专长迁移完成:27 行 triggers 订阅形态全量生效+旧 23 挂点枚举消亡+消费点拆除+断言面随迁(T3——内容数据驱动扩展批)
接手前任中断的 T3 半成品(脏文件三件:battle_orchestrator/effects engine/feats.tres),方向核实无误后续做收口; 承接修正四处随本提交留痕:①perfect_defense 的 when 用了 fact 封闭 9 项外的 flags_hit_all(装载校验必红)—— 改 flags_count gte 1 保守判定,全中闸=flag_settle 发射点施加面承载(载荷字段仅供观测);②has 算子语义与行 不匹配(数组包含对 String 恒假)——落非空在场判定(value 缺省)+数组包含(value 给定),查询面落法=代拍板 白名单;③前任漏写 _harmful_adjacent 助手(flag_hit 发射点调用必炸);④counter_add set 键语义 bool() 吞 0 (清零行 set:0 被当 false 走加零通道)——改 has(set) 置值模式,四处施加点同修。 本提交主干(专长族全量迁移——任务书 §六 T3): - damage_controller:feat_flags 旗面整体退役,五事件施加面接线——attack_commit 命中随单据 context 携带 (发射点=开单入口,任务书 §3.1 定稿位;主角攻击单恒段内首单,开单现场=结账现场),rider/改写/加值/ 段数/状态五族按迁移前算序施加(重锤两拍/专注/spike 恒全额/猎弱移档/魔网湛蓝猎手克制直调/整备每层 +1/厚积满层倍乘/奥术+猎巢+执拗 rider 合计后档位暴击);armor_roll 免掷恒折扣、clamp_check 双面 (hero+board_typed)delta 窗口、kill 溢出弹射(landed×value%)、damage_taken shield 加法族合计。 _feat_clamp_bonus/13 处旗消费点拆除。 - battle_orchestrator:_combat_segment 换代(dig_streak/charge_layers 注伤害控制器运行态;连珠矢段数 施加位紧随主角攻击单开立=迁移前开单位,flush 兑现序逐位一致);round_start 发射位前移至行动经济轮 切换前(树规则 grant_ap queue 当轮入队当轮兑现——先手压制首轮语义锚);深挖快照滚动拆除(计数器 reset_at 声明承载);熔火/连击旧计数变量退役。 - action_economy:feat_ap_carry/feat_dig_extra/deep_paid_count 旧注入旗拆除;dig_paid 施加面落地 (counter_spend 对价:AP 富余付全价积计数、不足 fallback 只付基础 1——2026-10-04 降级口径逐位保留)。 - feat_table schema:HOOKS 23 挂点枚举/MINE_HOOKS/EFFECT_KEYS/hook+effects 双形态校验全删——triggers 订阅形态唯一合法行形(行键白名单收口 feat_id/display_name/rarity/archetype/triggers/desc/note)。 - feats_engine:hooks_for 挂点投影退役(订阅装载序=feats 表序,由效果引擎 rebuild 承载)。 - battle_narrator:专长卡片文案表值化(summaries 硬编码映射拆除,读行 desc——27 件措辞逐字迁移)。 - smoke 断言面随迁(任务书 v1.1 补列项):构造表 5 行换代 triggers 形态;挂点投影断言换代订阅装载面; ④-⑧ 求值断言(_feat_flags_for 直呼+旗读数)全量改写为 rebuild+dispatch 命中面(27 件逐事件覆盖); 深挖钻头付费开掘回归闸改 counter_spend 计数器面;特性卡 desc 直读断言新增。 映射表对拍注记(行为等价优先,.tres 尾注同步留痕):猎巢人/矿工的执拗映射表标 modify_ticket/attack_bonus, 现行为必中附加通道(hero_rider 后置于乘区与下限)——落 add_ticket_rider(per 取数载荷);整备军备现行为 双效果(轮末转蓄力+每层首段攻 +1)——两行订阅;深挖钻头 per-round 计数器对(paid/given)复刻旧 v2 跨轮不对称语义(given 不随轮重置)。 验证:冒烟 800 项 0 失败(三闸过)· 单元 17 套全绿 · S1 魔法流对拍预检=MC formed/off 两态与 T0 pre 锚 (83000 种子段)同种子逐位一致(2×5 局,三档只测不判)——14 件迁移行实战斗承载零分岔。 设计权威:design/research/研究-内容数据驱动扩展架构-2026-10-06.md(案乙)。 任务书:design/research/任务书-内容数据驱动扩展批-2026-10-06.md §六 T3、§五映射表、§七契约 2/4。
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@@ -50,8 +50,8 @@ const WHEN_KEYS := ["fact", "op", "value", "id", "ref", "value_from"]
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## 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)
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const DO_KEYS := ["kind", "value", "value_from", "delta", "delta_from", "mult", "mult_from",
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"cap", "cap_from", "per", "divisor", "dtype", "mode", "channel", "counter_id", "reset_at",
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"set", "status_id", "label", "fallback", "target_kinds"]
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"cap", "cap_from", "cost_mult", "per", "divisor", "dtype", "mode", "channel", "counter_id",
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"reset_at", "set", "status_id", "label", "fallback", "target_kinds", "trade_atk", "trade_hit"]
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## 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)
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const ACTIVE_KINDS := ["reveal_tiles", "preview", "grant_ap", "remove_mines", "refresh_pick"]
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@@ -80,14 +80,14 @@ func rebuild(feat_ids: Array, item_ids: Array, tree_rules: Array = []) -> void:
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if not feat_ids.has(fid):
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continue
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for tr in (row.get("triggers", []) as Array):
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_push_trigger("feat", fid, tr)
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_push_trigger("feat", fid, tr, row)
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if db != null:
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for row in db.treasure_attunement_rows():
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var iid := String(row.get("item_id", ""))
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if not item_ids.has(iid):
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continue
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for tr in (row.get("triggers", []) as Array):
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_push_trigger("attune", iid, tr)
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_push_trigger("attune", iid, tr, row)
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# 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)
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for key_v in tree_rules:
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var rk := String(key_v)
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@@ -95,21 +95,26 @@ func rebuild(feat_ids: Array, item_ids: Array, tree_rules: Array = []) -> void:
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"posture_first_strike":
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_push_trigger("tree", rk, {"on": "round_start",
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"when": [{"fact": "round_index", "op": "eq", "value": 1}],
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"do": {"kind": "grant_ap", "mode": "queue", "value": 1}})
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"do": {"kind": "grant_ap", "mode": "queue", "value": 1}}, {})
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"posture_bulwark":
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_push_trigger("tree", rk, {"on": "damage_taken",
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"do": {"kind": "shield", "value": 1}})
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"do": {"kind": "shield", "value": 1}}, {})
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func _push_trigger(source: String, id: String, tr: Dictionary) -> void:
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func _push_trigger(source: String, id: String, tr: Dictionary, row: Dictionary) -> void:
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var on := String(tr.get("on", ""))
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assert(EVENTS.has(on), "[效果引擎] 订阅事件出域: %s(%s %s)" % [on, source, id])
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var do_d: Dictionary = (tr.get("do", {}) as Dictionary).duplicate(true)
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# *_from 解析(rebuild 时把行字段引用定影为值——value_from:"magnitude" → value=行 magnitude)
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for pair in [["value_from", "value"], ["delta_from", "delta"], ["mult_from", "mult"], ["cap_from", "cap"]]:
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if do_d.has(pair[0]):
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do_d[pair[1]] = int(row.get(String(do_d[pair[0]]), 0))
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do_d.erase(pair[0])
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var t := {"source": source, "id": id, "on": on,
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"when": (tr.get("when", []) as Array).duplicate(true),
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"do": (tr.get("do", {}) as Dictionary).duplicate(true)}
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"do": do_d}
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_triggers.append(t)
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# 计数器重置点收集(counter_add/counter_spend 行声明 reset_at)
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var do_d: Dictionary = t.do
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if do_d.has("counter_id") and String(do_d.get("reset_at", "")) == "round_start":
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var cid := String(do_d.counter_id)
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if not _reset_on_round_start.has(cid):
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@@ -203,9 +208,16 @@ func _cond_ok(c: Dictionary, payload: Dictionary, facts: Callable) -> bool:
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return false
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return String(actual).ends_with(String(val))
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"has":
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# 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
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# (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);
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# value 给定=数组包含判定(保留泛用面)。
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if c.has("value"):
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if actual is Array:
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return (actual as Array).has(val)
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return false
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if actual is Array:
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return (actual as Array).has(val)
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return false
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return not (actual as Array).is_empty()
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return String(actual) != ""
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"mod_zero":
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var m := int(val)
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return m > 0 and int(actual) % m == 0
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