# VERTICAL SLICE - NOT FOR PRODUCTION # Date: 2026-09-17(分支节点图批——关卡节点地图 v1.0 图版选路呈现) # 2026-09-28 关卡画面实装批(M-1 迭代 1 T4——level-map.md 三拍板落地): # ① 三停点标题定稿(布局决策 1——清偿台账 143:「继续前进(战斗房)」入口措辞矛盾退役) # ② 图上点击选路唯一通道(布局决策 2)——候选按钮整列退役;候选节点亮金描边 = 可点目标, # 悬停预承诺(描边加粗+指针)后点击提交;press_candidate 探针入口改走图上命中同路径 # ③ 放弃冒险二次确认(布局决策 3)——首击转确认态(文案+危险红脉冲约 3 秒超时回落),二击提交 # ④ 顶栏语境:关卡名(level_row.display_name)+ GP 常驻徽章(2026-09-26 二轮拍板去向落地面) # ⑤ 底部状态栏(布局决策 4):生命/属性/特性三组常读(零加成隐藏),放弃按钮右端异位 # 关卡画面(独立屏,Level Map Screen——2026-09-28 形态升格批 M-2 迭代 3 T2:原 RouteOverlay 模态 # 覆盖层升格独立屏,spec level-map.md 形态章节同批改写):全屏不透明独占呈现——激活期战斗屏宿主 # 由组合根整体隐藏(非暗幕半透、零透出)。零自动推进的玩家停点语义不变:唯一前进通道 = # 图上点候选节点 → route_chosen(node_id) → 组合根转 runner.pick_next_node。 # 高内聚边界:只读 runner 成文出口(nodes()/visited_ids()/node_index/next_candidate_ids()/level_row/ # hero_hp/gp/effective_*/bonus)做渲染,无任何写面;图形为程序化占位质量(占位纪律)。 # 放弃入口(2026-09-21 用户拍板「放弃接口也要有」——台账 119):选路停点 = 天然非战斗期(接口契约: # 战斗中放弃一律拒绝),按钮常驻底栏右端;可见性归组合根(只在冒险模式开——放弃的语义对象是 # "整局冒险";调试两层无节点图天然不可达)。 class_name LevelMapScreen extends Control signal route_chosen(node_id: int) signal abandon_requested const COL_ROOM_DONE := UiKit.GOLD_DONE # 已到——暗金(样张 v1 冻结新值 #68562C——旧 GOLD_DIM 对双色墨均 <4.5:1,对比硬指标逼守;UiKit.GOLD_DIM 他用不动) const COL_ROOM_CURRENT := UiKit.GOLD # 当前——奖励金 const COL_ROOM_FUTURE := UiKit.DARK_UPCOMING # 未达——暗 const COL_PASSAGE := UiKit.STONE # 通道——石灰 const COL_PASSAGE_LIT := UiKit.CANDLE # 候选通道/候选描边——烛光黄(M5:金色定岗只留当前位,G4;旧 GOLD_LIT 退役出本屏) const COL_BOSS_BORDER := UiKit.BOSS_PURPLE # Boss 边框——紫赤(色相独占本色;旗朱退役 2026-09-26) const COL_ABANDON := UiKit.RED_MINE # 破坏性动作红(危险红族) const NODE_LABELS := {"battle": "战", "reward": "赏", "rest": "疗", "boss": "王", "shop": "商"} # 商 = GP+商店房实施批 2026-09-21(贴图缺位字形回退用——贴图在位=字形退役惯例) const NODE_TYPE_NAMES := {"battle": "战斗", "reward": "奖励", "rest": "休息", "boss": "Boss", "shop": "商店"} # M5 节点下方类型字(demo ④——三通道可读性;当前位显示「当前位置」) const TEX_NODE_ICONS := {"battle": UiKit.TEX_NODE_BATTLE, "reward": UiKit.TEX_NODE_REWARD, "rest": UiKit.TEX_NODE_REST, "boss": UiKit.TEX_NODE_BOSS, "shop": UiKit.TEX_NODE_SHOP} const NODE_ICON_PX := 20.0 # 节点图标边长(样张 v1 冻结——20px 烘焙 1:1 消费零缩放) const ICON_TINT_ON_GOLD := Color(24.0 / 240.0, 20.0 / 226.0, 16.0 / 200.0) # 当前金底图标墨 = INK_ROUTE 乘法调制(双色墨制——暗底系 WARM 原色) const TITLE_ENTRY := "出发——选择首个节点" # 入口停点(布局决策 1——台账 143 遗留清偿) const TITLE_SINGLE := "继续前进" # 单链停点 const TITLE_FORK := "选择下一节点" # 岔路停点 const NODE_HALF := Vector2(36.5, 25) # 节点方块半宽高(73×50 = 52×36 的 1.4×——UI 落码批 M5「黑底吃掉」;层距/布局公式零改) const LAYER_BASE_X := 70 # 首层节点原点 x(画布拟合与布局公式共用——T4 杂并:双写退役) const LAYER_STEP_X := 122 # 层间横向步距(同上) const SLOT_BASE_Y := 52 # 槽位原点 y(同上) const SLOT_STEP_Y := 58 # 同层槽位纵向步距(同上) const HIT_PAD := 6.0 # 图上命中外扩(指宽容差) const CONFIRM_WINDOW_S := 3.0 # 放弃确认态窗口(秒——超时回落) const COL_HP_BAR_BACK := UiKit.HP_BAR_BACK # 迷你血条深底(样张 v1 冻结——对暗面板可辨;值单点收 UiKit) var _runner = null var _title: Label var _canvas: Control var _level_label: Label var _gp_value: Label var _hp_value: Label var _hp_bar: Control var _attr_value: Label var _bonus_row: HBoxContainer var _bonus_value: Label var _relic_value: Label # 特性持有行(迭代 12 呈现补齐——组合根投喂聚合文案) var _cand_ids: Array[int] = [] # 本停点候选 id 集(图上命中合法集) var _content_size := Vector2(620, 240) # 图内容包络(open_choices 按图拟合——画布 min 尺寸随它) var _hover_id := -1 # 悬停预承诺候选(-1 = 无) var abandon_btn: Button # 放弃入口(可见性归组合根 set_abandon_available——只在冒险模式开) var _abandon_timer := ArmedTimer.new() # 放弃确认窗(T3/D3 P4 乙——_process 帧驱动倒计时机制收口;窗口=CONFIRM_WINDOW_S) var _node_icons := {} # 节点图标贴图(load_tex 守卫——缺位 null → 字形回退,冒烟/无素材检出安全) var _noise_rect: TextureRect # 屏底石纹(换层色板渐变承载面——null = 纯色回退无挂点) var _tint_level := 0 # 当前已应用 tint 的层号(0 = 未应用) func _init() -> void: _abandon_timer.expired.connect(_reset_abandon_confirm) # 节点图标贴图装载(样张 v1 冻结形制——load_tex 守卫,缺位回退现行字形) for t in TEX_NODE_ICONS: _node_icons[t] = UiKit.load_tex(TEX_NODE_ICONS[t]) # 独立屏底(形态升格 2026-09-28——spec Layout:深底+石纹底噪铺满;底纹缺位回退纯色——load_tex 守卫) var base := ColorRect.new() base.color = UiKit.BG_ROOT base.set_anchors_preset(Control.PRESET_FULL_RECT) add_child(base) var noise := UiKit.load_tex(UiKit.TEX_BACKDROP_STONE) if noise != null: var tex := TextureRect.new() tex.texture = noise tex.stretch_mode = TextureRect.STRETCH_TILE tex.texture_filter = CanvasItem.TEXTURE_FILTER_NEAREST tex.set_anchors_preset(Control.PRESET_FULL_RECT) tex.mouse_filter = Control.MOUSE_FILTER_IGNORE base.add_child(tex) _noise_rect = tex # 世界侧 tint 承载面(换层色板渐变挂点——§2.7 切片档) var center := CenterContainer.new() center.set_anchors_preset(Control.PRESET_FULL_RECT) base.add_child(center) var box := VBoxContainer.new() box.add_theme_constant_override("separation", 10) center.add_child(box) # 顶栏语境(spec Layout:左关卡名 / 右 GP 常驻徽章——直角细线数据框) var top := HBoxContainer.new() top.add_theme_constant_override("separation", 12) box.add_child(top) _level_label = UiKit.label("", 16, true, UiKit.WARM) _level_label.custom_minimum_size.x = 420 top.add_child(_level_label) var gp_box := PanelContainer.new() gp_box.add_theme_stylebox_override("panel", UiKit.panel_flat(UiKit.DARK_UPCOMING, UiKit.PANEL_BORDER, 0, 1)) top.add_child(gp_box) var gp_row := HBoxContainer.new() gp_row.add_theme_constant_override("separation", 6) gp_box.add_child(gp_row) _gp_value = UiKit.label("", 16, true, UiKit.GOLD) gp_row.add_child(_gp_value) _title = UiKit.label(TITLE_FORK, 18, true, UiKit.WARM) _title.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER box.add_child(_title) # 节点图画布(图上点击 = 唯一提交通道——布局决策 2;mouse_filter STOP 接悬停/点击) _canvas = Control.new() _canvas.custom_minimum_size = Vector2(620, 240) _canvas.mouse_filter = Control.MOUSE_FILTER_STOP _canvas.draw.connect(_draw_graph.bind(_canvas)) _canvas.gui_input.connect(_on_canvas_input) box.add_child(_canvas) # 底部状态栏(M5 合并单条:亮米面板一站读齐=头像+生命+属性+本关加成/流派件——demo ④; # 道具槽不摆=道具读数无关卡画面成文出口(读快照私域越权),随 runner 出口批补——台账 352 注记; # _hp_value/_attr_value/_bonus_value/_relic_value 投喂键全部保留) var bottom := PanelContainer.new() bottom.add_theme_stylebox_override("panel", UiKit.panel_flat(Color8(240, 228, 200), UiKit.CAMP_HEADER_BAND, 0, 2, Vector4(12, 6, 12, 6))) box.add_child(bottom) var strip := HBoxContainer.new() strip.add_theme_constant_override("separation", 18) bottom.add_child(strip) var face := TextureRect.new() var face_tex := UiKit.load_tex(UiKit.TEX_HERO_PORTRAIT) if face_tex != null: face.texture = face_tex face.custom_minimum_size = Vector2(50, 52) face.expand_mode = TextureRect.EXPAND_IGNORE_SIZE face.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED face.texture_filter = CanvasItem.TEXTURE_FILTER_NEAREST strip.add_child(face) var life_box := VBoxContainer.new() strip.add_child(life_box) life_box.add_child(UiKit.label("生命", 11, false, Color8(110, 69, 52))) _hp_value = UiKit.label("", 15, true, UiKit.INK_TITLE) life_box.add_child(_hp_value) _hp_bar = Control.new() _hp_bar.custom_minimum_size = Vector2(130, 7) _hp_bar.draw.connect(_draw_hp_bar.bind(_hp_bar)) life_box.add_child(_hp_bar) strip.add_child(_vdiv()) var attr_box := VBoxContainer.new() strip.add_child(attr_box) attr_box.add_child(UiKit.label("属性", 11, false, Color8(110, 69, 52))) _attr_value = UiKit.label("", 15, true, UiKit.INK_TITLE) attr_box.add_child(_attr_value) strip.add_child(_vdiv()) # 本关加成框(零加成隐藏——spec 布局决策 4)+ 流派件持有行(迭代 12 呈现补齐——组合根投喂) _bonus_row = HBoxContainer.new() strip.add_child(_bonus_row) var bonus_box := VBoxContainer.new() _bonus_row.add_child(bonus_box) var bonus_inner := VBoxContainer.new() bonus_box.add_child(bonus_inner) var bonus_cap := UiKit.label("特性", 12, false, UiKit.WARM_SOFT) bonus_inner.add_child(bonus_cap) _bonus_value = UiKit.label("", 15, true, UiKit.WARM) bonus_inner.add_child(_bonus_value) # 特性持有行(迭代 12 呈现补齐 2026-10-04——用户反馈关卡选择页看不到局内奖励;组合根投喂) _relic_value = UiKit.label("", 13, false, UiKit.WARM_SOFT) _relic_value.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART bonus_box.add_child(_relic_value) var spacer := Control.new() spacer.size_flags_horizontal = Control.SIZE_EXPAND_FILL strip.add_child(spacer) abandon_btn = UiKit.danger_button("放弃") # 打磨包 2026-09-29 文案 + M5 危险钮皮(M10 公共件) abandon_btn.pressed.connect(_on_abandon_pressed) abandon_btn.visible = false strip.add_child(abandon_btn) visible = false # 竖分隔线(M5 底栏分组线——亮面板上低对比细线) static func _vdiv() -> ColorRect: var v := ColorRect.new() v.color = Color8(201, 184, 142) v.custom_minimum_size = Vector2(1, 44) return v # _status_box 已退役(M5 底栏合并单条——demo ④;本函数随旧三暗框退役删除,投喂键保留于新底栏) func _draw_hp_bar(bar: Control) -> void: # 迷你血条(深底 UiKit.HP_BAR_BACK #28221C + 小人蓝填充——M5 改蓝:与战斗站桩血条同语言, # 「蓝只说己方」§4.2;旧金填充退役=金只说收益定岗 G4)。比例 = hero_hp / effective_max_hp if _runner == null: return var max_hp := maxi(1, _runner.effective_max_hp()) var ratio := clampf(float(_runner.hero_hp) / float(max_hp), 0.0, 1.0) var full := Rect2(Vector2.ZERO, bar.size) bar.draw_rect(full, COL_HP_BAR_BACK) if ratio > 0.0: bar.draw_rect(Rect2(Vector2.ZERO, Vector2(bar.size.x * ratio, bar.size.y)), UiKit.HERO_BLUE) # 放弃入口可见性(组合根在冒险启动时开、默认关——语义对象 = 整局冒险) # 特性持有投影(迭代 12 呈现补齐——组合根投喂聚合文案;空文案=行隐藏) func set_relic_holdings(text: String) -> void: _relic_value.text = text func set_abandon_available(v: bool) -> void: abandon_btn.visible = v # 放弃二次确认(布局决策 3):首击转确认态(文案+危险红脉冲约 3 秒超时回落),二击才提交。 # 单击不提交——ui_probe 战斗中 pressed.emit() 单击路径保持「未受理」语义(战斗中拒绝归组合根)。 func _on_abandon_pressed() -> void: if not _abandon_timer.is_armed(): _abandon_timer.arm(CONFIRM_WINDOW_S) abandon_btn.text = "再点一次确认放弃——不可逆" if ArmedTimer.motion_still(): abandon_btn.modulate = Color(1, 1, 1, 0.75) # 减动效静态基色(脉冲层不再驱动) return _reset_abandon_confirm() abandon_requested.emit() func _reset_abandon_confirm() -> void: _abandon_timer.disarm() abandon_btn.modulate = Color(1, 1, 1, 1) abandon_btn.text = "放弃" # 打磨包 2026-09-29——文案收敛 level-map 4 字上限(确认态转义面见 _on_abandon_pressed) func _process(delta: float) -> void: if not _abandon_timer.is_armed(): return _abandon_timer.tick(delta) if not _abandon_timer.is_armed(): return # 窗口到点回落(expired 信号已驱动 _reset_abandon_confirm) # 危险红边框脉冲(单段呼吸约 1Hz——闪烁基线 ≤3 次/秒内;减动效 = 静态半透不闪——档判据单点 motion_still) if ArmedTimer.motion_still(): abandon_btn.modulate = Color(1, 1, 1, 0.75) else: var k := 0.5 + 0.5 * sin(_abandon_timer.elapsed * TAU) abandon_btn.modulate = Color(1, 1, 1, 0.65 + 0.35 * k) # 打开选路口(cands = 候选节点引用数组;runner 只读用于整图渲染与状态栏刷新) func open_choices(cands: Array, runner) -> void: var was_visible := visible # 进入转场判据(就地刷新/模态栈恢复不重放淡入) _runner = runner _hover_id = -1 _reset_abandon_confirm() var visited: Array[int] = [] if runner != null: visited = runner.visited_ids() if cands.size() > 1: _title.text = TITLE_FORK elif visited.is_empty(): _title.text = TITLE_ENTRY # 入口停点(尚未走出第一步——台账 143 措辞矛盾清偿) else: _title.text = TITLE_SINGLE _cand_ids = [] for cand in cands: _cand_ids.append(_id_of(cand)) _fit_canvas(_runner.nodes()) _refresh_status() _apply_level_tint(int(_runner.level_row.get("level_index", 0))) visible = true if not was_visible: # 独立屏淡入(spec Transitions:约 200ms;alpha 淡入非明度变化——art-bible §2 明度恒定) modulate.a = 0.0 var ftw := create_tween() ftw.tween_property(self, "modulate:a", 1.0, UiKit.motion(0.2)) # 画布随图自适应(level-map.md Layout:画布宽随层数、高随同层最大节点数——公式与 _layout 同源; # 2026-09-28 真鼠标点击 bug 根修:固定 620×240 画布下深层节点(L1 Boss 内容 x=802)落在 gui_input # 命中区外——绘制无裁剪看得见、命中收不到事件。单链关卡层深=节点序,必须先拟合再命中。 func _fit_canvas(nodes: Array) -> void: if nodes.is_empty(): return var layer := {} var slot := {} _assign_layers(nodes, layer, slot) var maxl := 0 var maxslot := 0 for k in layer.keys(): maxl = maxi(maxl, int(layer[k])) for k in slot.keys(): maxslot = maxi(maxslot, int(slot[k])) _content_size = Vector2(LAYER_BASE_X + maxl * LAYER_STEP_X + NODE_HALF.x + 8.0, SLOT_BASE_Y + maxslot * SLOT_STEP_Y + NODE_HALF.y + 24.0) # +24 = 类型文字标签行(M5) _content_size = _content_size.max(Vector2(620, 256)) # 下限(M5 抬高容纳标签行) _canvas.custom_minimum_size = _content_size # 换层色板渐变挂点(art-bible §2.7 下探过渡切片档——关卡结算确认→下一关→独立屏淡入链路上的 # 色相层进预告:屏底世界侧随层进换挡,信息层恒定;tint 明度带归一≈1 只动色相/饱和)。 # tint 候选方向 = art-bible §6.3 三关图类型色板方向(1 dungeon 暖石基准/2 underdark 冷蓝灰/3 deep 灰黑金属), # 终值归色板样张批——本批只落挂点(level-map.md States 换层进入行承载)。 const BOARD_TINTS := {1: Color(1, 1, 1), 2: Color(0.84, 0.99, 1.28), 3: Color(0.97, 0.99, 1.09)} func _apply_level_tint(level_index: int) -> void: if _noise_rect == null or level_index == _tint_level: return _tint_level = level_index var target: Color = BOARD_TINTS.get(level_index, Color(1, 1, 1)) var tw := create_tween() tw.tween_property(_noise_rect, "modulate", target, UiKit.motion(0.45)) # 状态栏刷新(命令式纪律——组合根打开本屏/兑付确认回执后重查;零推送信号订阅) func _refresh_status() -> void: if _runner == null: return _level_label.text = String(_runner.level_row.get("display_name", "")) _gp_value.text = "◈ %d" % int(_runner.gp) var max_hp: int = _runner.effective_max_hp() _hp_value.text = "HP %d/%d" % [int(_runner.hero_hp), int(max_hp)] _hp_bar.queue_redraw() var atk_bonus := int(_runner.bonus.get("atk", 0)) var ac_bonus := int(_runner.bonus.get("armor_class", 0)) var atk_txt := "%d" % _runner.effective_atk() if atk_bonus > 0: atk_txt += " +%d" % atk_bonus # 加成角标(ASCII 加号——防像素字体缺 ⁺ 字形出豆腐块) var ac_txt := "%d" % _runner.effective_ac() if ac_bonus > 0: ac_txt += " +%d" % ac_bonus _attr_value.text = "攻击 %s · 护甲 AC %s" % [atk_txt, ac_txt] var hp_bonus := int(_runner.bonus.get("max_hp", 0)) var parts: Array[String] = [] if atk_bonus > 0: parts.append("攻 +%d" % atk_bonus) if hp_bonus > 0: parts.append("上限 +%d" % hp_bonus) if ac_bonus > 0: parts.append("AC +%d" % ac_bonus) _bonus_value.text = " · ".join(parts) # 特性持有行可见性(与加成行并框——任一非空整框显示;文案归组合根 set_relic_holdings) _bonus_row.visible = not parts.is_empty() or _relic_value.text != "" # ---- 图上命中(布局决策 2——唯一提交通道;探针 press_candidate 同路径) ---- func _on_canvas_input(ev: InputEvent) -> void: if _runner == null or not visible: return if ev is InputEventMouseMotion: var nid := _candidate_at(ev.position) # gui_input 事件坐标 = 接收控件局部坐标(push_input 同成立) if nid != _hover_id: _hover_id = nid _canvas.mouse_default_cursor_shape = Control.CURSOR_POINTING_HAND if nid >= 0 else Control.CURSOR_ARROW _canvas.queue_redraw() elif ev is InputEventMouseButton and ev.button_index == MOUSE_BUTTON_LEFT and ev.pressed: var nid2 := _candidate_at(ev.position) if nid2 >= 0: _submit_choice(nid2) # 候选命中:位置 = 布局公式(与 _draw_graph 同源),矩形 = 节点方块 + 外扩容差;非候选格不响应 func _candidate_at(local_pos: Vector2) -> int: if _runner == null: return -1 var nodes: Array = _runner.nodes() var pos := _layout(nodes, _canvas) for nid in _cand_ids: var node := _node_by_id(nid, nodes) if node.is_empty(): continue var np: Vector2 = pos[node] var rect := Rect2(np - NODE_HALF - Vector2(HIT_PAD, HIT_PAD), (NODE_HALF + Vector2(HIT_PAD, HIT_PAD)) * 2.0) if rect.has_point(local_pos): return nid return -1 func _submit_choice(nid: int) -> void: # 形态升格分支(2026-09-28 独立屏):战斗/Boss 节点 = 出屏切回战斗屏;奖励/恢复/商店节点 = # 本屏保持激活——兑付覆盖层由节点事件在本屏域内弹出(模态栈遮挡恢复语义复用),兑付确认后回图刷新 var node := _node_by_id(nid, _runner.nodes()) var t := String(node.get("type", "")) if t != "reward" and t != "rest" and t != "shop": visible = false route_chosen.emit(nid) # 探针复用:按候选序号走图上命中同路径(候选节点中心坐标 → 命中检测 → 提交——布局决策 2 探针面改造) func press_candidate(index: int) -> void: if index < 0 or index >= _cand_ids.size() or _runner == null: return var nodes: Array = _runner.nodes() var node := _node_by_id(int(_cand_ids[index]), nodes) if node.is_empty(): return var pos: Vector2 = _layout(nodes, _canvas)[node] var nid := _candidate_at(pos) # 节点中心必命中自身(命中面含节点方块) if nid >= 0: _submit_choice(nid) func _id_of(node: Dictionary) -> int: # 编号显示经行进器读面(编号空间解析单一出口——单链 = 下标 / 图 = node_depth) return _runner.node_id_of(node) # ---- 整图自绘(程序化占位——分层布局:层 = 入口 BFS 深度,同层垂直排布)---- func _draw_graph(canvas: Control) -> void: if _runner == null or not visible: return var nodes: Array = _runner.nodes() var pos := _layout(nodes, canvas) var current_id: int = _runner.current_node_id() # 当前节点 id(单链=下标 / 图=编号)——visited_ids() 已按编号空间解析 var visited: Array = _runner.visited_ids() var cand_ids: Array = _runner.next_candidate_ids() # 连线(通道)先行画(方块覆盖其上);悬停预承诺 = 所属通道再增亮(加粗) # T17 修复:选路停点(候选非空)非候选通道降透明——金岔路从结构网分离(干线共线重叠缺陷的 # 视觉主因:不同源通道共用同一垂直干线,金边与石色边焊接成「整列可走」假象) var dim_passages: bool = not cand_ids.is_empty() for node in nodes: var from: Vector2 = pos[node] for tid in _out_ids(node, nodes): var target := _node_by_id(tid, nodes) if target.is_empty(): continue var to: Vector2 = pos[target] var lit: bool = _id_of(node) == current_id and cand_ids.has(tid) var hovered: bool = lit and _hover_id == tid var col := COL_PASSAGE_LIT if lit else (Color(COL_PASSAGE, 0.35) if dim_passages else COL_PASSAGE) var width := 4.0 if hovered else (3.0 if lit else 2.0) # 样张 v1 冻结:2/3/4(原 1.5 取整) _draw_passage(canvas, from, to, col, width) # 房间方块 for node in nodes: var p: Vector2 = pos[node] var t := String(node.get("type", "")) var nid := _id_of(node) var col := COL_ROOM_FUTURE if visited.has(nid): col = COL_ROOM_DONE if nid == current_id: col = COL_ROOM_CURRENT var rect := Rect2(p - NODE_HALF, NODE_HALF * 2.0) canvas.draw_rect(rect, col) if t == "boss": # Boss 描边 = 紫赤 2px(§4.2 色相独占)+ 外缘 1px 深墨环(灰度冗余通道——样张 v1 L2 逼守: # 紫赤灰度 72 对石纹噪底 65 灰度不可辨;灰度/色弱下 Boss 环经深墨环可辨) canvas.draw_rect(Rect2(rect.position - Vector2(3, 3), rect.size + Vector2(6, 6)), UiKit.INK_ROUTE, false, 1.0) canvas.draw_rect(rect, COL_BOSS_BORDER, false, 2.0) elif cand_ids.has(nid): # 悬停预承诺 = 亮金描边加粗(4px),常态候选 = 亮金描边 2px(spec States 悬停预承诺行) canvas.draw_rect(rect, COL_PASSAGE_LIT, false, 4.0 if _hover_id == nid else 2.0) # 节点图标(样张 v1 冻结形制:20px 烘焙 1:1 消费;双色墨制=乘法调制——当前金底深墨,暗底系 WARM 原色; # 贴图缺位 → 字形回退=贴图在位字形退役惯例) var icon: Texture2D = _node_icons.get(t) if icon != null: var tint := ICON_TINT_ON_GOLD if col == COL_ROOM_CURRENT else Color(1.0, 1.0, 1.0) canvas.draw_texture_rect(icon, Rect2(p - Vector2(NODE_ICON_PX, NODE_ICON_PX) / 2.0, Vector2(NODE_ICON_PX, NODE_ICON_PX)), false, tint) else: var font := get_theme_default_font() var label := String(NODE_LABELS.get(t, "?")) canvas.draw_string(font, p + Vector2(-6, 2), label, HORIZONTAL_ALIGNMENT_LEFT, -1, 16, UiKit.INK_ROUTE) # 编号(右上角——与图标占位区零重叠,样张 v1 L7;双色墨随态) var num_ink := UiKit.INK_ROUTE if col == COL_ROOM_CURRENT else UiKit.WARM canvas.draw_string(get_theme_default_font(), Vector2(rect.end.x - 16.0, rect.position.y + 8.0), str(nid), HORIZONTAL_ALIGNMENT_RIGHT, 14, 10, num_ink) # 类型文字标签(M5——demo ④:节点下方 11px;当前位=「当前位置」金、候选=类型名+「 · 可选」烛光黄、 # 其余=类型名暖米弱化;文字+图标+形状三通道) var type_text := String(NODE_TYPE_NAMES.get(t, t)) if nid == current_id: type_text = "当前位置" elif cand_ids.has(nid): type_text += " · 可选" var type_ink := COL_ROOM_CURRENT if nid == current_id else (UiKit.CANDLE if cand_ids.has(nid) else UiKit.WARM_FAINT) canvas.draw_string(get_theme_default_font(), Vector2(p.x - 44.0, rect.end.y + 15.0), type_text, HORIZONTAL_ALIGNMENT_CENTER, 88, 11, type_ink) func _layout(nodes: Array, canvas: Control) -> Dictionary: var layer := {} var slot := {} _assign_layers(nodes, layer, slot) var pos := {} var origin := (canvas.size - _content_size) / 2.0 for node in nodes: pos[node] = origin + Vector2(LAYER_BASE_X + int(layer[node]) * LAYER_STEP_X, SLOT_BASE_Y + int(slot[node]) * SLOT_STEP_Y) return pos # ---- 探针只读出口(D2 改造 2026-10-04——_layout/_canvas 私有域直入退役;形态仿 fx_probe 先例:只读快照) ---- # 选路布局只读快照(node → 局部位置;画布固定取现行 _canvas,调用侧零私有域触达) func layout_probe(nodes: Array) -> Dictionary: return _layout(nodes, _canvas) # 路由画布只读快照(origin=全局原点;min_size=最小拟合尺寸——画布拟合断言消费面) func canvas_probe() -> Dictionary: return {"origin": _canvas.get_global_position(), "min_size": _canvas.custom_minimum_size} # 分层(layout/fit 共享件):layer = 入口 BFS 深度;同层 slot 垂直排布;未达节点兜底排末层 func _assign_layers(nodes: Array, layer: Dictionary, slot: Dictionary) -> void: var layer_counts := {} var entry := _entry(nodes) var queue: Array[Dictionary] = [] if not entry.is_empty(): queue.append(entry) layer[entry] = 0 while not queue.is_empty(): var cur: Dictionary = queue.pop_front() var l: int = int(layer[cur]) layer_counts[l] = int(layer_counts.get(l, 0)) + 1 slot[cur] = int(layer_counts[l]) - 1 for tid in _out_ids(cur, nodes): var target := _node_by_id(tid, nodes) if target.is_empty() or layer.has(target): continue layer[target] = l + 1 queue.append(target) var max_layer := 0 for k in layer.keys(): max_layer = maxi(max_layer, int(layer[k])) for node in nodes: if not layer.has(node): layer[node] = max_layer + 1 slot[node] = int(layer_counts.get(layer[node], 0)) layer_counts[layer[node]] = int(layer_counts.get(layer[node], 0)) + 1 func _entry(nodes: Array) -> Dictionary: var inbound := {} for node in nodes: for tid in _out_ids(node, nodes): inbound[tid] = true for node in nodes: if not inbound.has(_id_of(node)): return node return {} func _out_ids(node: Dictionary, _nodes: Array) -> Array: return _runner.node_out_ids(node) func _node_by_id(nid: int, nodes: Array) -> Dictionary: for node in nodes: if _id_of(node) == nid: return node return {} # 通道画法:房间方块边缘到边缘的水平-折线(占位观感——地牢通道) func _draw_passage(canvas: Control, from: Vector2, to: Vector2, col: Color, width: float) -> void: var a := from + Vector2(NODE_HALF.x, 0) var b := to - Vector2(NODE_HALF.x, 0) if b.x < a.x: return # T17 修复:垂直干线 x 按源节点 y 偏移——不同源的边不再共线重叠(旧 mid_x=中点使相邻层 # 全部通道焊成一条干系,「金岔路+整列可走」误读的直接几何根源)。同源双边仍共线(同出发 # 点语义正确),跨源分离度 = 源行距 × 0.2(L2 行距 ~58px → 偏移 ~12px 可辨)。 var mid_x := (a.x + b.x) / 2.0 + (a.y - b.y) * 0.2 var pts := PackedVector2Array([a, Vector2(mid_x, a.y), Vector2(mid_x, b.y), b]) canvas.draw_polyline(pts, col, width)