全局作用域变异首发批 T1-T4 核心面(迭代14③号卡):variation_table 词表扩 resource_face/always+互锁三条(resource_face⇔global、global⇒any+always)+effect_value 域[0,50](不适用 flat_damage[1,9]);variation.tres +skewed_veins 贫矿脉行(scope=global/unlock_level=2/board_types∅通配/投值30 provisional);config_db variant_pool 扩节点身份第三参(global行仅boss/elite入池,缺省双参跳过零扰动)+global_variant_row 决议访问器;board_data +board_variants 板级承载;battle_orchestrator 装板序 _resolve_global_variant 前置于 roll_board(数据依赖:偏斜旋钮先于摇号定型;全局取用确定性零取号)+_place_variants 替换制早退(boss图恰一行板级变异+零region格;池空回落region=兜底;普通图路径零diff);reward_economy +board_skew 旋钮+_skewed_cell_rows 整数最大余数投影(生存族按v%下调·进攻族等比上浮·白名单豁免·合计守恒77·off态直通零扰动)+_biased_cell_rows 基座换源=合成序图级先件级后

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DKChan committed 2026-10-04 17:52:01 +08:00
1 parent 9f64456fcd
commit fcb95f2d5a
6 files changed
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@@ -16,6 +16,8 @@ var spawn_center := Vector2i.ZERO
var mines := {} # Vector2i → true
var digits := {} # Vector2i → int(安全格恒有值;数字恒真 = 8 邻雷数)
var variants := {} # Vector2i → Array[String](生成期快照,抗表重载)
var board_variants: Array[String] = [] # 板级变异 id 集(scope=global 整图作用域——全局作用域变异批 2026-10-04:
# 战斗编排装板决议写入,随图生灭同 variants;普通图恒空)
var board_type := "" # 图类型标签(词表 v1.0:dungeon/underdark;玩家侧显示名「地图类型」)
var level_index: int = 1
var node_depth: int = 0
@@ -50,6 +52,11 @@ func variant_ids(c: Vector2i) -> Array:
return variants.get(c, [])
# 板级变异只读出口(scope=global 行集——呈现快照/断言消费;空 = 无全局型合法态)
func board_variant_ids() -> Array[String]:
return board_variants
# 中和格变异(迭代 12 T6 净化工兵——伤害型地形格变普通格;🔴 R4 甲仅限伤害型的过滤在调用方)
func clear_variants(c: Vector2i) -> void:
variants.erase(c)