230 lines
12 KiB
GDScript
230 lines
12 KiB
GDScript
# VERTICAL SLICE - NOT FOR PRODUCTION
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# 实现 GDD:design/ux/battle.md(四区呈现装配器)——读核心只读面(战斗结算 呈现快照 / runner)→
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# 组装文案/投影 → 驱动各视图 setter。
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# 高内聚边界:"核心状态 → 呈现文案"的全部翻译集中于此;视图保持零核心依赖;
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# 静态无状态——呈现不持久化任何核心句柄。
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# E1 封装收口(2026-09-13):核心状态读取统一经 战斗结算.presentation_snapshot() 成文快照面——
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# 禁再链式穿透 settlement.enemy_system.hero / settlement.enemy_system.enemies / settlement.status_effects.query_active 一类路径(战斗结算 协作对象已私有化,
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# 敌人含死亡残位的投影由快照 enemies[] 承载,含 alive/pending_*/effects 字段——2026-09-16 敌人技能池批批 2 定稿)。
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# 更新触发注记(battle.md Data Requirements):旗/拔/移动成功反馈零事件外发(排雷玩法 发射面封闭)——
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# 经 ActionOutcome 返回值命令式驱动;AP/RAP 无推送信号——组合根每次调用返回后重查;
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# 增益状态 纯被动容器零信号——状态栏刷新绑 战斗结算 结算编排完成时点。
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# Date: 2026-09-12(战斗屏改造批;基础 = 2026-09-11 HUD 装配器;2026-09-13 快照面改造)
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class_name HudPresenter
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extends RefCounted
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# 每次结算行/轮次/节点变化/动作返回后调用(组合根全量重查装配)
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# 2026-09-26 C 区精简批:钱包 GP/钥石投喂退役(中/大循环资源迁出战斗屏——信息归属拍板);
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# HP/状态效果单投喂 B 区站桩(原 B/C 双投喂为重复展示——信息归属拍板单一展示面原则)
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static func refresh(stage: BattleStageView, info: HeroInfoPanelView, ap_bar: ApBarView,
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settlement, runner, level_active: bool, db, refresh_remaining: int) -> void:
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# 本关强化列表(v3.5 迭代 9 卡⑫ 2026-09-30——runner 统一加算区投影:商店购买与关卡大奖励
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# 共账本〔level_runner bonus{atk,max_hp,armor_class}〕;空加算=整节隐藏〔视图内空态纪律〕。
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# 呈现只读投影零核心触碰;行文格式=代拍板白名单项)
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if runner != null and level_active:
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var b: Dictionary = runner.bonus
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var lines: Array[String] = []
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if int(b.get("atk", 0)) != 0:
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lines.append("攻击 %+d" % int(b.get("atk", 0)))
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if int(b.get("max_hp", 0)) != 0:
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lines.append("生命上限 %+d" % int(b.get("max_hp", 0)))
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if int(b.get("armor_class", 0)) != 0:
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lines.append("护甲 AC %+d" % int(b.get("armor_class", 0)))
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info.set_level_bonuses(lines)
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else:
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info.set_level_bonuses([])
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# 流派件持有投影(迭代 12 呈现补齐 2026-10-04——用户反馈「局内奖励选了什么看不到」:
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# 逐流派聚合行+成型档位;常驻可读+空态隐藏。档位求值=RelicsEngine 纯函数直调)
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if runner != null and level_active:
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info.set_relic_holdings(relic_holdings_lines(db, runner.relics_held()))
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else:
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info.set_relic_holdings([])
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if settlement == null:
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info.set_board_variants([]) # 战斗域角标出战斗即隐(首发批 2026-10-04——空态纪律)
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_refresh_out_of_battle(stage, info, ap_bar, runner, level_active, db)
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return
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var s: Dictionary = settlement.presentation_snapshot()
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# 地形变异常驻角标投影(全局作用域变异首发批 2026-10-04——板级变异快照 → 文案行;
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# 空态隐藏=流派件段先例;战斗全程常驻防中局遗忘)
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info.set_board_variants(board_variant_lines(db, s.get("board_variants", [])))
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var hero: Dictionary = s.hero
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if hero.is_empty() or not bool(hero.get("alive", false)):
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_refresh_out_of_battle(stage, info, ap_bar, runner, level_active, db)
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return
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_refresh_hero(stage, info, s)
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_refresh_economy(ap_bar, s, db, refresh_remaining)
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stage.set_enemies(s.enemies)
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# ---- B 区主角站桩(HP/状态唯一展示面)+ C 区数据框(攻击/AC) ----
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static func _refresh_hero(stage: BattleStageView, info: HeroInfoPanelView, s: Dictionary) -> void:
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var hero: Dictionary = s.hero
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var hp: int = int(hero.hp)
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var max_hp: int = int(hero.max_hp)
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var atk: int = int(hero.atk)
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# 修正 = attack_up 池有效值(hero_offense);来源角标 = 效果 display_name(快照 hero_effects 投影)
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var mod_total := 0
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var sources: Array[String] = []
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for eff in s.hero_effects:
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if String(eff.effect_id) == "attack_up":
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mod_total += int(eff.effective_value)
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sources.append("%s×%d" % [String(eff.display_name), int(eff.layers)])
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var mod_text := ""
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if mod_total != 0:
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mod_text = "(%+d%% %s)" % [mod_total, "·".join(sources)]
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# B 区站桩 = HP 与状态效果唯一展示面(2026-09-26 信息归属拍板)——C 区不再重复投喂
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stage.hero_standee.set_hero(hp, max_hp)
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stage.hero_standee.set_effects(s.hero_effects)
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info.set_attack(atk, mod_text)
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# 我方 AC 唯一展示面 = C 区(2026-09-26 二轮拍板补入)——快照 armor_class 含战斗内 ac_up 折算
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info.set_armor(int(hero.get("armor_class", 0)))
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# ---- 行动经济(AP 点阵 / RAP / 弃图刷新按钮态——RAP 读数 2026-09-26 自 C 区迁入本条) ----
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static func _refresh_economy(ap_bar: ApBarView, s: Dictionary, db, refresh_remaining: int) -> void:
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ap_bar.set_ap(int(s.ap), int(db.action_economy.ap_per_round))
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ap_bar.set_rap(int(s.rap))
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var digging := String(s.phase) == ActionEconomy.PHASE_ACTIVE
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ap_bar.set_refresh_state(refresh_remaining,
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bool(s.can_refresh) and digging) # Waiting 代理已随 OQ12 退役——UI 仅挖掘期受理
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ap_bar.set_stop_enabled(bool(s.hero.get("alive", false)) and digging)
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# 流派件持有聚合文案(迭代 12 呈现补齐——战斗 C 区与关卡选择页两处共用;空持有=空数组)
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static func relic_holdings_lines(db, held: Array) -> Array[String]:
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var rlines: Array[String] = []
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if db == null or db.relics == null or (db.relics.rows as Array).is_empty() or held.is_empty():
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return rlines
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var arch_names := {"magic": "魔法", "pierce": "穿刺", "normal": "普攻", "dig": "开格",
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"flag": "标旗", "charge": "蓄力", "devour": "吞噬"}
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var counts := {}
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for rid in held:
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var rrow: Dictionary = db.relic_row(String(rid))
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var arch := String(rrow.get("archetype", ""))
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counts[arch] = int(counts.get(arch, 0)) + 1
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var tiers: Dictionary = RelicsEngine.tiers_for(held, db.relics)
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for arch in counts.keys():
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var tier := int(tiers.get(arch, 0))
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var tier_text := "档二" if tier >= 2 else ("档一" if tier == 1 else "散件")
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rlines.append("%s ×%d · %s" % [String(arch_names.get(String(arch), String(arch))), int(counts[arch]), tier_text])
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return rlines
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# 地形变异常驻角标文案(全局作用域变异首发批 2026-10-04——板级变异 id → 文案行;
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# 空集 = 空数组=空态隐藏。三行制:变异名+两行效果说明(C 区 240px 宽防裁切)。
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# 文案 2026-10-04 用户人闸反馈常规化修订(原俚语表述退役)
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static func board_variant_lines(db, ids: Array) -> Array[String]:
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var lines: Array[String] = []
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if db == null or db.variation == null:
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return lines
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for vid in ids:
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var row: Dictionary = db.variation.row_by_id(String(vid))
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if not row.is_empty():
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lines.append(String(row.get("display_name", vid)))
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lines.append("回复与护甲资源减少")
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lines.append("攻击资源增多")
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return lines
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# ---- 战斗收尾反馈与结算视觉同步(T3 HUD 单通道批 2026-10-02——组合根直改视图收敛入此) ----
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# battle_over 收尾反馈:死亡兜底灰化 → 主角态回 idle → RAP 清零脉冲(调试收尾路)→ 状态全清可见反馈。
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# 调试/冒险两路共用;reset_rap=false = 冒险收束(RAP 清零由战斗末拍已毕,收束拍不再重放脉冲)。
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static func battle_end_feedback(stage: BattleStageView, ap_bar: ApBarView, reset_rap: bool) -> void:
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stage.gray_all_enemies() # 死亡兜底:站桩灰化残位(禁瞬消语义的战斗收尾面)
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stage.settle_hero_idle() # 主角态回 idle(迭代 6 T3 三态收尾)
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if reset_rap:
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ap_bar.set_rap(0) # RAP 清零脉冲 + 微文案(载体 2026-09-26 迁 D 区 AP 条)
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stage.hero_standee.set_effects_cleared_feedback() # 状态全清可见反馈(增益状态×4④——载体迁 B 区站桩)
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# 结算阶段视觉同步(round_end → 下一轮):D 区去饱和 + 禁挖光 + 明细带 settle/dig 换挡 + 轮次文案。
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# 光带演出(play_round_sweep)属时序敏感触发,留在组合根(上升沿检测随行)——本条只做态驱动 setter。
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static func sync_settlement_visuals(stage: BattleStageView, board_view: BoardView,
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log_view: BattleLogView, settling: bool, phase_text: String) -> void:
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board_view.set_desaturated(settling)
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board_view.set_dig_glow_enabled(not settling)
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stage.set_settle_focus(settling)
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log_view.set_mode("settle" if settling else "dig")
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stage.set_round_text(phase_text)
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# 战斗外(节点间隙/关卡结束)——HP 读 runner 携带值
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static func _refresh_out_of_battle(stage: BattleStageView, info: HeroInfoPanelView,
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ap_bar: ApBarView, runner, level_active: bool, db) -> void:
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if not level_active:
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return
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if runner != null:
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info.set_attack(runner.effective_atk(), "(关卡推进中)")
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info.set_armor(runner.effective_ac())
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stage.hero_standee.set_hero(runner.hero_hp, runner.effective_max_hp())
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stage.hero_standee.set_effects([])
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stage.clear_enemies() # 节点间隙清敌方站桩残位(死亡瞬间的灰化呈现已在结算行驱动完成)
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ap_bar.set_rap(0) # battle_over RAP 清零反馈(行动经济 义务——载体 2026-09-26 迁 AP 条)
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# 三源拒绝可感知(排雷玩法 reject_reason/sub_reason → 玩家文案;pattern 1 双源拒绝反馈)
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static func outcome_text(outcome: Dictionary) -> String:
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if outcome.accepted:
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return "执行完成。"
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match String(outcome.get("reject_reason", "")):
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"board_face":
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var sub := String(outcome.get("sub_reason", ""))
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var texts := {
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"not_adjacent": "不能执行:目标与小人不相邻",
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"target_revealed": "不能执行:目标已开",
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"target_concealed": "不能移动:目标未开",
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"flag_present": "不能插旗:此格已有旗(旗为一次性承诺——相邻时左键直接挖开)",
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"no_path": "不能移动:已探明区不连通",
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"out_of_catalog": "无效目标",
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}
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return texts.get(sub, "棋盘面拒绝: " + sub)
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"resource_face":
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return "AP 不足。"
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"phase":
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return "结算中,非行动阶段。"
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"board_invalid":
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return "棋盘数据非法(fail-fast)。"
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_:
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return "动作被拒。"
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# ---- 调整板批量模拟报告装配(文案归 presenter——视图只 set_text;code-review 2026-09-12 批) ----
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static func tune_sim_report(n: int, atk_pct: int, hp_pct: int, wins: int, dmg_all: Array, hp_left_win: Array, hp_boss: Array, rounds_all: Array, death_nodes: Dictionary, base_hp: int) -> String:
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var lines: Array[String] = []
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lines.append("[b]模拟 N=%d(atk+%d%% / hp+%d%%)[/b]" % [n, atk_pct, hp_pct])
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lines.append("通关率 [color=#%s]%.0f%%[/color](%d/%d)" % [UiKit.HEX_LOG_WIN, 100.0 * float(wins) / float(maxi(1, n)), wins, n])
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lines.append("整关承伤:均 %.1f · p90 %.0f(基础 HP %d)" % [_mean(dmg_all), _p90(dmg_all), base_hp])
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if not hp_left_win.is_empty():
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lines.append("通关剩余 HP 均 %.1f · 进 Boss HP 均 %.1f" % [_mean(hp_left_win), _mean(hp_boss)])
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lines.append("平均轮数 %.1f" % _mean(rounds_all))
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if death_nodes.is_empty():
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lines.append("败北节点:—")
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else:
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var parts: Array[String] = []
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for k in death_nodes.keys():
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parts.append("%s×%d" % [k, death_nodes[k]])
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lines.append("败北节点:%s(0-3=战斗序,4=Boss)" % " ".join(parts))
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return "\n".join(lines)
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static func _mean(a: Array) -> float:
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if a.is_empty():
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return 0.0
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var t := 0.0
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for v in a:
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t += float(v)
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return t / a.size()
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static func _p90(a: Array) -> float:
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if a.is_empty():
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return 0.0
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var b := a.duplicate()
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b.sort()
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return float(b[mini(b.size() - 1, int(0.9 * b.size()))])
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