Files
gplan-2/game/presentation/camp_shop_presenter.gd
T
DKChan 8b9e55673f refactor(迭代27 T4): 波四 ModalFlow 抽取+互斥域 tags 化+双 context——对拍全同
P1-5/P2-7 组合根可测化+模态协议内聚(场景拆分后重估结论=抽取面收敛为模态编排域):
- modal_flow.gd 新纯逻辑类: 依赖仅 ModalStack+查询 Callable(审计处方)——开合编排
  (挂起兜底/排播排空/遮挡记账/开合同步)/棋盘输入锁谓词(三例外注入)/双形制角标谓词;
  V6 modal_flow_test 19 断言直接 new() 进 run_all(26→27 套)——测试抓出并修正
  挂起兜底 divergent return 一处(原 main 语义=先结挂起后继续开本层不短路)
- ModalStack 互斥域随层登记: register(m, tags) + TAG_NON_LOCKING/TAG_SCREEN_STATE
  封闭词表 + has_open_excluding_tags 组查询;原 has_open_excluding/_any 调用点拼装退役
  (main 五处判据迁移);main._modals=flow.stack(ui_struct _list 登记序断言缝保留)
- P1-5 控制器构造收拢 context: curio 16 参→CurioFlowContext/camp 13 参→CampFlowContext
  (字段逐一同名迁移,控制器可独立实例化)

验收: 对拍三变体全同;冒烟 1079/0+run_all 27 套+probe click+render golden 全绿
2026-10-15 00:31:36 +08:00

219 lines
9.9 KiB
GDScript
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
# VERTICAL SLICE - NOT FOR PRODUCTION
# 营地/商店投影控制器(迭代 13 T4/D4——二期家族③ 自 main.gd 迁出;规范 1.1 单一职责):
# 营地面开合/快照投影/锻造·同调·天赋树·Fork 购买与切换 + 商店房购买/离开(pool 与 product 双面)。
# 装配纪律(ADR-0001,仿 treasure_interact_controller 先例):信号连接不在此发生——campbtn/
# camp_overlay 四信号/shop_overlay 两信号由组合根接至本类 on_* 入口;模态栈/呈现刷新/续玩按钮
# 刷新经组合根回调注入;runner 随局更替——现值回调注入;写调用唯一经 MetaProgression 购买原语
# 与 LevelRunner.buy_*(core 侧单口,本类零直写——拒绝可见 pattern 1 兜底 toast 保留原地)。
extends RefCounted
var db
var _meta_get: Callable # () → 元进度账本现值(组合根 lambda——探针 isolate_save 换注面,迭代13 T4 实证)
var _save_get: Callable # () → 存档承载现值(同上——营地 recent 摘要读数面)
var camp_overlay: CampOverlay
var shop_overlay: ShopOverlay
var toast: ToastStack
var start_overlay: Control # 开始层互斥面(开合仿设置面先例——非模态且树序在后,规范 2.3)
var logger # 试玩日志(ux_reject 取数面)
var _runner_get: Callable # () → 关卡推进器现值(组合根 lambda——随局更替)
var _open_modal: Callable
var _close_modal: Callable
var _refresh_presentations: Callable
var _refresh_resume_button: Callable
func _init(ctx: CampFlowContext) -> void:
# 迭代 27 T4——构造参数收拢 context 对象(P1-5:13 参长签名收一处命名面;字段逐一同名迁移)
db = ctx.db
_meta_get = ctx.meta_get
_save_get = ctx.save_get
camp_overlay = ctx.camp_overlay
shop_overlay = ctx.shop_overlay
toast = ctx.toast
start_overlay = ctx.start_overlay
logger = ctx.logger
_runner_get = ctx.runner_get
_open_modal = ctx.open_modal
_close_modal = ctx.close_modal
_refresh_presentations = ctx.refresh_presentations
_refresh_resume_button = ctx.refresh_resume_button
# 打开营地(主菜单入口——开合与开始层互斥仿设置面先例:开始覆盖层非模态且树序在后,
# 规范 2.3 遮挡纪律;打开时先刷条件解锁——达标未解锁就地入账)
func open_camp() -> void:
var meta = _meta_get.call()
if meta == null:
return
meta.refresh_treasure_unlocks() # 迭代 22 T2——条件解锁刷新换代(旧工坊面退役)
start_overlay.visible = false
_open_modal.call(camp_overlay) # 模态栈单口(T3 收口批——登记层开合一律走栈)
camp_overlay.open_camp(camp_data())
_refresh_presentations.call()
func on_camp_closed() -> void:
_close_modal.call(camp_overlay) # 模态栈单口(T3 收口批)
start_overlay.visible = true
_refresh_resume_button.call() # 迭代 8 卡②——回菜单按断点在档态刷新
_refresh_presentations.call() # 关闭后刷新顶栏(工坊解锁可能变了余额侧读数面)
# 营地快照投影(纯读——秘宝匣 12 件/同调装配/树面/锻造工坊两区六路线/余额/最近冒险;拼句归
# CampOverlay,账面归 MetaProgression。属性锻造三行投影已删——迭代 21 T4 柜台退役;工坊六行换代
# = 迭代 22 T2 秘宝匣;forge 键=迭代 23 T6 锻造工坊路线行板投影)
func camp_data() -> Dictionary:
var meta = _meta_get.call()
return {
"balance": meta.keystone_balance() if meta != null else 0,
"workshop": meta.treasure_shop_status() if meta != null else [], # 键名沿 workshop(视图消费键不变——行内容=秘宝匣 12 件解锁投影)
"forge": meta.forge_shop_status() if meta != null else [], # 迭代 23 T6——锻造工坊两区六路线投影
"attune": meta.attune_camp_status() if meta != null else {}, # 迭代 11 第①批 T4——同调装配面投影
"tree": meta.tree_camp_rows() if meta != null else [], # 树面投影(含 forge_workshop/ks_workshop 钥匙门判据行)
"fork_groups": meta.tree_fork_groups() if meta != null else [],
"recent": _save_get.call().recent_summaries() if _save_get.call() != null else [],
}
func on_camp_buy(attr: String) -> void:
var meta = _meta_get.call()
if meta == null:
return
# 秘宝钥石购买(迭代 22 秘宝批 T4——秘宝匣柜台购买钮意图;写口唯一=buy_treasure_unlock,
# 余额闸/重复购/条件件误购三重拒绝零副作用)
if attr != "attune_refresh":
if not meta.buy_treasure_unlock(attr):
toast.show_toast("购买被拒(余额不足或不可购买)", "warn")
return
camp_overlay.refresh_camp(camp_data())
_refresh_presentations.call()
return
# Y 刷新升级行购买(迭代 11 第①批 T4——P1 甲;双入口之一 Q1 裁乙——树上 ks_refresh 同账;
# 按钮禁用为常态防线,兜底拒绝可见 pattern 1。属性锻造面已退役——buy_forge 分支随批删除)
if not meta.buy_attune_refresh():
toast.show_toast("购买被拒", "warn")
return
camp_overlay.refresh_camp(camp_data())
_refresh_presentations.call()
# 同调装配切换(迭代 11 第①批 T4——装配关系唯一写口经 MetaProgression.toggle_attunement;满位兜底拒绝可见)
func on_camp_attune_toggle(item_id: String) -> void:
var meta = _meta_get.call()
if meta == null:
return
if not meta.toggle_attunement(item_id):
toast.show_toast("同调位已满——先卸下再装配", "warn")
return
camp_overlay.refresh_camp(camp_data())
# 天赋树购买(迭代 12 T9——写口唯一归 MetaProgression.tree_buy/tree_buy_fork;Fork 节点购=激活侧)
func on_camp_tree_buy(node_id: String) -> void:
var meta = _meta_get.call()
if meta == null:
return
var ok: bool = meta.tree_buy_fork(node_id) if String(db.tree_node(node_id).get("kind", "")) == "fork" else meta.tree_buy(node_id)
if not ok:
toast.show_toast("购买被拒——前置/行门槛/余额不足", "warn")
return
camp_overlay.refresh_camp(camp_data())
_refresh_presentations.call()
# A/B 免费切换(迭代 12 T8——同组换侧零币;未激活组走购买面)
func on_camp_fork_toggle(group: String, side: String) -> void:
var meta = _meta_get.call()
if meta == null:
return
if not meta.tree_toggle_fork(group, side):
toast.show_toast("切换被拒——未激活组请先购买", "warn")
return
camp_overlay.refresh_camp(camp_data())
_refresh_presentations.call()
# ---- 锻造工坊三意图(迭代 23 T6——契约 9:写口唯一归 MetaProgression 锻造写口族;UI 只发意图)----
# 路线购买(几何价;余额不足/未解锁/满级=核心拒绝零副作用,兜底拒绝可见 pattern 1)
func on_camp_forge_buy(route_id: String) -> void:
var meta = _meta_get.call()
if meta == null:
return
if not meta.forge_buy_level(route_id):
toast.show_toast("锻造被拒——钥石不足或路线不可锻造", "warn")
return
camp_overlay.refresh_camp(camp_data())
_refresh_presentations.call()
# 一次性解锁价直购(并联双通道②;已解锁=拒绝零收费)
func on_camp_forge_unlock(route_id: String) -> void:
var meta = _meta_get.call()
if meta == null:
return
if not meta.forge_buy_unlock(route_id):
toast.show_toast("解锁被拒——钥石不足或已解锁", "warn")
return
camp_overlay.refresh_camp(camp_data())
_refresh_presentations.call()
# 当前武器/甲选中切换(免费;未解锁拒选)
func on_camp_forge_select(route_id: String) -> void:
var meta = _meta_get.call()
if meta == null:
return
var ok: bool = meta.forge_select_weapon(route_id) if String(db.forge_route(route_id).get("kind", "")) == "weapon" \
else meta.forge_select_armor(route_id)
if not ok:
toast.show_toast("切换被拒——路线未解锁", "warn")
return
camp_overlay.refresh_camp(camp_data())
_refresh_presentations.call()
func on_shop_buy(product_id: String) -> void:
var runner = _runner_get.call()
if runner == null:
return
if runner.is_shop_pool():
# pool 面:买 1 → 核心全重抽——货架整架重投喂(重抽反馈;余额不足核心拒绝零副作用)
if not runner.buy_pool_item(product_id):
logger.log_ux("ux_reject", {"source": "wallet", "sub_reason": "insufficient_gp"})
toast.show_toast("金币不足——买不起这件商品", "warn")
return
shop_overlay.open_shelf(runner.shop_shelf(), int(runner.gp))
shop_overlay.set_visit_info(int(runner.shop_bp_visit_buys()), float(db.shop_price_a())) # T6 爬价规则行
shop_overlay.set_refresh_display(runner.shop_refresh_free_left(), runner.shop_refresh_cost(), int(runner.gp) >= runner.shop_refresh_cost())
_refresh_presentations.call()
return
if not runner.buy_product(product_id):
# 余额不足(按钮禁用为常态防线——兜底拒绝可见,pattern 1)
logger.log_ux("ux_reject", {"source": "wallet", "sub_reason": "insufficient_gp"})
toast.show_toast("金币不足——买不起这件商品", "warn")
return
shop_overlay.refresh_state(runner.shop_products(), int(runner.gp))
_refresh_presentations.call()
# MC-1:刷新意图(shop_overlay.refresh_requested——核心 shop_refresh 受理后整架重投喂=重抽反馈)
func on_shop_refresh() -> void:
var runner = _runner_get.call()
if runner == null or not runner.is_shop_pool():
return
if not runner.shop_refresh():
toast.show_toast("金币不足——刷新失败", "warn")
return
shop_overlay.open_shelf(runner.shop_shelf(), int(runner.gp))
shop_overlay.set_visit_info(int(runner.shop_bp_visit_buys()), float(db.shop_price_a())) # T6 爬价规则行
shop_overlay.set_refresh_display(runner.shop_refresh_free_left(), runner.shop_refresh_cost(), int(runner.gp) >= runner.shop_refresh_cost())
_refresh_presentations.call()
func on_shop_leave() -> void:
_close_modal.call(shop_overlay)
var runner = _runner_get.call()
if runner != null:
# 复用兑付确认纪律(接口漂移清偿):离开 ≠ 推进——确认后经 choices_presented 弹出选路口
runner.continue_after_node()