## VERTICAL SLICE - NOT FOR PRODUCTION ## 秘宝关卡域库存+整图叠加层:全程零随机零特判,同操作序列重放库存与叠加层投影逐位相同(垂直切片验证:道具全程确定性)。 ## Used 不可逆——consume 后保留只读,枚举序=受理序;库存关卡域跨战斗延续、关卡末清空,叠加层随图消亡(清空编排归调用方,本类只供 clear/reset/retire_overlays)。 ## 零特判纪律:本类不写任何其他系统状态,排雷玩法代码零本系统分支;相位检查归战斗编排 use_treasure——validate_use 是纯谓词零消耗。 class_name TreasureItems extends RefCounted var _items: Array[Variant] = [] # [{handle, item_id, used}]——受理序;Used 保留只读 var _handle_seq := 0 # 受理序句柄(单调递增——零随机) var _reveal_cells := {} # 真视集:Vector2i → true(危险格标记——封印仍走既有 seal 路径) var _preview_cells := {} # 预读集:Vector2i → true(奖励身份徽章呈现挂点) var _last_reject := "" # 诊断面(最近一次拒绝原因——呈现反馈取数) # ---- 生命周期 ---- # 关卡开始/关卡末清空(clear_inventory 幂等;关卡末清空前取 inventory_count() 快照做可见反馈) func reset() -> void: _items.clear() _handle_seq = 0 retire_overlays() # 授予(战斗结算 grant 路由——来源可归因:source_class+cell+round_index) func add_item(item_id: String, source_class: String, cell: Vector2i, round_index: int) -> Dictionary: _handle_seq += 1 var rec := { "handle": _handle_seq, "item_id": item_id, "source_class": source_class, "origin_cell": cell, "round_index": round_index, "used": false, } _items.append(rec) return rec.duplicate() # ---- 库存读面(C 区槽位常读)---- # 枚举序=受理序;Used 保留只读;逐件含 usable 整图零信息预判(调用方喂板面回调) func query_inventory(board_has_preview_info: Callable) -> Array: var out: Array[Variant] = [] for rec in _items: var row: Dictionary[Variant, Variant] = rec.duplicate() row["usable"] = _usable_now(String(rec.item_id), board_has_preview_info) out.append(row) return out func inventory_count() -> int: return _items.size() # 整图零信息可用性预判(图标置灰/入口禁用判据——GDD「整张图都没东西可看」级): # 真视恒可用(零雷窗口=信息非空);AP 类恒可用(组合判据取 OR——任一效果有信息即可用); # 纯预读行 = 板上还有未开格才可用。(积点件不入使用面——自动兑付无玩家入口) func _usable_now(item_id: String, board_has_preview_info: Callable) -> bool: var row: Dictionary[Variant, Variant] = _item_row(item_id) if row.is_empty(): return false var kinds: Array[Variant] = row.get("effect_kinds", []) if kinds.has("mine_reveal") or kinds.has("ap_grant"): return true return bool(board_has_preview_info.call()) if board_has_preview_info.is_valid() else true func _item_row(item_id: String) -> Dictionary: if _db == null: return {} var db_crossrun = _db.get("crossrun") if db_crossrun != null: return db_crossrun.treasure_items.row_by_id(item_id) # 表访问收口(正式面走 ConfigDB 容器直连) return _db.treasure_items.row_by_id(item_id) # 桩表面(单测 StubDB 无容器——直读保留,随测试面演进退役) # 不标具体类型原因:单元测试注入 StubDB 桩表(treasure_items_test.gd)——typed 赋值会运行期拒收,保守保持 null 注 var _db = null # ConfigDB(行定义读取——_init 注入;测试可注入桩表) func _init(db_ref = null) -> void: _db = db_ref # ---- 使用校验(战斗结算 use_treasure 编排第二步——纯谓词+投影,零消耗零副作用)---- # target = 目标格(空间行=3×3 窗口中心;ap 行忽略)。board_size = 板维度; # cell_unrevealed_cb = Callable(Vector2i) -> bool(排雷玩法 只读面——预读窗口信息判据)。 # 返回 {ok, reason, resolved: Array[Vector2i], item_id, kinds}——ok=false 时 reason 可呈现。 func validate_use(handle: int, target: Vector2i, board_size: Vector2i, cell_unrevealed_cb: Callable) -> Dictionary: var rec := _rec_by_handle(handle) if rec.is_empty(): return _reject("句柄不存在") if bool(rec.used): return _reject("道具已使用(Used 不可逆)") var row: Dictionary[Variant, Variant] = _item_row(String(rec.item_id)) if row.is_empty() or bool(row.get("retired", false)) or bool(row.get("deferred", false)): return _reject("道具未激活") var kinds: Array[Variant] = row.get("effect_kinds", []) var resolved: Array[Variant] = [] if kinds.has("mine_reveal") or kinds.has("reward_preview") or kinds.has("reveal_tiles") or kinds.has("safe_dig"): # 空间效果(真视 reveal_tiles/天眼复合 safe_dig 入空间解析;真视窄域护栏 REVEAL_KINDS 同守) var spatial := _spatial_reject_reason(row, target, board_size) if spatial != "": return _reject(spatial) resolved = _window_cells(row, target, board_size) # 点击级零信息:纯预读行窗口全已开 = 没东西可看(拒绝零消耗); # 真视恒可用(零雷窗口=「这 9 格没雷」信息非空——GDD 裁定) if kinds.has("reward_preview") and not kinds.has("mine_reveal") \ and _preview_window_dead(resolved, cell_unrevealed_cb): return _reject("窗口内无可预读的未开格") return { "ok": true, "reason": "", "resolved": resolved, "item_id": String(rec.item_id), "kinds": kinds, "magnitude": int(row.get("magnitude", 0)), } ## 空间解析域:目标越板拒(cell/3×3 两档共用板界)——返回拒绝原因,空串=通过 func _spatial_reject_reason(row: Dictionary, target: Vector2i, board_size: Vector2i) -> String: if target.x < 0 or target.y < 0 or target.x >= int(board_size.x) or target.y >= int(board_size.y): return "目标越板" return "" ## 预读窗口域:单格档=点目标(线香真视单格;≤3×3 窄域契约内);其余=3×3 窗口 ∩ 板内格(边缘受理——护栏只缩不扩) func _window_cells(row: Dictionary, target: Vector2i, board_size: Vector2i) -> Array: var resolved: Array[Variant] = [] if String(row.get("target", "")) == "cell": resolved.append(target) else: for dy in range(-1, 2): for dx in range(-1, 2): var c := target + Vector2i(dx, dy) if c.x >= 0 and c.y >= 0 and c.x < int(board_size.x) and c.y < int(board_size.y): resolved.append(c) return resolved ## 预读死窗判定:纯预读行窗口全已开 = 没东西可看(cell_unrevealed_cb = 排雷玩法 只读面) func _preview_window_dead(resolved: Array, cell_unrevealed_cb: Callable) -> bool: var any_unrevealed := false if cell_unrevealed_cb.is_valid(): for c in resolved: if bool(cell_unrevealed_cb.call(c)): any_unrevealed = true break return not any_unrevealed # ---- 叠加层(战斗结算逐 kind 应用——空间先、ap 后的序在编排侧钉死)---- func apply_overlay(kind: String, cells: Array) -> void: var store := _reveal_cells if kind == "mine_reveal" else _preview_cells for c in cells: store[Vector2i(c)] = true # 三清只读投影(棋盘叠加层标记渲染——真视集/预读集;随图消亡由 retire_overlays 承载) func query_overlays() -> Dictionary: return { "mine_reveal": _reveal_cells.keys(), "reward_preview": _preview_cells.keys(), } # 换图/弃图刷新/战斗结束——叠加层清空(已花道具不返还;库存不动——库存关卡域) func retire_overlays() -> void: _reveal_cells.clear() _preview_cells.clear() # ---- 消耗(编排第四步——Used 不可逆+快照回执)---- func consume(handle: int) -> Dictionary: var rec := _rec_by_handle(handle) if rec.is_empty() or bool(rec.used): return {} rec.used = true return rec.duplicate() # ---- 断点快照(关卡域库存随停点入档/回局)---- # 快照面 = {item_id, source_class, origin_cell:[x,y], round_index, used}(JSON 安全形——Vector2i 转 # 数组、键全 String);handle 不入档(受理序句柄,回局时按序重排)。叠加层集不入快照(战斗域 # 随图消亡——停点处无战斗在飞,天然空集)。 func snapshot_inventory() -> Array: var out: Array[Variant] = [] for rec in _items: var cell: Vector2i = rec.get("origin_cell", Vector2i(-1, -1)) out.append({ "item_id": String(rec.get("item_id", "")), "source_class": String(rec.get("source_class", "")), "origin_cell": [cell.x, cell.y], "round_index": int(rec.get("round_index", 0)), "used": bool(rec.get("used", false)), }) return out func restore_inventory(items: Array) -> void: _items.clear() _handle_seq = 0 for row in items: _handle_seq += 1 var cell_arr: Array[Variant] = row.get("origin_cell", [-1, -1]) _items.append({ "handle": _handle_seq, "item_id": String(row.get("item_id", "")), "source_class": String(row.get("source_class", "")), "origin_cell": Vector2i(int(cell_arr[0]), int(cell_arr[1])), "round_index": int(row.get("round_index", 0)), "used": bool(row.get("used", false)), }) retire_overlays() # ---- 内部 ---- func _rec_by_handle(handle: int) -> Dictionary: for rec in _items: if int(rec.handle) == handle: return rec return {} func _reject(reason: String) -> Dictionary: _last_reject = reason return {"ok": false, "reason": reason, "resolved": [], "item_id": "", "kinds": [], "magnitude": 0} # 探针出口(断言面:库存序/叠加层集/拒绝原因) func probe() -> Dictionary: return { "count": _items.size(), "used": _items.filter(func(r): return bool(r.used)).size(), "reveal_cells": _reveal_cells.size(), "preview_cells": _preview_cells.size(), "last_reject": _last_reject, }