iter9-T11+T12: 卡⑪ GP 常驻核验收口(实态已符 level-map spec:徽章 M-2 已落+刷新=写路径回执后重查〔open_choices 回执点〕合法路径;shot_probe 补徽章可见+读数=runner.gp 断言实测过;06 条目四承载面全闭移除〔钥石三处/胜利结算/冒险终局/关卡画面常驻〕)+卡⑫ C 区本关强化列表接线(HudPresenter.refresh 单点投影 runner 统一加算区 bonus{atk,max_hp,armor_class}→三行文案〔攻击/生命上限/护甲 AC,行文=代拍板〕,空加算整节隐藏;零核心触碰——呈现只读投影);冒烟 596/0+shot_probe 问题=0
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@@ -19,6 +19,21 @@ extends RefCounted
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# HP/状态效果单投喂 B 区站桩(原 B/C 双投喂为重复展示——信息归属拍板单一展示面原则)
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static func refresh(stage: BattleStageView, info: HeroInfoPanelView, ap_bar: ApBarView,
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settlement, runner, level_active: bool, db, refresh_remaining: int) -> void:
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# 本关强化列表(v3.5 迭代 9 卡⑫ 2026-09-30——runner 统一加算区投影:商店购买与关卡大奖励
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# 共账本〔level_runner bonus{atk,max_hp,armor_class}〕;空加算=整节隐藏〔视图内空态纪律〕。
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# 呈现只读投影零核心触碰;行文格式=代拍板白名单项)
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if runner != null and level_active:
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var b: Dictionary = runner.bonus
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var lines: Array[String] = []
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if int(b.get("atk", 0)) != 0:
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lines.append("攻击 %+d" % int(b.get("atk", 0)))
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if int(b.get("max_hp", 0)) != 0:
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lines.append("生命上限 %+d" % int(b.get("max_hp", 0)))
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if int(b.get("armor_class", 0)) != 0:
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lines.append("护甲 AC %+d" % int(b.get("armor_class", 0)))
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info.set_level_bonuses(lines)
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else:
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info.set_level_bonuses([])
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if settlement == null:
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_refresh_out_of_battle(stage, info, ap_bar, runner, level_active, db)
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return
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