敌人行集不再按 (level_index, node_depth) 精确点寻址,改为 (level_index, row_kind, depth_band): 带切法单点 EnemyTable.band_of 取首个不小于请求深度的带(偏难一侧),高于顶带返回 -1 交 resolver 取顶带并发 resolve_depth_clamp(四元组去重不变);resolver 与 ConfigDb 门面同步 加 row_kind 第三参;unit_container.spawn 与 BattleOrchestrator 透传行类(battle/boss)。 敌人表 20 行键迁移(原 node_depth 数值就地成为新带键,值列零变更),新增 row_kind 列; schema 校验随键换代:row_kind 封闭枚举、dup_key/rowset_rule 新键串、每关 battle 带 0 锚 与每关 boss 行集 ≥1;跨表校验 ④ 敌侧改带寻址,新增同日图多 Boss 同带报错与顶带消解报错。 读数:基线冒烟 1156 项 0 失败;本轮冒烟 1161 项 0 失败;单元 35 套件全绿;探针 --click 全绿。
186 lines
9.3 KiB
GDScript
186 lines
9.3 KiB
GDScript
## VERTICAL SLICE - NOT FOR PRODUCTION
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## 战斗流程叙事文案装配器: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)统一在此拼装,静态无状态。
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## 文案内数值 = 载荷快照值(每关口径),非实时现值——日志断言与排障按此口径读。
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extends RefCounted
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# 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)
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static func node_banner(runner, node: Dictionary, t: String) -> String:
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return "[color=#%s]── 节点 %d/%d · %s(编号 %d)──[/color]" % [UiKit.HEX_LOG_GAIN,
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runner.node_index + 1, runner.nodes().size(),
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"Boss 房" if t == "boss" else "战斗", runner.node_id_of(node)]
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static func reward_line() -> String:
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return "[color=#%s]关卡奖励点(节点内容待定——直通)[/color]" % UiKit.HEX_ROUTE_NOTE
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static func rest_line(healed: int, hp: int, max_hp: int) -> String:
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return "[color=#%s]恢复点:回复 %d HP(→ %d/%d)[/color]" % [UiKit.HEX_LOG_HEAL, healed, hp, max_hp]
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# 商店房行(到达即开店;购买/离开归玩家意图)
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static func shop_line(gp: int) -> String:
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return "[color=#%s]商店房:GP %d——购买即时生效,离开后选下一跳[/color]" % [UiKit.HEX_LOG_GAIN, gp]
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# 选路口行(零自动推进停点——战斗胜利/兑付确认后出现)
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static func route_line(candidates: Array, runner) -> String:
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var names: Array[String] = []
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for cand in candidates:
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names.append("节点 %d" % runner.node_id_of(cand))
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return "[color=#%s]── 岔路口:可选下一跳 %s ──[/color]" % [UiKit.HEX_LOG_GAIN, " / ".join(names)]
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# 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)
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static func level_open_line(level_display: String, seed_val: int, atk: int, max_hp: int, boosted: bool) -> String:
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return "[color=#%s]%s · 种子 %d · 攻击 %d / 生命 %d%s[/color]" % [UiKit.HEX_SEED_NOTE,
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level_display, seed_val, atk, max_hp, "(含面板加成)" if boosted else ""]
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# 调试开场行
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static func debug_open_line(seed_val: int, level: int, level_mode: bool) -> String:
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return "[color=#%s]种子 %d · 遭遇 %d 层%s[/color]" % [UiKit.HEX_SEED_NOTE,
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seed_val, level, "(关卡模式 · HP 延续)" if level_mode else ""]
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# 调试战斗终局文案(level_end = 关内两层模式的关卡末)
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static func battle_end_text(result: String, level_end: bool) -> String:
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if level_end:
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return "关卡通关!"
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if result == "victory":
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return "战斗胜利!敌人全灭。"
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return "战斗失败……探险者倒下了。"
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# 相位指示文本(B 区轮次·阶段行)
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static func phase_text(round_index: int, battle_result: String, waiting: bool, boss_active: bool, boss_name: String) -> String:
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var boss_tag := " · Boss:%s" % boss_name if boss_active else ""
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if battle_result != "":
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# 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,
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# 与 battle_end_text 同源措辞),不用「战斗结束」
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return "第 %d 轮 · %s%s" % [round_index, "战斗胜利" if battle_result == "victory" else "战斗失败", boss_tag]
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if waiting:
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return "第 %d 轮 · 结算中%s" % [round_index, boss_tag]
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return "第 %d 轮 · 挖掘中%s" % [round_index, boss_tag]
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# Boss 名解析(runner Boss 节点 → enemy 表行名;缺省遗迹守卫)。
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# 行集多行时取**首行** display_name(行序即契约的呈现面后果,
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# Boss 行集混编护卫时 Boss 名显示可能为护卫名,知情代价登记 敌人系统 v0.15 / 出口报告;
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# 每坐标恰一行时无此歧义)
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static func boss_name(runner, db) -> String:
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if runner != null:
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var node: Dictionary[Variant, Variant] = runner.current_node()
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if String(node.get("type", "")) == "boss":
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var rowset: Array[Variant] = db.resolve_enemy_rowset(int(runner.level_row.level_index), int(node.get("node_depth", -1)), "boss")
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if not rowset.is_empty():
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return String(rowset[0].get("display_name", ""))
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return "遗迹守卫"
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# ---- 提升三选一文案族 ----
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# 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,
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# level-clear.md v2 禁入清单口径)
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static func curio_pick_header(payload: Dictionary) -> String:
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var lines: Array[String] = ["第 %d 层通过!" % int(payload.get("level_index", 0))]
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var heal := int(payload.get("heal_gained", 0))
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if heal > 0:
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lines.append("通关回血 +%d(生命 %d → %d)" % [heal, int(payload.get("hp_before", 0)), int(payload.get("hp_after", 0))])
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else:
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lines.append("生命已满——通关回血 0(合法态)")
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lines.append("选择一件提升带走(另两件丢弃不可反悔):")
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return "\n".join(lines)
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# 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
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# 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
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# treasure_line = 具体道具「名 · 效果摘要」行——常空走通用分支)
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static func bonus_card_text(id: String, tier: String, value: int, treasure_line: String = "") -> String:
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var ts := ""
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if tier == "common":
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ts = " · 小"
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elif tier == "rare":
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ts = " · 大"
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match id:
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"attack":
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return "攻击力提升%s\n攻击 +%d" % [ts, value]
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"max_hp":
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return "生命上限提升%s\n生命上限 +%d" % [ts, value]
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"armor":
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return "护甲等级提升%s\n护甲 +%d" % [ts, value]
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"gp":
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return "GP 袋%s\nGP +%d" % [ts, value]
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"heal":
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return "恢复药剂\n生命 +%d(当即回复)" % value
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"treasure_item":
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if treasure_line != "":
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return "秘宝\n%s" % treasure_line
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return "秘宝\n随机获得一件"
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"ap":
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return "行动点提升\n每战首轮 AP +%d" % value
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return id
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# 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)
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static func bonus_result_text(result: Dictionary) -> String:
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var name := ""
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if String(result.get("picked", "")) == "relic" and String(result.get("feat_id", "")) != "":
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name = feat_card_text({"feat_id": String(result.get("feat_id", "")), "display_name": String(result.get("feat_name", ""))}).replace("\n", " · ")
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else:
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name = bonus_card_text(String(result.get("picked", "")), String(result.get("tier", "")), int(result.get("value", 0))).replace("\n", " · ")
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return "已选择:%s\n其余选项已丢弃(不可反悔)" % name
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# 特性卡片文案(第二行=效果摘要——须可读「不知道件是
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# 干嘛的」。文案表值化:摘要=数据行 desc 字段,零硬编码映射。
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# 「件名 · 流派」族名字样不上卡片(内部分类禁上玩家可见面——29 行
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# 表无 archetype,fallback 兜底词「流派」会实显僵尸文案),卡片=件名+效果摘要两行)
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static func feat_card_text(row: Dictionary) -> String:
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if row.is_empty() or String(row.get("feat_id", "")) == "":
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return "特性\n???"
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var summary := String(row.get("desc", ""))
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if summary != "":
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return "%s\n%s" % [String(row.get("display_name", row.get("feat_id", ""))), summary]
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return String(row.get("display_name", row.get("feat_id", "")))
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# 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)
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static func bonus_keystone_line(payload: Dictionary) -> String:
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return "钥石 +%d · 累计 %d" % [int(payload.get("keystone_gained", 0)), int(payload.get("keystone_total", 0))]
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# 奖励节点三选一头部行(与通关三选一共享同池;node-reward.md v2)
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static func node_curio_header() -> String:
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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:"
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# 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)
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static func adventure_summary_text(summary: Dictionary) -> String:
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var verdict := "冒险失败 · 未打穿"
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if bool(summary.get("cleared", false)):
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verdict = "冒险完成 · 已打穿"
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elif String(summary.get("result", "")) == "abandoned":
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verdict = "冒险放弃 · 未打穿"
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return "%s\n通关 %d 关 · 止步第 %d 层 · 钥石合计 %d · 主种子 %d" % [
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verdict, int(summary.get("levels_cleared", 0)), int(summary.get("stopped_at", 0)),
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int(summary.get("keystone_total", 0)), int(summary.get("master_seed", 0))]
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# 钥石入账明细文案(钥石全源 = Boss 逐杀掉落,无「大奖励」行;
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# name_lookup = item_id → 显示名投影,由组合根自 meta 表喂入)
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static func keystone_settle_text(detail: Dictionary, name_lookup: Dictionary = {}) -> String:
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var parts: Array[Variant] = []
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for d in detail.get("boss_drops", []):
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parts.append("第 %d 关 Boss %s +%d" % [int(d.get("level", 0)),
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"首杀" if bool(d.get("first", false)) else "重复杀", int(d.get("amount", 0))])
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var line := "钥石入账:" + (" · ".join(parts) if not parts.is_empty() else "本局无掉落")
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var unlocks: Array[Variant] = detail.get("new_unlocks", [])
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if not unlocks.is_empty():
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var names: Array[String] = []
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for iid in unlocks:
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names.append(String(name_lookup.get(String(iid), String(iid))))
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line += "\n工坊新解锁:" + "、".join(names)
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return line + "\n本局入账合计 +%d 钥石" % int(detail.get("total", 0))
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