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gplan-2/game/presentation/debug_session.gd
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## VERTICAL SLICE - NOT FOR PRODUCTION
## 调试模式编排控制器:单场遭遇与连续两层(HP 关内延续)的模式状态机与战斗生命周期。
## 信号接线唯一归组合根——battle_created 必须先于 begin_battle 完成接线;玩家意图写调用(settle_batch/刷新)不经本类。
## 加成生效值经注入 Callable 现算、随 encounter 显式传参——零表写。
extends RefCounted
signal battle_created(settlement, level: int, carry_hp: int) # begin_battle 前——组合根完成信号接线
signal battle_ready(settlement, level: int, carry_hp: int) # begin_battle 完成后——组合根 rebuild 棋盘 + 刷新呈现
var db
var rng # /root/RngService(组合根注入)
var _hero_override: Callable # 组合根生效值供给(→ {atk, max_hp};E4:经 encounter 传参,零表写)
var _seed_value: Callable # 组合根种子读取(LineEdit)
var _level_mode := false
var _level_battles: Array[int] = []
var _level_idx := 0
var _carry_hp := 0
var settlement = null # 当前战斗编排器(组合根在 battle_created 接线、battle_ready 接手)
func _init(db_ref, rng_ref, hero_override: Callable, seed_value: Callable) -> void:
db = db_ref
rng = rng_ref
_hero_override = hero_override
_seed_value = seed_value
# 单场遭遇原语(无单场用户入口——本方法仅 ui_probe 单场段使用;
# 无延续、standalone 终局语义保留供探针战斗收尾)
func start_single(level: int) -> bool:
_level_mode = false
return _start_battle(level, -1)
# 连续两层(调试入口——HP 关内延续;首层满血开局)
func start_debug_levels() -> bool:
_level_mode = true
_level_battles = [1, 2]
_level_idx = 0
_carry_hp = 0
rng.new_adventure(_seed_value.call())
return _start_battle(_level_battles[0], -1)
# 层间"进入下一层"(组合根过渡覆盖层确认后调用)
func next_layer() -> bool:
return _start_battle(_level_battles[_level_idx], _carry_hp)
# 终局处置(组合根 battle_finished 处理器调用)→ 决策载荷:
# {outcome: "next_layer"|"level_end"|"standalone_end", layer, carry_hp}
func on_battle_finished(payload: Dictionary) -> Dictionary:
var result: String = String(payload.get("result", ""))
if result == "victory" and _level_mode and _level_idx < _level_battles.size() - 1:
_carry_hp = maxi(1, int(payload.get("hero_hp", 0))) # despawn 前捕获值
_level_idx += 1
return {"outcome": "next_layer", "layer": _level_idx, "carry_hp": _carry_hp}
var is_level_end := result == "victory" and _level_mode
return {"outcome": "level_end" if is_level_end else "standalone_end",
"layer": _level_idx, "carry_hp": _carry_hp}
# 会话复位(组合根终局出口"返回开始界面"调用)
func reset() -> void:
_level_mode = false
settlement = null
func _start_battle(level: int, carry_hp: int) -> bool:
if not _level_mode or _level_idx == 0:
rng.new_adventure(_seed_value.call())
var ov: Dictionary[Variant, Variant] = _hero_override.call() # E4:生效值经 encounter 传入——零表写
settlement = BattleOrchestrator.new(db, rng)
battle_created.emit(settlement, level, carry_hp)
var hp: int = carry_hp if carry_hp > 0 else int(ov.max_hp)
if not settlement.begin_battle({"level_index": level, "node_depth": 0, "hero_hp": hp,
"hero_atk": int(ov.atk), "hero_max_hp": int(ov.max_hp)}):
push_error("[DebugSession] 战斗启动失败(level %d)" % level)
return false
battle_ready.emit(settlement, level, carry_hp)
return true