196 lines
12 KiB
GDScript
196 lines
12 KiB
GDScript
## VERTICAL SLICE - NOT FOR PRODUCTION
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## 冒险大奖励表(奇物三选一令牌池)schema:档位配额/件值/已拿上限的类型化读取(单行全局;垂直切片验证:三关连探一条命走完)。
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## kind/tier 词表封闭——断点附随件与牌库剔除态依赖,扩件走本表+registry 修订,禁调用侧私扩。
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## 档位配额总量是结构锚(validate 硬断言):改投放总量=重裁非调参;全部 knob provisional,上调须重扫关卡完成率带。
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class_name AdventureTable
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extends Resource
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## 概念指路:本表的属性值提升与资源,与 feats.tres 的专长,同属一个对象——
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## 「奇物」(一次冒险内各渠道给予玩家的增益总称)。定义见 design/gdd/systems/冒险循环/奇物.md。
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## 它们是它的分类轴上的枚举(专长 / 属性值提升 / 资源),不是三套系统;
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## 本表承载属性值提升与资源的种类配额与件值。
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## (顶层总称=奇物;属性值提升与资源是本表承载的两类。
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## 常量与字段前缀 curio_*,**尚未**换到 reward_*——见 06-待办清单。
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## 分类轴三个枚举:属性值提升〔生命上限 / AC / 攻击〕;资源〔行动点上限 /
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## 刷新次数 / GP / 回复,命名待定〕——本表两类混编;刷新次数与专长获取两项尚未入表。
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## 类内异质性:GP与回复是即时兑付,不进持有集、不持续生效。)
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## 三选一提升池 kind 词表(封闭——断点附随件与牌库剔除态依赖它;扩件走本表+registry 修订)。
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## treasure_item 不在池种内(已出池);heal 恢复件在池(v2.2 令牌池口径)。
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## 资源凭证入池五件,两件出池:
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## 同调电池整件删除(呈现层零接线、玩家无分配途径——有 API 有账本唯独没有入口);
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## 完美保险整件迁出补给类归专长(它给的是规则豁免而非可调动的余量——判据见奇物.md §1.1,
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## 落表 feats.tres 第 30 行,效果类型 forgive_seal_miss)。留任 rap 储备金袋/time_sand 时沙。
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const CURIO_KINDS: Array[String] = ["attack", "max_hp", "armor", "gp", "ap", "heal", "refresh",
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"rap", "time_sand"] # 第七类(refresh=补给类成员——作为奇物授予的三选一重抽次数,作用对象=三选一界面非角色;见 registry refresh_boundary)
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## 令牌档位词表(跨层四级稀有度框架〔01-核心循环 v1.5 档名映射:普通→普通、
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## 稀有→优秀、罕见→稀有、传说=新增头奖位〕;1 级最稀有=legendary 优先)
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const TIERS: Array[String] = ["common", "excellent", "rare", "legendary"]
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const TIER_COMMON := "common"
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const TIER_EXCELLENT := "excellent"
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const TIER_RARE := "rare"
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const TIER_LEGENDARY := "legendary"
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## 档位配额结构锚(四级 70/25/7/0=102;
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## 稀有档投放三 kind=ap 3/rap 2/时沙 2。
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## 「净删」口径=出池件配额直接归零,禁转给别件保住总量。provisional 投放
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## (「四级配额表重构」+Q3 单迭代全量),偏离 GDD 占位记录随追认单呈报;
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## validate() 硬断言;此后改总量=重裁非调参)。
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const TIER_QUOTAS := {"common": 70, "excellent": 25, "rare": 7, "legendary": 0}
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# —— 关卡完成部分回血(固定型,非末关兑付)——
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@export var clear_heal_pct: int = 20 # [0,100] knob——回复生效上限的百分比,封顶上限不回满
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# —— 三选一候选数——
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@export var curio_candidate_count: int = 3 # [1,6] knob——令牌洗牌不放回抽取张数上界
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@export var shop_refresh_free: int = 0 # [0,9] knob(MC-1 provisional——进店免费刷新次数;基础 0=Q2 裁,天赋增益位预留)
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@export var shop_refresh_cost_base: int = 20 # [1,999] knob(MC-1 provisional——GP 刷新基价)
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@export var shop_refresh_cost_curve: float = 1.8 # [1.0,4.0] knob(MC-1 provisional——按已付费刷新数幂曲线,A 链同族)
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# —— 列族三段件(K4′ 拆段——36 个列族标量槽随段件嵌套,段内槽名逐字不动;
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# 嵌套段单 .tres 保持——形态同 settlement_table 拆段既裁)——
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@export var quota_segment: AdventureQuotaSegment = AdventureQuotaSegment.new() # 令牌配额段(curio_quota_* 13)
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@export var value_segment: AdventureValueSegment = AdventureValueSegment.new() # 令牌件值段(curio_value_* 13)
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@export var cap_segment: AdventureCapSegment = AdventureCapSegment.new() # 已拿上限段(curio_cap_* 9)
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# —— 专长获取专长凭证(非 Boss 渠道的专长入口形态,奇物.md v2.7 渠道轴定位;
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# 四口径契约④:拿到即开不可囤积/罕见只在概率不在价格/一局限购一次/计步保底连续 5 展示未出
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# 第 6 必出(计数=展示次数、刷新重展计入、节点与商店共享、触发清零、限购满不再触发)。
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# 四参数全部 provisional 归曲线调参;limit/pity_step 系口径定死值,调参可复议)——
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@export var feat_ticket_chance: int = 20 # [0,100] knob(provisional)——每次非 Boss 渠道展示专长凭证出现概率 %
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@export var feat_ticket_quota: int = 2 # [0,9] knob(provisional)——每局专长凭证出现次数上限
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@export var feat_ticket_limit: int = 1 # [1,9] knob(口径定死=1)——一局限购(选中/买下)次数
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@export var feat_ticket_pity_step: int = 5 # [1,99] knob(口径定死=5)——保底步数(连续未出展示次数)
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## 令牌兑付路由表(内容数据驱动扩展批 T5——_apply_curio_pick match 收敛进效果类型:
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## 属性值提升四类 = 「加算落点键」声明路由,加新加算类令牌 = 表行+配额/件值键,零代码;
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## 通道面三类(gp 钱包/heal 台账/refresh 界面余量)+relic 持有集 = 副作用通道显式分支不进本表
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## ——路由表只承载「纯加算落点」形态,与效果引擎组合规则加法族同构)
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const CURIO_APPLY_ROUTES := {
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"attack": "atk",
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"max_hp": "max_hp",
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"armor": "armor_class",
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"ap": "ap",
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}
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## 令牌加算路由读数(空 = 非加算形态——调用方走通道面分支)
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func curio_apply_route(kind: String) -> String:
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return String(CURIO_APPLY_ROUTES.get(kind, ""))
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## 令牌配额读数(未列 kind×tier 组合 = 0——四级构成:属性四类 common/excellent、
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## heal/refresh excellent、ap rare、凭证 kind rare 档)
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func curio_quota(kind: String, tier: String) -> int:
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match [kind, tier]:
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["attack", TIER_COMMON]: return quota_segment.curio_quota_attack_common
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["attack", TIER_EXCELLENT]: return quota_segment.curio_quota_attack_excellent
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["max_hp", TIER_COMMON]: return quota_segment.curio_quota_max_hp_common
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["max_hp", TIER_EXCELLENT]: return quota_segment.curio_quota_max_hp_excellent
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["armor", TIER_COMMON]: return quota_segment.curio_quota_armor_common
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["armor", TIER_EXCELLENT]: return quota_segment.curio_quota_armor_excellent
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["gp", TIER_COMMON]: return quota_segment.curio_quota_gp_common
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["gp", TIER_EXCELLENT]: return quota_segment.curio_quota_gp_excellent
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["heal", TIER_EXCELLENT]: return quota_segment.curio_quota_heal_excellent
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["refresh", TIER_EXCELLENT]: return quota_segment.curio_quota_refresh_excellent
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["ap", TIER_RARE]: return quota_segment.curio_quota_ap_rare
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["rap", TIER_RARE]: return quota_segment.curio_quota_rap_rare
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["time_sand", TIER_RARE]: return quota_segment.curio_quota_time_sand_rare
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return 0
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## 令牌件值(kind × tier;四级构成随配额表)
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func curio_value(kind: String, tier: String = TIER_COMMON) -> int:
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match [kind, tier]:
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["attack", TIER_COMMON]: return value_segment.curio_value_attack_common
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["attack", TIER_EXCELLENT]: return value_segment.curio_value_attack_excellent
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["max_hp", TIER_COMMON]: return value_segment.curio_value_max_hp_common
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["max_hp", TIER_EXCELLENT]: return value_segment.curio_value_max_hp_excellent
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["armor", TIER_COMMON]: return value_segment.curio_value_armor_common
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["armor", TIER_EXCELLENT]: return value_segment.curio_value_armor_excellent
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["gp", TIER_COMMON]: return value_segment.curio_value_gp_common
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["gp", TIER_EXCELLENT]: return value_segment.curio_value_gp_excellent
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["heal", TIER_EXCELLENT]: return value_segment.curio_value_heal_excellent
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["refresh", TIER_EXCELLENT]: return value_segment.curio_value_refresh_excellent
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["ap", TIER_RARE]: return value_segment.curio_value_ap_rare
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["rap", TIER_RARE]: return value_segment.curio_value_rap_rare
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["time_sand", TIER_RARE]: return value_segment.curio_value_time_sand_rare
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return 0
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## 已拿上限读数(案②——kind 维度;专长 cap 走 feats.tres 行字段不走本面)
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func curio_cap(kind: String) -> int:
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match kind:
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"attack": return cap_segment.curio_cap_attack
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"max_hp": return cap_segment.curio_cap_max_hp
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"armor": return cap_segment.curio_cap_armor
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"gp": return cap_segment.curio_cap_gp
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"ap": return cap_segment.curio_cap_ap
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"heal": return cap_segment.curio_cap_heal
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"refresh": return cap_segment.curio_cap_refresh
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"rap": return cap_segment.curio_cap_rap
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"time_sand": return cap_segment.curio_cap_time_sand
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return 99
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## Boss 专长三选一按档配比加权(奇物.md v3.1 rarity 语义约束「候选按档配比或
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## 加权抽取」兑付面;权重 provisional 归调参——普通打底/优秀期待/稀有稀缺/传说头奖形态)
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func boss_feat_weight(tier: String) -> int:
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match tier:
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TIER_COMMON: return 100
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TIER_EXCELLENT: return 45
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TIER_RARE: return 15
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TIER_LEGENDARY: return 5
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return 1
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## 档位判读序(MC 策略 316-f——1 级最稀有:legendary > rare > excellent > common;并列同档取最左由调用方稳定序保证)
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func tier_rank(tier: String) -> int:
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match tier:
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TIER_LEGENDARY: return 4
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TIER_RARE: return 3
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TIER_EXCELLENT: return 2
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TIER_COMMON: return 1
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return 0
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## 档位令牌总数(货架/校验读面)
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func tier_total(tier: String) -> int:
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var total := 0
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for kind in CURIO_KINDS:
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total += curio_quota(kind, tier)
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return total
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## 牌库总量(=tier_total 四档求和 70+25+7+0=102;凭证投放走 feat_ticket_*,不进牌库)
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func deck_total() -> int:
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var total := 0
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for tier in TIERS:
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total += tier_total(tier)
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return total
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func validate() -> Array:
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var errs: Array[Dictionary] = []
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for kv in [["feat_ticket_chance", feat_ticket_chance, 0, 100], ["feat_ticket_quota", feat_ticket_quota, 0, 9], ["feat_ticket_limit", feat_ticket_limit, 1, 9], ["feat_ticket_pity_step", feat_ticket_pity_step, 1, 99]]:
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if int(kv[1]) < int(kv[2]) or int(kv[1]) > int(kv[3]):
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errs.append({"category": "domain", "message": "%s 出域 [%d,%d]: %d" % [kv[0], kv[2], kv[3], kv[1]]})
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if clear_heal_pct < 0 or clear_heal_pct > 100:
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errs.append({"category": "domain", "message": "clear_heal_pct 越域 [0,100]: %d" % clear_heal_pct})
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for kind in CURIO_KINDS:
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for tier in TIERS:
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var c := curio_quota(kind, tier)
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if c < 0 or c > 99:
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errs.append({"category": "domain", "message": "token_count(%s,%s) 越域 [0,99]: %d" % [kind, tier, c]})
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var v := curio_value(kind, tier)
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if v < 0 or v > 999:
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errs.append({"category": "domain", "message": "curio_value(%s,%s) 越域 [0,999]: %d" % [kind, tier, v]})
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if curio_cap(kind) < 1 or curio_cap(kind) > 99:
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errs.append({"category": "domain", "message": "curio_cap(%s) 越域 [1,99]: %d" % [kind, curio_cap(kind)]})
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for tier in TIERS:
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var total := tier_total(tier)
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if total != int(TIER_QUOTAS.get(tier, -1)):
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errs.append({"category": "domain", "message": "档位配额结构失锚(四级锚 70/25/7/0——%s 应=%d 实=%d;改总量须重裁)" % [tier, int(TIER_QUOTAS.get(tier, -1)), total]})
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if curio_candidate_count < 1 or curio_candidate_count > 6:
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errs.append({"category": "domain", "message": "curio_candidate_count 越域 [1,6]: %d" % curio_candidate_count})
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return errs
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