130 lines
8.2 KiB
GDScript
130 lines
8.2 KiB
GDScript
class_name CombatSegment
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extends RefCounted
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# ③ 战斗段 Segment(P1-1 结算巨函数拆段;段边界=审计五段〔裁点③甲〕)。
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# 职责:案C 闸复位 + 本轮扫雷事实推导(执拗 streak 取数面)+ 主角先手
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# + 敌方行动兑现 + 地图伤害账殿后(补提交统一结账)。
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# 调用序:主角先手 → 逐敌还手 → 地图伤害账殿后〔案C〕;hero hp=0 短路。
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# 耦合边界(5.1 封装修复换代):引用束注入——构造收编排器组装的 20 键封闭束,本段断言 10 键
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# (facts/units/damage/status_effects/fx_host/minesweeper/db/emit_row_cb/fatal_cb/reward_grant)
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# 解包同名成员;行发射经 emit_row_cb 回宿主、fatal 经 fatal_cb 回宿主——对编排器零引用。
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# 本函数体为原编排器 _combat_segment 逐字搬运(🔴 零行为变更契约)。
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# run 编排骨架+三私有族(_hero_strike/_enemy_actions/_board_deferred_settle);段序逐字。
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var facts: BattleFacts # 战斗事实件(轮缓冲 streak 取数面)
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var units: UnitContainer # 单位容器(目标解析/存活查询)
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var damage: DamageController # 伤害控制器(开单/提交面)
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var status_effects: StatusContainer # 状态容器(增益/妨害施加面)
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var fx_host: BattleFxHost # 效果引擎宿主件(facts_inject 写面)
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var minesweeper: MinesweeperRules # 排雷玩法(束形统一交付面——卡面 10 键分配)
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var db: ConfigDb
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var emit_row_cb: Callable # 宿主 _emit_row——行协议面单点(5 参 head 束形)
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var fatal_cb: Callable # 宿主 _fatal——battle_result 唯一写点留宿主
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var reward_grant: RewardGrant # 奖励授予件(案C 暂存闸 defer 持有方)
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func _init(bundle: Dictionary) -> void:
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for k in ["facts", "units", "damage", "status_effects", "fx_host", "minesweeper", "db",
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"emit_row_cb", "fatal_cb", "reward_grant"]:
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assert(bundle.has(k), "[战斗段] 引用束缺键: %s" % k)
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facts = bundle.facts
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units = bundle.units
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damage = bundle.damage
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status_effects = bundle.status_effects
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fx_host = bundle.fx_host
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minesweeper = bundle.minesweeper
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db = bundle.db
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emit_row_cb = bundle.emit_row_cb
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fatal_cb = bundle.fatal_cb
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reward_grant = bundle.reward_grant
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func run(ri: int) -> void:
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reward_grant.defer["on"] = false # 案C 闸复位——战斗段起开单即入队(主角/敌方/补提交的地图单按开单序统一结账)
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# 本轮扫雷事实推导(执拗 streak 取数面):本轮 safe 事件数=
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# streak;踩雷即清零(mine_hit 监听同口——执拗「踩雷清零」承载)。攻击在战斗段=授予段后
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# 同一次 _settle 内,facts 已定。
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var round_safe := 0
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var round_mine := false
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for evt in facts.reveals:
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if evt.kind == "safe":
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round_safe += 1
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elif evt.kind == "mine":
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round_mine = true
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fx_host.facts_inject["dig_streak"] = 0 if round_mine else round_safe
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_hero_strike(ri)
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_enemy_actions(ri)
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_board_deferred_settle(ri)
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# ⓪ 主角先手攻击(基础攻击恒存在;先于敌方行动。案C:授予段不再产出伤害,
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# 主角进入战斗段时恒存活——先手必兑,除非场上无敌)。
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# 单分量伤害构成:主角攻击 = 唯一基础分量(atk,吃掷点含暴击;
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# 类型 = 主角 attack_type 表值(量与类型抽象分离);查甲效矩阵对应行取克制修正)。
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# 原"基础 + 穿刺/魔法充能三分量"模型随充能系统整体退役——克制策略归冒险前配置(营地换型 / 未来冒险前参数面),
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# 局内不再有挖掘攒弹药的第二伤害供给。attack_up 增益经 hero_offense 池乘攻击合计(见池乘区注记)。
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# 护甲等级掷点:基础分量吃掷点判定(含暴击);棋盘来源伤害不掷不折;
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# 任何伤害落地 ≥ damage_floor(全局 max(1,·) 适用所有来源,下限在控制器管线单点收口)。
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func _hero_strike(ri: int) -> void:
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var hero_alive: bool = int(units.hero_unit().get("hp", 0)) > 0
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var hero_target = units.default_target()
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if hero_alive and hero_target != null:
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var ht := damage.open_ticket(DamageController.KIND_HERO_ATTACK, "hero_attack", "主角攻击",
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{"channel": "combat", "base_value": damage.hero_atk(), "target_rule": DamageController.TARGET_FRONT_ALIVE,
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"ri": ri, "origin_cell": Vector2i(-1, -1),
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"attack_type": String(units.hero_unit().get("attack_type", "normal"))})
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damage.submit(ht)
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# 敌方行动(敌人技能池批——本拍动作开轮已摇定,此处按技能行兑现;行序 = 生成序)。
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# 死亡即不动手:摇定后、兑现前死亡的敌不在存活序中——本拍技能作废,不 commit、不进冷却。
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func _enemy_actions(ri: int) -> void:
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for u in units.query_alive("enemy"):
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if int(units.hero_unit().hp) <= 0:
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break # hero hp=0 立即短路(死尸挨打行是归因噪音——用户拍板)
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var skill_id := units.pending_action(u)
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var srow: Dictionary[Variant, Variant] = db.combat.skill.row_by_id(skill_id)
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if srow.is_empty():
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fatal_cb.call("敌实例待发动作悬空: %s" % skill_id)
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continue
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if String(srow.type) == "buff" or String(srow.type) == "debuff":
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# 增益/妨害技 = 0 伤害施放行:不掷不折;状态授予即数值兑现,技能冷却与增益持续两计时器分账。
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# 落点按目标规则(增益状态 v1.5〈目标规则与个体归属〉):buff → 施放者个体(「自己」——
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# 敌方增益技只强化施放者自己,不再全体受益);debuff → 主角(off_guard/sapped 同义主角侧)。
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var dur: int = int(srow.get("buff_duration", 1))
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var owner_key: String = StatusContainer.owner_key_for(u) if String(srow.type) == "buff" else StatusContainer.OWNER_HERO
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status_effects.apply_effect(String(srow.buff_ref), owner_key, {"source_class": "enemy_action", "origin_cell": Vector2i(-1, -1), "round_index": ri}, dur)
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emit_row_cb.call({"type": "cast", "source_class": "enemy_action", "origin_cell": Vector2i(-1, -1)}, ri, "%s 施放 %s" % [u.display_name, String(srow.display_name)], 0, {"skill_id": skill_id, "effect_id": String(srow.buff_ref), "duration": dur})
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units.commit_action(u)
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continue
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# 伤害技(含普攻——倍率恒 1)= 敌方伤害技单据:基线 = round(atk×倍率)、rider 预计算归开单侧
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# (表值算术零随机),掷点/克制查表(spec 束 attack_type = 敌方攻击类型——迭代 24 N3 轴开列前恒空串不查表)/
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# hero_defense×enemy_output 池乘区/下限/rider 后置/commit 全归控制器管线(兑现序 = 开单序;
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# 来源敌已死在兑现时作废——死亡即不动手)。
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var baseline: int = int(round(float(u.atk) * float(srow.get("damage_mult", 1.0))))
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var rider := 0
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if srow.has("rider_mult"):
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rider = maxi(int(db.combat.settlement.damage_roll.damage_floor), int(floor(float(u.atk) * float(srow.rider_mult))))
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var et := damage.open_ticket(DamageController.KIND_ENEMY_SKILL, "enemy_action",
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"%s %s" % [u.display_name, String(srow.display_name)],
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{"channel": "combat", "base_value": baseline, "target_rule": DamageController.TARGET_HERO,
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"ri": ri, "origin_cell": Vector2i(-1, -1),
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"attack_type": String(u.get("attack_type", "normal")), "rider": rider})
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et["source_unit"] = u
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et["context"] = {"skill_id": skill_id, "baseline": baseline}
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damage.submit(et)
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# 地图伤害兑付(案C:战斗段末——怪物还手后按授予段事件序补提交统一结账;
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# 主角死于怪物 → 地图账不兑,逐单留「未生效」行不作废静默——没生效也要留痕口径;
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# 补提交后若地图直伤反杀主角,控制器 _halted 作废余单——战斗已败,胜负归判定段)
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func _board_deferred_settle(ri: int) -> void:
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if int(units.hero_unit().get("hp", 0)) <= 0:
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for t in (reward_grant.defer["queue"] as Array):
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emit_row_cb.call({"type": "reward_ineffective", "source_class": String(t.get("source_class", "")), "origin_cell": t.get("origin_cell", Vector2i(-1, -1))}, ri,
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"%s 未生效(主角已倒下)" % String(t.get("display", "")), 0, {"forfeit": "hero_down"})
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else:
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for t in (reward_grant.defer["queue"] as Array):
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damage.submit(t)
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(reward_grant.defer["queue"] as Array).clear()
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damage.flush() # 战斗段界结账(B 模式——主角单+敌方单+地图单按开单序统一兑现;A 模式地图单补提交时即结)
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