迭代46卡A-T8修正(S9): 四处显式非参数化容器注解改:=推断(R1无类型容器——emit返回值承接形态;零行为改动)

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DKChan committed 2026-10-31 08:24:26 +08:00
1 parent bf7aa514b6
commit f498d2ec85
2 files changed
+4 -4

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+3 -3
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@@ -469,7 +469,7 @@ func _resolve_enemy_skill(t: Dictionary) -> void:
# damage_taken 发射(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。damage_reduce〔背水 hp_ratio when〕/
# counter_add〔保险丝/石肤〕/ac_bonus〔石肤〕同面施加;hp_ratio fact 由 _fx_fact 补充事实面回落提供)
var dt_res: Dictionary = _emit_hero_damage_taken(total, "enemy_skill", String(t.context.get("skill_id", "")), t.origin_cell, int(t.round_index))
var dt_res := _emit_hero_damage_taken(total, "enemy_skill", String(t.context.get("skill_id", "")), t.origin_cell, int(t.round_index))
total = int(dt_res["total"])
units.apply_damage(hero, total)
var payload: Dictionary[Variant, Variant] = {"target": "hero", "skill_id": String(t.context.get("skill_id", "")), "baseline": int(t.context.get("baseline", 0)),
@@ -509,7 +509,7 @@ func _emit_hero_damage_taken(amount: int, damage_kind: String, source: String, c
var hu: Dictionary[Variant, Variant] = units.hero_unit()
var payload: Dictionary[Variant, Variant] = {"kind": damage_kind, "amount": amount, "source": source,
"cell": cell, "round": ri, "hp_ratio": int(round(100.0 * float(int(hu.get("hp", 0))) / float(maxi(1, int(hu.get("max_hp", 1))))))}
var hits: Array = _fx_hits("damage_taken", payload)
var hits := _fx_hits("damage_taken", payload)
return {"total": int(_apply_hero_damage_effects(hits, amount)["total"]), "hits": hits}
@@ -583,7 +583,7 @@ func _resolve_board_blast(t: Dictionary) -> void:
func _resolve_board_flat_hero(t: Dictionary) -> void:
var dealt: int = int(t.base_value)
if not bool((t.get("context", {}) as Dictionary).get("hero_damage_consumed", false)):
var res_flat: Dictionary = _emit_hero_damage_taken(dealt, "board_flat_hero", String(t.get("source_class", "")), t.origin_cell, int(t.round_index))
var res_flat := _emit_hero_damage_taken(dealt, "board_flat_hero", String(t.get("source_class", "")), t.origin_cell, int(t.round_index))
dealt = int(res_flat["total"])
dealt = maxi(int(db.combat.settlement.damage_roll.damage_floor), dealt) # 伤害下限全来源(减后过下限)
units.apply_damage(units.hero_unit(), dealt)
+1 -1
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@@ -194,7 +194,7 @@ func _terrain_batch(ri: int) -> void:
# hero_damage_consumed 标记入单据 context——战斗段末 _resolve_board_flat_hero 跳过重复发射;
# grant_material〔荆棘/地脉〕移到单据提交后(兑付值序一致——收益不因减伤变化))
var dt_amount := int(vrow.get("effect_value", 0))
var dt_res: Dictionary = oc._damage._emit_hero_damage_taken(dt_amount, "terrain", String(vid), evt.cell, ri)
var dt_res := oc._damage._emit_hero_damage_taken(dt_amount, "terrain", String(vid), evt.cell, ri)
dt_amount = int(dt_res["total"])
var vt := oc._damage.open_ticket(DamageController.KIND_BOARD_FLAT_HERO, "地形变异", String(vrow.get("display_name", vid)),
{"channel": "board", "base_value": dt_amount, "target_rule": DamageController.TARGET_HERO,