- _emit_row("seal_miss") 后移到 _fx_emit("seal_missed") 循环之后,使 _perfect_forgiven 先就位
- 判据从 RAW(_perfect_hit_false==1)改为有效误标(hit_false - forgiven == 1)
- battle_log_view seal_miss 文案两态:已破态加金框、豁免态普通色
- "本板"→"本图" 概念对齐
- 修复 suffix 变量遮蔽(改名 miss_note)
333 lines
21 KiB
GDScript
333 lines
21 KiB
GDScript
class_name GrantSegment
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extends RefCounted
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# ① 授予段 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:结算队列(开格/封印判定/清图)→ 极性路由逐批兑付 + 封印判/军规开单 + round_end 施加 +
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# 转存收口 + 揭示兑付 + 段界结账。行发射/开单/兑付原语仍归宿主编排器(oc)——
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# 本段只搬运时序,零算法改动(🔴 零行为变更契约:同种子完整局输出逐位一致)。
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# kind 分派单点化(P1-1 同批):counter_add 五位三行组 / grant_material 三位兑付块
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# 收 _apply_counter_hit / _apply_material_hit 两助手(原 :683/:742/:777/:839/:1193 与
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# :690/:782/:1217 八处——分支本体逐字保留在助手内)。
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var oc: BattleOrchestrator # 宿主(类型标注=段内 := 推断前提;循环类名引用 Godot 4 全局类安全) 宿主(状态/行发射/开单单点仍归其身——段只搬运时序)
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func _init(host) -> void:
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oc = host
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func run(ri: int) -> void:
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# ① 授予段:结算队列(开格/封印判定/清图)→ 极性路由逐批兑付(伤害形态单据暂存——见 _submit 案C 闸)。
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# 判定基线 = 轮末在场封印(发射面已过滤——被挖开的封印已随挖掘擦除零兑付;
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# 开格事实不可撤)。
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oc._defer_board_damage = true # 案C:授予段伤害单据只暂存不结账(兑付时点=战斗段末)
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for evt in oc._facts_reveals:
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if not bool(evt.get("resource", false)):
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continue # 封锁格(initial 通道)恒无资源——不入账(战斗结算 义务②)
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var snap = evt.get("reward_snapshot")
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if not (snap is Dictionary):
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continue
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if evt.kind == "safe":
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if bool(evt.get("dug_under_seal", false)):
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# 封印不可逆四情况④:插安全格再挖开 = 零惩罚零奖励——正向兑付
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# 作废(归因行在案);标空判定已随封印擦除自然缺席(被挖的封印不在轮末在场基线)。
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oc._emit_row("reward_ineffective", "safe_cell", evt.cell, ri, "奖励作废(封印格直接挖开——零惩罚零奖励)", 0, {}, "")
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continue
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# dig_reveal 发射+施加(内容数据驱动扩展批 T3——桶序固定承载等价:
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# 乘区收集 → 正向兑付 → 计数器 → 追加产出(深挖)→ 奥术矢。
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# payload 携三事实:is_edge_cell〔边陲矿工〕/is_blank_zero〔跳格采掘〕/
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# new_resource_type〔地质学家——快照 cell_type 首见判定,见后集登记〕)
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var board_b: BoardData = oc.minesweeper.current_board()
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var snap_pre = evt.get("reward_snapshot")
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var ctype := String((snap_pre as Dictionary).get("cell_type", "")) if snap_pre is Dictionary else ""
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var is_new_type := ctype != "" and not oc._fx_new_resource_types.has(ctype)
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if is_new_type:
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oc._fx_new_resource_types[ctype] = true
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var dr_hits := oc._fx_emit("dig_reveal", {"cell": evt.cell, "round": ri,
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"is_first_dig_of_battle": not oc._feat_first_dig_used,
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"terrain_kind": oc._harmful_variants(evt.get("variant_ids", []) as Array),
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"is_edge_cell": evt.cell.x == 0 or evt.cell.y == 0
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or evt.cell.x == board_b.width - 1 or evt.cell.y == board_b.height - 1,
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"is_blank_zero": board_b.digit_of(evt.cell) == 0,
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"new_resource_type": is_new_type})
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var pos_m := 0
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var neg_m := 0
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var combo_cap := -1
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for h in dr_hits:
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if String(h.get("kind", "")) != "yield_mult":
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continue
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pos_m += int(h.get("mult", 0))
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neg_m += int(h.get("cost_mult", 0))
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if int(h.get("cap", 0)) > 0:
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combo_cap = int(h.cap) # 矿脉直觉连击上限
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oc._grant_routed(oc._feat_yield_adjust(snap, true, pos_m, neg_m, combo_cap), "positive", "safe_cell", evt.cell, ri, "")
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# 计数器执行(连击计数——加法族,乘区收集后执行=本格兑付用旧值,与迁移前逐位一致)
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for h in dr_hits:
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if String(h.get("kind", "")) == "counter_add":
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_apply_counter_hit(h)
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# 揭示效果入队(地质学家/跳格采掘 reveal_tiles 订阅面;授予段末
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# _flush_pending_reveals 统一掷格兑付)
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if not oc._hits_of(dr_hits, "reveal_tiles").is_empty():
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oc._fx_enqueue_reveal()
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# 追加产出(深挖钻头 v2——本格双份制:grant_material 命中=配额内追加第二份;标签随行)
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for h in dr_hits:
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if String(h.get("kind", "")) == "grant_material":
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_apply_material_hit(h, evt.cell, ri)
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# 奥术矢(魔能共鸣——每战首次开安全格追加魔法矢;任意真族单次生效)
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var spell_hits: Array[Variant] = oc._hits_of(dr_hits, "spawn_spell")
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if not spell_hits.is_empty() and not oc._feat_first_dig_used:
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oc._feat_first_dig_used = true
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var spell_t := oc._damage.open_ticket(DamageController.KIND_BOARD_TYPED, "feat_first_dig_spell",
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"奥术矢", "board", int((spell_hits[0] as Dictionary).get("value", 0)),
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DamageController.TARGET_FRONT_ALIVE, ri, evt.cell, "magic")
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oc._submit(spell_t, false)
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elif evt.kind == "mine":
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# 封印不可逆四情况②:插危险格再挖开 = 只受挖雷一层惩罚(mine_hit 照常兑付——惊动巢穴),
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# 标中不发(封印已随挖掘擦除、不入轮末判定基线)。
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# mine_hit 发射+施加(内容数据驱动扩展批 T3——桶序固定承载等价:
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# 减半收集 → 负向兑付〔带减半系数〕→ 反打开单 → 连击清零计数器。
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# 发射时点前移并扩 payload dug_under_seal〔破封一击〕;施加面:
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# damage_reduce〔安全帽耗层减伤——value_counter 层值,一次清零〕/ heal〔血蜜〕/
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# blast_scaled〔陷阱爆发——雷伤×倍率全体敌〕/ bonus_delta〔血税〕/ reveal_tiles〔见血开窍〕)
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var mine_power := int((snap as Dictionary).get("power", 0))
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var mh_hits := oc._fx_emit("mine_hit", {"cell": evt.cell, "round": ri,
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"damage": mine_power, "dug_under_seal": bool(evt.get("dug_under_seal", false)),
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"hp_ratio": int(round(100.0 * float(int(oc._enemy_system.hero_unit().get("hp", 0))) / float(maxi(1, int(oc._enemy_system.hero_unit().get("max_hp", 1))))))})
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var halve_pct := 0
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var mine_reduce := 0
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for h in mh_hits:
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match String(h.get("kind", "")):
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"damage_mult":
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halve_pct += int(h.get("value", 0))
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"damage_reduce":
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if h.has("value_counter") and String(h.get("value_counter", "")) != "":
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mine_reduce += oc._fx.counter(String(h.get("value_counter", ""))) # 安全帽——层值减免
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else:
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mine_reduce += int(h.get("value", 0)) # 背水——定值减免
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"heal":
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var hu_heal: Dictionary[Variant, Variant] = oc._enemy_system.hero_unit()
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hu_heal["hp"] = mini(int(hu_heal.get("hp", 0)) + int(h.get("value", 0)), maxi(1, int(hu_heal.get("max_hp", 1))))
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"bonus_delta":
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var axis := String(h.get("axis", ""))
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if oc._fx_bonus_delta.has(axis):
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oc._fx_bonus_delta[axis] += int(h.get("delta", 0))
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"blast_scaled":
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var blast_v := maxi(int(oc.db.settlement.damage_floor), int(float(mine_power) * float(h.get("mult", 1))))
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var bs_t := oc._damage.open_ticket(DamageController.KIND_BOARD_BLAST, "feat_blast_scaled", "陷阱爆发", "board",
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blast_v, DamageController.TARGET_ALL_ALIVE, ri, evt.cell, "", 0, "", {})
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oc._submit(bs_t, false)
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if mine_reduce > 0:
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snap["power"] = maxi(0, mine_power - mine_reduce) # 减伤落快照(负向兑付按减后值——安全帽每层减 1)
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for h in mh_hits:
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if String(h.get("kind", "")) == "counter_add":
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_apply_counter_hit(h)
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if not oc._hits_of(mh_hits, "reveal_tiles").is_empty():
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oc._fx_enqueue_reveal() # 见血开窍——每颗雷一次揭示(授予段末统一兑付)
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oc._grant_routed(oc._feat_yield_adjust(snap, false, 0, 0, -1), "negative", "mine_hit", evt.cell, ri, "", "", halve_pct)
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for h in mh_hits:
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if String(h.get("kind", "")) == "open_ticket" and String(h.get("channel", "")) == "reflect":
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var nct := oc._damage.open_ticket(DamageController.KIND_BOARD_BLAST, "attune_nest_counter", "惊巢反制·反弹", "board",
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int(h.get("value", 0)), DamageController.TARGET_ALL_ALIVE, ri, evt.cell, "", 0, "", {})
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oc._submit(nct, false)
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# 地形变异 兑付段(授予段尾——触发枚举 on_open:挖开即伤、chain 通道同口径;伤害单据案C 暂存到
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# 战斗段末兑付〔案C〕;信息型 hide_number 不进结算——呈现层读取,见 board_view 数字遮蔽;
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# 危险格恒无变异——布置段排除,双层叠罚不存在;封印格直挖照吃变异伤害——地形后果同 mine_hit 口径,
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# 非奖励不作废;吞噬流资源兑付〔荆棘编织/地脉补偿〕中伤害形态行同样经案C闸暂存,非伤害形态照常当场)
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for evt in oc._facts_reveals:
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var vids: Array[Variant] = evt.get("variant_ids", [])
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for vid in vids:
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var vrow: Dictionary[Variant, Variant] = oc.db.variation.row_by_id(String(vid))
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if String(vrow.get("effect", "")) != "flat_damage":
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continue # 触发词表按 effect 路由:flat_damage=on_open 兑现;hide_number/on_open 外组合 = 数据行新词表未接线(显式忽略面)
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# 地形变异伤害单据——无类型必中,下限保底在控制器管线内
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# damage_taken 发射在单据开立前:damage_reduce〔背水——hp_ratio when
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# 面〕先收集再按减后值开单;counter_add〔保险丝/石肤〕+ ac_bonus〔石肤〕照常施加;
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# grant_material〔荆棘/地脉〕移到单据提交后(与迁移前兑付值序一致——收益不因减伤变化)
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var dt_amount := int(vrow.get("effect_value", 0))
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var dt_hits := oc._fx_emit("damage_taken", {"kind": "terrain", "amount": dt_amount,
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"source": String(vid), "cell": evt.cell, "round": ri, "terrain_kind": String(vid),
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"hp_ratio": int(round(100.0 * float(int(oc._enemy_system.hero_unit().get("hp", 0))) / float(maxi(1, int(oc._enemy_system.hero_unit().get("max_hp", 1))))))})
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for h in dt_hits:
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match String(h.get("kind", "")):
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"damage_reduce":
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dt_amount = maxi(0, dt_amount - int(h.get("value", 0)))
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"ac_bonus":
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oc._apply_ac_bonus(h)
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"counter_add":
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_apply_counter_hit(h)
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var vt := oc._damage.open_ticket(DamageController.KIND_BOARD_FLAT_HERO, "地形变异", String(vrow.get("display_name", vid)), "board", \
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dt_amount, DamageController.TARGET_HERO, ri, evt.cell, "", 0, "", {"variant_id": String(vid)})
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oc._submit(vt, false)
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for h in dt_hits:
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if String(h.get("kind", "")) == "grant_material":
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_apply_material_hit(h, evt.cell, ri)
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for evt in oc._facts_seals:
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_judge_seal(evt, ri)
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# 战封印军规开单段(封印流:seal_judged 批后统一开单:轮末每面封印命中对最前存活敌
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# 结算 board_typed 必中伤害〔复用零新配方;「封印所在巢穴敌」简化为 default_target 最前存活敌——
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# 台账披露待追认〕;完美布防=本轮封印批全中(hit>0 且 miss==0)时封印伤 ×mult——全对推理奖励)。
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# 伤害单据案C 暂存战斗段末兑付。
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# seal_settle 发射+施加(内容数据驱动扩展批 T3——战封印 open_ticket + 完美布防 modify_ticket
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# 改写窗口:封印伤基值×完美倍率后逐封印开单,与迁移前算序一致)
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var fs_hits := 0
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var fs_misses := 0
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for fevt in oc._facts_seals:
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if bool(fevt.get("hit", false)):
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fs_hits += 1
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else:
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fs_misses += 1
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var fs_fx := oc._fx_emit("seal_settle", {"seals_hit_all": fs_hits > 0 and fs_misses == 0,
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"seals_count": fs_hits, "round": ri})
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var banner_hits: Array[Variant] = []
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for h in fs_fx:
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if String(h.get("kind", "")) == "open_ticket" and String(h.get("channel", "")) == "attack":
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banner_hits.append(h)
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if not banner_hits.is_empty():
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var strike_value := int((banner_hits[0] as Dictionary).get("value", 0))
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var seal_mult := 1
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for h in fs_fx:
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if String(h.get("kind", "")) == "modify_ticket" and String(h.get("mode", "")) == "seal_mult":
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seal_mult *= maxi(1, int(h.get("value", 1)))
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if fs_misses == 0 and fs_hits > 0 and seal_mult > 1:
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strike_value *= seal_mult # 完美布防:同轮全中封印伤倍增(全对推理奖励)
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for fevt in oc._facts_seals:
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if not bool(fevt.get("hit", false)):
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continue
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var st_t := oc._damage.open_ticket(DamageController.KIND_BOARD_TYPED, "feat_seal_strike",
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"战封印军规", "board", strike_value, DamageController.TARGET_FRONT_ALIVE, ri,
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fevt.cell, "normal")
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oc._submit(st_t, false)
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# round_end 发射+施加(内容数据驱动扩展批 T3——每轮结算收口:熔火之躯反打单开立〔open_ticket
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# 即时执行〕+积层清零〔counter_add set〕;整备转蓄力由 finish_round_stop 承载——停手侧 AP 已在
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# request_stop 记账,转存决策=grant_ap(mode:transfer) 订阅定夺,无订阅走 RAP 转存缺省)
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var re_fx := oc._fx_emit("round_end", {"round": ri})
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for h in re_fx:
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if String(h.get("kind", "")) == "open_ticket" and String(h.get("channel", "")) == "blast":
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var mg_layers := oc._fx.counter(String(h.get("per", "")))
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var mg_total := int(h.get("value", 0)) * mg_layers
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if mg_total > 0:
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# source_class 用中性名;per-counter 反打通道保留泛用面
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var mg_t := oc._damage.open_ticket(DamageController.KIND_BOARD_BLAST, "fx_blast_counter",
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"积层反噬 ×%d" % mg_layers, "board", mg_total,
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DamageController.TARGET_ALL_ALIVE, ri, oc.minesweeper.hero_pos(), "", 0, "", {})
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oc._submit(mg_t, false)
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for h in re_fx:
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if String(h.get("kind", "")) == "counter_add":
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_apply_counter_hit(h)
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# round_end 施加面:grant_gp〔爆破会计/收盘——escrow 战斗域缓冲,随 gp_dropped 上抛〕/
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# grant_ap mode:queue〔封印回响——返 1 AP 下轮,queue_ap_delta 通道与轮始加成同面〕
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for h in re_fx:
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if String(h.get("kind", "")) == "grant_gp":
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oc.escrow += int(h.get("value", 0))
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oc._emit_row("effect", "fx_grant_gp", Vector2i(-1, -1), ri, "专长·GP 入账 +%d" % int(h.get("value", 0)), int(h.get("value", 0)), {"effect_id": "fx_grant_gp", "escrow": oc.escrow}, "")
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elif String(h.get("kind", "")) == "grant_ap" and String(h.get("mode", "")) == "queue":
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oc.action_economy.queue_ap_delta(int(h.get("value", 0)))
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# 转存率入参(迭代 22 秘宝批 T3——储备罐 rap_transfer_mult magnitude=目标转存率百分比 125=1.25:1;
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# 未装配=100 与旧 1:1 逐位一致)
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var rap_pct: int = oc.attune_param_sum("rap_transfer_mult")
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oc.action_economy.finish_round_stop(oc._fx != null and oc._fx.has_effect_on("round_end", "grant_ap", "transfer"),
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rap_pct if rap_pct > 0 else 100)
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if oc._facts_path == "cleared":
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oc._grant_clear_reward(ri)
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oc._flush_pending_reveals(ri) # 揭示效果兑付(授予段末统一掷格,防轮 facts 迭代重入)
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oc._damage.flush() # 授予段界结账(案C 后本段伤害单据全数暂存,此处对空队 no-op——保留作防御性段界)
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# 封印判定(封印流本体——自编排器 _judge_seal 迁入,宿主引用加前缀;
|
||
# 唯一调用面=本段 run 的 facts_seals 循环)。
|
||
func _judge_seal(evt: Dictionary, ri: int) -> void:
|
||
var cell: Vector2i = evt.cell
|
||
if evt.hit:
|
||
if oc._seal_consumed.has(cell):
|
||
return # 去重跳过(资格以危险格实例为键——排雷玩法 诚实重复上报的对侧);零明细行
|
||
oc._seal_consumed[cell] = true
|
||
oc._perfect_hit_true += 1
|
||
# seal_hit 发射+施加(内容数据驱动扩展批 T3——桶序固定承载等价:殉爆〔T4 秘宝面〕→
|
||
# 净化改写 → 图谱额外资源 → 基线兑付)
|
||
var fh_hits := oc._fx_emit("seal_hit", {"cell": cell, "round": ri,
|
||
"terrain_kind": oc._harmful_adjacent(cell)})
|
||
# 标中殉爆(迭代 11 同调批 T5 → 内容数据驱动扩展批 T4:订阅施加——行 triggers open_ticket
|
||
# channel blast value_from magnitude;每标中一面封印全体存活敌吃 N 群伤,无类型走 blast 通道。
|
||
# 封印爆裂〔专长〕同面消费:行 triggers open_ticket channel blast)
|
||
for h in oc._hits_of(fh_hits, "open_ticket"):
|
||
if String(h.get("channel", "")) != "blast":
|
||
continue
|
||
var fbt := oc._damage.open_ticket(DamageController.KIND_BOARD_BLAST, "feat_seal_burst", "封印爆裂", "board",
|
||
int(h.get("value", 0)), DamageController.TARGET_ALL_ALIVE, ri, cell, "", 0, "highlight", {})
|
||
oc._submit(fbt, false)
|
||
# 标中施加面:counter_add〔血税 标中+1 攻——bonus_delta atk 轴〕/
|
||
# ac_bonus〔封印桩 本轮 AC+N〕/ preview_area〔示警烟火 3×3 资源类型预告〕/
|
||
# remove_mines〔封印匠 每第 3 次该危险格中立移除——mod_eq 闸在行 when〕。
|
||
# (净化工兵 rewrite_board 分支随老 27 件退役摘除——效果类型同批除名,T1 落法 commit 留痕)
|
||
for h in fh_hits:
|
||
match String(h.get("kind", "")):
|
||
"counter_add":
|
||
_apply_counter_hit(h)
|
||
"ac_bonus":
|
||
oc._apply_ac_bonus(h)
|
||
"bonus_delta":
|
||
var axis_f := String(h.get("axis", ""))
|
||
if oc._fx_bonus_delta.has(axis_f):
|
||
oc._fx_bonus_delta[axis_f] += int(h.get("delta", 0))
|
||
"remove_mines":
|
||
var removed: Array[Variant] = oc.minesweeper.remove_mines_in([cell])
|
||
if not removed.is_empty():
|
||
oc._emit_row("mine_neutralized", "fx_seal_smith", cell, ri, "封印匠·危险格中立移除", 0, {}, "")
|
||
"preview_area":
|
||
var board_p: BoardData = oc.minesweeper.current_board()
|
||
var types: Array[Variant] = []
|
||
for n in board_p.neighbors8(cell):
|
||
var n_snap = oc._reward_economy.query_full_snapshot(n)
|
||
if n_snap is Dictionary and not types.has(String((n_snap as Dictionary).get("cell_type", ""))):
|
||
types.append(String((n_snap as Dictionary).get("cell_type", "")))
|
||
if oc.treasure_inventory != null and not types.is_empty():
|
||
oc.treasure_inventory.apply_overlay("reward_preview", board_p.neighbors8(cell))
|
||
oc._emit_row("fx_preview_area", "", cell, ri, "示警烟火·周围资源类型", 0, {"types": types}, "")
|
||
# 雷区图谱(封印流——标中雷额外获得一份格面资源:封印开始产出对标开格;
|
||
# 复用 grant 单点,额外兑付走同一 _grant_routed 正向路由)
|
||
for h in fh_hits:
|
||
if String(h.get("kind", "")) == "grant_material":
|
||
_apply_material_hit(h, cell, ri, "seal_hit")
|
||
var snap = oc._reward_economy.grant(cell)
|
||
if not (snap is Dictionary):
|
||
return
|
||
oc._grant_routed(snap, "positive", "seal_hit", cell, ri, "seal_hit")
|
||
else:
|
||
oc._perfect_hit_false += 1
|
||
if oc._seal_miss_seen.has(cell):
|
||
return # 每格实例一次去重(归因行与负向兑付同键——防逐轮惩罚轰炸)
|
||
oc._seal_miss_seen[cell] = true
|
||
# 危险直觉·守挂点(seal_missed 发射:契约 12 触发主语=「当回合发生的标错
|
||
# 动作」——去重闸=新旧标错判别器〔后续轮重判旧封印被闸挡回零触发〕;双条件②「结算时封印仍在
|
||
# 场」由发射面既有过滤承载〔被挖开的封印已随挖掘擦除零兑付〕;grant_ap mode:queue 下一轮
|
||
# 开轮兑现——末轮判出无下一轮=合法作废自动成立〔编排器每战新建,队列不跨战〕;限次=合成行
|
||
# adventure 域计数器闸)
|
||
for h in oc._fx_emit("seal_missed", {"cell": cell, "round": ri}):
|
||
if String(h.get("kind", "")) == "grant_ap" and String(h.get("mode", "")) == "queue":
|
||
oc.action_economy.queue_ap_delta(int(h.get("value", 0)))
|
||
elif String(h.get("kind", "")) == "forgive_seal_miss":
|
||
# 完美保险(迭代 31 卡② T4——订阅式豁免:本战首次标错计一次豁免,只累加自有账
|
||
# _perfect_forgiven,绝不回写 _perfect_hit_false=契约 2 计数纯净;发射时机与消费点零改动=契约 3)
|
||
oc._perfect_forgiven += 1
|
||
_apply_counter_hit(h) # 豁免同时记账(insurance_used battle 域——下次标错 when lt 1 不再命中)
|
||
oc._emit_row("insurance_used", "seal_miss", cell, ri, "完美保险·标错豁免", 0,
|
||
{"forgiven": oc._perfect_forgiven}, "")
|
||
var hl := "perfect_broken" if oc._perfect_hit_false - oc._perfect_forgiven == 1 else ""
|
||
oc._emit_row("seal_miss", "seal_miss", cell, ri, "封印未中", 0, {}, hl)
|
||
var snap = oc._reward_economy.grant(cell)
|
||
if not (snap is Dictionary):
|
||
return
|
||
oc._grant_routed(snap, "negative", "seal_miss", cell, ri, "")
|
||
|
||
|
||
# counter_add 三行组单点(原五位分支本体逐字收拢——kind 分派随段归位 P1-1)
|
||
func _apply_counter_hit(h: Dictionary) -> void:
|
||
var set_v = h.get("set", null)
|
||
oc._fx.counter_add(String(h.get("counter_id", "")), int(h.get("value", 0)) if set_v == null else int(set_v), set_v != null)
|
||
|
||
|
||
# grant_material 兑付块单点(原三位分支本体逐字收拢——source_class 两态 safe_cell/seal_hit 由参承载)
|
||
func _apply_material_hit(h: Dictionary, cell: Vector2i, ri: int, source_class: String = "safe_cell") -> void:
|
||
var g_snap = oc._reward_economy.grant(cell)
|
||
if g_snap is Dictionary:
|
||
oc._grant_routed(g_snap, "positive", source_class, cell, ri, "", String(h.get("label", "")))
|