity": "rarest",
|
||||
"archetype": "dig",
|
||||
"hook": "dig_yield_mult",
|
||||
"effects": {
|
||||
"desc": "开格产出放大",
|
||||
"triggers": [{
|
||||
"on": "dig_reveal",
|
||||
"do": {
|
||||
"kind": "yield_mult",
|
||||
"mult": 50,
|
||||
"cost_mult": 100
|
||||
}
|
||||
}]
|
||||
}, {
|
||||
"feat_id": "deep_drill",
|
||||
"display_name": "深挖钻头",
|
||||
"rarity": "rare",
|
||||
"archetype": "dig",
|
||||
"hook": "deep_dig",
|
||||
"effects": {
|
||||
"ap_cost": 1,
|
||||
"cap": 4
|
||||
"desc": "开格2AP·产出双份",
|
||||
"triggers": [{
|
||||
"on": "dig_paid",
|
||||
"do": {
|
||||
"kind": "counter_spend",
|
||||
"counter_id": "deep_paid_round",
|
||||
"value": 1,
|
||||
"reset_at": "round_start",
|
||||
"fallback": 1
|
||||
}
|
||||
}, {
|
||||
"on": "dig_reveal",
|
||||
"when": [{
|
||||
"fact": "counter",
|
||||
"id": "deep_paid_round",
|
||||
"op": "gte",
|
||||
"value": 1
|
||||
}, {
|
||||
"fact": "counter",
|
||||
"id": "deep_given_round",
|
||||
"op": "lt_ref",
|
||||
"ref": "deep_paid_round"
|
||||
}],
|
||||
"do": {
|
||||
"kind": "grant_material",
|
||||
"label": "(深挖)"
|
||||
}
|
||||
}, {
|
||||
"on": "dig_reveal",
|
||||
"when": [{
|
||||
"fact": "counter",
|
||||
"id": "deep_paid_round",
|
||||
"op": "gte",
|
||||
"value": 1
|
||||
}, {
|
||||
"fact": "counter",
|
||||
"id": "deep_given_round",
|
||||
"op": "lt_ref",
|
||||
"ref": "deep_paid_round"
|
||||
}],
|
||||
"do": {
|
||||
"kind": "counter_add",
|
||||
"counter_id": "deep_given_round",
|
||||
"value": 1
|
||||
}
|
||||
}]
|
||||
}, {
|
||||
"feat_id": "armory_prep",
|
||||
"display_name": "整备军备",
|
||||
"rarity": "rarest",
|
||||
"archetype": "charge",
|
||||
"hook": "ap_carry",
|
||||
"effects": {
|
||||
"value": 1,
|
||||
"cap": 3
|
||||
"desc": "剩AP转下轮攻击",
|
||||
"triggers": [{
|
||||
"on": "round_end",
|
||||
"do": {
|
||||
"kind": "grant_ap",
|
||||
"mode": "transfer"
|
||||
}
|
||||
}, {
|
||||
"on": "attack_commit",
|
||||
"do": {
|
||||
"kind": "attack_bonus",
|
||||
"value": 1,
|
||||
"per": "charge_layers"
|
||||
}
|
||||
}]
|
||||
}, {
|
||||
"feat_id": "iron_wall",
|
||||
"display_name": "铁壁整备",
|
||||
"rarity": "rare",
|
||||
"archetype": "charge",
|
||||
"hook": "charge_shield",
|
||||
"effects": {
|
||||
"shield_per_layer": 1
|
||||
"desc": "蓄力转减伤",
|
||||
"triggers": [{
|
||||
"on": "damage_taken",
|
||||
"do": {
|
||||
"kind": "shield",
|
||||
"value": 1,
|
||||
"per": "charge_layers"
|
||||
}
|
||||
}]
|
||||
}, {
|
||||
"feat_id": "patient_burst",
|
||||
"display_name": "厚积薄发",
|
||||
"rarity": "rare",
|
||||
"archetype": "charge",
|
||||
"hook": "charge_spike",
|
||||
"effects": {
|
||||
"value": 2
|
||||
"desc": "蓄满下轮爆发",
|
||||
"triggers": [{
|
||||
"on": "attack_commit",
|
||||
"when": [{
|
||||
"fact": "charge_layers",
|
||||
"op": "gte",
|
||||
"value": 3
|
||||
}],
|
||||
"do": {
|
||||
"kind": "modify_ticket",
|
||||
"value": 2,
|
||||
"mode": "spike"
|
||||
}
|
||||
}]
|
||||
}, {
|
||||
"feat_id": "ley_harvest",
|
||||
"display_name": "地脉采撷",
|
||||
"rarity": "common",
|
||||
"archetype": "devour",
|
||||
"hook": "terrain_refund",
|
||||
"effects": {
|
||||
"value": 1
|
||||
"desc": "吃地形伤返资源",
|
||||
"triggers": [{
|
||||
"on": "damage_taken",
|
||||
"when": [{
|
||||
"fact": "terrain_kind",
|
||||
"op": "has"
|
||||
}],
|
||||
"do": {
|
||||
"kind": "grant_material",
|
||||
"label": "(地脉补偿)"
|
||||
}
|
||||
}]
|
||||
}, {
|
||||
"feat_id": "thorn_weaver",
|
||||
"display_name": "荆棘编织者",
|
||||
"rarity": "rare",
|
||||
"archetype": "devour",
|
||||
"hook": "terrain_dig_double",
|
||||
"effects": {
|
||||
"value": 1
|
||||
"desc": "挖伤害格双产出",
|
||||
"triggers": [{
|
||||
"on": "damage_taken",
|
||||
"when": [{
|
||||
"fact": "terrain_kind",
|
||||
"op": "has"
|
||||
}],
|
||||
"do": {
|
||||
"kind": "grant_material",
|
||||
"label": "(荆棘编织)"
|
||||
}
|
||||
}]
|
||||
}, {
|
||||
"feat_id": "purge_sapper",
|
||||
"display_name": "净化工兵",
|
||||
"rarity": "rare",
|
||||
"archetype": "devour",
|
||||
"hook": "flag_neutralize",
|
||||
"effects": {
|
||||
"value": 1
|
||||
"desc": "标旗中和伤害格",
|
||||
"triggers": [{
|
||||
"on": "flag_hit",
|
||||
"when": [{
|
||||
"fact": "terrain_kind",
|
||||
"op": "has"
|
||||
}],
|
||||
"do": {
|
||||
"kind": "rewrite_board"
|
||||
}
|
||||
}]
|
||||
}, {
|
||||
"feat_id": "magma_body",
|
||||
"display_name": "熔火之躯",
|
||||
"rarity": "rarest",
|
||||
"archetype": "devour",
|
||||
"hook": "variant_counter",
|
||||
"effects": {
|
||||
"desc": "吃地形伤反打全体",
|
||||
"triggers": [{
|
||||
"on": "damage_taken",
|
||||
"when": [{
|
||||
"fact": "terrain_kind",
|
||||
"op": "has"
|
||||
}],
|
||||
"do": {
|
||||
"kind": "counter_add",
|
||||
"counter_id": "magma_layers",
|
||||
"value": 1
|
||||
}
|
||||
}, {
|
||||
"on": "round_end",
|
||||
"when": [{
|
||||
"fact": "counter",
|
||||
"id": "magma_layers",
|
||||
"op": "gte",
|
||||
"value": 1
|
||||
}],
|
||||
"do": {
|
||||
"kind": "open_ticket",
|
||||
"value": 1,
|
||||
"per": "magma_layers",
|
||||
"channel": "blast"
|
||||
}
|
||||
}, {
|
||||
"on": "round_end",
|
||||
"when": [{
|
||||
"fact": "counter",
|
||||
"id": "magma_layers",
|
||||
"op": "gte",
|
||||
"value": 1
|
||||
}],
|
||||
"do": {
|
||||
"kind": "counter_add",
|
||||
"counter_id": "magma_layers",
|
||||
"set": 0
|
||||
}
|
||||
}]
|
||||
}]
|
||||
|
||||
; 双层 BD 实施批(2026-10-04):规则改写型特性表——行 = 特性定义
|
||||
; (feat_id/display_name/rarity/archetype/hook/effects)。
|
||||
; T2 魔法流四件(整合定稿 §2.3 S1):奥术余烬〔普通·rider+1 必中附加〕/魔网织者〔稀有·magic vs
|
||||
; magic 克制罚修正〕/湛蓝誓约〔稀有·magic vs heavy 克制加成〕/魔能共鸣〔罕见锚点·rider+2+每战首次
|
||||
; 开格奥术矢——「每关首次」字面落地为「每战首次」台账披露待追认〕;magic 档一(≥2 件)rider+1 /
|
||||
; 档二(≥4 件)rider 可暴击——引擎 tiers_for 承载。T3-T6 逐流派续填(flag 4/pierce 4/normal 4/
|
||||
; dig 4/charge 3/devour 4——整合定稿 §2.3 七流派的件面)。
|
||||
; 稀有度→投放档映射:common/rare → 稀有令牌档、rarest → 罕见令牌档(relic 永不入普通令牌档
|
||||
; ——「规则改写型特性带挂稀有/罕见档」追认 b 接线口径,普通档 70 张纯数值维持)。
|
||||
; 🔴 层级纪律:本表行永不入同调位(treasure_items)/局外树(T8 节点表)——规则改写型特性只走局内随机渠道。
|
||||
; 数值全 provisional 归 M-4 数值批;effects 键白名单封闭(零裸 flat 同族护栏)。
|
||||
|
||||
; 内容数据驱动扩展批(2026-10-06 T3):专长表换代——行 = triggers 事件订阅形态
|
||||
; (feat_id/display_name/rarity/archetype/desc/triggers——订阅哪个事件 on / 什么条件 when / 什么效果 do)。
|
||||
; 旧 hook/effects 挂点形态随本批退役(挂点枚举消亡:事件名+效果类型取代——任务书 R4 裁决)。
|
||||
; 23 挂点逐行移植映射=任务书 §五(等价性对拍底单);desc=文案表值化(呈现层读行,零硬编码)。
|
||||
; 效果参数值直接写 do 字典(数值单一事实源=本表;效果引擎 DO_KEYS 白名单封闭)。
|
||||
; 🔴 护栏全部保留:事件/效果/fact/算子四词表封闭(EffectEngine 常量)、行键白名单、悬空引用
|
||||
; 致命、零裸 flat 禁令、流派扫雷触发铁律(每流派 ≥1 行订阅扫雷侧事件——MINE_EVENTS 同义校验)。
|
||||
; 映射表对拍注记(T3 落地语义修正,行为等价优先——commit 留痕):
|
||||
; - terrain_dig_double(荆棘编织者):映射表标 yield_mult(×2),现行为=第二份同格产出兑付
|
||||
; (grant_material),×2 乘区对 percent 行不等价——落 grant_material。
|
||||
; - flag_all_hit(完美布防):映射表标 yield_mult(旗伤乘区),现行为=旗伤单值倍增(战旗单据
|
||||
; 数值改写)——落 modify_ticket(mode:flag_mult)。
|
||||
; - 连珠矢/矿工的执拗 streak 取数:映射表 on:dig_reveal counter_add 形态与现行为「轮内踩雷全轮
|
||||
; 清零」不等价(逐格清零后重积≠全轮判定)——计数器行保留(扫雷铁律承载),等价执行读
|
||||
; attack_commit 载荷 dig_streak(战斗段全轮推导,与迁移前逐位一致)。
|
||||
; - 厚积薄发:映射表 on:charge_full(满层沿)→spike,现行为=满层持续状态(层数无消耗点,沿触发
|
||||
; 一次≠持续增强)——落 on:attack_commit + when(charge_layers ≥3) → modify_ticket(mode:spike),
|
||||
; charge_full 事件仍埋点(R6 框架先行)。
|
||||
; - 完美布防:「全中」条件装不进 fact 封闭 9 项(需 hits>0 且 misses==0 双读数)——when 落
|
||||
; flags_count ≥1(可命中保守判定),全中闸=flag_settle 发射点施加面承载(载荷 flags_hit_all
|
||||
; 仅供观测)——禁私开 fact(停机点纪律),查询面落法=代拍板白名单。
|
||||
; - 猎巢人/矿工的执拗:映射表标 modify_ticket/attack_bonus,现行为=必中附加通道(伤害控制器
|
||||
; hero_rider 后置于乘区与下限)——落 add_ticket_rider(per 取数载荷),乘区外恒定兑付逐位一致。
|
||||
; - 整备军备:现行为双效果(轮末 AP 转蓄力层 + 每层下轮首段攻 +1)——两行订阅:
|
||||
; round_end grant_ap(mode:transfer) + attack_commit attack_bonus(per:charge_layers)。
|
||||
; 数值全 provisional 归 M-4 数值批;desc 文案=旧 summaries 表迁移(措辞零变化)。
|
||||
@@ -131,40 +131,16 @@ static func bonus_result_text(result: Dictionary) -> String:
|
||||
return "已选择:%s\n其余选项已丢弃(不可反悔)" % name
|
||||
|
||||
|
||||
# 特性卡片文案(迭代 12 T1;2026-10-04 呈现补强——第三行=hook 效果摘要,用户反馈「不知道件是
|
||||
# 干嘛的」缺口承载;摘要=静态映射表 provisional 文案归代拍板白名单「件文案微调」)
|
||||
# 特性卡片文案(迭代 12 T1;2026-10-04 呈现补强——第三行=效果摘要,用户反馈「不知道件是
|
||||
# 干嘛的」缺口承载。内容数据驱动扩展批 T3 文案表值化:摘要=数据行 desc 字段,零硬编码映射——
|
||||
# 新件写行即有名有姓,措辞与旧 summaries 表逐字一致)
|
||||
static func feat_card_text(row: Dictionary) -> String:
|
||||
if row.is_empty() or String(row.get("feat_id", "")) == "":
|
||||
return "特性\n???"
|
||||
var arch_names := {"magic": "魔法", "pierce": "穿刺", "normal": "普攻", "dig": "开格",
|
||||
"flag": "标旗", "charge": "蓄力", "devour": "吞噬"}
|
||||
var arch := String(arch_names.get(String(row.get("archetype", "")), "流派"))
|
||||
var summaries := {
|
||||
"hero_attack_rider": "普攻附加必中伤害",
|
||||
"clamp_modifier": "克制面强化",
|
||||
"first_dig_spell": "首格追加奥术矢",
|
||||
"kill_overflow": "击杀半额弹射",
|
||||
"dig_count_segments": "开格积穿刺矢",
|
||||
"roll_discount": "打轻甲更易命中",
|
||||
"round_dig_bonus": "开格越多打得越疼",
|
||||
"hit_trade": "加伤换命中",
|
||||
"armor_roll_rewrite": "攻击恒75%折扣",
|
||||
"heavy_debuff": "打重甲附加破防",
|
||||
"dig_yield_mult": "开格产出放大",
|
||||
"deep_dig": "开格2AP·产出双份",
|
||||
"flag_resource": "标中雷额外得资源",
|
||||
"nest_aura": "控巢攻击光环",
|
||||
"flag_all_hit": "全中标旗伤加倍",
|
||||
"flag_strike": "标中旗必中打敌",
|
||||
"ap_carry": "剩AP转下轮攻击",
|
||||
"charge_shield": "蓄力转减伤",
|
||||
"charge_spike": "蓄满下轮爆发",
|
||||
"terrain_refund": "吃地形伤返资源",
|
||||
"terrain_dig_double": "挖伤害格双产出",
|
||||
"flag_neutralize": "标旗中和伤害格",
|
||||
"variant_counter": "吃地形伤反打全体",
|
||||
}
|
||||
var summary := String(summaries.get(String(row.get("hook", "")), ""))
|
||||
var summary := String(row.get("desc", ""))
|
||||
if summary != "":
|
||||
return "%s · %s\n%s" % [String(row.get("display_name", row.get("feat_id", ""))), arch, summary]
|
||||
return "特性 · %s\n%s" % [arch, String(row.get("display_name", row.get("feat_id", "")))]
|
||||
|
||||
+158
-74
@@ -619,17 +619,23 @@ func _smoke_feats() -> void:
|
||||
rarest_tokens += 1
|
||||
check(feat_tokens == 27 and rarest_tokens == 6 and a_r0._curio_deck.size() == 125,
|
||||
"规则改写型特性带入池:27 件(rare 档 21 + rarest 锚点 6)——牌库 98+27=125")
|
||||
check(_db.feats.validate().is_empty(), "feat_table.validate 零违例(有行流派扫雷端铁律——magic first_dig_spell 在案)")
|
||||
# ② 档位激活引擎(纯函数直测——构造表 4 件 magic + 1 件 flag + 1 件 rarest 锚点)
|
||||
check(_db.feats.validate().is_empty(), "feat_table.validate 零违例(有行流派扫雷端铁律——magic 魔能共鸣 dig_reveal 订阅在案)")
|
||||
# ② 档位激活引擎(纯函数直测——构造表 4 件 magic + 1 件 flag;内容数据驱动扩展批 T3 断言面随迁:
|
||||
# 行=triggers 事件订阅形态,挂点投影断言换代=效果引擎订阅装载序〔feats 表序〕)
|
||||
var rt := FeatTable.new()
|
||||
rt.rows = [
|
||||
{"feat_id": "m1", "display_name": "魔一", "rarity": "common", "archetype": "magic", "hook": "hero_attack_rider", "effects": {"value": 1}},
|
||||
{"feat_id": "m2", "display_name": "魔二", "rarity": "common", "archetype": "magic", "hook": "first_dig_spell", "effects": {"value": 1}},
|
||||
{"feat_id": "m3", "display_name": "魔三", "rarity": "rare", "archetype": "magic", "hook": "clamp_modifier", "effects": {"value": 1}},
|
||||
{"feat_id": "m4", "display_name": "魔四", "rarity": "rare", "archetype": "magic", "hook": "hero_attack_rider", "effects": {"tier_value": 2}},
|
||||
{"feat_id": "f1", "display_name": "旗一", "rarity": "common", "archetype": "flag", "hook": "flag_resource", "effects": {"value": 1}},
|
||||
{"feat_id": "m1", "display_name": "魔一", "rarity": "common", "archetype": "magic", "desc": "测试 rider",
|
||||
"triggers": [{"on": "attack_commit", "do": {"kind": "add_ticket_rider", "value": 1}}]},
|
||||
{"feat_id": "m2", "display_name": "魔二", "rarity": "common", "archetype": "magic", "desc": "测试奥术矢",
|
||||
"triggers": [{"on": "dig_reveal", "do": {"kind": "spawn_spell", "value": 1}}]},
|
||||
{"feat_id": "m3", "display_name": "魔三", "rarity": "rare", "archetype": "magic", "desc": "测试克制",
|
||||
"triggers": [{"on": "clamp_check", "when": [{"fact": "matchup", "op": "eq", "value": "magic_vs_magic"}], "do": {"kind": "modify_ticket", "delta": 1}}]},
|
||||
{"feat_id": "m4", "display_name": "魔四", "rarity": "rare", "archetype": "magic", "desc": "测试加值",
|
||||
"triggers": [{"on": "attack_commit", "do": {"kind": "attack_bonus", "value": 2}}]},
|
||||
{"feat_id": "f1", "display_name": "旗一", "rarity": "common", "archetype": "flag", "desc": "测试图谱",
|
||||
"triggers": [{"on": "flag_hit", "do": {"kind": "grant_material", "value": 1}}]},
|
||||
]
|
||||
check(rt.validate().is_empty(), "构造 relic 表 validate 零违例(magic 4 件含 first_dig_spell 扫雷端——红线①铁律过)")
|
||||
check(rt.validate().is_empty(), "构造 relic 表 validate 零违例(magic 4 件含 dig_reveal 扫雷端订阅——红线①铁律过)")
|
||||
var tiers := FeatsEngine.tiers_for(["m1", "m2", "m3", "m4", "f1"], rt)
|
||||
check(int(tiers.get("magic", -1)) == 2 and int(tiers.get("flag", -1)) == 0,
|
||||
"档位激活:magic 4 件→档二 · flag 1 件→散件档 0(集 2 档一/4 档二——以撒套装/小骨铭文先例)")
|
||||
@@ -637,9 +643,6 @@ func _smoke_feats() -> void:
|
||||
"成型判读:magic 成型(tier≥1)· flag 未成型(散件单体保底——档位只质变不启动)")
|
||||
var t2 := FeatsEngine.tiers_for(["m1", "m2"], rt)
|
||||
check(int(t2.get("magic", -1)) == 1, "档位激活:2 件→档一(同集合同档位确定性——MC 逐位可复放承载)")
|
||||
var hooks := FeatsEngine.hooks_for(["m1", "f1"], rt)
|
||||
check(hooks.size() == 2 and String(hooks[0].get("hook", "")) == "hero_attack_rider",
|
||||
"挂点投影:表序稳定(同集合→同投影)")
|
||||
# ③ 规则改写型特性带接线(临时表注入——relic 令牌入牌库/兑付入持有集/踢池/断点往返;测试尾还原现行表)
|
||||
var live_rows: FeatTable = _db.feats
|
||||
_db.feats = rt
|
||||
@@ -721,56 +724,121 @@ func _smoke_feats() -> void:
|
||||
check(bp_deck_m3 == 0, "断点余库:已兑付 relic 令牌逐枚还原(m3 零残留——续玩不重复获得)")
|
||||
sm_r.clear_breakpoint()
|
||||
_db.feats = live_rows # 还原现行表(共享 _db 防污染——后续冒烟段零感知)
|
||||
# ④ T2 魔法流求值面(现行表 magic 四件——flags 组装直测;rider 落地行为=伤害控制器消费面,
|
||||
# 既有战斗冒烟全绿=feat_flags 空 dict 零扰动实证;全链分岔读数归 T7 MC)
|
||||
# ④ 魔法流订阅面(内容数据驱动扩展批 T3 断言面随迁——_feat_flags_for 挂点求值退役:
|
||||
# 求值断言=效果引擎 rebuild+dispatch 命中面;落地行为=发射点施加面(本段下方各事件直测),
|
||||
# 全链分岔读数归 T6 MC 对拍)
|
||||
var orch = load("res://core/battle_orchestrator.gd").new(_db, _fresh_rng(73))
|
||||
orch._feat_flags_for(["arcane_ember", "mana_weaver", "azure_oath", "mana_resonance"])
|
||||
var rf: Dictionary = orch._damage.feat_flags
|
||||
check(int(rf.get("rider_flat", -1)) == 2 and bool(rf.get("rider_crit", false)),
|
||||
"魔法流求值:rider_flat=余烬1+档一(4件)+1=2 · 档二 rider 可暴击(共鸣 rider 提升以奥术矢+档位承载——锚点双效果 provisional 披露)")
|
||||
check(int(rf.get("clamp_magic_magic", -1)) == 1 and int(rf.get("clamp_magic_heavy", -1)) == 1
|
||||
and bool(rf.get("first_dig_spell", false)) and int(rf.get("spell_value", -1)) == 2,
|
||||
"魔法流求值:魔网织者 magic-vs-magic 罚修正 +1 · 湛蓝誓约 magic-vs-heavy +1 · 魔能共鸣奥术矢 value 2")
|
||||
# ⑤ T3 标旗流求值面(现行表 magic 4+flag 4——混合持有:flag 档一 4 件成型)
|
||||
orch._feat_flags_for(["arcane_ember", "mana_weaver", "azure_oath", "mana_resonance",
|
||||
"mine_atlas", "nest_hunter", "perfect_defense", "war_banner"])
|
||||
var rf8: Dictionary = orch._damage.feat_flags
|
||||
check(int(rf8.get("flag_resource_extra", -1)) == 1 and int(rf8.get("nest_aura_value", -1)) == 1
|
||||
and int(rf8.get("flag_all_hit_mult", -1)) == 2 and int(rf8.get("flag_strike_value", -1)) == 2,
|
||||
"标旗流求值:雷区图谱额外资源 1 · 猎巢人光环 +1/巢 · 完美布防 ×2 · 战旗军规旗伤 2(复用 board_typed 零新配方)")
|
||||
# ⑥ T4 穿刺/普攻流求值面(全 16 件持有——四流派档位成型)
|
||||
orch._feat_flags_for(["arcane_ember", "mana_weaver", "azure_oath", "mana_resonance",
|
||||
"mine_atlas", "nest_hunter", "perfect_defense", "war_banner",
|
||||
var magic4: Array = ["arcane_ember", "mana_weaver", "azure_oath", "mana_resonance"]
|
||||
orch._fx.rebuild(magic4, [], [])
|
||||
var ac4: Array = orch._fx_emit("attack_commit", {"atk": 10, "target": "敌", "matchup": "magic_vs_magic", "dig_streak": 0, "nest_count": 0})
|
||||
check(orch._hits_of(ac4, "add_ticket_rider").size() == 1
|
||||
and int((orch._hits_of(ac4, "add_ticket_rider")[0] as Dictionary).get("value", -1)) == 1,
|
||||
"魔法流订阅:奥术余烬 attack_commit→add_ticket_rider value 1(必中附加通道)")
|
||||
check(int((orch._hits_of(orch._fx_emit("clamp_check", {"matchup": "magic_vs_magic"}), "modify_ticket")[0] as Dictionary).get("delta", -1)) == 1
|
||||
and int((orch._hits_of(orch._fx_emit("clamp_check", {"matchup": "magic_vs_heavy"}), "modify_ticket")[0] as Dictionary).get("delta", -1)) == 1,
|
||||
"魔法流订阅:魔网织者 magic-vs-magic +1 · 湛蓝誓约 magic-vs-heavy +1(clamp_check modify 窗口)")
|
||||
var spell4: Array = orch._fx_emit("dig_reveal", {"cell": Vector2i(1, 1), "round": 1, "is_first_dig_of_battle": true, "terrain_kind": []})
|
||||
check(orch._hits_of(spell4, "spawn_spell").size() == 1
|
||||
and int((orch._hits_of(spell4, "spawn_spell")[0] as Dictionary).get("value", -1)) == 2,
|
||||
"魔法流订阅:魔能共鸣每战首次开格→spawn_spell value 2(奥术矢)")
|
||||
check(int(FeatsEngine.tiers_for(magic4, _db.feats).get("magic", -1)) == 2,
|
||||
"魔法流档位:magic 4 件→档二(rider 可暴击——begin_battle 注伤害控制器两运行态)")
|
||||
# ⑤ 标旗流订阅面(magic 4+flag 4——混合持有:flag 档一成型)
|
||||
orch._fx.rebuild(magic4 + ["mine_atlas", "nest_hunter", "perfect_defense", "war_banner"], [], [])
|
||||
check(orch._hits_of(orch._fx_emit("flag_hit", {"cell": Vector2i(1, 1), "round": 1, "terrain_kind": []}), "grant_material").size() == 1,
|
||||
"标旗流订阅:雷区图谱 flag_hit→grant_material(标中雷额外资源)")
|
||||
var nh5: Array = orch._fx_emit("attack_commit", {"atk": 10, "target": "敌", "matchup": "", "dig_streak": 0, "nest_count": 3})
|
||||
var nh_hits: Array = orch._hits_of(nh5, "add_ticket_rider")
|
||||
check(nh_hits.size() == 2 and String((nh_hits[1] as Dictionary).get("per", "")) == "nest_count",
|
||||
"标旗流订阅:猎巢人 attack_commit→add_ticket_rider per nest_count(控巢光环 rider 通道)")
|
||||
var fs5: Array = orch._fx_emit("flag_settle", {"flags_hit_all": true, "flags_count": 2, "round": 1})
|
||||
check(orch._hits_of(fs5, "open_ticket").size() == 1
|
||||
and int((orch._hits_of(fs5, "open_ticket")[0] as Dictionary).get("value", -1)) == 2
|
||||
and orch._hits_of(fs5, "modify_ticket").size() == 1,
|
||||
"标旗流订阅:战旗军规 flag_settle→open_ticket value 2(attack 通道自开单)· 完美布防 flag_mult ×2")
|
||||
check(orch._fx_emit("flag_settle", {"flags_hit_all": false, "flags_count": 0, "round": 1}).is_empty(),
|
||||
"标旗流订阅:零标中旗→战旗/完美布防零命中(when flags_count 封闭判定)")
|
||||
# ⑥ 穿刺/普攻流订阅面(16 件持有——四流派档位成型)
|
||||
var ids16: Array = magic4 + ["mine_atlas", "nest_hunter", "perfect_defense", "war_banner",
|
||||
"pierce_shot", "chain_arrows", "weak_instinct", "hunter_rapier",
|
||||
"miner_stubborn", "miner_hammer", "focus_mind", "armor_crack"])
|
||||
var rf16: Dictionary = orch._damage.feat_flags
|
||||
check(bool(rf16.get("kill_overflow", false)) and int(rf16.get("chain_value", -1)) == 2
|
||||
and int(rf16.get("discount_shift", -1)) == 1 and int(rf16.get("clamp_pierce_light", -1)) == 1,
|
||||
"穿刺流求值:贯穿射击弹射旗 · 连珠矢段值 2 上限 2 · 猎弱本能折扣改善 1 档 · 猎手刺剑 pierce-vs-light +1")
|
||||
check(int(rf16.get("round_dig_value", -1)) == 1 and int(rf16.get("hit_trade_atk", -1)) == 25
|
||||
and int(rf16.get("hit_trade_hit", -1)) == 2 and int(rf16.get("armor_roll_rewrite", -1)) == 75
|
||||
and int(rf16.get("crack_value", -1)) == 25,
|
||||
"普攻流求值:执拗 +1/格上限 5 · 重锤交换 +25%/−2AC · 专注恒 75% 免掷骰 · 碎甲震击 off_guard 授予旗")
|
||||
check(bool(rf16.get("rider_crit", false)) and bool(rf16.get("rider_crit", false)),
|
||||
"miner_stubborn", "miner_hammer", "focus_mind", "armor_crack"]
|
||||
orch._fx.rebuild(ids16, [], [])
|
||||
check(orch._hits_of(orch._fx_emit("kill", {"target": "敌", "overflow": 10}), "overflow").size() == 1,
|
||||
"穿刺流订阅:贯穿射击 kill→overflow(击杀弹射旗)")
|
||||
var dr6: Array = orch._fx_emit("dig_reveal", {"cell": Vector2i(1, 1), "round": 1, "is_first_dig_of_battle": false, "terrain_kind": []})
|
||||
check(orch._hits_of(dr6, "counter_add").size() == 2,
|
||||
"穿刺/普攻流订阅:连珠矢+执拗 dig_reveal→counter_add(扫雷侧事件铁律承载——chain_digs/stubborn_digs)")
|
||||
var ac6: Array = orch._fx_emit("attack_commit", {"atk": 10, "target": "敌", "matchup": "pierce_vs_light", "dig_streak": 9, "nest_count": 0})
|
||||
var seg6: Array = orch._hits_of(ac6, "attack_segments")
|
||||
check(seg6.size() == 1 and int((seg6[0] as Dictionary).get("value", -1)) == 2
|
||||
and int((seg6[0] as Dictionary).get("cap", -1)) == 2 and int((seg6[0] as Dictionary).get("divisor", -1)) == 3,
|
||||
"穿刺流订阅:连珠矢 attack_commit→attack_segments(段值 2 上限 2 每 3 格 +1 段)")
|
||||
var clamp6: Array = orch._fx_emit("clamp_check", {"matchup": "pierce_vs_light"})
|
||||
check(orch._hits_of(clamp6, "modify_ticket").size() == 2,
|
||||
"穿刺流订阅:猎弱本能 ends_with vs_light→discount_shift · 猎手刺剑 pierce_vs_light→delta +1(同一事件双订阅按声明序)")
|
||||
check(orch._hits_of(orch._fx_emit("armor_roll", {"target_ac": 5, "roll": 3}), "modify_ticket").size() == 1,
|
||||
"普攻流订阅:专注 armor_roll→modify armor_rewrite 75(免掷恒折扣)")
|
||||
var ac6n: Array = orch._fx_emit("attack_commit", {"atk": 10, "target": "敌", "matchup": "normal_vs_heavy", "dig_streak": 0, "nest_count": 0})
|
||||
check(orch._hits_of(ac6n, "apply_status").size() == 1
|
||||
and String((orch._hits_of(ac6n, "apply_status")[0] as Dictionary).get("status_id", "")) == "off_guard",
|
||||
"普攻流订阅:碎甲震击 ends_with vs_heavy→apply_status off_guard(复用零新状态行)")
|
||||
var ham6: Array = orch._hits_of(ac6, "modify_ticket")
|
||||
var has_trade := false
|
||||
for h in ham6:
|
||||
if int((h as Dictionary).get("trade_atk", 0)) == 25 and int((h as Dictionary).get("trade_hit", 0)) == 2:
|
||||
has_trade = true
|
||||
check(has_trade, "普攻流订阅:矿工重锤 attack_commit→modify trade_atk 25/trade_hit 2(命中交换)")
|
||||
check(int(FeatsEngine.tiers_for(ids16, _db.feats).get("pierce", -1)) == 2
|
||||
and int(FeatsEngine.tiers_for(ids16, _db.feats).get("normal", -1)) == 2,
|
||||
"档位质变:magic/pierce/normal/flag 四流派档二(16 件混合——同标签 ≥4 判档二确定性)")
|
||||
# ⑦ T5 开格/蓄力流求值面(追加七件)
|
||||
var ids23: Array = ["arcane_ember", "mana_weaver", "azure_oath", "mana_resonance",
|
||||
"mine_atlas", "nest_hunter", "perfect_defense", "war_banner",
|
||||
"pierce_shot", "chain_arrows", "weak_instinct", "hunter_rapier",
|
||||
"miner_stubborn", "miner_hammer", "focus_mind", "armor_crack",
|
||||
"greedy_lantern", "vein_intuition", "gambler_pact", "deep_drill",
|
||||
"armory_prep", "iron_wall", "patient_burst"]
|
||||
orch._feat_flags_for(ids23)
|
||||
var rf23: Dictionary = orch._damage.feat_flags
|
||||
check(int(rf23.get("dig_yield_pos_mult", -1)) == 85 and int(rf23.get("dig_yield_neg_mult", -1)) == 125
|
||||
and int(rf23.get("combo_cap", -1)) == 5,
|
||||
"开格流求值:正向乘区 25+10+50=85% · 负向加重 25+100=125% · 直觉连击上限 5(同 hook 累加——三件同持)")
|
||||
check(int(rf23.get("deep_dig_cost", -1)) == 1 and int(rf23.get("deep_dig_cap", -1)) == 4
|
||||
and int(rf23.get("ap_carry_value", -1)) == 1 and int(rf23.get("shield_per_layer", -1)) == 1
|
||||
and int(rf23.get("spike_mult", -1)) == 2,
|
||||
"深挖钻头=开掘 +1 AP/每 4 格深层产出(R4 甲非信息税对价)· 蓄力三件=层值 1/减伤 1/层/满层 ×2")
|
||||
check(orch.action_economy.feat_ap_carry and orch.action_economy.feat_dig_extra == 1,
|
||||
"蓄力/钻头 action_economy 注入(ap_carry 改写停手转存 + 付费开掘对价注入——关着 false/0 零扰动)")
|
||||
# ⑦ 开格/蓄力流订阅面(追加七件)
|
||||
var ids23: Array = ids16.duplicate()
|
||||
ids23.append_array(["greedy_lantern", "vein_intuition", "gambler_pact", "deep_drill",
|
||||
"armory_prep", "iron_wall", "patient_burst"])
|
||||
orch._fx.rebuild(ids23, [], [])
|
||||
var pos_m := 0
|
||||
var neg_m := 0
|
||||
var combo_cap := -1
|
||||
for h in orch._fx_emit("dig_reveal", {"cell": Vector2i(1, 1), "round": 1, "is_first_dig_of_battle": false, "terrain_kind": []}):
|
||||
if String(h.get("kind", "")) != "yield_mult":
|
||||
continue
|
||||
pos_m += int(h.get("mult", 0))
|
||||
neg_m += int(h.get("cost_mult", 0))
|
||||
if int(h.get("cap", 0)) > 0:
|
||||
combo_cap = int(h.cap)
|
||||
check(pos_m == 85 and neg_m == 125 and combo_cap == 5,
|
||||
"开格流订阅:正向乘区 25+10+50=85% · 负向加重 25+100=125% · 直觉连击上限 5(dig_reveal yield_mult 乘法族三件同持收集)")
|
||||
var dd7: Array = orch._fx_emit("dig_paid", {"ap_cost": 1, "ap_surplus": 1})
|
||||
check(orch._hits_of(dd7, "counter_spend").size() == 1
|
||||
and bool((orch._hits_of(dd7, "counter_spend")[0] as Dictionary).has("fallback")),
|
||||
"开格流订阅:深挖钻头 dig_paid→counter_spend 对价(fallback 降级声明——AP 不足只付基础 1)")
|
||||
var re7: Array = orch._fx_emit("round_end", {"round": 1})
|
||||
check(orch._hits_of(re7, "grant_ap").size() == 1
|
||||
and String((orch._hits_of(re7, "grant_ap")[0] as Dictionary).get("mode", "")) == "transfer",
|
||||
"蓄力流订阅:整备军备 round_end→grant_ap transfer(剩 AP 转蓄力层——finish_round_stop 定夺)")
|
||||
var ab7: Array = orch._hits_of(orch._fx_emit("attack_commit", {"atk": 10, "target": "敌", "matchup": "", "dig_streak": 0, "nest_count": 0}), "attack_bonus")
|
||||
check(ab7.size() == 1 and String((ab7[0] as Dictionary).get("per", "")) == "charge_layers",
|
||||
"蓄力流订阅:整备军备 attack_commit→attack_bonus per charge_layers(每层下轮首段 +1)")
|
||||
orch.action_economy._charge_layers = 2
|
||||
var sp7: Array = orch._fx_emit("attack_commit", {"atk": 10, "target": "敌", "matchup": "normal_vs_light", "dig_streak": 0, "nest_count": 0})
|
||||
var spike7_off: Array = orch._hits_of(sp7, "modify_ticket")
|
||||
var spike_off_n := 0
|
||||
for h in spike7_off:
|
||||
if String((h as Dictionary).get("mode", "")) == "spike":
|
||||
spike_off_n += 1
|
||||
check(spike_off_n == 0,
|
||||
"蓄力流订阅:厚积薄发未满层(charge_layers 2<3)→零命中(when 封闭判定——满层持续状态口径)")
|
||||
orch.action_economy._charge_layers = 3
|
||||
var sp7b: Array = orch._fx_emit("attack_commit", {"atk": 10, "target": "敌", "matchup": "normal_vs_light", "dig_streak": 0, "nest_count": 0})
|
||||
var spike7: Array = []
|
||||
for h in orch._hits_of(sp7b, "modify_ticket"):
|
||||
if String((h as Dictionary).get("mode", "")) == "spike":
|
||||
spike7.append(h)
|
||||
check(spike7.size() == 1 and int((spike7[0] as Dictionary).get("value", -1)) == 2,
|
||||
"蓄力流订阅:厚积薄发满层→modify spike ×2(discount 恒全额+基值倍乘)")
|
||||
orch.action_economy._charge_layers = 0
|
||||
check(orch._hits_of(orch._fx_emit("damage_taken", {"kind": "enemy_skill", "amount": 5, "source": "s", "round": 1}), "shield").size() == 1,
|
||||
"蓄力流订阅:铁壁整备 damage_taken→shield per charge_layers(蓄力转减伤)")
|
||||
# ⑦c 特性持有呈现段(2026-10-04 用户反馈补齐——C 区「特性」节:聚合行+成型档位;空态隐藏)
|
||||
var panel = load("res://presentation/views/hero_info_panel_view.gd").new()
|
||||
panel.set_feat_holdings([])
|
||||
@@ -778,30 +846,46 @@ func _smoke_feats() -> void:
|
||||
panel.set_feat_holdings(["魔法 ×2 · 档一", "开格 ×1 · 散件"])
|
||||
check(panel._feat_section.visible and panel._feat_list.get_child_count() == 2,
|
||||
"特性段持有呈现(聚合行+成型档位常驻可读——「局内奖励选了什么看不到」缺口承载)")
|
||||
# ⑦b 深挖钻头付费开掘回归(2026-10-04 试玩缺陷修复——对价挂付费侧):AP=1 降级照常开格
|
||||
# (用户实测「AP=1 无法开格只能标旗」的回归闸);AP=2 付全价积付费计数(深层产出配额取数面)。
|
||||
check(String(load("res://presentation/battle_narrator.gd").feat_card_text({"feat_id": "arcane_ember", "display_name": "奥术余烬", "archetype": "magic", "desc": "普攻附加必中伤害"})).contains("普攻附加必中伤害"),
|
||||
"特性卡文案表值化:desc 行字段直读(T3 文案入表——零硬编码映射)")
|
||||
# ⑦b 深挖钻头付费开掘回归(2026-10-04 试玩缺陷修复口径,T3 对价面换代=dig_paid 订阅施加):
|
||||
# AP=1 降级照常开格(fallback 只付基础 1 不积计数);AP=2 付全价积付费计数(深层产出配额取数面)。
|
||||
var ae_dd = load("res://core/action_economy.gd").new(_db)
|
||||
ae_dd.feat_dig_extra = 1
|
||||
var fx_dd = EffectEngine.new(_db)
|
||||
fx_dd.rebuild(["deep_drill"], [], [])
|
||||
ae_dd.set_fx(fx_dd)
|
||||
ae_dd._phase = 1 if ae_dd.Phase.ACTIVE == 1 else ae_dd.Phase.ACTIVE # white-box 相位(冒烟专用)
|
||||
ae_dd._ap = 1
|
||||
check(ae_dd.request_dig(0, false) and ae_dd.deep_paid_count == 0,
|
||||
"钻头降级:AP=1 照常开格(只付基础 1 不积付费——持有钻头永不锁死挖格,散件保底 B-2)")
|
||||
check(ae_dd.request_dig(0, false) and fx_dd.counter("deep_paid_round") == 0,
|
||||
"钻头降级:AP=1 照常开格(fallback 只付基础 1 不积付费——持有钻头永不锁死挖格,散件保底 B-2)")
|
||||
ae_dd._ap = 2
|
||||
ae_dd._phase = ae_dd.Phase.ACTIVE # 首挖 AP 归 0 已翻轮(ap_exhausted 仲裁)——白盒复位续测
|
||||
check(ae_dd.request_dig(0, false) and ae_dd.deep_paid_count == 1,
|
||||
"钻头付费开掘:AP=2 付全价(基础 1+对价 1——deep_paid_count 积数=深层产出配额取数面)")
|
||||
# ⑧ T6 吞噬流求值面(27 件全量——七流派档位成型)
|
||||
check(ae_dd.request_dig(0, false) and fx_dd.counter("deep_paid_round") == 1,
|
||||
"钻头付费开掘:AP=2 付全价(基础 1+对价 1——deep_paid_round 计数器=授予段追加产出配额取数面)")
|
||||
# ⑧ 吞噬流订阅面(27 件全量——七流派档位成型)
|
||||
var ids27: Array = ids23.duplicate()
|
||||
ids27.append_array(["ley_harvest", "thorn_weaver", "purge_sapper", "magma_body"])
|
||||
orch._feat_flags_for(ids27)
|
||||
var rf27: Dictionary = orch._damage.feat_flags
|
||||
check(int(rf27.get("terrain_refund", -1)) == 1 and int(rf27.get("terrain_dig_double", -1)) == 1
|
||||
and int(rf27.get("flag_neutralize", -1)) == 1 and int(rf27.get("variant_counter_value", -1)) == 1,
|
||||
"吞噬流求值:地脉采撷补偿 1 · 荆棘编织双产出 · 净化工兵中和旗(🔴 仅伤害型——过滤在消费面)· 熔火反噬 1/层")
|
||||
orch._fx.rebuild(ids27, [], [])
|
||||
var dt8: Array = orch._fx_emit("damage_taken", {"kind": "terrain", "amount": 3, "source": "thorn_field", "round": 1, "terrain_kind": "thorn_field"})
|
||||
check(orch._hits_of(dt8, "grant_material").size() == 2 and orch._hits_of(dt8, "counter_add").size() == 1,
|
||||
"吞噬流订阅:地脉采撷+荆棘编织 damage_taken(地形伤)→grant_material ×2 · 熔火之躯→counter_add 积层")
|
||||
check(orch._hits_of(orch._fx_emit("flag_hit", {"cell": Vector2i(1, 1), "round": 1, "terrain_kind": ["thorn_field"]}), "rewrite_board").size() == 1
|
||||
and orch._hits_of(orch._fx_emit("flag_hit", {"cell": Vector2i(1, 1), "round": 1, "terrain_kind": []}), "rewrite_board").is_empty(),
|
||||
"吞噬流订阅:净化工兵 flag_hit 邻伤害型地形→rewrite_board · 无伤害型邻格零命中(🔴 仅伤害型——terrain_kind has 在场判定)")
|
||||
orch._fx.counter_add("magma_layers", 2, false)
|
||||
var re8: Array = orch._fx_emit("round_end", {"round": 1})
|
||||
check(orch._hits_of(re8, "open_ticket").size() == 1
|
||||
and int((orch._hits_of(re8, "open_ticket")[0] as Dictionary).get("value", -1)) == 1
|
||||
and String((orch._hits_of(re8, "open_ticket")[0] as Dictionary).get("per", "")) == "magma_layers",
|
||||
"吞噬流订阅:熔火之躯 round_end→open_ticket per magma_layers(受地形伤积层轮末反打)")
|
||||
check(orch._hits_of(re8, "counter_add").size() == 1
|
||||
and (orch._hits_of(re8, "counter_add")[0] as Dictionary).has("set"),
|
||||
"吞噬流订阅:熔火之躯反打后积层清零(counter_add set——即时执行族按声明序)")
|
||||
var orch0 = load("res://core/battle_orchestrator.gd").new(_db, _fresh_rng(74))
|
||||
orch0._feat_flags_for([])
|
||||
check((orch0._damage.feat_flags as Dictionary).is_empty(),
|
||||
"零持有求值=零旗(relic 关着零扰动——伤害管线既有行为逐位不变)")
|
||||
orch0._fx.rebuild([], [], [])
|
||||
check(orch0._fx_emit("attack_commit", {"atk": 10, "target": "敌", "matchup": "", "dig_streak": 0, "nest_count": 0}).is_empty()
|
||||
and orch0._fx_emit("dig_reveal", {"cell": Vector2i(1, 1), "round": 1, "is_first_dig_of_battle": true, "terrain_kind": []}).is_empty(),
|
||||
"零持有订阅=零命中(relic 关着零扰动——伤害管线既有行为逐位不变)")
|
||||
|
||||
|
||||
# 手工场景驱动:L1 全程 + L2 推进到商店房(_drive_level 复用 + 兑付确认/选路/大奖励确认手工编排)
|
||||
|
||||
Reference in new issue
Block a user