# VERTICAL SLICE - NOT FOR PRODUCTION # 实现 GDD:design/ux/battle.md(四区呈现装配器)——读核心只读面(战斗结算 呈现快照 / runner)→ # 组装文案/投影 → 驱动各视图 setter。 # 高内聚边界:"核心状态 → 呈现文案"的全部翻译集中于此;视图保持零核心依赖; # 静态无状态——呈现不持久化任何核心句柄。 # E1 封装收口(2026-09-13):核心状态读取统一经 战斗结算.presentation_snapshot() 成文快照面—— # 禁再链式穿透 settlement.enemy_system.hero / settlement.enemy_system.enemies / settlement.status_effects.query_active 一类路径(战斗结算 协作对象已私有化, # 敌人含死亡残位的投影由快照 enemies[] 承载,含 alive/pending_*/effects 字段——2026-09-16 敌人技能池批批 2 定稿)。 # 更新触发注记(battle.md Data Requirements):旗/拔/移动成功反馈零事件外发(排雷玩法 发射面封闭)—— # 经 ActionOutcome 返回值命令式驱动;AP/RAP 无推送信号——组合根每次调用返回后重查; # 增益状态 纯被动容器零信号——状态栏刷新绑 战斗结算 结算编排完成时点。 # Date: 2026-09-12(战斗屏改造批;基础 = 2026-09-11 HUD 装配器;2026-09-13 快照面改造) class_name HudPresenter extends RefCounted # 每次结算行/轮次/节点变化/动作返回后调用(组合根全量重查装配) # 2026-09-26 C 区精简批:钱包 GP/钥石投喂退役(中/大循环资源迁出战斗屏——信息归属拍板); # HP/状态效果单投喂 B 区站桩(原 B/C 双投喂为重复展示——信息归属拍板单一展示面原则) static func refresh(stage: BattleStageView, info: HeroInfoPanelView, ap_bar: ApBarView, settlement, runner, level_active: bool, db, refresh_remaining: int) -> void: # 特性列表(v3.5 迭代 9 卡⑫ 2026-09-30——runner 统一加算区投影:商店购买与关卡大奖励 # 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=代拍板白名单项) if runner != null and level_active: var b: Dictionary = runner.bonus var lines: Array[String] = [] if int(b.get("atk", 0)) != 0: lines.append("攻击 %+d" % int(b.get("atk", 0))) if int(b.get("max_hp", 0)) != 0: lines.append("生命上限 %+d" % int(b.get("max_hp", 0))) if int(b.get("armor_class", 0)) != 0: lines.append("护甲 AC %+d" % int(b.get("armor_class", 0))) info.set_level_bonuses(lines) else: info.set_level_bonuses([]) # 特性持有投影(迭代 12 呈现补齐 2026-10-04——用户反馈「局内奖励选了什么看不到」: # 逐流派聚合行+成型档位;常驻可读+空态隐藏。档位求值=RelicsEngine 纯函数直调) if runner != null and level_active: info.set_relic_holdings(relic_holdings_lines(db, runner.relics_held())) else: info.set_relic_holdings([]) if settlement == null: info.set_board_variants([]) # 战斗域角标出战斗即隐(首发批 2026-10-04——空态纪律) _refresh_out_of_battle(stage, info, ap_bar, runner, level_active, db) return var s: Dictionary = settlement.presentation_snapshot() # 地形变异常驻角标投影(全局作用域变异首发批 2026-10-04——板级变异快照 → 文案行; # 空态隐藏=特性段先例;战斗全程常驻防中局遗忘) info.set_board_variants(board_variant_lines(db, s.get("board_variants", []))) var hero: Dictionary = s.hero if hero.is_empty() or not bool(hero.get("alive", false)): _refresh_out_of_battle(stage, info, ap_bar, runner, level_active, db) return _refresh_hero(stage, info, s) _refresh_economy(ap_bar, s, db, refresh_remaining) stage.set_enemies(s.enemies) # ---- B 区主角站桩(HP/状态唯一展示面)+ C 区数据框(攻击/AC) ---- static func _refresh_hero(stage: BattleStageView, info: HeroInfoPanelView, s: Dictionary) -> void: var hero: Dictionary = s.hero var hp: int = int(hero.hp) var max_hp: int = int(hero.max_hp) var atk: int = int(hero.atk) # 修正 = attack_up 池有效值(hero_offense);来源角标 = 效果 display_name(快照 hero_effects 投影) var mod_total := 0 var sources: Array[String] = [] for eff in s.hero_effects: if String(eff.effect_id) == "attack_up": mod_total += int(eff.effective_value) sources.append("%s×%d" % [String(eff.display_name), int(eff.layers)]) var mod_text := "" if mod_total != 0: mod_text = "(%+d%% %s)" % [mod_total, "·".join(sources)] # B 区站桩 = HP 与状态效果唯一展示面(2026-09-26 信息归属拍板)——C 区不再重复投喂 stage.hero_standee.set_hero(hp, max_hp) stage.hero_standee.set_effects(s.hero_effects) info.set_attack(atk, mod_text) # 我方 AC 唯一展示面 = C 区(2026-09-26 二轮拍板补入)——快照 armor_class 含战斗内 ac_up 折算 info.set_armor(int(hero.get("armor_class", 0))) # ---- 行动经济(AP 点阵 / RAP / 弃图刷新按钮态——RAP 读数 2026-09-26 自 C 区迁入本条) ---- static func _refresh_economy(ap_bar: ApBarView, s: Dictionary, db, refresh_remaining: int) -> void: ap_bar.set_ap(int(s.ap), int(db.action_economy.ap_per_round)) ap_bar.set_rap(int(s.rap)) var digging := String(s.phase) == ActionEconomy.PHASE_ACTIVE ap_bar.set_refresh_state(refresh_remaining, bool(s.can_refresh) and digging) # Waiting 代理已随 OQ12 退役——UI 仅挖掘期受理 ap_bar.set_stop_enabled(bool(s.hero.get("alive", false)) and digging) # 特性持有聚合文案(迭代 12 呈现补齐——战斗 C 区与关卡选择页两处共用;空持有=空数组) static func relic_holdings_lines(db, held: Array) -> Array[String]: var rlines: Array[String] = [] if db == null or db.relics == null or (db.relics.rows as Array).is_empty() or held.is_empty(): return rlines var arch_names := {"magic": "魔法", "pierce": "穿刺", "normal": "普攻", "dig": "开格", "flag": "标旗", "charge": "蓄力", "devour": "吞噬"} var counts := {} for rid in held: var rrow: Dictionary = db.relic_row(String(rid)) var arch := String(rrow.get("archetype", "")) counts[arch] = int(counts.get(arch, 0)) + 1 var tiers: Dictionary = RelicsEngine.tiers_for(held, db.relics) for arch in counts.keys(): var tier := int(tiers.get(arch, 0)) var tier_text := "档二" if tier >= 2 else ("档一" if tier == 1 else "散件") rlines.append("%s ×%d · %s" % [String(arch_names.get(String(arch), String(arch))), int(counts[arch]), tier_text]) return rlines # 地形变异常驻角标文案(全局作用域变异首发批 2026-10-04——板级变异 id → 文案行; # 空集 = 空数组=空态隐藏。三行制:变异名+两行效果说明(C 区 240px 宽防裁切)。 # 文案 2026-10-04 用户人闸反馈常规化修订(原俚语表述退役) static func board_variant_lines(db, ids: Array) -> Array[String]: var lines: Array[String] = [] if db == null or db.variation == null: return lines for vid in ids: var row: Dictionary = db.variation.row_by_id(String(vid)) if not row.is_empty(): lines.append(String(row.get("display_name", vid))) lines.append("回复与护甲资源减少") lines.append("攻击资源增多") return lines # ---- 战斗收尾反馈与结算视觉同步(T3 HUD 单通道批 2026-10-02——组合根直改视图收敛入此) ---- # battle_over 收尾反馈:死亡兜底灰化 → 主角态回 idle → RAP 清零脉冲(调试收尾路)→ 状态全清可见反馈。 # 调试/冒险两路共用;reset_rap=false = 冒险收束(RAP 清零由战斗末拍已毕,收束拍不再重放脉冲)。 static func battle_end_feedback(stage: BattleStageView, ap_bar: ApBarView, reset_rap: bool) -> void: stage.gray_all_enemies() # 死亡兜底:站桩灰化残位(禁瞬消语义的战斗收尾面) stage.settle_hero_idle() # 主角态回 idle(迭代 6 T3 三态收尾) if reset_rap: ap_bar.set_rap(0) # RAP 清零脉冲 + 微文案(载体 2026-09-26 迁 D 区 AP 条) stage.hero_standee.set_effects_cleared_feedback() # 状态全清可见反馈(增益状态×4④——载体迁 B 区站桩) # 结算阶段视觉同步(round_end → 下一轮):D 区去饱和 + 禁挖光 + 明细带 settle/dig 换挡 + 轮次文案。 # 光带演出(play_round_sweep)属时序敏感触发,留在组合根(上升沿检测随行)——本条只做态驱动 setter。 static func sync_settlement_visuals(stage: BattleStageView, board_view: BoardView, log_view: BattleLogView, settling: bool, phase_text: String) -> void: board_view.set_desaturated(settling) board_view.set_dig_glow_enabled(not settling) stage.set_settle_focus(settling) log_view.set_mode("settle" if settling else "dig") stage.set_round_text(phase_text) # 战斗外(节点间隙/关卡结束)——HP 读 runner 携带值 static func _refresh_out_of_battle(stage: BattleStageView, info: HeroInfoPanelView, ap_bar: ApBarView, runner, level_active: bool, db) -> void: if not level_active: return if runner != null: info.set_attack(runner.effective_atk(), "(关卡推进中)") info.set_armor(runner.effective_ac()) stage.hero_standee.set_hero(runner.hero_hp, runner.effective_max_hp()) stage.hero_standee.set_effects([]) stage.clear_enemies() # 节点间隙清敌方站桩残位(死亡瞬间的灰化呈现已在结算行驱动完成) ap_bar.set_rap(0) # battle_over RAP 清零反馈(行动经济 义务——载体 2026-09-26 迁 AP 条) # 三源拒绝可感知(排雷玩法 reject_reason/sub_reason → 玩家文案;pattern 1 双源拒绝反馈) static func outcome_text(outcome: Dictionary) -> String: if outcome.accepted: return "执行完成。" match String(outcome.get("reject_reason", "")): "board_face": var sub := String(outcome.get("sub_reason", "")) var texts := { "not_adjacent": "不能执行:目标与小人不相邻", "target_revealed": "不能执行:目标已开", "target_concealed": "不能移动:目标未开", "flag_present": "不能插旗:此格已有旗(旗为一次性承诺——相邻时左键直接挖开)", "no_path": "不能移动:已探明区不连通", "out_of_catalog": "无效目标", } return texts.get(sub, "棋盘面拒绝: " + sub) "resource_face": return "AP 不足。" "phase": return "结算中,非行动阶段。" "board_invalid": return "棋盘数据非法(fail-fast)。" _: return "动作被拒。" # ---- 调整板批量模拟报告装配(文案归 presenter——视图只 set_text;code-review 2026-09-12 批) ---- static func tune_sim_report(n: int, atk_pct: int, hp_pct: int, wins: int, dmg_all: Array, hp_left_win: Array, hp_boss: Array, rounds_all: Array, death_nodes: Dictionary, base_hp: int) -> String: var lines: Array[String] = [] lines.append("[b]模拟 N=%d(atk+%d%% / hp+%d%%)[/b]" % [n, atk_pct, hp_pct]) lines.append("通关率 [color=#%s]%.0f%%[/color](%d/%d)" % [UiKit.HEX_LOG_WIN, 100.0 * float(wins) / float(maxi(1, n)), wins, n]) lines.append("整关承伤:均 %.1f · p90 %.0f(基础 HP %d)" % [_mean(dmg_all), _p90(dmg_all), base_hp]) if not hp_left_win.is_empty(): lines.append("通关剩余 HP 均 %.1f · 进 Boss HP 均 %.1f" % [_mean(hp_left_win), _mean(hp_boss)]) lines.append("平均轮数 %.1f" % _mean(rounds_all)) if death_nodes.is_empty(): lines.append("败北节点:—") else: var parts: Array[String] = [] for k in death_nodes.keys(): parts.append("%s×%d" % [k, death_nodes[k]]) lines.append("败北节点:%s(0-3=战斗序,4=Boss)" % " ".join(parts)) return "\n".join(lines) static func _mean(a: Array) -> float: if a.is_empty(): return 0.0 var t := 0.0 for v in a: t += float(v) return t / a.size() static func _p90(a: Array) -> float: if a.is_empty(): return 0.0 var b := a.duplicate() b.sort() return float(b[mini(b.size() - 1, int(0.9 * b.size()))])