52 lines
2.5 KiB
GDScript
52 lines
2.5 KiB
GDScript
class_name RunLedger
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extends RefCounted
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# 共享四本账显式承载(审计 P1-4「共享可变字典跨三层:所有权名义单点、实际三处
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# 可写」收口 = 单类持四账)。
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# 所有权:AdventureRunner 持有(开局构造、冒险全程唯一宿主);LevelRunner 经 set_run_ledger
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# 下传并装配 encounter;战斗侧(BattleOrchestrator)经 encounter["ledger"] 拿本类引用,
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# 只走下方 read/append 原语——战末 export/开局 seed 时点语义不变(确定性设计原样保留,
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# 只把「函数签名上不可见的共享可变引用」换成签名可见的显式类)。
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var attune_charges: Dictionary[Variant, Variant] = {} # 同调主动件充能账(use_treasure 扣减;断点随局回档)
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var vision_counter: Dictionary[Variant, Variant] = {} # 真视类使用计数(冒险开始置 {"used":0};
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# 缺省空 = 调试/单场战斗不计——enc 缺键守卫语义)
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var adventure_counters: Dictionary[Variant, Variant] = {} # adventure 域效果计数器(rebuild 回灌/战末导出回写目标)
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var bonus: Dictionary[Variant, Variant] = {} # 统一冒险加算区(冒险开始置四轴零账——商店购买/三选一属性件/战末 bonus_delta 汇入)
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# ---- 战斗侧原语(裁点②甲:战斗侧只拿 read/append 两族;宿主侧冒险/关卡域直读字段域) ----
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func attune_charge_has(item_id: String) -> bool:
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return attune_charges.has(item_id)
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func attune_charge_set(item_id: String, value: int) -> void:
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attune_charges[item_id] = value
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func attune_charge_consume(item_id: String) -> void:
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# 原编排器 use_treasure 扣减语义逐字(has 闸 + maxi(0,·) 下限)
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if attune_charges.has(item_id):
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attune_charges[item_id] = maxi(0, int(attune_charges[item_id]) - 1)
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func vision_count_add(n: int) -> void:
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vision_counter["used"] = int(vision_counter.get("used", 0)) + n
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func counters_seed_snapshot() -> Dictionary:
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return adventure_counters # 回灌读面(时点 = begin_battle rebuild 后——语义不变)
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func counters_merge_export(exported: Dictionary) -> void:
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# 战末回写(原编排器逐字语义:仅非空账参与、逐键覆写)
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if adventure_counters.is_empty():
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return
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for cid in exported.keys():
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adventure_counters[cid] = int(exported[cid])
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func bonus_add_axis(axis: String, delta: int) -> void:
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# 原编排器战末汇入逐字语义(has 闸——账外轴丢弃)
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if bonus.has(axis):
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bonus[axis] = int(bonus.get(axis, 0)) + delta
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