## 掷格件:装配期格面资源摇号——池行装配、区间行 roll、权重合成(订阅加权/board_skew 两路投影)。 ## 自 RewardEconomy 迁出掷格面(architecture v1.29 轴戊②);受理账面(grant/身份查询/快照/retire/ ## polarity_row)留守 RewardEconomy——衔接面=格→奖励身份映射批束(本件产出、受理件接收)。 ## 取号流声明:roll 每批恰开一 reward_roll 流(scope=每次 install 批不变),体序=normalize(行主序 ## +去重,零 RNG)→ 开流 → luck_bias 查询 → 池行装配 → 身份批逐格取号 → 清图批尾 → 区间行追加取号 ## ——取号序与取号次数与拆件前逐字同(同种子逐位复现红线)。 ## 零回指声明:本件零回指 RewardEconomy(fatal 经构造注入 fatal_cb 链转宿主封印通道——BoardInstaller ## 协作件先例);随机只经注入 RngServiceCore(持 economy 传入的同一实例——流身份不变)。 class_name RewardRoller extends RefCounted var db: ConfigDb var rng: RngServiceCore var fatal_cb: Callable = Callable() # 协作件违约→宿主 fatal 封印(BoardInstaller 先例——economy fatal_handler 属性 setter 同拍转注) var luck_bias_query: Callable = Callable() # 偏运合计查询口(reward_roll 发射归 BattleFxHost 效果层——缝拆形态随件迁移;缺省空回调=恒 0=原行集零扰动) var board_skew: int = 0 # 图级偏斜旋钮(写点=BoardInstaller 装板决议,全局型行 effect_value 语义=生存族权重下调百分比;0 = 中性 off 态。每板决议时显式重置/写入) var _treasure_unlocked := {} # 稀有正向资源 kinds(底稿 §3——权重投影面,池结构零触碰) const LUCK_BIAS_KINDS := ["heal", "gp", "pierce", "magic"] # 偏斜族(需求卡片 §二:进攻族等比上浮/生存族按 v% 下调/白名单豁免恒不动——判定键=cell_type; # 其余 cell_type(weaken/gp/action 白名单与未来扩型)= 豁免;负向行不入摇号已在 _rollable_rows 滤除) const SKEW_DOWN_KINDS := ["heal", "defense"] const SKEW_UP_KINDS := ["attack", "blast", "pierce", "magic"] func _init(bundle: Dictionary) -> void: for k in ["db", "rng", "fatal_cb"]: assert(bundle.has(k), "[掷格件] 引用束缺键: %s" % k) db = bundle.db rng = bundle.rng fatal_cb = bundle.fatal_cb # 资格清单摇号(economy.roll_board 装配序委托——守卫与受理复位留守 economy;本函数只承载摇号本体)。 # 批束键集封闭:{"mapping": Dictionary(cell→reward_id 行主序插入序), "power_roll": Dictionary(cell→int), # "clear_identity": String, "clear_power": int} func roll(eligible: Array) -> Dictionary[Variant, Variant]: var list: Array[Dictionary] = _normalize_eligible(eligible) 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) # reward_roll 发射归 BattleFxHost(bias_rewards 订阅命中合计经注入查询口取回); # 零命中/未接线=0=原行集零扰动 var luck_bias := 0 if luck_bias_query.is_valid(): luck_bias = luck_bias_query.call(list.size()) var cell_rows: Array[Variant] = _biased_cell_rows(luck_bias) # cell 池正向行 weight>0(订阅件装配时稀有正向 kinds 权重 +N——池结构零触碰) var clear_rows: Array[Variant] = _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_row(cell_rows, stream.randi_range(0, _pool_weight(cell_rows) - 1)).reward_id # ② 清图槽批尾:同流同批判尾摇定清图奖励对象身份(选行算子返表行——就地取 reward_id, # randi_range 求值位置与拆件前逐位同) var clear_rid := String(_weighted_pick_row(clear_rows, stream.randi_range(0, _pool_weight(clear_rows) - 1)).reward_id) # 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;行查就地内联—— # 局部变量预算内,取号序与取号次数零变化) var power_roll := {} for cell in draft.keys(): if _row_by_id(draft[cell]).has("power_min"): power_roll[cell] = stream.randi_range(int(_row_by_id(draft[cell]).power_min), int(_row_by_id(draft[cell]).power_max)) var clear_power := -1 if _row_by_id(clear_rid).has("power_min"): clear_power = stream.randi_range(int(_row_by_id(clear_rid).power_min), int(_row_by_id(clear_rid).power_max)) return {"mapping": draft, "power_roll": power_roll, "clear_identity": clear_rid, "clear_power": clear_power} func set_treasure_unlocked(ids: Dictionary) -> void: _treasure_unlocked = ids ## 资格清单规范化域(开流前——零 RNG):行主序 + 去重(排序责任不外推给 战斗结算;排序键单点 BoardData.row_major_key) func _normalize_eligible(eligible: Array) -> Array[Dictionary]: var seen := {} var list: Array[Dictionary] = [] for e in eligible: var c: Vector2i = e.cell if seen.has(c): push_warning("[掷格件] 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 BoardData.row_major_key(a.cell) < BoardData.row_major_key(b.cell)) return list # 订阅加权权重投影(底稿 §3:只动池内权重、雷安仍同池同分布;luck_bias=0 逐位返回原行集——off 态零扰动) # 合成序:先经图级偏斜投影再叠件级加法——合成序锚=图级先、件级后 #(环境事实先定型、玩家构筑叠其上;两投影均为池内权重面,雷安同池与取号次数零变化) func _biased_cell_rows(bias: int) -> Array: var base: Array[Variant] = _skewed_cell_rows() if bias <= 0: return base var out: Array[Variant] = [] for row in base: if LUCK_BIAS_KINDS.has(String(row.get("cell_type", ""))): var biased: Dictionary[Variant, Variant] = row.duplicate() biased["weight"] = int(row.weight) + bias out.append(biased) else: out.append(row) return out # 图级资源面偏斜投影(整数最大余数法:生存族按 board_skew% 下调,下调量按进攻族 # 原权重比例整数重分配,合计恒等于原池合计 77;负向行与白名单三行逐位不动)。 # board_skew<=0 逐位返回原行集 = off 态零扰动第一断言:不进投影域、行集/行序/取号域与基线逐位同。 func _skewed_cell_rows() -> Array: if board_skew <= 0: return _rollable_rows() var base: Array[Variant] = _rollable_rows() var families := _skew_families(base) if families["down"].is_empty() or families["up"].is_empty(): return base # 结构缺族 = 无偏斜作用面(保守直通——池结构变更须走表加载校验另批) # 下调总量 = round_half_up(Σ生存×v/100);逐行精确份额 w×v/100 最大余数取整(行序平局) var drops := _largest_remainder_split(families["down"], board_skew, 100, (2 * _pool_weight(families["down"]) * board_skew + 100) / 200) # 上浮总量 = 下调总量(守恒),逐行精确份额 drop×w/Σ进攻 最大余数取整 var gains := _largest_remainder_split(families["up"], drops_total(drops), _pool_weight(families["up"]), drops_total(drops)) var out := _apply_skew(base, families["down"], families["up"], drops, gains) assert(_pool_weight(out) == _pool_weight(base), "图级偏斜守恒破(偏斜后合计须等于原池)") return out ## 分族域:生存下调族与进攻上浮族行集拆分(池结构不变式零触碰) func _skew_families(base: Array) -> Dictionary: var down: Array[Variant] = [] var up: Array[Variant] = [] for row in base: var k := String(row.get("cell_type", "")) if SKEW_DOWN_KINDS.has(k): down.append(row) elif SKEW_UP_KINDS.has(k): up.append(row) return {"down": down, "up": up} ## 权重装配域:逐行精确份额增减(下调族扣 drops、上浮族加 gains——守恒 assert 随段迁移) func _apply_skew(base: Array, down: Array, up: Array, drops: Array, gains: Array) -> Array: var di := 0 var ui := 0 var out: Array[Variant] = [] for row in base: var k := String(row.get("cell_type", "")) var w := int(row.weight) if SKEW_DOWN_KINDS.has(k): w -= drops[di] di += 1 elif SKEW_UP_KINDS.has(k): w += gains[ui] ui += 1 assert(w > 0, "图级偏斜投影产生非正权重(池结构变更须走另批重审)") var skewed: Dictionary[Variant, Variant] = row.duplicate() skewed["weight"] = w out.append(skewed) return out func drops_total(amounts: Array[int]) -> int: var t := 0 for a in amounts: t += a return t # 最大余数整数分摊(行序平局——确定性):把 total 单位按精确份额 w_i×numer/denom 分到 rows # (floor 后余数单位依次给分数最大者,平局取行序在前)——Σ结果恒 = total static func _largest_remainder_split(rows: Array, numer: int, denom: int, total: int) -> Array[int]: var floors: Array[int] = [] var fracs: Array[int] = [] var used := 0 for row in rows: var exact: int = int(row.weight) * numer floors.append(int(exact / denom)) fracs.append(exact % denom) used += int(exact / denom) var order: Array[int] = [] for i in rows.size(): order.append(i) order.sort_custom(func(a: int, b: int) -> bool: if fracs[a] != fracs[b]: return fracs[a] > fracs[b] return a < b) var out: Array[int] = floors var rest: int = total - used assert(rest >= 0 and rest <= order.size(), "最大余数分摊余数越界(不应可达)") for j in rest: out[order[j]] += 1 return out # 选行算子(weighted_pick 改造形态——算术逐字:acc 累加/断言/fatal 通道;返回表行,调用侧取 # row.reward_id;取号算术与次数零变化。单点=本件 _weighted_pick_row,economy 受理面行查留守 _row_by_id) func _weighted_pick_row(rows: Array, r: int) -> Dictionary: var total := _pool_weight(rows) assert(r >= 0 and r < total, "选行算子取号越域(纯函数域守卫)") var acc := 0 for row in rows: acc += int(row.weight) if r < acc: return row _fatal("选行算子未命中(不应可达)") return {} # aux 解锁门控集(「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) 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.run.reward.rows: if String(row.get("cell_type", "")) == RewardTable.TREASURE_ITEM_TYPE: var iid := String(row.get("effect_id", "")) if iid == "" or not _treasure_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.run.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.run.reward.rows: if row.reward_id == rid: return row return {} func _fatal(msg: String) -> void: push_error("[掷格件/fatal] " + msg) if fatal_cb.is_valid(): fatal_cb.call(msg) # economy fatal_handler 同拍转注(封印传导,不绕第二中止通道) assert(false, msg)