140 lines
6.3 KiB
GDScript
140 lines
6.3 KiB
GDScript
# VERTICAL SLICE - NOT FOR PRODUCTION
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# 秘宝两步交互控制器(迭代 7 T4;T3 拆件批 2026-10-02 自 main.gd 迁出——规范 1.1 单一职责):
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# C 区槽位选中/取消(toggle)→ 棋盘点格使用目标拾取的两步交互状态机 + 库存/叠加层只读投影装配。
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# 数据源 = runner 级库存只读面(query_inventory/query_overlays)+ 表行投影(display_name/target/effect_kinds);
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# 写调用唯一经 战斗结算.use_treasure(core 侧四步编排——拒绝零消耗 toast 可辨认)。
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# 装配纪律:settlement/runner 随关卡逐关更替——经组合根现值回调注入(仿 identity_resolver 只读回调
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# 先例);呈现句柄(信息面板/toast/棋盘叠加层)由组合根注入;ADR-0001——信号连接不在此发生,
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# info_panel.treasure_slot_clicked 由组合根接至 on_slot_clicked。
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# 无目标使用显式化(T3 收口):AP 类(target=none)本无坐标可给——原调用面伪造 Vector2i(-9,-9)
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# 哨兵坐标;现调用面一律 attempt_use(handle)(cell 缺省=null=显式「无目标」),core 契约的
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# Vector2i 形参收口于本类常量(treasure_items.validate_use 对 ap 行忽略目标值,哨兵不出本类)。
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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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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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var rec: Dictionary = {}
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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 = 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 = 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 = 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 = []
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for rec in runner.treasure_inventory.query_inventory(cb):
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var arow: Dictionary = db.treasure_item_row(String(rec.get("item_id", "")))
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var dn := String(arow.get("display_name", ""))
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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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})
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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 = 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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