410 lines
17 KiB
GDScript
410 lines
17 KiB
GDScript
# VERTICAL SLICE - NOT FOR PRODUCTION
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# Validation Question: 钥石能否在营地换成永久强化并在下一局开局生效——冒险收束入账(大奖励 + Boss
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# 首杀/重复杀两档)、营地消费、注入计算的跨局账本能否在零 UI 下独立成立(元进度 GDD 验收标准)
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# Date: 2026-09-21(元进度实现批——设计权威 design/gdd/systems/冒险循环/元进度.md 定稿 v1.2)
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# 元进度账本服务(Core 层零 UI、纯被动服务——同 StatusContainer 先例:零信号零外发,读存档算账)。
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# 职责三件:① 属性锻造定价与购买(几何递增——tier 级价格 = 迭代 floor(p × ratio/100),tier 0 =
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# base_price,floor 单一取整对齐 round_direction 纪律);② 道具工坊解锁(渠道由 meta.tres channel
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# 字段声明、判定量换算单点 _workshop_progress——2026-09-21 用户拍板可替换轴;首版 = 总通关次数,
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# 钥石直购价随定价批后补最终双渠道;六件局内效果归 Alpha 魔法道具重设计批,本类只有解锁状态);
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# ③ 冒险收束入账(Boss 两档 = 表值 first_kill/repeat_kill,首杀标记读存档判first;调 SaveManager
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# apply_adventure_summary 入账并附 boss_drops 副本——复盘可归因,验收 5)。
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# 注入面:hero_override() = 三档 forge flat(全零 = 白板合法态;override 不写表——表运行期只读,
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# 消费方 AdventureRunner/LevelRunner 经冒险开始参数面显式传参)。
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# 纪律:数值零字面量——价格/档位/阈值/两档金额只读 db.meta_* 访问器;存档只经 SaveManager 访问器,
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# 禁读内部结构;行集解析禁自扫表(一律走 ConfigDB 访问器)。
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class_name MetaProgression
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extends RefCounted
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var db: ConfigDb
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var save: SaveManager
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func _init(db_ref: ConfigDb, save_ref: SaveManager) -> void:
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db = db_ref
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save = save_ref
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func keystone_balance() -> int:
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return save.keystone_balance()
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# ---- 属性锻造(钥石直购、可重复升级——几何递增定价)----
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func forge_level(attr: String) -> int:
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return save.forge_level(attr)
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# 每级强化 flat 值 × 当前级(注入面的算料——投值语言锁定 flat 整数)
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func forge_flat(attr: String) -> int:
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return forge_level(attr) * int(db.meta_forge_row(attr).get("flat_value", 0))
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# 下一级价格:tier = 当前级,迭代 floor(p × ratio/100) 恰 tier 次(tier 0 = base_price)
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func forge_price(attr: String) -> int:
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var row: Dictionary = db.meta_forge_row(attr)
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if row.is_empty():
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return 0
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var p := int(row.get("base_price", 0))
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var ratio := int(row.get("price_ratio_pct", 100))
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for _i in forge_level(attr):
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p = int(floor(float(p) * float(ratio) / 100.0))
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return p
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# 购买:余额不足 / attr 出域 false 零副作用;成功 = 消费 + 升级 + 写盘
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func buy_forge(attr: String) -> bool:
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if db.meta_forge_row(attr).is_empty():
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return false
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if not save.spend_keystone(forge_price(attr)):
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return false
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if not save.set_forge_level(attr, forge_level(attr) + 1):
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return false
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return save.write_to_disk()
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# ---- 道具工坊(首版全走通关次数渠道——钥石直购价随定价批后补,最终双渠道并存)----
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# 解锁判定量单点(可替换轴——2026-09-21 用户拍板:解锁条件须抽象、可替换、可扩展,禁与渠道实现耦合)。
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# 契约:渠道由 meta.tres workshop_items.channel 声明(缺省 total_clears,词表 MetaTable.WORKSHOP_CHANNELS
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# 封闭);本方法是渠道 → 判定数值的唯一换算点——换/加渠道 = 词表加值 + 此处增一 match 分支,
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# 阈值比较(refresh/workshop_status)与解锁写档零改动。候选渠道(语义已预留未实现):
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# adventure_depth 最高通关深度 / keystone 钥石直购双渠道。
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func _workshop_progress(channel: String) -> int:
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match channel:
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"total_clears":
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var total := 0
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for i in db.level_count(): # 表访问收口(2026-10-02——行集直扫退役)
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total += save.clear_count(i + 1)
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return total
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_:
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return 0 # 未知渠道恒 0 = 永不解锁(fail-safe 非致命——渠道词表校验兜底,不静默误解锁)
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# 道具解锁读数访问器(组合根/呈现层解锁门控查询面——禁再穿透 meta.save 直读 save_manager)
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func is_item_unlocked(item_id: String) -> bool:
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return save.item_unlocked(item_id)
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# 工坊六行只读投影(呈现层数据源):{item_id, display_name, threshold, unlocked, progress}
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func workshop_status() -> Array:
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var out: Array[Dictionary] = []
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for row in db.meta_workshop_items():
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var iid := String(row.get("item_id", ""))
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var arow: Dictionary = db.aux_item_row(iid) # 迭代 7 T5——失义/退役状态面(呈现「能力封存/已退役」)
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out.append({
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"item_id": iid,
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"display_name": String(row.get("display_name", "")),
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"threshold": int(row.get("clear_threshold", 0)),
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"unlocked": save.item_unlocked(iid),
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"progress": _workshop_progress(String(row.get("channel", "total_clears"))),
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"deferred": bool(arow.get("deferred", false)),
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"retired": bool(arow.get("retired", false)),
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})
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return out
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# 达标未解锁 → unlock_item + 写盘;返回新解锁 item_id 列(冒险收束后与营地打开时各调一次)
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func refresh_workshop_unlocks() -> Array:
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var new_unlocks: Array[String] = []
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for row in db.meta_workshop_items():
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var iid := String(row.get("item_id", ""))
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if save.item_unlocked(iid):
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continue
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var progress := _workshop_progress(String(row.get("channel", "total_clears")))
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if progress >= int(row.get("clear_threshold", 99)):
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save.unlock_item(iid)
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new_unlocks.append(iid)
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if not new_unlocks.is_empty():
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save.write_to_disk()
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return new_unlocks
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# ---- Boss 两档与收束入账(结算屏文案数据源)----
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# 明细 {big_reward, boss_drops, total, new_unlocks};入账与标记经 save.apply_adventure_summary
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# (keystone_drops 副本随摘要入 recent_summaries)。
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# 迭代 10 奖励重构批:钥石改 Boss 逐杀掉落——掉落金额已在冒险内逐杀入账(summary.keystone_total
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# 含全部掉落;首杀/复杀裁决在 AdventureRunner._boss_keystone_drop,首杀标记仍在下方
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# apply_adventure_summary 逐通关关次置位)。本函数不再派生掉落金额,只做标记+入账+归档。
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func settle_adventure(summary: Dictionary) -> Dictionary:
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# 首次冒险布尔位置位(关卡节点图生成 v0.4——完成/失败/放弃三结局同经本收束挂点,写入只在收束)
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save.mark_first_adventure_done()
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var drops: Array = (summary.get("keystone_drops", []) as Array).duplicate(true)
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save.apply_adventure_summary(summary, drops)
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var new_unlocks := refresh_workshop_unlocks()
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save.write_to_disk()
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var total := int(summary.get("keystone_total", 0))
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return {
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"big_reward": total,
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"boss_drops": drops,
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"total": total,
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"new_unlocks": new_unlocks,
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}
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# ---- 跨局注入(冒险开始参数面——字段清单随柜台扩展,现 = 属性锻造三档+树四线之三条)----
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# 全零 = 白板合法态(无解锁不得改变任何局内规则);override 禁写表(表运行期只读)。
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# 迭代 12 T8:树四线 flat 并入(脊柱 stat+锻造脉+彩蛋——同一覆盖值通道;hit 线消费面=
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# 命中折扣档归数值批,本批不入 override 三字段通道——披露)。
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func hero_override() -> Dictionary:
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return {
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"atk": forge_flat("atk") + tree_stat_flat("atk"),
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"max_hp": forge_flat("max_hp") + tree_stat_flat("max_hp"),
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"armor_class": forge_flat("armor_class") + tree_stat_flat("armor_class"),
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}
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# ---- 天赋树段(迭代 12 T8——R1 甲融合案;设计权威 整合定稿 §1.4 一树双币三脉一脊)----
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# 全树已购总等级(row-gating 输入——「投入点数累计解锁新行」)
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func tree_spent_total() -> int:
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var total := 0
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for lvl in (save.tree_nodes() as Dictionary).values():
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total += int(lvl)
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return total
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# 节点可购校验(row-gating + 显式前置 + 币 + cap;free 节点=迁移/彩蛋不经购买)
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func tree_can_buy(node_id: String) -> bool:
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var row: Dictionary = db.tree_node(node_id)
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if row.is_empty():
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return false
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var lvl := save.tree_level(node_id)
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if lvl >= int(row.get("cap", 1)):
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return false
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var row_num := int(row.get("row", 0))
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if row_num > 0 and tree_spent_total() < db.meta_tree.row_gate(row_num):
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return false
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for req in (row.get("requires", []) as Array):
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if save.tree_level(String(req)) < 1:
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return false
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var fg := String(row.get("fork_group", ""))
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if fg != "" and save.fork_side(fg) != "":
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return false # 同组已激活一侧——互斥(切另侧走 tree_toggle_fork 免费切换)
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return true
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# 节点购买(营地树 UI 唯一写口):**单币=钥石先行**(双币铁律中 GP 需局外余额承载域——GP 冒险
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# 收束清零=局内死钱不跨局,GP 余额域缺位,脊柱 GP 节点暂走钥石消费——表 currency 字段保留语义,
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# T9/数值批补 GP 余额域后切回——台账披露待追认)。free=迁移点亮/彩蛋觉醒零币。
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func tree_buy(node_id: String) -> bool:
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var row: Dictionary = db.tree_node(node_id)
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if row.is_empty() or not tree_can_buy(node_id):
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return false
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var price := int(row.get("price", 0))
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var currency := String(row.get("currency", "gp"))
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if currency == "gp" or currency == "keystone":
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if not save.spend_keystone(price):
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return false # T8 骨架单币承载(GP 余额域缺位——披露待追认)
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save.set_tree_level(node_id, save.tree_level(node_id) + 1)
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_check_easter_egg()
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return save.write_to_disk()
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# Fork 激活/切换(营地树 UI——同组换侧零币=免费切换裁定;未激活组首次激活=消费购买面 tree_buy
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# 已购该侧后此处激活;同侧重复=零操作)
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func tree_toggle_fork(group: String, side: String) -> bool:
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if not db.meta_tree.FORK_GROUPS.has(group) or not (side == "a" or side == "b"):
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return false
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var cur := save.fork_side(group)
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if cur == side:
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return false # 同侧零操作
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if cur == "":
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return false # 未激活组走购买面(tree_buy 激活侧节点后由激活写入——见下)
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save.set_fork_side(group, side)
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return save.write_to_disk()
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# Fork 侧节点购买入口(购节点即激活该侧——组内互斥由 can_buy 拦截另侧)
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func tree_buy_fork(node_id: String) -> bool:
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var row: Dictionary = db.tree_node(node_id)
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if row.is_empty() or String(row.get("kind", "")) != "fork":
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return tree_buy(node_id)
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if not tree_can_buy(node_id):
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return false
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var price := int(row.get("price", 0))
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if not save.spend_keystone(price):
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return false
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save.set_tree_level(node_id, 1)
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save.set_fork_side(String(row.get("fork_group", "")), String(row.get("fork_side", "")))
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return save.write_to_disk()
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# 树效果投影:四线 flat 汇总 + rule 键集(激活 Fork 侧 effects 并入)
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func tree_stat_flat(key: String) -> int:
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var total := 0
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for row in db.tree_rows():
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var lvl := save.tree_level(String(row.get("node_id", "")))
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if lvl <= 0:
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continue
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total += int((row.get("effects", {}) as Dictionary).get(key, 0)) * lvl
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return total
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func tree_rule_keys() -> Array:
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var out: Array = []
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var sides: Dictionary = save.fork_sides()
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for row in db.tree_rows():
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if String(row.get("kind", "")) != "fork":
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continue
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var fg := String(row.get("fork_group", ""))
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if String(sides.get(fg, "")) != String(row.get("fork_side", "")):
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continue
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for k in (row.get("effects", {}) as Dictionary).keys():
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if not out.has(String(k)):
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out.append(String(k))
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return out
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# 营地树面投影(CampOverlay _rebuild_tree 数据源——行板只读;账面归本类、拼句归视图同款分工)
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func tree_camp_rows() -> Array:
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var out: Array = []
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for row in db.tree_rows():
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if String(row.get("kind", "")) == "fork":
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continue # Fork 行由 fork_groups 段承载
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out.append({
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"node_id": String(row.get("node_id", "")),
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"display_name": String(row.get("display_name", "")),
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"vein": String(row.get("vein", "")),
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"kind": String(row.get("kind", "")),
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"cap": int(row.get("cap", 1)),
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"level": save.tree_level(String(row.get("node_id", ""))),
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"price": int(row.get("price", 0)),
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"currency": String(row.get("currency", "gp")),
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"can_buy": tree_can_buy(String(row.get("node_id", ""))),
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})
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return out
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func tree_fork_groups() -> Array:
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var out: Array = []
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var sides: Dictionary = save.fork_sides()
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for fg in db.meta_tree.FORK_GROUPS:
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var group_rows: Array = []
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for row in db.tree_rows():
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if String(row.get("fork_group", "")) == String(fg):
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group_rows.append(row)
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if group_rows.is_empty():
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continue
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var sides_out: Array = []
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for row in group_rows:
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sides_out.append({
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"side": String(row.get("fork_side", "")),
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"node_id": String(row.get("node_id", "")),
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"display_name": String(row.get("display_name", "")),
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"owned": save.tree_level(String(row.get("node_id", ""))) > 0,
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})
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out.append({
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"group": String(fg),
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"display_name": String(group_rows[0].get("display_name", String(fg))).split("·")[0],
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"active_side": String(sides.get(String(fg), "")),
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"sides": sides_out,
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})
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return out
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# 彩蛋觉醒检查(锻造脉三节点全满→easter_ley 免费点亮——发现率监控 T10 呈报)
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func _check_easter_egg() -> void:
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var row: Dictionary = db.tree_node("easter_ley")
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if row.is_empty() or save.tree_level("easter_ley") > 0:
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return
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for req in (row.get("requires", []) as Array):
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var req_row: Dictionary = db.tree_node(String(req))
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if save.tree_level(String(req)) < int(req_row.get("cap", 1)):
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return
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save.set_tree_level("easter_ley", 1)
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# 三体系迁移(迭代 12 T9——v4→v5 旧域只读→树域点亮;幂等=重复迁移零变化):
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# forge_levels 等级→锻造脉节点树级原样映射(钥石付价不变零亏损——「宁多勿少」以零亏损满足);
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# item_unlocks 任一真→ks_workshop 点亮;同调槽位解锁态→socket 点亮(谓词表 Slots 求值≥i)。
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func migrate_tree() -> Dictionary:
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var migrated := {"forge": 0, "unlock": 0, "socket": 0}
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for pair in [["forge_atk", "atk"], ["forge_hp", "max_hp"], ["forge_ac", "armor_class"]]:
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var lvl := save.forge_level(String(pair[1]))
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if lvl > 0 and save.tree_level(String(pair[0])) < lvl:
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save.set_tree_level(String(pair[0]), lvl)
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migrated["forge"] += 1
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var any_unlock := false
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for iid in db.aux_live_ids().keys():
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if save.item_unlocked(String(iid)):
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any_unlock = true
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break
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||
if not any_unlock:
|
||
for row in db.aux_attunement_rows():
|
||
if save.item_unlocked(String(row.get("item_id", ""))):
|
||
any_unlock = true
|
||
break
|
||
if any_unlock and save.tree_level("ks_workshop") < 1:
|
||
save.set_tree_level("ks_workshop", 1)
|
||
migrated["unlock"] += 1
|
||
var slots := Attunement.slots(db, save)
|
||
for i in range(1, slots + 1):
|
||
if save.tree_level("att_socket%d" % i) < 1:
|
||
save.set_tree_level("att_socket%d" % i, 1)
|
||
migrated["socket"] += 1
|
||
save.write_to_disk()
|
||
return migrated
|
||
|
||
|
||
# ---- 同调位账本(迭代 11 第①批 T4——装配关系/同调位求值/Y 刷新升级;设计权威 proposal §2 + 任务书 P1 甲)----
|
||
|
||
# 装配切换(营地装配覆盖层唯一写口):已装 → 卸下恒可;未装 → 非同调行拒绝 + 满位禁选;
|
||
# 装配关系写存档持久(冒险中途不可换装——底稿 §8.5,本口只服务营地)。
|
||
func toggle_attunement(item_id: String) -> bool:
|
||
var equipped: Array = save.attunement_equipped()
|
||
if not equipped.has(item_id):
|
||
var arow: Dictionary = db.aux_item_row(item_id)
|
||
if arow.is_empty() or String(arow.get("form", "")) == "":
|
||
return false # 非同调行(过渡/退役行)禁装配
|
||
if equipped.size() >= Attunement.slots(db, save):
|
||
return false # 满位禁选
|
||
equipped.append(item_id)
|
||
else:
|
||
equipped.erase(item_id)
|
||
save.set_attunement_equipped(equipped)
|
||
return save.write_to_disk()
|
||
|
||
|
||
# 营地装配面投影(账面归本类、拼句归 CampOverlay——_camp_data 同款分工)
|
||
func attune_camp_status() -> Dictionary:
|
||
var equipped: Array = save.attunement_equipped()
|
||
var items: Array[Dictionary] = []
|
||
for row in db.aux_attunement_rows():
|
||
var iid := String(row.get("item_id", ""))
|
||
items.append({
|
||
"item_id": iid,
|
||
"display_name": String(row.get("display_name", "")),
|
||
"form": String(row.get("form", "")),
|
||
"equipped": equipped.has(iid),
|
||
})
|
||
var lvl := save.attune_refresh_level()
|
||
var next_row: Dictionary = db.meta_attune_refresh_row(lvl + 1)
|
||
return {
|
||
"slots": Attunement.slots(db, save),
|
||
"equipped": equipped,
|
||
"items": items,
|
||
"refresh": {
|
||
"level": lvl,
|
||
"charges": attune_refresh_charges(),
|
||
"price": int(next_row.get("keystone_cost", 0)),
|
||
"maxed": next_row.is_empty(),
|
||
},
|
||
}
|
||
|
||
|
||
# 每冒险开局刷新次数 Y(当前等级行表值;0 级 = 0 次即无刷新能力——P1 甲初始 0 同构)
|
||
func attune_refresh_charges() -> int:
|
||
return int(db.meta_attune_refresh_row(save.attune_refresh_level()).get("refresh_charges", 0))
|
||
|
||
|
||
# Y 升级购买(直购价 = 下一级行表值 keystone_cost;已满级/余额不足 false 零副作用——buy_forge 同款)
|
||
func buy_attune_refresh() -> bool:
|
||
var next_row: Dictionary = db.meta_attune_refresh_row(save.attune_refresh_level() + 1)
|
||
if next_row.is_empty():
|
||
return false
|
||
if not save.spend_keystone(int(next_row.get("keystone_cost", 0))):
|
||
return false
|
||
save.set_attune_refresh_level(save.attune_refresh_level() + 1)
|
||
return save.write_to_disk()
|