244 lines
9.7 KiB
GDScript
244 lines
9.7 KiB
GDScript
## VERTICAL SLICE - NOT FOR PRODUCTION
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## 秘宝关卡域库存+整图叠加层:全程零随机零特判,同操作序列重放库存与叠加层投影逐位相同(垂直切片验证:道具全程确定性)。
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## Used 不可逆——consume 后保留只读,枚举序=受理序;库存关卡域跨战斗延续、关卡末清空,叠加层随图消亡(清空编排归调用方,本类只供 clear/reset/retire_overlays)。
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## 零特判纪律:本类不写任何其他系统状态,排雷玩法代码零本系统分支;相位检查归战斗编排 use_treasure——validate_use 是纯谓词零消耗。
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class_name TreasureItems
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extends RefCounted
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var _items: Array[Variant] = [] # [{handle, item_id, used}]——受理序;Used 保留只读
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var _handle_seq := 0 # 受理序句柄(单调递增——零随机)
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var _reveal_cells := {} # 真视集:Vector2i → true(危险格标记——封印仍走既有 seal 路径)
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var _preview_cells := {} # 预读集:Vector2i → true(奖励身份徽章呈现挂点)
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var _last_reject := "" # 诊断面(最近一次拒绝原因——呈现反馈取数)
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# ---- 生命周期 ----
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# 关卡开始/关卡末清空(clear_inventory 幂等;关卡末清空前取 inventory_count() 快照做可见反馈)
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func reset() -> void:
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_items.clear()
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_handle_seq = 0
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retire_overlays()
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# 授予(战斗结算 grant 路由——来源可归因:source_class+cell+round_index)
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func add_item(item_id: String, source_class: String, cell: Vector2i, round_index: int) -> Dictionary:
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_handle_seq += 1
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var rec := {
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"handle": _handle_seq,
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"item_id": item_id,
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"source_class": source_class,
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"origin_cell": cell,
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"round_index": round_index,
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"used": false,
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}
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_items.append(rec)
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return rec.duplicate()
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# ---- 库存读面(C 区槽位常读)----
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# 枚举序=受理序;Used 保留只读;逐件含 usable 整图零信息预判(调用方喂板面回调)
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func query_inventory(board_has_preview_info: Callable) -> Array:
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var out: Array[Variant] = []
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for rec in _items:
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var row: Dictionary[Variant, Variant] = rec.duplicate()
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row["usable"] = _usable_now(String(rec.item_id), board_has_preview_info)
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out.append(row)
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return out
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func inventory_count() -> int:
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return _items.size()
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# 整图零信息可用性预判(图标置灰/入口禁用判据——GDD「整张图都没东西可看」级):
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# 真视恒可用(零雷窗口=信息非空);AP 类恒可用(组合判据取 OR——任一效果有信息即可用);
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# 纯预读行 = 板上还有未开格才可用。(积点件不入使用面——自动兑付无玩家入口)
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func _usable_now(item_id: String, board_has_preview_info: Callable) -> bool:
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var row: Dictionary[Variant, Variant] = _item_row(item_id)
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if row.is_empty():
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return false
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var kinds: Array[Variant] = row.get("effect_kinds", [])
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if kinds.has("mine_reveal") or kinds.has("ap_grant"):
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return true
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return bool(board_has_preview_info.call()) if board_has_preview_info.is_valid() else true
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func _item_row(item_id: String) -> Dictionary:
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if _db == null:
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return {}
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var db_crossrun = _db.get("crossrun")
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if db_crossrun != null:
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return db_crossrun.treasure_items.row_by_id(item_id) # 表访问收口(正式面走 ConfigDB 容器直连)
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return _db.treasure_items.row_by_id(item_id) # 桩表面(单测 StubDB 无容器——直读保留,随测试面演进退役)
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# 不标具体类型原因:单元测试注入 StubDB 桩表(treasure_items_test.gd)——typed 赋值会运行期拒收,保守保持 null 注
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var _db = null # ConfigDB(行定义读取——_init 注入;测试可注入桩表)
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func _init(db_ref = null) -> void:
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_db = db_ref
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# ---- 使用校验(战斗结算 use_treasure 编排第二步——纯谓词+投影,零消耗零副作用)----
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# target = 目标格(空间行=3×3 窗口中心;ap 行忽略)。board_size = 板维度;
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# cell_unrevealed_cb = Callable(Vector2i) -> bool(排雷玩法 只读面——预读窗口信息判据)。
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# 返回 {ok, reason, resolved: Array[Vector2i], item_id, kinds}——ok=false 时 reason 可呈现。
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func validate_use(handle: int, target: Vector2i, board_size: Vector2i, cell_unrevealed_cb: Callable) -> Dictionary:
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var rec := _rec_by_handle(handle)
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if rec.is_empty():
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return _reject("句柄不存在")
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if bool(rec.used):
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return _reject("道具已使用(Used 不可逆)")
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var row: Dictionary[Variant, Variant] = _item_row(String(rec.item_id))
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if row.is_empty() or bool(row.get("retired", false)) or bool(row.get("deferred", false)):
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return _reject("道具未激活")
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var kinds: Array[Variant] = row.get("effect_kinds", [])
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var resolved: Array[Variant] = []
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if kinds.has("mine_reveal") or kinds.has("reward_preview") or kinds.has("reveal_tiles") or kinds.has("safe_dig"):
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# 空间效果(真视 reveal_tiles/天眼复合 safe_dig 入空间解析;真视窄域护栏 REVEAL_KINDS 同守)
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var spatial := _spatial_reject_reason(row, target, board_size)
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if spatial != "":
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return _reject(spatial)
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resolved = _window_cells(row, target, board_size)
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# 点击级零信息:纯预读行窗口全已开 = 没东西可看(拒绝零消耗);
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# 真视恒可用(零雷窗口=「这 9 格没雷」信息非空——GDD 裁定)
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if kinds.has("reward_preview") and not kinds.has("mine_reveal") \
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and _preview_window_dead(resolved, cell_unrevealed_cb):
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return _reject("窗口内无可预读的未开格")
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return {
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"ok": true,
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"reason": "",
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"resolved": resolved,
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"item_id": String(rec.item_id),
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"kinds": kinds,
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"magnitude": int(row.get("magnitude", 0)),
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}
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## 空间解析域:目标越板拒(cell/3×3 两档共用板界)——返回拒绝原因,空串=通过
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func _spatial_reject_reason(row: Dictionary, target: Vector2i, board_size: Vector2i) -> String:
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if target.x < 0 or target.y < 0 or target.x >= int(board_size.x) or target.y >= int(board_size.y):
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return "目标越板"
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return ""
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## 预读窗口域:单格档=点目标(线香真视单格;≤3×3 窄域契约内);其余=3×3 窗口 ∩ 板内格(边缘受理——护栏只缩不扩)
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func _window_cells(row: Dictionary, target: Vector2i, board_size: Vector2i) -> Array:
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var resolved: Array[Variant] = []
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if String(row.get("target", "")) == "cell":
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resolved.append(target)
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else:
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for dy in range(-1, 2):
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for dx in range(-1, 2):
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var c := target + Vector2i(dx, dy)
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if c.x >= 0 and c.y >= 0 and c.x < int(board_size.x) and c.y < int(board_size.y):
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resolved.append(c)
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return resolved
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## 预读死窗判定:纯预读行窗口全已开 = 没东西可看(cell_unrevealed_cb = 排雷玩法 只读面)
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func _preview_window_dead(resolved: Array, cell_unrevealed_cb: Callable) -> bool:
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var any_unrevealed := false
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if cell_unrevealed_cb.is_valid():
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for c in resolved:
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if bool(cell_unrevealed_cb.call(c)):
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any_unrevealed = true
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break
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return not any_unrevealed
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# ---- 叠加层(战斗结算逐 kind 应用——空间先、ap 后的序在编排侧钉死)----
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func apply_overlay(kind: String, cells: Array) -> void:
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var store := _reveal_cells if kind == "mine_reveal" else _preview_cells
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for c in cells:
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store[Vector2i(c)] = true
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# 三清只读投影(棋盘叠加层标记渲染——真视集/预读集;随图消亡由 retire_overlays 承载)
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func query_overlays() -> Dictionary:
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return {
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"mine_reveal": _reveal_cells.keys(),
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"reward_preview": _preview_cells.keys(),
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}
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# 换图/弃图刷新/战斗结束——叠加层清空(已花道具不返还;库存不动——库存关卡域)
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func retire_overlays() -> void:
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_reveal_cells.clear()
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_preview_cells.clear()
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# ---- 消耗(编排第四步——Used 不可逆+快照回执)----
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func consume(handle: int) -> Dictionary:
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var rec := _rec_by_handle(handle)
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if rec.is_empty() or bool(rec.used):
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return {}
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rec.used = true
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return rec.duplicate()
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# ---- 断点快照(关卡域库存随停点入档/回局)----
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# 快照面 = {item_id, source_class, origin_cell:[x,y], round_index, used}(JSON 安全形——Vector2i 转
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# 数组、键全 String);handle 不入档(受理序句柄,回局时按序重排)。叠加层集不入快照(战斗域
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# 随图消亡——停点处无战斗在飞,天然空集)。
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func snapshot_inventory() -> Array:
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var out: Array[Variant] = []
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for rec in _items:
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var cell: Vector2i = rec.get("origin_cell", Vector2i(-1, -1))
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out.append({
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"item_id": String(rec.get("item_id", "")),
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"source_class": String(rec.get("source_class", "")),
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"origin_cell": [cell.x, cell.y],
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"round_index": int(rec.get("round_index", 0)),
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"used": bool(rec.get("used", false)),
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})
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return out
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func restore_inventory(items: Array) -> void:
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_items.clear()
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_handle_seq = 0
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for row in items:
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_handle_seq += 1
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var cell_arr: Array[Variant] = row.get("origin_cell", [-1, -1])
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_items.append({
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"handle": _handle_seq,
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"item_id": String(row.get("item_id", "")),
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"source_class": String(row.get("source_class", "")),
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"origin_cell": Vector2i(int(cell_arr[0]), int(cell_arr[1])),
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"round_index": int(row.get("round_index", 0)),
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"used": bool(row.get("used", false)),
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})
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retire_overlays()
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# ---- 内部 ----
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func _rec_by_handle(handle: int) -> Dictionary:
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for rec in _items:
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if int(rec.handle) == handle:
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return rec
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return {}
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func _reject(reason: String) -> Dictionary:
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_last_reject = reason
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return {"ok": false, "reason": reason, "resolved": [], "item_id": "", "kinds": [], "magnitude": 0}
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# 探针出口(断言面:库存序/叠加层集/拒绝原因)
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func probe() -> Dictionary:
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return {
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"count": _items.size(),
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"used": _items.filter(func(r): return bool(r.used)).size(),
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"reveal_cells": _reveal_cells.size(),
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"preview_cells": _preview_cells.size(),
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"last_reject": _last_reject,
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}
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