Files
gplan-2/game/core/settlement/grant_segment.gd
T
DKChan 139cef098e 卡①T5(拆件批wr6/V13): damage_controller 拆分+参数束——open_ticket 12参→(kind,source_class,display,spec)四参 spec 束(必载 channel/base_value/target_rule/ri 缺载 assert;可选 origin_cell/attack_type/rider/highlight/context 缺省同原签名;返回单据字典九栏目+requires/source_unit 逐字不变=契约8);类变量 19→15(dig_streak/charge_layers/rider_tier_bonus/rider_tier_crit→inject 束;fx_reveal_request/fx_ac_request→fx_calls 束 {reveal,ac});函数级拆分=_hero_attack_ctx→_ctx_rewrites(按序改写族四拍+armor_roll 发射+clamp_check 唯一发射点)+_ctx_clamp_delta(克制点数+订阅改写,消费同批命中禁重复发射);_hero_attack_redeem→_kill_overflow(kill 发射+贯穿弹射);_resolve_enemy_skill→_enemy_roll(掷点/折扣/克制/池乘/下限)+_enemy_shield_apply(damage_taken 施加面 {total,shield} 穿线,发射位留主函数保减伤落快照先后序)。调用点 30 处全改 spec 形(core 14=reward_grant 3+grant_segment 7+combat_segment 3+控制器内部 overflow 1;damage_controller_test 15;system_contracts_test 1)+inject/fx_calls 注入点改键(combat_segment :34/:37/:62、begin_battle :341-347)。验收:gdstyle 基线外 0 NEW(damage_controller 9 条存量键全清:branches/length/locals×3/class-vars 19→15/params 12→4)+ unit/integration 62 套件 1698 PASS 零 SCRIPT ERROR(〔dc1〕damage_controller 44 检查全绿含 A/B 模式/死亡作废/requires 门/flush_submit/AC 合流/池乘区;〔dc2〕system_contracts 九栏目契约绿;〔dc3〕round_flow/seal_polarity/level_shop 全绿)+ system_test 70 项 0 失败三闸过〔拆件批 V13〕
2026-10-27 07:52:02 +08:00

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class_name GrantSegment
extends RefCounted
# ① 授予段 Segment(P1-1 结算巨函数拆段;段边界=审计五段〔裁点③甲〕)。
# 职责:结算队列(开格/封印判定/清图)→ 极性路由逐批兑付 + 封印判/军规开单 + round_end 施加 +
# 转存收口 + 揭示兑付 + 段界结账。行发射/开单单点归宿主(oc)——兑付管线归 RewardGrant、
# 效果施加归 BattleFxHost(段持三引用直调,零转发壳)——
# 本段只搬运时序,零算法改动(🔴 零行为变更契约:同种子完整局输出逐位一致)。
# run 编排骨架+批私有族(_reveal_batch/_terrain_batch/_seal_batch/_round_end_apply,段内施加面
# 再拆 _reveal_safe_apply/_reveal_mine_apply/_terrain_damage_reduce/_seal_hit_effects 等单面函数);
# kind 分派单点化(P1-1 同批):counter_add 五位三行组 / grant_material 三位兑付块
# 收 _apply_counter_hit / _apply_material_hit 两助手(分支本体逐字保留在助手内)。
var oc: BattleOrchestrator # 宿主(类型标注=段内 := 推断前提;循环类名引用 Godot 4 全局类安全)
var fx_host: BattleFxHost # 效果引擎宿主件(fx 发射/施加/揭示队列/计数器桶)
var reward_grant: RewardGrant # 奖励授予件(极性路由/行应用/提交面/清图奖励/escrow)
func _init(host, fx_host_ref: BattleFxHost, reward_grant_ref: RewardGrant) -> void:
oc = host
fx_host = fx_host_ref
reward_grant = reward_grant_ref
func run(ri: int) -> void:
# ① 授予段:结算队列(开格/封印判定/清图)→ 极性路由逐批兑付(伤害形态单据暂存——见 submit 案C 闸)。
# 判定基线 = 轮末在场封印(发射面已过滤——被挖开的封印已随挖掘擦除零兑付;
# 开格事实不可撤)。
reward_grant.defer["on"] = true # 案C:授予段伤害单据只暂存不结账(兑付时点=战斗段末)
_reveal_batch(ri)
_terrain_batch(ri)
_seal_batch(ri)
_round_end_apply(ri)
# 开格/踩雷兑付批(轮 facts_reveals 资源事件序:safe 正向乘区兑付 / mine_hit 减半负向兑付)
func _reveal_batch(ri: int) -> void:
for evt in oc._facts_reveals:
if not bool(evt.get("resource", false)):
continue # 封锁格(initial 通道)恒无资源——不入账(战斗结算 义务②)
var snap = evt.get("reward_snapshot")
if not (snap is Dictionary):
continue
if evt.kind == "safe":
_reveal_safe(evt, snap, ri)
elif evt.kind == "mine":
_reveal_mine(evt, snap, ri)
# safe 事件兑付(封印不可逆四情况④:插安全格再挖开 = 零惩罚零奖励——正向兑付作废〔归因行在案〕;
# 标空判定已随封印擦除自然缺席——被挖的封印不在轮末在场基线。dig_reveal 发射+施加序:
# 乘区收集 → 正向兑付 → 施加面〔计数器/揭示入队/追加产出/奥术矢〕。
# payload 携 is_edge_cell〔边陲矿工〕/is_blank_zero〔跳格采掘〕/
# new_resource_type〔地质学家——快照 cell_type 首见判定,见后集登记〕)
func _reveal_safe(evt: Dictionary, snap: Dictionary, ri: int) -> void:
if bool(evt.get("dug_under_seal", false)):
oc._emit_row({"type": "reward_ineffective", "source_class": "safe_cell", "origin_cell": evt.cell}, ri, "奖励作废(封印格直接挖开——零惩罚零奖励)", 0, {})
return
var board_b: BoardData = oc.minesweeper.current_board()
var ctype := String(snap.get("cell_type", ""))
var is_new_type := ctype != "" and not fx_host._fx_new_resource_types.has(ctype)
if is_new_type:
fx_host._fx_new_resource_types[ctype] = true
var dr_hits := fx_host.fx_emit("dig_reveal", {"cell": evt.cell, "round": ri,
"is_first_dig_of_battle": not oc._feat_first_dig_used,
"terrain_kind": oc._harmful_variants(evt.get("variant_ids", []) as Array),
"is_edge_cell": evt.cell.x == 0 or evt.cell.y == 0
or evt.cell.x == board_b.width - 1 or evt.cell.y == board_b.height - 1,
"is_blank_zero": board_b.digit_of(evt.cell) == 0,
"new_resource_type": is_new_type})
var pos_m := 0
var neg_m := 0
for h in dr_hits:
if String(h.get("kind", "")) != "yield_mult":
continue
pos_m += int(h.get("mult", 0))
neg_m += int(h.get("cost_mult", 0))
reward_grant.grant_routed(oc._feat_yield_adjust(snap, true, pos_m, neg_m), "positive", {"source_class": "safe_cell", "cell": evt.cell, "ri": ri})
_reveal_safe_apply(dr_hits, evt, ri)
# dig_reveal 施加面(序=计数器〔连击计数——乘区收集后执行=本格兑付用旧值〕→ 揭示入队〔地质学家/
# 跳格采掘 reveal_tiles 订阅面,授予段末统一掷格兑付〕→ 追加产出〔深挖钻头 v2 双份制:grant_material
# 命中=配额内追加第二份〕→ 奥术矢〔魔能共鸣——每战首次开安全格追加魔法矢;任意真族单次生效〕)
func _reveal_safe_apply(dr_hits: Array, evt: Dictionary, ri: int) -> void:
for h in dr_hits:
if String(h.get("kind", "")) == "counter_add":
_apply_counter_hit(h)
if not oc._hits_of(dr_hits, "reveal_tiles").is_empty():
fx_host.enqueue_reveal()
for h in dr_hits:
if String(h.get("kind", "")) == "grant_material":
_apply_material_hit(h, evt.cell, ri)
var spell_hits: Array[Variant] = oc._hits_of(dr_hits, "spawn_spell")
if not spell_hits.is_empty() and not oc._feat_first_dig_used:
oc._feat_first_dig_used = true
var spell_t := oc._damage.open_ticket(DamageController.KIND_BOARD_TYPED, "feat_first_dig_spell", "奥术矢",
{"channel": "board", "base_value": int((spell_hits[0] as Dictionary).get("value", 0)),
"target_rule": DamageController.TARGET_FRONT_ALIVE, "ri": ri, "origin_cell": evt.cell, "attack_type": "magic"})
reward_grant.submit(spell_t, false)
# mine 事件兑付(封印不可逆四情况②:插危险格再挖开 = 只受挖雷一层惩罚——mine_hit 照常兑付惊动巢穴,
# 标中不发〔封印已随挖掘擦除、不入轮末判定基线〕。mine_hit 发射+施加序:施加面收集 → 减伤落快照 →
# 计数器 → 揭示入队 → 负向兑付〔带减半系数〕→ 反打开单)
func _reveal_mine(evt: Dictionary, snap: Dictionary, ri: int) -> void:
var mine_power := int(snap.get("power", 0))
var mh_hits := fx_host.fx_emit("mine_hit", {"cell": evt.cell, "round": ri,
"damage": mine_power, "dug_under_seal": bool(evt.get("dug_under_seal", false)),
"hp_ratio": int(round(100.0 * float(int(oc._enemy_system.hero_unit().get("hp", 0))) / float(maxi(1, int(oc._enemy_system.hero_unit().get("max_hp", 1))))))})
var applied := _reveal_mine_apply(mh_hits, snap, evt.cell, ri)
if int(applied["mine_reduce"]) > 0:
snap["power"] = maxi(0, mine_power - int(applied["mine_reduce"])) # 减伤落快照(负向兑付按减后值——安全帽每层减 1)
for h in mh_hits:
if String(h.get("kind", "")) == "counter_add":
_apply_counter_hit(h)
if not oc._hits_of(mh_hits, "reveal_tiles").is_empty():
fx_host.enqueue_reveal() # 见血开窍——每颗雷一次揭示(授予段末统一兑付)
reward_grant.grant_routed(oc._feat_yield_adjust(snap, false, 0, 0), "negative", {"source_class": "mine_hit", "cell": evt.cell, "ri": ri, "halve_pct": int(applied["halve_pct"])})
for h in mh_hits:
if String(h.get("kind", "")) == "open_ticket" and String(h.get("channel", "")) == "reflect":
var nct := oc._damage.open_ticket(DamageController.KIND_BOARD_BLAST, "attune_nest_counter", "惊巢反制·反弹",
{"channel": "board", "base_value": int(h.get("value", 0)), "target_rule": DamageController.TARGET_ALL_ALIVE,
"ri": ri, "origin_cell": evt.cell})
reward_grant.submit(nct, false)
# mine_hit 施加面(damage_reduce〔安全帽耗层减伤——value_counter 层值一次清零/背水——定值减免〕/
# heal〔血蜜〕/ bonus_delta〔血税——fx 件四轴累积〕/ blast_scaled〔陷阱爆发——雷伤×倍率全体敌,案C 暂存〕/
# damage_mult 减半系数收集;返回 {halve_pct, mine_reduce} 交兑付与快照减伤消费)
func _reveal_mine_apply(mh_hits: Array, snap: Dictionary, cell: Vector2i, ri: int) -> Dictionary:
var halve_pct := 0
var mine_reduce := 0
for h in mh_hits:
match String(h.get("kind", "")):
"damage_mult":
halve_pct += int(h.get("value", 0))
"damage_reduce":
if h.has("value_counter") and String(h.get("value_counter", "")) != "":
mine_reduce += EffectEngine.counter(fx_host.counters_ctx, String(h.get("value_counter", ""))) # 安全帽——层值减免
else:
mine_reduce += int(h.get("value", 0)) # 背水——定值减免
"heal":
var hu_heal: Dictionary[Variant, Variant] = oc._enemy_system.hero_unit()
hu_heal["hp"] = mini(int(hu_heal.get("hp", 0)) + int(h.get("value", 0)), maxi(1, int(hu_heal.get("max_hp", 1))))
"bonus_delta":
var axis := String(h.get("axis", ""))
if fx_host._fx_bonus_delta.has(axis):
fx_host._fx_bonus_delta[axis] += int(h.get("delta", 0))
"blast_scaled":
var blast_v := maxi(int(oc.db.settlement.damage_roll.damage_floor), int(float(int(snap.get("power", 0))) * float(h.get("mult", 1))))
var bs_t := oc._damage.open_ticket(DamageController.KIND_BOARD_BLAST, "feat_blast_scaled", "陷阱爆发",
{"channel": "board", "base_value": blast_v, "target_rule": DamageController.TARGET_ALL_ALIVE,
"ri": ri, "origin_cell": cell})
reward_grant.submit(bs_t, false)
return {"halve_pct": halve_pct, "mine_reduce": mine_reduce}
# 地形变异 兑付批(授予段尾——触发枚举 on_open:挖开即伤、chain 通道同口径;伤害单据案C 暂存到
# 战斗段末兑付〔案C〕;信息型 hide_number 不进结算——呈现层读取,见 board_view 数字遮蔽;
# 危险格恒无变异——布置段排除,双层叠罚不存在;封印格直挖照吃变异伤害——地形后果同 mine_hit 口径,
# 非奖励不作废;吞噬流资源兑付〔荆棘编织/地脉补偿〕中伤害形态行同样经案C闸暂存,非伤害形态照常当场)
func _terrain_batch(ri: int) -> void:
for evt in oc._facts_reveals:
var vids: Array[Variant] = evt.get("variant_ids", [])
for vid in vids:
var vrow: Dictionary[Variant, Variant] = oc.db.variation.row_by_id(String(vid))
if String(vrow.get("effect", "")) != "flat_damage":
continue # 触发词表按 effect 路由:flat_damage=on_open 兑现;hide_number/on_open 外组合 = 数据行新词表未接线(显式忽略面)
# 地形变异伤害单据——无类型必中,下限保底在控制器管线内
# damage_taken 发射在单据开立前:damage_reduce〔背水——hp_ratio when
# 面〕先收集再按减后值开单;counter_add〔保险丝/石肤〕+ ac_bonus〔石肤〕照常施加;
# grant_material〔荆棘/地脉〕移到单据提交后(兑付值序一致——收益不因减伤变化)
var dt_amount := int(vrow.get("effect_value", 0))
var dt_hits := fx_host.fx_emit("damage_taken", {"kind": "terrain", "amount": dt_amount,
"source": String(vid), "cell": evt.cell, "round": ri, "terrain_kind": String(vid),
"hp_ratio": int(round(100.0 * float(int(oc._enemy_system.hero_unit().get("hp", 0))) / float(maxi(1, int(oc._enemy_system.hero_unit().get("max_hp", 1))))))})
dt_amount = _terrain_damage_reduce(dt_hits, dt_amount)
var vt := oc._damage.open_ticket(DamageController.KIND_BOARD_FLAT_HERO, "地形变异", String(vrow.get("display_name", vid)),
{"channel": "board", "base_value": dt_amount, "target_rule": DamageController.TARGET_HERO,
"ri": ri, "origin_cell": evt.cell, "context": {"variant_id": String(vid)}})
reward_grant.submit(vt, false)
for h in dt_hits:
if String(h.get("kind", "")) == "grant_material":
_apply_material_hit(h, evt.cell, ri)
# damage_taken 施加面(damage_reduce 减量收集〔背水——定值〕/ac_bonus〔石肤〕/counter_add〔保险丝/石肤〕;
# 返回减后 amount 交开单消费)
func _terrain_damage_reduce(dt_hits: Array, dt_amount: int) -> int:
for h in dt_hits:
match String(h.get("kind", "")):
"damage_reduce":
dt_amount = maxi(0, dt_amount - int(h.get("value", 0)))
"ac_bonus":
fx_host.apply_ac_bonus(h)
"counter_add":
_apply_counter_hit(h)
return dt_amount
# 封印判定批+战封印军规开单段(封印流:seal_judged 批后统一开单:轮末每面封印命中对最前存活敌
# 结算 board_typed 必中伤害〔复用零新配方;「封印所在巢穴敌」简化为 default_target 最前存活敌——
# 台账披露待追认〕;完美布防=本轮封印批全中(hit>0 且 miss==0)时封印伤 ×mult——全对推理奖励)。
# 伤害单据案C 暂存战斗段末兑付。
func _seal_batch(ri: int) -> void:
for evt in oc._facts_seals:
_judge_seal(evt, ri)
_seal_strike_batch(ri)
# seal_settle 发射+施加(战封印 open_ticket + 完美布防 modify_ticket 改写窗口:封印伤基值×完美倍率后
# 逐封印开单)
func _seal_strike_batch(ri: int) -> void:
var fs_hits := 0
var fs_misses := 0
for fevt in oc._facts_seals:
if bool(fevt.get("hit", false)):
fs_hits += 1
else:
fs_misses += 1
var fs_fx := fx_host.fx_emit("seal_settle", {"seals_hit_all": fs_hits > 0 and fs_misses == 0,
"seals_count": fs_hits, "round": ri})
var strike := _seal_strike_value(fs_fx, fs_hits, fs_misses)
if strike.is_empty():
return
for fevt in oc._facts_seals:
if not bool(fevt.get("hit", false)):
continue
var st_t := oc._damage.open_ticket(DamageController.KIND_BOARD_TYPED, "feat_seal_strike", "战封印军规",
{"channel": "board", "base_value": int(strike["value"]), "target_rule": DamageController.TARGET_FRONT_ALIVE,
"ri": ri, "origin_cell": fevt.cell, "attack_type": "normal"})
reward_grant.submit(st_t, false)
# 战封印军规基值决议(attack 通道 open_ticket 首命中取基值;seal_mult modify_ticket 连乘;
# 完美布防=miss==0 且 hit>0 时基值×倍率。空旗集=空字典〔不开单合法态〕)
func _seal_strike_value(fs_fx: Array, fs_hits: int, fs_misses: int) -> Dictionary:
var banner_hits: Array[Variant] = []
for h in fs_fx:
if String(h.get("kind", "")) == "open_ticket" and String(h.get("channel", "")) == "attack":
banner_hits.append(h)
if banner_hits.is_empty():
return {}
var strike_value := int((banner_hits[0] as Dictionary).get("value", 0))
var seal_mult := 1
for h in fs_fx:
if String(h.get("kind", "")) == "modify_ticket" and String(h.get("mode", "")) == "seal_mult":
seal_mult *= maxi(1, int(h.get("value", 1)))
if fs_misses == 0 and fs_hits > 0 and seal_mult > 1:
strike_value *= seal_mult # 完美布防:同轮全中封印伤倍增(全对推理奖励)
return {"value": strike_value}
# round_end 发射+施加(每轮结算收口:熔火之躯反打单开立〔open_ticket 即时执行〕+积层清零〔counter_add
# set〕;整备转蓄力由 finish_round_stop 承载——停手侧 AP 已在 request_stop 记账,转存决策=grant_ap
# (mode:transfer) 订阅定夺,无订阅走 RAP 转存缺省)+施加面:grant_gp〔爆破会计/收盘——escrow 战斗域
# 缓冲,随 gp_dropped 上抛〕/grant_ap mode:queue〔封印回响——返 1 AP 下轮,queue_ap_delta 通道与轮始
# 加成同面〕+段界收口(转存率入参、清图奖励、揭示兑付、段界结账)
func _round_end_apply(ri: int) -> void:
var re_fx := fx_host.fx_emit("round_end", {"round": ri})
_round_end_blast_tickets(re_fx, ri)
for h in re_fx:
if String(h.get("kind", "")) == "counter_add":
_apply_counter_hit(h)
for h in re_fx:
if String(h.get("kind", "")) == "grant_gp":
reward_grant.escrow += int(h.get("value", 0))
oc._emit_row({"type": "effect", "source_class": "fx_grant_gp", "origin_cell": Vector2i(-1, -1)}, ri, "专长·GP 入账 +%d" % int(h.get("value", 0)), int(h.get("value", 0)), {"effect_id": "fx_grant_gp", "escrow": reward_grant.escrow})
elif String(h.get("kind", "")) == "grant_ap" and String(h.get("mode", "")) == "queue":
oc.action_economy.queue_ap_delta(int(h.get("value", 0)))
# 转存率入参(储备罐 rap_transfer_mult magnitude=目标转存率百分比 125=1.25:1;未装配=100 与 1:1 逐位一致)
var rap_pct: int = oc.attune_param_sum("rap_transfer_mult")
oc.action_economy.finish_round_stop(fx_host.engine.has_effect_on("round_end", "grant_ap", "transfer"),
rap_pct if rap_pct > 0 else 100)
if oc._facts_path == "cleared":
reward_grant.grant_clear_reward(ri, oc._board_from_midround_refresh, oc.perfect_sweep_earned())
fx_host.flush_pending_reveals(ri) # 揭示效果兑付(授予段末统一掷格,防轮 facts 迭代重入)
oc._damage.flush() # 授予段界结账(案C 后本段伤害单据全数暂存,此处对空队 no-op——保留作防御性段界)
# round_end blast 通道反打单(per-counter 积层读数×value=反打总量;source_class 用中性名,
# per-counter 反打通道保留泛用面;案C 暂存战斗段末兑付)
func _round_end_blast_tickets(re_fx: Array, ri: int) -> void:
for h in re_fx:
if String(h.get("kind", "")) == "open_ticket" and String(h.get("channel", "")) == "blast":
var mg_layers := EffectEngine.counter(fx_host.counters_ctx, String(h.get("per", "")))
var mg_total := int(h.get("value", 0)) * mg_layers
if mg_total > 0:
var mg_t := oc._damage.open_ticket(DamageController.KIND_BOARD_BLAST, "fx_blast_counter",
"积层反噬 ×%d" % mg_layers,
{"channel": "board", "base_value": mg_total, "target_rule": DamageController.TARGET_ALL_ALIVE,
"ri": ri, "origin_cell": oc.minesweeper.hero_pos()})
reward_grant.submit(mg_t, false)
# 封印判定(封印流本体;唯一调用面=本段 _seal_batch 的 facts_seals 循环——命中/未中两分)
func _judge_seal(evt: Dictionary, ri: int) -> void:
if evt.hit:
_judge_seal_hit(evt, ri)
else:
_judge_seal_miss(evt, ri)
# 封印命中(资格以危险格实例为键去重——排雷玩法 诚实重复上报的对侧;seal_hit 发射序:
# 殉爆票据 → 施加面 → 雷区图谱额外兑付 → 基线正向兑付)
func _judge_seal_hit(evt: Dictionary, ri: int) -> void:
var cell: Vector2i = evt.cell
if oc._seal_consumed.has(cell):
return # 去重跳过;零明细行
oc._seal_consumed[cell] = true
oc._perfect_hit_true += 1
var fh_hits := fx_host.fx_emit("seal_hit", {"cell": cell, "round": ri,
"terrain_kind": oc._harmful_adjacent(cell)})
_seal_burst_tickets(fh_hits, cell, ri)
_seal_hit_effects(fh_hits, cell, ri)
# 雷区图谱(封印流——标中雷额外获得一份格面资源:封印开始产出对标开格;
# 复用 grant 单点,额外兑付走同一 grant_routed 正向路由)
for h in fh_hits:
if String(h.get("kind", "")) == "grant_material":
_apply_material_hit(h, cell, ri, "seal_hit")
var snap = oc._reward_economy.grant(cell)
if not (snap is Dictionary):
return
reward_grant.grant_routed(snap, "positive", {"source_class": "seal_hit", "cell": cell, "ri": ri, "highlight": "seal_hit"})
# 标中殉爆票据(行 triggers open_ticket channel blast value_from magnitude——每标中一面封印全体存活敌
# 吃 N 群伤,无类型走 blast 通道;封印爆裂〔专长〕同面消费)
func _seal_burst_tickets(fh_hits: Array, cell: Vector2i, ri: int) -> void:
for h in oc._hits_of(fh_hits, "open_ticket"):
if String(h.get("channel", "")) != "blast":
continue
var fbt := oc._damage.open_ticket(DamageController.KIND_BOARD_BLAST, "feat_seal_burst", "封印爆裂",
{"channel": "board", "base_value": int(h.get("value", 0)), "target_rule": DamageController.TARGET_ALL_ALIVE,
"ri": ri, "origin_cell": cell, "highlight": "highlight"})
reward_grant.submit(fbt, false)
# 标中施加面:counter_add〔血税 标中+1 攻——bonus_delta atk 轴〕/
# ac_bonus〔封印桩 本轮 AC+N〕/ bonus_delta〔血税——fx 件四轴累积〕/
# remove_mines〔封印匠 每第 3 次该危险格中立移除——mod_eq 闸在行 when〕/
# preview_area〔示警烟火 3×3 资源类型预告〕
func _seal_hit_effects(fh_hits: Array, cell: Vector2i, ri: int) -> void:
for h in fh_hits:
match String(h.get("kind", "")):
"counter_add":
_apply_counter_hit(h)
"ac_bonus":
fx_host.apply_ac_bonus(h)
"bonus_delta":
var axis_f := String(h.get("axis", ""))
if fx_host._fx_bonus_delta.has(axis_f):
fx_host._fx_bonus_delta[axis_f] += int(h.get("delta", 0))
"remove_mines":
var removed: Array[Variant] = oc.minesweeper.remove_mines_in([cell])
if not removed.is_empty():
oc._emit_row({"type": "extended", "source_class": "fx_seal_smith", "origin_cell": cell}, ri, "封印匠·危险格中立移除", 0, {"effect_id": "mine_neutralized"})
"preview_area":
_seal_preview_area(cell, ri)
# 示警烟火施加面(3×3 邻格资源类型预告——类型去重集入 overlay;信息呈现零回写)
func _seal_preview_area(cell: Vector2i, ri: int) -> void:
var board_p: BoardData = oc.minesweeper.current_board()
var types: Array[Variant] = []
for n in board_p.neighbors8(cell):
var n_snap = oc._reward_economy.query_full_snapshot(n)
if n_snap is Dictionary and not types.has(String((n_snap as Dictionary).get("cell_type", ""))):
types.append(String((n_snap as Dictionary).get("cell_type", "")))
if oc.treasure_inventory != null and not types.is_empty():
oc.treasure_inventory.apply_overlay("reward_preview", board_p.neighbors8(cell))
oc._emit_row({"type": "extended", "source_class": "fx_warning_beacon", "origin_cell": cell}, ri, "示警烟火·周围资源类型", 0, {"effect_id": "fx_preview_area", "types": types})
# 封印未中(每格实例一次去重——归因行与负向兑付同键,防逐轮惩罚轰炸;seal_missed 发射序:
# grant_ap mode:queue 下一轮兑现 / forgive_seal_miss 完美保险豁免 → 归因行 → 负向兑付)
func _judge_seal_miss(evt: Dictionary, ri: int) -> void:
var cell: Vector2i = evt.cell
oc._perfect_hit_false += 1
if oc._seal_miss_seen.has(cell):
return # 每格实例一次去重
oc._seal_miss_seen[cell] = true
# 危险直觉·守挂点(seal_missed 发射:契约 12 触发主语=「当回合发生的标错
# 动作」——去重闸=新旧标错判别器〔后续轮重判旧封印被闸挡回零触发〕;双条件②「结算时封印仍在
# 场」由发射面既有过滤承载〔被挖开的封印已随挖掘擦除零兑付〕;grant_ap mode:queue 下一轮
# 开轮兑现——末轮判出无下一轮=合法作废自动成立〔编排器每战新建,队列不跨战〕;限次=合成行
# adventure 域计数器闸)
for h in fx_host.fx_emit("seal_missed", {"cell": cell, "round": ri}):
if String(h.get("kind", "")) == "grant_ap" and String(h.get("mode", "")) == "queue":
oc.action_economy.queue_ap_delta(int(h.get("value", 0)))
elif String(h.get("kind", "")) == "forgive_seal_miss":
# 完美保险(订阅式豁免:本战首次标错计一次豁免,只累加自有账
# _perfect_forgiven,绝不回写 _perfect_hit_false=契约 2 计数纯净;发射时机与消费点零改动=契约 3)
oc._perfect_forgiven += 1
_apply_counter_hit(h) # 豁免同时记账(insurance_used battle 域——下次标错 when lt 1 不再命中)
oc._emit_row({"type": "extended", "source_class": "seal_miss", "origin_cell": cell}, ri, "完美保险·标错豁免", 0,
{"effect_id": "insurance_used", "forgiven": oc._perfect_forgiven})
var hl := "perfect_broken" if oc._perfect_hit_false - oc._perfect_forgiven == 1 else ""
oc._emit_row({"type": "seal_miss", "source_class": "seal_miss", "origin_cell": cell, "highlight": hl}, ri, "封印未中", 0, {})
var snap = oc._reward_economy.grant(cell)
if not (snap is Dictionary):
return
reward_grant.grant_routed(snap, "negative", {"source_class": "seal_miss", "cell": cell, "ri": ri})
# counter_add 三行组单点(五位分支本体逐字收拢——kind 分派随段归位 P1-1)
func _apply_counter_hit(h: Dictionary) -> void:
var set_v = h.get("set", null)
EffectEngine.counter_add(fx_host.counters_ctx, String(h.get("counter_id", "")), int(h.get("value", 0)) if set_v == null else int(set_v), set_v != null)
# grant_material 兑付块单点(三位分支本体逐字收拢——source_class 两态 safe_cell/seal_hit 由参承载)
func _apply_material_hit(h: Dictionary, cell: Vector2i, ri: int, source_class: String = "safe_cell") -> void:
var g_snap = oc._reward_economy.grant(cell)
if g_snap is Dictionary:
reward_grant.grant_routed(g_snap, "positive", {"source_class": source_class, "cell": cell, "ri": ri, "label_suffix": String(h.get("label", ""))})