全局 sed 替换 89 处命中清零(S11 绿)。修复: - 移交 3 处保留原词(shop.tres:86 display_name、curio_controller:165-166 玩家文案) - 豁免 enemy.tres:653 历史注记保持"已落籍" - static_scan.sh 词表追加行与头注恢复禁「」引举句式 - S11 规则文件自身不被自身规则误伤(闸门自指豁免生效)
358 lines
19 KiB
GDScript
358 lines
19 KiB
GDScript
## VERTICAL SLICE - NOT FOR PRODUCTION
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## CellUnit——BoardView SubViewport 世界内逐格渲染件(Node2D),全部程序化 _draw 占位视觉(纹理槽位已留未装载)。
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## 无 class_name(类名缓存面纪律)——使用方经 preload 引用。
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extends Node2D
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const _GLOW_LAYER := preload("res://presentation/views/cell_type_glow_layer.gd")
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var cell := Vector2i.ZERO # 板坐标(诊断观测面)
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var edge := 46.0: # 格边长(BoardView.set_cell_area 单点驱动)
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set(v):
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edge = v
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if _glow_layer != null and is_instance_valid(_glow_layer):
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_glow_layer.setup(edge, glow_group)
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queue_redraw()
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var bg_sb: StyleBoxFlat = null # 格底 StyleBox(BoardView 每次 paint 重建;呼吸微光就地改边框)
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# ── 接触带微光绘制面(可挖域微光画在英雄格周界空间侧——art-bible §3.2 v2.8;
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# 仅英雄格单元承载,BoardView.refresh 按可挖域写边/角码、_process 逐拍更新呼吸色)──
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var contact_bands: Array[int] = [] # 正交接触边码 0=N/1=S/2=W/3=E(该侧整条边)
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var contact_corners: Array[int] = [] # 斜向共享角码 0=NW/1=NE/2=SW/3=SE(角点+两侧各半条边)
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var contact_col := Color(0, 0, 0, 0) # 当前呼吸色(alpha 0 = 不画)
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var plate := false # 数字色牌开关(BoardView paint 按已开格 glyph 写入——原则二)
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var outline_sides: Array[int] = [] # 墙格地面朝向描边码 0=N/1=S/2=W/3=E(程序侧结构件)
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# ── 高墙感 D 投影档(研究件四变体定 D=C+地面投影,ITB 同款高度线索)──
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# 南立面 = 墙格南缘内侧「口沿高光线 + 双段暗带」(邻地面格才画,墙群内聚);地面投影 = 北邻墙格
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# 在本已开格北缘投渐隐暗带。参数按研究件 64px 拼版实测比例换算(立面双段 0.16/0.25 格边、投影带
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# 0.22 格边;坐标推导留档 commit)。素材缺位程序化回退同样服役(结构归程序——art-bible §8.5)。
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var facade_south := false: # 南立面开关(BoardView paint 按「南邻已开格」写入)
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set(v):
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facade_south = v
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queue_redraw()
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var proj_band := 0.0: # 地面投影带宽(像素,0 = 不画——BoardView 按北邻墙判定写入)
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set(v):
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proj_band = v
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queue_redraw()
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var glyph := "": # 文字位——数字/雷/封印/人/?(现行视觉封印与数字互斥,同位承载)
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set(v):
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glyph = v
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queue_redraw()
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var glyph_color := UiKit.INK: # 文字色(墨族/雷朱/封印黑/小人蓝)
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set(v):
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glyph_color = v
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queue_redraw()
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var badge_glyph := "": # 奖励徽章文字(右下角金——封印之下、变异纹之上、不进数字区)
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set(v):
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badge_glyph = v
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if _glow_layer != null and is_instance_valid(_glow_layer):
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_glow_layer.set_badge_mask(v != "")
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queue_redraw()
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var dot_visible := false: # BFS 路径预览点迹(中心 6×6 小人蓝)
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set(v):
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dot_visible = v
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queue_redraw()
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var hl_visible := false: # 焦点高亮(悬停态边框覆盖层)
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set(v):
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hl_visible = v
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queue_redraw()
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var hl_color := UiKit.GOLD: # 高亮色(金目标/封印朱/禁入灰禁红)
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set(v):
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hl_color = v
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queue_redraw()
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var font: Font = null # 字体槽位(null = ThemeDB.fallback_font——BoardView.set_world_font 注入)
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var bevel := 0.0: # 顶面倒角强度(0=关;档位 0/0.35/0.6/1.0)
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set(v):
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bevel = v
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queue_redraw()
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# ── D 投影档绘制常量(研究件实测取色——立面高光/双段暗带/地面投影;黑罩 alpha 叠加实测等效)──
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const FACADE_HIGHLIGHT_PX := 2.0 # 口沿高光线厚(像素)
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const FACADE_NEAR_FRAC := 0.16 # 立面近段高(格边比——研究件 10/64)
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const FACADE_FAR_FRAC := 0.25 # 立面远段高(格边比——研究件 16/64)
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const FACADE_NEAR_COL := Color(0, 0, 0, 0.60) # 立面近段黑罩(墙顶 132→52 实测 α≈0.61)
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const FACADE_FAR_COL := Color(0, 0, 0, 0.82) # 立面远段黑罩(墙顶 132→24 实测 α≈0.82)
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const PROJECTION_NEAR_COL := Color(0, 0, 0, 0.28) # 投影贴墙段(地面 66→46 实测 α≈0.28)
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const PROJECTION_MID_COL := Color(0, 0, 0, 0.16) # 投影中段(渐隐)
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const PROJECTION_EDGE_COL := Color(0, 0, 0, 0.06) # 投影远段(渐隐收边)
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# ── E 格高墙面(圣经 v3.5 冻结①——地面格南邻墙→南部 30% 承接墙面:墙顶纹理原亮度
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# 直贴零暗档零阴影;墙脚阴线只画地面/墙面交界;(b)-(c) 交界
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# 无边框由 BoardView 侧跳过墙格北向描边承载)──
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const E_FACADE_FRAC := 0.30 # 墙面承接高(格边比 30%)
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# ── 素材槽位(现全 null = 程序化占位服役;art-bible §8.2 格面 32×32 暂定档)──
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var tex_base: Texture2D = null # ① 砖面底
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var tex_mutation: Texture2D = null # ② 变异纹带
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var tex_glyph: Texture2D = null # ③ 数字
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var tex_badge: Texture2D = null # ③' 徽章
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var tex_seal: Texture2D = null: # ④ 封印(槽位可运行时换装〔封印〕——同族 facade/treasure_mark
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set(v): # 均 setter 触发重绘(普通 var 赋值不重绘=封印插上不显示))
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if tex_seal != v:
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tex_seal = v
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queue_redraw()
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var tex_facade: Texture2D = null # ⑥ E 格墙面材质(v3.5——南邻墙顶 center 瓦片同源,BoardView 注入)
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var facade_strip := false: # E 格开关(BoardView paint 按「已开格且南邻未开墙」写入——瓦片态专用)
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set(v):
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facade_strip = v
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queue_redraw()
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# 变异角标(程序化,tex_mutation 纹带槽暂留):
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# "flat_damage" = 未开格伤害型变异,左下角危险红三角(开格有代价的策略纹理标记)
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# 叠加层标记(秘宝整图叠加层的格面呈现;派生信息层零回写):
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# "mine_reveal" = 真视格(危险红内缩框——「这格是雷」的确定决策标记,封印照常计费);
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# "reward_preview" 格不复用本字段——预读徽章走 badge_glyph 注入(board_view refresh 注入 REWARD_BADGE 字形)
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var treasure_mark := "":
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set(v):
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if treasure_mark != v:
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treasure_mark = v
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queue_redraw()
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var mutation_mark := "":
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set(v):
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if mutation_mark != v:
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mutation_mark = v
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queue_redraw()
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# ── 视野迷雾呈现态(纯呈现零逻辑;规格=art-bible §6.5 v3.5,现行事实源=HUD框架「视野迷雾」节)──
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# 0=正常(灯光区内)/ 1=全黑(区外未开格——现行事实源「区外未开格=全黑不渲染」不透明档)/ 2=记忆态(区外已开格灰显可读)
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var fog_state := 0:
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set(v):
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if fog_state != v:
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fog_state = v
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queue_redraw()
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var removed_dim := false: # 中立移除退色层(BoardView paint 按排雷玩法 is_removed 写入)
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set(v):
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removed_dim = v
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queue_redraw()
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# ── 未开格类型微光(英雄 8 向相邻未开格的组粒度类型提示)
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# 作用集 = 可挖域 ∩ 身份可查格,由 BoardView 侧派生下发;本件只承接绘制与子件生命周期。
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# 静态:不呼吸、不入动效预算;相位门控(结算/道具窗口态隐藏)在 BoardView 侧。
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var glow_group := 0:
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set(v):
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if glow_group != v:
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glow_group = v
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_sync_glow_layer()
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var _glow_layer: Node2D = null
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func _draw() -> void:
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var rect := Rect2(Vector2.ZERO, Vector2(edge, edge))
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# ① 砖面底(占位 = StyleBoxFlat:格底色 + 暗化描边 + 3px 圆角;
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# 呼吸微光/主角蓝框由 BoardView 改 bg_sb 后触发重绘)
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if tex_base != null:
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draw_texture_rect(tex_base, rect, false)
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# 轮廓加强(轮廓线不明显):墙格地面朝向边补 2px 深墨线(§8.5 结构归程序——
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# 素材 1px 墨线在 45/36px 非整数缩放下视觉衰减,程序线保底;墙-墙内界不画,保墙群内聚;
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# 坐标推导:各边内贴 2px 矩形,相邻边矩形全长相交=周界闭合)
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if not outline_sides.is_empty():
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var ow := 2.0
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var oc := UiKit.FOG_OUTLINE
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for b in outline_sides:
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var or_ := Rect2()
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match int(b):
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0: or_ = Rect2(0, 0, edge, ow)
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1: or_ = Rect2(0, edge - ow, edge, ow)
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2: or_ = Rect2(0, 0, ow, edge)
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3: or_ = Rect2(edge - ow, 0, ow, edge)
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draw_rect(or_, oc, true)
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_draw_south_facade()
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_draw_north_projection()
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_draw_e_facade()
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# 瓦片态描边覆盖层:tex_base 在位时 BoardView 传入的 bg_sb
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# 已降级为「透明底 + 描边」载体——呼吸微光/主角蓝框画在瓦片之上(art-bible §1.2 叠层序
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# 不变:底 < 纹带 < 数字 < 封印 < 焦点高亮);素材缺位回退走 elif 程序化原样,零观感变化
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if bg_sb != null:
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draw_style_box(bg_sb, rect)
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# 接触带微光(英雄格周界空间侧——正交邻墙=整条边;斜向=共享角点+两侧各半条边;光不进墙格):
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# 带宽 4px 贴格边内侧(坐标推导:N=[0,0,edge,4] S=[0,edge-4,edge,4] W=[0,0,4,edge] E=[edge-4,0,4,edge];
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# 半条边=沿邻边自角点起 edge/2;角点圆 r=6 贴角点圆心,近白芯 r=2.5 提亮)
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if contact_col.a > 0.0:
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_draw_north_projection() # 平色回退+微光并发的英雄格补画(瓦片路径已画——同像素重复无观感差)
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_draw_e_facade() # E 格墙面补画(同上——英雄格兼 E 格时瓦片路径已画,重复无害)
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var band := 4.0
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var half := edge * 0.5
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for b in contact_bands:
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var r := Rect2()
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match int(b):
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0: r = Rect2(0, 0, edge, band)
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1: r = Rect2(0, edge - band, edge, band)
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2: r = Rect2(0, 0, band, edge)
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3: r = Rect2(edge - band, 0, band, edge)
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draw_rect(r, contact_col, true)
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for cc in contact_corners:
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var pt := Vector2.ZERO
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match int(cc):
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0: pt = Vector2(0, 0)
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1: pt = Vector2(edge, 0)
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2: pt = Vector2(0, edge)
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3: pt = Vector2(edge, edge)
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draw_circle(pt, 6.0, contact_col)
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draw_circle(pt, 2.5, Color(1, 1, 1, minf(1.0, contact_col.a * 0.95)))
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# 半条边:角点沿两条邻边各延伸 edge/2(坐标推导:横带沿 N/S 自角点向板心侧 half;
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# NW/SE 半带 x=y=角点坐标,NE/SE 半带自 edge-half 收进——正交整边时重叠同色无害)
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if int(cc) == 0 or int(cc) == 1:
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# N 侧横带:NW 自 x=0、NE 自 x=edge-half
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draw_rect(Rect2(pt.x if int(cc) == 0 else pt.x - half, 0.0, half, band), contact_col, true)
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if int(cc) == 2 or int(cc) == 3:
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# S 侧横带:SW 自 x=0、SE 自 x=edge-half
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draw_rect(Rect2(pt.x if int(cc) == 2 else pt.x - half, edge - band, half, band), contact_col, true)
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if int(cc) == 0 or int(cc) == 2:
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# W 侧竖带:NW 自 y=0、SW 自 y=edge-half
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draw_rect(Rect2(0.0, pt.y if int(cc) == 0 else pt.y - half, band, half), contact_col, true)
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if int(cc) == 1 or int(cc) == 3:
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# E 侧竖带:NE 自 y=0、SE 自 y=edge-half
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draw_rect(Rect2(edge - band, pt.y if int(cc) == 1 else pt.y - half, band, half), contact_col, true)
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elif bg_sb != null:
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draw_style_box(bg_sb, rect)
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_draw_south_facade() # 平色回退路径——D 投影档两件同样服役(结构归程序)
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_draw_north_projection()
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# 顶面倒角(光源左上——上/左内沿受光 2px、下/右内沿背光 2px;内缩 2px 让
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# 呼吸微光/主角蓝边框保持最外沿可见;强度随档位)
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if bevel > 0.0:
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var base: Color = bg_sb.bg_color
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var lit: Color = base.lightened(0.22 * bevel)
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var dark: Color = base.darkened(0.22 * bevel)
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var t := 2.0
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draw_rect(Rect2(t, t, edge - t * 2.0, t), lit, true)
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draw_rect(Rect2(t, t, t, edge - t * 2.0), lit, true)
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draw_rect(Rect2(t, edge - t * 2.0, edge - t * 2.0, t), dark, true)
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draw_rect(Rect2(edge - t * 2.0, t, t, edge - t * 2.0), dark, true)
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# ② 变异纹带(无程序化纹带——槽位先行,贴图落位即用)
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if tex_mutation != null:
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draw_texture_rect(tex_mutation, rect, false)
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# ②' 变异角标:左下角危险红三角(危险红=「开此格有代价」语义位,与雷族同源;
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# 尺寸随格边比例——灰色可辨辅助=红对砖面明度差,禁喧宾)
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# ②" 秘宝叠加层:真视格=危险红内缩框(策略纹理——确定决策输入不喧宾)
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if treasure_mark == "mine_reveal":
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var inset := edge * 0.14
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draw_rect(Rect2(inset, inset, edge - inset * 2.0, edge - inset * 2.0),
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Color(UiKit.RED_MINE, 0.9), false, 2.0)
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if mutation_mark == "flat_damage":
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var mw := edge * 0.28
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var mpts := PackedVector2Array([Vector2(0, edge - mw), Vector2(0, edge), Vector2(mw, edge)])
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draw_colored_polygon(mpts, Color(UiKit.RED_MINE, 0.85))
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# ③ 数字/徽章(数字 ≥ 格高 50% 墨族对格底 ≥4.5:1;徽章右下角金,遮蔽态 = "?")
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if glyph != "":
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# 数字色牌后备路径(圣经 v3.5 冻结④:数字亮墨直画已开格底须垫牌;
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# 牌=后备件——雷/「?」维持牌载保读性(牌上深墨族 12:1);
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# 牌尺寸 0.60/0.62 格边居中;封印=未开格不垫牌)
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if plate:
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var pw := edge * 0.60
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var ph := edge * 0.62
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var pr := Rect2((edge - pw) * 0.5, (edge - ph) * 0.5, pw, ph)
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draw_rect(pr, UiKit.DIGIT_PLATE, true)
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draw_rect(pr, UiKit.DIGIT_PLATE_EDGE, false, 1.0)
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if tex_glyph != null:
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draw_texture_rect(tex_glyph, rect, false)
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else:
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_draw_glyph(glyph, glyph_color, maxi(18, int(ceil(edge * 0.5)))) # 字号下限 18(§7.4 冻结公式)
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if badge_glyph != "":
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if tex_badge != null:
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draw_texture_rect(tex_badge, rect, false)
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else:
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_draw_badge(badge_glyph)
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# ④ 封印(现行视觉封印文字在 ③ 文字位承载——独立槽位留给封印图)
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if tex_seal != null:
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draw_texture_rect(tex_seal, rect, false)
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# ⑤ 路径点迹 + 焦点高亮(悬停态覆盖层,不参与命中)
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if dot_visible:
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var ds := 6.0
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draw_rect(Rect2(Vector2((edge - ds) * 0.5, (edge - ds) * 0.5), Vector2(ds, ds)), UiKit.HERO_BLUE, true)
|
||
if hl_visible:
|
||
# 悬停高亮减淡(金框太明显——绘制时 55% alpha,hl_color 属性与探针断言面不动)
|
||
draw_rect(Rect2(1, 1, edge - 2.0, edge - 2.0), Color(hl_color, 0.55), false, 2.0) # 2px 内描边
|
||
# ⑥ 视野迷雾层(最顶遮罩,§6.5 落文):
|
||
# 全黑=不透明纯黑盖全部叠层(含封印印/徽章/高亮——封印印记随格隐没,§6.5 显式推论);
|
||
# 记忆态=记忆板素色压平(纹理免疫——色牌/封印印/徽章随板隐没)+数字记忆墨重画(数字可读硬指标 ≥4.5:1)
|
||
if fog_state == 1:
|
||
draw_rect(Rect2(Vector2.ZERO, Vector2(edge, edge)), Color(0, 0, 0, 1.0), true)
|
||
elif fog_state == 2:
|
||
# 记忆态换装(demo 口径「地板纹理 + 灰罩 α.66」:
|
||
# 地板纹理原样直画 + FOG_MEMORY_PLATE α.66 灰罩压顶;素材零改动、格边长零改动。
|
||
# 记忆墨 FOG_MEMORY_INK 对合成底实测 ≈6.7:1 ≥4.5:1(§7.2 硬指标;floor avg #453020 复算在册))
|
||
if tex_base != null:
|
||
draw_texture_rect(tex_base, Rect2(Vector2.ZERO, Vector2(edge, edge)), false)
|
||
draw_rect(Rect2(Vector2.ZERO, Vector2(edge, edge)), Color(UiKit.FOG_MEMORY_PLATE, 0.66), true)
|
||
if glyph != "":
|
||
_draw_glyph(glyph, UiKit.FOG_MEMORY_INK, maxi(18, int(ceil(edge * 0.5)))) # 字号下限 18(§7.4 冻结公式同源)
|
||
# ⑦ 中立移除退色层(退色降档:暗幕压顶全层覆盖,暗淡记忆态同族呈现语义;
|
||
# 顶层于迷雾之上——移除格不再参与迷雾语义。本实现移除集=未揭示危险格(无数字无封印印))
|
||
if removed_dim:
|
||
draw_rect(Rect2(Vector2.ZERO, Vector2(edge, edge)), Color(0.12, 0.10, 0.09, 0.62), true)
|
||
|
||
|
||
# 南立面(D 档件一——墙格南缘内侧,自底边向上:双段暗带在下、口沿高光线贴其上沿):
|
||
# 坐标推导(自格底边起算):远段=[edge−far, edge],近段=[edge−far−near, edge−far],
|
||
# 高光线=[edge−far−near−hl, edge−far−near]——与研究件「墙顶面→高光→暗段→更暗段→格界」下行序一致
|
||
func _draw_south_facade() -> void:
|
||
if not facade_south:
|
||
return
|
||
var far_h := edge * FACADE_FAR_FRAC
|
||
var near_h := edge * FACADE_NEAR_FRAC
|
||
var y_far := edge - far_h
|
||
var y_near := y_far - near_h
|
||
var y_hl := y_near - FACADE_HIGHLIGHT_PX
|
||
draw_rect(Rect2(0.0, y_hl, edge, FACADE_HIGHLIGHT_PX), UiKit.STAND_STONE_RIM, true) # 口沿高光(UiKit.STAND_STONE_RIM 并档——同值单点)
|
||
draw_rect(Rect2(0.0, y_near, edge, near_h), FACADE_NEAR_COL, true)
|
||
draw_rect(Rect2(0.0, y_far, edge, far_h), FACADE_FAR_COL, true)
|
||
|
||
|
||
# 地面投影(D 档件二——北邻墙格在本已开格北缘投渐隐暗带,自北缘向南三段衰减):
|
||
# 坐标推导:三等分 proj_band,α 0.28/0.16/0.06(研究件实测贴墙 α≈0.28、带末渐融入地面)
|
||
func _draw_north_projection() -> void:
|
||
if proj_band <= 0.0:
|
||
return
|
||
var seg := proj_band / 3.0
|
||
draw_rect(Rect2(0.0, 0.0, edge, seg), PROJECTION_NEAR_COL, true)
|
||
draw_rect(Rect2(0.0, seg, edge, seg), PROJECTION_MID_COL, true)
|
||
draw_rect(Rect2(0.0, seg * 2.0, edge, seg), PROJECTION_EDGE_COL, true)
|
||
|
||
|
||
# E 格高墙面(圣经 v3.5 冻结①——方向稿 draw_facade 移植):本格已开且南邻为墙 →
|
||
# 南部 30% 承接墙面。材质 = 墙顶 center 瓦片顶部 30% 区带**原亮度**直贴(零暗档零阴影);
|
||
# 墙脚阴线只画地面/墙面交界(strip 顶缘 1px);墙面底缘(格界处)不画任何线——直接接南侧墙顶
|
||
# (白边导致两截)。仅瓦片态服役(tex_facade 缺位 = 平色回退原语义不动)。
|
||
func _draw_e_facade() -> void:
|
||
if not facade_strip or tex_facade == null:
|
||
return
|
||
var strip_h := edge * E_FACADE_FRAC
|
||
var y0 := edge - strip_h
|
||
var ts := tex_facade.get_size()
|
||
draw_texture_rect_region(tex_facade, Rect2(0.0, y0, edge, strip_h),
|
||
Rect2(0.0, 0.0, ts.x, ts.y * E_FACADE_FRAC))
|
||
draw_rect(Rect2(0.0, y0, edge, 1.0), UiKit.E_FACADE_FOOT_COL, true)
|
||
|
||
|
||
# 文字位绘制:水平居中 + 垂直居中(基线 = (格高 − 字高)/2 + 上伸部)
|
||
func _draw_glyph(g: String, col: Color, fs: int) -> void:
|
||
var f := font if font != null else ThemeDB.fallback_font
|
||
if f == null:
|
||
return
|
||
var asc := f.get_ascent(fs)
|
||
var desc := f.get_descent(fs)
|
||
draw_string(f, Vector2(0.0, (edge - (asc + desc)) * 0.5 + asc), g,
|
||
HORIZONTAL_ALIGNMENT_CENTER, edge, fs, col)
|
||
|
||
|
||
# 微光子件生命周期:有组才建、组变即换、无组即撤——作用集 ≤8 格常驻,
|
||
# 其余格零节点零绘制成本。与父件 _draw() 分离的三条理由见本件头注(命令序列/重绘预算/材质挂点)。
|
||
func _sync_glow_layer() -> void:
|
||
if glow_group == 0:
|
||
if _glow_layer != null and is_instance_valid(_glow_layer):
|
||
_glow_layer.queue_free()
|
||
_glow_layer = null
|
||
return
|
||
if _glow_layer == null or not is_instance_valid(_glow_layer):
|
||
_glow_layer = _GLOW_LAYER.new()
|
||
add_child(_glow_layer)
|
||
_glow_layer.setup(edge, glow_group)
|
||
_glow_layer.set_badge_mask(badge_glyph != "")
|
||
|
||
|
||
# 徽章绘制:右下角金(文字贴角内缩 2–3px)
|
||
func _draw_badge(g: String) -> void:
|
||
var f := font if font != null else ThemeDB.fallback_font
|
||
if f == null:
|
||
return
|
||
var fs := maxi(10, int(edge * 0.28))
|
||
var sz := f.get_string_size(g, HORIZONTAL_ALIGNMENT_LEFT, -1, fs)
|
||
draw_string(f, Vector2(edge - sz.x - 2.0, edge - 3.0), g, HORIZONTAL_ALIGNMENT_LEFT, -1, fs, UiKit.GOLD)
|