107 lines
7.2 KiB
GDScript
107 lines
7.2 KiB
GDScript
## 轮循环驱动件:每轮结算周期的唯一驱动——结算重入门闸(settling)、五段段序执行
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## (段序骨架冻结于 SettlementTable.segment_order)、开轮摇号(共识点 B:技能选择前置到轮次开始,
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## 摇定即本拍结算的选技)、踩雷计数账(转存时点=摇号轮末)。
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## 单一变化原因:轮结算周期的推进结构(段序、重入闸、摇号时序)。
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## 耦合边界:oc=宿主引用(五段段类既定同款直调形态)——经 oc 取 facts/协作件/行发射/出口分发;
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## 五段构造参数与持有形态不变(grant/combat 三引用、aura/decay/verdict 单引用);判定段零改动
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## (_exit_distribution 留宿主);随机只经 oc.rng 的 behavior_roll 封闭流(流名、开流时点、取号序逐字);
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## 零信号连接、零 await;随编排器每战新建同灭。
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class_name RoundCycle
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extends RefCounted
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var oc: BattleOrchestrator # 宿主引用(段类同款直调——facts/协作件/行发射/出口分发取数单点)
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var mines_hits: Dictionary[Variant, Variant] = {"total": 0, "last": 0, "round": 0} # 踩雷计数(本场累计/上轮转存/当轮累计三读数合一账)
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var _grant_seg = null # GrantSegment(①授予段——含封印判与 counter/grant 助手单点)
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var _aura_seg = null # AuraSegment(②增益/减益段)
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var _combat_seg = null # CombatSegment(③战斗段)
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var _decay_seg = null # DecaySegment(④衰减段)
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var _verdict_seg = null # VerdictSegment(⑤判定段——返回裁定,终局早退语义归宿主)
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var _settling := false
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func _init(host: BattleOrchestrator, fx_host_ref: BattleFxHost, reward_grant_ref: RewardGrant) -> void:
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oc = host
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# 结算五段接线(授予/战斗两段持三引用=宿主+两协作件;信号连接纪律不涉段〔段零信号连接〕——五行自宿主 _init 逐字迁入)
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_grant_seg = GrantSegment.new(oc, fx_host_ref, reward_grant_ref)
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_aura_seg = AuraSegment.new(oc)
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_combat_seg = CombatSegment.new(oc, fx_host_ref, reward_grant_ref)
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_decay_seg = DecaySegment.new(oc)
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_verdict_seg = VerdictSegment.new(oc)
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# 结算重入门闸+段序体(原宿主 _maybe_settle 三闸与 _settle 合体——闸序 settling→battle_result→phase
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# 逐字;终局早退不回置 _settling,_battle_over 接管)
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func settle_if_due() -> void:
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if _settling or oc.battle_result != "":
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return
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if oc.action_economy.phase != oc.action_economy.PHASE_WAITING:
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return
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_settling = true
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var ri := oc.round_index
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# 段序编排(五段——段体归 game/core/settlement/,宿主只做行发射/开单原语单点)
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_grant_seg.run(ri) # ① 授予段(案C 闸随段装载)
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_aura_seg.run(ri) # ② 增益/减益段(续存实例组合行)
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_combat_seg.run(ri) # ③ 战斗段(主角先手 → 逐敌还手 → 地图伤害账殿后〔案C〕)
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_decay_seg.run(ri) # ④ 衰减段(恰一次恒执行含末轮——先兑付后衰减)
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var verdict: String = _verdict_seg.run(ri) # ⑤ 判定段(防御性优先级 hero 先判)
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if verdict != "continue":
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return # 终局:_settling 不回置——_battle_over 已接管
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_settling = false
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func is_settling() -> bool:
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return _settling
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# ---- 开轮摇号(共识点 B:技能选择前置到轮次开始,数值计算留结算段——原宿主函数逐字迁入)----
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# 每实例:保底判定(连续执行普攻 ≥ M → 必出特殊技、特殊技内按权重、不受冷却限制)→ 排除冷却中技能
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# (中签率 = 权重 ÷ 可摇权重合计——份额归一)→ 按行序逐敌从统一流顺序取号摇定本拍动作。
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# 随机消费只在换算层(本方法 + SkillLottery);单位容器收确定值(零随机纪律——armor_roll 先例同构)。
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# 统一流:behavior_roll 无子流派生向量(位置交错,单点定位由事件日志承载)。
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# 摇定后、兑现前死亡 → 本拍技能作废。
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func roll_round_actions() -> void:
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var pity_m: int = int(oc.db.combat.skill.pity_threshold)
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# facts 组包(开轮摇号前一次成型——last_round_end 空字典首轮映射 none 唯一落点;hero 事实不进 facts,
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# 容器内直读主角行)
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var facts := {
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"round_index": oc.round_index,
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"last_round_end": "none" if oc.action_economy.last_round_end().is_empty() else String(oc.action_economy.last_round_end().get("path_tag", "none")),
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"mines_hit_last": int(mines_hits["last"]),
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"mines_hit_total": int(mines_hits["total"]),
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}
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for u in oc._enemy_system.query_alive("enemy"):
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# Boss 半血解锁闩(迭代14④ T4——开轮摇号前逐敌检查;一次过门单向闩;解锁出一次归因明细行
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# 「XX 解锁了 YY」带 skill_unlock 高光键〔type=highlight 既有行型零新增〕,呈现层弹一次性
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# 技能名提示〔轻量 toast 非演出——D8 呈现面〕。门=确定性谓词,机制面零随机,摇号随机
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# 消费仍在 behavior_roll 既有流——同种子逐位复现不破坏)
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for sid in oc._enemy_system.check_trigger_unlocks(u, facts):
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var srow_u: Dictionary[Variant, Variant] = oc.db.combat.skill.row_by_id(sid)
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oc._emit_row({"type": "highlight", "source_class": "enemy_action", "origin_cell": Vector2i(-1, -1), "highlight": "skill_unlock"},
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oc.round_index, "%s 解锁了 %s" % [String(u.display_name), String(srow_u.get("display_name", sid))],
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0, {"skill_id": sid})
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# enemy_hp_threshold 发射点(内容数据驱动扩展批 T1——血量阈值沿;对所有带该字段敌人逐个发射,
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# 非 Boss 专属——Boss 语义留给订阅者 when 判定。pct=本次解锁条目的 trigger 行值)
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var pct_v := 0
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for pe in (u.get("pool", []) as Array):
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var pe_d: Dictionary[Variant, Variant] = pe
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if String(pe_d.get("skill_id", "")) == sid and (pe_d.get("trigger", {}) as Dictionary).has("value"):
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pct_v = int((pe_d.get("trigger", {}) as Dictionary).get("value", 0))
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break
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# target_attack_bonus 施加面(处刑台:敌血量阈值沿挂单位字典标记,
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# 主角攻击面 _resolve_hero_attack 通用消费——fx_atk_bonus 键加算进 base_value)
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var eht_hits := oc._fx_host.fx_emit("enemy_hp_threshold", {"unit": String(u.enemy_id), "pct": pct_v,
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"is_boss": String(oc._facts.encounter.get("node_type", "")) == "boss"})
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for h in eht_hits:
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if String(h.get("kind", "")) == "target_attack_bonus":
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u["fx_atk_bonus"] = int(u.get("fx_atk_bonus", 0)) + int(h.get("value", 0))
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var entries: Array[Variant] = oc._enemy_system.rollable_skills(u, facts)
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if oc._enemy_system.basic_streak(u) >= pity_m:
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var specials: Array[Variant] = oc._enemy_system.special_skills(u, facts)
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if not specials.is_empty():
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entries = specials # 保底命中——普攻恒可摇 → 非保底路径池恒非空,此为唯一替代集合
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var stream: RandomNumberGenerator = oc.rng.open_stream("behavior_roll")
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oc._enemy_system.set_pending_action(u, SkillLottery.draw(entries, stream))
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oc._enemy_system.tick_cooldowns() # 递减在摇号读值之后——"施放后连续 N 拍不可摇中"的等价实现(单位容器 注记)
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mines_hits["last"] = mines_hits["round"] # 轮次真正结束转存(轮内部分结算不更新)
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mines_hits["round"] = 0
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