merge: M-3迭代7魔法道具内容+元进度数值标定 T0-T8全落——AuxItemTable六行+掉落投放(解锁门控空集零投放)+库存四步受理+三选一奖励节点+HUD两步交互+叠加层呈现+工坊封存呈现+换算率复核读数(6/9/1 vs 实测1.7/4.1/0.0 U1呈报);重闸全绿(冒烟577/0+五探针+单测12套+doc三闸熵增零新增+机检11/11+MC剥additive 0/400逐位);出口=T9目检(检查单已交);台账259-263
# Conflicts: # game/presentation/views/node_overlay.gd
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@@ -67,6 +67,8 @@ var shop_overlay: ShopOverlay # 商店覆盖层(GP+商店房实施
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var _adventure_gp_view := 0 # GP 冒险钱包呈现侧影子(迭代 6 T7——终局面板 GP 行取数面,
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# wallet_changed gain/buy 载荷=入账后总额 level_runner.gd:482/539)
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var _adventure_gp_final := 0 # 收束清零拍暂存的最终合计("clear" 到达时自影子转存)
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var _aux_use_selection := 0 # 魔法道具选中句柄(迭代 7 T4——0=未选中;选中期棋盘点击=使用目标拾取)
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var _aux_unlocked := {} # aux 解锁门控集(迭代 7 T5——工坊解锁×活行交集,冒险开始组装)
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var camp_overlay: CampOverlay # 营地覆盖层(元进度实现批——主菜单营地入口兑付呈现)
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var tune_panel: TunePanel
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@@ -115,6 +117,7 @@ func _build_ui() -> void:
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settlement_fx = battle_ui.settlement_fx
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log_view.review_requested.connect(_open_review_from_band)
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board_zone.action_requested.connect(_on_board_action)
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info_panel.aux_slot_clicked.connect(_on_aux_slot_clicked) # 迭代 7 T4——两步交互第一步
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board_zone.stop_pressed.connect(_on_stop_pressed)
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board_zone.refresh_confirmed.connect(_on_refresh_confirmed)
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board_zone.legend_toggled.connect(_on_legend_toggled)
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@@ -147,6 +150,7 @@ func _build_ui() -> void:
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legend_overlay.closed.connect(_on_modal_closed.bind(legend_overlay))
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review_overlay.closed.connect(_on_modal_closed.bind(review_overlay))
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node_overlay.continue_pressed.connect(_on_node_continue)
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# 迭代 7 T5——item_chosen 连接在奖励分支首唤时防重接线(上方)
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level_screen.route_chosen.connect(_on_route_chosen)
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level_screen.abandon_requested.connect(_on_abandon_requested) # 放弃入口(2026-09-21 用户拍板——台账 119)
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shop_overlay.buy_requested.connect(_on_shop_buy)
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@@ -248,7 +252,7 @@ func _start_adventure() -> void:
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# 永久强化注入(元进度实现批):冒险开始参数面——meta 现算 override 显式传参(全零 = 白板)
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# 首次冒险脚本(关卡节点图生成 v0.4):存档布尔位 false = 全关固定模板 0(教学重放);置位后逐关抽签
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var first_script: bool = not save_manager.is_first_adventure_done()
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if not adventure.start_adventure(seed_val, {"hero_override": meta.hero_override() if meta != null else {}, "first_script": first_script}):
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if not adventure.start_adventure(seed_val, {"hero_override": meta.hero_override() if meta != null else {}, "first_script": first_script, "aux_unlocked": _aux_unlocked_set()}):
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_fatal_screen("冒险启动失败——见输出日志")
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return
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@@ -282,7 +286,9 @@ func _on_runner_node(node: Dictionary, info: Dictionary) -> void:
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log_view.append_bb(Narrator.node_banner(runner, node, t))
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elif t == "reward":
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_open_modal(node_overlay)
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node_overlay.show_reward()
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node_overlay.item_chosen.connect(_on_reward_item_chosen) if not node_overlay.item_chosen.is_connected(_on_reward_item_chosen) else null
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node_overlay.show_reward_items(_reward_node_choices())
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log_view.append_bb(Narrator.reward_line())
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log_view.append_bb(Narrator.reward_line())
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elif t == "rest":
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var healed: int = int(info.get("healed", 0))
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@@ -304,6 +310,8 @@ func _on_runner_node(node: Dictionary, info: Dictionary) -> void:
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# 大奖励兑付(非末关通关恰一次):复用 _inter_overlay(label + 确认按钮,零新增交互范式);
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# 文案装配归 Narrator
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func _on_big_reward(reward: Dictionary) -> void:
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if int(reward.get("aux_cleared", 0)) > 0:
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board_zone.toast.show_toast("上关剩余 %d 件魔法道具已随关卡结束清空" % int(reward.get("aux_cleared", 0)), "info") # 迭代 7 T4 清空反馈
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_inter_label.text = Narrator.big_reward_text(reward)
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_inter_overlay.visible = true
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_refresh_presentations()
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@@ -722,6 +730,136 @@ func _on_shop_leave() -> void:
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runner.continue_after_node()
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# ---- 魔法道具 HUD 接线(迭代 7 T4——库存条+两步交互+叠加层呈现;数据源=runner 级库存只读面)----
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# ---- 奖励节点三选一(迭代 7 T5——拍板②丙:奖励屏=小构筑点;「节点奖励=功能道具正式渠道」兑现)----
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# aux 解锁门控集组装(迭代 7 T5——拍板③甲:工坊解锁 ∩ 活行词表;罗盘退役/失义件不入集)
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func _aux_unlocked_set() -> Dictionary:
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var out := {}
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if meta == null:
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return out
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for row in db.aux_active_rows():
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var iid := String(row.get("item_id", ""))
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if meta.save.item_unlocked(iid):
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out[iid] = true
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return out
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# 摇取面:活行 ∩ 工坊解锁集(拍板③甲——解锁进投放池同源口径);池 ≤3 全列(当前三件=选一即全列),
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# 池扩充后加权摇三(确定性摇取:读 seed 流外——呈现侧零 RNG 消费纪律 → 全列前 3 按注册序)。
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func _reward_node_choices() -> Array:
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if runner == null or runner.aux_inventory == null:
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return []
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var out: Array = []
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for row in db.aux_active_rows():
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var iid := String(row.get("item_id", ""))
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if not _aux_unlocked.has(iid):
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continue # 未解锁不入奖励池(与掉落投放同门控)
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out.append({
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"item_id": iid,
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"display_name": String(row.get("display_name", "")),
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"glyph": String(row.get("display_name", "?")).left(1),
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})
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if out.size() >= 3:
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break
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return out
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# 选择兑付:入关卡域库存(来源归因 reward_node)→ 收屏 → 兑付确认回选路(零自动推进同款)
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func _on_reward_item_chosen(item_id: String) -> void:
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if runner == null or runner.aux_inventory == null:
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return
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runner.grant_aux_item(item_id, "reward_node")
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node_overlay.close_reward()
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_refresh_aux_slots()
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board_zone.toast.show_toast("获得 %s(入关卡背包)" % String(db.aux_item_row(item_id).get("display_name", item_id)), "info")
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_on_node_continue()
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# 槽点击(第一步):AP 类(target=none)点击即用(无目标);空间类进/出选中态(toggle 取消)。
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func _on_aux_slot_clicked(slot_handle: int) -> void:
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if settlement == null or runner == null or runner.aux_inventory == null:
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return
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if slot_handle == 0:
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_aux_use_selection = 0
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_refresh_aux_slots()
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return
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var rec: Dictionary = {}
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for r in _aux_inventory_projection():
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if int(r.get("handle", 0)) == slot_handle:
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rec = r
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break
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if rec.is_empty() or bool(rec.get("used", false)):
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return
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var arow: Dictionary = db.aux_item_row(String(rec.get("item_id", "")))
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if String(arow.get("target", "none")) == "none":
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_attempt_aux_use(slot_handle, Vector2i(-9, -9)) # AP 类:无目标即用
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return
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if not bool(rec.get("usable", true)):
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board_zone.toast.show_toast("当前无可预读的未开格", "warn")
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return
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_aux_use_selection = 0 if _aux_use_selection == slot_handle else slot_handle # toggle 取消
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_refresh_aux_slots()
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if _aux_use_selection != 0:
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board_zone.toast.show_toast("%s:点击目标格使用(9 宫窗口),再点道具取消" % String(rec.get("name", "")), "info")
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# 使用受理(第二步;core 侧 use_aux 四步编排——拒绝零消耗 toast 可辨认)
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func _attempt_aux_use(handle: int, cell: Vector2i) -> void:
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if settlement == null:
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return
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var v: Dictionary = settlement.use_aux(handle, cell)
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if not bool(v.ok):
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board_zone.toast.show_toast(String(v.get("reason", "无法使用")), "warn")
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return
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_aux_use_selection = 0
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_refresh_aux_slots()
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_refresh_aux_overlays()
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var arow: Dictionary = db.aux_item_row(String(v.get("item_id", "")))
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board_zone.toast.show_toast("已使用 %s" % String(arow.get("display_name", "")), "info")
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# 库存投影(C 区四槽取数面——字形=名首字;usable=板级零信息预判回调接排雷玩法只读面)
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func _aux_inventory_projection() -> Array:
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if runner == null or runner.aux_inventory == null:
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return []
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var ms = settlement.minesweeper if settlement != null else null
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var cb := Callable()
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if ms != null:
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cb = func(_c: Vector2i) -> bool:
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for y in ms.current_board().height:
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for x in ms.current_board().width:
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if not ms.is_revealed(Vector2i(x, y)):
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return true
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return false
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var out: Array = []
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for rec in runner.aux_inventory.query_inventory(cb):
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var arow: Dictionary = db.aux_item_row(String(rec.get("item_id", "")))
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var dn := String(arow.get("display_name", ""))
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out.append({
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"handle": int(rec.get("handle", 0)),
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"item_id": String(rec.get("item_id", "")),
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"glyph": dn.left(1) if dn != "" else "?",
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"name": dn,
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"used": bool(rec.get("used", false)),
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"usable": bool(rec.get("usable", true)),
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})
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return out
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func _refresh_aux_slots() -> void:
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info_panel.set_aux_inventory(_aux_inventory_projection(), _aux_use_selection)
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# 叠加层投影注入(use 成功/三清后——棋盘标记与预读徽章重算)
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func _refresh_aux_overlays() -> void:
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if runner == null or runner.aux_inventory == null or board_view == null:
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return
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var ov: Dictionary = runner.aux_inventory.query_overlays()
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board_view.set_aux_overlays(ov.get("mine_reveal", []), ov.get("reward_preview", []))
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func _on_wallet_changed(event: String, gp: int, extra: Dictionary) -> void:
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# wallet 行族转发(到账/购买/清零——试玩日志验收取数面)+ 常驻余额与在开商店覆盖层重刷
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logger.log_wallet(event, gp, extra)
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@@ -742,9 +880,16 @@ func _on_board_action(cell: Vector2i, kind: String) -> void:
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# 玩家动作 → 核心写调用的唯一通道(模态/无战斗拒绝在此收口)
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if _input_locked():
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return
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# 魔法道具选中态劫持(迭代 7 T4——两步交互第二步):点格=使用目标拾取,不落挖格;
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# 只劫持挖掘点击(move/flag 语义不冲突——选中期玩家仍可移动/插旗)
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if _aux_use_selection != 0 and kind == "dig":
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_attempt_aux_use(_aux_use_selection, cell)
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return
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var outcomes: Array = settlement.minesweeper.settle_batch([{"action": kind, "cell": cell}])
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var accepted: bool = not outcomes.is_empty() and bool(outcomes[0].accepted)
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logger.log_action(kind, cell, accepted)
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if runner != null and runner.aux_inventory != null:
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_refresh_aux_slots() # 迭代 7 T4——授予发生在 settle_batch 结算段内(同步走完,行尾重查)
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_handle_outcome_feedback(outcomes[0] if not outcomes.is_empty() else {})
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# settle_batch 内部同步走完 结算→战斗结束→关卡推进(事件同步发射)——关卡终局时 settlement 已被
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# runner 置空,清图演出判定须先判 settlement(基线既有重入隐患,2026-09-13 加固)
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@@ -82,7 +82,15 @@ var tex_flag: Texture2D = null # ④ 旗
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# 变异角标(迭代 6 T6——程序化,tex_mutation 纹带槽留给变异纹带六型自产批):
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# "flat_damage" = 未开格伤害型变异,左下角危险红三角(开格有代价的策略纹理标记)
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var mutation_mark := "":
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# 叠加层标记(迭代 7 T4——魔法道具板级叠加层的格面呈现;派生信息层零回写):
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# "mine_reveal" = 真视格(危险红内缩框——「这格是雷」的确定决策标记,插旗照常计费);
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# "reward_preview" 格不复用本字段——预读徽章走 badge_glyph 注入(board_view refresh 注入 REWARD_BADGE 字形)
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var aux_mark := "":
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set(v):
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if aux_mark != v:
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aux_mark = v
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queue_redraw()
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var mutation_mark := ":":
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set(v):
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if mutation_mark != v:
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mutation_mark = v
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@@ -175,6 +183,11 @@ func _draw() -> void:
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draw_texture_rect(tex_mutation, rect, false)
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# ②' 变异角标(迭代 6 T6):左下角危险红三角(危险红=「开此格有代价」语义位,与雷族同源;
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# 尺寸随格边比例——灰色可辨辅助=红对砖面明度差,禁喧宾)
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# ②" 魔法道具叠加层(迭代 7 T4):真视格=危险红内缩框(策略纹理——确定决策输入不喧宾)
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if aux_mark == "mine_reveal":
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var inset := edge * 0.14
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draw_rect(Rect2(inset, inset, edge - inset * 2.0, edge - inset * 2.0),
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Color(UiKit.RED_MINE, 0.9), false, 2.0)
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if mutation_mark == "flat_damage":
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var mw := edge * 0.28
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var mpts := PackedVector2Array([Vector2(0, edge - mw), Vector2(0, edge), Vector2(mw, edge)])
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@@ -98,6 +98,8 @@ var _minesweeper = null # 排雷玩法 只读查询引用(refresh
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var _identity_cb := Callable() # 地图战斗资源 身份解析回调(组合根注入只读面)——Vector2i → Dictionary/null
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var _mask_cb := Callable() # 地形变异 数字遮蔽回调(组合根注入只读面)——Vector2i → bool(true = 该格数字不显示)
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var _vmark_cb := Callable() # 地形变异 角标回调(迭代 6 T6 只读面)——Vector2i → String("flat_damage"=伤害型变异未开格;""=无)
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var _aux_reveal := {} # 魔法道具 真视集(迭代 7 T4——Vector2i → true;组合根 set_aux_overlays 注入投影)
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var _aux_preview := {} # 魔法道具 预读集(同上——未开格徽章呈现挂点)
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var _diggable := {} # 可挖域(8 向相邻未开格)——呼吸微光作用集
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var _breath_t := 0.0
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var _contact_unit: Node2D = null # 接触带承载单元(=英雄格 CellUnit;rebuild 随清场复位)
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@@ -193,6 +195,16 @@ func set_variant_mask_resolver(cb: Callable) -> void:
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func set_variant_mark_resolver(cb: Callable) -> void:
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_vmark_cb = cb
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# 魔法道具叠加层投影注入(迭代 7 T4——组合根在 use 成功/三清后调;refresh 消费)
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func set_aux_overlays(reveal_cells: Array, preview_cells: Array) -> void:
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_aux_reveal.clear()
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_aux_preview.clear()
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for c in reveal_cells:
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_aux_reveal[Vector2i(c)] = true
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for c in preview_cells:
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_aux_preview[Vector2i(c)] = true
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refresh()
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# SubViewport 主题/字体显式注入挂点(Phase B 两舞台复用——SubViewport 不自动继承主场景 Control 主题;
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# 本项目无自定义主题,缺省 = 引擎回退字体,与旧 Button 渲染同源)
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@@ -722,6 +734,16 @@ func _paint_cell(c: Vector2i, hero: Vector2i) -> void:
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# 地面投影:北邻墙格在本已开格北缘投渐隐暗带(ITB 同款高度线索——带宽按格边比例常量)
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if north_in and not _minesweeper.is_revealed(north_n):
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u.proj_band = u.edge * WALL_PROJECTION_FRAC
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# ②( 魔法道具叠加层(迭代 7 T4):真视格=红内缩框;预读格=奖励身份徽章(identity_resolver 既有
|
||||
# 只读面取字形——零数据复制,badge 位复用);已开格标记自然退位(refresh 逐拍重算)
|
||||
if not revealed:
|
||||
u.aux_mark = "mine_reveal" if _aux_reveal.has(c) else ""
|
||||
if _aux_preview.has(c) and glyph == "":
|
||||
var pid = _identity_cb.call(c) if _identity_cb.is_valid() else null
|
||||
if pid != null and REWARD_BADGE.has(String(pid.get("cell_type", ""))):
|
||||
glyph = String(REWARD_BADGE[String(pid.get("cell_type", ""))])
|
||||
digit_col = COL_GOLD
|
||||
u.badge_glyph = glyph
|
||||
# ②' 变异角标(迭代 6 T6):未开格带伤害型变异 → 危险红角标(已开=威胁已兑现标记退位);
|
||||
# 回调缺位 = 无标记(程序化角标,tex_mutation 纹带槽留给变异纹带自产批)
|
||||
if not revealed and _vmark_cb.is_valid():
|
||||
|
||||
@@ -138,8 +138,20 @@ func refresh_camp(data: Dictionary) -> void:
|
||||
var prog := int(row.get("progress", 0))
|
||||
var unlocked := bool(row.get("unlocked", false))
|
||||
card.progress_l.text = "累计通关 %d / %d 次" % [prog, th]
|
||||
card.status_l.text = "已解锁" if unlocked else "未解锁"
|
||||
card.status_l.add_theme_color_override("font_color", UiKit.GOLD if unlocked else UiKit.WARM_FAINT)
|
||||
# 迭代 7 T5——失义件(显影尘/地穴全图卷 Alpha 重定)与退役件(探宝罗盘 2026-09-29 拍板①乙)的呈现口径
|
||||
var st_text := "未解锁"
|
||||
var st_col: Color = UiKit.WARM_FAINT
|
||||
if bool(row.get("retired", false)):
|
||||
st_text = "已退役"
|
||||
st_col = UiKit.WARM_FAINT
|
||||
elif bool(row.get("deferred", false)) and unlocked:
|
||||
st_text = "已解锁 · 能力封存中"
|
||||
st_col = UiKit.GOLD
|
||||
elif unlocked:
|
||||
st_text = "已解锁"
|
||||
st_col = UiKit.GOLD
|
||||
card.status_l.text = st_text
|
||||
card.status_l.add_theme_color_override("font_color", st_col)
|
||||
|
||||
|
||||
func _rebuild_forge(data: Dictionary) -> void:
|
||||
|
||||
@@ -14,7 +14,11 @@ const COL_INK := UiKit.INK
|
||||
|
||||
var _atk_label: Label
|
||||
var _armor_label: Label
|
||||
var item_slots: HBoxContainer # 魔法道具槽(预留——4 空槽占位;数量/交互形态待魔法道具批定稿)
|
||||
signal aux_slot_clicked(handle: int) # 迭代 7 T4——槽点击(组合根消费:AP 类即用/空间类进选中态)
|
||||
var item_slots: HBoxContainer # 魔法道具槽(迭代 7 T4 接线——库存条常读+两步交互第一步)
|
||||
var _slot_panels: Array = [] # 槽 PanelContainer 引用(选中高亮/置灰重刷)
|
||||
var _selected_handle := 0 # 选中态(0=无;组合根回写维持单源)
|
||||
var _slot_handles: Array = [] # 槽位→handle 映射(set_aux_inventory 刷新)
|
||||
var _bonus_section: VBoxContainer # 本关强化(预留——空态隐藏,接线归大奖励/锻造呈现批)
|
||||
var _bonus_list: VBoxContainer
|
||||
|
||||
@@ -54,8 +58,13 @@ func _init() -> void:
|
||||
slot.custom_minimum_size = Vector2(48, 48)
|
||||
slot.add_theme_stylebox_override("panel",
|
||||
UiKit.panel_flat(UiKit.PANEL_DATA, UiKit.PANEL_BORDER, 0, 1, Vector4(4, 4, 4, 4)))
|
||||
slot.mouse_filter = Control.MOUSE_FILTER_IGNORE
|
||||
var idx := i
|
||||
slot.gui_input.connect(func(ev: InputEvent):
|
||||
if ev is InputEventMouseButton and ev.pressed and ev.button_index == MOUSE_BUTTON_LEFT:
|
||||
# 空槽/越界槽点击=取消选中(handle 0);有效槽发其 handle(组合根判 AP 即用/进选中态)
|
||||
aux_slot_clicked.emit(_slot_handles[idx] if idx < _slot_handles.size() else 0))
|
||||
item_slots.add_child(slot)
|
||||
_slot_panels.append(slot)
|
||||
|
||||
# 本关强化(预留):锻造/大奖励/关卡奖励节点的属性提升——中循环数据因改变战斗数学准入;
|
||||
# 与战斗内状态效果(B 区站桩,随战斗消散)分区,防「战斗结束被清」误读;空态整节隐藏
|
||||
@@ -110,3 +119,40 @@ func _data_line() -> Label:
|
||||
l.clip_text = true
|
||||
l.text_overrun_behavior = TextServer.OVERRUN_TRIM_ELLIPSIS
|
||||
return l
|
||||
|
||||
# ---- 魔法道具库存条(迭代 7 T4——C 区四槽常读+两步交互第一步)----
|
||||
# 投影行 = {handle, glyph, name, used, usable}(组合根组装:字形=道具名首字;数据源 runner 级库存只读面)。
|
||||
# 空槽=虚位;used=暗态「已用」保留占位(Used 不可逆——受理序展示语义);不可用=置灰(板级零信息);
|
||||
# selected=金框高亮(两步交互第一步的可见态)。tooltip=全名+维度语义。
|
||||
func set_aux_inventory(items: Array, selected_handle: int) -> void:
|
||||
_selected_handle = selected_handle
|
||||
_slot_handles.clear()
|
||||
for i in 4:
|
||||
var slot: PanelContainer = _slot_panels[i]
|
||||
for c in slot.get_children():
|
||||
c.queue_free()
|
||||
if i >= items.size():
|
||||
_slot_handles.append(0)
|
||||
slot.tooltip_text = "魔法道具槽(空)"
|
||||
slot.add_theme_stylebox_override("panel",
|
||||
UiKit.panel_flat(UiKit.PANEL_DATA, UiKit.PANEL_BORDER, 0, 1, Vector4(4, 4, 4, 4)))
|
||||
continue
|
||||
var rec: Dictionary = items[i]
|
||||
_slot_handles.append(int(rec.get("handle", 0)))
|
||||
var used := bool(rec.get("used", false))
|
||||
var usable := bool(rec.get("usable", true))
|
||||
var selected := selected_handle != 0 and int(rec.get("handle", 0)) == selected_handle
|
||||
var glyph := UiKit.label(String(rec.get("glyph", "?")), 20, true)
|
||||
glyph.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
|
||||
glyph.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
|
||||
glyph.set_anchors_preset(Control.PRESET_FULL_RECT)
|
||||
glyph.mouse_filter = Control.MOUSE_FILTER_IGNORE
|
||||
if used:
|
||||
glyph.add_theme_color_override("font_color", UiKit.STONE_FAINT)
|
||||
elif not usable:
|
||||
glyph.add_theme_color_override("font_color", UiKit.STONE)
|
||||
slot.add_child(glyph)
|
||||
var border_col: Color = UiKit.GOLD if selected else UiKit.PANEL_BORDER
|
||||
slot.add_theme_stylebox_override("panel",
|
||||
UiKit.panel_flat(UiKit.PANEL_DATA, border_col, 0, 1 if not selected else 2, Vector4(4, 4, 4, 4)))
|
||||
slot.tooltip_text = "%s%s" % [String(rec.get("name", "")), "(已用)" if used else ("(不可用——当前无有效目标)" if not usable else "")]
|
||||
@@ -6,9 +6,11 @@ class_name NodeOverlay
|
||||
extends Control
|
||||
|
||||
signal continue_pressed
|
||||
signal item_chosen(item_id: String) # 迭代 7 T5——奖励节点三选一兑付(拍板②丙:奖励屏=小构筑点)
|
||||
|
||||
var _label: Label
|
||||
var _btn: Button
|
||||
var _choice_box: HBoxContainer # 道具三选一按钮区(show_reward_items 时呈现)
|
||||
|
||||
|
||||
func _init() -> void:
|
||||
@@ -28,6 +30,10 @@ func _init() -> void:
|
||||
box.add_child(_label)
|
||||
_btn = UiKit.button("继续")
|
||||
_btn.pressed.connect(_emit_continue_pressed)
|
||||
_choice_box = HBoxContainer.new()
|
||||
_choice_box.add_theme_constant_override("separation", 12)
|
||||
_choice_box.alignment = BoxContainer.ALIGNMENT_CENTER
|
||||
box.add_child(_choice_box)
|
||||
box.add_child(_btn)
|
||||
visible = false
|
||||
|
||||
@@ -46,6 +52,12 @@ func show_rest(healed: int, hp_after: int, max_hp: int) -> void:
|
||||
visible = true
|
||||
|
||||
|
||||
# 选择完成收屏(组合根在 item_chosen 处理毕调——入库存+确认后回选路由同拍)
|
||||
func close_reward() -> void:
|
||||
_choice_box.visible = false
|
||||
_btn.visible = true
|
||||
visible = false
|
||||
|
||||
# 探针复用:以真实按钮路径触发继续
|
||||
func press_continue() -> void:
|
||||
_btn.pressed.emit()
|
||||
|
||||
Reference in new issue
Block a user