## VERTICAL SLICE - NOT FOR PRODUCTION ## 战斗流程叙事文案装配器:模式流转点的玩家可见文案(棋盘日志横幅/节点行/终局文案/相位指示)统一在此拼装,静态无状态。 ## 文案内数值 = 载荷快照值(每关口径),非实时现值——日志断言与排障按此口径读。 extends RefCounted # 节点进入横幅(棋盘日志——battle/boss 用;节点编号 = 行进器编号空间读面;行色 = UiKit.HEX_* 语义档单点) static func node_banner(runner: LevelRunner, node: Dictionary, t: String) -> String: return "[color=#%s]── 节点 %d/%d · %s(编号 %d)──[/color]" % [UiKit.HEX_LOG_GAIN, runner.node_index + 1, runner.nodes().size(), "Boss 房" if t == "boss" else "战斗", runner.node_id_of(node)] static func reward_line() -> String: return "[color=#%s]关卡奖励点(三选一——选毕推进)[/color]" % UiKit.HEX_ROUTE_NOTE static func rest_line(healed: int, hp: int, max_hp: int) -> String: return "[color=#%s]恢复点:回复 %d HP(→ %d/%d)[/color]" % [UiKit.HEX_LOG_HEAL, healed, hp, max_hp] # 商店房行(到达即开店;购买/离开归玩家意图) static func shop_line(gp: int) -> String: return "[color=#%s]商店房:GP %d——购买即时生效,离开后选下一跳[/color]" % [UiKit.HEX_LOG_GAIN, gp] # 选路口行(零自动推进停点——战斗胜利/兑付确认后出现) static func route_line(candidates: Array, runner: LevelRunner) -> String: var names: Array[String] = [] for cand in candidates: names.append("节点 %d" % runner.node_id_of(cand)) return "[color=#%s]── 岔路口:可选下一跳 %s ──[/color]" % [UiKit.HEX_LOG_GAIN, " / ".join(names)] # 关卡开场行(种子/加成口径注记——面板加成是否生效由调用方传入) static func level_open_line(level_display: String, seed_val: int, atk: int, max_hp: int, boosted: bool) -> String: return "[color=#%s]%s · 种子 %d · 攻击 %d / 生命 %d%s[/color]" % [UiKit.HEX_SEED_NOTE, level_display, seed_val, atk, max_hp, "(含面板加成)" if boosted else ""] # 调试开场行 static func debug_open_line(seed_val: int, level: int, level_mode: bool) -> String: return "[color=#%s]种子 %d · 遭遇 %d 层%s[/color]" % [UiKit.HEX_SEED_NOTE, seed_val, level, "(关卡模式 · HP 延续)" if level_mode else ""] # 调试战斗终局文案(level_end = 关内两层模式的关卡末) static func battle_end_text(result: String, level_end: bool) -> String: if level_end: return "关卡完成!" if result == "victory": return "战斗胜利!敌人全灭。" return "战斗失败……探险者倒下了。" # 相位指示文本(B 区轮次·阶段行) static func phase_text(round_index: int, battle_result: String, waiting: bool, boss_active: bool, boss_name: String) -> String: var boss_tag := " · Boss:%s" % boss_name if boss_active else "" if battle_result != "": # 判定文案两处措辞统一:相位行随结算判定行同词(战斗胜利/战斗失败, # 与 battle_end_text 同源措辞),不用「战斗结束」 return "第 %d 轮 · %s%s" % [round_index, "战斗胜利" if battle_result == "victory" else "战斗失败", boss_tag] if waiting: return "第 %d 轮 · 结算中%s" % [round_index, boss_tag] return "第 %d 轮 · 挖掘中%s" % [round_index, boss_tag] # Boss 名解析(runner Boss 节点 → enemy 表行名;缺省遗迹守卫)。 # 行集多行时取**首行** display_name(行序即契约的呈现面后果, # Boss 行集混编护卫时 Boss 名显示可能为护卫名,知情代价登记 敌人系统 v0.15 / 出口报告; # 每坐标恰一行时无此歧义) static func boss_name(runner: Variant, db: ConfigDb) -> String: if runner != null: var node: Dictionary[Variant, Variant] = runner.current_node() if String(node.get("type", "")) == "boss": var rowset: Array[Variant] = db.resolve_enemy_rowset(int(runner.level_row.level_index), int(node.get("node_depth", -1)), "boss") if not rowset.is_empty(): return String(rowset[0].get("display_name", "")) return "遗迹守卫" # ---- 提升三选一文案族 ---- # 三选一停点头部行(回血反馈 + 选择引导;钥石增量行不上本面——单一展示面归战斗总结结算框, # level-clear.md v2 禁入清单口径) static func curio_pick_header(payload: Dictionary) -> String: var lines: Array[String] = ["第 %d 层通过!" % int(payload.get("level_index", 0))] var heal := int(payload.get("heal_gained", 0)) if heal > 0: lines.append("关卡完成回血 +%d(生命 %d → %d)" % [heal, int(payload.get("hp_before", 0)), int(payload.get("hp_after", 0))]) else: lines.append("生命已满——关卡完成回血 0(合法态)") lines.append("选择一件提升带走(另两件丢弃不可反悔):") return "\n".join(lines) # 三选一选项卡文案(件名 + 档位 + 效果读数;值 = 冒险表行值,组合根喂入;TP0 令牌池——档位词 # 对齐 v2.2 追认 b 口径:小/大前缀(小GP/大GP 族)、恢复/AP 不带档位词;道具件掷定前置时 # treasure_line = 具体道具「名 · 效果摘要」行——常空走通用分支) static func bonus_card_text(id: String, tier: String, value: int, treasure_line: String = "") -> String: var ts := "" if tier == "common": ts = " · 小" elif tier == "rare": ts = " · 大" match id: "attack": return "攻击力提升%s\n攻击 +%d" % [ts, value] "max_hp": return "生命上限提升%s\n生命上限 +%d" % [ts, value] "armor": return "护甲等级提升%s\n护甲 +%d" % [ts, value] "gp": return "GP 袋%s\nGP +%d" % [ts, value] "heal": return "恢复药剂\n生命 +%d(当即回复)" % value "treasure_item": if treasure_line != "": return "秘宝\n%s" % treasure_line return "秘宝\n随机获得一件" "ap": return "行动点提升\n每战首轮 AP +%d" % value return id # 三选一兑付反馈行(选中件效果 + 丢弃提示;tier 缺省普通档——旧载荷防御口径) static func bonus_result_text(result: Dictionary) -> String: var name := "" if String(result.get("picked", "")) == "relic" and String(result.get("feat_id", "")) != "": name = feat_card_text({"feat_id": String(result.get("feat_id", "")), "display_name": String(result.get("feat_name", ""))}).replace("\n", " · ") else: name = bonus_card_text(String(result.get("picked", "")), String(result.get("tier", "")), int(result.get("value", 0))).replace("\n", " · ") return "已选择:%s\n其余选项已丢弃(不可反悔)" % name # 特性卡片文案(第二行=效果摘要——须可读「不知道件是 # 干嘛的」。文案表值化:摘要=数据行 desc 字段,零硬编码映射。 # 「件名 · 流派」族名字样不上卡片(内部分类禁上玩家可见面——29 行 # 表无 archetype,fallback 兜底词「流派」会实显僵尸文案),卡片=件名+效果摘要两行) static func feat_card_text(row: Dictionary) -> String: if row.is_empty() or String(row.get("feat_id", "")) == "": return "专长\n???" var summary := String(row.get("desc", "")) if summary != "": return "%s\n%s" % [String(row.get("display_name", row.get("feat_id", ""))), summary] return String(row.get("display_name", row.get("feat_id", ""))) # Boss 胜利战斗总结结算行(settlement-summary v1.1——钥石增量行;组合根拼 GP 行后追加) static func bonus_keystone_line(payload: Dictionary) -> String: return "钥石 +%d · 累计 %d" % [int(payload.get("keystone_gained", 0)), int(payload.get("keystone_total", 0))] # 奖励节点三选一头部行(与关卡完成三选一共享同库;渠道白名单分流——node-reward.md v2) static func node_curio_header() -> String: return "关卡奖励点\n从冒险牌库抽三选一(属性值提升与补给;与关卡完成专长三选一同库分流):\n选择一件带走:" # 冒险结算屏文案(摘要五件事:打穿没有 / 完成几关 / 止步第几关 / 钥石合计 / 主种子) static func adventure_summary_text(summary: Dictionary) -> String: var verdict := "冒险失败 · 未打穿" if bool(summary.get("cleared", false)): verdict = "冒险完成 · 已打穿" elif String(summary.get("result", "")) == "abandoned": verdict = "冒险放弃 · 未打穿" return "%s\n完成 %d 关 · 止步第 %d 层 · 钥石合计 %d · 主种子 %d" % [ verdict, int(summary.get("levels_cleared", 0)), int(summary.get("stopped_at", 0)), int(summary.get("keystone_total", 0)), int(summary.get("master_seed", 0))] # 钥石入账明细文案(钥石全源 = Boss 逐杀掉落,无「大奖励」行; # name_lookup = item_id → 显示名投影,由组合根自 meta 表喂入) static func keystone_settle_text(detail: Dictionary, name_lookup: Dictionary = {}) -> String: var parts: Array[Variant] = [] for d in detail.get("boss_drops", []): parts.append("第 %d 关 Boss %s +%d" % [int(d.get("level", 0)), "首杀" if bool(d.get("first", false)) else "重复杀", int(d.get("amount", 0))]) var line := "钥石入账:" + (" · ".join(parts) if not parts.is_empty() else "本局无掉落") var unlocks: Array[Variant] = detail.get("new_unlocks", []) if not unlocks.is_empty(): var names: Array[String] = [] for iid in unlocks: names.append(String(name_lookup.get(String(iid), String(iid)))) line += "\n工坊新解锁:" + "、".join(names) return line + "\n本局入账合计 +%d 钥石" % int(detail.get("total", 0))