## VERTICAL SLICE - NOT FOR PRODUCTION ## 战斗结算编排中枢:轮次生命周期唯一 owner,五段结算(授予→增益/减益→战斗→衰减→判定)与明细行协议发射(垂直切片验证:一场完整战斗逐行归因)。 ## 效果引擎施加面归 BattleFxHost、奖励授予管线归 RewardGrant(两拆件,经组件出口 fx_host()/ ## reward_grant() 取件,禁链式穿透其内部);本类保留宿主职责面=状态机与生命周期、轮 facts 缓冲、 ## A2 三事件订阅、五段驱动、attune 族、行发射基建(_emit_row/_assert_row_source/_fatal)、呈现投影、刷新面。 ## 零 await;随机只经 rng 封闭流(encounter/behavior_roll/armor_roll/gp_drop)——同种子同输入逐位复现。 ## 呈现层读取唯一出口 = presentation_snapshot()/diagnostic_snapshot(),禁链式穿透内部协作对象。 ## 伤害只向 DamageController 开单(何时开单归编排、怎么算归控制器);刷新唯一通道 player_request_refresh,禁 RAP 满自动刷。 class_name BattleOrchestrator extends RefCounted signal step_row(row: Dictionary) signal battle_finished(payload: Dictionary) ## {result, hero_hp, gp_dropped}——hero 在 despawn 前捕获(呈现层销毁后读状态的时序防护);gp_dropped = 战斗掉落合计 signal round_started(round_index: int) signal board_changed() signal settlement_snapshot(snap: Dictionary) ## 每结算末尾的全量状态快照(playtest_logger 消费——JSONL 数值分析) # 明细流水行型协议(战斗结算 Core Rule;两层词表——基础 9 类封闭+扩展行 1 类; # 清单改动须同步 battle_log_view 的 _format_row 与本文档头注): # 基础 9 类:效果行 effect · 伤害行 damage · 治疗行 heal · # 奖励未生效行 reward_ineffective · 封印未中行 seal_miss · 施放行 cast · 衰减行 decay · # 判定行 verdict · 高光行 highlight # 扩展行:行型值=extended(单一扩展行型),效果身份由 effect_id 载荷携带(_emit_row 强制必载, # 缺载即断言失败零发射)。现役效果身份与发射点: # fx_reveal(专长揭示掷格——battle_fx_host flush_pending_reveals 三发射点:兑付行+落空行×2) # mine_neutralized(封印匠·危险格中立移除——grant_segment 封印命中 remove_mines 面) # fx_preview_area(示警烟火·周围资源类型——grant_segment 封印命中 preview_area 面) # insurance_used(完美保险·标错豁免——grant_segment 标错 forgive_seal_miss 面) # 新增专长效果只新增 effect_id 身份不再新增行型;行型词表改动须同步 owner 文档「扩展行」节。 # 行来源断言豁免集合(行型层)——判定段 / 衰减段本就无棋盘来源,勿一刀切误炸 const SOURCE_EXEMPT_TYPES := ["decay", "verdict"] # 行来源断言豁免集合(来源类别层)——事实来源是单位 / 清图而非棋盘格; # fx_reveal=专长揭示掷格(落空行无真实格); # fx_grant_gp=专长·GP 入账(钱包面而非棋盘面,行无格子可指) const SOURCE_EXEMPT_CLASSES := ["hero_attack", "enemy_action", "clear_reward", "fx_reveal", "fx_grant_gp"] var db: ConfigDb var rng: RngServiceCore # E1 封装收口:协作对象 board_generator/enemy_system/status_effects/reward_economy 私有化——跨层读取一律经 presentation_snapshot()/diagnostic_snapshot() 成文出口。 # minesweeper/action_economy 保持公有 = 架构文档 API Boundaries 的 HUD框架消费面(意图提交 settle_batch + compute_move_path # 只读;ap/rap/相位读取)——非本文档登记的契约面,勿增新用途。 var _board_generator: BoardGenerator var minesweeper: MinesweeperRules var action_economy: ActionEconomy var _enemy_system: UnitContainer var _status_effects: StatusContainer var _reward_economy: RewardEconomy var treasure_inventory: TreasureItems = null: set(v): treasure_inventory = v if _reward_grant != null: _reward_grant.treasure_inventory = v # 库存注入转发(注入时序在宿主构造之后——外部赋值路径零改址) var _damage: DamageController # 伤害控制器(单据唯一兑付管线) var _fx_host: BattleFxHost # 效果引擎宿主件(fx 族持有与兑付——拆件定稿轴件一) var _reward_grant: RewardGrant # 奖励授予件(授予管线与秘宝使用——拆件定稿轴件二) var encounter: Dictionary[String, Variant] = {} var round_index := 0 var battle_result := "" # "" / "victory" / "defeat" / "fatal_error" var _facts_reveals: Array[Dictionary] = [] var _facts_seals: Array[Dictionary] = [] var _facts_path := "" var _settling := false # 结算五段 Segment(段边界=审计五段,段序骨架冻结于 # SettlementTable.segment_order 语义:授予→增益/减益→战斗→衰减→判定。本类做段序编排+ # 行发射/开单原语单点——段体逻辑归 game/core/settlement/ 五类) var _grant_seg = null # GrantSegment(①授予段——含封印判与 counter/grant 助手单点) var _aura_seg = null # AuraSegment(②增益/减益段) var _combat_seg = null # CombatSegment(③战斗段) var _decay_seg = null # DecaySegment(④衰减段) var _verdict_seg = null # VerdictSegment(⑤判定段——返回裁定,终局早退语义归本类) var _refresh_used_this_round := 0 # 每轮刷新计数(Active 相位合计,兜底上限 = ActionEconomyTable.refresh_cap_per_round) var _board_seq := 0 # 板序号(本战斗第几张板——快照归因用) var _board_from_midround_refresh := false # 装板 provenance:轮内刷新换来的图 = true(清图奖励守卫——刷新图不发清图奖励) var _seal_consumed := {} # 兑付资格以危险格实例为键(整图;换图重置) # 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 _mines_hits: Dictionary[Variant, Variant] = {"total": 0, "last": 0, "round": 0} # 踩雷计数(触发条件事实面——本场累计/上轮转存/当轮累计三读数合一账) # 转存时点=_roll_round_actions 轮末(轮内部分结算不更新 last);开战清零归 begin_battle 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) var nest_preview_count := -1 # 巢穴预告读数口(board_installed 命中落值;-1=未装配/未发射;呈现桥消费) # 特性运行态(relic 持有集经 enc.feats 注入:效果行为=数据行 triggers 经 # 效果引擎分发;魔矢每战首次计数 battle 域。空集=零扰动) var _feat_first_dig_used := false # 加算日记读面(begin_battle 经 enc["journal"] 派生——encounter.assign 后全生命期可读; # null=调试/单场直构面,账面消费跳过。领域拆分批成员删除后的引用承接,读面即引用、无第二账) func _journal() -> GainJournal: return encounter.get("journal", null) if encounter.get("journal", null) is GainJournal else null # 同调配装件读面(begin_battle 经 enc["loadout"] 派生——充能单源化的 reset_cycle/consume_charge # 消费面;null=直构零装配,充能面跳过) func _attune_loadout() -> AttuneLoadout: return encounter.get("loadout", null) # 授予件战斗域回调束(bind_battle 注入——键集封闭三键:充能消耗/真视计数/负向踩雷计数; # 宿主侧各转 _attune_loadout/_journal/_mines_hits 单点,授予件对账本零强引用) func _battle_hooks() -> Dictionary[Variant, Variant]: return { "attune_consume": _hook_attune_consume, "vision_add": _hook_vision_add, "negative_blast": _book_negative_blast, } func _hook_attune_consume(item_id: String) -> void: if _attune_loadout() != null and treasure_inventory != null: _attune_loadout().consume_charge(item_id, treasure_inventory) func _hook_vision_add() -> void: if _journal() != null: _journal().record_vision_use() # 受理成功恰计一次(未注入=调试直构不计——空账守卫同语义) # 负向 blast(雷)踩雷计数入账(触发条件事实面——正向 spark_aoe/清图奖励不计入; # 极性判定在授予件 _flat_blast 传点,本口只记账) func _book_negative_blast() -> void: _mines_hits["round"] += 1 _mines_hits["total"] += 1 # 效果引擎宿主侧事实单点(fx_host facts_cb 注入——round_index/battle_index/seals_count/nest_count/hp_ratio 五事实;charge_layers 归 fx_host 自答;未知事实回落 null) func _fx_host_fact(fact: String) -> Variant: match fact: "nest_count": var n := 0 for eff in _status_effects.query_active("enemy"): if String(eff.effect_id) == "weaken": n += 1 return n "round_index": return round_index "battle_index": return int(encounter.get("battle_index", 1)) # 关卡域战斗序(1 基——level_runner enc 携带;开局姿态窗条件面) "seals_count": var hits_n := 0 for fevt in _facts_seals: if bool(fevt.get("hit", false)): hits_n += 1 return hits_n "hp_ratio": var hu: Dictionary[Variant, Variant] = _enemy_system.hero_unit() return int(round(100.0 * float(int(hu.get("hp", 0))) / float(maxi(1, int(hu.get("max_hp", 1)))))) # 百分比 int(0-100——when lte 算子 int 截断比较口径) return null # attune 积点读投影(RewardGrant attune_safe_seen_cb 注入面——use_treasure 拒绝文案读数;经读投影出户防组件回调宿主私有族) func _attune_safe_seen_read() -> int: return _attune_safe_seen # 组件出口(拆件后取件面——呈现与测试经此取件,禁链式穿透协作对象内部) func fx_host() -> BattleFxHost: return _fx_host func reward_grant() -> RewardGrant: return _reward_grant func _attune_has(item_id: String) -> bool: return attunement.has(item_id) # 装配集只读出口(_attune_has 契约化出口,save v6 只读访问器先例。只读零副作用—— # 呈现侧判定专用,非结算写入口) func attune_has(item_id: String) -> bool: return _attune_has(item_id) # 装备件表值读取(charge_n 等——TreasureItemTable 行;未装配不读表。 # 行值经 value_from 在 rebuild 定影,零运行期按件取值) # 装配集参数合计(常时参数面 kind 的装配集 Σmagnitude 读数口; # kind 分发查询先例=_attune_refresh_x_total bonus_refresh。零装配=0) func attune_param_sum(kind: String) -> int: var total := 0 for iid_v in attunement: var arow: Dictionary[Variant, Variant] = db.treasure_item_row(String(iid_v)) if (arow.get("effect_kinds", []) as Array).has(kind): total += int(arow.get("magnitude", 0)) return total # 装配集内 ap_charge_safe 行读取(取数源=装配集行扫描; # 首行语义=装配集内至多一件积点制〔试炼镐〕) func _attune_charge_safe_row() -> Dictionary: for iid_v in attunement: var arow: Dictionary[Variant, Variant] = db.treasure_item_row(String(iid_v)) if (arow.get("effect_kinds", []) as Array).has("ap_charge_safe"): return arow return {} # 充能重置(按周期回满:账本回 charges_per_adventure+骑库存差额补注入 # (used handle 不回收=本轮已耗充能作废,补新 handle=「回满」;差额注入防双份=level_runner # set_attune_charges 同构)。reset ∈ {battle, level}——adventure 周期归冒险开始种子面) func _reseed_attune_charges(reset: String) -> void: if _attune_loadout() == null or treasure_inventory == null: return # 直构零装配/库存未就位——充能回满跳过(空装配同语义) _attune_loadout().reset_cycle(reset, treasure_inventory) # 写时种行/补行(按周期筛——语义逐字承原循环体) # 积点制件进度读数(自动兑付无玩家发起入口,读数口=C 区秘宝槽悬停浮窗进度行: # assembled=装配在册/points=本战安全格进度(charge_n 取余)/need=charge_n/item_id=装配行 id。 # 未装配=assembled false) func attune_convert_state() -> Dictionary: var row := _attune_charge_safe_row() if row.is_empty() or String(row.get("form", "")) != "active_charged": return {"assembled": false, "points": 0, "need": 0, "display_name": "", "item_id": ""} var cn := int(row.get("charge_n", 0)) return {"assembled": true, "points": _attune_safe_seen % cn if cn > 0 else 0, "need": cn, "display_name": String(row.get("display_name", "")), "item_id": String(row.get("item_id", ""))} # 特性求值(效果行为=数据行 triggers 订阅,效果引擎 dispatch 分发; # 流派档位质变=FeatsEngine 纯函数求值 # (档位机制本身系引擎基建非内容效果),两运行态注伤害控制器:档一 rider+1 / 档二 rider 可暴击) var _seal_miss_seen := {} # 封印未中行去重(每安全格实例一次) var _perfect_hit_true := 0 # 整图完美封印计数(install 重置) var _perfect_hit_false := 0 var _perfect_forgiven := 0 # 完美保险豁免累计(单向累加自有账;契约 2 禁改写 _perfect_hit_false) var _hero_atk := 0 # 主角攻击基值快照(encounter.hero_atk;E4 收口——表值运行期不可变) func _init(db_ref: ConfigDb, rng_ref: RngServiceCore) -> void: db = db_ref rng = rng_ref _board_generator = BoardGenerator.new() action_economy = ActionEconomy.new(db) minesweeper = MinesweeperRules.new(db, action_economy) _enemy_system = UnitContainer.new(db) _status_effects = StatusContainer.new(db) _reward_economy = RewardEconomy.new(db, rng) _board_generator.fatal_handler = _fatal; _reward_economy.fatal_handler = _fatal # 协作件违约→本类 _fatal 封印(单点接线) _damage = DamageController.new(db, rng, _enemy_system, _status_effects) _damage.emit_row_cb = _emit_row # 行协议归属本类(9 类行协议 + 来源断言不外泄) _fx_host = BattleFxHost.new({"db": db, "rng": rng, "minesweeper": minesweeper, "action_economy": action_economy, "damage": _damage, "emit_cb": _emit_row, "facts_cb": _fx_host_fact}) _reward_grant = RewardGrant.new({"db": db, "reward_economy": _reward_economy, "damage": _damage, "fx_host": _fx_host, "action_economy": action_economy, "status_effects": _status_effects, "units": _enemy_system, "emit_cb": _emit_row, "fatal_cb": _fatal, "attune_safe_seen_cb": _attune_safe_seen_read, "pool_effective_cb": _pool_effective}) _fx_host.bind_grant(_reward_grant.reveal_redeem) # 构造序禁环:两件建齐后接线(fx 件对授予面走注入回调) _damage.set_fx(_fx_host.engine, _fx_host.counters_ctx) # 效果引擎注入(attack_commit/clamp_check/armor_roll/kill/damage_taken 发射面) action_economy.set_fx(_fx_host.engine, _fx_host.counters_ctx) # dig_paid/charge_full 发射面 _reward_economy.luck_bias_query = _fx_host.luck_bias_for # 偏运查询口注入(reward_roll 发射归 fx 宿主) minesweeper.cell_revealed.connect(_on_cell_revealed) minesweeper.seal_judged.connect(_on_seal_judged) minesweeper.round_end_board.connect(_on_round_end) action_economy.round_end_stopped.connect(_on_round_end) # 结算五段接线(授予/战斗两段持三引用=宿主+两协作件;信号连接纪律不涉段〔段零信号连接〕) _grant_seg = GrantSegment.new(self, _fx_host, _reward_grant) _aura_seg = AuraSegment.new(self) _combat_seg = CombatSegment.new(self, _fx_host, _reward_grant) _decay_seg = DecaySegment.new(self) _verdict_seg = VerdictSegment.new(self) # ---- 战斗开始序列(编排专章①:门 → 增益状态 → 敌人系统 → install+roll → 行动经济)---- # 段序=受理与敌人 spawn → 装板 → 同调/fx 运行态与订阅重建 → 常时参数与充能重置 → 巢穴预告与经济注入 → 轮始发射;各段=_begin_<段> 私有族。 func begin_battle(enc: Dictionary) -> bool: if round_index != 0: push_warning("[战斗结算] begin_battle 重复受理") return false if not _begin_battle_accept(enc): return false if not _install_new_board(): return false _reset_round_facts() # 首板 install 的初始展开事件不入轮 facts(resource 恒 false 的双保险) _begin_battle_fx_state(enc) _begin_battle_attune_params(enc) _begin_battle_preview_economy(enc) # 工兵晨令=round_start grant_ap(mode:queue) 订阅行承载(when round_index ≤ effective_rounds # value_from 定影);round_start 发射先于行动经济轮切换=树规则 queue 型当轮入队当轮兑现 # (先手压制=首轮 AP+1 语义锚);计数器 round_start 重置点同点生效 round_index = 1 _fx_host.emit_round_start() if not action_economy.notify_round_start(): _fatal("行动经济 首轮 notify_round_start 被拒") return false _roll_round_actions() # 开轮摇号(首轮同样摇;先于 round_started,挖掘期动画位可读) round_started.emit(round_index) return true # 受理段:encounter 装载+缓冲清零+护甲合流+重载闸+开域门+遭遇骰与敌人系统 spawn 受理门。 func _begin_battle_accept(enc: Dictionary) -> bool: encounter.assign(enc) _reward_grant.reset_battle() # 战斗域零 GP 持久(每场战斗缓冲从零起算;案C 闸复位) _damage.set_hero_ac_override(int(enc.get("hero_armor_class", -1))) # 主角护甲合流入参(伤害控制器 defender_ac 消费) db.set_reload_gate(true) if not _status_effects.notify_battle_start(): _fatal("增益状态 开域被拒(编排违例)") return false var dice := _begin_battle_dice(enc) if dice.is_empty(): _fatal("敌人表 行集解析为空(%d,%d,%s)" % [int(enc.level_index), int(enc.node_depth), String(enc.get("node_type", "battle"))]) return false # E4 收口:加成经 encounter 显式携带(hero_atk/hero_max_hp;缺省 = 表值——冒烟/工具直呼路径) _hero_atk = int(enc.get("hero_atk", int(db.hero.atk))) if not _enemy_system.spawn(int(enc.level_index), int(enc.node_depth), int(enc.hero_hp), dice[0], _hero_atk, int(enc.get("hero_max_hp", -1)), dice[1], String(enc.get("attack_type", "")), String(enc.get("armor_type", "")), String(enc.get("node_type", "battle"))): # 两根类型轴(空串=锻造配置默认值回退,行为连续)+行类维(battle/boss) _fatal("敌人系统 spawn 被拒") return false return true # 遭遇骰(难度曲线与Boss GDD Core Rule 8):行有 unit_count_max 时按 [unit_count, max] 均匀骰; # 行有 atk_min 时按 [atk_min, atk_max] 骰 spawn 期整战持久值 # encounter 封闭流恰一 scope(数量骰先、atk 骰后——区间宽度为零的行不掷=「定值不骰」既有口径); # 敌人系统零随机纪律保持(收 override 即确定值)。 # 返回 [count_overrides, atk_overrides];行集为空 = 返回 [](fail 判据交受理段 _fatal)。 func _begin_battle_dice(enc: Dictionary) -> Array: # 行类维度:节点身份 battle/boss 决定行集键域(缺省 battle 只服务测试直呼面——生产路径恒传 node_type) var erowset_pre: Array[Variant] = db.resolve_enemy_rowset(int(enc.level_index), int(enc.node_depth), String(enc.get("node_type", "battle"))) if erowset_pre.is_empty(): return [] var needs_count := false var needs_atk := false for r in erowset_pre: if int(r.get("unit_count_max", int(r.get("unit_count", 1)))) > int(r.get("unit_count", 1)): needs_count = true if r.has("atk_min"): needs_atk = true if not (needs_count or needs_atk): return [[], []] # 区间全定值 = 零骰合法态(不开流零取号) var estream: RandomNumberGenerator = rng.open_stream("encounter") return [_begin_battle_dice_roll(erowset_pre, estream, false), _begin_battle_dice_roll(erowset_pre, estream, true)] # 区间骰单轴(roll_atk=false=数量骰〔宽度为零的行不掷=「定值不骰」〕/true=atk 骰〔行缺 atk_min 记 -1=无覆盖表值〕;消费序=数量骰先、atk 骰后) func _begin_battle_dice_roll(rows: Array, estream: RandomNumberGenerator, roll_atk: bool) -> Array: var out: Array[Variant] = [] for r in rows: if roll_atk: if r.has("atk_min"): out.append(int(r.atk_min) + estream.randi_range(0, int(r.atk_max) - int(r.atk_min))) else: out.append(-1) else: var lo: int = int(r.get("unit_count", 1)) var hi: int = int(r.get("unit_count_max", lo)) out.append((lo + estream.randi_range(0, hi - lo)) if hi > lo else lo) return out # 淬毒/偏运=triggers 订阅行(淬毒=clamp_check # modify 窗口、偏运=reward_roll bias_rewards;value 行字段 value_from 定影,begin_battle 不注入) # 特性运行态(enc.feats 携带持有集:效果行为=数据行 triggers 经效果 # 引擎分发;流派档位=FeatsEngine 纯函数求值两运行态注伤害控制器。魔矢每战首次开格计数同步归零) # 扩签运行态就位(归 fx_host)+账本挂接+桶挂引用+揭示/AC 两回调+rider 档位恒零+订阅重建。 func _begin_battle_fx_state(enc: Dictionary) -> void: # 同调装配运行态注入(enc.attunement 携带;off=空集零扰动。淬毒 N 注入 # 伤害控制器、偏运 N 注入地图战斗资源——均须先于首板 install) attunement = (enc.get("attunement", []) as Array).duplicate() _attune_safe_seen = 0 _fx_host.reset_battle_state(int(enc.get("hero_armor_class", -1))) _mines_hits = {"total": 0, "last": 0, "round": 0} # 踩雷计数开战清零(事实面生命周期同款) var adv_bucket: Variant = enc.get("adv_bucket", null) _fx_host.mount_buckets(adv_bucket if adv_bucket is Dictionary else {}, enc.get("level_counters")) # 冒险桶宿主字典(直构兜底自有空字典);关卡桶 LevelRunner 每关 new 下传、非 Dictionary 即不挂 _reward_grant.bind_battle(_battle_hooks()) # 授予件战斗域回调束(充能消耗/真视计数/踩雷计数) _damage.fx_calls["reveal"] = _fx_host.enqueue_reveal _damage.fx_calls["ac"] = _fx_host.apply_ac_bonus var feat_ids: Array[Variant] = enc.get("feats", []) as Array # 流派档位质变不设(奇物.md v1「不设流派标签、 # 不设档位机制」):rider_tier 两注入恒零,散件单体效果=唯一形态 _damage.inject["rider_tier_bonus"] = 0 _damage.inject["rider_tier_crit"] = false _feat_first_dig_used = false # 树 rule 键消费(Fork 激活侧效果=效果引擎合成 # 订阅(rebuild 注入——round_start 首轮 AP+1 / damage_taken 减伤+1)。其余 rule 键 # =stat 面投影不入战斗(T8 表内容 provisional 口径披露)) var tree_rules: Array[Variant] = enc.get("tree_rules", []) as Array # 效果引擎订阅重建(装载序=feats 表序→treasure 表序→树规则,写死保种子复放——细则见 battle_fx_host.rebuild_subscriptions) _fx_host.rebuild_subscriptions(feat_ids, attunement, tree_rules) # 秘宝常时参数注入(装配集 kind 分发:远程镐挖距放宽/信标网络封印可达豁免; # 缺省 0/false=零装配零扰动。注入在首板 install 之后〔板在早段〕——板生成不读两参数, # 参数只影响挖掘/插棋动作判据,时序安全)+充能重置周期(battle=每战回满/level=每关首战回满 # 〔battle_index==1〕;adventure 周期维持冒险开始 _seed_attune_charges 单次) func _begin_battle_attune_params(enc: Dictionary) -> void: minesweeper.dig_range_bonus = attune_param_sum("dig_range_bonus") minesweeper.seal_range_free = attune_param_sum("seal_range_free") > 0 _reseed_attune_charges("battle") if int(enc.get("battle_index", 1)) == 1: _reseed_attune_charges("level") # board_installed 发射+施加(巢穴预告:装板后一次报本板危险格数量; # 只报数量不标位置=信息红线,不碰分布=棋盘事实不可变契约 3。命中=读数口落值,呈现归 # 呈现桥消费(无格来源不进结算明细行——行来源纪律);板已就绪〔早段 install〕、订阅行已在 rebuild 装载)+ # 跨冒险行动点加成轴(统一冒险加算区第四轴):经排队修正通道兑现 # 「每场战斗开始首轮 AP +加成值」(queue_ap_delta = 下轮开轮基线加算、notify_round_start 兑现后 # 清零——首轮即消费,后续轮次不重复兑现;语义锚 = 行动经济 GDD「跨冒险行动点加成轴」节)+ # 储备金袋(节点级 RAP 注入)接收(完美保险注入= feats.tres 订阅承载,不经此通道) func _begin_battle_preview_economy(enc: Dictionary) -> void: nest_preview_count = -1 var bi_hits := _fx_host.fx_emit("board_installed", {}) for h in bi_hits: if String(h.get("kind", "")) == "mine_count_preview": nest_preview_count = minesweeper.mine_total() var ap_bonus: int = int(enc.get("hero_ap_bonus", 0)) + int(enc.get("voucher_time_sand", 0)) # 时沙同通道(首轮池增量,不改上限) if ap_bonus > 0: action_economy.queue_ap_delta(ap_bonus) var voucher_rap: int = int(enc.get("voucher_rap", 0)) if voucher_rap > 0: action_economy.grant_reserve_ap(voucher_rap) func _install_new_board(during_round := false) -> bool: var stream: RandomNumberGenerator = rng.open_stream("board_gen") var board: BoardData = _board_generator.generate(int(encounter.level_index), int(encounter.node_depth), stream, db) if board == null: return false # 全局作用域变异决议(装板序内前置于 roll_board:图级偏斜旋钮须在资源摇号前定型——详见 _resolve_global_variant) _resolve_global_variant(board) var res: Dictionary[Variant, Variant] = minesweeper.install_board(board, during_round) if not res.accepted: _fatal("排雷玩法 install 拒绝(不变式违例): %s" % str(res)) return false # 地图战斗资源 义务⑥:roll_board 恰一次(install 后、挖掘前);资格格 = 全部非封锁格(安全格 + 危险格,雷安同池) var r0 := {} for c in board.compute_r0(): r0[c] = true var eligible: Array[Dictionary] = [] for c in board.safe_cells(): if not r0.has(c): eligible.append({"cell": c}) for c in board.mines.keys(): if not r0.has(c): eligible.append({"cell": c}) if not _reward_economy.roll_board(eligible): _fatal("地图战斗资源 roll_board 被拒") return false # 地形变异 布置段(棋盘设置顺序第 4 步:生成棋盘 → 打开状态初始化 → # 战斗资源格设置 → 变异格设置)——布置在初始展开与资源格之后,变异天然不落已开区 _place_variants(board) _seal_consumed.clear() # 换图新雷 = 新实例,资格自然重置(行动经济 Rule 8) _seal_miss_seen.clear() _perfect_hit_true = 0 # 整图完美计数随 install 重置 _perfect_hit_false = 0 _perfect_forgiven = 0 # 豁免累计随 install 重置(domain=battle 每战清零) _board_from_midround_refresh = during_round # 轮内刷新装板 = 刷新图(清图奖励不发);常规换图/开战装板 = false _board_seq += 1 board_changed.emit() if treasure_inventory != null: treasure_inventory.retire_overlays() # 叠加层随图消亡(换图/刷新图装板点;已花道具不返还) return true # ---- 全局作用域变异 决议(装板序内 roll_board 之前)---- # boss/elite 图命中全局型:写整图 board_variants(恰一行)+ 注入资源面偏斜旋钮(图级投影在 # RewardEconomy.roll_board 消费);不消费 variant_place 流(全局取用确定性——零取号合法态)。 # 全局池空(含 L1 Boss 免疫/unlock 门控未达):字段留空、旋钮归零——_place_variants 原路走 # region 布置 = 兜底回落合法态(防配置缺行静默裸奔——provisional)。 func _resolve_global_variant(board: BoardData) -> void: board.board_variants.clear() _reward_economy.board_skew = 0 var row: Dictionary[Variant, Variant] = db.global_variant_row(int(encounter.level_index), String(board.board_type), String(encounter.get("node_type", ""))) if row.is_empty(): return board.board_variants = [String(row.variant_id)] _reward_economy.board_skew = int(row.get("effect_value", 0)) # ---- 地形变异 布置段(棋盘设置顺序第 4 步)---- # 候选池门控(unlock_level ≤ 关卡序号 + board_types 与本地形交集,∅ 通配)经 config_db.variant_pool; # 池空 = 合法态,静默零布置(框架 P0 口径不变)。零特判:本段只写格子变异数据快照,不改扫雷规则本体。 # 候选格域 = 安全格 − 初始展开区(伤害型 placement=closed_only 的结构保障——布置发生在初始展开之后, # 已开格天然排除);危险格不吃变异(挖雷一层惩罚 + 变异伤害双层叠罚污染逐行归因,首版排除——provisional)。 # 每图至多一种类型(候选池内均匀选一);数量 = round(候选池格数×percent) + # (关卡序号−1)×per_level_bonus——基数为候选池而非总格数(percent 语义 = 占可挖格比例, # 关卡递增由 per_level_bonus 绝对格数承载);连通片生长(8 邻),单片 ≤ pack_max。 # 替换制:整图 board_variants 非空 = 本图已带全局型,跳过 region 布置(详见 _resolve_global_variant)。 func _place_variants(board: BoardData) -> void: if not board.board_variants.is_empty(): return var pool: Array[Variant] = db.variant_pool(int(encounter.level_index), String(board.board_type)) if pool.is_empty(): return var r0 := {} for c in board.compute_r0(): r0[c] = true var candidates: Array[Vector2i] = [] for c in board.safe_cells(): if not r0.has(c): candidates.append(c) if candidates.is_empty(): return var stream: RandomNumberGenerator = rng.open_stream("variant_place") # 一板恰一 scope(换图/刷新图各取号一次) var vrow: Dictionary[Variant, Variant] = pool[stream.randi_range(0, pool.size() - 1)] var total: int = int(round(float(candidates.size()) * float(db.variation.percent_of_cells) / 100.0)) \ + (int(encounter.level_index) - 1) * int(db.variation.per_level_bonus) total = mini(total, candidates.size()) _place_variants_apply(board, candidates, stream, vrow, total) # 变异片生长施加面(布置域=候选格,数量=total,vrow 单型贯穿;取号序=stream 顺序消费) func _place_variants_apply(board: BoardData, candidates: Array[Vector2i], stream: RandomNumberGenerator, vrow: Dictionary, total: int) -> void: var placed := {} while placed.size() < total: var pack_size: int = mini(total - placed.size(), stream.randi_range(2, int(db.variation.pack_max))) var free: Array[Vector2i] = [] for c in candidates: # 新片种子/生长格禁与其他已布片 8 邻贴接——否则两片粘连成一个超 pack_max 的连通分量 # (R3 随机流下实测暴露:独立生长的相邻片合流击穿单片上限断言) if placed.has(c) or _adjacent_to_packs(board, placed, c): continue free.append(c) if free.is_empty(): break # 生长域耗尽——该片就地收束(数量不足总目标为合法态,候选域碎片化时触发) var seed_c: Vector2i = free[stream.randi_range(0, free.size() - 1)] placed[seed_c] = true var pack: Array[Variant] = [seed_c] var pack_set := {seed_c: true} while pack.size() < pack_size: var fringe := _variants_fringe(board, pack, candidates, placed, pack_set) if fringe.is_empty(): break # 生长域耗尽——该片就地收束(数量不足总目标为合法态,候选域碎片化时触发) var nxt: Vector2i = fringe[stream.randi_range(0, fringe.size() - 1)] placed[nxt] = true pack_set[nxt] = true pack.append(nxt) for c in placed.keys(): board.variants[c] = [String(vrow.variant_id)] # 片生长待选格收集(本片内各生长格的 8 邻候选并集——未布置、未在途、不与他片贴接) func _variants_fringe(board: BoardData, pack: Array, candidates: Array[Vector2i], placed: Dictionary, pack_set: Dictionary) -> Array[Vector2i]: var fringe: Array[Vector2i] = [] for c in pack: for n in board.neighbors8(c): if candidates.has(n) and not placed.has(n) and not fringe.has(n) \ and not _adjacent_to_packs(board, placed, n, pack_set): fringe.append(n) return fringe # 候选格是否与其他已布片(own_pack 之外的 placed 格)8 邻贴接——片间隔离保证连通分量 = 单片 ≤ pack_max func _adjacent_to_packs(board: BoardData, placed: Dictionary, c: Vector2i, own_pack: Dictionary = {}) -> bool: for m in board.neighbors8(c): if placed.has(m) and not own_pack.has(m): return true return false # ---- 事件缓冲(轮 facts 收集;结算触发 = Waiting 相位编排点,不依赖到达序)---- func _on_cell_revealed(evt: Dictionary) -> void: # 轮 facts 缓冲不设相位守卫——轮末最后一挖的揭示事件在 request_dig 翻相之后才到(事件序: # cell_revealed 批 → seal_judged 批 → round_end),phase==Active 守卫会丢最后一挖的事实; # initial 通道事件(install 初始展开——封锁格)resource=false,进入授予段被资格检查自然跳过。 # fx_reveal 通道事件旁路缓冲(专长揭示的奖励由 fx_host flush_pending_reveals 兑付点 # 直接入账,此处缓冲会导致二次兑付)。 if battle_result == "" and not _fx_host.reveal_busy(): # 积点自动兑付: # 满 charge_n 直接当轮 grant_ap,无玩家发起入口、无积点账中转〔账即时清空,battle 域重置 # 自然无感〕。落位=揭示缓冲点——事件序 cell_revealed 批先于本格扣费,AP 归零恰逢积点满时 # 先兑再扣,轮次不因本格结束;授予段已无积点段(本段唯一计数点)。fx_reveal 旁路不计数= # 缓冲路径口径〔天眼开格不计积点〕。grant_ap 相位防御在 ACTIVE 挖格链内恒过) if String(evt.get("kind", "")) == "safe": var cs_row: Dictionary[Variant, Variant] = _attune_charge_safe_row() if not cs_row.is_empty(): _attune_safe_seen += 1 var cn_b: int = int(cs_row.get("charge_n", 999)) if cn_b > 0 and _attune_safe_seen % cn_b == 0: action_economy.grant_ap(int(cs_row.get("magnitude", 1))) if bool(evt.get("resource", false)): # 身份快照随缓冲捕获(批次隔离——轮内刷新后 mapping 已换批,授予必须用缓冲期身份, # 防旧图已挖格在轮末错拿新图同坐标身份)。危险格同样携带(雷安同池——负向兑付的来源格) var snap = _reward_economy.query_full_snapshot(evt.cell) if snap != null: evt = evt.duplicate() evt["reward_snapshot"] = snap _facts_reveals.append(evt) func _on_seal_judged(evt: Dictionary) -> void: _facts_seals.append(evt) func _on_round_end(_payload: Dictionary) -> void: _facts_path = String(_payload.get("path_tag", "")) _maybe_settle() func _maybe_settle() -> void: if _settling or battle_result != "": return if action_economy.phase != action_economy.PHASE_WAITING: return _settle() # ---- 每轮结算序列(五段——段序骨架冻结于 SettlementTable.segment_order)---- func _settle() -> void: _settling = true var ri := round_index # 段序编排(五段——段体归 game/core/settlement/,本类只做段序+行发射/开单原语单点) _grant_seg.run(ri) # ① 授予段(案C 闸随段装载) _aura_seg.run(ri) # ② 增益/减益段(续存实例组合行) _combat_seg.run(ri) # ③ 战斗段(主角先手 → 逐敌还手 → 地图伤害账殿后〔案C〕) _decay_seg.run(ri) # ④ 衰减段(恰一次恒执行含末轮——先兑付后衰减) var verdict: String = _verdict_seg.run(ri) # ⑤ 判定段(防御性优先级 hero 先判) if verdict != "continue": return # 终局:_settling 不回置——_battle_over 已接管 _settling = false # ---- 授予段 helpers(极性路由)---- # 开格产出乘区(贪婪矿灯/矿脉直觉/赌徒的血签事件收集器注入): # positive=power ×(1+静态 mult%);negative=power ×(1+cost%)。 # 全零收集器=原快照原样返回(零扰动)。 func _feat_yield_adjust(snap: Dictionary, positive: bool, pos_m: int, neg_m: int) -> Dictionary: if positive and pos_m <= 0: return snap if not positive and neg_m <= 0: return snap var out: Dictionary[Variant, Variant] = snap.duplicate() var power := int(out.get("power", int(_reward_economy.polarity_row(String(out.get("cell_type", "")), "positive" if positive else "negative").power))) var pct := pos_m if positive else neg_m out["power"] = maxi(1, int(round(float(power) * (1.0 + float(pct) / 100.0)))) return out # 伤害型变异过滤(terrain_kind fact 取数面——variation 表 effect=flat_damage 判据; # 🔴 R4 甲永不对冲边界=仅限伤害型,信息型(hide_number 族)永不出现在本集) func _harmful_variants(vids: Array) -> Array: var out: Array[Variant] = [] for vid_v in vids: var vid := String(vid_v) var vrow: Dictionary[Variant, Variant] = db.variation.row_by_id(vid) if String(vrow.get("effect", "")) == "flat_damage": out.append(vid) return out # 邻接伤害型变异收集(terrain_kind fact 取数面——seal_hit 发射点用:封印命中相邻八格的伤害型变异集; # 🔴 R4 甲永不对冲边界=仅限伤害型,信息型〔hide_number 族〕不入集) func _harmful_adjacent(cell: Vector2i) -> Array: var out: Array[Variant] = [] var board: BoardData = minesweeper.current_board() if board == null: return out for n in board.neighbors8(cell): out.append_array(_harmful_variants(board.variant_ids(n))) return out # 效果命中过滤(按效果类型取命中子集——发射点分桶施加面) func _hits_of(hits: Array, kind: String) -> Array: var out: Array[Variant] = [] for h in hits: if String((h as Dictionary).get("kind", "")) == kind: out.append(h) return out # aux 解锁门控转发(LevelRunner 注入;E1/E3 封装:外部经公有面,禁直读 _reward_economy) func set_treasure_unlocked(ids: Dictionary) -> void: _reward_economy.set_treasure_unlocked(ids) # ---- 开轮摇号(共识点 B:技能选择前置到轮次开始,数值计算留结算段)---- # 每实例:保底判定(连续执行普攻 ≥ M → 必出特殊技、特殊技内按权重、不受冷却限制)→ 排除冷却中技能 # (中签率 = 权重 ÷ 可摇权重合计——份额归一)→ 按行序逐敌从统一流顺序取号摇定本拍动作。 # 随机消费只在换算层(本方法 + SkillLottery);单位容器收确定值(零随机纪律——armor_roll 先例同构)。 # 统一流:behavior_roll 无子流派生向量(位置交错,单点定位由事件日志承载)。 # 摇定后、兑现前死亡 → 本拍技能作废。 func _roll_round_actions() -> void: var pity_m: int = int(db.skill.pity_threshold) # facts 组包(开轮摇号前一次成型——last_round_end 空字典首轮映射 none 唯一落点;hero 事实不进 facts, # 容器内直读主角行) var facts := { "round_index": round_index, "last_round_end": "none" if (action_economy.last_round_end as Dictionary).is_empty() else String((action_economy.last_round_end as Dictionary).get("path_tag", "none")), "mines_hit_last": int(_mines_hits["last"]), "mines_hit_total": int(_mines_hits["total"]), } for u in _enemy_system.query_alive("enemy"): # Boss 半血解锁闩(迭代14④ T4——开轮摇号前逐敌检查;一次过门单向闩;解锁出一次归因明细行 # 「XX 解锁了 YY」带 skill_unlock 高光键〔type=highlight 既有行型零新增〕,呈现层弹一次性 # 技能名提示〔轻量 toast 非演出——D8 呈现面〕。门=确定性谓词,机制面零随机,摇号随机 # 消费仍在 behavior_roll 既有流——同种子逐位复现不破坏) for sid in _enemy_system.check_trigger_unlocks(u, facts): var srow_u: Dictionary[Variant, Variant] = db.skill_row(sid) _emit_row({"type": "highlight", "source_class": "enemy_action", "origin_cell": Vector2i(-1, -1), "highlight": "skill_unlock"}, round_index, "%s 解锁了 %s" % [String(u.display_name), String(srow_u.get("display_name", sid))], 0, {"skill_id": sid}) # enemy_hp_threshold 发射点(内容数据驱动扩展批 T1——血量阈值沿;对所有带该字段敌人逐个发射, # 非 Boss 专属——Boss 语义留给订阅者 when 判定。pct=本次解锁条目的 trigger 行值) var pct_v := 0 for pe in (u.get("pool", []) as Array): var pe_d: Dictionary[Variant, Variant] = pe if String(pe_d.get("skill_id", "")) == sid and (pe_d.get("trigger", {}) as Dictionary).has("value"): pct_v = int((pe_d.get("trigger", {}) as Dictionary).get("value", 0)) break # target_attack_bonus 施加面(处刑台:敌血量阈值沿挂单位字典标记, # 主角攻击面 _resolve_hero_attack 通用消费——fx_atk_bonus 键加算进 base_value) var eht_hits := _fx_host.fx_emit("enemy_hp_threshold", {"unit": String(u.enemy_id), "pct": pct_v, "is_boss": String(encounter.get("node_type", "")) == "boss"}) for h in eht_hits: if String(h.get("kind", "")) == "target_attack_bonus": u["fx_atk_bonus"] = int(u.get("fx_atk_bonus", 0)) + int(h.get("value", 0)) var entries: Array[Variant] = _enemy_system.rollable_skills(u, facts) if _enemy_system.basic_streak(u) >= pity_m: var specials: Array[Variant] = _enemy_system.special_skills(u, facts) if not specials.is_empty(): entries = specials # 保底命中——普攻恒可摇 → 非保底路径池恒非空,此为唯一替代集合 var stream: RandomNumberGenerator = rng.open_stream("behavior_roll") _enemy_system.set_pending_action(u, SkillLottery.draw(entries, stream)) _enemy_system.tick_cooldowns() # 递减在摇号读值之后——"施放后连续 N 拍不可摇中"的等价实现(单位容器 注记) _mines_hits["last"] = _mines_hits["round"] # 轮次真正结束转存(轮内部分结算不更新) _mines_hits["round"] = 0 # ---- 战斗段/算术读数(段体与掷点/折扣/暴击/克制/池乘区/下限/交付管线归 damage_controller.gd # 与 settlement/combat_segment.gd;本类只保留薄委托——_defender_ac 供结算/呈现快照消费)---- # 防守方护甲等级读数——实现归 伤害控制器 defender_ac(本委托供结算快照/呈现快照) func _defender_ac(unit: Dictionary) -> int: return _damage.defender_ac(unit) func _pool_effective(effect_id: String) -> int: var side := "hero" var row: Dictionary[Variant, Variant] = db.status_effect_row(effect_id) if not row.is_empty(): side = String(row.target_side) for eff in _status_effects.query_active(side): if eff.effect_id == effect_id: return eff.effective_value return 0 func _emit_composition_effects(side: String, ri: int) -> void: for eff in _status_effects.query_active(side): if eff.round_index < ri: # 续存实例(前轮授予)——每结算兑付一次的可见面(合并实例只持首授归因——增益状态 义务⑦) _emit_row({"type": "effect", "source_class": eff.source_class, "origin_cell": eff.origin_cell}, ri, eff.display_name, eff.snap_magnitude, {"effect_id": eff.effect_id, "pool_value": eff.effective_value}) # ---- 结算快照(playtest 数值分析数据面——每次结算全量状态;运行时零决策读取)---- func _emit_settlement_snapshot(verdict: String) -> void: var enemies: Array[Dictionary] = [] for u in _enemy_system.query_alive("enemy"): enemies.append({"id": String(u.enemy_id), "hp": int(u.hp), "max_hp": int(u.max_hp), "atk": int(u.atk), "pending_skill": _enemy_system.pending_action(u), "armor": String(u.get("armor_type", "light")), "armor_class": int(u.get("armor_class", 0))}) var buffs: Array[Dictionary] = [] for eff in _status_effects.query_active("hero"): buffs.append({"id": eff.effect_id, "side": "hero", "layers": eff.layers, "left": eff.remaining_settlements}) for eff in _status_effects.query_active("enemy"): buffs.append({"id": eff.effect_id, "side": "enemy", "layers": eff.layers, "left": eff.remaining_settlements}) var mines_hit := 0 var safe_n := 0 for evt in _facts_reveals: if evt.kind == "mine": mines_hit += 1 elif evt.kind == "safe": safe_n += 1 var board_stats := {"seq": _board_seq} if minesweeper.current_board() != null: board_stats["w"] = minesweeper.current_board().width board_stats["h"] = minesweeper.current_board().height board_stats["revealed"] = minesweeper.revealed_cells().size() board_stats["seals"] = minesweeper.seal_count() settlement_snapshot.emit({ "kind": "settlement", "level": int(encounter.get("level_index", 0)), "depth": int(encounter.get("node_depth", 0)), "round": round_index, "verdict": verdict, "unit_count": enemies.size(), "spawn_count": _enemy_system.all_enemies().size(), # 本战斗实例化总数(含死亡残位)——unit_count=0 时区分「首轮全灭」vs「空场」 "hero": {"hp": int(_enemy_system.hero_unit().get("hp", 0)), "max_hp": int(_enemy_system.hero_unit().get("max_hp", 0)), "atk": int(_enemy_system.hero_unit().get("atk", 0)), "armor_class": _defender_ac(_enemy_system.hero_unit())}, "economy": {"phase": String(action_economy.phase), "ap": int(action_economy.ap), "rap": int(action_economy.rap), "refresh_used": _refresh_used_this_round}, "board": board_stats, "enemies": enemies, "buffs": buffs, "round_facts": {"path": _facts_path, "safe": safe_n, "mines": mines_hit, "seal_events": _facts_seals.size(), }, }) # ---- 出口分发与战斗结束序列 ---- func _exit_distribution() -> void: var mode := "same_board" if _facts_path == "cleared": mode = "new_board" # cleared 轮恒走 new_board(契约义务);非清图轮恒同图(等待期刷新通道已移除) if mode == "new_board": _reward_economy.retire_mapping() minesweeper.retire_board() if not _install_new_board(): _fatal("换图编排失败") return # 工兵晨令续队直调拆除(内容数据驱动扩展批 T4——round_start 订阅行承载,见 begin_battle 注) action_economy.notify_settlement_done(mode) # round_start 发射先于行动经济轮切换(queue 型 grant_ap 当轮入队当轮兑现——与首轮同口径) round_index += 1 _fx_host.emit_round_start() action_economy.notify_round_start() _reset_round_facts() _refresh_used_this_round = 0 _roll_round_actions() # 开轮摇号——每轮恰摇一次(轮内刷新换图不重摇:refresh 不走本通道) round_started.emit(round_index) # 呈现层查询面(HUD 刷新按钮可用性)——挖掘期唯一通道 func can_refresh() -> bool: return battle_result == "" \ and _refresh_used_this_round < int(db.action_economy.refresh_cap_per_round) \ and action_economy.phase == action_economy.PHASE_ACTIVE \ and action_economy.rap >= int(db.action_economy.rap_refresh_cost) # 玩家经 HUD框架发起、战斗结算 代理调用(禁止 RAP 满自动刷)。 # 挖掘期唯一通道:Active 相位立即换图 # 继续挖(RAP -8;AP 保留、相位不动、不触发结算);非挖掘期请求一律拒绝——非清图轮恒同图。 func player_request_refresh() -> bool: if not can_refresh(): return false if not action_economy.request_refresh(): return false _refresh_used_this_round += 1 _reward_economy.retire_mapping() # 旧图批次退役(地图战斗资源 Ready→retired;E6 新批重置前提) minesweeper.retire_board(true) # 旧板退役(轮内通道) return _install_new_board(true) # 当场换图——失败即编排违例 fail-fast func _battle_over(result: String) -> void: battle_result = result # battle_won 发射+施加(战地包扎 heal 订阅面;败北不发射。heal=英雄单位回血 # 〔封顶单位上限〕,战后生命经 hero_hp_left 回写冒险账本——时点在捕获前=回血计入带入下一层) if result == "victory": for h in _fx_host.fx_emit("battle_won", {"round": round_index}): if String(h.get("kind", "")) == "heal": var hu_w: Dictionary[Variant, Variant] = _enemy_system.hero_unit() hu_w["hp"] = mini(int(hu_w.get("hp", 0)) + int(h.get("value", 0)), maxi(1, int(hu_w.get("max_hp", 1)))) # bonus_delta 战末汇入(血税双向账:本战累积经加算日记单写原语汇入获得日记三层后清零) var drained := _fx_host.bonus_delta_drain() if _journal() != null: for axis in drained.keys(): _journal().gain_bonus(String(axis), int(drained[axis]), "battle_export", String(axis)) # 映射随战斗结束退役(地图战斗资源 义务④——下一场战斗 = 新板新 scope 批,roll_board 相位守卫的前提) var hero_hp_left := int(_enemy_system.hero_unit().get("hp", 0)) # despawn 前捕获(信号载荷供呈现层"HP 带入下一层") var gp_dropped := _roll_gp_drop() # 战斗掉落(escrow 随此值上抛即弃) _reward_economy.retire_mapping() _enemy_system.despawn_all() _status_effects.notify_battle_end() if treasure_inventory != null: treasure_inventory.retire_overlays() # 叠加层随战斗结束清空(库存不动——关卡域跨战斗) action_economy.notify_combat_end() # → Idle,RAP 清零 db.set_reload_gate(false) _reset_round_facts() battle_finished.emit({"result": result, "hero_hp": hero_hp_left, "gp_dropped": gp_dropped}) # 战斗掉落掷定:tier = Boss 节点 ? "boss" : "normal"(elite 留分支位); # gp_dropped = gp_drop 封闭流掷定(tier 行的 roll_min..roll_max 均匀整数——每战斗末恰一 scope) # + level_gp_bonus(level_index) + escrow。掷定行缺位 = 数据面缺行(fail 报错按 0 兑付——不哑掉)。 func _roll_gp_drop() -> int: var tier := "boss" if String(encounter.get("node_type", "")) == "boss" else "normal" var drops: Dictionary[Variant, Variant] = db.shop_gp_drop_row(tier) var roll := 0 if drops.is_empty(): push_error("[战斗结算] gp_drops 缺行 tier=%s——掉落掷定按 0 兑付" % tier) else: var stream: RandomNumberGenerator = rng.open_stream("gp_drop") roll = stream.randi_range(int(drops.get("roll_min", 0)), int(drops.get("roll_max", 0))) var drop := roll + db.shop_level_gp_bonus(int(encounter.get("level_index", 0))) # 财富之道·聚(战斗掉落 GP 乘算·入账前:只乘战斗掉落两成分〔掷定+关卡加成〕, # 店内 escrow 不乘〔范围=仅战斗掉落渠道〕;本函数返回值=结算框「GP 增量」行 # 显示源,落在入账前=显示即实得;乘数 provisional 150%) if (encounter.get("tree_rules", []) as Array).has("economy_hoard"): drop = int(round(float(drop) * 1.5)) return drop + _reward_grant.escrow # ---- 呈现状态面(E1 封装收口):呈现层 / headless 自动玩家的唯一读取出口—— # 协作对象(_enemy_system/_status_effects/_reward_economy)私有化后,跨层读取一律经本快照或下列命名面(diagnostic_snapshot 同款模式, # 禁再链式穿透 settlement.enemy_system.hero 一类路径)。载荷 schema 成文(code-conventions 2.1): # round / battle_result / phase / ap / rap / can_refresh / hero{hp,max_hp,atk,alive,armor_class} / # enemies[{order,display_name,hp,max_hp,enemy_id,armor_type,armor_class,pending_skill,pending_type,pending_name,effects[],alive}] / # (字段面=pending_* 三字段 + 敌方增益 effects 投影;池与权重不公开;警觉走 effects 投影) # hero_effects[](增益状态 query_active 投影) func presentation_snapshot() -> Dictionary: var enemies: Array[Dictionary] = [] var all: Array[Variant] = _enemy_system.all_enemies() # 敌方增益投影(side-wide 状态——蓄力/硬化/削弱/暴走 percent 行 + 警觉 ac 行) var enemy_effects: Array[Dictionary] = [] for eff in _status_effects.query_active("enemy"): var erow: Dictionary[Variant, Variant] = db.status_effect_row(eff.effect_id) if not erow.is_empty() and String(erow.unit) in ["percent", "ac"]: enemy_effects.append({"effect_id": eff.effect_id, "display_name": String(eff.display_name), "layers": int(eff.layers)}) for i in all.size(): var u: Dictionary[Variant, Variant] = all[i] var alive: bool = bool(u.get("alive", false)) var pending: String = String(u.get("pending_skill", "")) if alive else "" var pending_row: Dictionary[Variant, Variant] = db.skill_row(pending) enemies.append({ "order": i + 1, "display_name": String(u.display_name), "hp": int(u.hp), "max_hp": int(u.max_hp), "enemy_id": String(u.enemy_id), "armor_type": String(u.get("armor_type", "light")), "armor_class": int(u.get("armor_class", 0)), # 敌人技能池批(批 2 定稿):摇定动作三字段——普通攻击零表示 / 特殊技类型级动画占位。 # 池与权重不公开(proposal D4/D5)——实例池的权重/冷却不投影,实例池可见面 = 摇定结果本身。 "pending_skill": pending, "pending_type": String(pending_row.get("type", "")) if not pending_row.is_empty() else "", "pending_name": String(pending_row.get("display_name", "")) if not pending_row.is_empty() else "", "effects": enemy_effects, "alive": alive, }) var hero := {} var h: Dictionary[Variant, Variant] = _enemy_system.hero_unit() if not h.is_empty(): hero = {"hp": int(h.hp), "max_hp": int(h.max_hp), "atk": int(h.atk), "alive": bool(h.get("alive", false)), "armor_class": _defender_ac(h)} return { "round": round_index, "battle_result": battle_result, "phase": String(action_economy.phase), "ap": int(action_economy.ap), "rap": int(action_economy.rap), "can_refresh": can_refresh(), "refresh_used": _refresh_used_this_round, # 受理计数入呈现成文面(HUD 余量单源读此处) "hero": hero, "enemies": enemies, "hero_effects": _status_effects.query_active("hero").duplicate(true), # 值拷贝出户(快照消费方直改不渗入状态容器) # 整图变异投影(呈现横幅/常驻角标唯一读取面; # 空数组 = 无全局型合法态:普通图与全局池空回落图恒空) "board_variants": (minesweeper.current_board().board_variant_ids().duplicate() if minesweeper.current_board() != null else ([] as Array[String])), } # 战斗进行中谓词(hero 在场且存活)——组合根高频相位判断的低成本面 func is_battle_live() -> bool: return battle_result == "" and not _enemy_system.hero_unit().is_empty() # 奖励身份解析(组合根注入 BoardView 徽章回调的只读代理——Ready 相位守卫归 地图战斗资源) func query_reward_identity(cell: Vector2i) -> Variant: return _reward_economy.query_identity(cell) # 诊断观测面(组合根诊断转储 / 行为探针消费):私有编排状态的成文只读出口—— # 消费方禁止再直读本类下划线字段(封装收口) func diagnostic_snapshot() -> Dictionary: return { "battle_result": battle_result, "round": round_index, "settling": _settling, "refresh_used_round": _refresh_used_this_round, "board_seq": _board_seq, "facts_path": _facts_path, "facts_reveals": _facts_reveals.size(), "facts_seals": _facts_seals.size(), "action_economy": {"phase": String(action_economy.phase), "ap": action_economy.ap, "rap": action_economy.rap}, "minesweeper_board_installed": minesweeper.current_board() != null, "minesweeper_revealed": minesweeper.revealed_cells().size() if minesweeper.current_board() != null else 0, "minesweeper_seals": minesweeper.seal_count() if minesweeper.current_board() != null else 0, "reward_economy_phase": _reward_economy.phase(), "enemies_alive": _enemy_system.query_alive("enemy").size(), "hero_hp": int(_enemy_system.hero_unit().get("hp", -1)) if not _enemy_system.hero_unit().is_empty() else -1, } func _reset_round_facts() -> void: _facts_reveals.clear() _facts_seals.clear() _facts_path = "" # ---- 行协议(Core Rule:公共字段 + 行类型特有字段)---- func _emit_row(head: Dictionary, ri: int, display: String, value: int, extra: Dictionary) -> void: # head 归因束封闭键集:type/source_class/origin_cell/highlight(缺省"")——束形只改函数形参, # 行字典字段与 step_row 载荷逐字不变(行协议词表零触碰) var type := String(head.get("type", "")) var source_class := String(head.get("source_class", "")) var origin_cell: Vector2i = head.get("origin_cell", Vector2i(-1, -1)) var highlight := String(head.get("highlight", "")) # 扩展行必载效果身份(行协议 fail-fast——违约行先炸后不发,零发射;开发期违约即炸, # 与 _assert_row_source 同族 assert 形态) if type == "extended" and String(extra.get("effect_id", "")) == "": assert(false, "[战斗结算] 扩展行缺 effect_id 载荷——行协议违约") return _assert_row_source(type, source_class, origin_cell) var row := { "type": type, "source_class": source_class, "origin_cell": [origin_cell.x, origin_cell.y], "round_index": ri, "display_name": display, "value": value, } if highlight != "": row["highlight"] = highlight for k in extra.keys(): row[k] = extra[k] step_row.emit(row) # 行来源断言(战斗结算 明细流水:"任何一行找不到来源即断言失败——宁可报错"): # 来源字段 = source_class(公共字段)+ origin_cell(棋盘来源行的真实格)。 # 豁免按两层成文(见 SOURCE_EXEMPT_TYPES / SOURCE_EXEMPT_CLASSES 常量注释),其余行必须带真实棋盘格。 func _assert_row_source(type: String, source_class: String, origin_cell: Vector2i) -> void: if SOURCE_EXEMPT_TYPES.has(type): return assert(source_class != "", "[战斗结算] 明细行缺来源类别(type=%s)——任何一行找不到来源即断言失败" % type) if SOURCE_EXEMPT_CLASSES.has(source_class): return assert(origin_cell.x >= 0 and origin_cell.y >= 0, "[战斗结算] 明细行来源格越界(type=%s source=%s cell=%s)——棋盘来源行必须指回真实格" % [type, source_class, str(origin_cell)]) func _fatal(msg: String) -> void: push_error("[战斗结算/fatal] " + msg) battle_result = "fatal_error" # release 构建剥离 assert 后的唯一阻断面——受理/结算/刷新入口全查 battle_result == "" assert(false, msg) ## 完美封印谓词(两账相减:有效误标=误标总数−豁免数) ## 契约 2:_perfect_hit_false 保持纯净,豁免只累加 _perfect_forgiven,禁回退式改写与拦截式吞事件。 func perfect_sweep_earned() -> bool: return _perfect_hit_false - _perfect_forgiven <= 0 and _perfect_hit_true >= 1