190 lines
7.8 KiB
GDScript
190 lines
7.8 KiB
GDScript
## VERTICAL SLICE - NOT FOR PRODUCTION
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## 增益状态统一容器:三方效果同构实例、单一时限量纲(先兑付后衰减)、按行叠层与授予时快照抗热重载。
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## 实例按个体归属(增益状态 v1.5):主角一桶+每只敌各一桶——全体授予=授予路径逐只各发一条实例,
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## 合并只在同体内(同名状态不同个体互不相干),个体死亡即清名下实例(purge_owner 单点)。
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## 零随机零信号——纯被动服务;授予唯一入口 apply_effect,满层拒绝零写入(拒收记未生效行归调用方)。
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class_name StatusContainer
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extends RefCounted
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const OWNER_HERO := "hero" # 主角个体键(单桶——主角全体状态唯一的归属键)
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var db: ConfigDb
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var _open := false
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var _buckets: Dictionary[Variant, Variant] = {} # owner_key -> Array[Dictionary](桶内插入序);元素 = {effect_id, layers, remaining, source_class, origin_cell, round_index, snap_m, snap_unit, snap_display}
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# 个体键约定单点(拼写禁散落第二处——授予/死亡清/消费面一律经此导出):
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# 主角 = OWNER_HERO;敌人 = "e<生成序>"(生成序 = 开战逐只编号 handle_id 的 1 基序,沿顺位轴)。
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static func owner_key_for(u: Dictionary) -> String:
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if bool(u.get("is_hero", false)):
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return OWNER_HERO
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assert(u.has("handle_id"), "[增益状态] 敌单位缺 handle_id(个体键导出沿生成序轴——单位违约)")
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return "e%d" % (int(u.get("handle_id", -1)) + 1)
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func _init(db_ref: ConfigDb) -> void:
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db = db_ref
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func notify_battle_start() -> bool:
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if _open:
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push_warning("[增益状态] Active 下重复 notify_battle_start(EC11)")
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return false
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_open = true
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_buckets.clear()
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return true
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# 唯一授予入口(挖掘期零直写——战斗结算 结算编排期统一调用)。
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# owner_key(个体归属——增益状态 v1.5):实例挂到该个体桶,合并/衰减/查询全在桶内;
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# duration_override(敌人技能池批——增益技施放):技能行 buff_duration 覆盖状态行时长(-1 = 状态表值)。
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# 施放是持续量的 owner(proposal §2.2 字段词汇表"buff_duration 增益持续回合数");其他授予路径传缺省。
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func apply_effect(effect_id: String, owner_key: String, source: Dictionary = {}, duration_override: int = -1) -> bool:
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if not _open:
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push_warning("[增益状态] 域闭授予(EC1)")
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return false
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if owner_key == "":
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push_warning("[增益状态] 空 owner_key 授予(个体归属违约)")
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return false
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return _apply_open(effect_id, owner_key, source, duration_override)
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# 开域授予主路径(守卫已过——未知行警告与三臂受理;单出口布尔受理)
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func _apply_open(effect_id: String, owner_key: String, source: Dictionary, duration_override: int) -> bool:
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var accepted := false
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var row: Dictionary[Variant, Variant] = db.combat.status_effects.row_by_id(effect_id)
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if row.is_empty():
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push_warning("[增益状态] 未知 effect_id(EC2): %s" % effect_id)
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return false
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var policy: String = row.stack_policy
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var dur: int = int(row.duration_settlements) if duration_override < 1 else duration_override
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var snap := _grant_snapshot(row, source)
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var bucket: Array[Dictionary] = _bucket_of(owner_key)
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var hit: Dictionary = {}
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for inst in bucket:
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if inst.effect_id == effect_id:
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hit = inst
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break
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match policy:
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"independent":
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bucket.append(_new_instance(effect_id, 1, dur, source, snap))
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accepted = true
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"accumulate":
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# 命中加时长未命中追加(R += D 取本次授予生效时长;L 不变;快照沿首授)
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if hit.is_empty():
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bucket.append(_new_instance(effect_id, 1, dur, source, snap))
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else:
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hit.remaining = int(hit.remaining) + dur
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accepted = true
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"stack":
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# 满层拒零写入·未满加层·未命中追加(stack 授予不触碰 R;拒收由战斗结算记"奖励未生效"行)
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if hit.is_empty():
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bucket.append(_new_instance(effect_id, 1, dur, source, snap))
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accepted = true
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elif int(hit.layers) < int(row.max_stack):
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hit.layers = int(hit.layers) + 1
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accepted = true
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_:
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push_warning("[增益状态] 未知 stack_policy")
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return accepted
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## 授予时快照域(抗表重载——EC9;封印溢价贯穿——迭代14② T4 percent 形态同乘快照、缺省路径零扰动)
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func _grant_snapshot(row: Dictionary, source: Dictionary) -> Dictionary:
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var snap_m: int = int(row.magnitude)
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if source.has("magnitude_override"):
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snap_m = int(source["magnitude_override"])
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return {"m": snap_m, "unit": String(row.unit), "display": String(row.display_name)}
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## 个体桶取用(缺桶新建——实例只在桶内合并,不同体永不互见)
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func _bucket_of(owner_key: String) -> Array[Dictionary]:
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if not _buckets.has(owner_key):
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var fresh: Array[Dictionary] = []
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_buckets[owner_key] = fresh
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return fresh
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return _buckets[owner_key]
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func _new_instance(effect_id: String, layers: int, dur: int, source: Dictionary, snap: Dictionary) -> Dictionary:
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return {
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"effect_id": effect_id,
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"layers": layers,
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"remaining": dur,
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"source_class": String(source.get("source_class", "")),
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"origin_cell": source.get("origin_cell", Vector2i(-1, -1)),
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"round_index": int(source.get("round_index", 0)),
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"snap_m": snap["m"],
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"snap_unit": snap["unit"],
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"snap_display": snap["display"],
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}
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# 只读投影(个体桶插入序稳定枚举;owner_key 随行出户 + 六归因字段 + display_name + 授予时快照)
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func query_active(owner_key: String) -> Array:
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var out: Array[Dictionary] = []
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for inst in _buckets.get(owner_key, [] as Array[Dictionary]):
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var row: Dictionary[Variant, Variant] = db.combat.status_effects.row_by_id(inst.effect_id)
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if row.is_empty():
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continue
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out.append({
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"owner_key": owner_key,
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"effect_id": inst.effect_id,
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"layers": inst.layers,
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"remaining_settlements": inst.remaining,
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"source_class": inst.source_class,
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"origin_cell": inst.origin_cell,
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"round_index": inst.round_index,
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"display_name": inst.snap_display,
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"snap_magnitude": inst.snap_m,
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"snap_unit": inst.snap_unit,
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"effective_value": int(inst.layers) * int(inst.snap_m), # L×m 加算(percent 越域不 clamp——收口归 战斗结算)
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})
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return out
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# 侧汇总投影(主角侧 = hero 桶;敌方侧 = 各存活个体桶并集——死亡个体桶已随 purge_owner 删除,
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# 并集即全部在册实例;数值与旧阵营共享读法等价,服务计数类汇总消费面)
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func query_active_side(side: String) -> Array:
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if side == OWNER_HERO:
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return query_active(OWNER_HERO)
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var out: Array[Dictionary] = []
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for key in _buckets.keys():
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if String(key) != OWNER_HERO:
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out.append_array(query_active(String(key)))
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return out
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# 轮末衰减:先兑付后衰减;逐桶各 −1(每实例每结算恰一次);归 0 移除;返回移除数 k(恰一次执行由 战斗结算 编排信任承载)
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func decay_round() -> int:
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if not _open:
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return 0 # EC13 域闭兜底读法——容器恒空,无独立分支不诊断
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var k := 0
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for key in _buckets.keys():
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var bucket: Array[Dictionary] = _buckets[key]
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var survivors: Array[Dictionary] = []
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for inst in bucket:
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inst.remaining = int(inst.remaining) - 1
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if inst.remaining <= 0:
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k += 1
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else:
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survivors.append(inst)
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_buckets[key] = survivors
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return k
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# 个体死亡即清(死亡清唯一通道——死亡个体名下实例全部移除,不转移、不并回别处;返回移除数)
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func purge_owner(owner_key: String) -> int:
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var removed := (_buckets.get(owner_key, [] as Array[Dictionary]) as Array).size()
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_buckets.erase(owner_key)
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return removed
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func notify_battle_end() -> bool:
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if not _open:
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push_warning("[增益状态] BattleClosed 下重复 notify_battle_end(EC11)")
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return false
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_open = false
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_buckets.clear() # 全清不跨战斗
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return true
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