把「内容的效果行为」从结算代码硬编码分支搬进数据行的第一步:通用解释器 EffectEngine 落地。 本提交=框架与埋点,双轨过渡期——发射点仅观测命中、施加面仍走旧消费点,行为与迁移前逐位一致 (冒烟 783 项 0 失败实证、单元 17 套全绿)。 新增 game/core/effect_engine.gd: - 事件词汇 16 个(任务书 §3.1 定稿)+扫雷侧事件集(流派扫雷触发铁律新形态) - 效果类型词汇 24 型(任务书 §3.3 定稿 19 行;标题计 23 系笔误按行内容全收,代拍板留痕) - fact 条件词汇 9 项+when 算子词汇封闭(mod_zero/advantageous/gte_ref/lt_ref/ends_with 系现状条件装进 9 项 fact 的查询面落法——代拍板白名单覆盖:掘进蓄能取模、淬毒克制正面、 深挖配额计数器比较、对某甲族泛条件) - 订阅装载 rebuild(每战 begin_battle 重建——中途获得下一战生效,同战内不热载; 装载序=feats 表序→treasure 表序→树规则合成行,写死保种子复放) - 计数器账本(counter_add/counter_spend/reset_at=round_start 重置点声明) - 组合规则六族(加法/乘法/任意真/按序改写/按序消耗/即时执行——发射点施加面引用) 16 发射点埋点(订阅空=零循环零扰动): - 战斗编排器:dig_reveal/mine_hit/flag_hit/flag_settle/round_end/enemy_hp_threshold/ treasure_used/damage_taken(kind=terrain)/round_start×2 - 伤害控制器:attack_commit(hero_attack 单算术前)/clamp_check×2(主角攻击+棋盘克制面)/ armor_roll/kill/damage_taken(kind=enemy_skill) - 行动经济:dig_paid(对价闸前)/charge_full(转蓄力满层沿——R6 框架先行,现无订阅者) - 地图战斗资源:reward_roll(摇号前权重合成层) 行为等价细节(本批预演、T3 落地): - 停手转存改记账制:request_stop 记剩余 AP 后清零,转存决策移至 round_end 发射点 finish_round_stop(grant_ap(mode:transfer) 订阅定夺;双轨期旧旗并行,缺省 RAP 转存不变) - attack_commit 发射点=管线算术前(载荷含 matchup/dig_streak/nest_count——连珠矢/执拗/ 猎巢人/淬毒订阅事实源) 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 T1。
533 lines
29 KiB
GDScript
533 lines
29 KiB
GDScript
# VERTICAL SLICE - NOT FOR PRODUCTION
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# Date: 2026-09-24
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# 伤害控制器:伤害单据唯一兑付管线——伤害管线单据化批(2026-09-24 用户三裁决,06 台账 148)。
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# 背景:伤害此前无对象抽象——五族来源(主角攻击/敌方行动/棋盘克制直伤/棋盘群伤/反噬地形)在
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# 战斗编排器内各自内联组装管线;类型轴(attack_type)与算术层(DamageMath)早已收口,缺的是
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# 「一次伤害」这个对象与单点管线。本类补上:五调用点退化为开单点(流程决定何时开单、给谁开单),
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# 本类决定一张单经过哪几步(掷点 → 折扣 → 暴击 → 克制点数 → 池乘区 → 落地下限 → 交付)。
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# 用户三裁决落位:
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# ① 兑现时机双模式(结账时机开关):POLICY_IMMEDIATE(A——开单即结,逐位等价 2026-09-24 前现状
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# 行为,回切位)/ POLICY_SEGMENT(B——开单攒批、段界统一结账;流程在授予段尾与战斗段尾调 flush)。
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# 切换=改 policy 一个值,管线/单据/数据表零改动。
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# ② 目标 = 结账时刻照 target_rule 看现场解析(front_alive_enemy = 行主序最前存活敌 / hero /
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# all_alive_enemies)——开单时只写规则不冻结对象。
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# ③ 死亡事件由单位自行宣布(UnitContainer.apply_damage 归零 → unit_died 信号):怪死 = 队列中
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# 该敌为来源的未结单据作废(死亡即不动手——静默零行零 commit,同现行"不在存活序"口径);
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# 主角死 = _halted 终止(flush 余单作废;Game Over 仍归战斗编排器判定段既有 hp 读数路径)。
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# 单据栏目(九栏):kind(兑付配方,唯一分派键)/ source_class+origin_cell+round_index(行协议归因三件)/
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# display(行文本基名)/ channel(战斗段|棋盘兑付——声明栏,管线步序由 kind 承载)/
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# attack_type(normal|pierce|magic|""=无类型——""恒不查克制矩阵)/ base_value(威力或攻击基线)/
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# target_rule / rider(必中附加,后置于下限不进乘区)/ context(kind 专用上下文)。
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# 可选:requires(前置单据 id——前置单 redeemed 才兑付,否则静默作废;清图完美第二份用)。
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# 行协议归属战斗编排器(emit_row 以 Callable 注入——9 类行协议与来源断言不外泄本类)。
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# RNG 纪律:掷点只在结账时刻消费 armor_roll 封闭流——A 模式提交即结=消费时点与迁移前逐位一致,
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# B 模式消费次序=开单次序(同种子同操作仍逐位复现;结果数值与 A 模式可不同——兑现时机语义差异)。
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# 实现 GDD:design/gdd/systems/战斗循环/战斗结算.md(registry 追溯锚)
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class_name DamageController
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extends RefCounted
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const POLICY_IMMEDIATE := "immediate" # A:开单即结(现状行为——回切位)
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const POLICY_SEGMENT := "segment" # B:攒批到段界 flush 统一结(2026-09-24 用户拍板目标形态)
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# 兑付配方(kind → 步序):
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# hero_attack 战斗段·主角先手:掷点折扣暴击 → 克制点数(attack_type vs 敌护甲类型)→
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# hero_offense×enemy_defense 池乘区 → 下限 → 交付;行载荷带 roll/ac/tier/killed。
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# enemy_skill 战斗段·敌方伤害技(含普攻):基线 = round(atk×倍率)(开单侧算好入 base_value)→
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# 掷点折扣暴击 → 克制恒中性(敌打主角无甲轴 delta 0)→ hero_defense×enemy_output
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# 池乘区 → 下限 → +rider(必中附加)→ 交付 → commit_action;来源敌已死 = 作废。
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# board_typed 棋盘·单目标克制直伤(穿刺弹/魔法矢正向):必中全额,克制点数进加法核,下限保底。
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# board_blast 棋盘·群伤(爆裂粉尘/清障炸药):无类型恒定表值,全体存活敌逐个交付。
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# board_flat_hero 棋盘·主角直伤(反噬/治疗包负向/地形变异):无类型必中,下限保底。
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const KIND_HERO_ATTACK := "hero_attack"
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const KIND_ENEMY_SKILL := "enemy_skill"
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const KIND_BOARD_TYPED := "board_typed"
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const KIND_BOARD_BLAST := "board_blast"
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const KIND_BOARD_FLAT_HERO := "board_flat_hero"
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const TARGET_FRONT_ALIVE := "front_alive_enemy"
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const TARGET_HERO := "hero"
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const TARGET_ALL_ALIVE := "all_alive_enemies"
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var db: ConfigDb
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var rng: RngServiceCore # 注入成员类型注(2026-10-02 修复批——单测经真实 RngService 构造,标注安全)
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var units: UnitContainer # UnitContainer——目标解析/伤害交付/存活查询(句柄即 Dictionary 引用)
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var effects: StatusContainer # StatusContainer——池值/AC 型效果读取(增益状态 只读消费面)
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var emit_row_cb: Callable # 行协议注入口:func(type, source_class, origin_cell, ri, display, value, extra, highlight)
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var policy := POLICY_SEGMENT # 结账时机开关(2026-09-24 用户拍板第二步拨 B=攒批段界统一结;回切 A 改回 POLICY_IMMEDIATE 即还原迁移前行为)
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var _queue: Array[Dictionary] = [] # 未结单据(B 模式攒批;A 模式恒空)
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var _outcomes := {} # ticket_id → "redeemed"/"zero"/"voided"(结账后可查——清图高光份数消费)
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var _seq := 0 # 流水号
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var _halted := false # 主角倒下终止旗(死亡事件置位——flush 余单作废)
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var _hero_ac_override := -1 # 主角护甲等级合流入参(begin_battle 显式设定——-1 = 表值兜底,口径同战斗编排器)
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# 效果引擎(内容数据驱动扩展批 T1——attack_commit/clamp_check/armor_roll/kill/damage_taken 发射面;
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# 双轨过渡期仅观测命中,施加面仍走 feat_flags 旧消费点)
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var _fx: EffectEngine = null
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# 特性求值旗(迭代 12 T2——begin_battle 编排器经 FeatsEngine 求值后注入;空字典=零扰动。
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# rider_flat=英雄侧必中附加值〔奥术余烬族〕/rider_crit=档二 rider 可暴击/first_dig_spell=每战首次
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# 开安全格追加魔法矢〔消费在编排器授予段〕/clamp_magic_light·clamp_magic_heavy=克制点直调)
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var feat_flags: Dictionary = {}
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func _init(db_ref, rng_ref, units_ref, effects_ref) -> void:
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db = db_ref
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rng = rng_ref
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units = units_ref
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effects = effects_ref
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units.unit_died.connect(_on_unit_died)
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# 主角护甲等级合流入参(战斗编排器 begin_battle 调用——encounter.hero_armor_class;缺参/-1 = 表值兜底)
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func set_hero_ac_override(v: int) -> void:
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_hero_ac_override = v
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# 效果引擎注入(战斗编排器 _init——事件发射面接线)
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func set_fx(fx: EffectEngine) -> void:
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_fx = fx
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# 事件发射薄面(发射点统一入口——订阅空=零循环零扰动)
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func _fx_dispatch(event: String, payload: Dictionary) -> void:
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if _fx != null:
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_fx.dispatch(event, payload)
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# 巢穴控制数(fact nest_count 取数面——敌方 weaken 实例数,猎巢人订阅面)
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func _nest_count() -> int:
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var n := 0
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for eff in effects.query_active("enemy"):
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if String(eff.effect_id) == "weaken":
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n += 1
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return n
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# ---- 开单面(流程调用——编排器六调用点的唯一形态)----
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# 单据构造(缺省填齐——调用点只写差异栏;context = kind 专用:enemy_skill 带 skill_id/baseline,
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# board_flat_hero 的键并入行载荷,board_blast/board_typed 带 batch_key 供未生效行归因)
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func open_ticket(kind: String, source_class: String, display: String, channel: String, base_value: int,
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target_rule: String, ri: int, origin_cell: Vector2i = Vector2i(-1, -1), attack_type: String = "",
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rider: int = 0, highlight: String = "", context: Dictionary = {}) -> Dictionary:
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return {
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"kind": kind,
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"source_class": source_class,
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"origin_cell": origin_cell,
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"round_index": ri,
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"display": display,
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"channel": channel,
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"attack_type": attack_type,
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"base_value": base_value,
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"target_rule": target_rule,
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"rider": rider,
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"highlight": highlight,
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"context": context,
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"requires": -1, # 前置单据 id(-1 = 无依赖)
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"source_unit": {}, # enemy_skill 专用——来源敌句柄(作废判定 + commit)
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}
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# 开单:A 模式当场结账;B 模式入队待 flush。返回流水号(outcome() 查询键)。
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func submit(t: Dictionary) -> int:
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_seq += 1
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t["ticket_id"] = _seq
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_outcomes[_seq] = "pending"
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if policy == POLICY_IMMEDIATE:
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_resolve(t)
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else:
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_queue.append(t)
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return _seq
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# 同步开单(清图批专用——完美第二份与高光份数的流程依赖需要同步读数,开单权归流程 用户裁决③):
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# 先按开单序结清段内排队的单据(保序),再无视结账时机政策当场兑现本单。
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func flush_submit(t: Dictionary) -> int:
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flush()
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_seq += 1
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t["ticket_id"] = _seq
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_outcomes[_seq] = "pending"
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_resolve(t)
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return _seq
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# 结账:B 模式按开单序逐张兑现队列(兑现中经 requires 追加的回声单按入队序自然续结);
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# A 模式恒空队 no-op(段界调用点两模式共用)。主角倒下(_halted)后余单全部静默作废。
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func flush() -> void:
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if policy != POLICY_SEGMENT:
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return
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var i := 0
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while i < _queue.size():
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if _halted:
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break
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_resolve(_queue[i])
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i += 1
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for j in range(i, _queue.size()):
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_outcomes[int(_queue[j].ticket_id)] = "voided"
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_queue.clear()
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# 结账读数:"redeemed"=实际有效兑付 / "zero"=合法零兑付(未生效行已自记)/ "voided"=作废(静默)/
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# "pending"=未结(B 模式排队中)
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func outcome(ticket_id: int) -> String:
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return String(_outcomes.get(ticket_id, "pending"))
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# ---- 死亡事件(用户裁决③——单位自行宣布,本类消费)----
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func _on_unit_died(u: Dictionary) -> void:
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if bool(u.get("is_hero", false)):
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_halted = true # 主角倒下——flush 余单作废;Game Over 归判定段既有 hp 读数路径
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return
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for t in _queue:
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if t.source_unit == u:
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t["cancelled"] = true # 死亡即不动手——该敌未结单据作废(静默零行零 commit)
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# ---- 兑付管线(单点——所有伤害经过同一道门)----
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func _resolve(t: Dictionary) -> void:
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var id := int(t.ticket_id)
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if _halted or bool(t.get("cancelled", false)) \
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or (int(t.get("requires", -1)) >= 0 and String(_outcomes.get(int(t.requires), "")) != "redeemed"):
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_outcomes[id] = "voided" # 终止后余单 / 来源敌已死 / 前置单未实际有效——静默作废(死亡即不动手口径)
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return
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match String(t.kind):
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KIND_HERO_ATTACK:
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_resolve_hero_attack(t)
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KIND_ENEMY_SKILL:
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_resolve_enemy_skill(t)
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KIND_BOARD_TYPED:
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_resolve_board_typed(t)
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KIND_BOARD_BLAST:
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_resolve_board_blast(t)
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KIND_BOARD_FLAT_HERO:
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_resolve_board_flat_hero(t)
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_:
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push_error("[伤害控制器/fatal] 未知兑付配方: %s" % String(t.kind))
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_outcomes[id] = "zero"
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return
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# 主角倒下检查(每张单兑现后——敌方连拍致死即中止,同现行"hp=0 立即短路"口径)
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if int(units.hero_unit().get("hp", 0)) <= 0:
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_halted = true
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# 主角先手攻击:掷点 → 折扣/暴击 → 克制点数 → hero_offense×enemy_defense 池乘区 → 下限 → 交付
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func _resolve_hero_attack(t: Dictionary) -> void:
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var target = _target_for(String(t.target_rule))
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if target == null:
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_outcomes[int(t.ticket_id)] = "zero" # 不可达(流程开单前已有存活守卫)——防御位不发行
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return
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var armor: String = String(target.get("armor_type", "light"))
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var atk_type: String = String(t.attack_type)
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var matchup := (atk_type + "_vs_" + armor) if atk_type != "" else ""
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# attack_commit 发射点(内容数据驱动扩展批 T1——我方伤害单据开立、管线算术前;载荷 atk/target/
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# matchup + 挖掘 streak 事实〔连珠矢/执拗订阅面〕+巢穴控制数〔猎巢人〕)
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_fx_dispatch("attack_commit", {"atk": int(t.base_value), "target": String(target.display_name),
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"matchup": matchup, "dig_streak": int(feat_flags.get("dig_streak", 0)), "nest_count": _nest_count()})
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var roll_read: Dictionary = _armor_roll()
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var threshold: int = defender_ac(target) + int(db.settlement.attack_bonus)
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# armor_roll 发射点(内容数据驱动扩展批 T1——敌护甲掷骰判定;免掷恒折扣订阅面)
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_fx_dispatch("armor_roll", {"target_ac": threshold, "roll": int(roll_read.roll)})
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# 矿工重锤·命中交换(迭代 12 T4 普攻流——正负双修原生形态:命中判定减成 trade_hit 点
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# 〔更易命中〕换攻击增伤 trade_atk%——高 AC 负期望/低 AC 正期望)
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var trade_hit := int(feat_flags.get("hit_trade_hit", 0))
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if trade_hit > 0:
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threshold = maxi(1, threshold - trade_hit)
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var crit: bool = bool(roll_read.crit)
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var discount: int = _roll_discount(int(roll_read.roll), threshold)
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# 专注(迭代 12 T4 普攻流——免掷骰恒定折扣:方差买断成期望——稳定器人格;roll 记 0 归因)
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var rewrite := int(feat_flags.get("armor_roll_rewrite", 0))
|
||
if rewrite > 0:
|
||
discount = rewrite
|
||
crit = false
|
||
roll_read["roll"] = 0
|
||
# 厚积薄发满层必中(迭代 12 T5 蓄力流——spike ready 时 discount 恒全额、暴击面走倍乘不加掷)
|
||
if int(feat_flags.get("spike_mult", 0)) > 0 and int(feat_flags.get("charge_layers", 0)) >= 3:
|
||
discount = 100
|
||
# 猎弱本能(迭代 12 T4 穿刺流——对轻甲敌折扣档改善 value 档:对冲 pierce 列 L1 −1 开局罚;
|
||
# 改善 = 折扣表向全额方向移档,nat 最大面/已全额不重复)
|
||
var shift := int(feat_flags.get("discount_shift", 0))
|
||
if shift > 0 and armor == "light" and discount < 100:
|
||
discount = _discount_shift_up(discount, shift)
|
||
# clamp_check 发射点(内容数据驱动扩展批 T1——克制关系判定修正点;魔网/湛蓝/猎手订阅面)
|
||
if atk_type != "":
|
||
_fx_dispatch("clamp_check", {"matchup": matchup})
|
||
var cdelta: int = _counter_delta(atk_type, armor) + _feat_clamp_bonus(atk_type, armor)
|
||
# 淬毒刃纹(迭代 11 同调批 T5——底稿 §3:对被克制敌人的穿刺/魔法直伤 +N;条件 = 克制成立 ×
|
||
# 攻击类型限定,主角攻击面专属——棋盘克制直伤走 _resolve_board_typed 不吃本加成)
|
||
if attune_venom > 0 and (atk_type == "pierce" or atk_type == "magic") and cdelta > 0:
|
||
cdelta += attune_venom
|
||
var base_value := float(t.base_value)
|
||
var trade_atk := int(feat_flags.get("hit_trade_atk", 0))
|
||
if trade_atk > 0:
|
||
base_value *= 1.0 + float(trade_atk) / 100.0 # 重锤增伤面(交换的正向侧)
|
||
# 蓄力流(迭代 12 T5):整备军备「每层下轮首段 +1」(层数×value 加算)+厚积薄发满层(≥3)
|
||
# spike 倍乘+强制必中(discount 100/crit 关闭掷骰面——方差买断的爆发出口)
|
||
var charge_layers := int(feat_flags.get("charge_layers", 0))
|
||
if charge_layers > 0:
|
||
base_value += float(charge_layers * int(feat_flags.get("ap_carry_value", 0)))
|
||
var spike_mult := int(feat_flags.get("spike_mult", 0))
|
||
var spike_ready := spike_mult > 0 and charge_layers >= 3
|
||
if spike_ready:
|
||
base_value *= float(spike_mult)
|
||
var rolled: int = DamageMath.rolled_component(base_value, discount, crit, int(db.settlement.crit_multiplier), cdelta)
|
||
var payload: Dictionary = {"target": String(target.display_name)}
|
||
payload[atk_type] = rolled # 分量键 = 实际攻击类型(归因字段,单分量模型)
|
||
payload["roll"] = int(roll_read.roll)
|
||
payload["ac"] = threshold
|
||
payload["tier"] = discount
|
||
if crit:
|
||
payload["crit"] = true
|
||
var pooled: int = DamageMath.pool_damage(rolled, clamped_pool("hero_offense"), clamped_pool("enemy_defense"))
|
||
var landed: int = maxi(int(db.settlement.damage_floor), pooled)
|
||
# 英雄侧 rider(迭代 12 T2 魔法流——enemy_skill rider 对称位补齐):后置必中附加,独立于掷点
|
||
# 与乘区(奥术余烬「普攻命中后恒定结算」语义);档二(magic 4 件)rider 可暴击=当次 crit 时
|
||
# rider 值乘暴击倍率。rider 不改变下限语义(landed 含 rider 后不再过 floor)。
|
||
var hero_rider := int(feat_flags.get("rider_flat", 0))
|
||
# 猎巢人(迭代 12 T3 标旗流——巢穴控制数转伤害光环):控制数 = 敌方 weaken(削弱)实例数
|
||
# 〔八型批 side-wide 状态行——标中旗控制巢穴的既有承载;原设计「对其中敌伤害」简化为全体
|
||
# 先手攻击附加值——台账披露待追认〕,每控制 1 巢 rider +Z。
|
||
var nest_aura := int(feat_flags.get("nest_aura_value", 0))
|
||
if nest_aura > 0:
|
||
for eff in effects.query_active("enemy"):
|
||
if String(eff.effect_id) == "weaken":
|
||
hero_rider += nest_aura
|
||
# 矿工的执拗(迭代 12 T4 普攻流——「排雷排得多好,打得就有多疼」):本轮安全开格 streak
|
||
# 〔编排器授予段实时写入 feat_flags.dig_streak;踩雷清零〕×value,上限 cap。
|
||
var rdig := int(feat_flags.get("round_dig_value", 0))
|
||
if rdig > 0:
|
||
hero_rider += mini(int(feat_flags.get("round_dig_cap", 5)), int(feat_flags.get("dig_streak", 0)) * rdig)
|
||
if hero_rider > 0:
|
||
if crit and bool(feat_flags.get("rider_crit", false)):
|
||
hero_rider = int(round(float(hero_rider) * float(db.settlement.crit_multiplier)))
|
||
landed += hero_rider
|
||
payload["hero_rider"] = hero_rider
|
||
units.apply_damage(target, landed)
|
||
payload["killed"] = not target.alive # 击杀标记在扣血后取(原语义不变)
|
||
# kill 发射点(内容数据驱动扩展批 T1——敌人死亡确认;贯穿射击 overflow 订阅面)
|
||
if bool(payload.get("killed", false)):
|
||
_fx_dispatch("kill", {"target": String(target.display_name), "overflow": landed})
|
||
# 碎甲震击(迭代 12 T4 普攻流——命中重甲附加「护甲裂解」):复用 off_guard(enemy percent
|
||
# +25 受伤加深——零新状态行);apply_effect 域闭/重复授予由状态容器自行守卫。
|
||
var crack := int(feat_flags.get("crack_value", 0))
|
||
if crack > 0 and armor == "heavy":
|
||
effects.apply_effect("off_guard", {"source_class": "feat_armor_crack"}, -1)
|
||
payload["cracked"] = true
|
||
var label := _attack_label(String(t.display), crit, discount)
|
||
if hero_rider > 0:
|
||
label += "+奥术%d(必中)" % hero_rider
|
||
emit_row_cb.call("damage", String(t.source_class), t.origin_cell, int(t.round_index), label, landed, payload, String(t.highlight))
|
||
# 贯穿射击(迭代 12 T4 穿刺流——击杀溢出弹射):击杀时对下一存活敌以穿刺类型弹射
|
||
# 本体半额〔原设计「溢出伤害」追踪在单分量模型不可行——半额弹射 provisional 裁定披露待追认;
|
||
# 无次敌=弹射落空〕。B 模式入队段尾 flush 兑现;A 模式递归 resolve(目标存活守卫内建)。
|
||
if bool(payload.get("killed", false)) and int(feat_flags.get("kill_overflow", 0)) > 0:
|
||
var next_target = units.default_target()
|
||
if next_target != null:
|
||
var of_t := open_ticket(DamageController.KIND_BOARD_TYPED, "feat_pierce_shot",
|
||
"贯穿射击", "board", maxi(int(db.settlement.damage_floor), int(landed / 2)),
|
||
DamageController.TARGET_FRONT_ALIVE, int(t.round_index), t.origin_cell, "pierce")
|
||
if policy == POLICY_SEGMENT:
|
||
_queue.append(of_t)
|
||
else:
|
||
_resolve(of_t)
|
||
_outcomes[int(t.ticket_id)] = "redeemed"
|
||
|
||
|
||
# 敌方伤害技:掷点 → 折扣/暴击 → 克制恒中性 delta 0(敌打主角无甲轴)→ hero_defense×enemy_output
|
||
# 池乘区 → 下限 → +rider(后置必中附加)→ 交付 → commit_action(作废单不 commit——死亡即不动手)
|
||
func _resolve_enemy_skill(t: Dictionary) -> void:
|
||
var hero: Dictionary = units.hero_unit()
|
||
var roll_read: Dictionary = _armor_roll()
|
||
var threshold: int = defender_ac(hero) + int(db.settlement.attack_bonus)
|
||
var crit: bool = bool(roll_read.crit)
|
||
var discount: int = _roll_discount(int(roll_read.roll), threshold)
|
||
var rolled: int = DamageMath.rolled_component(float(t.base_value), discount, crit, int(db.settlement.crit_multiplier), 0)
|
||
var pooled: int = DamageMath.pool_damage(rolled, clamped_pool("hero_defense"), clamped_pool("enemy_output"))
|
||
var total: int = maxi(int(db.settlement.damage_floor), pooled) + int(t.rider) # rider 后置于伤害下限——独立必中加项,不进乘区
|
||
# damage_taken 发射点(内容数据驱动扩展批 T1——kind=enemy_skill;铁壁减伤订阅面)
|
||
_fx_dispatch("damage_taken", {"kind": "enemy_skill", "amount": total,
|
||
"source": String(t.context.get("skill_id", "")), "round": int(t.round_index)})
|
||
# 铁壁整备(迭代 12 T5 蓄力流——每层下轮开场 S 点减伤;减后过下限保底)
|
||
var shield := int(feat_flags.get("shield_per_layer", 0)) * int(feat_flags.get("charge_layers", 0))
|
||
# 稳健拓荒(迭代 12 T10——Fork posture B 侧 rule 键:受击减 1;两侧对称弱值=「不同强非强弱」)
|
||
if int(feat_flags.get("bulwark", 0)) > 0:
|
||
shield += 1
|
||
if shield > 0:
|
||
total = maxi(int(db.settlement.damage_floor), total - shield)
|
||
units.apply_damage(hero, total)
|
||
var payload: Dictionary = {"target": "hero", "skill_id": String(t.context.get("skill_id", "")), "baseline": int(t.context.get("baseline", 0)),
|
||
"roll": int(roll_read.roll), "ac": threshold, "tier": discount}
|
||
if crit:
|
||
payload["crit"] = true
|
||
if int(t.rider) > 0:
|
||
payload["rider"] = int(t.rider)
|
||
var label := _attack_label(String(t.display), crit, discount)
|
||
if int(t.rider) > 0:
|
||
label += "+附加%d(必中)" % int(t.rider)
|
||
emit_row_cb.call("damage", String(t.source_class), t.origin_cell, int(t.round_index), label, total, payload, String(t.highlight))
|
||
units.commit_action(t.source_unit)
|
||
_outcomes[int(t.ticket_id)] = "redeemed"
|
||
|
||
|
||
# 棋盘克制直伤:必中全额不掷点;目标 = 结账时刻最前存活敌;克制点数进加法核;下限保底
|
||
func _resolve_board_typed(t: Dictionary) -> void:
|
||
var target = units.default_target()
|
||
if target == null:
|
||
_ineffective_row(t, "无存活敌人")
|
||
_outcomes[int(t.ticket_id)] = "zero"
|
||
return
|
||
var armor_b: String = String(target.get("armor_type", "light"))
|
||
var atk_b: String = String(t.attack_type)
|
||
# clamp_check 发射点(内容数据驱动扩展批 T1——克制判定修正点棋盘面;与 hero_attack 同表同点)
|
||
if atk_b != "":
|
||
_fx_dispatch("clamp_check", {"matchup": atk_b + "_vs_" + armor_b})
|
||
var delta: int = _counter_delta(atk_b, armor_b) + _feat_clamp_bonus(atk_b, armor_b)
|
||
var dealt: int = DamageMath.counter_component(int(t.base_value), delta, int(db.settlement.damage_floor))
|
||
units.apply_damage(target, dealt)
|
||
emit_row_cb.call("damage", String(t.source_class), t.origin_cell, int(t.round_index), "%s → %s" % [String(t.display), String(target.display_name)], dealt,
|
||
{"target": String(target.display_name), "attack_type": String(t.attack_type), "effectiveness": delta}, String(t.highlight))
|
||
_outcomes[int(t.ticket_id)] = "redeemed"
|
||
|
||
|
||
# 棋盘群伤:无类型恒定表值,结账时刻全体存活敌逐个交付(单行汇总——行内 count = 兑现时存活数)
|
||
func _resolve_board_blast(t: Dictionary) -> void:
|
||
var alive: Array = units.query_alive("enemy")
|
||
if alive.is_empty():
|
||
_ineffective_row(t, "无存活敌人")
|
||
_outcomes[int(t.ticket_id)] = "zero"
|
||
return
|
||
var blast_dmg: int = maxi(int(db.settlement.damage_floor), int(t.base_value)) # 伤害下限全来源(2026-09-20)
|
||
for u in alive:
|
||
units.apply_damage(u, blast_dmg) # 恒定表值(下限保底),逐个;受击即死——死亡即不动手
|
||
emit_row_cb.call("damage", String(t.source_class), t.origin_cell, int(t.round_index), "%s → 全体敌人 ×%d" % [String(t.display), alive.size()], blast_dmg,
|
||
{"target": "all_enemies", "count": alive.size()}, String(t.highlight))
|
||
_outcomes[int(t.ticket_id)] = "redeemed"
|
||
|
||
|
||
# 棋盘主角直伤(反噬/治疗包负向/地形变异):无类型必中,下限保底;context 键并入行载荷
|
||
func _resolve_board_flat_hero(t: Dictionary) -> void:
|
||
var dealt: int = maxi(int(db.settlement.damage_floor), int(t.base_value)) # 伤害下限全来源(2026-09-20)
|
||
units.apply_damage(units.hero_unit(), dealt)
|
||
var extra: Dictionary = {"target": "hero"}
|
||
for k in t.context.keys():
|
||
extra[k] = t.context[k]
|
||
emit_row_cb.call("damage", String(t.source_class), t.origin_cell, int(t.round_index), "%s → 主角" % String(t.display), dealt, extra, String(t.highlight))
|
||
_outcomes[int(t.ticket_id)] = "redeemed"
|
||
|
||
|
||
# ---- 管线算术读数(自战斗编排器迁入——管线单点;编排器留 _clamped_pool/_defender_ac 薄委托)----
|
||
|
||
# 护甲等级掷点(armor_roll 封闭流——逐次掷逐次取号、逐位可回放):返回 {roll, crit}
|
||
func _armor_roll() -> Dictionary:
|
||
var stream: RandomNumberGenerator = rng.open_stream(String(db.settlement.armor_roll_stream))
|
||
var roll: int = stream.randi_range(1, int(db.settlement.roll_faces))
|
||
return {"roll": roll, "crit": roll == int(db.settlement.crit_roll)}
|
||
|
||
|
||
# 掷点折扣读数:nat 最大面恒全额(暴击分支前置),其余查档(缺口 = 阈值 − 掷点)
|
||
func _roll_discount(roll: int, threshold: int) -> int:
|
||
if roll == int(db.settlement.crit_roll):
|
||
return 100
|
||
return DamageMath.roll_discount_percent(roll, threshold, db.settlement.roll_tier_bounds, db.settlement.roll_tier_discounts)
|
||
|
||
|
||
# 防守方护甲等级读数(数值轴——与 armor_type 克制属性轴严格分离):敌人 = spawn 期行值快照;
|
||
# 主角 = begin_battle 显式入参(encounter.hero_armor_class 合流值,缺参/-1 = 表值兜底);
|
||
# ac 型状态效果叠其上(ac_up 层数×幅度——不入任何池,无 clamp)
|
||
func defender_ac(unit: Dictionary) -> int:
|
||
if bool(unit.get("is_hero", false)):
|
||
var total: int = _hero_ac_override
|
||
if total < 0:
|
||
total = int(db.hero.armor_class)
|
||
for eff in effects.query_active("hero"):
|
||
var row: Dictionary = db.status_effect_row(eff.effect_id)
|
||
if not row.is_empty() and String(row.unit) == "ac":
|
||
total += int(eff.effective_value)
|
||
return total
|
||
var total_e: int = int(unit.get("armor_class", 0))
|
||
for eff_e in effects.query_active("enemy"):
|
||
var erow_ac: Dictionary = db.status_effect_row(eff_e.effect_id)
|
||
if not erow_ac.is_empty() and String(erow_ac.unit) == "ac":
|
||
total_e += int(eff_e.effective_value)
|
||
return total_e
|
||
|
||
|
||
# 克制修正点数读值(SettlementTable.armor_effectiveness:{攻击类型: {护甲: 点数}}——缺项回退 0 中性;
|
||
# attack_type "" = 无类型恒不查(群伤/反噬/地形/敌方技))
|
||
func _counter_delta(attack_type: String, armor: String) -> int:
|
||
if attack_type == "":
|
||
return 0
|
||
var tbl: Dictionary = db.settlement.armor_effectiveness
|
||
var row: Dictionary = tbl.get(attack_type, {})
|
||
return int(row.get(armor, 0))
|
||
|
||
|
||
# 克制点直调(迭代 12 T2 魔法流/T4 穿刺流 clamp_modifier 件——克制矩阵查表值后的特性调整;
|
||
# 空旗=0 零扰动):魔网织者=magic vs magic(矩阵罚 −1 → 0/正);湛蓝誓约=magic vs heavy(+1 → +2);
|
||
# 猎手刺剑=pierce vs light(+1——对轻甲敌穿刺提升,对重甲无增益=正负双修)。hero_attack 与
|
||
# board_typed 两消费面同享。
|
||
func _feat_clamp_bonus(attack_type: String, armor: String) -> int:
|
||
var bonus := 0
|
||
if attack_type == "magic":
|
||
if armor == "magic":
|
||
bonus += int(feat_flags.get("clamp_magic_magic", 0))
|
||
elif armor == "heavy":
|
||
bonus += int(feat_flags.get("clamp_magic_heavy", 0))
|
||
elif attack_type == "pierce":
|
||
if armor == "light":
|
||
bonus += int(feat_flags.get("clamp_pierce_light", 0))
|
||
return bonus
|
||
|
||
|
||
# 折扣档改善(迭代 12 T4 猎弱本能——折扣表向全额方向移 value 档;查不到当前档 = 不动防御口径)
|
||
func _discount_shift_up(discount: int, shift: int) -> int:
|
||
var tbl: Array = db.settlement.roll_tier_discounts
|
||
var idx := tbl.find(discount)
|
||
if idx < 0:
|
||
return discount
|
||
return int(tbl[mini(tbl.size() - 1, idx + shift)])
|
||
|
||
|
||
# 淬毒刃纹 N(迭代 11 同调批 T5——战斗结算 begin_battle 注入;0 = 未装配零扰动)
|
||
var attune_venom: int = 0
|
||
|
||
# 池内加算 → clamp [-100,+100](池间乘算归 DamageMath.pool_damage 调用侧)
|
||
func clamped_pool(pool: String) -> int:
|
||
var total := 0
|
||
for eff in effects.query_active("hero") + effects.query_active("enemy"):
|
||
var row: Dictionary = db.status_effect_row(eff.effect_id)
|
||
if row.is_empty():
|
||
continue
|
||
if String(db.settlement.effect_pool_map.get(eff.effect_id, "")) == pool and String(row.unit) == "percent":
|
||
total += eff.effective_value # 池内加算(L×m 原样——越域不 clamp 由本处收口)
|
||
return clampi(total, int(db.settlement.pool_clamp_lo), int(db.settlement.pool_clamp_hi))
|
||
|
||
|
||
# 攻击行显示名(掷点档位随行文本可读;重档折扣 = "被压制")
|
||
func _attack_label(base: String, crit: bool, discount: int) -> String:
|
||
if crit:
|
||
return base + "(暴击)"
|
||
if discount < 100:
|
||
return base + "(被压制)"
|
||
return base
|
||
|
||
|
||
# ---- 内部 ----
|
||
|
||
# 目标解析(裁决②——结账时刻照规则看现场;句柄即 Dictionary 引用)
|
||
func _target_for(rule: String):
|
||
match rule:
|
||
TARGET_FRONT_ALIVE:
|
||
return units.default_target()
|
||
TARGET_HERO:
|
||
return units.hero_unit()
|
||
TARGET_ALL_ALIVE:
|
||
return units.query_alive("enemy")
|
||
push_error("[伤害控制器/fatal] 未知目标规则: %s" % rule)
|
||
return null
|
||
|
||
|
||
func _ineffective_row(t: Dictionary, reason: String) -> void:
|
||
emit_row_cb.call("reward_ineffective", String(t.source_class), t.origin_cell, int(t.round_index),
|
||
"%s 未生效(%s)" % [String(t.display), reason], 0, {"batch_key": String(t.context.get("batch_key", ""))}, String(t.highlight))
|