# VERTICAL SLICE - NOT FOR PRODUCTION # Validation Question: 每个非封锁格是否都携带可兑的格面资源身份,且同种子同操作逐位回放 # Date: 2026-09-10(2026-09-15 格面资源批结构性重写:库存/供给轴下线,格面资源身份面纯化) # 地图战斗资源:格面资源的身份层——install 期身份预分配(roll_board 恰一次、消费 reward_roll 封闭流 # 恰一 scope 批:格批 + 清图批尾)· 授予期零随机 · Ready 后只读、无重掷 · 换图映射消亡。 # 安全格与雷格一视同仁(同一类型池、同一权重分布——雷安同池);封锁格不入摇号清单。 # 极性不在资源内:「动作 × 格型」矩阵的字典定义归 GDD、路由执行归 战斗结算 授予段 # (本类只提供 polarity_row 的(类型, 极性)→ 字典行查询面)。 # 切片登记:取号约定 = randi_range(0, W-1)(实现期 ADR 事实,切片内恒定); # 区间行 power roll 在身份批内追加取号(伤害量值区间批——快照 power = roll 值,授予期零随机不变)。 # 实现 GDD:design/gdd/systems/战斗循环/地图战斗资源.md(v0.4 格面资源批——registry 追溯锚) class_name RewardEconomy extends RefCounted var db: ConfigDb var rng: RngServiceCore var _phase := "unrolled" # unrolled → ready → retired var _eligible: Array[Dictionary] = [] # [{cell}] 行主序规范序 var _mapping := {} # Vector2i → reward_id(正向行身份——格面资源类型由 cell_type 承载) var _power_roll := {} # Vector2i → 区间行 roll 值(身份批内追加取号) var _clear_power := -1 # 清图槽区间行 roll 值(-1 = 定值行) var _granted := {} # Vector2i → 快照(重复受理幂等返回) var _clear_identity := "" var _clear_granted := false var _clear_snapshot := {} func _init(db_ref: ConfigDb, rng_ref: RngServiceCore) -> void: db = db_ref rng = rng_ref # ---- install 期 roll(恰一次;Ready 相位再调拒绝)---- # eligible = 全部非封锁格(安全格 + 雷格,战斗结算 install 编排供给;封锁格不入清单) func roll_board(eligible: Array) -> bool: # 相位守卫:Ready 再调 = double-roll 拒绝(E5);Retired(换图后)= 合法新批重置(E6 roll 半) if _phase == "ready": push_warning("[地图战斗资源] roll_board 相位守卫拒绝(E5——double-roll 编排违约显式暴露)") return false if eligible.is_empty(): _fatal("roll_board 空资格清单(E1 兜底 fail-fast——排雷玩法 不变式④前置)") return false # 行主序规范化 + 去重(排序责任不外推给 战斗结算) var seen := {} var list: Array[Dictionary] = [] for e in eligible: var c: Vector2i = e.cell if seen.has(c): push_warning("[地图战斗资源] 资格清单重复格已去重: %s" % str(c)) continue seen[c] = true list.append({"cell": c}) list.sort_custom(func(a, b): return a.cell.y * 1000 + a.cell.x < b.cell.y * 1000 + b.cell.x) _eligible = list _granted.clear() # 新批重置映射受理面(旧图快照消亡) _power_roll.clear() _clear_power = -1 _clear_granted = false _clear_snapshot = {} var stream: RandomNumberGenerator = rng.open_stream("reward_roll") # 恰一 scope 批(格批 + 清图批尾 + 区间行追加取号) var cell_rows: Array = _rollable_rows() # cell 池正向行 weight>0(类型频次) var clear_rows: Array = _pool_rows("clear_default") # ① 身份批:每非封锁格恰一类型身份(雷安同池——同一行集同一权重分布) var draft := {} for e in list: draft[e.cell] = weighted_pick(cell_rows, stream.randi_range(0, _pool_weight(cell_rows) - 1)) # ② 清图槽批尾:同流同批判尾摇定清图奖励对象身份 var clear_rid := weighted_pick(clear_rows, stream.randi_range(0, _pool_weight(clear_rows) - 1)) # ③ 区间行 power roll(身份定稿后逐格恰一追加取号,定值行零取号) for cell in draft.keys(): var row: Dictionary = _row_by_id(draft[cell]) if row.has("power_min"): _power_roll[cell] = stream.randi_range(int(row.power_min), int(row.power_max)) var clear_row: Dictionary = _row_by_id(clear_rid) if clear_row.has("power_min"): _clear_power = stream.randi_range(int(clear_row.power_min), int(clear_row.power_max)) _mapping = draft _clear_identity = clear_rid _phase = "ready" return true # ---- 查询面(Ready 只读;未开格恒可查——魔法道具 桥接结构前提)---- # 相位只读出口(诊断观测面——unrolled/ready/retired;消费方禁直读 _phase 下划线字段) func phase() -> String: return _phase # 静默映射查询(批量工具用——零 E19 诊断;语义 = query_identity 非 null 的布尔投影) func is_mapped(cell: Vector2i) -> bool: return _phase == "ready" and _mapping.has(cell) func query_identity(cell: Vector2i): if _phase != "ready": _diag("query_identity 非 Ready 相位") return null var rid: String = _mapping.get(cell, "") if rid == "": _diag("query_identity 清单外坐标(E19——未分配非错误态;封锁格不入清单)") return null var row: Dictionary = _row_by_id(rid) return {"reward_id": rid, "cell_type": String(row.cell_type), "tier": int(row.tier)} # 身份完整快照(轮内刷新批次隔离用——facts 缓冲期捕获,授予期 mapping 可能已换批): # 返回与 grant 相同结构的快照(cell_type/display_name/power/effect_id/stacks 齐备), # 供 战斗结算 冻结授予直通 func query_full_snapshot(cell: Vector2i): if _phase != "ready": _diag("query_full_snapshot 非 Ready 相位") return null var rid: String = _mapping.get(cell, "") if rid == "": return null return _snapshot(_row_by_id(rid), int(_power_roll.get(cell, -1))) # ---- 受理面(战斗结算 编排期调用;E6 收口 2026-09-13:失败统一返回 null)---- func grant(cell: Vector2i): if _phase != "ready": _diag("grant 非 Ready 相位(E4/E7)") return null if not _mapping.has(cell): _diag("grant 清单外坐标(E19)") return null if _granted.has(cell): _diag("grant 同格重复受理(E18 幂等兜底——受理恰一次归 战斗结算)") return _granted[cell] var snap := _snapshot(_row_by_id(_mapping[cell]), int(_power_roll.get(cell, -1))) _granted[cell] = snap return snap func grant_clear(): if _phase != "ready": _diag("grant_clear 非 Ready 相位") return null if _clear_granted: _diag("grant_clear 同批次重调(E18 幂等兜底)") return _clear_snapshot var row: Dictionary = _row_by_id(_clear_identity) _clear_snapshot = _snapshot(row, _clear_power) _clear_granted = true return _clear_snapshot func retire_mapping() -> bool: if _phase != "ready": _diag("retire_mapping 非 Ready 相位(幂等受理族)") return false _phase = "retired" _mapping.clear() _power_roll.clear() _clear_power = -1 _clear_identity = "" return true # ---- 极性路由字典面(战斗结算 授予段消费):(类型, 极性)→ 格面池字典行(拷贝出口)---- func polarity_row(cell_type: String, polarity: String) -> Dictionary: for row in db.reward.rows: if String(row.get("pool_tag", "")) == "cell" \ and String(row.get("cell_type", "")) == cell_type \ and String(row.get("polarity", "")) == polarity: return row.duplicate() # E6:表行值拷贝出口——消费方禁改配置源 _fatal("极性字典缺行(八型×正负齐备为加载前提): %s %s" % [cell_type, polarity]) return {} # ---- F6 当量供给(行动经济 条款①对照实物输入——全活行投影 + tier_min_buff)---- func equivalence_supply() -> Dictionary: var live: Array[Dictionary] = [] var tier_min_buff := 99 for row in db.reward.rows: if int(row.weight) <= 0: continue live.append(row.duplicate()) # E6:表行值拷贝出口——消费方禁改配置源 # tier_min_buff = 我侧增益(hero_offense/hero_defense 池的 percent 正向行——attack_up/defense_up)最低档 if String(row.get("pool_tag", "")) == "cell" and String(row.get("polarity", "")) == "positive" \ and String(row.get("effect_id", "")) != "": var eff_row: Dictionary = db.status_effect_row(String(row.effect_id)) if not eff_row.is_empty() and String(eff_row.get("target_side", "")) == "hero": tier_min_buff = mini(tier_min_buff, int(row.tier)) return {"live_rows": live, "tier_min_buff": tier_min_buff} # ---- F1 选行算子纯函数 ---- func weighted_pick(rows: Array, r: int) -> String: var total := _pool_weight(rows) assert(r >= 0 and r < total, "weighted_pick 取号越域(纯函数域守卫)") var acc := 0 for row in rows: acc += int(row.weight) if r < acc: return String(row.reward_id) _fatal("weighted_pick 未命中(不应可达)") return "" # aux 解锁门控集(迭代 7 T5——拍板③甲「解锁→进投放池」:未解锁 aux 行不入摇号池。 # 空集默认 = 全部 aux 不投放(白板/夹具态零投放——模拟读数零扰动;真实侧 main 组装工坊解锁集传入) var _aux_unlocked := {} func set_aux_unlocked(ids: Dictionary) -> void: _aux_unlocked = ids func _rollable_rows() -> Array: # 摇号池 = cell 池正向行 weight>0(负向行纯字典不消费权重;封锁格不在本函数职责域——清单由调用方裁剪) var out: Array[Dictionary] = [] for row in db.reward.rows: if String(row.get("cell_type", "")) == RewardTable.AUX_ITEM_TYPE: var iid := String(row.get("effect_id", "")) if iid == "" or not _aux_unlocked.has(iid): continue if String(row.get("pool_tag", "")) == "cell" and String(row.get("polarity", "")) == "positive" and int(row.weight) > 0: out.append(row) return out func _pool_rows(pool_tag: String) -> Array: var out: Array[Dictionary] = [] for row in db.reward.rows: if row.pool_tag == pool_tag and int(row.weight) > 0: out.append(row) return out func _pool_weight(rows: Array) -> int: var w := 0 for row in rows: w += int(row.weight) return w func _row_by_id(rid: String) -> Dictionary: for row in db.reward.rows: if row.reward_id == rid: return row return {} func _snapshot(row: Dictionary, rolled_power: int = -1) -> Dictionary: var snap := { "reward_id": String(row.reward_id), "cell_type": String(row.cell_type), "display_name": String(row.display_name), "power": int(row.power) if rolled_power < 0 else rolled_power, # 区间行 = 身份批 roll 值(E14 授予时快照口径) "tier": int(row.tier), "stacks": int(row.get("stacks", 1)), } if String(row.get("effect_id", "")) != "": snap["effect_id"] = String(row.effect_id) return snap func _diag(msg: String) -> void: push_warning("[地图战斗资源] " + msg) func _fatal(msg: String) -> void: push_error("[地图战斗资源/fatal] " + msg) assert(false, msg)