195 lines
7.2 KiB
GDScript
195 lines
7.2 KiB
GDScript
# VERTICAL SLICE - NOT FOR PRODUCTION
|
||
# Validation Question: 玩家能否无指导在一场完整战斗中经历「开战→挖掘规划→轮末结算逐行兑现→胜/负」并逐行归因(P2)
|
||
# Date: 2026-09-10
|
||
# 行动经济:被动账本(AP 硬重置 / 统一价目 / 三路径结束仲裁 cleared > stopped > ap_exhausted /
|
||
# RAP 池战斗域 / 双发射源之 stopped 直发)。相位域 = {Idle, Active, Waiting}。
|
||
# 实现 GDD:design/archive/gdd-2026-09-14/a3-action-economy.md(系统 ID A3·行动经济——registry 追溯锚,命名规范见 CLAUDE.md)
|
||
class_name ActionEconomy
|
||
extends RefCounted
|
||
|
||
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)
|
||
|
||
const PHASE_IDLE := "Idle"
|
||
const PHASE_ACTIVE := "Active"
|
||
const PHASE_WAITING := "Waiting"
|
||
|
||
# 相位轴(P6 状态机——code-review 2026-09-29 P2-2):内部 enum + match,外部 phase getter 保持
|
||
# String 面(presentation_snapshot 与冒烟链的 "Idle"/"Active"/"Waiting" 对照契约零变化)。
|
||
enum Phase { IDLE, ACTIVE, WAITING }
|
||
|
||
var db: ConfigDb
|
||
# 相位与账本只读出口(E5 封装收口 2026-09-13):外部读取经 getter-only 属性(架构文档
|
||
# "ap/rap/phase 只读" 的机制化),写入只经 notify_* / request_* 方法通道。
|
||
var _phase: int = Phase.IDLE
|
||
var phase: String:
|
||
get: return _phase_text(_phase)
|
||
var _ap := 0
|
||
var ap: int:
|
||
get: return _ap
|
||
var _rap := 0
|
||
var rap: int:
|
||
get: return _rap
|
||
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
|
||
var last_round_end: Dictionary:
|
||
get: return _last_round_end
|
||
var _settlement_consumed := false # AC-14 门:notify_settlement_done 消费后才受理 round_start
|
||
var _next_round_mode := "" # 调试观测量(同板续轮 / 换新图)
|
||
var _pending_ap_delta := 0 # 下轮行动点修正排队(格面资源八型批 2026-09-20——action 型 ±1 排队,轮开始兑现后清零)
|
||
|
||
|
||
func _init(db_ref: ConfigDb) -> void:
|
||
db = db_ref
|
||
|
||
|
||
func _phase_text(p: int) -> String:
|
||
match p:
|
||
Phase.ACTIVE:
|
||
return PHASE_ACTIVE
|
||
Phase.WAITING:
|
||
return PHASE_WAITING
|
||
return PHASE_IDLE
|
||
|
||
|
||
func _cost(kind: String) -> int:
|
||
var ae = db.action_economy
|
||
match kind:
|
||
"dig":
|
||
return ae.dig_ap_cost
|
||
"flag_place":
|
||
return ae.flag_place_ap_cost
|
||
"move":
|
||
return ae.move_ap_cost
|
||
"chain":
|
||
return ae.chain_ap_cost
|
||
assert(false, "未知动作价目: " + kind)
|
||
return 0
|
||
|
||
|
||
# 通用扣减(排雷玩法 用于旗动作;挖握走 request_dig——cleared 仲裁需要 clears_map 参数)
|
||
func try_spend(action_kind: String) -> bool:
|
||
if _phase != Phase.ACTIVE:
|
||
_reject("phase")
|
||
return false
|
||
return _spend_and_arbitrate(action_kind, false)
|
||
|
||
|
||
# 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
|
||
func request_dig(chain_size: int, clears_map: bool) -> bool:
|
||
if _phase != Phase.ACTIVE:
|
||
_reject("phase")
|
||
return false
|
||
return _spend_and_arbitrate("dig", clears_map)
|
||
|
||
|
||
func _spend_and_arbitrate(action_kind: String, clears_map: bool) -> bool:
|
||
var cost := _cost(action_kind)
|
||
if _ap < cost:
|
||
_reject("resource_face")
|
||
return false
|
||
_ap -= cost
|
||
if clears_map:
|
||
# cleared 胜出(同帧仲裁 cleared > ap_exhausted);剩余 AP 当场清零作废、不进 RAP(EC7/EC10)
|
||
_ap = 0
|
||
_finish_round("cleared", "new_board")
|
||
elif _ap == 0:
|
||
# AP 归 0 瞬间轮次结束——不存在 0-AP 操作窗口
|
||
_finish_round("ap_exhausted", "same_board")
|
||
return true
|
||
|
||
|
||
# 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)
|
||
func request_stop() -> bool:
|
||
if _phase != Phase.ACTIVE:
|
||
_reject("phase")
|
||
return false
|
||
_rap += _ap
|
||
_ap = 0
|
||
_finish_round("stopped", "same_board")
|
||
round_end_stopped.emit({"path_tag": "stopped", "continuation_hint": "same_board"})
|
||
return true
|
||
|
||
|
||
# 轮内刷新(2026-09-12 方案 A 用户拍板;等待期通道 2026-09-15 用户拍板整体移除):唯一入口 =
|
||
# 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
|
||
# (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。
|
||
func request_refresh() -> bool:
|
||
if _phase != Phase.ACTIVE:
|
||
_reject("phase")
|
||
return false
|
||
if _rap < db.action_economy.rap_refresh_cost:
|
||
return false # EC13 资源不足拒绝——合法相位内资源拒绝,非编排错误
|
||
_rap -= db.action_economy.rap_refresh_cost
|
||
return true
|
||
|
||
|
||
# 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)
|
||
func notify_settlement_done(next_round_mode: String) -> bool:
|
||
if _phase != Phase.WAITING:
|
||
_reject("phase")
|
||
return false
|
||
_settlement_consumed = true
|
||
_next_round_mode = next_round_mode
|
||
return true
|
||
|
||
|
||
# 下轮行动点修正排队(格面资源八型批 2026-09-20):action 型正负行结算期调用,同轮多次授予累加;
|
||
# 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)
|
||
# 第 9 API(registry 行动经济×① 接口漂移预授权——迭代 7 T2 魔法道具内容批落位):ap_grant 道具的
|
||
# 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、
|
||
# 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)。
|
||
func grant_ap(amount: int) -> bool:
|
||
if amount <= 0 or _phase != Phase.ACTIVE:
|
||
_reject("grant_ap")
|
||
return false
|
||
_ap += amount
|
||
return true
|
||
|
||
|
||
func queue_ap_delta(delta: int) -> void:
|
||
_pending_ap_delta += delta
|
||
|
||
|
||
func pending_ap_delta() -> int:
|
||
return _pending_ap_delta
|
||
|
||
|
||
func notify_round_start() -> bool:
|
||
if _phase == Phase.IDLE:
|
||
pass # 战斗首轮唯一出口
|
||
elif _phase == Phase.WAITING and _settlement_consumed:
|
||
pass
|
||
else:
|
||
_reject("phase")
|
||
return false
|
||
_ap = maxi(0, db.action_economy.ap_per_round + _pending_ap_delta) # 每轮基线 + 排队修正(下限 0)
|
||
_pending_ap_delta = 0
|
||
_phase = Phase.ACTIVE
|
||
_settlement_consumed = false
|
||
return true
|
||
|
||
|
||
func notify_combat_end() -> bool:
|
||
if _phase != Phase.WAITING:
|
||
_reject("phase")
|
||
return false
|
||
_phase = Phase.IDLE
|
||
_rap = 0 # RAP 战斗域清零(用户拍板;HUD框架可见反馈义务)
|
||
_ap = 0
|
||
return true
|
||
|
||
|
||
func _finish_round(path_tag: String, continuation_hint: String) -> void:
|
||
# 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)。
|
||
# 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。
|
||
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)")
|
||
assert(path_tag != "cleared" or _ap == 0, "清图轮剩余行动点当场清零(不进储备池)")
|
||
_last_round_end = {"path_tag": path_tag, "continuation_hint": continuation_hint}
|
||
_phase = Phase.WAITING
|
||
|
||
|
||
func _reject(source: String) -> void:
|
||
if source == "phase":
|
||
push_warning("[行动经济] 动作被拒(%s 相位守卫/资源)" % source)
|
||
else:
|
||
push_warning("[行动经济] 资源不足拒绝")
|