按 code-conventions §1.4.1 第三轮定稿执行:core 22+schemas 18+presentation 根 14+views 28,全部头注 #→##、删日期/变更叙事/GDD 与架构反向链接/字段与域清单/机制描述,保留职责摘要+真实使用约束(防事故禁令/单一入口/信号契约每信号一行)。main.gd 31→5 行、save_manager 45→5 行、adventure_runner 37→5 行为最大单件。子代理分模块执行(波一 core+schemas、波二 presentation+views,并发≤2)。验收=tools/verify_comment_only_change.py 逐字节校验(82 文件头注区外逐行一致=零行为变更)+audit_file_headers 全绿;纯注释批免冒烟(先例 5843270)
160 lines
7.2 KiB
GDScript
160 lines
7.2 KiB
GDScript
## VERTICAL SLICE - NOT FOR PRODUCTION
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## 秘宝两步交互控制器:C 区槽位选中/取消(toggle)→ 棋盘点格使用目标拾取的状态机 + 库存/叠加层只读投影装配。
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## 写调用唯一经 settlement.use_treasure;信号连接只归组合根(info_panel.treasure_slot_clicked 接至 on_slot_clicked)。
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## settlement/runner 随关卡逐关更替——经组合根现值回调注入。
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## AP 类(target=none)调用面一律 attempt_use(handle)(cell 缺省=null=显式无目标)——哨兵坐标收口本类,不出控制器。
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extends RefCounted
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const NO_TARGET := Vector2i(-9, -9) # core use_treasure 形参占位(仅 target=none 行到达——validate_use 忽略该值)
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var db
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var meta # 解锁门控数据源(工坊解锁×活行交集——冒险开始组装;组合根 _ready 建立后注入)
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var info_panel: HeroInfoPanelView
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var toast: ToastStack # 反馈面(board_zone.toast 注入)
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var board_view: BoardView
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var _settlement_get: Callable # () → 当前战斗结算现值(组合根 lambda)
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var _runner_get: Callable # () → 当前关卡推进器现值(组合根 lambda)
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var _use_selection := 0 # 选中句柄(迭代 7 T4——0=未选中;选中期棋盘点击=使用目标拾取)
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func _init(db_ref, meta_ref, info_panel_ref: HeroInfoPanelView, toast_ref: ToastStack,
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board_view_ref: BoardView, settlement_get: Callable, runner_get: Callable) -> void:
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db = db_ref
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meta = meta_ref
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info_panel = info_panel_ref
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toast = toast_ref
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board_view = board_view_ref
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_settlement_get = settlement_get
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_runner_get = runner_get
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# aux 解锁门控集组装(迭代 7 T5——拍板③甲:工坊解锁 ∩ 过渡活行词表;罗盘退役/失义件/同调行不入集
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# ——迭代 11 第①批 T1 切 treasure_transitional_rows 口径,同调行永不入过渡渠道)
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func unlocked_set() -> Dictionary:
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var out := {}
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if meta == null:
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return out
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for row in db.treasure_transitional_rows():
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var iid := String(row.get("item_id", ""))
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if meta.is_item_unlocked(iid):
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out[iid] = true
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return out
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# 选中态读数(组合根棋盘点击劫持判据——0=未选中)
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func active_selection() -> int:
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return _use_selection
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# 槽点击(第一步):AP 类(target=none)点击即用(无目标);空间类进/出选中态(toggle 取消);
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# 自动兑付件展示行(handle<0)无使用动作——点击给说明提示(反哺批⑤)。
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func on_slot_clicked(slot_handle: int) -> void:
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var settlement = _settlement_get.call()
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var runner = _runner_get.call()
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if settlement == null or runner == null or runner.treasure_inventory == null:
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return
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if slot_handle == 0:
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_use_selection = 0
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refresh_slots()
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return
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if slot_handle < 0:
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toast.show_toast("自动兑付件:满足条件自动生效,无需手动使用", "info")
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return
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var rec: Dictionary[Variant, Variant] = {}
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for r in inventory_projection():
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if int(r.get("handle", 0)) == slot_handle:
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rec = r
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break
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if rec.is_empty() or bool(rec.get("used", false)):
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return
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var arow: Dictionary[Variant, Variant] = db.treasure_item_row(String(rec.get("item_id", "")))
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if String(arow.get("target", "none")) == "none":
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attempt_use(slot_handle) # AP 类:显式无目标即用(不再伪造哨兵坐标)
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return
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if not bool(rec.get("usable", true)):
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toast.show_toast("当前无可预读的未开格", "warn")
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return
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_use_selection = 0 if _use_selection == slot_handle else slot_handle # toggle 取消
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refresh_slots()
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if _use_selection != 0:
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toast.show_toast("%s:点击目标格使用(9 宫窗口),再点道具取消" % String(rec.get("name", "")), "info")
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# 使用受理(第二步;cell=空间类目标格,null=无目标;core 侧 use_treasure 四步编排——拒绝零消耗 toast 可辨认)
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func attempt_use(handle: int, cell: Variant = null) -> void:
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var settlement = _settlement_get.call()
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if settlement == null:
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return
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var target: Vector2i = cell if cell != null else NO_TARGET
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var v: Dictionary[Variant, Variant] = settlement.use_treasure(handle, target)
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if not bool(v.ok):
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toast.show_toast(String(v.get("reason", "无法使用")), "warn")
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return
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_use_selection = 0
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refresh_slots()
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refresh_overlays()
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board_view.refresh() # 迭代 13 T8/D6——移除格即时落图(无移除态的件 diff 零变化幂等)
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var arow: Dictionary[Variant, Variant] = db.treasure_item_row(String(v.get("item_id", "")))
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toast.show_toast("已使用 %s" % String(arow.get("display_name", "")), "info")
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# 库存投影(C 区四槽取数面——字形=名首字;usable=板级零信息预判回调接排雷玩法只读面)
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func inventory_projection() -> Array:
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var runner = _runner_get.call()
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if runner == null or runner.treasure_inventory == null:
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return []
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var settlement = _settlement_get.call()
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var ms = settlement.minesweeper if settlement != null else null
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var cb := Callable()
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if ms != null:
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cb = func(_c: Vector2i) -> bool:
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return ms.has_unrevealed() # 只读查询面(排雷玩法 has_unrevealed——手搓全板双循环收口)
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var out: Array[Variant] = []
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var cs: Dictionary[Variant, Variant] = settlement.attune_convert_state() if settlement != null else {}
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var auto_seen := false # 自动兑付件是否已随骑库存出现(恒否——charges=0 不入骑库存;守合成行重复)
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for rec in runner.treasure_inventory.query_inventory(cb):
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var arow: Dictionary[Variant, Variant] = db.treasure_item_row(String(rec.get("item_id", "")))
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var dn := String(arow.get("display_name", ""))
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# 积点进度浮窗行(反哺批⑤——自动兑付件 C 区悬停 tooltip 补 N/M 进度;件 id 锁定=装配行唯一)
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var note := ""
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if bool(cs.get("assembled", false)) and String(cs.get("item_id", "")) == String(rec.get("item_id", "")):
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note = "积点 %d/%d" % [int(cs.get("points", 0)), int(cs.get("need", 0))]
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auto_seen = true
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out.append({
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"handle": int(rec.get("handle", 0)),
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"item_id": String(rec.get("item_id", "")),
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"glyph": dn.left(1) if dn != "" else "?",
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"name": dn,
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"used": bool(rec.get("used", false)),
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"usable": bool(rec.get("usable", true)),
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"note": note,
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})
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# 自动兑付件展示行(反哺批⑤补——charges=0 不入骑库存〔_reseed_attune_charges 跳过注入〕,
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# C 区四槽末尾补合成行承载悬停进度;handle=-1 非库存句柄:槽点击走说明 toast 分支不进两步交互)
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if bool(cs.get("assembled", false)) and not auto_seen:
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var adn := String(cs.get("display_name", ""))
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if adn != "":
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out.append({
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"handle": -1,
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"item_id": String(cs.get("item_id", "")),
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"glyph": adn.left(1),
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"name": adn,
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"used": false,
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"usable": true,
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"note": "积点 %d/%d" % [int(cs.get("points", 0)), int(cs.get("need", 0))],
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})
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return out
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func refresh_slots() -> void:
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info_panel.set_treasure_inventory(inventory_projection(), _use_selection)
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# 叠加层投影注入(use 成功/三清后——棋盘标记与预读徽章重算)
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func refresh_overlays() -> void:
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var runner = _runner_get.call()
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if runner == null or runner.treasure_inventory == null or board_view == null:
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return
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var ov: Dictionary[Variant, Variant] = runner.treasure_inventory.query_overlays()
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board_view.set_treasure_overlays(ov.get("mine_reveal", []), ov.get("reward_preview", []))
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