From e28a6cb3c4bf58ac865027e5e2128722d5646a9e Mon Sep 17 00:00:00 2001 From: DKChan <524912269@qq.com> Date: Tue, 6 Oct 2026 23:20:05 +0800 Subject: [PATCH] =?UTF-8?q?=E4=B8=93=E9=95=BF=E8=BF=81=E7=A7=BB=E5=AE=8C?= =?UTF-8?q?=E6=88=90=EF=BC=9A27=20=E8=A1=8C=20triggers=20=E8=AE=A2?= =?UTF-8?q?=E9=98=85=E5=BD=A2=E6=80=81=E5=85=A8=E9=87=8F=E7=94=9F=E6=95=88?= =?UTF-8?q?+=E6=97=A7=2023=20=E6=8C=82=E7=82=B9=E6=9E=9A=E4=B8=BE=E6=B6=88?= =?UTF-8?q?=E4=BA=A1+=E6=B6=88=E8=B4=B9=E7=82=B9=E6=8B=86=E9=99=A4+?= =?UTF-8?q?=E6=96=AD=E8=A8=80=E9=9D=A2=E9=9A=8F=E8=BF=81=EF=BC=88T3?= =?UTF-8?q?=E2=80=94=E2=80=94=E5=86=85=E5=AE=B9=E6=95=B0=E6=8D=AE=E9=A9=B1?= =?UTF-8?q?=E5=8A=A8=E6=89=A9=E5=B1=95=E6=89=B9=EF=BC=89?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit 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。 --- game/core/action_economy.gd | 35 +- game/core/battle_orchestrator.gd | 427 +++++++++++------------- game/core/damage_controller.gd | 292 +++++++++------- game/core/effect_engine.gd | 34 +- game/core/feats_engine.gd | 17 +- game/data/schemas/feat_table.gd | 107 ++---- game/data/tables/feats.tres | 482 ++++++++++++++++++++++----- game/presentation/battle_narrator.gd | 32 +- game/smoke/smoke_all.gd | 232 +++++++++---- 9 files changed, 982 insertions(+), 676 deletions(-) diff --git a/game/core/action_economy.gd b/game/core/action_economy.gd index 3d976196..5b00fc60 100644 --- a/game/core/action_economy.gd +++ b/game/core/action_economy.gd @@ -35,19 +35,12 @@ var last_round_end: Dictionary: var _settlement_consumed := false # AC-14 门:notify_settlement_done 消费后才受理 round_start var _next_round_mode := "" # 调试观测量(同板续轮 / 换新图) 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) -# 蓄力流运行态(迭代 12 T5——relic 件注入面;false=关着零扰动): -# 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); -# 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 -# 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—— -# 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。 -var feat_ap_carry := false -var feat_dig_extra := 0 +# 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 +# 退役——转蓄力=round_end grant_ap(mode:transfer) 订阅(finish_round_stop 定夺)、深挖对价=dig_paid +# counter_spend 订阅(request_dig 施加面);charge_layers=蓄力层账本) var _charge_layers := 0 var charge_layers: int: get: return _charge_layers -var _deep_paid_count := 0 -var deep_paid_count: int: - get: return _deep_paid_count # 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) var _fx: EffectEngine = null 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) @@ -94,21 +87,25 @@ func try_spend(action_kind: String) -> bool: # 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。 -# 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 -# 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**、 -# 不积计数——持有钻头永不锁死普通挖格(散件保底 B-2)。 +# 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 +# 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 +# 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 +# ——持有钻头永不锁死普通挖格(散件保底 B-2)。 func request_dig(chain_size: int, clears_map: bool) -> bool: if _phase != Phase.ACTIVE: _reject("phase") return false var cost := _cost("dig") - if feat_dig_extra > 0 and _ap >= cost + feat_dig_extra: - cost += feat_dig_extra - _deep_paid_count += 1 - # 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; - # 深挖钻头 counter_spend 对价订阅面。双轨期对价仍走 feat_dig_extra 旧面) + # 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: + # 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) if _fx != null: - _fx.dispatch("dig_paid", {"ap_cost": cost, "ap_surplus": _ap - cost}) + for h in _fx.dispatch("dig_paid", {"ap_cost": cost, "ap_surplus": _ap - cost}): + if String(h.get("kind", "")) != "counter_spend": + continue + var extra := int(h.get("value", 1)) + if _ap >= cost + extra: + cost += extra + _fx.counter_add(String(h.get("counter_id", "")), 1) if _ap < cost: _reject("resource_face") return false diff --git a/game/core/battle_orchestrator.gd b/game/core/battle_orchestrator.gd index 935b8217..6c6a4176 100644 --- a/game/core/battle_orchestrator.gd +++ b/game/core/battle_orchestrator.gd @@ -77,15 +77,11 @@ var attunement: Array = [] # 装备中同调件 item_id 集 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) var _attune_bank := 0 # 掘进蓄能积点(battle 域——每 charge_n 安全格 +1 点) var _attune_safe_seen := 0 # 掘进蓄能 battle 域安全开格计数 -# 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; -# 魔矢每战首次计数 battle 域。空集=零扰动) +# 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 +# 效果引擎分发;魔矢每战首次计数 battle 域。空集=零扰动) var _feat_first_dig_used := false -var _feat_combo := 0 # 矿脉直觉连击计数(battle 域——safe +1/mine 清零) -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) -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) -var _feat_magma_layers := 0 # 熔火之躯积层(battle 域——受地形伤 +1,轮末反打清零) # 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。 -# 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) +# 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) var _fx: EffectEngine @@ -96,6 +92,14 @@ func _fx_emit(event: String, payload: Dictionary) -> Array: return _fx.dispatch(event, payload, Callable(self, "_fx_fact")) +# 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 +# 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) +func _emit_round_start() -> void: + for h in _fx_emit("round_start", {"round": round_index}): + if String(h.get("kind", "")) == "grant_ap" and String(h.get("mode", "")) == "queue": + action_economy.queue_ap_delta(int(h.get("value", 0))) + + # 补充事实面(fact 取值第二优先源——payload 未携带的运行态读数) func _fx_fact(fact: String): match fact: @@ -131,89 +135,9 @@ func _attune_mag(item_id: String) -> int: return int(_attune_row(item_id).get("magnitude", 0)) -# 特性求值(迭代 12 T2——持有集 × feat_table → damage_controller.feat_flags 注入面): -# rider_flat = Σ rider 件 value(奥术余烬 +1 / 魔能共鸣 +2);magic 档一(≥2 件)rider +1、 -# 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 -# = 件 effects.value)。空集/空表 = 零旗零扰动。 -func _feat_flags_for(feat_ids: Array) -> void: - var flags: Dictionary = {} - if not feat_ids.is_empty() and db.feats != null and not db.feats.rows.is_empty(): - var hooks := FeatsEngine.hooks_for(feat_ids, db.feats) - var tiers := FeatsEngine.tiers_for(feat_ids, db.feats) - for h in hooks: - var hook: String = String(h.get("hook", "")) - var fx: Dictionary = h.get("effects", {}) as Dictionary - match hook: - "hero_attack_rider": - flags["rider_flat"] = int(flags.get("rider_flat", 0)) + int(fx.get("value", 0)) - "clamp_modifier": - # clamp 方向按件 note 词分流(魔网=magic-vs-magic 罚修正 / 湛蓝=magic-vs-heavy 加成) - if String(fx.get("polarity", "")) == "magic_vs_magic": - flags["clamp_magic_magic"] = int(flags.get("clamp_magic_magic", 0)) + int(fx.get("value", 0)) - elif String(fx.get("polarity", "")) == "magic_vs_heavy": - flags["clamp_magic_heavy"] = int(flags.get("clamp_magic_heavy", 0)) + int(fx.get("value", 0)) - elif String(fx.get("polarity", "")) == "pierce_vs_light": - flags["clamp_pierce_light"] = int(flags.get("clamp_pierce_light", 0)) + int(fx.get("value", 0)) - "first_dig_spell": - flags["first_dig_spell"] = true - flags["spell_value"] = int(fx.get("value", 0)) - "flag_resource": - flags["flag_resource_extra"] = int(fx.get("value", 0)) - "nest_aura": - flags["nest_aura_value"] = int(fx.get("value", 0)) - "flag_all_hit": - flags["flag_all_hit_mult"] = int(fx.get("value", 0)) - "flag_strike": - flags["flag_strike_value"] = int(fx.get("value", 0)) - "kill_overflow": - flags["kill_overflow"] = true - "dig_count_segments": - flags["chain_value"] = int(fx.get("value", 0)) - flags["chain_cap"] = int(fx.get("cap", 2)) - "roll_discount": - flags["discount_shift"] = int(fx.get("value", 0)) - "round_dig_bonus": - flags["round_dig_value"] = int(fx.get("value", 0)) - flags["round_dig_cap"] = int(fx.get("cap", 5)) - "hit_trade": - flags["hit_trade_atk"] = int(fx.get("trade_atk", 0)) - flags["hit_trade_hit"] = int(fx.get("trade_hit", 0)) - "armor_roll_rewrite": - flags["armor_roll_rewrite"] = int(fx.get("value", 0)) - "heavy_debuff": - flags["crack_value"] = int(fx.get("value", 0)) - "dig_yield_mult": - # 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) - flags["dig_yield_pos_mult"] = int(flags.get("dig_yield_pos_mult", 0)) + int(fx.get("mult", 0)) - flags["dig_yield_neg_mult"] = int(flags.get("dig_yield_neg_mult", 0)) + int(fx.get("cost_mult", 0)) - if int(fx.get("cap", 0)) > 0: - flags["combo_cap"] = int(fx.get("cap", 0)) # 矿脉直觉连击上限 - "deep_dig": - flags["deep_dig_cost"] = int(fx.get("ap_cost", 0)) - flags["deep_dig_cap"] = int(fx.get("cap", 4)) - "ap_carry": - flags["ap_carry_value"] = int(fx.get("value", 0)) - "charge_shield": - flags["shield_per_layer"] = int(fx.get("shield_per_layer", 0)) - "charge_spike": - flags["spike_mult"] = int(fx.get("value", 0)) - "terrain_refund": - flags["terrain_refund"] = int(fx.get("value", 0)) - "terrain_dig_double": - flags["terrain_dig_double"] = int(fx.get("value", 0)) - "flag_neutralize": - flags["flag_neutralize"] = int(fx.get("value", 0)) - "variant_counter": - flags["variant_counter_value"] = int(fx.get("value", 0)) - var mt := int(tiers.get("magic", 0)) - if mt >= 1: - flags["rider_flat"] = int(flags.get("rider_flat", 0)) + 1 # 档一质变(≥2 件):rider +1(provisional) - if mt >= 2: - flags["rider_crit"] = true # 档二质变(≥4 件):rider 可暴击(crit 时乘暴击倍率) - _damage.feat_flags = flags - # 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) - action_economy.feat_ap_carry = int(flags.get("ap_carry_value", 0)) > 0 - action_economy.feat_dig_extra = int(flags.get("deep_dig_cost", 0)) +# 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, +# 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) diff --git a/game/core/damage_controller.gd b/game/core/damage_controller.gd index 5989e9bd..9b2608d4 100644 --- a/game/core/damage_controller.gd +++ b/game/core/damage_controller.gd @@ -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 diff --git a/game/core/effect_engine.gd b/game/core/effect_engine.gd index 5dd2ce37..7481b998 100644 --- a/game/core/effect_engine.gd +++ b/game/core/effect_engine.gd @@ -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 diff --git a/game/core/feats_engine.gd b/game/core/feats_engine.gd index 3b7a5ebb..f44526e9 100644 --- a/game/core/feats_engine.gd +++ b/game/core/feats_engine.gd @@ -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」) diff --git a/game/data/schemas/feat_table.gd b/game/data/schemas/feat_table.gd index 68e53a31..fcd0dab1 100644 --- a/game/data/schemas/feat_table.gd +++ b/game/data/schemas/feat_table.gd @@ -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 diff --git a/game/data/tables/feats.tres b/game/data/tables/feats.tres index 29d21854..cfe6a52f 100644 --- a/game/data/tables/feats.tres +++ b/game/data/tables/feats.tres @@ -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)。 diff --git a/game/presentation/battle_narrator.gd b/game/presentation/battle_narrator.gd index f3b0b273..32e612b6 100644 --- a/game/presentation/battle_narrator.gd +++ b/game/presentation/battle_narrator.gd @@ -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", "")))] diff --git a/game/smoke/smoke_all.gd b/game/smoke/smoke_all.gd index 9efd35de..a1001955 100644 --- a/game/smoke/smoke_all.gd +++ b/game/smoke/smoke_all.gd @@ -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)