Files
gplan-2/game/presentation/curio_interact_controller.gd
T
DKChan a33ddaf542 秘宝六件迁移+掘进蓄能受理闸数据化+令牌兑付 match 收敛进效果类型(T4+T5——内容数据驱动扩展批)
T4 秘宝侧(六件按 id 硬编码全部拆除,行为与迁移前逐位一致):
- 淬毒刃纹:begin_battle attune_venom 注入+伤害控制器特判分支拆除——行 triggers clamp_check
  modify(mode:clamp_bonus) 双订阅(pierce_vs_ward / magic_vs_heavy eq 行=旧「pierce|magic × 矩阵>0」
  的精确集;mode 路由=主角攻击面专享,棋盘克制窗只消费无模式 delta——棋盘不吃毒面保持)。
- 偏运硬币:reward_economy.luck_bias 注入拆除——行 triggers reward_roll bias_rewards 订阅,
  发射点命中合计经 _biased_cell_rows 入参(合成序「图级先件级后」不变);冒烟偏斜段断言面随迁。
- 工兵晨令:编排器两处直调入队拆除——行 triggers round_start grant_ap(mode:queue) 订阅,
  when round_index ≤ effective_rounds(when value_from 行字段定影——新查询面,悬空校验同面补齐)。
- 惊巢反制:_grant_routed 按 id 减半特判拆除——mine_hit damage_mult(50) 订阅命中经 halve_pct
  入参(ceil(power×50%) 与旧 ceil(power/2) 逐位一致)+ open_ticket(channel:reflect) 订阅施加。
- 标中殉爆:flag_hit 按 id 开单特判拆除——行 triggers open_ticket(channel:blast, value_from
  magnitude) 订阅施加(施加位=迁移前开单位:殉爆→净化→图谱)。
- 掘进蓄能:use_treasure 按 id 受理闸特判拆除——treasure_used counter_spend 订阅施加(消耗成功
  才受理、积点不足拒绝零消耗,进度文案逐字保留);积点账本迁效果引擎计数器 dig_charge_bank
  (模判定留编排器侧:「每 N 格积 1 点」在发射点施加架构下无法行内表达先增后判——when 于
  dispatch 预评估,逐位等价优先;词汇表边界注记留档,遗留观察项随出口报告呈报)。
- pick_refresh:adventure_runner 按 id 特判拆除——effect_kinds bonus_refresh kind 分发查询
  (装配集行 magnitude 合计;刷新件类加件零 id 分支)。
- 主动件 kind 词族换代(reveal_tiles/preview/grant_ap/remove_mines/refresh_pick)挂账保留:
  本批只要求 pick_refresh 合流;全词族 rename 波及库存/呈现/单测零行为收益,不随批(出口报告
  遗留人闸项呈报)。
- curio_interact_controller 秘宝卡片文案表值化:kind 硬编码映射拆除,读行 desc——13 件 desc
  补齐(措辞按现行卡片文本逐字迁移;掘进蓄能/失义件补实际摘要=文案微调呈报级)。
- schema 适配:triggers 与 effect_kinds 互斥校验收窄至 passive 行(active_charged 双形合法=
  effect_kinds 主动分发+triggers 受理闸);trigger 行豁免「非 N 值 kind magnitude 应 0」与
  「非 ap_rounds_front 行 effective_rounds 应 0」两面(行字段=value_from 取数源)。

T5 令牌/树收尾:
- _apply_curio_pick match 收敛进效果类型:属性值提升四类(attack/max_hp/armor/ap)改
  adventure_table.CURIO_APPLY_ROUTES 声明路由(加算落点键,与效果引擎加法族同构)——加新加算类
  令牌=表行+配额/件值键零代码;gp/heal/refresh/relic 副作用通道面显式分支保留。
- meta_tree 规则键同面:先手压制/稳健拓荒两键已在 T3/T4 随 round_start/damage_taken 订阅行
  走效果引擎同面(rebuild 合成订阅+发射点施加),旧直调零残留。

验证:冒烟 800 项 0 失败(三闸过)· 单元 17 套全绿。

设计权威:design/research/研究-内容数据驱动扩展架构-2026-10-06.md(案乙)。
任务书:design/research/任务书-内容数据驱动扩展批-2026-10-06.md §六 T4/T5、§五映射表秘宝侧。
2026-10-06 23:54:58 +08:00

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# VERTICAL SLICE - NOT FOR PRODUCTION
# 提升三选一与替换子交互控制器(迭代 13 T4/D4——二期家族① 自 main.gd 迁出;规范 1.1 单一职责):
# 三选一停点编排(presented→pick→confirm/refresh→resolved→continue)+ 同调位替换子态
#(presented→chosen)+ TP0 令牌池卡片文案装配("kind|tier|feat_id" 复合键)+ 工坊显示名投影。
# 装配纪律(ADR-0001,仿 treasure_interact_controller 先例):信号连接不在此发生——curio_overlay
# 四信号与 adventure 两信号由组合根接至本类 on_* 入口;模态栈/演播后排窗/呈现刷新/终局面/
# 推进失败 fatal 经组合根回调注入;adventure/runner 随局更替——现值回调注入;兑付写调用唯一
# 经 adventure.pick_curio/apply_node_curio/resolve_curio_replace(core 侧单口,本类零直写)。
extends RefCounted
const Narrator := preload("res://presentation/battle_narrator.gd")
var db
var _meta_get: Callable # () → 元进度账本现值(组合根 lambda——探针 isolate_save 换注面,迭代13 T4 实证)
var curio_overlay: CurioPickOverlay
var end_overlay: BattleEndOverlay
var board_view: BoardView
var toast: ToastStack
var _save_get: Callable # () → 存档承载现值(同上——Attunement.slots 读数面)
var _adventure_get: Callable # () → 冒险结构现值(组合根 lambda——随局更替)
var _runner_get: Callable # () → 关卡推进器现值(组合根 lambda——reward_node 继续推进)
var _adventure_mode_get: Callable # () → 冒险模式标记现值(组合根 lambda)
var _open_modal: Callable # 模态栈单口(组合根)
var _open_modal_after_playback: Callable # 演播后排窗单口(T17——组合根)
var _close_modal: Callable
var _refresh_presentations: Callable
var _fatal_screen: Callable
var _gp_summary: Callable # () → 战斗总结 GP 行文案(组合根 lambda——_last_gain_amount 取数面在根)
var _pending_curio := {} # 三选一停点载荷暂存(迭代 10——战斗总结结算确认后开三选一面;续玩停点复用)
var _curio_context := "level_clear" # 三选一面上下文(level_clear=通关停点→推进下一关 / reward_node=奖励节点→回图选路)
var _last_replace_items: Array = [] # 替换子态续玩重建缓存(treasure_replace_presented 载荷)
var _last_replace_incoming := {} # 同上——incoming 记录
func _init(db_ref, meta_get: Callable, curio_overlay_ref: CurioPickOverlay, end_overlay_ref: BattleEndOverlay,
board_view_ref: BoardView, toast_ref: ToastStack, save_get: Callable,
adventure_get: Callable, runner_get: Callable, adventure_mode_get: Callable,
open_modal: Callable, open_modal_after_playback: Callable, close_modal: Callable,
refresh_presentations: Callable, fatal_screen: Callable, gp_summary: Callable) -> void:
db = db_ref
_meta_get = meta_get
curio_overlay = curio_overlay_ref
end_overlay = end_overlay_ref
board_view = board_view_ref
toast = toast_ref
_save_get = save_get
_adventure_get = adventure_get
_runner_get = runner_get
_adventure_mode_get = adventure_mode_get
_open_modal = open_modal
_open_modal_after_playback = open_modal_after_playback
_close_modal = close_modal
_refresh_presentations = refresh_presentations
_fatal_screen = fatal_screen
_gp_summary = gp_summary
# 停点在途判据(组合根 _on_battle_end_continue 分派面——战斗总结确认后开三选一)
func has_pending() -> bool:
return not _pending_curio.is_empty()
# 续玩停点恢复入口(true=已接手呈现,调用方中止后续分派)。空候选降级(2026-10-06 用户令):
# 候选 0 件不开选择面(空面无卡无钮=死面)——消化停点后按上下文直落后续推进(战斗总结面已
# 给过玩家确认拍,三选一环节整体跳过)
func resume_if_pending() -> bool:
if _pending_curio.is_empty():
return false
if (_pending_curio.get("candidates", []) as Array).is_empty():
return _skip_empty_stop()
show_pick()
return true
# 停点空候选跳过(2026-10-06 用户令——「选出来 0 个则直接跳过该环节」):分派与 on_continue
# 同构(level_clear=推进下一关 / reward_node=兑付确认回图选路 / feat_ticket=只关面回店),
# 差异仅零面可收——curio_overlay 未开不 close。core 停点经 skip_empty_curio 消化后推进
#(continue_to_next_level 的「停点未兑付拒推进」守卫因此放行)。
func _skip_empty_stop() -> bool:
toast.show_toast("可用战利品为空——本次三选一跳过", "info")
var adventure = _adventure_get.call()
if adventure != null:
adventure.skip_empty_curio() # core 停点消化(其守卫=仅空候选放行)
if _curio_context == "reward_node":
var runner = _runner_get.call()
if runner != null:
runner.continue_after_node()
elif _curio_context == "level_clear" and bool(_adventure_mode_get.call()):
if not adventure.continue_to_next_level():
_fatal_screen.call("关卡推进失败——见输出日志")
# feat_ticket = 只消化停点回店(零推进——与 on_continue 同构)
_pending_curio = {}
return true
# 三选一停点(非末关通关恰一次):Boss 胜利先经战斗总结结算面(settlement-summary v1.1——钥石
# 增量行在其上),确认后进三选一面(level-clear.md v2);续玩停点恢复同入口(零自动推进契约)
func on_presented(payload: Dictionary) -> void:
if String(payload.get("context", "")) == "feat_ticket":
# T5 店内门票兑付——临时停点开专长三选一面(零胜利总结面;确认后只关面回店)
_pending_curio = payload.duplicate(true)
_curio_context = "feat_ticket"
if (_pending_curio.get("candidates", []) as Array).is_empty():
# 空候选防御(2026-10-06 用户令——零卡不开死面;core _redeem_feat_ticket 守卫外的末道)
_skip_empty_stop()
return
_open_modal.call(curio_overlay)
curio_overlay.open_pick(Narrator.node_curio_header(), _curio_card_texts(payload.get("candidates", []) as Array))
return
if int(payload.get("aux_cleared", 0)) > 0:
toast.show_toast("上关剩余 %d 件秘宝已随关卡结束清空" % int(payload.get("aux_cleared", 0)), "info") # 迭代 7 T4 清空反馈
_pending_curio = payload.duplicate(true)
_curio_context = "level_clear"
if bool(payload.get("replace_pending", false)) or bool(payload.get("refreshed", false)):
# 续玩:替换子交互在途中断——重建三选一面后直落替换子态(候选不重抽)
# 刷新重发(2026-10-06):refreshed 标直落选择面——不再重开胜利总结面
show_pick()
return
end_overlay.open_victory(Narrator.battle_end_text("victory", false), "继续",
board_view.get_global_rect(),
"%s\n%s" % [String(_gp_summary.call()), Narrator.bonus_keystone_line(payload)])
_open_modal_after_playback.call(end_overlay)
_refresh_presentations.call()
# 三选一面开出(战斗总结结算确认 / 续玩停点恢复;替换在途由 treasure_replace_presented 续发直落子态)
# 奖励节点三选一(迭代 10 追加批——与通关三选一共享同池同权重同上限;CurioPickOverlay 共用面,
# 道具件满位替换子交互同构)。原「秘宝投放渠道」三选一(迭代 7 过渡形态)随批退役。
func present_node_curio() -> void:
var adventure = _adventure_get.call()
_curio_context = "reward_node"
var node_draw: Dictionary = adventure.node_curio_candidates()
var node_cands: Array = node_draw.get("candidates", []) as Array
if node_cands.is_empty():
# 空池降级(2026-10-06 用户令)——不开面、不挂节点停点(present_node_curio 未调即未挂),
# 兑付确认直落回图选路(auto-sim「node_entered 回调内立即 continue_after_node」先例)
toast.show_toast("可用战利品为空——本次三选一跳过", "info")
var runner = _runner_get.call()
if runner != null:
runner.continue_after_node()
return
_open_modal.call(curio_overlay)
curio_overlay.open_pick(Narrator.node_curio_header(), _curio_card_texts(node_cands, node_draw.get("aux_detail", []) as Array))
adventure.present_node_curio(node_cands, node_draw.get("aux_detail", []) as Array)
_feed_refresh_display(adventure) # 迭代 11 第①批 T5b + 2026-10-06 对齐商店——刷新面投喂单点
# 三选一面开出(战斗总结结算确认 / 续玩停点恢复;替换在途由 treasure_replace_presented 续发直落子态)
func show_pick() -> void:
var payload: Dictionary = _pending_curio
_open_modal.call(curio_overlay)
curio_overlay.open_pick(Narrator.curio_pick_header(payload), _curio_card_texts(payload.get("candidates", []) as Array, payload.get("aux_detail", []) as Array))
var adventure = _adventure_get.call()
if adventure != null:
_feed_refresh_display(adventure) # 迭代 11 第①批 T5b + 2026-10-06 对齐商店——刷新面投喂单点
_refresh_presentations.call()
# 刷新呈现投喂单点(免费余量 X/Y + GP 付费价 + 冒险钱包可付——读数与商店 set_refresh_display 同构)
func _feed_refresh_display(adventure) -> void:
var runner = _runner_get.call()
var gp := int(runner.gp) if runner != null else 0
var cost: int = adventure.curio_refresh_gp_cost()
curio_overlay.set_refresh_display(adventure.attune_refresh_left(), cost, gp >= cost)
func _curio_card_texts(candidates: Array, treasure_detail: Array = []) -> Array:
# TP0 令牌池——候选 = {"kind","tier"} 令牌字典;卡片 id = "kind|tier|feat_id" 复合键(同 kind
# 大小两档/同档多 relic 可同屏,kind 单键不构成唯一身份),确认回程拆键(on_pick_confirmed)
var out: Array = []
var treasure_i := 0
for tok in candidates:
var kind := String((tok as Dictionary).get("kind", ""))
var tier := String((tok as Dictionary).get("tier", ""))
var rid := String((tok as Dictionary).get("feat_id", ""))
var cid := "%s|%s|%s" % [kind, tier, rid]
var text := ""
if kind == "feat_ticket":
text = "奇物门票
选定即开一次奇物三选一(T5 门票——拿到即开不进持有集)"
elif kind == "relic":
text = Narrator.feat_card_text(db.feat_row(rid))
elif kind == "treasure_item":
var iid := String(treasure_detail[treasure_i]) if treasure_i < treasure_detail.size() else ""
treasure_i += 1
text = Narrator.bonus_card_text(kind, tier, int(db.adventure.curio_value(kind, tier)), _treasure_card_line(iid))
else:
text = Narrator.bonus_card_text(kind, tier, int(db.adventure.curio_value(kind, tier)))
out.append({"id": cid, "text": text})
return out
# 道具件卡片行(掷定前置——具体道具名 + 效果摘要;空 iid = 无预掷回退态显示通用文案)。
# 内容数据驱动扩展批 T4 文案表值化:效果摘要=数据行 desc 字段直读(零 kind 硬编码映射——
# 新件写行即有名有姓)
func _treasure_card_line(iid: String) -> String:
if iid == "":
return ""
var row: Dictionary = db.treasure_item_row(iid)
if row.is_empty():
return ""
var desc := String(row.get("desc", ""))
if desc != "":
return "%s · %s" % [String(row.get("display_name", iid)), desc]
return String(row.get("display_name", iid))
# 三选一刷新(迭代 11 第①批 T5b X/Y 双源 + 2026-10-06 用户令对齐商店 MC-1——免费位用尽转 GP 付费档:
# 同 shop_refresh_cost_base/curve 旋钮、同冒险钱包 runner.gp;通关停点经重发 curio_choice_presented 直落
# 选择面,节点停点在此读在途态重 present——零自动推进契约不破,停点仍在途)
func on_refresh() -> void:
var adventure = _adventure_get.call()
if adventure == null or not adventure.curio_stop_pending():
return
var runner = _runner_get.call()
var refreshed: bool = adventure.refresh_curio()
if not refreshed:
# 免费位(X/Y)已穷——GP 付费档(先扣钱包后重抽,余额不足拒绝零副作用)
var cost: int = adventure.curio_refresh_gp_cost()
if runner == null or not runner.spend_gp(cost):
toast.show_toast("金币不足——刷新失败", "warn")
return
refreshed = adventure.refresh_curio_paid()
_refresh_presentations.call() # 钱包变化上屏(对齐商店购买后刷新面)
if not refreshed:
return
if _curio_context == "reward_node":
var st: Dictionary = adventure.node_curio_pending_state()
curio_overlay.open_pick(Narrator.node_curio_header(), _curio_card_texts(st.get("candidates", []) as Array, st.get("aux_detail", []) as Array))
_feed_refresh_display(adventure)
func on_pick_confirmed(item_id: String) -> void:
var adventure = _adventure_get.call()
if adventure == null:
return
# TP0 令牌池——卡片 id "kind|tier|feat_id" 拆键(缺 | = 旧载荷防御归普通档;relic 三段)
var parts := item_id.split("|")
var kind := parts[0]
var tier := parts[1] if parts.size() > 1 else ""
var rid := parts[2] if parts.size() > 2 else ""
var ok: bool = adventure.apply_node_curio(kind, tier, rid) if _curio_context == "reward_node" else adventure.pick_curio(kind, tier, rid)
if not ok:
push_error("[bonus_interact] 三选一兑付被拒——见输出日志")
return
# T5——节点渠道门票拿到即开:候选已被替换为专长面,本地读在途态重绘(零 emit——context 保持 reward_node,
# 后续兑付/确认仍走节点路径回图选路)
if _curio_context == "reward_node" and kind == "feat_ticket":
var st2: Dictionary = adventure.node_curio_pending_state()
curio_overlay.open_pick(Narrator.node_curio_header(), _curio_card_texts(st2.get("candidates", []) as Array))
func on_treasure_replace_presented(items: Array, incoming: Dictionary) -> void:
_last_replace_items = items.duplicate(true)
_last_replace_incoming = incoming.duplicate(true)
if not curio_overlay.visible:
_open_modal.call(curio_overlay) # 续玩替换在途直落——三选一面未开时先入栈(模态栈纪律)
_open_replace(items, incoming)
func _open_replace(items: Array, incoming: Dictionary) -> void:
var named: Array = []
for it in items:
var rec: Dictionary = it.duplicate()
rec["display_name"] = String(item_name_lookup().get(String(rec.get("item_id", "")), String(rec.get("item_id", ""))))
named.append(rec)
curio_overlay.open_replace(named, String(item_name_lookup().get(String(incoming.get("item_id", "")), String(incoming.get("item_id", "")))),
named.size(), Attunement.slots(db, _save_get.call())) # 迭代 11 第①批 T7——呈现读数源切谓词表求值(过渡键退役)
func on_replace_chosen(discard: int) -> void:
var adventure = _adventure_get.call()
if adventure == null or not adventure.resolve_curio_replace(discard):
push_error("[bonus_interact] 同调位替换受理被拒——见输出日志")
# 兑付反馈(curio_resolved 到达——结果行上屏,唯一出口 = 继续)
func on_resolved(result: Dictionary) -> void:
_pending_curio = {}
curio_overlay.show_result(Narrator.bonus_result_text(result))
_refresh_presentations.call()
# 继续钮:收三选一面 → 上下文分派(通关停点=推进下一关 / 奖励节点=兑付确认回图选路——零自动推进)
func on_continue() -> void:
_close_modal.call(curio_overlay)
curio_overlay.close_pick()
var adventure = _adventure_get.call()
if _curio_context == "feat_ticket":
return # T5 店内门票面——专长兑付完成后关面回店(无推进/无回图)
if _curio_context == "reward_node":
var runner = _runner_get.call()
if runner != null:
runner.continue_after_node()
return
if bool(_adventure_mode_get.call()) and adventure != null:
if not adventure.continue_to_next_level():
_fatal_screen.call("关卡推进失败——见输出日志")
# 工坊 item_id → 显示名投影(keystone_settle_text/替换子命名文案数据源——拼句归 Narrator)
func item_name_lookup() -> Dictionary:
var lookup := {}
var meta = _meta_get.call()
if meta != null:
for row in db.meta_workshop_items():
lookup[String(row.get("item_id", ""))] = String(row.get("display_name", ""))
return lookup