P1-1 结算巨函数拆段(裁点③甲 审计五段): - game/core/settlement/ 五段类: GrantSegment(授予段体+旗判随段迁入+counter_add 五位/ grant_material 三位分支单点化)/AuraSegment/CombatSegment(原 _combat_segment 体)/ DecaySegment/VerdictSegment(返回裁定,终局早退语义留宿主) - 编排器 1725→1325 行退为段序编排+行发射/开单原语单点;_judge_flag/_combat_segment 旧实现同批删除;smoke 白盒 rig 随段迁址(orch._grant_seg._judge_flag) 姊妹病灶(同批): - damage_controller _resolve_hero_attack 148 行拆四步: _hero_attack_ctx(命中面/按序改写 族四拍)→_hero_attack_base_value(加法族/计数器施加/倍乘)→_hero_attack_redeem(掷点/池乘/ rider/落地/击杀)→_hero_attack_deliver(状态/交付行);ctx/redemption 字典穿线算序逐字保留 验收: - V4 settle_segments_test 16 断言进 run_all(25→26 套) - 逐位一致对拍三变体全同(RUNSUM+JSONL 双面零漂移);冒烟 1077/0+run_all 26 套 +probe click+render golden 0.00%
17 lines
658 B
GDScript
17 lines
658 B
GDScript
class_name DecaySegment
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extends RefCounted
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# ④ 衰减段 Segment(迭代 27 T2——P1-1 结算巨函数拆段;段边界=审计五段〔裁点③甲〕)。
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# 职责:状态衰减恰一次恒执行含末轮——先兑付后衰减。行发射归宿主编排器(oc)——
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# 零算法改动(🔴 零行为变更契约)。
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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) 宿主
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func _init(host) -> void:
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oc = host
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func run(ri: int) -> void:
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var k: int = oc._status_effects.decay_round()
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oc._emit_row("decay", "", Vector2i(-1, -1), ri, "状态衰减", k, {}, "")
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