## VERTICAL SLICE - NOT FOR PRODUCTION ## 组合根:唯一的模式流转与 core↔view 接线处(垂直切片验证:线性第一关承载元进度循环)。 ## db.hero 运行期只读,加成经 runner.set_hero_override / debug_session 生效值入战斗。 ## 禁链式穿透 settlement.*(相位读取只走 presentation_snapshot);模态开合只走 _open_modal/_close_modal。 ## 局态全在 run_scope.gd 节点,禁在屏/视图侧持有局态引用;autoload 节点路径常量单点在 AUTOLOAD_PATH_*。 extends Control # autoload 节点路径单点(降格实现:审计处方「编译期全局名」与本仓 --script # 模式编译器不解析裸 autoload 标识符冲突〔run_all.gd 头注+pacing 实证〕——字符串拼写风险 # 收敛到四常量,类型面由读视图属性承载) const AUTOLOAD_PATH_CFG := "/root/ConfigDB" const AUTOLOAD_PATH_RNG := "/root/RngService" const AUTOLOAD_PATH_SAVE := "/root/SaveManager" const AUTOLOAD_PATH_META := "/root/MetaProgression" const UiAssembler := preload("res://presentation/ui_assembler.gd") const Narrator := preload("res://presentation/battle_narrator.gd") const ModalStack := preload("res://presentation/modal_stack.gd") const TuneSimController := preload("res://presentation/tune_sim_controller.gd") const DebugSessionScript := preload("res://presentation/debug_session.gd") const RowPacer := preload("res://presentation/row_pacer.gd") # 结算行排播泵 const TreasureInteractController := preload("res://presentation/treasure_interact_controller.gd") # 秘宝两步交互 const CurioInteractController := preload("res://presentation/curio_interact_controller.gd") # 三选一与替换子交互 const CampShopPresenter := preload("res://presentation/camp_shop_presenter.gd") # 营地/商店投影 const BoardResolversScript := preload("res://presentation/board_resolvers.gd") # 棋盘解析回调族 const MainUiBuild := preload("res://presentation/main_ui_build.gd") # 装配分步承接件 const MainAdventureFlow := preload("res://presentation/main_adventure_flow.gd") # 冒险流程承接件 const MainOverlayFlow := preload("res://presentation/main_overlay_flow.gd") # 覆盖层流程承接件 const MainDebugFlow := preload("res://presentation/main_debug_flow.gd") # 调试流程承接件 const MenuScreenScene := preload("res://presentation/scenes/menu_screen.tscn") # 三屏壳场景 const CampScreenScene := preload("res://presentation/scenes/camp_screen.tscn") const AdventureScreenScene := preload("res://presentation/scenes/adventure_screen.tscn") # ==================== 视觉层合同(唯一事实源——树序=登记序=z 序;改序只改此表) ==================== # kind: shell=屏壳容器(成员随壳不占独立树位;level_screen 例外另占登记位)/modal=模态层(入登记册, # tags 随登记)/state=全屏态(占树位不入登记册)/node=非视觉节点(占树位不入登记册)。 # host=宿住屏壳(树序随宿主、登记序按本合同);shell=模态成员的屏壳(成员与屏壳同槽:屏壳占该树位、 # 成员占该登记位)。落位=_apply_layer_contract(全仓唯一层序落位点,add_child 之后统一排序+登记)。 const LAYER_CONTRACT: Array[Dictionary] = [ {"key": "adventure_screen", "kind": "shell"}, {"key": "menu_screen", "kind": "shell"}, {"key": "row_pacer", "kind": "node"}, {"key": "legend_overlay", "kind": "modal", "tags": []}, {"key": "node_overlay", "kind": "modal", "tags": []}, {"key": "level_screen", "kind": "modal", "tags": [ModalStack.TAG_SCREEN_STATE], "host": "adventure_screen"}, {"key": "curio_overlay", "kind": "modal", "tags": []}, {"key": "end_overlay", "kind": "modal", "tags": []}, {"key": "shop_overlay", "kind": "modal", "tags": []}, {"key": "camp_overlay", "kind": "modal", "tags": [], "shell": "camp_screen"}, {"key": "settings_overlay", "kind": "modal", "tags": []}, {"key": "status_panel", "kind": "modal", "tags": []}, {"key": "career_overlay", "kind": "modal", "tags": []}, {"key": "save_select_overlay", "kind": "modal", "tags": []}, # 选档界面(营地交互重做卡③——登记生涯同档) {"key": "inter_overlay", "kind": "state", "tags": []}, {"key": "confirm_dialog", "kind": "modal", "tags": []}, {"key": "debug_overlay", "kind": "modal", "tags": [ModalStack.TAG_NON_LOCKING]}, {"key": "debug_badge", "kind": "float"}, # 调试入口全局浮层——末位=最顶绘制序; # float 类不注册 ModalStack(open() 遮挡记账只隐藏登记层)→ 任何 UI 打开都不遮它 ] var db var run_scope = null # 会话状态承载(run_scope.gd;_ready 即建闲时态,永非 null) # SaveManager/MetaProgression 升格 autoload——成员名保留为「autoload 读视图」 #(属性 getter 经节点路径解析:--script 模式编译器不解析裸 autoload 标识符〔run_all.gd 头注在案〕, # 节点路径双模式通用;组合根调用点/探针挂载面 main.save_manager 语义零迁移)。 var save_manager: SaveManagerCore: get: return get_node(AUTOLOAD_PATH_SAVE) var meta: MetaProgressionCore: get: return get_node(AUTOLOAD_PATH_META) var logger = null # 试玩日志器(JSONL 持久化 + 卡死诊断转储——呈现层组件) var _debug_entry := false # 调试会话门控(写死=true——恒开:启动即开浮窗+两屏角标点亮;_ready 赋值) var _seed_edit: LineEdit var confirm_dialog: ConfirmDialog # 通用确认弹窗(消费方编排——现行消费方=选档删档确认;新冒险互斥确认已随卡②主菜单撤出,归卡④大门) var _confirm_consumer := "" # 确认弹窗消费方状态量(契约 3 编排——open 前设、分派后清) var _confirm_consumer_slot := 0 # 消费方附随槽号(delete_slot 消费方专用) var curio_overlay: CurioPickOverlay # 提升三选一覆盖层(level-clear.md v2 选择面承载;奖励节点共用) var _start_overlay: Control var _end_overlay: BattleEndOverlay var _inter_overlay: Control var _inter_label: Label var level_screen: LevelMapScreen # 关卡画面句柄(指向 adventure_screen.level_screen) var _battle_root: Control # 战斗屏宿主句柄(指向 adventure_screen.battle_root) # 调试模式编排(单场/连续两层——状态机与战斗生命周期归 debug_session.gd,本类只接线与出 UI) var _debug = null # 视图(views/)——battle.md 三区(节点链进度 # 由关卡画面本体选路覆盖层承载) var stage: BattleStageView # B 区(含 log_view 明细带)——句柄指向 adventure_screen var log_view: BattleLogView var info_panel: HeroInfoPanelView # C 区(攻击/AC 数据框+两预留区) var board_zone: BoardZoneView # D 区(含 ap_bar/board_view/toast/fx) var board_view: BoardView # 探针兼容别名(= board_zone.board_view) var ap_bar: ApBarView # 探针兼容别名(= board_zone.ap_bar) var settlement_fx: SettlementFxView # 结算演出覆盖层(跨区弹道/光带——A–D 之上、模态之下) # 三屏壳实例(屏成员经本类句柄暴露;探针挂载假设 main.X 一级路径) var _menu_screen = null # MenuScreen(开始菜单屏壳) var _camp_screen = null # CampScreen(营地屏壳) var _adventure_screen = null # AdventureScreen(冒险屏壳——内含关卡地图/战斗两容器) # 拆件后的组合根持有面(职责见各类头注;装配见 _build_ui) var _row_pacer = null # 结算行排播泵(row_pacer.gd——本类只入队/排空/读队列) var _treasure_ui = null # 秘宝两步交互(treasure_interact_controller.gd——本类只接线与转发意图) var _bonus = null # 三选一与替换子交互(curio_interact_controller.gd——本类只接线与回调注入) var _camp_pres = null # 营地/商店投影(camp_shop_presenter.gd——本类只接线、探针缝保缝转发) # 排播队列只读委托面(探针/测试读 main._row_queue——与 RowPacer 队列共享同一 Array 引用) var _row_queue: Array[Variant]: get: return _row_pacer.pending_rows() # 模态 overlay(z 序 = 登记序;pattern 6 层级纪律) var legend_overlay: LegendOverlay var node_overlay: NodeOverlay var shop_overlay: ShopOverlay # 商店覆盖层(商店房节点兑付呈现) var camp_overlay: CampOverlay # 营地覆盖层句柄(指向 camp_screen.camp_overlay) var settings_store # 系统级设置独立存储(音量/全屏/减动效) var settings_overlay: SettingsOverlay # 设置覆盖层(最小设置面) var status_panel: StatusPanel # 局内状态面板·只读(钥石余额+营地三柜台进度查看;登记设置层同档) var career_overlay: CareerOverlay # 生涯页·只读全屏页(跨局汇总六类九项;登记营地同档〔设置层旁、确认弹窗之前〕) var save_select_overlay: SaveSelectOverlay # 选档界面·3 存档位(新档/进档/删档——营地交互重做卡③;登记生涯同档) var debug_overlay: DebugOverlay # 调试浮窗(种子/数值调整/批量模拟/两层调试入口收一) var debug_badge: Button # 调试浮层入口角标(UI 最顶层浮层——LAYER_CONTRACT 末位 float 类,任何 UI 不遮挡) var _modal_flow = null # 模态编排纯逻辑类(modal_flow.gd——依赖仅 ModalStack+查询 Callable) var _modals = null # 模态层级状态机(=_modal_flow.stack——探针 _list 登记序断言缝保留) var _tune_sim = null # 调试浮窗批量模拟控制器(tune_sim_controller.gd) # 结算框挂起态属性化(探针/冒烟直读写接缝语义零变化——读=armed,写=arm/disarm;计时器随会话住 # run_scope.settlement_stop_timer) var _settlement_stop_pending: bool: get: return run_scope.settlement_stop_timer.is_armed() if run_scope != null else false set(v): if run_scope == null: return if v: run_scope.settlement_stop_timer.arm() else: run_scope.settlement_stop_timer.disarm() # 锁期点击重放(v3.1):延迟一帧重入唯一动作通道——此刻队列空锁已解,按普通动作受理 #(局面在演播期无变化:逻辑先行、演播只是回放——点击语义保真;_row_queue=RowPacer 委托面, # 排播泵本体在 row_pacer.gd)。 var _deferred_modal: Control: # 演播后开窗挂起只读视图(t17_defer_probe 挂起态断言缝;本体归 _modal_flow) get: return _modal_flow._deferred if _modal_flow != null else null # 演播后排窗(伤害过程演完才切结算窗口):排播队列在播=挂起,演播完边沿 # (_on_pump_ended 派发)再开——旧路径 _open_modal 前置 flush 会把击杀轮的伤害/死亡演出 # 同帧倒掉(「直接跳战斗胜利」缺陷本体)。队列空=立即开(行为同旧路径)。 func _open_modal_after_playback(m: Control) -> void: _modal_flow.open_after_playback(m) # 演播后排窗挂起编排归 ModalFlow # 演播完边沿派发(row_pacer.pump_ended 注入口——先开挂起 modal,后锁期点击重放): func _on_pump_ended() -> void: _modal_flow.pump_ended() # 派发编排归 ModalFlow(重放经注入 Callable 回本类) func _replay_locked_click() -> void: if run_scope.locked_click.is_empty() or not _row_queue.is_empty(): return var click: Dictionary[Variant, Variant] = run_scope.locked_click run_scope.locked_click = {} _on_board_action(click["cell"], click["kind"]) # 会话生命周期:_ready 建闲时态(永非 null——全组合根零空判责), # 开局/续玩/调试两层各建新会话,旧会话整节点 queue_free()(帧末回收;新节点先挂树无真空窗)。 func _begin_session(adventure_session: bool) -> void: if run_scope != null: run_scope.queue_free() run_scope = RunScope.new() run_scope.is_adventure = adventure_session add_child(run_scope) func _ready() -> void: db = get_node(AUTOLOAD_PATH_CFG) if not db.is_ready: var ok: bool = db.load_tables("res://data/tables", false) if not ok: _fatal_screen("数值表加载失败——见输出错误清单(fail-fast)") return # SaveManager/MetaProgression 升格 autoload:读盘已在各自 _ready 完成 #(autoload 先于主场景就绪——读盘时序等价),此处零动作。 # 系统级设置(独立存储不随存档):启动即恢复音量/全屏/减动效引擎态 settings_store = SettingsStore.new() settings_store.load_settings() settings_store.apply() _build_ui() _begin_session(false) # 闲时会话(gp_ledger 等探针注入面自 _ready 起恒在——ui_probe 合成段时序) _start_overlay.visible = true _debug_entry = true # 调试入口门控写死=true(不读 DS_DEBUG 环境变量;发布前清) debug_badge.visible = _debug_entry # 浮层角标可见性须门控落定后赋值(构建/连接在 _build_ui) # boot 菜单优先——启动不自动开浮窗(开始屏不得被调试面板盖住); # 调试入口=UI 最顶层全局浮层角标(LAYER_CONTRACT 末位 float 类,任何 UI 不遮挡) # ==================== 视图接线(三屏壳 + 模态层装配;构建归屏壳/UiAssembler,本类只接线) ==================== func _build_ui() -> void: MainUiBuild.build(self) debug_overlay.diagnose_requested.connect(_on_diagnose_pressed) # 诊断转储入口 func _fatal_screen(msg: String) -> void: MainUiBuild.fatal_screen(self, msg) # ==================== 模态 overlay 层级管理(pattern 6 / 缺陷⑤——状态机归 modal_stack.gd) ==================== func _register_modal(m: Control, tags: Array = []) -> void: # 撑满宿主(Control 默认锚 = 0×0——全屏变暗层与居中布局整体失效;route 选路层预览截图实证后 # 统一收口:六个模态同病,探针经信号直发绕过真实点击从未暴露。anchors_and_offsets 而非 anchors # ——后者会把控件重置回最小内容尺寸,ui_assembler 头注同款纪律) m.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT) _modal_flow.register(m, tags) # 排除组随层登记(non_locking=调试浮窗/screen_state=关卡地图屏) # 合同层寻址(key→节点;纯查表不含层序语义——层序唯一事实源=LAYER_CONTRACT) func _layer_node(key: String) -> Node: match key: "adventure_screen": return _adventure_screen "menu_screen": return _menu_screen "row_pacer": return _row_pacer "legend_overlay": return legend_overlay "node_overlay": return node_overlay "level_screen": return level_screen "curio_overlay": return curio_overlay "end_overlay": return _end_overlay "shop_overlay": return shop_overlay "camp_screen": return _camp_screen "camp_overlay": return camp_overlay "settings_overlay": return settings_overlay "status_panel": return status_panel "career_overlay": return career_overlay "save_select_overlay": return save_select_overlay "inter_overlay": return _inter_overlay "confirm_dialog": return confirm_dialog "debug_overlay": return debug_overlay "debug_badge": return debug_badge return null # 合同装配(_build_ui 尾调用):按 LAYER_CONTRACT 序统一落位——直接子层 move_child 到合同槽、 # 模态层按合同序登记;宿住层(host)树序随宿主只登记;成员层(shell)与屏壳同槽(屏壳占树位、成员占登记位)。 # 本函数是全仓唯一层序落位点(move_child 单口)——改层序只改 LAYER_CONTRACT。 func _apply_layer_contract() -> void: var slot := 0 for entry: Dictionary in LAYER_CONTRACT: var tags: Array[Variant] = entry.get("tags", []) if entry.has("shell"): var shell: Node = _layer_node(String(entry["shell"])) var member: Node = _layer_node(String(entry["key"])) if shell != null: move_child(shell, slot) slot += 1 if member != null: _register_modal(member as Control, tags) else: push_error("[合同装配] 层缺失: %s" % String(entry["key"])) continue var node: Node = _layer_node(String(entry["key"])) if node == null: push_error("[合同装配] 层缺失: %s" % String(entry["key"])) continue if entry.has("host"): _register_modal(node as Control, tags) continue move_child(node, slot) slot += 1 if String(entry["kind"]) == "modal": _register_modal(node as Control, tags) func _open_modal(m: Control) -> void: _modal_flow.open(m) # 挂起兜底/排播排空/遮挡记账/开侧同步编排归 ModalFlow func _close_modal(m: Control) -> void: _modal_flow.close(m) # 关闭恢复+关侧同步归 ModalFlow(同上) func _on_modal_closed(m: Control) -> void: _close_modal(m) func _input_locked() -> bool: # 模态/非战斗期棋盘输入锁(判据编排归 ModalFlow.locks_input:互斥域随层登记 # [non_locking=调试浮窗]+ 三例外经查询 Callable 注入;本函数留探针缝) return _modal_flow.locks_input() # ==================== 冒险模式入口(唯一试玩入口)==================== func _start_adventure_from_menu() -> void: # 主菜单「开始冒险」钮已随三入口化撤出(卡② mn6——主菜单侧断点互斥确认链同步摘除, # 弹窗本体与两分支逻辑归卡④大门承接)。本函数为探针直调中间态保留(mn10——冒险段探针 # 直调位点逐个登记实现报告「已知中间态」;卡④到位后由大门两分支换代)。无激活态写盘拒绝 # 由卡① sv3 承接(结算不落盘)。 _start_overlay.visible = false _start_adventure() # 确认弹窗分派(卡③ 契约 3):按 _confirm_consumer 路由——"delete_slot"=卡③ 删档确认 #(确认才删、取消只关窗——裁决 3)。"new_adventure" 消费方已随卡② 主菜单确认链摘除退役 #(mn6/V5——主菜单零确认残留),分派机制保留(卡④ 到位接入第三消费方不返工)。 func _on_confirm_accepted() -> void: confirm_dialog.close() match _confirm_consumer: "delete_slot": save_manager.delete_slot(_confirm_consumer_slot) save_select_overlay.open_save_select(HudPresenter.save_select_data(save_manager)) # 就地刷新(该槽回空态) _confirm_consumer = "" func _on_confirm_declined() -> void: confirm_dialog.close() # 只关窗(取消无状态变更——裁决 3:取消不删) _confirm_consumer = "" # 退出游戏(一级菜单入口;设置即时落盘后退出) func _quit_game() -> void: if settings_store != null: settings_store.save_settings() get_tree().quit() # 继续上局(resume_adventure 的消费入口):断点重建至最近停点 func _resume_from_menu() -> void: if not save_manager.has_breakpoint(): return var bp: Dictionary[Variant, Variant] = save_manager.breakpoint_snapshot() _close_modal(debug_overlay) # 开冒险路径显式关浮窗(续玩同口径) _start_overlay.visible = false _begin_session(true) _wire_adventure() run_scope.level_active = true _sync_status_entry() # 续玩恢复点亮状态面板入口角标 level_screen.set_abandon_available(true) log_view.clear() logger.start_session(int(bp.get("master_seed", 0))) run_scope.adventure.set_hero_override(debug_overlay.atk_pct(), debug_overlay.hp_pct()) # 同调三键随续玩下传(build_adventure_params 统一构造,与开新局同源同口径) if not run_scope.adventure.resume_adventure(bp, build_adventure_params(save_manager, meta, {"treasure_unlocked": _treasure_ui.unlocked_set()})): _fatal_screen("续玩恢复失败——见输出日志") return func _wire_adventure() -> void: MainAdventureFlow._wire_adventure(self) # 冒险开局参数面构造(主菜单开新/续玩两入口共用:同调三键随开局下传。 # 取值口径与营地投影完全同源:装配集=save.attunement_equipped(save_manager.gd 访问器)、Y 刷新池= # meta.attune_refresh_charges(当前等级行表值)、树 rule 键集=meta.tree_rule_keys(Fork 激活侧 effects); # hero_override 沿用既有 meta 现算口径。static 形态=冒烟直呼单测本函数,免实例化整菜单场景)。 # 两根类型轴随开局下传(attack_type/armor_type——契约 2 所有权移交+契约 8 冒险开始快照; # 取值=meta.hero_attack_type/hero_armor_type=存档选中路线类型轴,未解锁/异常选中态回退锻造配置默认值)。 # 注:runner 侧 resume_adventure 受理面收 attunement/attune_refresh_y/tree_rules 三键 # (传参/受理两侧对齐)。 static func build_adventure_params(save_manager_ref: SaveManagerCore, meta_ref: MetaProgressionCore, extra: Dictionary = {}) -> Dictionary: var params: Dictionary[Variant, Variant] = { "hero_override": meta_ref.hero_override() if meta_ref != null else {}, "attack_type": meta_ref.hero_attack_type() if meta_ref != null else "", "armor_type": meta_ref.hero_armor_type() if meta_ref != null else "", "attunement": save_manager_ref.attunement_equipped() if save_manager_ref != null else [], "attune_refresh_y": meta_ref.attune_refresh_charges() if meta_ref != null else 0, "tree_rules": meta_ref.tree_rule_keys() if meta_ref != null else [], } params.merge(extra, true) return params # 冒险模式(三关连探——AdventureRunner 编排;转发信号签名与 runner 一致,接线照原样对接; # 信号连接只在组合根) func _start_adventure() -> void: _close_modal(debug_overlay) # 开冒险路径显式关浮窗(调试浮窗默认开态下开局不带窗;对局中经角标再开) _begin_session(true) _wire_adventure() run_scope.level_active = true _sync_status_entry() # 进对局点亮状态面板入口角标 level_screen.set_abandon_available(true) # 放弃入口挂选路停点(天然非战斗期) log_view.clear() var seed_val := _seed_value() logger.start_session(seed_val) run_scope.adventure.set_hero_override(debug_overlay.atk_pct(), debug_overlay.hp_pct()) # 永久强化注入:冒险开始参数面——meta 现算 override 显式传参(全零 = 白板) # 开局参数面(同调三键同源构造——确定性承载=固定种子+参数档,首局教学图由种子域三分判定给 42) if not run_scope.adventure.start_adventure(seed_val, build_adventure_params(save_manager, meta, {"treasure_unlocked": _treasure_ui.unlocked_set(), "shop_mode": "pool"})): _fatal_screen("冒险启动失败——见输出日志") return func _on_adventure_level_started(level_index: int, display_name: String)-> void: MainAdventureFlow._on_adventure_level_started(self, level_index, display_name) func _on_runner_node(node: Dictionary, info: Dictionary)-> void: MainAdventureFlow._on_runner_node(self, node, info) func _on_adventure_finished(summary: Dictionary)-> void: MainAdventureFlow._on_adventure_finished(self, summary) func _on_battle_end_continue() -> void: MainAdventureFlow._on_battle_end_continue(self) func _start_debug_levels() -> void: MainDebugFlow._start_debug_levels(self) func _on_debug_battle_created(settlement_ref: BattleOrchestrator, _level: int, _carry: int)-> void: MainDebugFlow._on_debug_battle_created(self, settlement_ref, _level, _carry) func _on_debug_battle_ready(settlement_ref: BattleOrchestrator, _level: int, _carry: int)-> void: MainDebugFlow._on_debug_battle_ready(self, settlement_ref, _level, _carry) func _on_inter_next_pressed() -> void: MainAdventureFlow._on_inter_next_pressed(self) # 加成生效值供给 / 奖励徽章身份解析 / 地形变异两种解析 —— 见 board_resolvers.gd(有态绑定族判离) func _show_board_fx_for_node(node_type: String = "") -> void: # Boss 遭遇变体:紫赤影子爬棋盘一次性占位演出(§2.6) if node_type == "boss": board_zone.fx.play_boss_shadow() func _on_battle_finished(payload: Dictionary) -> void: # 仅调试模式接线(冒险的关卡结束归 AdventureRunner._on_level_finished——大奖励/冒险终局分派) var result: String = String(payload.get("result", "")) _sync_settlement_visuals() # → 全关(battle_over 反馈面) HudPresenter.battle_end_feedback(stage, ap_bar, true) # 灰化/idle 回正/RAP 清零/状态全清——HUD 单通道 var decision: Dictionary[Variant, Variant] = _debug.on_battle_finished(payload) match String(decision.outcome): "next_layer": _inter_label.text = "第 %d 层通过!\nHP %d/%d 带入下一层" % [ int(decision.layer), int(decision.carry_hp), int(db.hero.max_hp)] _inter_overlay.visible = true _refresh_presentations() return "level_end": _end_overlay.open_victory(Narrator.battle_end_text("victory", true), "返回", board_view.get_global_rect(), _gp_summary_text(payload), "钥石 · 累计 %d" % run_scope.runner.keystone, HudPresenter.bonus_summary_text(run_scope.runner), int(payload.get("gp_dropped", 0)), int(run_scope.runner.gp)) "standalone_end": if result == "victory": _end_overlay.open_victory(Narrator.battle_end_text("victory", false), "回到遭遇选择", board_view.get_global_rect(), _gp_summary_text(payload), "钥石 · 累计 %d" % run_scope.runner.keystone, HudPresenter.bonus_summary_text(run_scope.runner), int(payload.get("gp_dropped", 0)), int(run_scope.runner.gp)) else: _end_overlay.open_defeat(Narrator.battle_end_text("defeat", false), "返回", board_view.get_global_rect()) _open_modal_after_playback(_end_overlay) _refresh_presentations() # 战利品行装配(battle.md OQ14——胜利总结结算展示 GP 总量+增量;纯呈现读数): # 增量 = battle_finished 载荷 gp_dropped(战斗域上抛);总量 = runner.gp 现值(LevelRunner 入账 # 连接先于组合根 handler——此读数即战后入账完毕的总量)。 # runner 缺位守卫(续玩停点恢复分支:adventure_runner # resume_adventure 的 bonus_pending 分支在 level_started 之前同步 curio_choice_presented.emit # 〔resume 提前 return〕,本 lambda 求值时 runner 尚未赋值;合计改读断点快照 gp 兜底——恢复源快照 # 此刻必在档,语义=续玩恢复面的合计即存档合计;承接体见 HudPresenter.gp_summary_text) func _gp_summary_text(payload: Dictionary) -> String: return HudPresenter.gp_summary_text(payload, run_scope.runner, save_manager) # ==================== core↔view 接线(战斗信号统一走这里)==================== func _wire_battle(settlement_ref: BattleOrchestrator) -> void: settlement_ref.step_row.connect(_on_step_row) settlement_ref.battle_finished.connect(_on_battle_finished) settlement_ref.round_started.connect(_on_round_started) settlement_ref.board_changed.connect(_on_board_changed) # ==================== 结算行排播(泵本体归 row_pacer.gd——本节仅入口与探针/测试委托面)==================== func _on_step_row(row: Dictionary) -> void: # 清图奖励可感知反馈(挖完全图须有奖励感——clear_blast 兑付对敌伤害 # 零可见,toast 桥接归组合根呈现层;零兑付(未生效)不弹安静留明细带) if String(row.get("source_class", "")) == "clear_reward" and String(row.get("type", "")) != "reward_ineffective": board_zone.toast.show_toast("清图奖励:%s" % String(row.get("display", "")).replace("(清图奖励)", ""), "info") # 排播入口:减动效=延迟归零同帧直落(行呈现不跳过);常态入队按段阶梯播放 if UiKit.motion_scale < 1.0: _row_pacer.consume_now(row) return _row_pacer.enqueue(row) # 段间延迟取数面(减动效双态断言用——pacing_queue_test 直读;委托 row_pacer 同名面) func pace_delay_for(prev_seg: String, next_seg: String) -> float: return _row_pacer.pace_delay_for(prev_seg, next_seg) # 强制排空(模态开启前调用——明细回看/停点覆盖层/终局面所见明细带恒完整;pacing_queue_test 直读) func _flush_row_queue() -> void: _row_pacer.flush() func _on_round_started(ri: int) -> void: # 轮首分隔行随排播队列走(落在前轮各行之后——带序正确);轮横幅即轮切换时刻发射 #(view 内判减动效=静态化变体)。减动效快路=分隔行同帧直落(不跳过——consume_now 复用 # _consume_row 轮首分隔行分支)。 if UiKit.motion_scale < 1.0: _row_pacer.consume_now({"__round_line": ri}) else: _row_pacer.enqueue({"__round_line": ri}) settlement_fx.play_round_banner(ri) # 秘宝呈现同步:每战首轮装配链 # 显式重算〔🔴 契约复原语义:下一战装配链重算即含「未装配→写 0」复原〕。 # 挂点时序依据:round_started 首轮发射位在 begin_battle 尾(attunement 注入之后)。 # settlement 空防御照既有形态。未装配=参数 0→写 0=缺省零扰动基线逐位不变。) if ri == 1: _sync_treasure_glow() # 巢穴预告呈现(装板报数量读数口消费:≥0=本战装配命中,toast 一次性提示) if run_scope.settlement != null and int(run_scope.settlement.nest_preview_count) >= 0: board_zone.toast.show_toast("巢穴预告——本板危险格共 %d 个" % int(run_scope.settlement.nest_preview_count), "info") # 开战横幅——整图地形变异预告:首轮快照 board_variants # 非空才发射(Boss 图恒带一型=替换制;普通图空快照零发射);轮横幅下方叠行,view 内判减动效。 if ri == 1 and run_scope.settlement != null: var bvs: Array[Variant] = run_scope.settlement.presentation_snapshot().get("board_variants", []) if not bvs.is_empty(): var vlines: Array[String] = HudPresenter.board_variant_lines(db, bvs) if not vlines.is_empty(): settlement_fx.play_board_variant_banner("地形变异 · " + " · ".join(vlines)) _refresh_presentations() func _on_board_changed() -> void: # 关卡模式下 board_changed 可能先于主场景接手 settlement 到达(begin_battle 期间发)——先从 runner 同步 if run_scope.settlement == null and run_scope.level_active and run_scope.runner != null: run_scope.settlement = run_scope.runner.current_battle() if run_scope.settlement == null: return board_view.rebuild(run_scope.settlement.minesweeper.current_board(), run_scope.settlement.minesweeper) _check_board_hints() _refresh_presentations() # 秘宝视野呈现桥:阔视野带 light_radius_bonus # 装配参数合计显式写给 board_view.set_fog_glow_bonus(装配=半径 8+4 / 未装配=复原 0),写入即 setter # 内 refresh 全板重算雾态。调用点=每战首轮装配链(_on_round_started ri==1)——纯呈现边界 🔴 契约 2: # 只写呈现态参数,minesweeper 结算零触碰;off 态(未装配)写 0=缺省基线。 func _sync_treasure_glow() -> void: if run_scope.settlement == null or board_view == null: return board_view.set_fog_glow_bonus(run_scope.settlement.attune_param_sum("light_radius_bonus")) # ---- 一次性非模态提示(每 run 一次——pattern 10)与诚实提示 ---- func _check_board_hints() -> void: var board = run_scope.settlement.minesweeper.current_board() if board == null: return # 零合法板(棋盘生成 EC5 降级)诚实提示——非静默(toast,非模态) if board.illegal_product: board_zone.toast.show_toast("本板为零合法板降级产物——出图器已尽力,数据面诚实告知", "warn") # 接受最优降级(有合法板但无一达标)——降级标记独立于非法产物标记,同走诚实告知 elif board.degraded_product: board_zone.toast.show_toast("本板为接受最优降级产物(未达可推理率及格线)——数据面诚实告知", "warn") func _on_hover_forbidden(_cell: Vector2i) -> void: if not run_scope.hints_shown.has("no_adjacent"): _show_hint("需先走近(点击已开格移动,免费)", "no_adjacent") func _on_chord_attempted(_cell: Vector2i) -> void: if not run_scope.hints_shown.has("chord"): _show_hint("本作无双击快开——封印后轮末自动判定标中;点数字格可移动小人", "chord") func _show_hint(text: String, hint_id: String) -> void: run_scope.hints_shown[hint_id] = true logger.log_ux("ux_hint_shown", {"hint_id": hint_id}) board_zone.toast.show_toast(text, "info") # ---- 节点覆盖层"继续"(奖励/恢复点兑付确认)与节点图选路覆盖层 ---- func _on_node_continue() -> void: MainAdventureFlow._on_node_continue(self) func _on_choices_presented(candidates: Array)-> void: MainAdventureFlow._on_choices_presented(self, candidates) func _on_route_chosen(node_id: int)-> void: MainAdventureFlow._on_route_chosen(self, node_id) # ---- 独立屏屏级互斥(单一出口:进屏隐战斗屏 / 出屏显战斗屏)---- # 兑付覆盖层(节点/商店)在本屏激活域内弹出期间保持隐藏态不变——模态栈打开低层时隐藏本屏、 # 关闭自动恢复本屏(遮挡语义复用),战斗屏不在此期间回显。 func _enter_level_screen() -> void: MainAdventureFlow._enter_level_screen(self) func _exit_level_screen() -> void: MainAdventureFlow._exit_level_screen(self) func _on_abandon_requested() -> void: MainAdventureFlow._on_abandon_requested(self) # ---- 最小设置面(入口/开合仿营地先例:开始层互斥;生效与持久化归 SettingsStore)---- func _open_settings() -> void: MainOverlayFlow._open_settings(self) func _on_settings_closed() -> void: MainOverlayFlow._on_settings_closed(self) func _status_data() -> Dictionary: return MainOverlayFlow._status_data(self) func _open_status_panel() -> void: MainOverlayFlow._open_status_panel(self) func _on_status_closed() -> void: MainOverlayFlow._on_status_closed(self) # ---- 生涯页·只读(入口=开始层生涯钮;开合仿设置面先例:开始层互斥; # 数据快照随开随建零写通路,页内零跳转)---- func _open_career() -> void: MainOverlayFlow._open_career(self) func _on_career_closed() -> void: MainOverlayFlow._on_career_closed(self) func _open_save_select() -> void: MainOverlayFlow._open_save_select(self) func _on_save_select_closed() -> void: MainOverlayFlow._on_save_select_closed(self) func _on_save_select_new(slot: int)-> void: MainOverlayFlow._on_save_select_new(self, slot) func _on_save_select_load(slot: int)-> void: MainOverlayFlow._on_save_select_load(self, slot) func _on_save_select_delete(slot: int)-> void: MainOverlayFlow._on_save_select_delete(self, slot) func _on_status_badge_pressed() -> void: MainOverlayFlow._on_status_badge_pressed(self) func _sync_status_entry() -> void: MainOverlayFlow._sync_status_entry(self) # ---- 探针缝保缝(click/ui_probe 营地段直呼组合根面;实现归 camp_shop_presenter.gd)---- func _on_camp_closed() -> void: MainOverlayFlow._on_camp_closed(self) func _camp_data() -> Dictionary: return MainOverlayFlow._camp_data(self) func _on_wallet_changed(event: String, gp: int, extra: Dictionary)-> void: MainOverlayFlow._on_wallet_changed(self, event, gp, extra) # ==================== 玩家意图 → 核心写调用(唯一出口)==================== func _on_board_action(cell: Vector2i, kind: String) -> void: # 玩家动作 → 核心写调用的唯一通道(模态/无战斗拒绝在此收口) if _input_locked(): return # 结算演播期棋盘冻结(v3 口径——不可点/不可移/不可挖): # 锁面=排播队列活跃(纯队列判据;排播泵尾迹窗口不可作演播中标志——见 row_pacer._process 注)。 # 队列排空即解锁、无状态残留;HUD 按钮不在锁面(停手/明细回看各自通路,开启前 # _flush_row_queue 自行排空)。 # **点击不丢弃**(v3.1——「卡死」体感根因):锁期点击缓存最后一次,演播完边沿 # (_process 泵 _was_pumping 分支)自动重放——玩家操作零丢失、体感=「演播一停动作就生效」。 if not _row_queue.is_empty(): run_scope.locked_click = {"cell": cell, "kind": kind} return # 秘宝选中态劫持(两步交互第二步):点格=使用目标拾取,不落挖格; # 只劫持挖掘点击(move/seal 语义不冲突——选中期玩家仍可移动/封印) var treasure_sel: int = _treasure_ui.active_selection() if treasure_sel != 0 and kind == "dig": _treasure_ui.attempt_use(treasure_sel, cell) return var outcomes: Array[Variant] = run_scope.settlement.minesweeper.settle_batch([{"action": kind, "cell": cell}]) var accepted: bool = not outcomes.is_empty() and bool(outcomes[0].accepted) logger.log_action(kind, cell, accepted) if run_scope.runner != null and run_scope.runner.treasure_inventory != null: _treasure_ui.refresh_slots() # 授予发生在 settle_batch 结算段内(同步走完,行尾重查) _handle_outcome_feedback(outcomes[0] if not outcomes.is_empty() else {}) # settle_batch 内部同步走完 结算→战斗结束→关卡推进(事件同步发射)——关卡终局时 settlement 已被 # runner 置空,清图演出判定须先判 settlement(重入隐患守卫) if accepted and kind == "dig" and run_scope.settlement != null and run_scope.settlement.minesweeper.current_board() != null and run_scope.settlement.minesweeper.clear_map_cleared(): board_zone.fx.play_clear_burst() if accepted and kind == "dig" and run_scope.settlement != null and run_scope.settlement.minesweeper != null: # 挖掘演出:挥铲三帧 + 角色弹跳——触发=格子点开那一刻 #(settle_batch 同步受理即状态已变,动画纯表现与 refresh 同拍零竞态; # 挖掘不移动英雄,出手方向 = 目标格−英雄格,圆心=英雄持握手位) var hero_cell: Vector2i = run_scope.settlement.minesweeper.hero_pos() board_zone.fx.play_shovel_swing(board_view.hero_hand_point(), cell - hero_cell, board_view.hero_sprite_scale()) board_view.play_hero_dig_bounce() elif accepted and kind == "move": board_view.notify_hero_move() # 原地移动(目标=当前格幂等受理)帧闪回执——refresh diff 前置告知 board_view.refresh() _refresh_presentations() func _on_stop_pressed() -> void: if _input_locked(): return # stop 经批次提交(排雷玩法 D1×6①——不直调 行动经济) var outcomes: Array[Variant] = run_scope.settlement.minesweeper.settle_batch([{"action": "stop"}]) logger.log_action("stop", Vector2i(-1, -1), not outcomes.is_empty() and bool(outcomes[0].accepted)) if not outcomes.is_empty() and String(outcomes[0].get("outcome", "")) == "voided": # voided ≠ 拒绝——独立文案(pattern 1:防静默改判读感欺骗) board_zone.toast.show_toast("本轮已清图,停手未执行 · 剩余 AP 已作废", "warn") logger.log_ux("ux_reject", {"source": "voided", "sub_reason": "stop_voided"}) board_view.refresh() _refresh_presentations() func _on_refresh_confirmed() -> void: # 弃图刷新(挖掘期 Active 当场换图继续挖——D4;RAP 按门槛扣费 · 旧板封印作废,每轮上限读表) if _input_locked(): return var ok: bool = false if run_scope.level_active and run_scope.runner != null: ok = run_scope.runner.player_request_refresh() elif run_scope.settlement != null: ok = run_scope.settlement.player_request_refresh() logger.log_action("refresh", Vector2i(-1, -1), ok) if ok: logger.log_ux("ux_refresh_attempt", {"result": "accepted", "round_refresh_index": _refresh_used_snapshot()}) board_zone.toast.show_toast("RAP−%d · 旧板封印作废——新图已就位,AP 保留继续挖" % int(db.action_economy.rap_refresh_cost), "gold") else: # 资源面/上限拒绝(EC13 合法拒绝可见;行动经济 无载荷——客户端按上下文推断) var rap: int = int(run_scope.settlement.presentation_snapshot().get("rap", 0)) if run_scope.settlement != null else 0 var cost: int = int(db.action_economy.rap_refresh_cost) var result := "rejected_rap" if rap < cost else "rejected_cap" logger.log_ux("ux_refresh_attempt", {"result": result, "round_refresh_index": _refresh_used_snapshot() + 1}) if result == "rejected_rap": board_zone.toast.show_toast("RAP 不足 · 还差 %d 点(弃图刷新需 8)" % (cost - rap), "warn") ap_bar.pulse_rap() else: board_zone.toast.show_toast("本轮刷新次数已用完(每轮 2 次)", "warn") board_view.refresh() _refresh_presentations() func _handle_outcome_feedback(outcome: Dictionary) -> void: # 双源拒绝反馈(pattern 1):每次拒绝玩家可感知 + 来源可区分 + 返回值命令式驱动(无拒绝事件) if outcome.is_empty() or bool(outcome.get("accepted", false)): return logger.log_ux("ux_reject", {"source": String(outcome.get("reject_reason", "")), "sub_reason": String(outcome.get("sub_reason", ""))}) board_zone.toast.show_toast(HudPresenter.outcome_text(outcome), "warn") if String(outcome.get("reject_reason", "")) == "resource_face": ap_bar.pulse_ap() # ==================== 全屏 States 状态机(挖掘/结算/窗口/终局)==================== # 本轮已受理刷新次数只读面(刷新双账收口: # 单一事实源=战斗编排器 _refresh_used_this_round,经 presentation_snapshot 成文面读取) func _refresh_used_snapshot() -> int: if run_scope == null or run_scope.settlement == null: return 0 return int(run_scope.settlement.presentation_snapshot().get("refresh_used", 0)) func _refresh_presentations() -> void: # 每个核心信号/写调用返回后的全量重查装配(更新触发注记——无推送信号,命令式重查) var refresh_remaining: int = maxi(0, int(db.action_economy.refresh_cap_per_round) - _refresh_used_snapshot()) HudPresenter.refresh(stage, info_panel, ap_bar, run_scope.settlement, run_scope.runner, run_scope.level_active, db, refresh_remaining) _treasure_ui.refresh_slots() # C 区秘宝槽重查(试炼镐积点进度随挖格刷新悬停浮窗) _sync_settlement_visuals() func _sync_settlement_visuals() -> void: # 结算阶段(round_end → 下一轮):D 区去饱和+金橙偏移锁输入(明度不变)+ 明细带展开 84px var settling := _is_settling() if settling and not run_scope.was_settling: settlement_fx.play_round_sweep(board_view.get_global_rect()) # 结算轮光带——时序敏感演出触发,例外留在组合根 run_scope.was_settling = settling HudPresenter.sync_settlement_visuals(stage, board_view, log_view, settling, HudPresenter.phase_text(run_scope.settlement, run_scope.runner, run_scope.boss_active, db)) func _is_settling() -> bool: # 结算视觉期跟随排播演播到放完。核心层同步走完(轮末结算后逻辑秒回 Active), # 判据若只跟逻辑态,演播期棋盘会提前恢复可挖观感=「没意识到在结算演出」感知缺口根源; # 演播期维持去饱和+禁挖光(结算中语义),放完自然回挖掘认知。判据=纯队列(排播泵尾迹 # 窗口不可作演播中标志——row_pacer._process 注)。battle 收尾演播例外: # overlay 开启即 _flush_row_queue 排空,视觉随队列空同步交接结算框。 # 相位取数经 presentation_snapshot 成文面——禁 settlement.action_economy 链式穿透)。 if run_scope.settlement == null or not run_scope.settlement.is_battle_live(): return not _row_queue.is_empty() if String(run_scope.settlement.presentation_snapshot().get("phase", "")) == ActionEconomy.PHASE_WAITING: return true return not _row_queue.is_empty() # 相位行 —— 承接体见 HudPresenter.phase_text(caller 直接改引) # ==================== B 区明细带 / 图例(模态入口)==================== func _on_legend_toggled() -> void: MainOverlayFlow._on_legend_toggled(self) # ==================== 诊断转储(卡死时点击——全量核心状态 + 环形缓冲)==================== func _on_diagnose_pressed() -> void: MainDebugFlow._on_diagnose_pressed(self) # ==================== 调试浮窗(开合/应用/模拟编排由组合根承接)==================== func _show_debug_overlay() -> void: MainDebugFlow._show_debug_overlay(self) func _on_debug_badge_pressed() -> void: MainDebugFlow._on_debug_badge_pressed(self) func _sync_debug_overlay() -> void: MainDebugFlow._sync_debug_overlay(self) func _debug_run_data() -> Dictionary: return MainDebugFlow._debug_run_data(self) # 本局种子现值(只读单点——当局数据区块与诊断转储共用):冒险=adventure.master_seed 访问器现值; # 调试两层=RNG 服务 master_seed。禁 _seed_value() 重算冒充本局种子。 func _current_master_seed() -> int: if run_scope.adventure != null: return int(run_scope.adventure.master_seed) return int(get_node(AUTOLOAD_PATH_RNG).master_seed) func _close_debug_overlay() -> void: MainDebugFlow._close_debug_overlay(self) func _on_tune_apply(atk_pct: int, hp_pct: int)-> void: MainDebugFlow._on_tune_apply(self, atk_pct, hp_pct) func _on_tune_simulate(n: int)-> void: MainDebugFlow._on_tune_simulate(self, n) # ==================== 工具 ==================== func _seed_value() -> int: # 种子三分判定单点(全工程唯一种子框读取处,禁第二处读框): # ①显式合法整数全场景优先(含首局——测试/调试接口显式指定;第五路 DebugSession Callable # 经本函数=调试对局与玩家同口径); # ②首局固定 42(存档现役布尔 is_first_adventure_done:新档显式 false=教学局恒 42〔教学 # 重放模板 0 即在此种子下标定〕;置位 true=教学局已收束的非首局走 ③ 随机); # ③非首局空/非法框=引擎全局熵 randi()(Godot 4 启动自播种子,headless 同;不走 rng_service # 封闭流、禁 randomize()/自建 RNG——组合根建种子属引擎熵豁免面,不进玩法 RNG 消费) if _seed_edit.text.is_valid_int(): return int(_seed_edit.text) if save_manager.is_first_adventure_done(): return randi() # rng-seed-exempt(非首局空框引擎熵——组合根建种子不进玩法 RNG 消费,static_scan S1/S2 标记豁免) return 42