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。
275 lines
13 KiB
GDScript
275 lines
13 KiB
GDScript
# VERTICAL SLICE - NOT FOR PRODUCTION
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# Date: 2026-10-06(迭代 17 卡⓪ 内容数据驱动扩展批 T1——效果引擎框架)
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# 内容数据驱动扩展(任务书 design/research/任务书-内容数据驱动扩展批-2026-10-06.md;设计权威
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# design/research/研究-内容数据驱动扩展架构-2026-10-06.md):把「内容的效果行为」从散布在结算
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# 代码里的硬编码分支搬进内容数据行三个字段——订阅哪个事件(on)/ 什么条件(when)/ 什么效果(do)
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# ——由本解释器统一执行。完成后加一件「已有效果类型」的新专长/新秘宝=只改 .tres 数据行,零代码。
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# 架构模型(R1 裁决):发布订阅——结算管线同步 emit 事件(无队列无异步,确定性优先)→ 本引擎遍历
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# 持有订阅集匹配 → 返回按声明序排列的效果命中(do 列表),由发射点按组合规则施加。
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# 多订阅与冲突(R3 裁决):一事件多订阅=常态;冲突在效果类型层用组合规则封死(§3.4 六族);遍历序
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# =数据表声明序(feats 表序→treasure 表序→树规则合成行,装载时定死),写死保种子复放。
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# 重建时机(v1.1 补):每战 begin_battle 从持有集/装备集重建 trigger 列表——冒险中途获得/换取的
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# 专长下一战生效,同战内不热载,确定性优先。计数器账本随重建清零(battle 域)。
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# 确定性契约:全同步调用、零 RNG、零 signal 时序依赖;同输入同命中序。
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# 护栏保留:事件/效果/事实/算子四词表封闭(本文件常量),行内出域=加载期校验致命(schema 侧),
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# 运行期 dispatch 对未知事件/效果类型 fail-fast(push_error+断言)。
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class_name EffectEngine
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extends RefCounted
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## 事件词汇(16 个发射点——任务书 §3.1 定稿;4 个登记暂不做事件不入本表)
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const EVENTS := ["dig_reveal", "dig_paid", "flag_hit", "mine_hit", "attack_commit", "clamp_check",
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"armor_roll", "kill", "damage_taken", "enemy_hp_threshold", "round_start", "flag_settle",
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"round_end", "reward_roll", "treasure_used", "charge_full"]
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## 扫雷侧事件集(🔴 流派扫雷触发铁律新形态:每流派 ≥1 行订阅本集事件——schema 加载校验。
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## 原 MINE_HOOKS 的同义迁移:挖掘/标旗/轮末结算面事件)
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const MINE_EVENTS := ["dig_reveal", "dig_paid", "flag_hit", "mine_hit", "flag_settle", "round_end", "reward_roll"]
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## 效果类型词汇(解释器 switch 闭集——任务书 §3.3 定稿 19 行;类型实数 24,含共享行拆型:
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## grant_gp/bias_wallet、counter_add/counter_spend、reveal_tiles/remove_mines/refresh_pick、
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## bias_rewards/preview。任务书标题计 23 系笔误,落码按行内容全收——commit 留痕)
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const EFFECT_KINDS := ["add_ticket_rider", "modify_ticket", "damage_mult", "open_ticket",
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"attack_bonus", "attack_segments", "yield_mult", "spawn_spell", "overflow", "grant_material",
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"grant_ap", "grant_gp", "bias_wallet", "shield", "spike", "apply_status", "counter_add",
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"counter_spend", "rewrite_board", "reveal_tiles", "remove_mines", "refresh_pick",
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"bias_rewards", "preview"]
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## fact 条件词汇(封闭枚举 9 项——任务书 §四定稿)
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const FACTS := ["matchup", "is_first_dig_of_battle", "terrain_kind", "target_armor_class",
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"flags_count", "charge_layers", "nest_count", "round_index", "counter"]
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## when 算子词汇(封闭——fact 查询面落法随批登记:mod_zero=计数器取模判满〔掘进蓄能〕、
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## advantageous=克制矩阵正面判定〔淬毒刃纹〕、gte_ref/lt_ref=与另一计数器比较〔深挖钻头配额〕、
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## ends_with=后缀匹配〔对某甲族的泛条件〕。均系映射表现状条件装进 9 项 fact 的查询面落法,
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## 代拍板白名单覆盖,commit 留痕)
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const OPS := ["eq", "neq", "gt", "gte", "lt", "lte", "ends_with", "has", "mod_zero",
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"advantageous", "gte_ref", "lt_ref"]
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## when 条件键白名单(trigger 行 when 数组元素键)
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const WHEN_KEYS := ["fact", "op", "value", "id", "ref", "value_from"]
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## do 效果键白名单(trigger 行 do 字典键——零裸 flat 同族护栏:kind 外键全部参数引用面)
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const DO_KEYS := ["kind", "value", "value_from", "delta", "delta_from", "mult", "mult_from",
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"cap", "cap_from", "per", "divisor", "dtype", "mode", "channel", "counter_id", "reset_at",
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"set", "status_id", "label", "fallback", "target_kinds"]
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## 主动件分发通道(不经事件订阅——刷新/显影/移除是玩家主动动作;use_treasure 按 kind 分发)
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const ACTIVE_KINDS := ["reveal_tiles", "preview", "grant_ap", "remove_mines", "refresh_pick"]
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# ---- 订阅集与计数器账本 ----
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var _triggers: Array = [] # [{source, id, on, when, do}](装载序=声明序,重建时定死)
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var _counters: Dictionary = {} # counter_id → int(battle 域账本;重建清零;重置点由订阅行声明)
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var _reset_on_round_start: Array[String] = [] # round_start 重置点计数器名单(装载时收集)
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var db: ConfigDb # 矩阵/表读取(advantageous 算子消费)——可空(纯计数器用法零依赖)
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func _init(db_ref: ConfigDb = null) -> void:
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db = db_ref
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## 订阅装载(每战 begin_battle 调用——重建时机 v1.1):feats 表序→treasure 表序(各按持有/装备
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## 集过滤)→树规则合成行。同一数据行的多个 trigger 按行内数组序。计数器账本同步清零并按订阅行
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## 声明收集重置点(round_start)。
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func rebuild(feat_ids: Array, item_ids: Array, tree_rules: Array = []) -> void:
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_triggers.clear()
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_counters.clear()
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_reset_on_round_start.clear()
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if db != null and db.feats != null:
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for row in db.feats.rows:
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var fid := String(row.get("feat_id", ""))
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if not feat_ids.has(fid):
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continue
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for tr in (row.get("triggers", []) as Array):
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_push_trigger("feat", fid, tr)
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if db != null:
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for row in db.treasure_attunement_rows():
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var iid := String(row.get("item_id", ""))
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if not item_ids.has(iid):
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continue
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for tr in (row.get("triggers", []) as Array):
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_push_trigger("attune", iid, tr)
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# 树规则合成订阅(T5——规则键效果走同面:非数据行,词表同闭集)
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for key_v in tree_rules:
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var rk := String(key_v)
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match rk:
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"posture_first_strike":
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_push_trigger("tree", rk, {"on": "round_start",
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"when": [{"fact": "round_index", "op": "eq", "value": 1}],
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"do": {"kind": "grant_ap", "mode": "queue", "value": 1}})
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"posture_bulwark":
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_push_trigger("tree", rk, {"on": "damage_taken",
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"do": {"kind": "shield", "value": 1}})
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func _push_trigger(source: String, id: String, tr: Dictionary) -> void:
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var on := String(tr.get("on", ""))
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assert(EVENTS.has(on), "[效果引擎] 订阅事件出域: %s(%s %s)" % [on, source, id])
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var t := {"source": source, "id": id, "on": on,
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"when": (tr.get("when", []) as Array).duplicate(true),
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"do": (tr.get("do", {}) as Dictionary).duplicate(true)}
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_triggers.append(t)
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# 计数器重置点收集(counter_add/counter_spend 行声明 reset_at)
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var do_d: Dictionary = t.do
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if do_d.has("counter_id") and String(do_d.get("reset_at", "")) == "round_start":
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var cid := String(do_d.counter_id)
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if not _reset_on_round_start.has(cid):
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_reset_on_round_start.append(cid)
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## 订阅查询面(发射点缺省行为仲裁用——如 round_end 无 transfer 订阅时走 RAP 转存)
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func has_effect_on(event: String, kind: String, mode: String = "") -> bool:
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for tr in _triggers:
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if String(tr.on) != event:
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continue
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var d: Dictionary = tr.do
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if String(d.get("kind", "")) == kind and (mode == "" or String(d.get("mode", "")) == mode):
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# 有 when 时不能预判命中(发射点缺省行为保守按「可能命中」计——命中由 dispatch 定夺)
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return true
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return false
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## 事件分发(发射点唯一入口):返回命中效果列表(装载序=声明序;零命中=空数组零扰动)。
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## payload = 事件现场(fact 取值第一优先源);facts = 补充事实面(charge_layers/nest_count 等
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## 运行态读数 Callable——payload 未带时回落)。
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func dispatch(event: String, payload: Dictionary, facts: Callable = Callable()) -> Array:
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assert(EVENTS.has(event), "[效果引擎] 未知事件: %s(发射点出域)" % event)
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if event == "round_start":
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for cid in _reset_on_round_start:
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_counters[cid] = 0
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var hits: Array = []
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for tr in _triggers:
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if String(tr.on) != event:
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continue
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if not _when_ok(tr.when, payload, facts):
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continue
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hits.append(tr.do)
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return hits
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## 计数器读数(fact counter 与发射点配额面共用)
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func counter(counter_id: String) -> int:
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return int(_counters.get(counter_id, 0))
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func counter_add(counter_id: String, value: int, set_mode: bool = false) -> void:
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if set_mode:
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_counters[counter_id] = value
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else:
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_counters[counter_id] = int(_counters.get(counter_id, 0)) + value
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## 计数器消耗(counter_spend 组合规则——按订阅序消耗共享资源,耗尽即止):
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## 返回 true=消耗成功;false=资源不足(调用方按 reason 通道拒绝)。
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func counter_spend(counter_id: String, value: int) -> bool:
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var cur := int(_counters.get(counter_id, 0))
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if cur < value:
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return false
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_counters[counter_id] = cur - value
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return true
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# ---- when 判定(条件谓词——零随机全确定) ----
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func _when_ok(when: Array, payload: Dictionary, facts: Callable) -> bool:
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for c_v in when:
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if not _cond_ok(c_v as Dictionary, payload, facts):
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return false
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return true
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func _cond_ok(c: Dictionary, payload: Dictionary, facts: Callable) -> bool:
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var fact := String(c.get("fact", ""))
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var op := String(c.get("op", "eq"))
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var val = c.get("value", null)
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var actual = _fact_value(fact, c, payload, facts)
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match op:
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"eq":
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return str(actual) == str(val)
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"neq":
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return str(actual) != str(val)
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"gt":
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return int(actual) > int(val)
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"gte":
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return int(actual) >= int(val)
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"lt":
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return int(actual) < int(val)
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"lte":
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return int(actual) <= int(val)
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"ends_with":
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if val is Array:
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for v in (val as Array):
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if String(actual).ends_with(String(v)):
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return true
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return false
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return String(actual).ends_with(String(val))
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"has":
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if actual is Array:
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return (actual as Array).has(val)
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return false
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"mod_zero":
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var m := int(val)
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return m > 0 and int(actual) % m == 0
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"advantageous":
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# 克制矩阵正面判定(matchup = "{attack_type}_vs_{armor}"——矩阵值 > 0 = 克制成立)
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return _counter_delta_of(String(actual)) > 0
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"gte_ref":
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return int(actual) >= counter(String(c.get("ref", "")))
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"lt_ref":
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return int(actual) < counter(String(c.get("ref", "")))
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assert(false, "[效果引擎] when 算子出域: %s" % op)
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return false
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func _fact_value(fact: String, c: Dictionary, payload: Dictionary, facts: Callable):
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match fact:
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"counter":
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return counter(String(c.get("id", "")))
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_:
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# fact 取值序:payload 同名字段优先 → 补充事实面(发射点注入的运行态读数)
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if payload.has(fact):
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return payload[fact]
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if facts.is_valid():
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return facts.call(fact)
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return null
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## 克制矩阵读值(advantageous 算子消费——与伤害控制器 _counter_delta 同源同表)
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func _counter_delta_of(matchup: String) -> int:
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if db == null or matchup == "" or not matchup.contains("_vs_"):
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return 0
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var parts := matchup.split("_vs_")
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if parts.size() != 2:
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return 0
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var tbl: Dictionary = db.settlement.armor_effectiveness
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var row: Dictionary = tbl.get(String(parts[0]), {})
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return int(row.get(String(parts[1]), 0))
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# ---- 组合规则(任务书 §3.4 六族——效果类型的必填属性,发射点施加面引用) ----
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## 加法族(数值相加,可交换):add_ticket_rider、attack_bonus、grant_material、grant_ap(非 transfer)、
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## counter_add、shield——发射点逐条累加收集器。
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## 乘法族(收集后一次施加,正负分桶):yield_mult、damage_mult。
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## 任意真族(任一命中即生效):spawn_spell、overflow、spike。
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## 按序改写族(收集→单点按声明序施加):modify_ticket 及一切改写窗口效果。
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## 按序消耗族(按订阅序消耗共享资源,耗尽即止;可选 fallback):counter_spend。
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## 即时执行族(每条命中各自执行一次,执行序=声明序):open_ticket、grant_ap(mode:transfer)、
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## rewrite_board、apply_status——发射点逐条执行。
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static func combo_of(kind: String) -> String:
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match kind:
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"add_ticket_rider", "attack_bonus", "grant_material", "counter_add", "shield":
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return "additive"
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"grant_ap":
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return "additive" # mode:transfer 由发射点即时执行族承载(转移非加法)
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"yield_mult", "damage_mult":
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return "multiplicative"
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"spawn_spell", "overflow", "spike":
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return "any_true"
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"modify_ticket":
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return "ordered_write"
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"counter_spend":
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return "ordered_spend"
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"open_ticket", "rewrite_board", "apply_status":
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return "immediate"
|
||
return "immediate" # 默认即时执行(每条命中各自执行一次)
|