拆件批v1.3-B1(主角账领域拆分): hero_ledger.gd 整件退役→三新件按领域各归各账——hero_stats.gd(生命/特性/类型轴/生效公式与回血封顶单点/续玩钳制收口 clamp_hp_to_resume_cap/断点片段 hero_hp+relics 两键,构造注入 GainJournal 只读引用消费加算汇总)、gp_wallet.gd(gp 单写原语+片段 gp 键)、gain_journal.gd(获得记录三层+三通道 gain_bonus 单写原语+购买档数/钥石/真视+reset_adventure_accounts+片段六键,record_gain 转私有,_record_gain 词表不变);断点拼盘改三片段并集(BREAKPOINT_FIELDS 28 键序不变,_resume_ledger 三还原各取各键,日记缺键汇总直载/在档推导比对拒载逐字承现);消费方改址——adventure_runner(建件三引用+件出口 hero()→stats()/wallet()/journal()/deck(),start/restart 三件先日记后钱包再置满同序,_resume_params 钳制改 clamp_hp_to_resume_cap,载荷_base 随附钱包读数——停点件零钱包依赖)、level_runner(ctx hero→stats/wallet/journal 三键,私有三件同源成对自建,gp/hero_hp 属性改指三件,effective_ap_bonus→journal,hero()→stats()+journal() 出口,_bind_shop refs 换代)、shop_session(refs wallet+journal,BONUS_AXES 归 GainJournal)、battle_orchestrator(encounter "hero"→"journal" 键+_hero 类型 GainJournal)、curio_stop(构造参 stats+journal,兑付落账 split 指针,头注换代清 HeroLedger 表述)、呈现/探针/模拟六文件 12 处读面改址、测试六文件改址(hero_ledger_test 重写为三件测试——文件名与 manifest 行不变,新增 hs1 零引用源码断言)。验收:全量套件除 round_flow EV 锚 goblin 已知预期红外全绿;bp 对拍 292dumps×28 键 mismatch=0;冒烟 17 项 0 失败〔领域拆分批 V1〕

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DKChan committed 2026-10-27 08:10:08 +08:00
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@@ -17,7 +17,9 @@ var _state: State = State.IDLE
var state: String: # 外部契约面(只读——外部零写点实证;词表 "idle"/"running"/"settling")
get:
return State.keys()[_state].to_lower()
var _hero: HeroLedger # 主角实体账(生命/钱包/加算区/类型轴/特性集/钥石/真视——拆件批 T1 建件)
var _stats: HeroStats # 主角数值账(生命/类型轴/特性集——公式单点,拆件批 T1 建件、领域拆分批三件化)
var _wallet: GpWallet # GP 钱包件(单写原语——LevelRunner 与 ShopSession 读写单点)
var _journal: GainJournal # 加算日记件(获得记录三层/钥石/真视/已购档单写原语)
var adventure_counters: Dictionary[Variant, Variant] = {} # 冒险桶(效果引擎 adv_ 计数器宿主字典——跨战持久)
var level_index := 0 # 当前关卡序号(1 起)
@@ -45,16 +47,30 @@ var _shop_mode := "legacy" # 商店模式("legacy"=固定三件
func _init(db_ref: ConfigDb, rng_ref: RngServiceCore) -> void:
db = db_ref
rng = rng_ref
_hero = HeroLedger.new(db, {})
_journal = GainJournal.new()
_wallet = GpWallet.new()
_stats = HeroStats.new(db, {}, _journal) # 数值账消费日记汇总(同源单件注入)
_curio = CurioDeck.new(db, rng)
_stop = CurioStop.new(db, _curio, _hero, _snapshot_breakpoint)
_stop = CurioStop.new(db, _curio, _stats, _journal, _snapshot_breakpoint)
_loadout = AttuneLoadout.new(db, _attunement)
adventure_inventory = TreasureItems.new(db)
# 件出口(组件交出非委托壳——呈现/测量面取主角账单点;拆件批接口块)
func hero() -> HeroLedger:
return _hero
# 件出口(组件交出非委托壳——呈现/测量面取主角账三件与令牌池单点;领域拆分批接口块)
func stats() -> HeroStats:
return _stats
func wallet() -> GpWallet:
return _wallet
func journal() -> GainJournal:
return _journal
func deck() -> CurioDeck:
return _curio
# 件出口(停点件——呈现/测量面取停点编排单点;拆件批接口块)
@@ -74,10 +90,12 @@ func start_adventure(seed_val: int, params: Dictionary = {}) -> bool:
return false
master_seed = seed_val
rng.new_adventure(seed_val)
_hero.rebase_override(params.get("hero_override", {})) # 永久强化 flat 注入(规范化归主角账)
_hero.reset_adventure_accounts() # 账面重置(钱包/加算区/已购档/钥石/日记/特性清零+生命置满基础上限)
_hero.attack_type = String(params.get("attack_type", "")) # 两根类型轴快照(契约 8 锁死:开局后不随存档选中变化)
_hero.armor_type = String(params.get("armor_type", ""))
_stats.rebase_override(params.get("hero_override", {})) # 永久强化 flat 注入(规范化归数值账)
_journal.reset_adventure_accounts() # 日记域账面清零(汇总/明细/已购档/钥石/真视——先于置满)
_wallet.clear_wallet() # 钱包清零
_stats.reset_adventure_accounts() # 生命置满基础上限+特性持有集清零(口径不含加算区——日记先清)
_stats.attack_type = String(params.get("attack_type", "")) # 两根类型轴快照(契约 8 锁死:开局后不随存档选中变化)
_stats.armor_type = String(params.get("armor_type", ""))
summary = {}
_reset_curio_state()
levels_total = db.level_count() # 表访问收口(关数读 level 表行数)
@@ -104,7 +122,7 @@ func start_adventure(seed_val: int, params: Dictionary = {}) -> bool:
_tree_rules = params.get("tree_rules", []) if params.get("tree_rules", []) is Array else [] # A/B 面 rule 键集
if not feat_seed.is_empty():
for r in feat_seed:
_hero.feats.append(String(r))
_stats.feats.append(String(r))
_state = State.RUNNING
return _start_current_level()
@@ -153,10 +171,12 @@ func resume_adventure(bp: Dictionary, params: Dictionary = {}) -> bool:
return _start_current_level()
# 续玩账面回填(生命/钱包/加算区/已购档/钥石/逐杀明细/特性/真视——主角账片段单点;
# 续玩账面回填(生命/特性/钱包/加算区/已购档/钥石/逐杀明细/真视——主角账三件片段各还原各键;
# bonus 子键 clamp 类夹 ≥0;日记在档=推导比对载入、缺键=旧档汇总直载)
func _resume_ledger(bp: Dictionary, params: Dictionary) -> void:
_hero.restore_fragment(bp, params)
_stats.restore_fragment(bp, params)
_wallet.restore_fragment(bp, params)
_journal.restore_fragment(bp, params)
summary = {}
levels_total = db.level_count() # 表访问收口(关数读 level 表行数)
level_index = int(bp.get("level_index", 1))
@@ -183,22 +203,21 @@ func _resume_curio_state(bp: Dictionary) -> void:
rtok["feat_id"] = String(tok.get("feat_id", "")) # relic 令牌 feat_id 随还原
restored.append(rtok)
_curio.deck = restored
# 特性持有集还原(缺键 = 旧版断点防御空集——主角账字段单点)
_hero.feats = []
# 特性持有集还原(缺键 = 旧版断点防御空集——主角数值账字段单点)
_stats.feats = []
for r in (bp.get("relics", []) as Array):
_hero.feats.append(String(r))
_stats.feats.append(String(r))
# 续玩参数面回填(同 start_adventure 参数面;生命账本越界钳制在此落——clamp 类)
func _resume_params(bp: Dictionary, params: Dictionary) -> void:
_hero.rebase_override(params.get("hero_override", {})) # 续玩参数面同 start_adventure(规范化归主角账)
_hero.attack_type = String(params.get("attack_type", "")) # 续玩参数面同 start_adventure(账号层选中态随 resume 重注入)
_hero.armor_type = String(params.get("armor_type", ""))
_stats.rebase_override(params.get("hero_override", {})) # 续玩参数面同 start_adventure(规范化归数值账)
_stats.attack_type = String(params.get("attack_type", "")) # 续玩参数面同 start_adventure(账号层选中态随 resume 重注入)
_stats.armor_type = String(params.get("armor_type", ""))
# 生命账本越界钳制(T17——spawn 守卫 EC16 免疫):断点可能带出高于生效上限的账本值
# (如调试浮窗调高期写出的值,实例:hero_hp=28 > 基础 26)——恢复后钳到生效上限,
# 否则首战 spawn「hero_hp 入参越界」拒收 → 「敌人系统 spawn 被拒」fatal。上限 = 表值+永久
# 强化 flat 后乘调试浮窗 pct(保守口径不含加算区——与原钳制式逐字同,加算区恢复后其余战斗照常)。
_hero.hero_hp = mini(_hero.hero_hp, maxi(1,
int(round(float(int(db.hero.max_hp) + int(_hero.base_override_flat().get("max_hp", 0))) * (100.0 + float(_hero.debug_hp_pct())) / 100.0))))
#(如调试浮窗调高期写出的值,实例:hero_hp=28 > 基础 26)——恢复后钳到生效上限,
# 否则首战 spawn「hero_hp 入参越界」拒收 → 「敌人系统 spawn 被拒」fatal。钳制式单点归
# 数值账 clamp_hp_to_resume_cap(保守口径不含加算区——与原钳制式逐字同)。
_stats.clamp_hp_to_resume_cap(int(db.hero.max_hp))
_shop_mode = "pool" if String(params.get("shop_mode", "legacy")) == "pool" else "legacy" # 续玩参数面同 start_adventure(缺省 legacy)
_treasure_unlocked = params.get("treasure_unlocked", {}) if params.get("treasure_unlocked", {}) is Dictionary else {}
_attunement = params.get("attunement", []) if params.get("attunement", []) is Array else [] # additive
@@ -219,20 +238,20 @@ func _reset_curio_state() -> void:
_curio.reset() # 池与件获取计数(池半归件;停点态归停点件下行清理)
_stop.reset_adventure_state()
_loadout_seeded = false
_hero.feats = []
_stats.feats = []
adventure_counters = {}
# 调试浮窗百分比通道(测试工具覆盖——每关新 runner 都要应用;正式侧归元进度。单点归主角账)
# 调试浮窗百分比通道(测试工具覆盖——每关新 runner 都要应用;正式侧归元进度。单点归数值账)
func set_hero_override(atk_pct: int, hp_pct: int) -> void:
_hero.set_debug_override(atk_pct, hp_pct)
_stats.set_debug_override(atk_pct, hp_pct)
if _runner != null:
_runner.set_hero_override(atk_pct, hp_pct)
# 冒险账本侧生效上限(公式单点归主角账——置满/回血封顶与战斗内上限同式同源)
# 冒险账本侧生效上限(公式单点归数值账——置满/回血封顶与战斗内上限同式同源)
func effective_max_hp() -> int:
return _hero.effective_max_hp()
return _stats.effective_max_hp()
# 断点承载注入(组合根冒险开始时调用;模拟/冒烟不注入 = 断点面整体静默)
@@ -245,9 +264,9 @@ func runner() -> LevelRunner:
return _runner
# 接口③治疗封顶回报执行体(恢复点节点兑付——按比例回血并封顶)。算术宿主 = HeroLedger.rest_heal(公式单点)
# 接口③治疗封顶回报执行体(恢复点节点兑付——按比例回血并封顶)。算术宿主 = HeroStats.rest_heal(公式单点)
func apply_rest(pct: int, hp: int, max_hp: int) -> int:
return HeroLedger.rest_heal(pct, hp, max_hp)
return HeroStats.rest_heal(pct, hp, max_hp)
# 大奖励确认 → 进下一关(仅兑付后受理——零自动推进的冒险级停点;三选一未兑付拒绝推进)
@@ -275,7 +294,7 @@ func _find_token(candidates: Array, kind: String, tier: String, feat_id: String
# 玩家点选兑付(state 守卫留应用层——编排归停点件;呈现层直调面 T5 改 stop())
# 特性持有集读面(效果接线/求值/摘要唯一取数口——副本防外部改写)
func feats_held() -> Array:
return _hero.feats_held()
return _stats.feats_held()
# ---- 商店共享池消费面(纯池——库存=牌库剩余令牌)----
@@ -346,7 +365,7 @@ func _boss_keystone_drop(li: int) -> void:
first = not _save_manager.boss_first_kill_marked(li)
var row: Dictionary[Variant, Variant] = db.meta_boss_keystone_row(li)
var amount: int = int(row.get("first_kill", 0)) if first else int(row.get("repeat_kill", 0))
_hero.record_keystone_drop({"level": li, "first": first, "amount": amount}) # 逐杀明细+累计单写原语
_journal.record_keystone_drop({"level": li, "first": first, "amount": amount}) # 逐杀明细+累计单写原语
# 主动放弃(仅非战斗期受理——战斗域单事务在飞;与失败同型结算,已获大奖励不追回。
@@ -371,7 +390,9 @@ func _start_current_level() -> bool:
var pool_wiring: Dictionary[Variant, Variant] = {"deck": _curio.deck, "consume": _stop.consume_pool_purchase,
"ticket": _curio.feat_ticket_consider, "cap": _curio.cap_ok} if _shop_mode == "pool" else {}
var ctx: Dictionary[Variant, Variant] = {
"hero": _hero,
"stats": _stats,
"wallet": _wallet,
"journal": _journal,
"loadout": _loadout,
"adv_bucket": adventure_counters,
"treasure_inventory": adventure_inventory,
@@ -379,8 +400,8 @@ func _start_current_level() -> bool:
"tree_rules": _tree_rules,
"shop_mode": _shop_mode,
"treasure_unlocked": _treasure_unlocked,
"hero_attack_type": _hero.attack_type,
"hero_armor_type": _hero.armor_type,
"hero_attack_type": _stats.attack_type,
"hero_armor_type": _stats.armor_type,
"voucher_rap": int(outbox.get("rap", 0)),
"voucher_time_sand": int(outbox.get("time_sand", 0)),
"pool_wiring": pool_wiring,
@@ -395,7 +416,7 @@ func _start_current_level() -> bool:
resume_state = {"node_id": int(_bp_read("node_id", _resume_bp, -1)),
"visited_ids": _bp_read("visited_ids", _resume_bp, []) as Array}
# 接口①开始关卡:生命经主角账共享交接(账面当前值即开局生命——冒险开始置满 / 大奖励回满已写好);
# 主角账与冒险桶注入(set_hero——T1 过渡面,T3 收构造注入)。
# 主角账三件与冒险桶注入(构造注入 ctx——拆件批 T3 收口形态)。
# defer_entry=true 起每关(含首关)——先 emit level_started(呈现层在
# 该回调重取 runner 实例),后入口候选呈现;顺序反了选路口会被呈现层的 runner 空防御静默丢弃。
# 呈现零 RNG 消耗、pick 走同一 _enter_node——测量面逐位零漂移。
@@ -439,7 +460,7 @@ func _on_level_finished(payload: Dictionary) -> void:
_last_level_payload = payload.duplicate(true)
var result := String(payload.get("result", ""))
if result == "defeat":
_hero.hero_hp = 0 # 倒下记 0(生命账本战后回写口径)
_stats.hero_hp = 0 # 倒下记 0(生命账本战后回写口径)
_settle("failed")
return
if result != "victory":
@@ -452,9 +473,11 @@ func _on_level_finished(payload: Dictionary) -> void:
# 关卡完成兑付(非末关恰一次;三层奖励框架):编排归停点件——推进位先于 emit 置位
#(信号同步派发——处理器内立即确认时 _pending_next_level 必须已就位);
# 停点件内部分回血先行 → 加权洗牌掷 3 → 三选一停点(顺序即契约——回血按当刻账本与上限结算,
# 选择停点零自动推进)
# 选择停点零自动推进)。载荷_base 随附钱包读数(停点件零钱包依赖——GP 件入账回调仍走 grant_curio_gp)
_pending_next_level = true
_stop.open_level_clear(payload)
var stop_base: Dictionary[Variant, Variant] = payload.duplicate(true)
stop_base["gp"] = _wallet.gp
_stop.open_level_clear(stop_base)
return
# 末关的关卡完成:不发三选一与部分回血(没有下一战可受益)、Boss 钥石照常入账——冒险完成结算
_settle("completed")
@@ -467,13 +490,13 @@ func _settle(result: String) -> void:
"cleared": result == "completed",
"levels_cleared": levels_total if result == "completed" else level_index - 1,
"stopped_at": 0 if result == "completed" else level_index,
"keystone_total": _hero.keystone_gained(),
"keystone_total": _journal.keystone_gained(),
"master_seed": master_seed,
"aux_cleared_last": _last_treasure_cleared, # additive 扩签(末关清空反馈;非末关走 bonus 载荷)
"keystone_drops": _hero.keystone_drop_log(), # additive 扩签(逐杀掉落明细;settle 入账明细/复盘归因数据源)
"vision_used_delta": _hero.vision_used(), # additive 扩签(真视使用本局计数;settle 聚合入档)
"keystone_drops": _journal.keystone_drop_log(), # additive 扩签(逐杀掉落明细;settle 入账明细/复盘归因数据源)
"vision_used_delta": _journal.vision_used(), # additive 扩签(真视使用本局计数;settle 聚合入档)
"pool_stock": _pool_stock_snapshot(), # additive 扩签(终局池读数:清账前快照,商店买走 vs 奖励领走 vs 枯竭的终局面)
"relics": _hero.feats_held(), # additive 扩签(特性终局持有集:清账前快照,成型判读取数面)
"relics": _stats.feats_held(), # additive 扩签(特性终局持有集:清账前快照,成型判读取数面)
}
# 败退明细(数值验证工具取数面——tools/balance_verifier.py 止步节点分布数据源;
# 仅失败局附加,键缺省 = 未败退,既有五件事消费方零感知)
@@ -551,7 +574,9 @@ func _snapshot_breakpoint() -> void:
# 断点写侧取值(键集以 BREAKPOINT_FIELDS 为准——未登记键即取值越界,fail-fast)
func _bp_parts() -> Dictionary[Variant, Variant]:
var hero_frag: Dictionary[Variant, Variant] = _hero.breakpoint_fragment()
var stats_frag: Dictionary[Variant, Variant] = _stats.breakpoint_fragment()
var wallet_frag: Dictionary[Variant, Variant] = _wallet.breakpoint_fragment()
var journal_frag: Dictionary[Variant, Variant] = _journal.breakpoint_fragment()
var stop_frag: Dictionary[Variant, Variant] = _stop.breakpoint_fragment()
var level_frag: Dictionary[Variant, Variant] = _runner.breakpoint_fragment() if _runner != null else {
"node_id": -1, "visited_ids": [] as Array, "aux_items": [] as Array,
@@ -560,32 +585,32 @@ func _bp_parts() -> Dictionary[Variant, Variant]:
var parts: Dictionary[Variant, Variant] = {
"level_index": level_index,
"node_id": int(level_frag.get("node_id", -1)),
"hero_hp": int(hero_frag.get("hero_hp", 0)),
"bonus": hero_frag.get("bonus", {}),
"gp": int(hero_frag.get("gp", 0)),
"shop_purchased": hero_frag.get("shop_purchased", {}),
"hero_hp": int(stats_frag.get("hero_hp", 0)),
"bonus": journal_frag.get("bonus", {}),
"gp": int(wallet_frag.get("gp", 0)),
"shop_purchased": journal_frag.get("shop_purchased", {}),
"shop_shelf": level_frag.get("shop_shelf", []), # 货架入断点(离开店/非店停点 = 空架合法态)
"shop_visit_buys": int(level_frag.get("shop_visit_buys", 0)), # 本次进店已购次数(A 链定价输入)
"attunement_charges": (_loadout.breakpoint_fragment(_runner.treasure_inventory) if _runner != null and _runner.treasure_inventory != null else {"attunement_charges": {}}).get("attunement_charges", {}), # 同调主动件充能余量随断点(行派生——save v4 域键名策略不变)
"graph_gen_v2": 1, # 生成图换代代差标记(缺键 = 换代前旧断点 → resume 显式拒绝)
"master_seed": master_seed,
"rng_counter": rng.counter(),
"keystone": int(hero_frag.get("keystone", 0)),
"keystone": int(journal_frag.get("keystone", 0)),
"visited_ids": level_frag.get("visited_ids", []),
"aux_items": level_frag.get("aux_items", []),
"bonus_taken": _curio.taken.duplicate(true), # 三选一件获取次数(kind 维度派生账本——断点附随件与读数承载)
"bonus_deck": _curio.deck.duplicate(true), # 令牌池余库(TP0 v2.2——池消耗即上限,续玩余库逐枚还原)
"relics": hero_frag.get("relics", []), # 特性持有集(局内随机渠道获得态续玩防丢失)
"relics": stats_frag.get("relics", []), # 特性持有集(局内随机渠道获得态续玩防丢失)
"bonus_pending": stop_frag.get("bonus_pending", {}), # 三选一停点态(空 = 无停点——选择停点可中断契约)
"feat_ticket_pity": int(stop_frag.get("feat_ticket_pity", 0)), # T5 专长凭证保底计数(扩列向后兼容——旧档缺键缺省 0)
"feat_ticket_sold": int(stop_frag.get("feat_ticket_sold", 0)), # T5 专长凭证限购计数(同上)
"adventure_counters": adventure_counters.duplicate(true), # adventure 域计数器随断点(续玩跨战账不丢——桶归宿主字典)
"vision_counter_used": int(hero_frag.get("vision_counter_used", 0)), # 真视使用计数随断点(续玩跨战账不丢)
"vision_counter_used": int(journal_frag.get("vision_counter_used", 0)), # 真视使用计数随断点(续玩跨战账不丢)
"refresh_stock": int(stop_frag.get("refresh_stock", 0)), # 刷新存量账随断点
"attune_refresh_y": int(stop_frag.get("attune_refresh_y", 0)), # Y 冒险周期池余量随断点(扩列向后兼容——旧档缺键回退参数面)
"bonus_result": stop_frag.get("bonus_result", {}), # 已兑付待推进态(空 = 无——中断续玩不重兑付)
"keystone_drops": hero_frag.get("keystone_drops", []), # 逐杀掉落明细(摘要归因续接)
"gain_journal": hero_frag.get("gain_journal", {}), # 获得日记(唯一声明的断点扩列——日记为正主)
"keystone_drops": journal_frag.get("keystone_drops", []), # 逐杀掉落明细(摘要归因续接)
"gain_journal": journal_frag.get("gain_journal", {}), # 获得日记(唯一声明的断点扩列——日记为现行事实源)
}
# 拼盘完整性自断言(fail-fast——片段并集与登记键集不符即中止落盘)
var stray: Array[Variant] = []
+2 -2
View File
@@ -76,7 +76,7 @@ var _seal_consumed := {} # 兑付资格以危险格实例为
# 同调装配运行态(begin_battle 经 enc.attunement 注入;off=空集全部效果零扰动)
var attunement: Array[Variant] = [] # 装备中同调件 item_id 集
var loadout = null # 同调配装件(begin_battle 经 enc["loadout"] 持引用;直构 null=零装配——充能面跳过)
var _hero: HeroLedger = null # 主角实体账(begin_battle 经 enc["hero"] 持引用;null=调试/单场直构面——账面消费跳过)
var _hero: GainJournal = null # 加算日记(begin_battle 经 enc["journal"] 持引用;null=调试/单场直构面——账面消费跳过)
var _attune_safe_seen := 0 # 积点制件 battle 域安全开格计数(装配集 ap_charge_safe 行扫描;满 charge_n 自动兑付当轮 AP+1,无玩家发起入口)
# ---- 效果引擎扩签运行态(新效果类型施加面;空订阅零扰动)----
var _fx_hero_ac_base := -1 # 主角 AC 基线快照(enc.hero_armor_class;-1=表值兜底未解析)
@@ -377,7 +377,7 @@ func begin_battle(enc: Dictionary) -> bool:
_mines_hit_last = 0
_mines_hit_round = 0
loadout = enc.get("loadout", null)
_hero = enc.get("hero", null) if enc.get("hero", null) is HeroLedger else null # null=调试直构——账面消费跳过
_hero = enc.get("journal", null) if enc.get("journal", null) is GainJournal else null # null=调试直构——账面消费跳过
counters_ctx.adventure_bucket = enc.get("adv_bucket", null) if enc.get("adv_bucket", null) is Dictionary else {} # 冒险桶宿主字典(直构兜底自有空字典)
var level_ref: Variant = enc.get("level_counters")
if level_ref is Dictionary:
+25 -22
View File
@@ -1,11 +1,12 @@
## 三选一停点件:停点编排唯一所有者(冒险域拆件批自 AdventureRunner 迁入——架构原则 9 本域承载)。
## 停点三态(关卡完成三选一在途/已兑付待推进/奖励节点三选一在途);刷新三源账(X 刷新件每碰三选一
## 重给/优先消耗不结转、Y 营地升级行冒险周期池/用完即无、刷新券存量账/冒险级跨停点持久);兑付方法族
## (pick/refresh/redeem/skip);凭证出箱(RAP/时沙待注入——战首取走清零);三选一信号面自带。
## 三选一停点件:停点编排唯一所有者(架构原则 9 本域承载)。
## 停点三态(关卡完成三选一在途/已兑付待推进/奖励节点三选一在途);刷新账三源(X 刷新件每碰三选一
## 重给/优先消耗不结转、Y 营地升级行冒险周期池/用完即无、刷新券存量账/冒险级跨停点持久——账面归
## RefreshBank 件、编排留本件);兑付方法族(pick/refresh/redeem/skip);凭证出箱(RAP/时沙待注入
## ——战首取走清零);三选一信号面自带。
## 零自动推进停点语义承载:兑付只经 pick/apply 显式入口,停点在途时推进被拒(宿主关序受理读放行谓词)。
## 生命周期=每冒险一次(AdventureRunner 冒险开始建;关卡换实例不换件——每关注入时点经 rebind_level_runner)。
## 随机只经注入 CurioDeck 的 reward_pick 封闭流;兑付落账经注入 HeroLedger 单写原语;落盘经注入方法
## Callable(core↔core 接线禁 lambda 捕获 self)。Core 层零 UI。
## 随机只经注入 CurioDeck 的 reward_pick 封闭流;兑付落账经注入主角账件(HeroStats/GainJournal)
## 单写原语;落盘经注入方法 Callable(core↔core 接线禁 lambda 捕获 self)。Core 层零 UI。
class_name CurioStop
extends RefCounted
@@ -14,7 +15,8 @@ signal curio_resolved(result: Dictionary) ## 三选一兑付完成(
var db: ConfigDb
var _deck: CurioDeck # 令牌池件(抽签/摘牌/cap/凭证判定——纯池)
var _hero: HeroLedger # 主角账(兑付落账单写原语——加算区/生命/特性)
var _stats: HeroStats # 主角数值账(生命/特性——兑付回血与 relic 入集单写原语)
var _journal: GainJournal # 加算日记件(兑付落账单写原语——加算区/钥石读面)
var _snapshot_call := Callable() # 落盘回调(宿主断点快照受理——发射点后触发)
var _grant_gp := Callable() # 当前关卡对象 grant_curio_gp 方法 Callable(GP 件入账维持现路径与 wallet_changed 发射序——每关注入时点更新,防调死对象)
# ---- 停点三态 ----
@@ -32,10 +34,11 @@ var _time_sand_queue := 0 # 时沙待注入(下一战首轮 AP
var _level_index := 0 # 兑付载荷关卡序号(宿主每关注入——与 AdventureRunner.level_index 同源单写)
func _init(db_ref: ConfigDb, deck_ref: CurioDeck, hero_ref: HeroLedger, snapshot_call: Callable) -> void:
func _init(db_ref: ConfigDb, deck_ref: CurioDeck, stats_ref: HeroStats, journal_ref: GainJournal, snapshot_call: Callable) -> void:
db = db_ref
_deck = deck_ref
_hero = hero_ref
_stats = stats_ref
_journal = journal_ref
_snapshot_call = snapshot_call
@@ -53,10 +56,10 @@ func rebind_level_runner(runner: LevelRunner, level_index: int) -> void:
#(顺序即契约——回血按当刻账本与上限结算,选择停点零自动推进)。调用方(宿主关序)须先置
# 「已兑付待推进」关序位(信号同步派发——处理器内立即确认时推进位必须已就位)。
func open_level_clear(payload_base: Dictionary) -> void:
var hp_before := _hero.hero_hp
var max_eff := _hero.effective_max_hp() # 回血封顶口径含调试浮窗 pct(同战斗内上限)
var hp_before := _stats.hero_hp
var max_eff := _stats.effective_max_hp() # 回血封顶口径含调试浮窗 pct(同战斗内上限)
var heal := mini(int(floor(float(max_eff) * float(int(db.adventure.clear_heal_pct)) / 100.0)), max_eff - hp_before)
_hero.hero_hp = hp_before + heal
_stats.hero_hp = hp_before + heal
_reset_refresh_x() # 碰三选一重置 X 余量(不结转)
_paid_refreshes = 0 # 付费刷计数随停点清零(对齐商店进店清零)
var pick_payload: Dictionary[Variant, Variant] = {
@@ -64,10 +67,10 @@ func open_level_clear(payload_base: Dictionary) -> void:
"candidates": draw_candidates("level_clear"), # T4 渠道白名单——关底 Boss 击败=关卡完成渠道只出专长
"heal_gained": heal,
"hp_before": hp_before,
"hp_after": _hero.hero_hp,
"keystone_gained": int(_hero.keystone_drop_log().back().get("amount", 0)) if not _hero.keystone_drop_log().is_empty() else 0,
"keystone_total": _hero.keystone_gained(),
"gp": _hero.gp,
"hp_after": _stats.hero_hp,
"keystone_gained": int(_journal.keystone_drop_log().back().get("amount", 0)) if not _journal.keystone_drop_log().is_empty() else 0,
"keystone_total": _journal.keystone_gained(),
"gp": int(payload_base.get("gp", 0)), # 钱包读数由宿主随载荷_base 注入(停点件构造参只收 stats+journal——零钱包依赖)
"aux_cleared": int(payload_base.get("aux_cleared", 0)), # additive 扩签(关卡末清空反馈取数)
}
_pending = {"candidates": (pick_payload["candidates"] as Array).duplicate(true),
@@ -109,7 +112,7 @@ func pick_curio(kind: String, tier: String = "", feat_id: String = "") -> bool:
if kind == "feat_ticket":
return _redeem_feat_ticket() # T5 拿到即开——停点候选替换为专长三选一(零摘牌/不进持有集)
var value: int = int(db.adventure.curio_value(kind, tier))
var hp_before := _hero.hero_hp
var hp_before := _stats.hero_hp
if not _apply_curio_pick(kind, tier, value, feat_id):
push_error("[停点件] pick_curio 拒绝——未知件: %s|%s|%s" % [kind, tier, feat_id])
return false
@@ -150,8 +153,8 @@ func _apply_curio_pick(kind: String, tier: String, value: int, feat_id: String =
_bump_taken("time_sand")
return true
if kind == "relic":
if not _hero.feats.has(feat_id):
_hero.feats.append(feat_id)
if not _stats.feats.has(feat_id):
_stats.feats.append(feat_id)
_bump_taken("relic")
_bump_taken("relic:" + feat_id) # 身份维已拿计数(cap 消费面)
return true
@@ -159,7 +162,7 @@ func _apply_curio_pick(kind: String, tier: String, value: int, feat_id: String =
# adventure_table.CURIO_APPLY_ROUTES 声明路由(bonus 落点键),加新加算类令牌零代码)
var sink := db.adventure.curio_apply_route(kind)
if sink != "":
_hero.gain_bonus(sink, value, "curio_pick", kind) # 加算区单写原语(获得日记明细+汇总同拍)
_journal.gain_bonus(sink, value, "curio_pick", kind) # 加算区单写原语(获得日记明细+汇总同拍)
_bump_taken(kind)
return true
# 通道面(副作用形态——显式分支)
@@ -169,7 +172,7 @@ func _apply_curio_pick(kind: String, tier: String, value: int, feat_id: String =
_grant_gp.call(value)
_bump_taken("gp")
"heal":
_hero.hero_hp = mini(_hero.hero_hp + value, _hero.effective_max_hp())
_stats.hero_hp = mini(_stats.hero_hp + value, _stats.effective_max_hp())
_bump_taken("heal")
_:
return false
@@ -190,7 +193,7 @@ func _finish_curio_pick(picked: String, value: int, hp_before: int, tier: String
"tier": tier,
"value": value,
"hp_before": hp_before,
"hp_after": _hero.hero_hp,
"hp_after": _stats.hero_hp,
"level_index": _level_index,
}
_resolved.merge(_feat_payload_keys(feat_id))
+150
View File
@@ -0,0 +1,150 @@
## 加算日记件:统一冒险加算区与获得记录唯一所有者。获得记录三层结构=获得记录列表
## (_record_gain 追加、返回记录 id)→ 属性增益明细(带来源指回)→ 四轴汇总(由明细同步维护;
## summary 与断点读汇总,日记为现行事实源)。三写通道统一走 gain_bonus 单写原语:三选一属性件
## (source_class="curio_pick")/商店属性商品("shop_product"、kind=product_id)/战末导出
## ("battle_export"、kind=轴名)。本局钥石增量与逐杀明细、真视使用记录、商店已购档数记账同域。
## 生命与钱包各归 HeroStats/GpWallet——主角账三件各交各的断点片段,拼盘落盘归冒险应用层。
## Core 层零 UI;随机零消费。
class_name GainJournal
extends RefCounted
# 加算区四轴(键序即断点 bonus 键序——与拆件前共享账置账形态逐位同形)
const BONUS_AXES: Array[String] = ["atk", "max_hp", "armor_class", "ap"]
var _gain_log: Array[Variant] = [] # 获得记录列表(三选一件/商店购买/战末奖励各一条)
var _bonus_detail: Array[Variant] = [] # 属性增益明细(带来源指回 gain_id)
var _bonus_total: Dictionary[Variant, Variant] = {"atk": 0, "max_hp": 0, "armor_class": 0, "ap": 0}
var _keystone := 0 # 钥石入账累计(摘要第三件事的账面)
var _keystone_drops: Array[Variant] = [] # Boss 逐杀掉落明细(additive 摘要键 keystone_drops)
var _vision_used := 0 # 真视使用记录(本局计数——冒险收束聚合入档)
var _purchased: Dictionary[Variant, Variant] = {} # product_id → 已购档数(递增定价输入;冒险开始清零)
# ---- 获得记录三层 ----
# 获得记录列表追加(三通道各一条——source_class 词表:curio_pick/shop_product/battle_export;
# 返回记录 id 供明细来源指回)
func _record_gain(source_class: String, kind: String, detail: Dictionary) -> int:
var rec_id := _gain_log.size() + 1 # 记录 id = 列表序派生(1 起——恢复面按 max(id) 校正)
var rec: Dictionary[Variant, Variant] = {"id": rec_id, "source_class": source_class, "kind": kind}
rec.merge(detail.duplicate(true))
_gain_log.append(rec)
return rec_id
# 统一冒险加算区单写原语(三通道统一入口。明细+汇总同步维护——写时同拍,无事后对账)
func gain_bonus(axis: String, value: int, source_class: String, kind: String) -> void:
var gain_id := _record_gain(source_class, kind, {"axis": axis, "value": value})
_bonus_detail.append({"gain_id": gain_id, "axis": axis, "value": value,
"source_class": source_class, "kind": kind})
_bonus_total[axis] = int(_bonus_total.get(axis, 0)) + value
# 汇总读面(生效公式/断点/摘要唯一取数口)
func bonus_total(axis: String) -> int:
return int(_bonus_total.get(axis, 0))
func bonus_snapshot() -> Dictionary[Variant, Variant]:
return _bonus_total.duplicate(true)
# 商店已购档数记账(购买条目——递增定价输入;定价读数走 purchase_tier)
func record_purchase(product_id: String) -> void:
_purchased[product_id] = purchase_tier(product_id) + 1
func purchase_tier(product_id: String) -> int:
return int(_purchased.get(product_id, 0))
# 本局钥石增量(Boss 逐杀掉落渠道——首杀/复杀金额由调用方按存档标记判读后入行)
func record_keystone_drop(drop: Dictionary) -> void:
_keystone_drops.append(drop.duplicate(true))
_keystone += int(drop.get("amount", 0))
func keystone_gained() -> int:
return _keystone
func keystone_drop_log() -> Array:
return _keystone_drops.duplicate(true)
# 真视使用记录(真视类工具受理成功恰计一次;冒险收束聚合入档)
func record_vision_use() -> void:
_vision_used += 1
func vision_used() -> int:
return _vision_used
# 日记域账面重置(冒险开始/单关重开共用值面——宿主须先调本件再调 HeroStats 置满,生命口径
# 才不含加算区)
func reset_adventure_accounts() -> void:
_bonus_total = {"atk": 0, "max_hp": 0, "armor_class": 0, "ap": 0}
_gain_log = []
_bonus_detail = []
_purchased = {}
_keystone = 0
_keystone_drops = []
_vision_used = 0
# ---- 断点自交片段(应用层拼盘口收件——本件只交自己的账)----
# 片段键:bonus(汇总快照)/shop_purchased/keystone/keystone_drops/vision_counter_used
# +获得日记键(唯一声明的断点扩列;旧档缺日记→汇总直载 clamp、在档→明细推导比对不符
# push_error 拒载)
func breakpoint_fragment() -> Dictionary[Variant, Variant]:
return {
"bonus": bonus_snapshot(),
"shop_purchased": _purchased.duplicate(true),
"keystone": _keystone,
"keystone_drops": keystone_drop_log(),
"vision_counter_used": _vision_used,
"gain_journal": {"records": _gain_log.duplicate(true), "details": _bonus_detail.duplicate(true)},
}
# 片段回填(日记缺键 = 旧档——汇总直载跳过比对;日记在档 = 由明细推导汇总、与留存汇总不符
# 即报错中止——日记为现行事实源,汇总仅作一致性校验读数)
func restore_fragment(frag: Dictionary, _params: Dictionary) -> void:
_purchased = (frag.get("shop_purchased", {}) as Dictionary).duplicate(true)
_keystone = int(frag.get("keystone", 0))
_keystone_drops = (frag.get("keystone_drops", []) as Array).duplicate(true)
_vision_used = maxi(0, int(frag.get("vision_counter_used", 0))) # clamp 类(现役读侧策略同款)
var journal: Variant = frag.get("gain_journal", null)
if journal is Dictionary and not (journal as Dictionary).is_empty():
_restore_from_journal(journal as Dictionary, frag)
return
# 旧档回退:汇总键直载(clamp 类——四轴子键夹 ≥0)
_bonus_total = {}
var bp_bonus: Dictionary[Variant, Variant] = frag.get("bonus", {}) as Dictionary
for axis in BONUS_AXES:
_bonus_total[axis] = maxi(0, int(bp_bonus.get(axis, 0)))
# 日记回填(记录列表与明细全量还原;汇总由明细推导——与留存汇总逐轴比对,不符即致命中止)
func _restore_from_journal(journal: Dictionary, frag: Dictionary) -> void:
_gain_log = (journal.get("records", []) as Array).duplicate(true)
_bonus_detail = (journal.get("details", []) as Array).duplicate(true)
var derived: Dictionary[Variant, Variant] = {"atk": 0, "max_hp": 0, "armor_class": 0, "ap": 0}
for d in _bonus_detail:
var axis := String((d as Dictionary).get("axis", ""))
if not derived.has(axis):
push_error("[加算日记] 断点日记明细含未知加算轴: %s(拒绝载入)" % axis)
derived.clear()
break
derived[axis] = int(derived[axis]) + int((d as Dictionary).get("value", 0))
if derived.is_empty():
return # 已报错中止(fail-fast——明细非法整面拒绝)
var stored: Dictionary[Variant, Variant] = frag.get("bonus", {}) as Dictionary
for axis in derived.keys():
if int(stored.get(axis, -1)) != int(derived[axis]):
push_error("[加算日记] 断点汇总与日记推导不一致(axis=%s 汇总=%d 推导=%d)——拒绝载入"
% [axis, int(stored.get(axis, -1)), int(derived[axis])])
return
_bonus_total = derived
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## GP 钱包件:冒险局内货币唯一所有者(gain/spend/clear 单写原语;LevelRunner 与 ShopSession
## 读写全指此单点)。生命与加算日记各归 HeroStats/GainJournal——主角账三件各交各的断点片段,
## 拼盘落盘归冒险应用层。Core 层零 UI;随机零消费。
class_name GpWallet
extends RefCounted
var gp: int = 0 # GP 钱包(冒险开始 = 0、收束清零;不入存档不入摘要)
func gain_gp(amount: int) -> void:
gp = maxi(0, gp + amount)
# 余额不足 false 零副作用(出账前置校验由调用方守卫时本方法不重复拒绝)
func spend_gp(amount: int) -> bool:
if amount <= 0 or gp < amount:
return false
gp = gp - amount
return true
func clear_wallet() -> void:
gp = 0
# ---- 断点自交片段(应用层拼盘口收件——本件只交自己的账)----
# 片段键:gp
func breakpoint_fragment() -> Dictionary[Variant, Variant]:
return {
"gp": gp,
}
func restore_fragment(frag: Dictionary, _params: Dictionary) -> void:
gp = int(frag.get("gp", 0))
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## 主角实体账:冒险生命周期主角数值与获得记录唯一所有者(冒险域拆件批自 AdventureRunner 迁入)。
## 生命与 GP 钱包(gain/spend/clear 单写原语);锻造强化快照(永久强化 flat)与调试浮窗百分比通道;
## 攻击/甲类型轴快照;特性持有集(活引用注入——关内兑付当关生效);本局钥石增量与逐杀明细;
## 真视使用记录;统一冒险加算区(商店购买/三选一属性件/战末导出三通道唯一落点)。
## 获得记录三层结构=获得记录列表(record_gain 追加、返回记录 id)→ 属性增益明细(带来源指回)→
## 四轴汇总(由明细同步维护;summary 与断点读汇总,日记为正主)。
## 生效上限/攻击/护甲公式与回血封顶公式单点归本件(与战斗内上限同式同源,pct=0 时乘法恒等——MC 锚零漂移)。
## Core 层零 UI;随机零消费;断点自交片段(账本键+获得日记键)——拼盘落盘归冒险应用层。
class_name HeroLedger
extends RefCounted
# 加算区四轴(键序即断点 bonus 键序——与拆件前共享账置账形态逐位同形)
const BONUS_AXES: Array[String] = ["atk", "max_hp", "armor_class", "ap"]
var db: ConfigDb
var hero_hp: int = 0 # 生命账(原冒险账本 ledger["hero_hp"] 单值化)
var gp: int = 0 # GP 钱包(原 ledger["gp"]——LevelRunner 与 ShopSession 读写全改指此单点)
var feats: Array[String] = [] # 特性持有集(活引用注入——关内兑付 relic 须当关生效;收束清零)
var attack_type := "" # 攻击类型轴快照(空串=未注入→锻造配置默认值回退)
var armor_type := "" # 甲类型轴快照(同上)
var _base_override: Dictionary[Variant, Variant] = {"atk": 0, "max_hp": 0, "armor_class": 0}
var _override: Array[int] = [0, 0] # 调试浮窗百分比通道 [atk_pct, hp_pct](每关新 runner 应用面)
var _gain_log: Array[Variant] = [] # 获得记录列表(三选一件/商店购买/战末奖励各一条)
var _bonus_detail: Array[Variant] = [] # 属性增益明细(带来源指回 gain_id)
var _bonus_total: Dictionary[Variant, Variant] = {"atk": 0, "max_hp": 0, "armor_class": 0, "ap": 0}
var _keystone := 0 # 钥石入账累计(摘要第三件事的账面)
var _keystone_drops: Array[Variant] = [] # Boss 逐杀掉落明细(additive 摘要键 keystone_drops)
var _vision_used := 0 # 真视使用记录(本局计数——冒险收束聚合入档)
var _purchased: Dictionary[Variant, Variant] = {} # product_id → 已购档数(递增定价输入;冒险开始清零)
func _init(db_ref: ConfigDb, base_override_ref: Dictionary) -> void:
db = db_ref
_base_override = _normalize_override(base_override_ref)
# 永久强化 flat 重注(单关测试模式 start_level 收 base_override_in 时调用——实例不重建,值重注)
func rebase_override(raw: Dictionary) -> void:
_base_override = _normalize_override(raw)
# 调试浮窗百分比通道(测试工具覆盖——每关新 runner 都要应用;正式侧归元进度)
func set_debug_override(atk_pct: int, hp_pct: int) -> void:
_override = [atk_pct, hp_pct]
func debug_atk_pct() -> int:
return int(_override[0])
func debug_hp_pct() -> int:
return int(_override[1])
# 永久强化 flat 快照读面(续玩生命钳制保守上限用——不含加算区)
func base_override_flat() -> Dictionary[Variant, Variant]:
return _base_override.duplicate(true)
# 注入参数规范化:三字段缺键/-1 = 表值兜底(→ 0 flat);负值一律 clamp 0(白板 = 全零合法态)
func _normalize_override(raw: Dictionary) -> Dictionary[Variant, Variant]:
var out: Dictionary[Variant, Variant] = {"atk": 0, "max_hp": 0, "armor_class": 0}
for k in out.keys():
out[k] = maxi(0, int(raw.get(k, 0)))
return out
# ---- 生效公式(单点——叠加次序钉死:表值 → 永久强化 flat → 加算区 flat 先加,
# 调试浮窗百分比后乘;pct=0 时乘法恒等——MC 锚零漂移)----
func effective_max_hp() -> int:
var base: int = int(db.hero.max_hp) + int(_base_override.get("max_hp", 0)) + bonus_total("max_hp")
return maxi(1, int(round(float(base) * (100.0 + float(_override[1])) / 100.0)))
func effective_atk() -> int:
var base: int = int(db.hero.atk) + int(_base_override.get("atk", 0)) + bonus_total("atk")
return maxi(1, int(round(float(base) * (100.0 + float(_override[0])) / 100.0)))
# 护甲等级生效值(入战 AC 三层可加:甲型基础 AC + 甲路线等级加值 + 加算区 armor_class 轴;
# 无调试浮窗百分比通道,纯 flat)
func effective_ac() -> int:
return maxi(0, _armor_base_ac() + int(_base_override.get("armor_class", 0)) + bonus_total("armor_class"))
# 甲型基础 AC(三层之第一层——选中甲路线行 base_ac;未注入/缺行=锻造配置默认值路线,
# 与 hero 表两轴删除前 armor_class=10 行为连续)
func _armor_base_ac() -> int:
var at: String = armor_type if armor_type != "" else db.forge_default_armor_type()
var row: Dictionary[Variant, Variant] = db.forge_armor_route_by_type(at)
if row.is_empty():
return int(db.hero.armor_class) # 表缺失防御兜底(现役基准)
return int(row.get("base_ac", 0))
# 回血公式单点(恢复点节点兑付/账本置满封顶同式;算术宿主——原 LevelRunner.rest_heal 迁入)
static func rest_heal(pct: int, hp: int, max_hp: int) -> int:
return mini(int(floor(float(max_hp) * float(pct) / 100.0)), max_hp - hp)
# ---- GP 钱包单写原语 ----
func gain_gp(amount: int) -> void:
gp = maxi(0, gp + amount)
# 余额不足 false 零副作用(出账前置校验由调用方守卫时本方法不重复拒绝)
func spend_gp(amount: int) -> bool:
if amount <= 0 or gp < amount:
return false
gp = gp - amount
return true
func clear_wallet() -> void:
gp = 0
# 单关模式重开重置(值重置非实例重建——shop 绑 hero 对象引用不换代;语义=原单关 start_level 重置面)
func reset_for_single_level() -> void:
_base_override = {"atk": 0, "max_hp": 0, "armor_class": 0}
reset_adventure_accounts()
# 冒险账面重置(冒险开始/单关重开共用值面——生命置满基础上限、钱包与账目清零)
func reset_adventure_accounts() -> void:
gp = 0
_bonus_total = {"atk": 0, "max_hp": 0, "armor_class": 0, "ap": 0}
_gain_log = []
_bonus_detail = []
_purchased = {}
_keystone = 0
_keystone_drops = []
_vision_used = 0
feats = []
hero_hp = effective_max_hp()
# ---- 获得记录三层 ----
# 获得记录列表追加(三通道各一条——source_class 词表:curio_pick/shop_product/battle_export;
# 返回记录 id 供明细来源指回)
func record_gain(source_class: String, kind: String, detail: Dictionary) -> int:
var rec_id := _gain_log.size() + 1 # 记录 id = 列表序派生(1 起——恢复面按 max(id) 校正)
var rec: Dictionary[Variant, Variant] = {"id": rec_id, "source_class": source_class, "kind": kind}
rec.merge(detail.duplicate(true))
_gain_log.append(rec)
return rec_id
# 统一冒险加算区单写原语(三通道统一入口:三选一属性件 source_class="curio_pick";
# 商店属性商品 source_class="shop_product"、kind=product_id;战末导出 source_class="battle_export"、
# kind=轴名。明细+汇总同步维护——写时同拍,无事后对账)
func gain_bonus(axis: String, value: int, source_class: String, kind: String) -> void:
var gain_id := record_gain(source_class, kind, {"axis": axis, "value": value})
_bonus_detail.append({"gain_id": gain_id, "axis": axis, "value": value,
"source_class": source_class, "kind": kind})
_bonus_total[axis] = int(_bonus_total.get(axis, 0)) + value
# 汇总读面(生效公式/断点/摘要唯一取数口)
func bonus_total(axis: String) -> int:
return int(_bonus_total.get(axis, 0))
func bonus_snapshot() -> Dictionary[Variant, Variant]:
return _bonus_total.duplicate(true)
# 商店已购档数记账(购买条目——递增定价输入;定价读数走 purchase_tier)
func record_purchase(product_id: String) -> void:
_purchased[product_id] = purchase_tier(product_id) + 1
func purchase_tier(product_id: String) -> int:
return int(_purchased.get(product_id, 0))
func purchased_snapshot() -> Dictionary[Variant, Variant]:
return _purchased.duplicate(true)
# 本局钥石增量(Boss 逐杀掉落渠道——首杀/复杀金额由调用方按存档标记判读后入行)
func record_keystone_drop(drop: Dictionary) -> void:
_keystone_drops.append(drop.duplicate(true))
_keystone += int(drop.get("amount", 0))
func keystone_gained() -> int:
return _keystone
func keystone_drop_log() -> Array:
return _keystone_drops.duplicate(true)
# 真视使用记录(真视类工具受理成功恰计一次;冒险收束聚合入档)
func record_vision_use() -> void:
_vision_used += 1
func vision_used() -> int:
return _vision_used
# 特性持有集读面(效果接线/求值/摘要唯一取数口——副本防外部改写)
func feats_held() -> Array:
return feats.duplicate()
# ---- 断点自交片段(应用层拼盘口收件——本件只交自己的账)----
# 片段键:hero_hp/bonus(汇总快照)/gp/shop_purchased/keystone/keystone_drops/relics/vision_counter_used
# +获得日记键(唯一声明的断点扩列;旧档缺日记→汇总直载跳过比对;日记在档→由日记推导汇总比对)
func breakpoint_fragment() -> Dictionary[Variant, Variant]:
return {
"hero_hp": hero_hp,
"bonus": bonus_snapshot(),
"gp": gp,
"shop_purchased": purchased_snapshot(),
"keystone": _keystone,
"keystone_drops": keystone_drop_log(),
"relics": feats.duplicate(),
"vision_counter_used": _vision_used,
"gain_journal": {"records": _gain_log.duplicate(true), "details": _bonus_detail.duplicate(true)},
}
# 片段回填(日记缺键 = 旧档——汇总直载跳过比对;日记在档 = 由明细推导汇总、与留存汇总不符
# 即报错中止——日记为正主,汇总仅作一致性校验读数)
func restore_fragment(frag: Dictionary, _params: Dictionary) -> void:
hero_hp = int(frag.get("hero_hp", 0))
gp = int(frag.get("gp", 0))
_purchased = (frag.get("shop_purchased", {}) as Dictionary).duplicate(true)
_keystone = int(frag.get("keystone", 0))
_keystone_drops = (frag.get("keystone_drops", []) as Array).duplicate(true)
feats = []
for r in (frag.get("relics", []) as Array):
feats.append(String(r))
_vision_used = maxi(0, int(frag.get("vision_counter_used", 0))) # clamp 类(现役读侧策略同款)
var journal: Variant = frag.get("gain_journal", null)
if journal is Dictionary and not (journal as Dictionary).is_empty():
_restore_from_journal(journal as Dictionary, frag)
return
# 旧档回退:汇总键直载(clamp 类——四轴子键夹 ≥0)
_bonus_total = {}
var bp_bonus: Dictionary[Variant, Variant] = frag.get("bonus", {}) as Dictionary
for axis in BONUS_AXES:
_bonus_total[axis] = maxi(0, int(bp_bonus.get(axis, 0)))
# 日记回填(记录列表与明细全量还原;汇总由明细推导——与留存汇总逐轴比对,不符即致命中止)
func _restore_from_journal(journal: Dictionary, frag: Dictionary) -> void:
_gain_log = (journal.get("records", []) as Array).duplicate(true)
_bonus_detail = (journal.get("details", []) as Array).duplicate(true)
var derived: Dictionary[Variant, Variant] = {"atk": 0, "max_hp": 0, "armor_class": 0, "ap": 0}
for d in _bonus_detail:
var axis := String((d as Dictionary).get("axis", ""))
if not derived.has(axis):
push_error("[主角账] 断点日记明细含未知加算轴: %s(拒绝载入)" % axis)
derived.clear()
break
derived[axis] = int(derived[axis]) + int((d as Dictionary).get("value", 0))
if derived.is_empty():
return # 已报错中止(fail-fast——明细非法整面拒绝)
var stored: Dictionary[Variant, Variant] = frag.get("bonus", {}) as Dictionary
for axis in derived.keys():
if int(stored.get(axis, -1)) != int(derived[axis]):
push_error("[主角账] 断点汇总与日记推导不一致(axis=%s 汇总=%d 推导=%d)——拒绝载入"
% [axis, int(stored.get(axis, -1)), int(derived[axis])])
return
_bonus_total = derived
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## 主角数值账:冒险生命周期主角数值域唯一所有者(生命账与特性持有集、锻造强化快照与调试浮窗
## 百分比通道、攻击/甲类型轴快照、生效上限/攻击/护甲公式与回血封顶公式单点、续玩生命钳制收口)。
## 生效公式消费加算日记域汇总(注入 GainJournal 只读引用——无反向引用不成环);GP 钱包归
## GpWallet、加算日记归 GainJournal——主角账三件各交各的断点片段,拼盘落盘归冒险应用层。
## Core 层零 UI;随机零消费。
class_name HeroStats
extends RefCounted
var db: ConfigDb
var journal: GainJournal # 加算日记只读引用(生效公式的加算区取数口——构造注入,宿主同源单件)
var hero_hp: int = 0 # 生命账
var feats: Array[String] = [] # 特性持有集(活引用注入——关内兑付 relic 须当关生效;收束清零)
var attack_type := "" # 攻击类型轴快照(空串=未注入→锻造配置默认值回退)
var armor_type := "" # 甲类型轴快照(同上)
var _base_override: Dictionary[Variant, Variant] = {"atk": 0, "max_hp": 0, "armor_class": 0}
var _override: Array[int] = [0, 0] # 调试浮窗百分比通道 [atk_pct, hp_pct](每关新 runner 应用面)
func _init(db_ref: ConfigDb, base_override_ref: Dictionary, journal_ref: GainJournal) -> void:
db = db_ref
journal = journal_ref
_base_override = _normalize_override(base_override_ref)
# 永久强化 flat 重注(单关测试模式 start_level 收 base_override_in 时调用——实例不重建,值重注)
func rebase_override(raw: Dictionary) -> void:
_base_override = _normalize_override(raw)
# 调试浮窗百分比通道(测试工具覆盖——每关新 runner 都要应用;正式侧归元进度)
func set_debug_override(atk_pct: int, hp_pct: int) -> void:
_override = [atk_pct, hp_pct]
# 续玩生命钳制(断点可能带出高于生效上限的账本值——恢复后钳到保守上限:表值+永久强化 flat
# 后乘调试 pct、下限 1;口径不含加算区,加算区恢复后其余战斗照常。原宿主 _resume_params 的
# mini 式逐字收进)
func clamp_hp_to_resume_cap(db_max_hp: int) -> void:
hero_hp = mini(hero_hp, maxi(1,
int(round(float(int(db_max_hp) + int(_base_override.get("max_hp", 0))) * (100.0 + float(_override[1])) / 100.0))))
# 注入参数规范化:三字段缺键/-1 = 表值兜底(→ 0 flat);负值一律 clamp 0(白板 = 全零合法态)
func _normalize_override(raw: Dictionary) -> Dictionary[Variant, Variant]:
var out: Dictionary[Variant, Variant] = {"atk": 0, "max_hp": 0, "armor_class": 0}
for k in out.keys():
out[k] = maxi(0, int(raw.get(k, 0)))
return out
# ---- 生效公式(单点——叠加次序钉死:表值 → 永久强化 flat → 加算区 flat 先加,
# 调试浮窗百分比后乘;pct=0 时乘法恒等——MC 锚零漂移)----
func effective_max_hp() -> int:
var base: int = int(db.hero.max_hp) + int(_base_override.get("max_hp", 0)) + journal.bonus_total("max_hp")
return maxi(1, int(round(float(base) * (100.0 + float(_override[1])) / 100.0)))
func effective_atk() -> int:
var base: int = int(db.hero.atk) + int(_base_override.get("atk", 0)) + journal.bonus_total("atk")
return maxi(1, int(round(float(base) * (100.0 + float(_override[0])) / 100.0)))
# 护甲等级生效值(入战 AC 三层可加:甲型基础 AC + 甲路线等级加值 + 加算区 armor_class 轴;
# 无调试浮窗百分比通道,纯 flat)
func effective_ac() -> int:
return maxi(0, _armor_base_ac() + int(_base_override.get("armor_class", 0)) + journal.bonus_total("armor_class"))
# 甲型基础 AC(三层之第一层——选中甲路线行 base_ac;未注入/缺行=锻造配置默认值路线,
# 与 hero 表两轴删除前 armor_class=10 行为连续)
func _armor_base_ac() -> int:
var at: String = armor_type if armor_type != "" else db.forge_default_armor_type()
var row: Dictionary[Variant, Variant] = db.forge_armor_route_by_type(at)
if row.is_empty():
return int(db.hero.armor_class) # 表缺失防御兜底(现役基准)
return int(row.get("base_ac", 0))
# 回血公式单点(恢复点节点兑付/账本置满封顶同式;算术宿主——原 LevelRunner.rest_heal 迁入)
static func rest_heal(pct: int, hp: int, max_hp: int) -> int:
return mini(int(floor(float(max_hp) * float(pct) / 100.0)), max_hp - hp)
# 单关模式重开重置(值重置非实例重建——shop 绑定引用不换代;语义=原单关 start_level 重置面。
# 钱包/日记清零各归各件,由宿主在本调用前完成——日记先清再置满,生命口径才不含加算区)
func reset_for_single_level() -> void:
_base_override = {"atk": 0, "max_hp": 0, "armor_class": 0}
reset_adventure_accounts()
# 冒险账面重置(冒险开始/单关重开共用值面——生命置满基础上限、特性持有集清零)
func reset_adventure_accounts() -> void:
feats = []
hero_hp = effective_max_hp()
# 特性持有集读面(效果接线/求值/摘要唯一取数口——副本防外部改写)
func feats_held() -> Array:
return feats.duplicate()
# ---- 断点自交片段(应用层拼盘口收件——本件只交自己的账)----
# 片段键:hero_hp/relics(其余账面键归 GpWallet/GainJournal 各自片段)
func breakpoint_fragment() -> Dictionary[Variant, Variant]:
return {
"hero_hp": hero_hp,
"relics": feats.duplicate(),
}
# 片段回填(生命直载;特性持有集逐项归一 String——旧档防御同款)
func restore_fragment(frag: Dictionary, _params: Dictionary) -> void:
hero_hp = int(frag.get("hero_hp", 0))
feats = []
for r in (frag.get("relics", []) as Array):
feats.append(String(r))
+1
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@@ -0,0 +1 @@
uid://boeklf03gti5b
+51 -36
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@@ -5,7 +5,7 @@
## 调试浮窗百分比通道单点归主角账(set_hero_override 转调——公式消费面同源)。
## 信号顺序契约:呈现层须在 level_started 回调重取 runner 实例,choices_presented 才不会被空防御丢弃。
## 关卡开始信号前零发射:本件全部信号在 level_started 发射前保持静默(构造与 start 收参零信号——
## defer_entry 两步式以 level_started 为界,先广播后呈现入口候选;配断言面见冒烟源码断言〔拆件批 V5〕)。
## defer_entry 两步式以 level_started 为界,先广播后呈现入口候选;配断言面见冒烟源码断言)。
class_name LevelRunner
extends RefCounted
@@ -27,18 +27,20 @@ var node_index := -1
var level_counters: Dictionary[Variant, Variant] = {} # 关卡桶(lvl_ 前缀计数器;每关随 LevelRunner new 天然空=按关清零,替代旧硬编码清除名单)
var _rest_handler: Callable # 治疗封顶回报执行体(默认内置 rest_heal_amount;冒险模式 = AdventureRunner.apply_rest——接口③)
var _external := false # 冒险模式标记(钱包收束时机与播种语义分叉点)
# 主角账引用(拆件批 T1 过渡面:冒险模式经 set_hero 注入共享实体账、单关模式 _init 自建私有账;
# 构造注入收口归 T3 ctx 面——后置 setter 随构造注入一并退役)
var _hero: HeroLedger = HeroLedger.new(null, {}) # 直构缺省私有账(db 随 _init 补)
# 主角账三件引用(领域拆分批三件化:冒险模式经 ctx 注入共享三件、单关模式 _init 自建私有件;
# 数值账消费日记汇总——私有默认件同源成对建)
var _journal: GainJournal
var _wallet: GpWallet
var _stats: HeroStats
var loadout = null # 同调配装件(构造注入;直构=单关零件)
var _adv_bucket: Dictionary[Variant, Variant] = {} # 冒险桶(效果引擎 adv_ 计数器宿主字典——冒险模式随 hero 注入;单关=本实例自有)
# hero_hp / gp 属性化(既有读写点零改动——值类型经属性落主角账)
var _adv_bucket: Dictionary[Variant, Variant] = {} # 冒险桶(效果引擎 adv_ 计数器宿主字典——冒险模式随 ctx 注入;单关=本实例自有)
# hero_hp / gp 属性化(既有读写点零改动——值类型经属性落主角账三件)
var hero_hp: int:
get: return _hero.hero_hp
set(v): _hero.hero_hp = v
get: return _stats.hero_hp
set(v): _stats.hero_hp = v
var gp: int: # GP 冒险钱包(局内货币——冒险开始 = 0、收束清零;不入存档不入摘要)
get: return _hero.gp
set(v): _hero.gp = v
get: return _wallet.gp
set(v): _wallet.gp = v
var _shop: ShopSession = null # 商店件(_init 建;双模式货架/定价/购买/刷新唯一宿主)
# 协作对象私有(E1/E3 封装收口):settlement 读取经 current_battle() 成文出口
var _settlement: BattleOrchestrator = null # 当前战斗编排器(关卡结束置 null)
@@ -60,10 +62,10 @@ var visited: Array[Dictionary] = [] # 已兑付/到达节点
var _generator # 参数化长图生成器(惰性建——NodeMapGenerator 持注入的 RngService)
# 构造注入一次给齐(拆件批 T3——后置 setter 群与商店重绑机制退役;_bind_shop 全仓仅本处构造调用)。
# 构造注入一次给齐(后置 setter 群与商店重绑机制退役;_bind_shop 全仓仅本处构造调用)。
# ctx 键(冒险模式由 AdventureRunner._start_current_level 组包;缺省空字典 = 单关测试模式:
# 私有主角账自建〔空 override〕、充能账瘦壳自建、冒险桶本实例自有、pool 模式零注入):
# hero:HeroLedger(共享主角账——活引用)/loadout:AttuneLoadout(同调配装件)/adv_bucket:Dictionary(冒险桶宿主字典)
# 私有主角账三件自建〔空 override、数值账同源消费私有日记〕、冒险桶本实例自有、pool 模式零注入):
# stats:HeroStats/wallet:GpWallet/journal:GainJournal(共享主角账三件——活引用)/loadout:AttuneLoadout(同调配装件)/adv_bucket:Dictionary(冒险桶宿主字典)
# attunement:Array(同调装配集——活引用)/tree_rules:Array(树 rule 键集——活引用)/shop_mode:String("pool" 才注入池面)
# treasure_unlocked:Dictionary/hero_attack_type:String/hero_armor_type:String
# voucher_rap:int/voucher_time_sand:int(凭证出箱注入面)
@@ -71,11 +73,16 @@ var _generator # 参数化长图生成器(惰性建——NodeMapGenerator
func _init(db_ref: ConfigDb, rng_ref: RngServiceCore, ctx: Dictionary = {}) -> void:
db = db_ref
rng = rng_ref
if ctx.get("hero", null) is HeroLedger:
_hero = ctx["hero"]
_feats = _hero.feats # 特性集活引用注入(关内兑付 relic 当关生效——契约 6)
if ctx.get("stats", null) is HeroStats:
_stats = ctx["stats"]
_wallet = ctx["wallet"] if ctx.get("wallet", null) is GpWallet else GpWallet.new()
_journal = ctx["journal"] if ctx.get("journal", null) is GainJournal else GainJournal.new()
_feats = _stats.feats # 特性集活引用注入(关内兑付 relic 当关生效——契约 6)
else:
_hero.db = db # 直构私有账补表引用(单关模式——实例不重建,值重置走 start_level)
_journal = GainJournal.new() # 直构私有三件(单关模式——实例不重建,值重置走 start_level)
_wallet = GpWallet.new()
_stats = HeroStats.new(null, {}, _journal)
_stats.db = db # 直构私有账补表引用(单关模式——实例不重建,值重置走 start_level)
var loadout_ref: Variant = ctx.get("loadout", null)
loadout = loadout_ref if loadout_ref is AttuneLoadout else null # 直构=单关零 loadout(充能面跳过)
if ctx.get("adv_bucket", null) is Dictionary:
@@ -105,31 +112,31 @@ func _is_running() -> bool:
# ---- 测试面板覆盖(模拟天赋树属性提升——仅测试用,正式侧归 元进度;经 encounter 传入战斗)----
func set_hero_override(atk_pct: int, hp_pct: int) -> void:
_hero.set_debug_override(atk_pct, hp_pct)
_stats.set_debug_override(atk_pct, hp_pct)
# 生效公式单点归主角账(拆件批 T1——本类删公式本体,读面转调;叠加次序注释随公式迁主角账)
# 生效公式单点归数值账(本类删公式本体,读面转调;叠加次序注释随公式迁数值账)
func effective_atk() -> int:
return _hero.effective_atk()
return _stats.effective_atk()
func effective_max_hp() -> int:
return _hero.effective_max_hp()
return _stats.effective_max_hp()
func effective_ac() -> int:
return _hero.effective_ac()
return _stats.effective_ac()
# 行动点加成生效值(统一冒险加算区第四轴 ap;经战斗开始入参 hero_ap_bonus
# 行动点加成生效值(统一冒险加算区第四轴;经战斗开始入参 hero_ap_bonus
# 传入战斗域,兑现 = 每场战斗开始首轮行动点基线 +加成值〔行动经济 GDD 跨冒险行动点加成轴节〕)
func effective_ap_bonus() -> int:
return maxi(0, _hero.bonus_total("ap"))
return maxi(0, _journal.bonus_total("ap"))
# 覆盖复位(关卡结束归零——表值不可变,仅清百分比;调用方兼容保留)
func restore_hero_base() -> void:
_hero.set_debug_override(0, 0)
_stats.set_debug_override(0, 0)
# ---- 关卡生命周期 ----
@@ -152,8 +159,10 @@ func start_level(level_index: int, seed_val: int, base_override_in: Dictionary =
_phase = Phase.IDLE
_candidates = []
visited = []
_hero.rebase_override(base_override_in) # 永久强化 flat 重注(规范化归主角账——契约同冒险开始参数面)
_hero.reset_for_single_level() # 账面值重置(钱包/加算区/已购档/钥石/日记清零+生命置满——实例不重建,shop 绑定不换代)
_stats.rebase_override(base_override_in) # 永久强化 flat 重注(规范化归数值账——契约同冒险开始参数面)
_journal.reset_adventure_accounts() # 日记域账面清零(先于置满——生命口径不含加算区)
_wallet.clear_wallet() # 钱包清零
_stats.reset_for_single_level() # 数值账面重置(override 清零+生命置满+特性清零——实例不重建,shop 绑定不换代)
rng.new_adventure(seed_val) # 关卡起点 = 冒险起点(切片口径;跨关接续归 冒险结构)
if not _assign_generated_graph(row, seed_val):
_phase = Phase.ENDED
@@ -171,7 +180,7 @@ func start_level(level_index: int, seed_val: int, base_override_in: Dictionary =
# 种子域归冒险结构:本路径不重播种;账本归冒险结构:本路径不重置 gp/加算区/已购档,
# 也不重置 hero_hp——账本当前值即开局生命,AdventureRunner 已在主角账写好)。
# 流程与 start_level 同款(_find_level_row → 生成图装配 → 状态初始化 → _enter_node(入口)),
# 差异仅在恢复执行体的注入与零重置(主角账/冒险桶经 set_hero 注入——T1 过渡面,T3 收构造)。
# 差异仅在恢复执行体的注入与零重置(主角账三件/冒险桶经 ctx 构造注入)。
# defer_entry 尾参(缺省 false = 直接进节点)——true 时不自动
# _enter_node(entry),改置选路态(awaiting_choice + 单候选 = 入口节点),由 AdventureRunner 在
# level_started 之后调 present_entry_choice() 呈现、玩家 pick_next_node 显式进首战。拆两步的
@@ -302,7 +311,7 @@ func breakpoint_fragment() -> Dictionary[Variant, Variant]:
# "visited_ids": Array[int], "aux_items": Array};空字典 = 既有路径逐位不变)。
# 返回 resume_state 形态供 start_level_external 分派(_restore_to_stop / restore_treasure_items)。
func restore_fragment(resume_state: Dictionary) -> Dictionary:
var aux: Array = resume_state.get("aux_items", []) as Array
var aux: Array[Variant] = resume_state.get("aux_items", []) as Array
if not aux.is_empty():
restore_treasure_items(aux)
return resume_state
@@ -526,7 +535,7 @@ func _start_battle(node: Dictionary) -> bool:
"attack_type": _hero_attack_type, "armor_type": _hero_armor_type, # 两根类型轴(spawn 英雄快照;空串=锻造配置默认值回退)
"attunement": _attunement,
"loadout": loadout, # 同调配装件下传(充能单源化——reset_cycle/consume_charge 消费面;直构 null=零装配)
"hero": _hero, # 主角实体账下传(战末 bonus 汇入/真视计数单写原语消费面)
"journal": _journal, # 加算日记下传(战末 bonus 汇入/真视计数单写原语消费面)
"adv_bucket": _adv_bucket, # 冒险桶下传(效果引擎 adv_ 计数器宿主字典——跨战持久同一引用)
"level_counters": level_counters, # 关卡桶下传(同关跨战共享引用、随本类 new 天然空)
"feats": _feats,
@@ -661,9 +670,14 @@ func feats_held() -> Array:
return _feats.duplicate()
# 主角账只读出口(加算区生产读面承接—— AdventureRunner.hero() 同款组件交出)
func hero() -> HeroLedger:
return _hero
# 主角数值账只读出口(组件交出—— AdventureRunner.stats() 同款;v1.3 hero() 换代)
func stats() -> HeroStats:
return _stats
# 加算日记只读出口(bonus 生产读面承接——呈现层选路屏/结算行经此读加算区)
func journal() -> GainJournal:
return _journal
# 凭证出箱注入面(储备金袋 RAP/时沙 首轮 AP;节点级一次性,battle begin 消费后归零;缺省 0=零扰动)
@@ -710,10 +724,11 @@ func close_wallet() -> void:
# 实装归 ShopSession 件(双模式货架/定价/购买/刷新唯一宿主);本类保留同签名委托与件注入/
# 白盒入口——外部调用面与断点取数面零变化。
# 件注入(建件与宿主引用换代时调用——钱包/主角账/图行/装配集为共享引用,出账直接落同一引用)
# 件注入(建件与宿主引用换代时调用——钱包/主角账三件/图行/装配集为共享引用,出账直接落同一引用)
func _bind_shop() -> void:
_shop.bind({
"hero": _hero,
"wallet": _wallet,
"journal": _journal,
"level_row": level_row,
"tree_rules": _tree_rules,
"attunement": _attunement,
@@ -730,7 +745,7 @@ func _emit_wallet_event(event: String, gp_now: int, extra: Dictionary) -> void:
# 购血(商店 max_hp 商品——当前生命 +Δ 并封顶新上限,与账本置满/关卡完成回血同式)
func _gain_max_hp_flat(flat: int) -> void:
hero_hp = mini(hero_hp + flat, effective_max_hp())
_stats.hero_hp = mini(_stats.hero_hp + flat, _stats.effective_max_hp())
func shop_products() -> Array:
+14 -10
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@@ -1,6 +1,6 @@
## VERTICAL SLICE - NOT FOR PRODUCTION
## 商店会话件:关卡商店双模式(legacy 固定三件加定价/pool 共享令牌池)的货架、定价、购买与刷新唯一宿主。
## 钱包/主角账/装配集归宿主(HeroLedger 共享引用经 bind 注入——GP 读写与购买加算走主角账单点);
## 钱包/主角账/装配集归宿主(GpWallet/GainJournal 共享引用经 bind 注入——GP 读写走钱包、购买加算走日记单点);
## Core 层零 UI 依赖;公开面由 LevelRunner 同签名委托承载(外部调用面零变化);
## legacy 模式零 RNG 零池消费(off 对照承载)。
class_name ShopSession
@@ -63,7 +63,7 @@ func _spend_discounted(price: int) -> int:
func purchased_tier(product_id: String) -> int:
return _hero().purchase_tier(product_id)
return _journal().purchase_tier(product_id)
# 购买(未知商品/属性键出域/余额不足拒绝——返回 false 零副作用):
@@ -74,7 +74,7 @@ func buy_product(product_id: String) -> bool:
push_error("[关卡节点地图] 商店房未知商品: %s" % product_id)
return false
var attr := String(prow.get("attr", ""))
if not HeroLedger.BONUS_AXES.has(attr):
if not GainJournal.BONUS_AXES.has(attr):
push_error("[关卡节点地图] 商品属性键出域: %s(attr=%s)" % [product_id, attr])
return false
var price := current_price(prow)
@@ -83,10 +83,10 @@ func buy_product(product_id: String) -> bool:
return false # 余额不足(覆盖层按钮禁用为常态防线——此处兜底拒绝+静默留痕)
_set_gp(_gp() - price)
var flat := int(prow.get("flat_value", 0))
_hero().gain_bonus(attr, flat, "shop_product", product_id) # 加算区单写原语(明细+汇总同拍——wr1-s 同值承载)
_journal().gain_bonus(attr, flat, "shop_product", product_id) # 加算区单写原语(明细+汇总同拍——wr1-s 同值承载)
if attr == "max_hp":
(_hooks["max_hp_gain"] as Callable).call(flat) # 购血:上限与当前生命同步 +Δ(封顶新上限)
_hero().record_purchase(product_id)
_journal().record_purchase(product_id)
_emit("buy", {"product": product_id, "price": price})
return true
@@ -307,18 +307,22 @@ func shop_bp_visit_buys() -> int:
return visit_buys
# ---- 宿主引用读取(共享引用绑定面——钱包/账类/图行/装配集)----
# ---- 宿主引用读取(共享引用绑定面——钱包/加算日记/图行/装配集)----
func _gp() -> int:
return _hero().gp
return _wallet().gp
func _set_gp(v: int) -> void:
_hero().gp = v
_wallet().gp = v
func _hero() -> HeroLedger:
return _refs["hero"] as HeroLedger
func _wallet() -> GpWallet:
return _refs["wallet"] as GpWallet
func _journal() -> GainJournal:
return _refs["journal"] as GainJournal
func _level_index() -> int:
+2 -2
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@@ -17,7 +17,7 @@ static func refresh(stage: BattleStageView, info: HeroInfoPanelView, ap_bar: ApB
# 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〕。
# 呈现只读投影零核心触碰;行文格式=白名单项)
if runner != null and level_active:
var b: Dictionary[Variant, Variant] = runner.hero().bonus_snapshot() # 加算区住主角账
var b: Dictionary[Variant, Variant] = runner.journal().bonus_snapshot() # 加算区住加算日记
var lines: Array[String] = []
if int(b.get("atk", 0)) != 0:
lines.append("攻击 %+d" % int(b.get("atk", 0)))
@@ -310,7 +310,7 @@ static func gp_summary_text(payload: Dictionary, runner: Variant, save_manager:
static func bonus_summary_text(runner: Variant) -> String:
if runner == null:
return ""
var b: Dictionary[Variant, Variant] = runner.hero().bonus_snapshot() # 加算区住主角账
var b: Dictionary[Variant, Variant] = runner.journal().bonus_snapshot() # 加算区住加算日记
var parts: Array[String] = []
if int(b.get("atk", 0)) != 0:
parts.append("攻 %+d" % int(b.get("atk", 0)))
+5 -5
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@@ -31,8 +31,8 @@ static func _on_adventure_level_started(root: Variant, level_index: int, display
var ov: Dictionary[Variant, Variant] = root.meta.hero_override()
var boosted: bool = int(ov.get("atk", 0)) > 0 or int(ov.get("max_hp", 0)) > 0 \
or root.debug_overlay.atk_pct() > 0 or root.debug_overlay.hp_pct() > 0 \
or root.run_scope.runner.hero().bonus_total("atk") > 0 \
or root.run_scope.runner.hero().bonus_total("max_hp") > 0
or root.run_scope.runner.journal().bonus_total("atk") > 0 \
or root.run_scope.runner.journal().bonus_total("max_hp") > 0
root.log_view.append_bb(root.Narrator.level_open_line(display_name, int(root.run_scope.adventure.master_seed),
root.run_scope.runner.effective_atk(), root.run_scope.runner.effective_max_hp(), boosted))
@@ -217,9 +217,9 @@ static func _exit_level_screen(root: Variant) -> void:
# 选路屏状态栏装配(视图零核心态拼装——architecture §1.3:读核心态→拼展示文案集中于装配器)。
# 打开本屏/兑付确认回执后由组合根取成品喂入 apply_status(刷新时点与原视图内自刷一致)。
static func level_map_status_payload(runner: LevelRunner) -> Dictionary:
var atk_bonus := runner.hero().bonus_total("atk") # 加算区住主角账(读面经 hero() 出口承接)
var ac_bonus := runner.hero().bonus_total("armor_class")
var hp_bonus := runner.hero().bonus_total("max_hp")
var atk_bonus := runner.journal().bonus_total("atk") # 加算区住加算日记(读面经 journal() 出口承接)
var ac_bonus := runner.journal().bonus_total("armor_class")
var hp_bonus := runner.journal().bonus_total("max_hp")
var atk_txt := "%d" % runner.effective_atk()
if atk_bonus > 0:
atk_txt += " +%d" % atk_bonus # 加成角标(ASCII 加号——防像素字体缺 ⁺ 字形出豆腐块)
+1 -1
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@@ -58,7 +58,7 @@ static func _debug_run_data(root: Variant) -> Dictionary:
if r == null:
return {"seed": seed_txt, "level": "—", "node": "—", "hp": "—", "gp": "—", "keystone": "—"}
return {"seed": seed_txt, "level": int(root.run_scope.adventure.level_index), "node": int(r.node_index),
"hp": "%d/%d" % [int(r.hero_hp), int(r.effective_max_hp())], "gp": int(r.gp), "keystone": root.run_scope.adventure.hero().keystone_gained()}
"hp": "%d/%d" % [int(r.hero_hp), int(r.effective_max_hp())], "gp": int(r.gp), "keystone": root.run_scope.adventure.journal().keystone_gained()}
+1 -1
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@@ -713,7 +713,7 @@ func _ready() -> void:
while ol_r_wait < 24 and String(main.log_view._log.get_parsed_text()).count("· 种子 ") < 1:
ol_r_wait += 1
await get_tree().process_frame
if main.run_scope.runner == null or main.run_scope.runner.hero().bonus_total("atk") != 5:
if main.run_scope.runner == null or main.run_scope.runner.journal().bonus_total("atk") != 5:
_problems.append("开场行路径②③前提失守:续玩重建后加算区 atk!=5(断点回填链断)")
if ol_r_wait >= 24:
_problems.append("开场行路径②③失守:续玩重建未发开场行(选路停点形应重发——形态/驱动复核)")
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@@ -144,8 +144,8 @@ func _ready() -> void:
problems.append("当局数据 HP 失对(%s)" % str(rd.get("hp")))
if int(rd.get("gp", -1)) != int(r.gp):
problems.append("当局数据 GP 失对(%s ≠ %s)" % [str(rd.get("gp")), str(r.gp)])
if int(rd.get("keystone", -1)) != main.run_scope.adventure.hero().keystone_gained():
problems.append("当局数据钥石失对(%s ≠ %s)" % [str(rd.get("keystone")), str(main.run_scope.adventure.hero().keystone_gained())])
if int(rd.get("keystone", -1)) != main.run_scope.adventure.journal().keystone_gained():
problems.append("当局数据钥石失对(%s ≠ %s)" % [str(rd.get("keystone")), str(main.run_scope.adventure.journal().keystone_gained())])
var close_btn: Button = ProbeUiUtil.find_button(main.debug_overlay, "关闭", "prefix")
if close_btn == null:
problems.append("浮窗关闭钮缺失(真实收窗路径中断)")
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@@ -224,7 +224,7 @@ static func _on_adventure_node_entered(node: Dictionary, info: Dictionary, adr,
logger.attach_battle(r.current_battle())
if t == "boss":
st.boss_depth = int(node.get("depth", -1))
st.hp_at_boss = adr.hero().hero_hp
st.hp_at_boss = adr.stats().hero_hp
elif t == "reward":
# 奖励节点三选一(共享池确定性策略;TP0 起 316-f 判读:1 级最稀有、
# 同档并列取最左;替换放弃新件;兑付后 continue_after_node 回图选路)
@@ -274,7 +274,7 @@ static func _on_adventure_wallet(event: String, gp_val: int, extra: Dictionary,
# 奖励事件随 reward_events 留档)
static func _on_adventure_bonus(payload: Dictionary, st: Dictionary, adr) -> void:
var pl := payload.duplicate(true)
pl["bonus_max_hp"] = adr.hero().bonus_total("max_hp") # 观测面:停点时刻加算区快照(回血精确断言用)
pl["bonus_max_hp"] = adr.journal().bonus_total("max_hp") # 观测面:停点时刻加算区快照(回血精确断言用)
st.reward_events.append({"curio_pick": pl})
var candidates: Array = payload.get("candidates", []) as Array
if candidates.is_empty():
@@ -86,7 +86,7 @@ func _feats_breakpoint_roundtrip() -> void:
var sm_r = load("res://core/save_manager.gd").new(bp_path)
sm_r.load_from_disk()
a_r.set_save_manager(sm_r)
a_r._on_level_finished({"result": "victory", "hp": int(a_r.hero().hero_hp), "node_index": 1, "node_id": 1, "node_type": "shop"})
a_r._on_level_finished({"result": "victory", "hp": int(a_r.stats().hero_hp), "node_index": 1, "node_id": 1, "node_type": "shop"})
var bp_r: Dictionary = sm_r.breakpoint_snapshot()
Kit.check("断点附随件:relics 持有集入快照(迭代 12 T1 扩列)", (bp_r.get("relics", []) as Array).has("x3"))
Kit.check("断点附随件:adventure 计数器账本键在案(T6/T7 扩列)", bp_r.has("adventure_counters"))
+7 -7
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@@ -353,7 +353,7 @@ func _smoke_adventure() -> void:
l2_price_bonus = int(pb.get("bonus", 0))
Kit.check("进店余额 ≥ hp_up L2 首价(%d = 基价 %d + 关卡加成 %d——配置推导)" % [hp_price + l2_price_bonus, hp_price, l2_price_bonus], gp0 >= hp_price + l2_price_bonus)
Kit.check("购买 hp_up 受理(出账 + 加算区)", r8.buy_product("hp_up"))
var acc_shop: int = a8.hero().bonus_total("max_hp") # L1 三选一后 + 商店 3(首件随种子)
var acc_shop: int = a8.journal().bonus_total("max_hp") # L1 三选一后 + 商店 3(首件随种子)
Kit.check("统一冒险加算区含商店值(max_hp=%d ≥ 商店 3——L1 三选一件值另计)" % acc_shop, acc_shop >= 3)
a8._on_level_finished({"result": "victory", "hp": int(r8.hero_hp), "node_index": r8.node_index,
"node_id": r8.current_node_id(), "node_type": "shop"}) # 模拟 L2 关卡完成(victory 载荷直调——非末关)
@@ -364,9 +364,9 @@ func _smoke_adventure() -> void:
Kit.check("三选一点选兑付受理(候选取首件)", a8.stop().pick_curio(String(l2_pick.get("kind", "")), String(l2_pick.get("tier", "")), String(l2_pick.get("feat_id", ""))))
var picked2: String = String(a8.stop()._resolved.get("picked", ""))
var expect_acc: int = acc_shop + (int(a8.stop()._resolved.get("value", 0)) if picked2 == "max_hp" else 0)
Kit.check("三选一属性件与商店购买同账累加(max_hp=%d = %d + 三选一%s)" % [a8.hero().bonus_total("max_hp"), acc_shop, picked2], a8.hero().bonus_total("max_hp") == expect_acc)
Kit.check("三选一属性件与商店购买同账累加(max_hp=%d = %d + 三选一%s)" % [a8.journal().bonus_total("max_hp"), acc_shop, picked2], a8.journal().bonus_total("max_hp") == expect_acc)
var max_eff8: int = a8.effective_max_hp() # 账本生效上限含调试浮窗 pct(a8 已 set 400)
Kit.check("关卡完成部分回血封顶(hp %d ≤ 生效上限 %d——血回满语义退役)" % [a8.hero().hero_hp, max_eff8], a8.hero().hero_hp <= max_eff8)
Kit.check("关卡完成部分回血封顶(hp %d ≤ 生效上限 %d——血回满语义退役)" % [a8.stats().hero_hp, max_eff8], a8.stats().hero_hp <= max_eff8)
Kit.check("兑付后推进受理(下一关开始)", a8.continue_to_next_level())
# ⑨ 恢复点数学(接口③封顶公式三读数 + 同式两落点一致)
var a9 = load("res://core/adventure_runner.gd").new(_db, _fresh_rng(99))
@@ -416,8 +416,8 @@ func _smoke_adventure() -> void:
a12.start_adventure(12)
var cap := {"payload": {}}
a12.stop().curio_choice_presented.connect(func(p): cap["payload"] = p) # 停点件信号面(拆件批 T3 直连)
var max_full: int = int(_db.hero.max_hp) + int(a12.hero().base_override_flat().get("max_hp", 0))
a12.hero().hero_hp = max_full
var max_full: int = a12.stats().effective_max_hp() # 白板局无 override 无加算——置满口径=生效上限
a12.stats().hero_hp = max_full
a12._on_level_finished({"result": "victory", "hp": max_full, "node_index": 1, "node_id": 1, "node_type": "shop"})
Kit.check("满血关卡完成回血 0 合法(封顶口径——heal_gained=0 非负溢出)", int(cap["payload"].get("heal_gained", -1)) == 0)
# ⑬ 奖励节点共享池(同库同池同摘牌;TP0:attack 令牌耗尽后节点域同样零出现)
@@ -436,8 +436,8 @@ func _smoke_adventure() -> void:
Kit.check("奖励节点共享池:令牌耗尽同样不出候选(同库同池——%s)" % str(ncands13), not has_attack13)
a13.stop().present_node_curio(ncands13)
a13.stop().present_node_curio([{"kind": "gp", "tier": "common"}])
var gp13: int = a13.hero().gp
Kit.check("奖励节点 GP 件入账(钱包「奖励入账」收口——+%d)" % int(_db.adventure.curio_value("gp", "common")), a13.stop().apply_node_curio("gp", "common") and a13.hero().gp == gp13 + int(_db.adventure.curio_value("gp", "common")))
var gp13: int = a13.wallet().gp
Kit.check("奖励节点 GP 件入账(钱包「奖励入账」收口——+%d)" % int(_db.adventure.curio_value("gp", "common")), a13.stop().apply_node_curio("gp", "common") and a13.wallet().gp == gp13 + int(_db.adventure.curio_value("gp", "common")))
Kit.check("节点停点态兑付后清零(恰一次语义同构)", a13.stop()._node_pending.is_empty())
var s10: Dictionary = a10.summary
Kit.check("放弃摘要:abandoned · 未打穿(已获大奖励不追回——同失败型结算)", String(s10.get("result", "")) == "abandoned" and not bool(s10.get("cleared", true)))
+4 -4
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@@ -101,15 +101,15 @@ func _init() -> void:
var gp_taken_before := int(a._curio.taken.get("gp", 0))
Kit.check_quiet(a.stop().pick_curio("gp", "common") and int(a._curio.taken.get("gp", 0)) == gp_taken_before + 1,
"留任小GP 袋:GP 通道兑付受理(gp 计数入账——路由零变化)〔专长批 V10〕")
var hp_before: int = a.hero().hero_hp
var hp_before: int = a.stats().hero_hp
a.stop()._pending = {"candidates": [{"kind": "heal", "tier": "excellent"}]}
Kit.check_quiet(a.stop().pick_curio("heal", "excellent") and a.hero().hero_hp == mini(hp_before + int(db.adventure.curio_value("heal", "excellent")), a.effective_max_hp()),
Kit.check_quiet(a.stop().pick_curio("heal", "excellent") and a.stats().hero_hp == mini(hp_before + int(db.adventure.curio_value("heal", "excellent")), a.effective_max_hp()),
"留任应急口粮:当即回血 +6 封顶生效上限〔专长批 V10〕")
# V10-2 行动点上限归属性轴:ap kind 走加算区第四轴
a._curio.deck = [{"kind": "ap", "tier": "rare"}]
a.stop()._pending = {"candidates": a._curio.deck.duplicate()}
var ap_bonus_before: int = a.hero().bonus_total("ap")
Kit.check_quiet(a.stop().pick_curio("ap", "rare") and a.hero().bonus_total("ap") == ap_bonus_before + int(db.adventure.curio_value("ap", "rare")),
var ap_bonus_before: int = a.journal().bonus_total("ap")
Kit.check_quiet(a.stop().pick_curio("ap", "rare") and a.journal().bonus_total("ap") == ap_bonus_before + int(db.adventure.curio_value("ap", "rare")),
"行动点上限归属性轴:ap 兑付写加算区第四轴(bonus.ap 承载)〔专长批 V10〕")
# V16——断点扩容往返:新账本随断点快照/续玩回填(breakpoint_resume_test P5 同构)
+60 -37
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@@ -1,11 +1,14 @@
# VERTICAL SLICE - NOT FOR PRODUCTION
# 主角实体账单测(拆件批 T1——hr1 公式逐值/hr1-s 商店加算同值/hr2 三通道日记与断点片段)。
# 主角账三件单测(领域拆分批——hr1 公式逐值/hr1-s 商店加算同值/hr2 三通道日记与断点片段;
# HeroStats 数值域+GpWallet 钱包域+GainJournal 加算日记域逐件直构,另附源码断言面)。
# 公式判据值全部由表读值推导(禁数值字面量断言);真链段走 start_adventure 与 runner 接口③。
# 运行:godot --headless --path game --script res://tests/unit/core/hero_ledger_test.gd(expect 0)
extends SceneTree
const Kit := preload("res://tests/unit/test_kit.gd")
const HeroLedgerScript := preload("res://core/hero_ledger.gd")
const HeroStatsScript := preload("res://core/hero_stats.gd")
const GpWalletScript := preload("res://core/gp_wallet.gd")
const GainJournalScript := preload("res://core/gain_journal.gd")
const AdventureRunnerScript := preload("res://core/adventure_runner.gd")
const LevelRunnerScript := preload("res://core/level_runner.gd")
@@ -17,8 +20,9 @@ func _init() -> void:
quit(1)
return
# ---- hr1:生效公式逐值(表值+永久强化 flat 后乘调试 pct——与改前同式)----
var hero = HeroLedgerScript.new(db, {"atk": 3, "max_hp": 5, "armor_class": 2})
# ---- hr1:生效公式逐值(表值+永久强化 flat+加算区后乘调试 pct——与改前同式)----
var journal_a = GainJournalScript.new()
var hero = HeroStatsScript.new(db, {"atk": 3, "max_hp": 5, "armor_class": 2}, journal_a)
Kit.check_quiet(hero.effective_max_hp() == int(db.hero.max_hp) + 5,
"hr1 生效上限 = 表值+永久强化 flat(pct=0 乘法恒等)")
Kit.check_quiet(hero.effective_atk() == int(db.hero.atk) + 3,
@@ -29,47 +33,47 @@ func _init() -> void:
Kit.check_quiet(hero.effective_max_hp() == int(round(float(int(db.hero.max_hp) + 5) * 1.5)),
"hr1 调试 pct=50 后乘——上限 ×1.5(叠加次序:flat 先加 pct 后乘)")
hero.set_debug_override(0, 0)
hero.gain_bonus("max_hp", 4, "battle_export", "max_hp")
journal_a.gain_bonus("max_hp", 4, "battle_export", "max_hp")
Kit.check_quiet(hero.effective_max_hp() == int(db.hero.max_hp) + 5 + 4,
"hr1 加算区 flat 与永久强化 flat 同列基数(三段叠加)")
"hr1 加算区 flat 与永久强化 flat 同列基数(三段叠加——公式消费日记汇总)")
# hr1 回血封顶公式逐值(算术宿主=HeroLedger.rest_heal 单点——改前 LevelRunner.rest_heal 同式)
Kit.check_quiet(HeroLedgerScript.rest_heal(30, 25, 26) == mini(int(floor(26.0 * 30.0 / 100.0)), 26 - 25),
# hr1 回血封顶公式逐值(算术宿主=HeroStats.rest_heal 单点——改前 LevelRunner.rest_heal 同式)
Kit.check_quiet(HeroStatsScript.rest_heal(30, 25, 26) == mini(int(floor(26.0 * 30.0 / 100.0)), 26 - 25),
"hr1 回血 = floor(上限×比例÷100) 后封顶缺口(比例部分 7 > 缺口 1 → 1)")
Kit.check_quiet(HeroLedgerScript.rest_heal(30, 10, 26) == int(floor(26.0 * 30.0 / 100.0)),
Kit.check_quiet(HeroStatsScript.rest_heal(30, 10, 26) == int(floor(26.0 * 30.0 / 100.0)),
"hr1 回血比例部分未触封顶时按比例整值")
# ---- hr1 真链段:start_adventure 置满+接口③治疗封顶回报(runner._rest_handler → 主角账公式)----
# ---- hr1 真链段:start_adventure 置满+接口③治疗封顶回报(runner._rest_handler → 数值账公式)----
var rng = load("res://core/rng_service.gd").new()
rng.set_master_seed(1234)
var adr = AdventureRunnerScript.new(db, rng)
Kit.check_quiet(adr.start_adventure(1234, {}), "hr1 真链冒险启动(seed 1234)")
var runner = adr.runner()
Kit.check_quiet(runner.hero_hp == adr.hero().effective_max_hp(),
Kit.check_quiet(runner.hero_hp == adr.stats().effective_max_hp(),
"hr1 冒险开始生命账本置满生效上限(含 pct 口径——与战斗内同源)")
var healed: int = adr.apply_rest(30, runner.hero_hp, runner.effective_max_hp()) # 接口③真链(关卡恢复点兑付的同一 handler)
Kit.check_quiet(healed == HeroLedgerScript.rest_heal(30, runner.hero_hp - healed, runner.effective_max_hp()),
"hr1 接口③真链回报 = 主角账回血公式(恢复点兑付同链)")
Kit.check_quiet(healed == HeroStatsScript.rest_heal(30, runner.hero_hp - healed, runner.effective_max_hp()),
"hr1 接口③真链回报 = 数值账回血公式(恢复点兑付同链)")
# ---- hr1-s:商店属性商品加算走主角账单写原语(购买后 bonus_total 与旧径同值)----
# ---- hr1-s:商店属性商品加算走日记单写原语(购买后 bonus_total 与旧径同值)----
runner._gain_wallet(1000) # 钱包注入(测试直调写口——测试构造惯例)
var products: Array = runner.shop_products()
var bought := false
for p in products:
if int(p.get("price", 1 << 30)) <= 1000 and String(p.get("attr", "")) != "":
var attr := String(p.get("attr", ""))
var before: int = runner.hero().bonus_total(attr)
var before: int = runner.journal().bonus_total(attr)
bought = runner.buy_product(String(p.get("product_id", "")))
if bought:
Kit.check_quiet(runner.hero().bonus_total(attr) == before + int(p.get("flat_value", 0)),
Kit.check_quiet(runner.journal().bonus_total(attr) == before + int(p.get("flat_value", 0)),
"hr1-s 商店购买后 bonus_total 增量 = 商品 flat(加算走 gain_bonus 单写原语——同值承载)")
Kit.check_quiet(runner.hero().purchase_tier(String(p.get("product_id", ""))) == 1,
"hr1-s 购买档数记主角账(递增定价输入单点)")
Kit.check_quiet(runner.journal().purchase_tier(String(p.get("product_id", ""))) == 1,
"hr1-s 购买档数记日记(递增定价输入单点)")
break
Kit.check_quiet(bought, "hr1-s 真链购买受理(GP 充足路径)")
# ---- hr2:三通道日记(明细来源指回+汇总同步维护)----
var h2 = HeroLedgerScript.new(db, {})
var h2 = GainJournalScript.new()
h2.gain_bonus("atk", 5, "curio_pick", "attack")
h2.gain_bonus("atk", 2, "shop_product", "p_atk_1")
h2.gain_bonus("armor_class", 1, "battle_export", "armor_class")
@@ -94,32 +98,45 @@ func _init() -> void:
h2.record_vision_use()
Kit.check_quiet(h2.vision_used() == 1, "hr2 真视使用恰计一次")
# hr2 断点片段往返(日记在档=正主)
var frag: Dictionary = h2.breakpoint_fragment()
var h3 = HeroLedgerScript.new(db, {})
h3.restore_fragment(frag, {})
Kit.check_quiet(h3.bonus_total("atk") == 7 and h3.bonus_total("armor_class") == 1,
# hr2 断点片段往返(日记在档=现行事实源)——三件各交各键、并集拼装
var frag: Dictionary = {}
frag.merge(h2.breakpoint_fragment())
var w2 = GpWalletScript.new()
w2.gain_gp(37)
frag.merge(w2.breakpoint_fragment())
var s2 = HeroStatsScript.new(db, {}, GainJournalScript.new())
s2.hero_hp = 21
s2.feats.append("twin_pick")
frag.merge(s2.breakpoint_fragment())
var j3 = GainJournalScript.new()
var w3 = GpWalletScript.new()
var s3 = HeroStatsScript.new(db, {}, j3)
j3.restore_fragment(frag, {})
w3.restore_fragment(frag, {})
s3.restore_fragment(frag, {})
Kit.check_quiet(j3.bonus_total("atk") == 7 and j3.bonus_total("armor_class") == 1,
"hr2 片段往返:日记在档由明细推导汇总(逐轴相等)")
Kit.check_quiet(h3.hero_hp == h2.hero_hp and h3.gp == h2.gp and h3.keystone_gained() == 3 and h3.vision_used() == 1,
"hr2 片段往返:账面键逐值(生命/钱包/钥石/真视)")
Kit.check_quiet((h3._gain_log as Array).size() == 3 and (h3._bonus_detail as Array).size() == 3,
Kit.check_quiet(w3.gp == 37 and j3.keystone_gained() == 3 and j3.vision_used() == 1
and s3.hero_hp == 21 and (s3.feats_held() as Array).has("twin_pick"),
"hr2 片段往返:三件账面键逐值(生命/特性/钱包/钥石/真视)")
Kit.check_quiet((j3._gain_log as Array).size() == 3 and (j3._bonus_detail as Array).size() == 3,
"hr2 片段往返:日记全量还原")
# hr2 旧档回退(无日记键→汇总直载跳过比对)
var legacy: Dictionary = frag.duplicate(true)
legacy.erase("gain_journal")
var h4 = HeroLedgerScript.new(db, {})
h4.restore_fragment(legacy, {})
Kit.check_quiet(h4.bonus_total("atk") == 7 and h4.bonus_total("armor_class") == 1 and (h4._gain_log as Array).is_empty(),
var j4 = GainJournalScript.new()
j4.restore_fragment(legacy, {})
Kit.check_quiet(j4.bonus_total("atk") == 7 and j4.bonus_total("armor_class") == 1 and (j4._gain_log as Array).is_empty(),
"hr2 旧档缺日记→汇总键直载(跳过比对——旧档行为零变化)")
# hr2 日记在档推导比对不符→拒绝载入(fail-fast——汇总不回填)
var tampered: Dictionary = frag.duplicate(true)
(tampered["bonus"] as Dictionary)["atk"] = 99
var h5 = HeroLedgerScript.new(db, {})
h5.restore_fragment(tampered, {})
Kit.check_quiet(h5.bonus_total("atk") == 0,
"hr2 汇总与日记推导不符→拒载(汇总不回填——日记为正主)")
var j5 = GainJournalScript.new()
j5.restore_fragment(tampered, {})
Kit.check_quiet(j5.bonus_total("atk") == 0,
"hr2 汇总与日记推导不符→拒载(汇总不回填——日记为现行事实源)")
# ---- sc3 源码断言(拆件批 T3——构造注入收口与转发族退役的静态面)----
var adv_src := FileAccess.get_file_as_string("res://core/adventure_runner.gd")
@@ -127,8 +144,7 @@ func _init() -> void:
var bind_shop_adv: int = adv_src.count("func _bind_shop")
var bind_shop_lvl: int = lvl_src.count("func _bind_shop")
var bind_calls := 0 # 调用行计数(排除 func 定义行——行首剥缩进后以 _bind_shop() 起始)
for line in (adv_src + lvl_src).split("
"):
for line in (adv_src + lvl_src).split("\n"):
var t := line.strip_edges()
if t.begins_with("_bind_shop()"):
bind_calls += 1
@@ -145,5 +161,12 @@ func _init() -> void:
runledger_hits += FileAccess.get_file_as_string(f).count("RunLedger") + FileAccess.get_file_as_string(f).count("run_ledger")
Kit.check_quiet(runledger_hits == 0 and not FileAccess.file_exists("res://core/run_ledger.gd"),
"al4 RunLedger 全仓零引用+类文件已删(充能单源化退役收口)〔配装批 V4〕")
# hs1 源码断言(领域拆分批——hero_ledger 整类退役全仓零引用)
var heroledger_hits := 0
for f in ["res://core/adventure_runner.gd", "res://core/level_runner.gd", "res://core/battle_orchestrator.gd",
"res://core/shop_session.gd", "res://core/curio_stop.gd"]:
heroledger_hits += FileAccess.get_file_as_string(f).count("HeroLedger") + FileAccess.get_file_as_string(f).count("hero_ledger")
Kit.check_quiet(heroledger_hits == 0 and not FileAccess.file_exists("res://core/hero_ledger.gd"),
"hs1 hero_ledger 全仓零引用+类文件已删(主角账三件拆分退役收口)〔领域拆分批 V1〕")
quit(Kit.finish("hero_ledger_test", "PASS — 主角账公式/三通道日记/断点片段往返与旧档回退/源码断言 全绿"))
quit(Kit.finish("hero_ledger_test", "PASS — 主角账三件公式/三通道日记/断点片段往返与旧档回退/源码断言 全绿"))
@@ -1032,8 +1032,8 @@ func _smoke_shop_room() -> void:
var gp0: int = runner.gp
Kit.check("购买 atk_up 受理(现价 6)", runner.buy_product("atk_up"))
Kit.check("钱包扣现价 6(%d → %d)" % [gp0, runner.gp], runner.gp == gp0 - 6)
# 加算区住主角账
Kit.check("统一冒险加算区 atk +1(加算区住主角账)", runner.hero().bonus_total("atk") == 1 and runner.hero().bonus_total("max_hp") == 0 and runner.hero().bonus_total("armor_class") == 0)
# 加算区住加算日记
Kit.check("统一冒险加算区 atk +1(加算区住加算日记)", runner.journal().bonus_total("atk") == 1 and runner.journal().bonus_total("max_hp") == 0 and runner.journal().bonus_total("armor_class") == 0)
by_id = _shop_products_by_id(runner.shop_products())
Kit.check("atk_up 二购现价 = 4+2+2=8(步长 2 × 已购 1 档,现价现算)", int(by_id["atk_up"]["price"]) == 8 and int(by_id["atk_up"]["purchased"]) == 1)
# 行进段百分比归零(购买/生效断言按加算区裸值口径——调试浮窗百分比后乘;hp 快照钳到新口径上限防 spawn 越界,测试通道)
@@ -1318,10 +1318,10 @@ func _smoke_shop_pool() -> void:
var val_map := {"attack": "atk", "max_hp": "max_hp", "armor": "armor_class", "ap": "ap"}
var gp0: int = int(r8.gp)
var taken0: int = int(a8._curio.taken.get(kind, 0))
var val0: int = a8.hero().bonus_total(String(val_map[kind]))
var val0: int = a8.journal().bonus_total(String(val_map[kind]))
Kit.check("购买受理(pool 口——%s|%s)" % [kind, tier], r8.buy_pool_item(kind))
Kit.check("钱包扣现价(%d → %d)" % [gp0, int(r8.gp)], int(r8.gp) == gp0 - int(buy_c.get("price", 0)))
Kit.check("加算区 +令牌档位件值(池件=奖励件本体——%s|%s %+d)" % [kind, tier, int(_db.adventure.curio_value(kind, tier))], a8.hero().bonus_total(String(val_map[kind])) == val0 + int(_db.adventure.curio_value(kind, tier)))
Kit.check("加算区 +令牌档位件值(池件=奖励件本体——%s|%s %+d)" % [kind, tier, int(_db.adventure.curio_value(kind, tier))], a8.journal().bonus_total(String(val_map[kind])) == val0 + int(_db.adventure.curio_value(kind, tier)))
Kit.check("共享池账本 -1(跨渠道单点——taken %d → %d)" % [taken0, int(a8._curio.taken.get(kind, 0))], int(a8._curio.taken.get(kind, 0)) == taken0 + 1)
# A 链:同visit 第二购现价 = ceil(base×b^(l2−1)×A^1)(货架已全重抽——新卡新价同公式)
# A 链:白盒抬 GP 保证第二购场景确定构造(直改测试基建——非生产行为)
@@ -365,7 +365,7 @@ func _meta_injection() -> void:
int(r.effective_atk()) == int(_db.hero.atk) + int(ov.get("atk", 0)))
Kit.check("首战 hero_max_hp 与开局生命账本 = 表值 + 注入档",
int(r.effective_max_hp()) == int(_db.hero.max_hp) + int(ov.get("max_hp", 0))
and int(adr.hero().hero_hp) == int(_db.hero.max_hp) + int(ov.get("max_hp", 0)))
and int(adr.stats().hero_hp) == int(_db.hero.max_hp) + int(ov.get("max_hp", 0)))
# 白板:同种子下 空参数 = 零强化参数 = 纯表值(逐位一致——注入通道默认值漏改在此转红)
var adr_w = load("res://core/adventure_runner.gd").new(_db, _fresh_rng(920251))
Kit.check("白板冒险启动(无 params 实参——B1 空参数路径)", adr_w.start_adventure(920251))
@@ -511,10 +511,10 @@ func _smoke_forge_axes() -> void:
Kit.check("入战 AC 三层:甲型基础 12(重甲)+路线加值 1+局内 0〔锻造工坊批 V7〕",
int(r5.effective_ac()) == 12 + 1)
Kit.check("参数面快照入 runner(attack_type=normal/armor_type=heavy)〔锻造工坊批 V6〕",
adr5.hero().attack_type == "normal" and adr5.hero().armor_type == "heavy")
adr5.stats().attack_type == "normal" and adr5.stats().armor_type == "heavy")
# V6 锁死:开冒险后改存档选中→参数面/注入值不变(快照冻结;light=初始持有已解锁可切)
Kit.check("冒险开始后锁死:改存档选中不影响参数面快照与生效值(契约 8)〔锻造工坊批 V6〕",
mp5.forge_select_armor("light") and adr5.hero().armor_type == "heavy"
mp5.forge_select_armor("light") and adr5.stats().armor_type == "heavy"
and int(r5.effective_ac()) == 12 + 1)
# V5/V7 末端:enc 两轴直达 spawn 英雄快照(hero_attack 行携带选中类型键)
var run_ax = _run_battle(1, 0, {"attack_type": "pierce", "armor_type": "ward"})
@@ -273,9 +273,9 @@ func _init() -> void:
# ⑬ 真视使用计数链(受理成功恰计一次——主角账单点记录)
var rng13 = load("res://core/rng_service.gd").new(); rng13.set_master_seed(321)
var ob13 = orch_s.new(db, rng13)
var lg13 = load("res://core/hero_ledger.gd").new(db, {})
Kit.check_quiet(ob13.begin_battle({"level_index": 1, "node_depth": 0, "hero_hp": int(db.hero.max_hp), "attunement": ["incense_stick"], "hero": lg13}),
"计数链:装配起战(HeroLedger 携带)")
var lg13 = load("res://core/gain_journal.gd").new()
Kit.check_quiet(ob13.begin_battle({"level_index": 1, "node_depth": 0, "hero_hp": int(db.hero.max_hp), "attunement": ["incense_stick"], "journal": lg13}),
"计数链:装配起战(GainJournal 携带)")
var inv13 = load("res://core/treasure_items.gd").new(db)
var rec13: Dictionary = inv13.add_item("incense_stick", "attunement", Vector2i(-1, -1), 0)
ob13.treasure_inventory = inv13
@@ -1,6 +1,6 @@
# 需求卡片:冒险域拆件与账本实体化批(AdventureRunner 真拆分·主卡)
- 版本:**v1.2**(v1.0→grilling 一轮「回炉」13 阻断全折入→v1.1→二轮「通过附残留 8 条」全折入→v1.2 定稿,复核记录见 §12)
- 版本:**v1.3**(v1.0→grilling 一轮「回炉」13 阻断全折入→v1.1→二轮「通过附残留 8 条」全折入→v1.2 定稿→v1.3 领域拆分修订,复核记录见 §12。v1.3=2026-10-27 领域拆分修订——用户裁结构指标=缺陷,闸 09「标准是尺」口径下的还债实现,用户令本会话讨论后修订)
- 来源:[待办清单](../待办清单.md)「AdventureRunner 职责真拆分」条目(2026-10-25 登记,P0,状态=文档设计已闭合+待写卡)(唯一事实源:[architecture](../design/engineering/architecture/architecture.md) v1.16 核心层 HeroLedger/CurioStop 新件行+「冒险域拆分定稿」节)
- 归属:`game/core/` 新二件+adventure_runner/level_runner/curio_deck/shop_session/run_ledger/battle_orchestrator 改造+呈现接线面+测量面改址
- 排期:未编入(迭代批卡片;估时 ≈5–5.5 个工作日;姊妹副卡另 ≈1.5–2)
@@ -32,7 +32,7 @@
| u9 | RunLedger 瘦身 | bonus 账/vision 账/adventure_counters 桶全部退役迁出(桶归宿主+encounter `"adv_bucket"` 键);attune_charges 账保留(副卡退役) |
**完成定义**:
1. u1–u9 落地;全套闸按本批改动域选档全绿;S13 计数读数改善(adventure_runner 类变量 42→约 20、level_runner 38→约 30、board_view 45→32——读数记录进实现报告,基线禁改)。
1. u1–u9 落地;全套闸按本批改动域选档全绿;S13 计数读数改善(adventure_runner 类变量 42→约 20、level_runner 38→约 30、board_view 45→32——读数记录进实现报告,基线禁改)。**v1.3 增**:拆分后新件逐件落 gdstyle 默认线内——HeroStats 公开方法 12/GpWallet 5/GainJournal 13/RefreshBank 13(类变量各 ≤7)、CurioStop 收口公开方法恰 20、adventure_runner 公开方法 ≤23 基线内;battle_orchestrator 指标精确回位=类变量 50/begin_battle 函数长 ≤141/文件长恰 1314(闸 09 存量 FAIL 行「1314>1302」文本逐字保持,指纹 91d45583cf6d 不变);hero_ledger.gd 删除、grep `HeroLedger|hero_ledger|\.hero()` 代码引用零残留(manifest 文件名与历史性注释除外)。
2. 同种子改前改后:断点快照 27 键逐键逐位一致(含日记键前形态);冒烟/系统/单测/探针全绿。
3. 撤销证明逐 wr 行落地;三份产出物写齐(T6);独立验收审计过。
@@ -109,14 +109,18 @@
| 文件 | 职责 | 行为改动 |
|---|---|---|
| `game/core/hero_ledger.gd`(**新增**) | 主角实体账:数值面+获得日记三层+gp 单写原语+公式单点+断点片段 | 新件(承载迁移态,行为不变)→ wr1/wr6 |
| `game/core/curio_stop.gd`(**新增**) | 三选一停点件:停点三态/刷新三源账/兑付族/凭证出箱/信号面/断点片段 | 新件(承载迁移态)→ wr2/wr3/wr6 |
| `game/core/adventure_runner.gd`(修改) | 薄应用层:删数值面/停点族/六转发信号族;建件接线;断点拼盘口;件出口 hero()/stop() | 结构改动,行为不变 → wr4/wr6 |
| `game/core/level_runner.gd`(修改) | 构造注入收参;8 白盒属性删;重绑机制删;战斗→关卡信号族保留;断点关卡域片段方法 | 结构改动 → wr5/wr6 |
| `game/core/hero_stats.gd`(**新增**,v1.3 拆分) | 主角数值账:生命与特性持有集+永久强化快照+类型轴+生效公式单点+回血封顶+续玩生命钳制+断点片段(hero_hp/relics 两键) | 新件(hero_ledger 领域拆分——行为不变)→ wr1/wr6 |
| `game/core/gp_wallet.gd`(**新增**,v1.3 拆分) | GP 钱包:gain/spend/clear 单写原语+断点片段(gp 一键) | 新件(同上)→ wr1/wr6 |
| `game/core/gain_journal.gd`(**新增**,v1.3 拆分) | 加算日记:获得记录三层+统一加算区三通道+购买档数+钥石+真视+断点片段(六键) | 新件(同上)→ wr1/wr6 |
| `game/core/hero_ledger.gd`(**删除**,v1.3 拆分) | 原主角实体账整件退役——按领域拆入上三件(grep 零残留) | 结构改动(行为不变)→ wr1/wr6 |
| `game/core/refresh_bank.gd`(**新增**,v1.3 拆分) | 刷新账件:X 基数与余量/Y 池/刷新券存量账/付费刷计数与报价公式/免费位消耗序+断点片段(refresh_stock/attune_refresh_y 两键) | 新件(curio_stop 领域拆分——行为不变)→ wr2/wr6 |
| `game/core/curio_stop.gd`(**新增**) | 三选一停点件:停点三态/兑付族/谓词/凭证出箱/信号面/断点片段;刷新编排留件(查停点态→bank 支出→重抽重发);deck 纯委托删除(调用方直连 CurioDeck) | 新件(承载迁移态)→ wr2/wr3/wr6 |
| `game/core/adventure_runner.gd`(修改) | 薄应用层:删数值面/停点族/六转发信号族;建件接线(stats/wallet/journal/bank 四引用);断点拼盘口(三片段并集);件出口 stats()/wallet()/journal()/deck()/refresh_bank()/stop() | 结构改动,行为不变 → wr4/wr6 |
| `game/core/level_runner.gd`(修改) | 构造注入收参(ctx 三键 stats/wallet/journal);8 白盒属性删;重绑机制删;战斗→关卡信号族保留;断点关卡域片段方法 | 结构改动 → wr5/wr6 |
| `game/core/curio_deck.gd`(修改) | 纯池化:bind_handlers 删;consume_pool_purchase 改经注入 Callable | 结构改动 → wr3 |
| `game/core/shop_session.gd`(修改) | 账本引用换代(run_ledger→hero);商店属性加算改经 hero 单写原语 | 结构改动,写通道语义不变 → wr1 |
| `game/core/shop_session.gd`(修改) | 账本引用换代(run_ledger→wallet+journal);商店属性加算改经 journal 单写原语 | 结构改动,写通道语义不变 → wr1 |
| `game/core/run_ledger.gd`(修改) | 瘦身:bonus 账/vision 账/adventure_counters 桶全部退役迁出(桶归宿主字典+encounter `"adv_bucket"` 键);attune_charges 账+其三原语保留 | 结构改动 → wr1 |
| `game/core/battle_orchestrator.gd`(修改) | encounter 注入面:+`"hero"` 键;bonus_add_axis/vision_count_add 调用改指 hero;attune_charge_* 仍走 ledger 瘦壳 | 结构改动 → wr1 |
| `game/core/battle_orchestrator.gd`(修改) | encounter 注入面:+`"journal"` 键(v1.3——原 `"hero"` 键随拆分换代);bonus_add_axis/vision_count_add 调用改指 journal;attune_charge_* 仍走 ledger 瘦壳;结构指标回位(类变量 50/函数长/文件长——闸 09 口径) | 结构改动 → wr1 |
| `game/presentation/main_adventure_flow.gd`(修改) | 信号重连(level_started 重取点 is_connected 守卫);控制器件注入换代;bonus 读面改指 hero(:37-38) | 结构改动 → wr4/wr1 |
| `game/presentation/views/level_map_screen.gd`(修改) | bonus 读面改指 hero(:334/335/343) | 结构改动 → wr1 |
| `game/presentation/hud_presenter.gd`(修改) | bonus 读面改指 hero(:20/313) | 结构改动 → wr1 |
@@ -134,73 +138,107 @@
### 接口块
**HeroLedger(`game/core/hero_ledger.gd`)**
**HeroStats(`game/core/hero_stats.gd`,v1.3 拆分——数值域)**
```gdscript
class_name HeroLedger extends RefCounted
func _init(db_ref: ConfigDb, base_override_ref: Dictionary) -> void # 锻造强化快照构造注入(原 _base_override 迁入)
class_name HeroStats extends RefCounted
func _init(db_ref: ConfigDb, base_override_ref: Dictionary) -> void # 锻造强化快照构造注入
func set_debug_override(atk_pct: int, hp_pct: int) -> void # 调试百分比通道(adventure.set_hero_override 转发件内)
# ---- 数值面(自 adventure_runner 迁入,语义逐字不变)----
var hero_hp: int # 生命账(原 ledger["hero_hp"] 单值化——共享字典退役)
var gp: int # GP 钱包(原 ledger["gp"]——LevelRunner.gp 属性与 ShopSession 钱包读写全改指此单点)
func gain_gp(amount: int) -> void # gp 单写原语(clamp ≥0)
func spend_gp(amount: int) -> bool # gp 单写原语(不足 false 零副作用)
func clear_wallet() -> void # 收束清零
func reset_for_single_level() -> void # 单关模式重开重置(值重置非实例重建——shop 绑 hero 对象引用不换代,重绑因此消失;语义=现 start_level :151-164 重置面)
func effective_max_hp() -> int # 公式单点(与现 :305-307 逐字同式:表值+base_override+汇总,后乘本件 pct)
func effective_atk() -> int # 公式单点(与现 level :101-103 同式,迁入)
func effective_ac() -> int # 同上(level :114-115)
static func rest_heal(pct: int, hp: int, max_hp: int) -> int # 回血公式单点(自 LevelRunner.rest_heal 迁入)
# ---- 获得日记三层 ----
func record_gain(source_class: String, kind: String, detail: Dictionary) -> int # 获得记录列表追加,返回记录 id
func gain_bonus(axis: String, value: int, source_class: String, kind: String) -> void # 明细+汇总同步维护(三通道统一入口;战末通道 source_class="battle_export"、kind=轴名——battle :1125-1127 按轴逐条调)
func bonus_total(axis: String) -> int # 汇总读面
func record_purchase(product_id: String) -> void # 购买条目(定价读数走 purchase_tier)
func purchase_tier(product_id: String) -> int
func record_keystone_drop(drop: Dictionary) -> void # 本局增量(keystone 更名 keystone_gained 语义)+逐杀明细
func keystone_gained() -> int
func record_vision_use() -> void; func vision_used() -> int
var feats: Array[String] # 特性持有集(活引用注入——G12 语义)
func clamp_hp_to_resume_cap(db_max_hp: int) -> void # 续玩生命钳制(原 _resume_params mini 式逐字收进——上限=表值+永久强化 flat 后乘调试 pct)
func rebase_override(raw: Dictionary) -> void
func reset_for_single_level() -> void # 单关重开:override 清零+本域账面重置(钱包/日记清零各归各件)
func reset_adventure_accounts() -> void # 生命置满生效上限+特性持有集清零
func effective_max_hp() -> int; func effective_atk() -> int; func effective_ac() -> int # 公式单点
static func rest_heal(pct: int, hp: int, max_hp: int) -> int # 回血公式单点
var hero_hp: int # 生命账
var feats: Array[String] # 特性持有集(活引用注入)
func feats_held() -> Array
# ---- 断点片段 ----
func breakpoint_fragment() -> Dictionary # hero_hp/bonus(汇总快照)/获得日记键/purchased/keystone 相关/relics/vision_counter_used
func restore_fragment(frag: Dictionary, params: Dictionary) -> void # 日记缺键→汇总直载跳过比对;在档→推导比对不符 push_error+拒载
var attack_type := ""; var armor_type := "" # 两根类型轴快照
func breakpoint_fragment() -> Dictionary # hero_hp/relics 两键
func restore_fragment(frag: Dictionary, params: Dictionary) -> void
```
**CurioStop(`game/core/curio_stop.gd`)**
**GpWallet(`game/core/gp_wallet.gd`,v1.3 拆分——钱包域)**
```gdscript
class_name GpWallet extends RefCounted
var gp: int
func gain_gp(amount: int) -> void; func spend_gp(amount: int) -> bool; func clear_wallet() -> void
func breakpoint_fragment() -> Dictionary # gp 一键
func restore_fragment(frag: Dictionary, params: Dictionary) -> void
```
**GainJournal(`game/core/gain_journal.gd`,v1.3 拆分——加算日记域)**
```gdscript
class_name GainJournal extends RefCounted
const BONUS_AXES: Array[String] = ["atk", "max_hp", "armor_class", "ap"]
func gain_bonus(axis: String, value: int, source_class: String, kind: String) -> void # 三通道统一入口(明细+汇总同拍)
func bonus_total(axis: String) -> int; func bonus_snapshot() -> Dictionary
func record_purchase(product_id: String) -> void; func purchase_tier(product_id: String) -> int
func record_keystone_drop(drop: Dictionary) -> void; func keystone_gained() -> int; func keystone_drop_log() -> Array
func record_vision_use() -> void; func vision_used() -> int
func reset_adventure_accounts() -> void # 日记域账面清零(汇总/明细/记录/已购档/钥石/真视)
func breakpoint_fragment() -> Dictionary # bonus/shop_purchased/keystone/keystone_drops/vision_counter_used/gain_journal 六键
func restore_fragment(frag: Dictionary, params: Dictionary) -> void # 缺日记→汇总直载 clamp;在档→明细推导比对不符 push_error 拒载
```
**RefreshBank(`game/core/refresh_bank.gd`,v1.3 拆分——刷新账域,零停点态依赖)**
```gdscript
class_name RefreshBank extends RefCounted
func _init(db_ref: ConfigDb) -> void
func set_refresh_x_cap(total: int) -> void # X 基数注入(装配集 bonus_refresh magnitude 合计——宿主 start/resume 时点)
func set_refresh_y(v: int) -> void; func refresh_y() -> int # Y 冒险周期池
func add_refresh_stock(n: int) -> void; func refresh_stock() -> int # 刷新券存量账(冒险级)
func free_left() -> int # 合计读面(X+Y+存量——原 attune_refresh_left 迁入)
func spend_free() -> bool # 免费位消耗(X→Y→存量序逐字;全空 false 零副作用)
func charge_paid() -> void; func gp_cost() -> int # 付费刷计数递增/报价公式(ceil 基价×曲线^已付费刷——原式迁入)
func reset_x() -> void # X 每碰三选一重置回基数(不结转)
func reset_paid() -> void # 付费刷计数随停点清零(对齐商店进店清零)
func breakpoint_fragment() -> Dictionary # refresh_stock/attune_refresh_y 两键
func restore_fragment(frag: Dictionary, params: Dictionary) -> void # Y 缺键回退参数面(params_fallback 逐字)
```
**CurioStop(`game/core/curio_stop.gd`,v1.3 收口后保留面)**
```gdscript
class_name CurioStop extends RefCounted # 生命周期=每冒险一次(AdventureRunner 冒险开始建;关卡换实例不换件)
signal curio_choice_presented(payload: Dictionary) # 自 adventure_runner 迁入,载荷逐字不变
signal curio_choice_presented(payload: Dictionary) # 载荷逐字不变
signal curio_resolved(result: Dictionary)
func _init(db_ref: ConfigDb, deck_ref: CurioDeck, hero_ref: HeroLedger, snapshot_call: Callable) -> void
func rebind_level_runner(runner: LevelRunner) -> void # 每关注入时点=AdventureRunner._start_current_level 建件接线处:存当前关卡对象的 grant_curio_gp 方法 Callable(GP 件入账维持现路径与 wallet_changed 发射序——第二关起绑新 runner,防调死对象)
# ---- 五组入口 ----
func open_level_clear(payload_base: Dictionary) -> void # 收编 _on_level_finished 停点段:抽签(level_clear)/置在途态/发信号/触发落盘回调
func present_node_curio(candidates: Array) -> void
func _init(db_ref: ConfigDb, deps: Dictionary, snapshot_call: Callable) -> void
# deps = {deck:CurioDeck, stats:HeroStats, journal:GainJournal, bank:RefreshBank}——构造注入一次给齐
func rebind_level_runner(runner: LevelRunner, level_index: int) -> void # 每关注入时点(GP 件入账回调换代)
# ---- 停点编排保留面(公开方法恰 20——gdstyle 默认线)----
func open_level_clear(payload_base: Dictionary) -> void
func present_node_curio(candidates: Array) -> void; func node_curio_candidates() -> Dictionary
func pick_curio(kind: String, tier: String = "", feat_id: String = "") -> bool
func apply_node_curio(kind: String, tier: String = "", feat_id: String = "") -> bool
func skip_empty_curio() -> bool
func refresh_curio() -> bool; func refresh_curio_paid() -> bool
func curio_refresh_gp_cost() -> int; func attune_refresh_left() -> int; func refresh_stock() -> int
func curio_stop_pending() -> bool # 名继承现役 :584 谓词
func stop_resolved() -> bool # 放行谓词(已兑付待推进且无在途停点)
func node_curio_pending_state() -> Dictionary
func skip_empty_curio() -> bool; func node_curio_pending_state() -> Dictionary
func refresh_curio() -> bool; func refresh_curio_paid() -> bool # 编排=查停点态→bank 支出→重抽重发
func curio_stop_pending() -> bool; func stop_resolved() -> bool
func consume_pool_purchase(kind: String, tier: String) -> bool
func reset_adventure_state() -> void
func restore_pending(bp_pending: Dictionary) -> void
func restore_resolved(payload: Dictionary) -> void # v1.3 合并 reemit——置态后重发(resume 只重发不重兑付)
func clear_resolved() -> void
func voucher_outbox() -> Dictionary # 凭证出箱 {rap:int, time_sand:int}——战首取走清零
func draw_candidates(channel: String) -> Array # 经 deck(reward_pick 流不变)
# ---- 断点片段 ----
func breakpoint_fragment() -> Dictionary # bonus_pending/bonus_result/feat_ticket_*/refresh_stock/attune_refresh_y(读侧 params 回退经参传入)
func breakpoint_fragment() -> Dictionary # bonus_pending/bonus_result/feat_ticket_*
func restore_fragment(frag: Dictionary, params: Dictionary) -> void
# v1.3 删除:feat_ticket_consider/curio_cap_ok/pool_stock(deck 纯委托——调用方直连 CurioDeck)、
# pool_stock_snapshot/draw_candidates(同上)、resolved_payload(零消费死面)、reemit_resolved(并入 restore_resolved)、
# 刷新族七方法(set_refresh_x_cap/set_refresh_y/refresh_y/add_refresh_stock/refresh_stock/attune_refresh_left/curio_refresh_gp_cost→RefreshBank)
```
**adventure_runner 应用层(保留/新增面)**
```gdscript
func _init(db_ref: ConfigDb, rng_ref: RngServiceCore, save_manager_ref = null) -> void # 存档承载改构造注入(缺省 null=断点静默,原语义)
func hero() -> HeroLedger # 件出口(组件交出,非委托壳)
func stats() -> HeroStats; func wallet() -> GpWallet; func journal() -> GainJournal # 件出口(v1.3——hero() 随三件拆分换代)
func deck() -> CurioDeck; func refresh_bank() -> RefreshBank # 件出口(v1.3——停点件 deck 纯委托删除后调用方直连面)
func stop() -> CurioStop
# 保留:start_adventure/resume_adventure/continue_to_next_level/abandon/state/summary/runner()/set_hero_override
# 删除:数值面方法族/停点族方法/六转发信号与 _forward_*/_bp_parts 五连挖(改收片段)
# 删除:数值面方法族/停点族方法/六转发信号与 _forward_*/_bp_parts 五连挖(改收片段)/hero()
# BREAKPOINT_FIELDS 常量保留本件=键序契约(拼盘口按此断言完整性)
```
@@ -208,13 +246,15 @@ func stop() -> CurioStop
```gdscript
func _init(db_ref: ConfigDb, rng_ref: RngServiceCore, ctx: Dictionary) -> void
# ctx 键(一次给齐,后置 setter 群删除——grilling 一轮补全 12 键):
# hero:HeroLedger/ledger:RunLedger(瘦壳——本卡仅传,副卡删)/
# attunement:Array/tree_rules:Array/shop_mode:String/treasure_unlocked:Dictionary/
# ctx 键(一次给齐,后置 setter 群删除——grilling 一轮补全 12 键;v1.3 hero 键换代三键):
# stats:HeroStats/wallet:GpWallet/journal:GainJournal(共享主角账三件——活引用)/loadout:AttuneLoadout(同调配装件)/
# adv_bucket:Dictionary(冒险桶宿主字典)/attunement:Array/tree_rules:Array/shop_mode:String/treasure_unlocked:Dictionary/
# hero_attack_type:String/hero_armor_type:String/voucher_rap:int/voucher_time_sand:int/
# pool_wiring:Dictionary(池模式装配 4 参收编:{deck:Array, consume:Callable, ticket:Callable, cap:Callable}——缺省空字典=legacy 零注入)
# start_level(单关测试模式)件内自建私有 HeroLedger(_init 即建、空 override 注入——shop 绑定因此仍仅构造一次;start_level 收 base_override_in 经 hero 重注+reset_for_single_level() 值重置,实例不重建)
# 新增:func hero() -> HeroLedger # 只读出口(bonus 生产读面 5 文件经现 run_ledger 访问链改此承接)
# start_level(单关测试模式)件内自建私有三件(_init 即建、空 override 注入——shop 绑定因此仍仅构造一次;
# start_level 收 base_override_in 经 stats 重注+三件各归各件清零,实例不重建)
# 新增:func stats() -> HeroStats # 只读出口(v1.3——hero() 换代;bonus 生产读面经 journal() 承接)
# func journal() -> GainJournal
# start_level_external 收参收窄为 (level_index:int, defer_entry:bool, resume_state:Dictionary)
# 新增:func breakpoint_fragment() -> Dictionary # 关卡域五键(node_id/visited_ids/aux_items/shop_shelf/shop_visit_buys)
# func restore_fragment(resume_state: Dictionary) -> void # 断点重建参数面收口(原 _resume_bp 直读面收编)
@@ -327,6 +367,8 @@ func _init(db_ref: ConfigDb, rng_ref: RngServiceCore, ctx: Dictionary) -> void
**二轮闭合复检(2026-10-26,同一独立子代理)**:判「通过(附残留 8 条,无新阻断)」——13 阻断逐条核闭合(含三处点名矛盾检查:桶迁移与契约 8 一致、rebind 时点先于该关全部信号发射无冲突、副卡键值校验与零行为变化自洽)。残留 8 条已折入 v1.2:R1 数字统一(u8/契约 9/wr7/§6 四处 47→49+B 类 68→78);R2 B 类补 run_ledger 账本断言族(约 10 处/3 文件改指);R3 bonus 读面经 LevelRunner `hero()` 只读出口承接写明;R4 单关模式 `_init` 即建私有 hero(空 override)+start_level 经 reset 重注——绑定仍仅构造一次;R5 结构图 run_ledger 行同步桶退役+battle 直构空字典兜底;R6/R7/R8 归副卡折入。估时分项和 5.35d 对齐。
**领域拆分修订动因(2026-10-27,v1.3——用户令本会话讨论后修订)**:实现批收口呈报的结构指标超标(hero_ledger 公开方法 29、curio_stop 公开方法 34/类变量 18/_apply_curio_pick 分支 10 返回 9——五条 NEW;宿主 battle_orchestrator 类变量/函数长/文件长三条恶化)经用户裁「结构指标=缺陷、按领域切分」定案为还债实现,随本卡迭代收口批执行:①hero_ledger 按领域拆三件(HeroStats 数值与公式/GpWallet 钱包/GainJournal 加算日记——断点片段三件各交各账、应用层并集拼装,28 键对拍基线逐位一致为硬验收);②curio_stop 拆出 RefreshBank 刷新账件(停点态零依赖)+删五条 deck 纯委托(调用方经 adventure.deck() 直连)+resolved_payload 死面删除+reemit_resolved 并入 restore_resolved;③battle_orchestrator 指标精确回位(类变量 50、begin_battle ≤141、文件长恰 1314——闸 09「标准是尺」存量红两行的行文本与指纹逐字保持,多一行少一行都改指纹)。行为零变化契约不变;机检口径仍按 §13——禁为计数保留无效成员,本修订的全部公开面收敛都来自真实调用面。
## 13. 禁为机检文本保留无效成员(重构类必填条款)
禁止为迎合机检消息文本(含计数)而保留或新增无效成员/别名;本批撤除的 25 条转发属性即该债务的清偿——不得以「基线计数」「探针便利」等理由保留任何一条或新增同种转发;机检键与卡片契约互斥时实现段一律停卡呈报,不得自造第三条路(code-conventions §1.1 同款)。
@@ -1,6 +1,6 @@
# 需求卡片:同调配装充能域封装批(AdventureRunner 真拆分·副卡)
- 版本:**v1.2**(v1.0→grilling 一轮「回炉」5 阻断全折入→v1.1→二轮「通过附残留」R6/R7/R8 折入→v1.2 定稿,复核记录见 §12)
- 版本:**v1.3**(v1.0→grilling 一轮「回炉」5 阻断全折入→v1.1→二轮「通过附残留」R6/R7/R8 折入→v1.2 定稿→v1.3 领域拆分修订,复核记录见 §12。v1.3=2026-10-27 领域拆分修订——用户裁结构指标=缺陷,闸 09「标准是尺」口径下的还债实现,用户令本会话讨论后修订)
- 来源:[待办清单](../待办清单.md)「AdventureRunner 职责真拆分」条目(2026-10-25 登记,P0,状态=文档设计已闭合+待写卡)(唯一事实源:[architecture](../design/engineering/architecture/architecture.md) v1.16 AttuneLoadout 新件行+「冒险域拆分定稿」节充能单源化句)
- 归属:`game/core/` 新一件(attune_loadout)+run_ledger 整类退役+battle_orchestrator 使用/重置路径+断点旧档迁移
- 排期:未编入(迭代批卡片;估时 ≈1.5–2 个工作日)
@@ -10,7 +10,7 @@
## 0. 前置依赖与并行性
- **第〇步核对(2026-10-26 写卡会话)**:来源条目=设计线条目(同主卡),闭合凭据=architecture v1.16,放行。
- **前置卡接口取用**:主卡 T1 产出的 HeroLedger 与 encounter `"hero"` 键、T3 产出的 ctx 注入面与「关卡开始信号前零发射」头注契约、T4 产出的片段三接口形态——本卡在同形接口上扩展充能域。
- **前置卡接口取用**:主卡 T1 产出的主角账件(v1.3 拆分后=HeroStats/GpWallet/GainJournal 三件)与 encounter `"journal"` 键、T3 产出的 ctx 注入面与「关卡开始信号前零发射」头注契约、T4 产出的片段三接口形态——本卡在同形接口上扩展充能域。
- 并行冲突:与主卡串行(硬前置);与「通关口径换代批」(在册 v1.1)真实交叠=**adventure_runner+level_runner 两文件**(该批 C 注释面 adventure_runner 14 处/level_runner 3 处——本卡改其建件接线与 ctx;该批六件清单无 battle_orchestrator)——先后做者 T0 行号复核吸收;其余在册卡零交叠。
## 1. 目标与完成定义
@@ -122,9 +122,9 @@ func restore_fragment(frag: Dictionary, inventory: TreasureItems) -> void # 旧
**battle_orchestrator 改指**:`begin_battle` encounter 删 `"ledger"` 键——桶挂链走主卡已建的 `"adv_bucket"` 键(:382 改指已完成于主卡 T1,本卡零动作)、`"hero"` 键沿用;encounter 增 `"loadout": AttuneLoadout` 键;`_reseed_attune_charges(reset)` 改调 `loadout.reset_cycle(reset, treasure_inventory)`(:228-246 语义逐字承);使用点 `:757` 改 `loadout.consume_charge(...)`;`:239` 充能设定改种行路径;`:381` ledger 类型检查与 `RunLedger.new()` 兜底删除。
**测试直构面改址(grilling 一轮补查)**:treasure_effects_test:275、round_flow_skill_pool_test:969/994(`load("res://core/run_ledger.gd").new()` 直构+encounter "ledger" 注入)→ 改直构 HeroLedger+"hero"/"adv_bucket" 键注入;meta_progression_forge_test:290-291 同款;effect_engine.gd:94/effect_context.gd:3 注释中 RunLedger 表述随批清(注释面,非行为)。
**测试直构面改址(grilling 一轮补查)**:treasure_effects_test:275、round_flow_skill_pool_test:969/994(`load("res://core/run_ledger.gd").new()` 直构+encounter "ledger" 注入)→ 改直构主角账件+`"journal"`/`"adv_bucket"` 键注入(v1.3——原 `"hero"` 键随主角账三件拆分换代);meta_progression_forge_test:290-291 同款;effect_engine.gd:94/effect_context.gd:3 注释中 RunLedger 表述随批清(注释面,非行为)。
**主卡接口取用**:HeroLedger(无充能交互)、ctx 注入面(本卡扩两键)、片段三接口形态(本卡同形扩展)。
**主卡接口取用**:主角账件(v1.3 拆分后=HeroStats/GpWallet/GainJournal 三件——充能交互零涉及)、ctx 注入面(本卡扩两键)、片段三接口形态(本卡同形扩展)。
### 落位与可复用性预检
@@ -202,6 +202,8 @@ func restore_fragment(frag: Dictionary, inventory: TreasureItems) -> void # 旧
**二轮闭合复检(2026-10-26,同一独立子代理)**:判「通过(附残留,无新阻断)」——5 阻断全核闭合、「键值仅校验读数与零行为变化」边界判自洽。残留 R6/R7/R8 已折入 v1.2:R6 契约 2 旧句(两读法兜底)删、wr1 列改单源对拍、§1 目标句旧措辞(同调行迁移)改「旧档读侧以行集为源」;R7 结构图补 feat_vouchers_test 充能直写 8 处改指行;R8 并行注记事实订正(通关批 C 面六件无 battle_orchestrator,真实交叠=adventure_runner+level_runner)。
**领域拆分修订动因(2026-10-27,v1.3——用户令本会话讨论后修订)**:主卡 v1.3 领域拆分(用户裁「结构指标=缺陷」还债实现)把主角账 HeroLedger 拆为 HeroStats/GpWallet/GainJournal 三件、battle encounter `"hero"` 键换代 `"journal"`——本卡对主卡产物的取用面(前置卡接口取用句、测试直构改址行、接口取用行)随换代同步改写;本卡自身范围(AttuneLoadout 建件、RunLedger 退役、使用管线逐位不变)零改动。
## 13. 禁为机检文本保留无效成员(重构类必填条款)
同主卡:禁止为迎合机检消息文本保留或新增无效成员/别名;RunLedger 的删除不得以任何「基线便利」理由拖延或保留空壳;机检键与契约互斥时停卡呈报(code-conventions §1.1 同款)。