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gplan-2/game/data/schemas/settlement_core_table.gd

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## VERTICAL SLICE - NOT FOR PRODUCTION
## 战斗结算表「结算结构与封印溢价」段 schema:结构冻结位(段序外的取值域/池钳位/取整/效果池映射)
## 与封印溢价旋钮共 7 列纯数据载体(由 SettlementTable.core 持有;零函数零随机零 await)。
## 结构冻结位(pool clamp/效果池映射/取整)违例加载期致命(fail-fast)。
class_name SettlementCoreTable
extends Resource
@export var source_label_map: Dictionary[String, Variant] = {} # 结构冻结——source_class→文案键
@export var effect_pool_map: Dictionary[String, Variant] = {} # 结构冻结——effect_id→pool(悬空加载致命)
@export var pool_clamp_lo: int = -100 # 结构冻结
@export var pool_clamp_hi: int = 100 # 结构冻结
@export var round_direction: String = "floor" # 结构冻结——单一取整规则
@export var p_perfect: int = 200 # {100,200} percent——完美封印第二份兑付触发(载体域)
@export var seal_hit_premium: int = 100 # [100,999] percent knob——封印命中兑付溢价 ×(1+(n−100)/100):125=×1.25(条款3 条件二封印溢价形态 a,provisional);100=无溢价直通零扰动。只乘封印命中正向兑付(flat power/percent 幅度/gp 缓冲三形态),标空/挖格/清图不乘;雷安同池冻结不动