# VERTICAL SLICE - NOT FOR PRODUCTION # Validation Question: 七核心流派各 ≥3 件入局内随机渠道后,标签+档位激活引擎能否机械判「成型」、 # 专长带能否挂进令牌池稀有/罕见档随机投放(P0——迭代 12 双层 BD 实施批 T1) # Date: 2026-10-04(双层 BD 实施批 T1——任务书五裁定稿;设计权威 双层BD体系-整合定稿-2026-10-03 v3) # 概念指路:本表的专长,与 adventure.tres 的属性值提升、资源,同属一个对象—— # 「奇物」(一次冒险内各渠道给予玩家的增益总称)。定义见 design/gdd/systems/冒险循环/奇物.md。 # 它们是它分类轴上的枚举(专长 / 属性值提升 / 资源),不是三套系统;本表承载「专长」(专长 Feat)的逐项定义。 # (2026-10-05 命名统一 + 分类重构:旧称「流派件」→「规则改写型特性」→ 现定名「专长」; # 表名与 relic_id 沿用历史命名,与统一词族对齐归后续批次——见 06-待办清单「命名统一」条目。 # 目标渠道:专长走关底 Boss 击败后专属三选一(不新增节点类型),见奇物文档 2.1 节。) # 数据配置 RelicTable schema(奇物·专长定义表;行 = Dictionary 键 relic_id,Rule 4 豁免 # 定义表——TreasureItemTable 先例)。 # 行字段:relic_id 主键 / display_name / rarity ∈ {common, rare, rarest}(对齐令牌池三档命名—— # 投放档映射:common/rare→稀有令牌档、rarest→罕见令牌档;relic 令牌永不入普通档=「挂稀有/罕见档」 # 追认 b 接线口径)/ archetype ∈ ARCHETYPES 七流派标签 / hook ∈ HOOKS 挂点枚举(结算段槽——整合定稿 # §2.1 哈迪斯恩赐槽同构)/ effects Dictionary(hook 消费参数,provisional 投值)。 # 正负双修(整合定稿 B2 判据):effects 允许负向键(cost_* 族)——纯增益件须专项论证(反例 B-3),加载期 # 仅校验键域不禁纯增益(专项论证件以 positive_only 批注登记,人工清单呈报)。 # 档位激活(整合定稿 设计工具 1——以撒套装/小骨铭文):同标签计数 ≥2→档一(流派核心规则)/≥4→档二 # (完全体);散件单体保底=每件效果独立生效,档位只做质变(反例 B-2)——引擎纯函数 RelicsEngine。 # 🔴 层级纪律(任务书红线 2):专长只走局内随机渠道(三选一/商店/格面)——本表行永不入同调位 # (treasure_items 表)/局外树(T8 节点表);扫雷触发点铁律:每流派 ≥1 行 hook ∈ MINE_HOOKS(加载校验, # 违反=红线①触碰面)。 class_name RelicTable extends Resource @export var rows: Array = [] # Array[Dictionary] 键 relic_id ## 流派标签词表(七核心——喂雷/淘金不在本批,R5 甲/缓议) const ARCHETYPES := ["magic", "pierce", "normal", "dig", "flag", "charge", "devour"] ## 稀有度词表(对齐令牌池三档;投放档映射 relic→rare / rarest→rarest) const RARITIES := ["common", "rare", "rarest"] ## 挂点枚举(结算段槽——首批 23 点位;每 hook 恰一流派域消费,T2-T6 接线) const HOOKS := [ # 魔法流 "hero_attack_rider", # 普攻命中后追加必中魔法伤(奥术余烬/魔能共鸣) "clamp_modifier", # 克制点直调(魔网织者/湛蓝誓约/猎手刺剑) "first_dig_spell", # 每关首次开格必出魔法矢(魔能共鸣第二效果) # 穿刺流 "kill_overflow", # 击杀溢出弹射(贯穿射击) "dig_count_segments", # 开格计数转攻击段数(连珠矢) "roll_discount", # 折扣档改写(猎弱本能前移一档) # 普攻流 "round_dig_bonus", # 轮内安全开格数转攻击加成(矿工的执拗;踩雷清零=mine_hit 监听同口) "hit_trade", # 命中交换(矿工重锤——正负双修原生形态) "armor_roll_rewrite", # 免掷骰恒折扣(专注) "heavy_debuff", # 命中重甲附加护甲裂解(碎甲震击) # 开格流 "dig_yield_mult", # 开格产出乘区(贪婪矿灯/矿脉直觉/赌徒的血签——正负双向) "deep_dig", # 深层资源掘取(深挖钻头——R4 甲非信息税形态:开掘额外 AP 代价) # 标旗流 "flag_resource", # 标中雷获格面资源(雷区图谱) "nest_aura", # 控制巢穴数转伤害光环(猎巢人) "flag_all_hit", # 同轮全中旗伤倍增(完美布防) "flag_strike", # 轮末旗伤开单(战旗军规——复用 board_typed) # 蓄力流 "ap_carry", # 轮末 AP 结转蓄力(整备军备——改写 cleared 作废口径) "charge_shield", # 蓄力层转减伤(铁壁整备) "charge_spike", # 满层 spike(厚积薄发) # 吞噬流 "terrain_refund", # 受地形伤掉落资源补偿(地脉采撷——伤害仍发生) "terrain_dig_double", # 挖开伤害型地形格双产出(荆棘编织者) "flag_neutralize", # 标中旗中和相邻伤害型地形格(净化工兵——🔴 R4 甲仅限伤害型) "variant_counter", # 受地形伤积层轮末反打(熔火之躯——触发键不按地形种类特化) ] ## 扫雷结算触发点 hook 集(🔴 红线①承载:每流派 ≥1 行 hook 命中本集——加载校验) const MINE_HOOKS := ["first_dig_spell", "dig_count_segments", "round_dig_bonus", "dig_yield_mult", "deep_dig", "flag_resource", "nest_aura", "flag_all_hit", "flag_strike", "ap_carry", "terrain_refund", "terrain_dig_double", "flag_neutralize", "variant_counter"] ## effects 键白名单(🔴 零裸 flat 同族护栏——机制轴禁无条件属性加项;键出域=加载致命) ## 全部条件触发/机制修正参数;cost_* 族=正负双修负向面 const EFFECT_KEYS := ["value", "value2", "tier_value", "per_stack", "cap", "ap_cost", "chance", "mult", "cost_mult", "cost_flat", "polarity", "spell_kind", "segment_cap", "discount_shift", "trade_atk", "trade_hit", "shield_per_layer", "spike_mult", "layers_to_shield", "neutralize_range", "counter_damage", "resource_kind", "rider_kind", "note"] func validate() -> Array: var errs: Array = [] if rows.is_empty(): return errs # 空表合法态(T1 基建先行——T2 起逐流派填行) var seen := {} for row in rows: var rid: String = row.get("relic_id", "") if rid == "": errs.append({"category": "domain", "message": "relic_id 空"}) continue if seen.has(rid): errs.append({"category": "dup_key", "message": "relic_id 重复: %s" % rid}) continue seen[rid] = true if String(row.get("display_name", "")) == "": errs.append({"category": "domain", "message": "%s display_name 空" % rid}) if not RARITIES.has(String(row.get("rarity", ""))): errs.append({"category": "enum", "message": "%s rarity 出域 %s" % [rid, str(RARITIES)]}) var arch := String(row.get("archetype", "")) if not ARCHETYPES.has(arch): errs.append({"category": "enum", "message": "%s archetype 出域 %s" % [rid, str(ARCHETYPES)]}) var hook := String(row.get("hook", "")) if not HOOKS.has(hook): errs.append({"category": "enum", "message": "%s hook 出域(挂点枚举封闭): %s" % [rid, hook]}) for k in row.keys(): if not ["relic_id", "display_name", "rarity", "archetype", "hook", "effects", "note"].has(String(k)): errs.append({"category": "zero_flat", "message": "%s 行键出白名单: %s" % [rid, String(k)]}) var fx: Dictionary = row.get("effects", {}) as Dictionary for ek in fx.keys(): if not EFFECT_KEYS.has(String(ek)): errs.append({"category": "zero_flat", "message": "%s effects 键出白名单: %s(机制轴禁无条件属性加项)" % [rid, String(ek)]}) # 🔴 红线① 扫雷触发点铁律:**有行的流派**各 ≥1 行 hook ∈ MINE_HOOKS(部分填充合法——T2-T6 # 逐流派渐进;七流派全量覆盖完成度由批次一出口断言承载,加载闸不卡渐进填行) var archs_with_rows := {} for row in rows: archs_with_rows[String(row.get("archetype", ""))] = true for arch in archs_with_rows.keys(): var covered := false for row in rows: if String(row.get("archetype", "")) == String(arch) and MINE_HOOKS.has(String(row.get("hook", ""))): covered = true break if not covered: errs.append({"category": "load_bearing", "message": "流派 %s 无扫雷结算触发点行(🔴 红线①铁律——每流派 ≥1 件挂扫雷端)" % String(arch)}) return errs func row_by_id(relic_id: String) -> Dictionary: for row in rows: if String(row.get("relic_id", "")) == relic_id: return row return {}