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gplan-2/game/presentation/battle_narrator.gd
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# VERTICAL SLICE - NOT FOR PRODUCTION
# Date: 2026-09-12(code-review 修复批——自 main.gd 拆出,规范 1.1/1.3 文案拼装独立成装配器)
# 战斗流程叙事文案装配器:组合根在模式流转点的玩家可见文案(棋盘日志横幅 / 节点行 / 终局文案 /
# 相位指示)在此统一拼装——main.gd 头注"本类不拼呈现字符串"由本类兑现。静态无状态。
# 数值口径注记:胜利文案携带的 HP/道具数 = 关卡载荷快照值(每关口径)。
extends RefCounted
# 节点进入横幅(棋盘日志——battle/boss 用;节点编号 = 行进器编号空间读面;行色 = UiKit.HEX_* 语义档单点)
static func node_banner(runner, node: Dictionary, t: String) -> String:
return "[color=#%s]── 节点 %d/%d · %s(编号 %d)──[/color]" % [UiKit.HEX_LOG_GAIN,
runner.node_index + 1, runner.nodes().size(),
"Boss 房" if t == "boss" else "战斗", runner.node_id_of(node)]
static func reward_line() -> String:
return "[color=#%s]关卡奖励点(节点内容待定——直通)[/color]" % UiKit.HEX_ROUTE_NOTE
static func rest_line(healed: int, hp: int, max_hp: int) -> String:
return "[color=#%s]恢复点:回复 %d HP(→ %d/%d)[/color]" % [UiKit.HEX_LOG_HEAL, healed, hp, max_hp]
# 商店房行(GP+商店房实施批——到达即开店;购买/离开归玩家意图)
static func shop_line(gp: int) -> String:
return "[color=#%s]商店房:金币 %d——购买即时生效,离开后选下一跳[/color]" % [UiKit.HEX_LOG_GAIN, gp]
# 选路口行(零自动推进停点——战斗胜利/兑付确认后出现)
static func route_line(candidates: Array, runner) -> String:
var names: Array[String] = []
for cand in candidates:
names.append("节点 %d" % runner.node_id_of(cand))
return "[color=#%s]── 岔路口:可选下一跳 %s ──[/color]" % [UiKit.HEX_LOG_GAIN, " / ".join(names)]
# 关卡开场行(种子/加成口径注记——面板加成是否生效由调用方传入)
static func level_open_line(level_display: String, seed_val: int, atk: int, max_hp: int, boosted: bool) -> String:
return "[color=#%s]%s · 种子 %d · 攻击 %d / 生命 %d%s[/color]" % [UiKit.HEX_SEED_NOTE,
level_display, seed_val, atk, max_hp, "(含面板加成)" if boosted else ""]
# 调试开场行
static func debug_open_line(seed_val: int, level: int, level_mode: bool) -> String:
return "[color=#%s]种子 %d · 遭遇 %d 层%s[/color]" % [UiKit.HEX_SEED_NOTE,
seed_val, level, "(关卡模式 · HP 延续)" if level_mode else ""]
# 调试战斗终局文案(level_end = 关内两层模式的关卡末)
static func battle_end_text(result: String, level_end: bool) -> String:
if level_end:
return "关卡通关!"
if result == "victory":
return "战斗胜利!敌人全灭。"
return "战斗失败……探险者倒下了。"
# 相位指示文本(B 区轮次·阶段行)
static func phase_text(round_index: int, battle_result: String, waiting: bool, boss_active: bool, boss_name: String) -> String:
var boss_tag := " · Boss:%s" % boss_name if boss_active else ""
if battle_result != "":
# 打磨包 2026-09-29——判定文案两处措辞统一:相位行随结算判定行同词(战斗胜利/战斗失败,
# 与 battle_end_text 同源措辞),「战斗结束」退役
return "第 %d 轮 · %s%s" % [round_index, "战斗胜利" if battle_result == "victory" else "战斗失败", boss_tag]
if waiting:
return "第 %d 轮 · 结算中%s" % [round_index, boss_tag]
return "第 %d 轮 · 挖掘中%s" % [round_index, boss_tag]
# Boss 名解析(runner Boss 节点 → enemy 表行名;缺省遗迹守卫)
static func boss_name(runner, db) -> String:
if runner != null:
var node: Dictionary = runner.current_node()
if String(node.get("type", "")) == "boss":
var row: Dictionary = db.resolve_enemy_rowset(int(runner.level_row.level_index), int(node.get("node_depth", -1)))
return String(row.get("display_name", ""))
return "遗迹守卫"
# ---- 提升三选一文案族(迭代 10 奖励重构批——big_reward_text 随三件套退役)----
# 三选一停点头部行(回血反馈 + 选择引导;钥石增量行不上本面——单一展示面归战斗总结结算框,
# level-clear.md v2 禁入清单口径)
static func curio_pick_header(payload: Dictionary) -> String:
var lines: Array[String] = ["第 %d 层通过!" % int(payload.get("level_index", 0))]
var heal := int(payload.get("heal_gained", 0))
if heal > 0:
lines.append("通关回血 +%d(生命 %d → %d)" % [heal, int(payload.get("hp_before", 0)), int(payload.get("hp_after", 0))])
else:
lines.append("生命已满——通关回血 0(合法态)")
lines.append("选择一件提升带走(另两件丢弃不可反悔):")
return "\n".join(lines)
# 三选一选项卡文案(件名 + 档位 + 效果读数;值 = 冒险表行值,组合根喂入;TP0 令牌池——档位词
# 对齐 v2.2 追认 b 口径:小/大前缀(小GP/大GP 族)、恢复/AP 不带档位词;道具件掷定前置时
# treasure_line = 具体道具「名 · 效果摘要」行——池种退役后恒空走通用分支,机械惰性保留)
static func bonus_card_text(id: String, tier: String, value: int, treasure_line: String = "") -> String:
var ts := ""
if tier == "common":
ts = " · 小"
elif tier == "rare":
ts = " · 大"
match id:
"attack":
return "攻击力提升%s\n攻击 +%d" % [ts, value]
"max_hp":
return "生命上限提升%s\n生命上限 +%d" % [ts, value]
"armor":
return "护甲等级提升%s\n护甲 +%d" % [ts, value]
"gp":
return "金币袋%s\n金币 +%d" % [ts, value]
"heal":
return "恢复药剂\n生命 +%d(当即回复)" % value
"treasure_item":
if treasure_line != "":
return "秘宝\n%s" % treasure_line
return "秘宝\n随机获得一件"
"ap":
return "行动点提升\n每战首轮 AP +%d" % value
return id
# 三选一兑付反馈行(选中件效果 + 丢弃提示;tier 缺省普通档——旧载荷防御口径)
static func bonus_result_text(result: Dictionary) -> String:
var name := ""
if String(result.get("picked", "")) == "relic" and String(result.get("relic_id", "")) != "":
name = relic_card_text({"relic_id": String(result.get("relic_id", "")), "display_name": String(result.get("relic_name", "")), "archetype": String(result.get("relic_archetype", ""))}).replace("\n", " · ")
else:
name = bonus_card_text(String(result.get("picked", "")), String(result.get("tier", "")), int(result.get("value", 0))).replace("\n", " · ")
return "已选择:%s\n其余选项已丢弃(不可反悔)" % name
# 特性卡片文案(迭代 12 T1;2026-10-04 呈现补强——第三行=hook 效果摘要,用户反馈「不知道件是
# 干嘛的」缺口承载;摘要=静态映射表 provisional 文案归代拍板白名单「件文案微调」)
static func relic_card_text(row: Dictionary) -> String:
if row.is_empty() or String(row.get("relic_id", "")) == "":
return "特性\n???"
var arch_names := {"magic": "魔法", "pierce": "穿刺", "normal": "普攻", "dig": "开格",
"flag": "标旗", "charge": "蓄力", "devour": "吞噬"}
var arch := String(arch_names.get(String(row.get("archetype", "")), "流派"))
var summaries := {
"hero_attack_rider": "普攻附加必中伤害",
"clamp_modifier": "克制面强化",
"first_dig_spell": "首格追加奥术矢",
"kill_overflow": "击杀半额弹射",
"dig_count_segments": "开格积穿刺矢",
"roll_discount": "打轻甲更易命中",
"round_dig_bonus": "开格越多打得越疼",
"hit_trade": "加伤换命中",
"armor_roll_rewrite": "攻击恒75%折扣",
"heavy_debuff": "打重甲附加破防",
"dig_yield_mult": "开格产出放大",
"deep_dig": "开格2AP·产出双份",
"flag_resource": "标中雷额外得资源",
"nest_aura": "控巢攻击光环",
"flag_all_hit": "全中标旗伤加倍",
"flag_strike": "标中旗必中打敌",
"ap_carry": "剩AP转下轮攻击",
"charge_shield": "蓄力转减伤",
"charge_spike": "蓄满下轮爆发",
"terrain_refund": "吃地形伤返资源",
"terrain_dig_double": "挖伤害格双产出",
"flag_neutralize": "标旗中和伤害格",
"variant_counter": "吃地形伤反打全体",
}
var summary := String(summaries.get(String(row.get("hook", "")), ""))
if summary != "":
return "%s · %s\n%s" % [String(row.get("display_name", row.get("relic_id", ""))), arch, summary]
return "特性 · %s\n%s" % [arch, String(row.get("display_name", row.get("relic_id", "")))]
# Boss 胜利战斗总结结算行(settlement-summary v1.1——钥石增量行;组合根拼 GP 行后追加)
static func bonus_keystone_line(payload: Dictionary) -> String:
return "钥石 +%d · 累计 %d" % [int(payload.get("keystone_gained", 0)), int(payload.get("keystone_total", 0))]
# 奖励节点三选一头部行(迭代 10 追加批——与通关三选一共享同池;node-reward.md v2)
static func node_bonus_header() -> String:
return "关卡奖励点\n从提升池抽三选一(与通关三选一同池同权重同上限):\n选择一件带走:"
# 冒险结算屏文案(摘要五件事:打穿没有 / 通关几关 / 止步第几关 / 钥石合计 / 主种子)
static func adventure_summary_text(summary: Dictionary) -> String:
var verdict := "冒险失败 · 未打穿"
if bool(summary.get("cleared", false)):
verdict = "冒险完成 · 已打穿"
elif String(summary.get("result", "")) == "abandoned":
verdict = "冒险放弃 · 未打穿"
return "%s\n通关 %d 关 · 止步第 %d 层 · 钥石合计 %d · 主种子 %d" % [
verdict, int(summary.get("levels_cleared", 0)), int(summary.get("stopped_at", 0)),
int(summary.get("keystone_total", 0)), int(summary.get("master_seed", 0))]
# 钥石入账明细文案(元进度实现批;迭代 10 改口径——钥石全源 = Boss 逐杀掉落,「大奖励」行退役;
# name_lookup = item_id → 显示名投影,由组合根自 meta 表喂入)
static func keystone_settle_text(detail: Dictionary, name_lookup: Dictionary = {}) -> String:
var parts: Array = []
for d in detail.get("boss_drops", []):
parts.append("第 %d 关 Boss %s +%d" % [int(d.get("level", 0)),
"首杀" if bool(d.get("first", false)) else "重复杀", int(d.get("amount", 0))])
var line := "钥石入账:" + (" · ".join(parts) if not parts.is_empty() else "本局无掉落")
var unlocks: Array = detail.get("new_unlocks", [])
if not unlocks.is_empty():
var names: Array[String] = []
for iid in unlocks:
names.append(String(name_lookup.get(String(iid), String(iid))))
line += "\n工坊新解锁:" + "、".join(names)
return line + "\n本局入账合计 +%d 钥石" % int(detail.get("total", 0))