- d1 伤害控制器来源敌作废判定 `==`→`is_same`(同内容异实例不再误废;夹具双敌两断言〔wd1〕) - d11 shop 表新增 relic_base_price/spend_discount 两 knob+域检+ConfigDB 访问器+level_runner 读表; level_shop_economy_test 三表值断言+relic 现价读表与迁移前字面量逐位等价〔wd11〕 - d16a HeroTable.display_name+域检+访问器+unit_container 读表;spawn 真实链断言〔wd16〕 - d14 board_generator 目标雷数公式单点 target_mine_count(两调用点改引)+legality 去 db 参数(两调用点同批改)〔wd14〕 - d15 蓄力层上限 CHARGE_LAYER_CAP 常量(两处字面量+注释随动) - d16b unit_container/status_container 六处 Dictionary 取值显式 int() 包裹(读侧包) - d10 minesweeper 两信号按 §2.1 三要素补契约(载荷键集按发射位并集实查)+全库 28 处信号注释载体 #→## 撤销证明:回退 d1 hunk → 同容异实例断言红(A 单据被 B 死亡误废),还原复绿; 回退 d10 契约 → 契约在位扫描 undocumented=2 红,还原归零。等价类申报(d11/d14/d15/d16)见实现报告。 代拍板:#1 target_mine_count 签名(照接口块)、#2 契约措辞与载荷键并集(实查发射位)、#4 int() 读侧包写法。
289 lines
12 KiB
GDScript
289 lines
12 KiB
GDScript
## VERTICAL SLICE - NOT FOR PRODUCTION
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## 行动经济被动账本:AP 统一价目扣费、轮末三路径仲裁(cleared > stopped > ap_exhausted)与战斗域 RAP 池(垂直切片验证:一场完整战斗逐行归因)。
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## 相位/AP/RAP 只读经 getter,写入只经 request_*/notify_*/try_spend 通道——相位守卫拒绝零副作用。
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## 相位词表 "Idle"/"Active"/"Waiting" 是 presentation_snapshot 外部契约,禁改拼写。
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## round_end 双发射源:stopped 路径由本类 round_end_stopped 直发,棋盘路径由编排器组包 round_end_board——订阅方两源并听。
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class_name ActionEconomy
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extends RefCounted
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signal round_end_stopped(payload: Dictionary) ## 双发射源之停手路径(行动经济 直发;payload 与 排雷玩法 棋盘路径同构)
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const PHASE_IDLE := "Idle"
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const PHASE_ACTIVE := "Active"
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const PHASE_WAITING := "Waiting"
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const CHARGE_LAYER_CAP := 3 # 蓄力层上限(机制结构常量,非玩法表值——整备军备面)
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# 相位轴:内部 enum + match,外部 phase getter 保持
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# String 面(presentation_snapshot 与冒烟链的 "Idle"/"Active"/"Waiting" 对照契约)。
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enum Phase { IDLE, ACTIVE, WAITING }
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var db: ConfigDb
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# 相位与账本只读出口:外部读取经 getter-only 属性(架构文档
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# "ap/rap/phase 只读" 的机制化),写入只经 notify_* / request_* 方法通道。
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var _phase: int = Phase.IDLE
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var phase: String:
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get: return _phase_text(_phase)
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var _ap := 0
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var ap: int:
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get: return _ap
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var _rap := 0
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var rap: int:
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get: return _rap
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var _last_round_end: Dictionary[String, String] = {} # {path_tag, continuation_hint}——排雷玩法 组包 round_end 的合法数据源
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var last_round_end: Dictionary[Variant, Variant]:
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get: return _last_round_end
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var _settlement_consumed := false # AC-14 门:notify_settlement_done 消费后才受理 round_start
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var _next_round_mode := "" # 调试观测量(同板续轮 / 换新图)
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var _pending_ap_delta := 0 # 下轮行动点修正排队(action 型 ±1 排队,轮开始兑现后清零)
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# 蓄力流运行态:转蓄力=round_end grant_ap(mode:transfer) 订阅(finish_round_stop 定夺)、
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# 深挖对价=dig_paid counter_spend 订阅(request_dig 施加面);charge_layers=蓄力层账本
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var _charge_layers := 0
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var charge_layers: int:
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get: return _charge_layers
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# 效果引擎(dig_paid/charge_full 发射面;round_end 转存决策面)
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var _fx: EffectEngine = null
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var _ctx: EffectContext = null
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var _last_stop_ap := 0 # 停手侧剩余 AP 记账(转存决策在 round_end 发射点——grant_ap(transfer) 订阅定夺)
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var _ap_exhausted_last := false # 上轮 AP 耗尽封印(一滴不剩 round_start when 面)
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func set_fx(fx: EffectEngine, ctx: EffectContext) -> void:
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_fx = fx
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_ctx = ctx
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func _init(db_ref: ConfigDb) -> void:
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db = db_ref
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func _phase_text(p: int) -> String:
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match p:
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Phase.ACTIVE:
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return PHASE_ACTIVE
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Phase.WAITING:
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return PHASE_WAITING
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return PHASE_IDLE
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func _cost(kind: String) -> int:
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var ae = db.action_economy
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match kind:
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"dig":
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return ae.dig_ap_cost # 基础挖格成本恒表值(钻头对价挂付费开掘侧)
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"seal_place":
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return ae.seal_place_ap_cost
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"move":
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return ae.move_ap_cost
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"chain":
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return ae.chain_ap_cost
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assert(false, "未知动作价目: " + kind)
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return 0
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# 通用扣减(排雷玩法 用于封印动作;挖握走 request_dig——cleared 仲裁需要 clears_map 参数)
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func try_spend(action_kind: String) -> bool:
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if _phase != Phase.ACTIVE:
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_reject("phase")
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return false
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return _spend_and_arbitrate(action_kind, false)
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# 排雷玩法 挖掘专用:chain_size = 连锁附加格数(不含首格);clears_map = 本次动作后全图安全格开完。
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# 深挖钻头付费开掘(dig_paid counter_spend 订阅施加面):按序消耗族——AP 富余(≥基础+对价)时本动作付全价并积本轮付费计数(效果引擎
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# 计数器=授予段追加产出配额取数面);AP 不足全价时 fallback 降级只付基础 1 照常开格、不积计数
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# ——持有钻头永不锁死普通挖格(散件保底 B-2)。
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func request_dig(chain_size: int, clears_map: bool) -> bool:
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if _phase != Phase.ACTIVE:
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_reject("phase")
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return false
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var cost := _cost("dig")
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# dig_paid 发射+施加(付费开掘发起、动作经济闸收对价前:
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# counter_spend 命中=尝试加收对价并积计数;资源不足走 fallback/耗尽即止=只付常规基础对价。
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# counter_add〔双管镐 付费挖格计数〕/ grant_ap〔每第 2 次返 1 AP——对价减免,
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# mod_eq 闸在行 when〕同面施加)
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var dig_refund := 0
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if _fx != null:
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for h in _fx.dispatch(_ctx, "dig_paid", {"ap_cost": cost, "ap_surplus": _ap - cost}):
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if String(h.get("kind", "")) == "counter_spend":
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var extra := int(h.get("value", 1))
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if _ap >= cost + extra:
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cost += extra
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EffectEngine.counter_add(_ctx, String(h.get("counter_id", "")), 1)
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elif String(h.get("kind", "")) == "counter_add":
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var set_v = h.get("set", null)
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EffectEngine.counter_add(_ctx, String(h.get("counter_id", "")), int(h.get("value", 0)) if set_v == null else int(set_v), set_v != null)
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elif String(h.get("kind", "")) == "grant_ap":
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dig_refund += int(h.get("value", 0))
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if _ap < cost:
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_reject("resource_face")
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return false
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if dig_refund > 0:
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cost = maxi(0, cost - dig_refund) # 返还=对价减免(净费不低于 0——免费开格不产生负对价)
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return _spend_cost_and_arbitrate(cost, clears_map)
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func _spend_cost_and_arbitrate(cost: int, clears_map: bool) -> bool:
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if _ap < cost:
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_reject("resource_face")
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return false
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_ap -= cost
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if clears_map:
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# cleared 胜出(同帧仲裁 cleared > ap_exhausted);剩余 AP 当场清零作废、不进 RAP(EC7/EC10)
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_ap = 0
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_finish_round("cleared", "new_board")
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elif _ap == 0:
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# AP 归 0 瞬间轮次结束——不存在 0-AP 操作窗口
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_finish_round("ap_exhausted", "same_board")
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return true
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func _spend_and_arbitrate(action_kind: String, clears_map: bool) -> bool:
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var cost := _cost(action_kind)
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if _ap < cost:
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_reject("resource_face")
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return false
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_ap -= cost
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if clears_map:
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# cleared 胜出(同帧仲裁 cleared > ap_exhausted);剩余 AP 当场清零作废、不进 RAP(EC7/EC10)
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_ap = 0
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_finish_round("cleared", "new_board")
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elif _ap == 0:
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# AP 归 0 瞬间轮次结束——不存在 0-AP 操作窗口
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_finish_round("ap_exhausted", "same_board")
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return true
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# 停手:剩余 AP 1:1 转存 RAP;行动经济 直发 stopped 路径 round_end(双发射源)。
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# 转蓄力层〔上限 3〕替代 RAP 转存——「不动也是行动」;cleared 分支 AP 恒清零维持作废语义。
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# 本方法只记账——剩余 AP 存 _last_stop_ap 后清零,转存决策在 round_end 发射点
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# finish_round_stop(grant_ap(mode:transfer) 订阅定夺)。
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func request_stop() -> bool:
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if _phase != Phase.ACTIVE:
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_reject("phase")
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return false
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# dig_stop 发射+施加(停手挂点〔弃图兑换〕:剩余 AP 随载荷外发,counter_add
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# value_event="ap_left" 取值面〔值=停手时刻真实余量〕;发射先于记账清零)
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if _fx != null:
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for h in _fx.dispatch(_ctx, "dig_stop", {"ap_left": _ap}):
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if String(h.get("kind", "")) == "counter_add":
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var val := int(h.get("value", 0))
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if String(h.get("value_event", "")) == "ap_left":
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val = _ap
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EffectEngine.counter_add(_ctx, String(h.get("counter_id", "")), val, h.has("set"))
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_last_stop_ap = _ap
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_ap = 0
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_finish_round("stopped", "same_board")
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round_end_stopped.emit({"path_tag": "stopped", "continuation_hint": "same_board"})
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return true
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# 储备池注入(储备金袋凭证:战首 RAP +N,节点级一次性;任意相位受理=战首注入时 Idle/Active 均合法)
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func grant_reserve_ap(n: int) -> void:
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_rap += maxi(0, n)
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# 轮末停手转存决策(round_end 发射点调用——编排器授予段尾):transfer=true=剩余 AP 转蓄力层
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# (上限 CHARGE_LAYER_CAP,整备军备面);false=按转存率转存 RAP(transfer_pct 百分比口径缺省 100=1:1;
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# 储备罐 rap_transfer_mult magnitude 125=1.25:1,整数除法向下取整=每 4 AP 多转 1)。
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# 非停手轮(cleared/耗尽)_last_stop_ap=0 两分支均零操作。转蓄后达上限的沿发 charge_full(R6 框架先行——现无订阅者)。
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func finish_round_stop(transfer: bool, transfer_pct: int = 100) -> void:
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if transfer:
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var prev_layers := _charge_layers
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_charge_layers = mini(CHARGE_LAYER_CAP, _charge_layers + _last_stop_ap)
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if _fx != null and _charge_layers >= CHARGE_LAYER_CAP and prev_layers < CHARGE_LAYER_CAP:
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_fx.dispatch(_ctx, "charge_full", {"layers": _charge_layers})
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else:
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_rap += _last_stop_ap * maxi(1, transfer_pct) / 100
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_last_stop_ap = 0
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# 轮内刷新:唯一入口 =
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# Active 相位——仅扣 RAP,相位与 AP 均不动。刷新不打断轮次、不触发结算;换图编排归 战斗结算
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# (retire + install 立即执行,玩家同轮继续挖新图)。决策主体 = 玩家(经 HUD框架发起)纪律不变。
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func request_refresh() -> bool:
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if _phase != Phase.ACTIVE:
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_reject("phase")
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return false
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if _rap < db.action_economy.rap_refresh_cost:
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return false # EC13 资源不足拒绝——合法相位内资源拒绝,非编排错误
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_rap -= db.action_economy.rap_refresh_cost
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return true
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# 战斗结算 回发:结算完成(仅记录编排意图;phase 停留 Waiting——AC-14 门不被绕过)
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func notify_settlement_done(next_round_mode: String) -> bool:
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if _phase != Phase.WAITING:
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_reject("phase")
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return false
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_settlement_consumed = true
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_next_round_mode = next_round_mode
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return true
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# 下轮行动点修正排队:action 型正负行结算期调用,同轮多次授予累加;
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# 相位无关(授予发生在结算段,此时本类可能处于 ACTIVE/WAITING 任一相位)
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# 第 9 API(registry 行动经济×① 接口漂移预授权):ap_grant 道具的
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# 当轮行动点加量(GDD「加行动点效果给当轮」——区别于 queue_ap_delta 的下轮排队语义)。Active 受理、
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# 无上限域、零随机;使用道具本身零扣费(成本在获取时已付——捡道具格不出战斗奖励)。
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func grant_ap(amount: int) -> bool:
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if amount <= 0 or _phase != Phase.ACTIVE:
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_reject("grant_ap")
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return false
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_ap += amount
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return true
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func queue_ap_delta(delta: int) -> void:
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_pending_ap_delta += delta
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func pending_ap_delta() -> int:
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return _pending_ap_delta
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func notify_round_start() -> bool:
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if _phase == Phase.IDLE:
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pass # 战斗首轮唯一出口
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elif _phase == Phase.WAITING and _settlement_consumed:
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pass
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else:
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_reject("phase")
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return false
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_ap = maxi(0, db.action_economy.ap_per_round + _pending_ap_delta) # 每轮基线 + 排队修正(下限 0)
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_pending_ap_delta = 0
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_phase = Phase.ACTIVE
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_settlement_consumed = false
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return true
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func notify_combat_end() -> bool:
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if _phase != Phase.WAITING:
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_reject("phase")
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return false
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_phase = Phase.IDLE
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_rap = 0 # RAP 战斗域清零(HUD框架可见反馈义务)
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_ap = 0
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return true
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func _finish_round(path_tag: String, continuation_hint: String) -> void:
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# 实现层断言兜底(行动经济 轮次结束仲裁表):耗尽轮剩余恒为 0;清图轮剩余已当场清零(不进储备池)。
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# 两断言守在唯一仲裁出口,未来若在扣费与仲裁之间挪动 AP 写入在此红灯。
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assert(path_tag != "ap_exhausted" or _ap == 0, "耗尽轮剩余行动点恒为 0(实现层断言兜底)")
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assert(path_tag != "cleared" or _ap == 0, "清图轮剩余行动点当场清零(不进储备池)")
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_last_round_end = {"path_tag": path_tag, "continuation_hint": continuation_hint}
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_ap_exhausted_last = path_tag == "ap_exhausted" # 一滴不剩 when 面(轮始发射读数)
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_phase = Phase.WAITING
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# 上轮 AP 是否耗尽(round_start 发射 payload 读数面;轮始兑现后保持到本轮末)
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func ap_exhausted_last_round() -> bool:
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return _ap_exhausted_last
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func _reject(source: String) -> void:
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if source == "phase":
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push_warning("[行动经济] 动作被拒(%s 相位守卫/资源)" % source)
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else:
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push_warning("[行动经济] 资源不足拒绝")
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