134 lines
8.6 KiB
GDScript
134 lines
8.6 KiB
GDScript
# VERTICAL SLICE - NOT FOR PRODUCTION
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# Validation Question: 七核心流派各 ≥3 件入局内随机渠道后,标签+档位激活引擎能否机械判「成型」、
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# 专长带能否挂进令牌池稀有/罕见档随机投放(P0——迭代 12 双层 BD 实施批 T1)
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# Date: 2026-10-04(双层 BD 实施批 T1——任务书五裁定稿;设计权威 双层BD体系-整合定稿-2026-10-03 v3)
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# 概念指路:本表的专长,与 adventure.tres 的属性值提升、资源,同属一个对象——
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# 「奇物」(一次冒险内各渠道给予玩家的增益总称)。定义见 design/gdd/systems/冒险循环/奇物.md。
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# 它们是它分类轴上的枚举(专长 / 属性值提升 / 资源),不是三套系统;本表承载「专长」(专长 Feat)的逐项定义。
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# (2026-10-05 命名统一 + 分类重构:旧称「流派件」→「规则改写型特性」→ 现定名「专长」;
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# 表名与 feat_id 沿用历史命名,与统一词族对齐归后续批次——见 06-待办清单「命名统一」条目。
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# 目标渠道:专长走关底 Boss 击败后专属三选一(不新增节点类型),见奇物文档 2.1 节。)
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# 数据配置 FeatTable schema(奇物·专长定义表;行 = Dictionary 键 feat_id,Rule 4 豁免
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# 定义表——TreasureItemTable 先例)。
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# 行字段:feat_id 主键 / display_name / rarity ∈ {common, rare, rarest}(对齐令牌池三档命名——
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# 投放档映射:common/rare→稀有令牌档、rarest→罕见令牌档;relic 令牌永不入普通档=「挂稀有/罕见档」
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# 追认 b 接线口径)/ archetype ∈ ARCHETYPES 七流派标签 / hook ∈ HOOKS 挂点枚举(结算段槽——整合定稿
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# §2.1 哈迪斯恩赐槽同构)/ effects Dictionary(hook 消费参数,provisional 投值)。
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# 正负双修(整合定稿 B2 判据):effects 允许负向键(cost_* 族)——纯增益件须专项论证(反例 B-3),加载期
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# 仅校验键域不禁纯增益(专项论证件以 positive_only 批注登记,人工清单呈报)。
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# 档位激活(整合定稿 设计工具 1——以撒套装/小骨铭文):同标签计数 ≥2→档一(流派核心规则)/≥4→档二
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# (完全体);散件单体保底=每件效果独立生效,档位只做质变(反例 B-2)——引擎纯函数 FeatsEngine。
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# 🔴 层级纪律(任务书红线 2):专长只走局内随机渠道(三选一/商店/格面)——本表行永不入同调位
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# (treasure_items 表)/局外树(T8 节点表);扫雷触发点铁律:每流派 ≥1 行 hook ∈ MINE_HOOKS(加载校验,
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# 违反=红线①触碰面)。
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class_name FeatTable
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extends Resource
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@export var rows: Array = [] # Array[Dictionary] 键 feat_id
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## 流派标签词表(七核心——喂雷/淘金不在本批,R5 甲/缓议)
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const ARCHETYPES := ["magic", "pierce", "normal", "dig", "flag", "charge", "devour"]
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## 稀有度词表(对齐令牌池三档;投放档映射 relic→rare / rarest→rarest)
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const RARITIES := ["common", "rare", "rarest"]
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## 挂点枚举(结算段槽——首批 23 点位;每 hook 恰一流派域消费,T2-T6 接线)
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const HOOKS := [
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# 魔法流
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"hero_attack_rider", # 普攻命中后追加必中魔法伤(奥术余烬/魔能共鸣)
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"clamp_modifier", # 克制点直调(魔网织者/湛蓝誓约/猎手刺剑)
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"first_dig_spell", # 每关首次开格必出魔法矢(魔能共鸣第二效果)
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# 穿刺流
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"kill_overflow", # 击杀溢出弹射(贯穿射击)
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"dig_count_segments", # 开格计数转攻击段数(连珠矢)
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"roll_discount", # 折扣档改写(猎弱本能前移一档)
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# 普攻流
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"round_dig_bonus", # 轮内安全开格数转攻击加成(矿工的执拗;踩雷清零=mine_hit 监听同口)
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"hit_trade", # 命中交换(矿工重锤——正负双修原生形态)
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"armor_roll_rewrite", # 免掷骰恒折扣(专注)
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"heavy_debuff", # 命中重甲附加护甲裂解(碎甲震击)
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# 开格流
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"dig_yield_mult", # 开格产出乘区(贪婪矿灯/矿脉直觉/赌徒的血签——正负双向)
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"deep_dig", # 深层资源掘取(深挖钻头——R4 甲非信息税形态:开掘额外 AP 代价)
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# 标旗流
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"flag_resource", # 标中雷获格面资源(雷区图谱)
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"nest_aura", # 控制巢穴数转伤害光环(猎巢人)
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"flag_all_hit", # 同轮全中旗伤倍增(完美布防)
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"flag_strike", # 轮末旗伤开单(战旗军规——复用 board_typed)
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# 蓄力流
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"ap_carry", # 轮末 AP 结转蓄力(整备军备——改写 cleared 作废口径)
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"charge_shield", # 蓄力层转减伤(铁壁整备)
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"charge_spike", # 满层 spike(厚积薄发)
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# 吞噬流
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"terrain_refund", # 受地形伤掉落资源补偿(地脉采撷——伤害仍发生)
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"terrain_dig_double", # 挖开伤害型地形格双产出(荆棘编织者)
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"flag_neutralize", # 标中旗中和相邻伤害型地形格(净化工兵——🔴 R4 甲仅限伤害型)
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"variant_counter", # 受地形伤积层轮末反打(熔火之躯——触发键不按地形种类特化)
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]
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## 扫雷结算触发点 hook 集(🔴 红线①承载:每流派 ≥1 行 hook 命中本集——加载校验)
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const MINE_HOOKS := ["first_dig_spell", "dig_count_segments", "round_dig_bonus", "dig_yield_mult",
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"deep_dig", "flag_resource", "nest_aura", "flag_all_hit", "flag_strike", "ap_carry",
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"terrain_refund", "terrain_dig_double", "flag_neutralize", "variant_counter"]
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## effects 键白名单(🔴 零裸 flat 同族护栏——机制轴禁无条件属性加项;键出域=加载致命)
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## 全部条件触发/机制修正参数;cost_* 族=正负双修负向面
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const EFFECT_KEYS := ["value", "value2", "tier_value", "per_stack", "cap", "ap_cost", "chance",
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"mult", "cost_mult", "cost_flat", "polarity", "spell_kind", "segment_cap", "discount_shift",
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"trade_atk", "trade_hit", "shield_per_layer", "spike_mult", "layers_to_shield",
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"neutralize_range", "counter_damage", "resource_kind", "rider_kind", "note"]
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func validate() -> Array:
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var errs: Array = []
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if rows.is_empty():
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return errs # 空表合法态(T1 基建先行——T2 起逐流派填行)
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var seen := {}
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for row in rows:
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var rid: String = row.get("feat_id", "")
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if rid == "":
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errs.append({"category": "domain", "message": "feat_id 空"})
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continue
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if seen.has(rid):
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errs.append({"category": "dup_key", "message": "feat_id 重复: %s" % rid})
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continue
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seen[rid] = true
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if String(row.get("display_name", "")) == "":
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errs.append({"category": "domain", "message": "%s display_name 空" % rid})
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if not RARITIES.has(String(row.get("rarity", ""))):
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errs.append({"category": "enum", "message": "%s rarity 出域 %s" % [rid, str(RARITIES)]})
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var arch := String(row.get("archetype", ""))
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if not ARCHETYPES.has(arch):
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errs.append({"category": "enum", "message": "%s archetype 出域 %s" % [rid, str(ARCHETYPES)]})
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var hook := String(row.get("hook", ""))
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if not HOOKS.has(hook):
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errs.append({"category": "enum", "message": "%s hook 出域(挂点枚举封闭): %s" % [rid, hook]})
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for k in row.keys():
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if not ["feat_id", "display_name", "rarity", "archetype", "hook", "effects", "note"].has(String(k)):
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errs.append({"category": "zero_flat", "message": "%s 行键出白名单: %s" % [rid, String(k)]})
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var fx: Dictionary = row.get("effects", {}) as Dictionary
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for ek in fx.keys():
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if not EFFECT_KEYS.has(String(ek)):
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errs.append({"category": "zero_flat", "message": "%s effects 键出白名单: %s(机制轴禁无条件属性加项)" % [rid, String(ek)]})
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# 🔴 红线① 扫雷触发点铁律:**有行的流派**各 ≥1 行 hook ∈ MINE_HOOKS(部分填充合法——T2-T6
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# 逐流派渐进;七流派全量覆盖完成度由批次一出口断言承载,加载闸不卡渐进填行)
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var archs_with_rows := {}
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for row in rows:
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archs_with_rows[String(row.get("archetype", ""))] = true
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for arch in archs_with_rows.keys():
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var covered := false
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for row in rows:
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if String(row.get("archetype", "")) == String(arch) and MINE_HOOKS.has(String(row.get("hook", ""))):
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covered = true
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break
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if not covered:
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errs.append({"category": "load_bearing", "message": "流派 %s 无扫雷结算触发点行(🔴 红线①铁律——每流派 ≥1 件挂扫雷端)" % String(arch)})
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return errs
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func row_by_id(feat_id: String) -> Dictionary:
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for row in rows:
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if String(row.get("feat_id", "")) == feat_id:
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return row
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return {}
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