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# UI 界面清单
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本文档按"前端只管显示,数据从后端 Manager 获取"原则(见 `doc/P1模块拆分.md`)整理全部界面规划。已有界面标注现状,规划界面按 P1 与中后期分列。
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## 1. 目录结构约定
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```
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src/UI/
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├── HUD/ 顶栏/底部条状 HUD(常驻)
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│ ├── MainSceneHud.tscn
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│ └── MainGameButtomHud.tscn
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└── Panels/ 全屏/大面积面板(弹层式)
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├── MainMenu/ 主菜单(已有)
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├── Management/ 管理主操作面板(P1 新增)
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│ ├── DisciplePanel/ 弟子面板
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│ ├── FieldPanel/ 建筑/灵田面板
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│ ├── AlchemyPanel/ 炼丹面板
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│ ├── OrderPanel/ 订单面板
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│ └── InventoryPanel/ 库存面板
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└── SavePannel.tscn 存档面板(已有,+SaveGroup/SaveSlot)
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```
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约定:HUD 放常驻条状 UI;面板一律进 `Panels/`,同组面板建子文件夹(参照 MainMenu 先例)。弹窗类(事件/确认/通知)后续放 `Panels/` 下或单独 `Popups/`。
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## 2. 已有界面(现状)
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| 界面 | 文件 | 状态 |
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| --- | --- | --- |
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| 主菜单 | `src/UI/Panels/MainMenu/MainMenu.tscn` | 已有:新游戏/读档 |
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| 存档面板 | `src/UI/Panels/SavePannel.tscn`(+ SaveGroup/SaveSlot) | 已有:两级存档列表 |
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| 顶栏 HUD | `src/UI/HUD/MainSceneHud.tscn` | 已有:时间/灵石/声望/灵气 + 管理/保存/返回/下一回合按钮 |
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| 底部 HUD | `src/UI/HUD/MainGameButtomHud.tscn` | 已有但**未接入 MainGame 场景**(仅"继续"按钮) |
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## 3. 主场景布局结构
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```
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MainGame(场景)
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├── 顶栏 HUD(全局信息 + 入口按钮)
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│ ├── 时间 / 灵石 / 声望 / 灵气
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│ ├── 管理按钮(打开主操作面板) [灵田/炼丹/弟子/订单/库存 入口]
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│ └── 保存 / 返回
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├── 主操作区(当前主面板,全屏覆盖) ← 弹层式切换
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└── 弹窗层(事件/确认/通知,最高层)
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```
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原则:一次只显示一个主操作面板,面板间通过顶栏"管理"按钮切换;弹窗层供事件、确认框、提示用。
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## 4. P1 界面清单(对应各 Manager)
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| 界面 | 数据源(后端) | 内容 | 操作 |
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| --- | --- | --- | --- |
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| 弟子面板 | DiscipleManager | 弟子列表:姓名/境界/技艺/忠诚/修为进度;详情区 | 查看;分配劳作类型(种田/炼丹/空闲) |
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| 灵田面板 | FieldManager | 内外田地块网格:作物/生长进度/品质 | 种植(选作物+分配弟子)、收获 |
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| 炼丹面板 | AlchemyManager | 丹方列表(材料需求/技艺要求)+ 可选炼丹弟子 | 炼制(扣材料→入库存) |
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| 订单面板 | OrderManager | 当前订单:客户/物品/数量/品质要求/期限/奖励 | 交货(校验库存→加灵石) |
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| 库存面板 | InventoryManager | 物品列表:灵药/丹药/凡粮 数量与品质 | 只读展示(可并入其他面板) |
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| 顶栏灵石/口粮 | EconomyManager / FoodManager | 灵石余额、口粮结余 | 只读 |
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P1 简化:库存并入炼丹/订单面板分栏显示,不单开面板;弟子劳作分配暂只影响生产(对应弟子技艺),不做单独"空闲/忙碌"状态 UI。
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## 5. 中后期界面规划(P2~P5)
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### P2 经营深度
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| 界面 | 数据源 | 内容 |
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| --- | --- | --- |
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| 收徒面板 | DiscipleManager(工厂) | 可收弟子候选:资质/拜师礼 |
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| 委托面板 | 委托系统 | 随机委托列表:奖励/风险,派遣弟子执行 |
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| 忠诚度视图 | DiscipleManager | 弟子忠诚/满意度,抽成政策调节(并入弟子面板) |
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| 香火/供奉 | 声望系统 | 村庄供奉信息 |
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### P3 外交层
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| 界面 | 数据源 | 内容 |
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| --- | --- | --- |
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| 外交面板 | 客户/宗门关系系统 | 大宗门列表:好感/附庸等级/订单偏好 |
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| 附庸管理 | 附庸系统 | 当前附庸等级、义务、宗主裁决记录 |
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### P4 秘境事件
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| 界面 | 数据源 | 内容 |
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| --- | --- | --- |
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| 勘探/发掘面板 | 秘境系统 | 后山勘探按钮、秘境层进度、功法获取 |
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| 警戒/封锁 | 走漏系统 | 消息封锁操作、泄露风险提示 |
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| 战报 | 冲突系统 | 小规模冲突事件、战斗自动结算结果 |
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### P5 终局
|
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||||
| 界面 | 数据源 | 内容 |
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| --- | --- | --- |
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| 宗门史记/结算 | 评分系统 | 传奇度评分、结局文本、自由沙盒入口 |
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| 天灾面板 | 天灾系统 | 天灾进度、各方势力动态 |
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## 6. UI 与后端绑定规则
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1. 每个面板对应一个 Manager 或一组 Manager 的只读视图 + 操作方法。
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2. 面板 `_ready()` 时调 Manager getter 拉全量数据渲染,再连接信号增量刷新(观察者)。
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3. 玩家操作 → 调 Manager 方法 → Manager 发信号 → 面板刷新(UI 不写数据)。
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4. 弹窗(事件/确认)由事件系统驱动,可复用通用弹窗场景(标题/正文/按钮组)。
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## 7. 待补充
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||||
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- 通用弹窗场景、面板切换容器(P1 起步时实现)
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- 具体面板视觉风格(沿用现有 theme 体系:`resources/` 下按钮/Label theme)
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- 中后期面板在各自里程碑实现时细化(本文档只列清单)
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@@ -0,0 +1,88 @@
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# 主世界与建筑模块设计
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本文档定义主世界(hex 地块)、建筑与弟子派工的关系。背景见 `doc/WorldDesign.md`、`doc/P1模块拆分.md`。
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## 1. 主世界方案(已定)
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**正六边形单元格地图**,玩家在单元格上建设建筑/灵田(类似文明的领地经营 + 模拟经营的指派产出)。
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### 1.1 设计咬合点(为什么用 hex)
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- **灵石矿是地块资源**:哪块地有灵脉 → 占矿/买矿成为位置决策
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- **秘境"在后山"是空间概念**:勘探发掘做成地图行为
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- **后期地盘争夺需要地图**:从 P1 引入空间维度,后期不返工
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- **成长可视化**:"从小宗门到大宗门"= 地图从一小块山头扩大的过程
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### 1.2 落地节奏(已定:坐标预留,渲染后置)
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| 阶段 | 数据层 | UI 层 |
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| --- | --- | --- |
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| P1 | 建筑数据带 hex 坐标(axial) | 卡片/列表渲染,不做地图 |
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| P2/P3 | 不变(存档天然带位置) | hex 主世界渲染(tile 美术 + 放置交互) |
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前端后端分离下,UI 切换只影响显示层,后端零返工。
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### 1.3 hex 成立的前提
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||||
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1. **格子有位置价值**——灵脉格/水源格/肥沃地/岩石地,不同地块加成不同(纯装饰的格子不做)。
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2. **地图随机生成**——每局资源分布不同,防止最优布局模板一劳永逸,保证复玩性。
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3. **面积跟随成长**——开局只有山头几格,扩张需买地/开荒,地图与宗门成长绑定。
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### 1.4 弟子与建筑的绑定深度(已定:派工单式)
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||||
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- 弟子**指派**给建筑,月底结算产出,弟子不在地图上行走。
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- 位置只影响加成(如灵田靠近水源产量+)。
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- 明确不做实体行走式(寻路/队列/行程),与月回合结算节奏冲突,成本高。
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## 2. 建筑实体模型
|
||||
|
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建筑(含灵田)是 hex 上的实体,**必须有弟子指派才有产出**:
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|
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```gdscript
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## BuildingData.gd(RefCounted,纯数据)
|
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var id: int
|
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var cell: Vector2i # hex axial 坐标(q, r)
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var building_type: int # 建筑类型枚举
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var assigned_disciple_id: int = -1 # 指派弟子,-1 = 无
|
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var progress: float = 0.0 # 生产/生长进度
|
||||
var level: int = 1 # 建筑等级(预留)
|
||||
```
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|
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## 3. 建筑类型
|
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|
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| 建筑 | 产出 | 指派要求 | 备注 |
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| --- | --- | --- | --- |
|
||||
| 外田(凡粮) | 灵稻 | 种植技艺 | 口粮来源 |
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| 内田(灵药) | 聚气草/凝神花 | 种植技艺 | 炼丹原料 |
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| 丹房 | 聚气丹/凝神丹 | 炼丹技艺 | 消耗灵药原料 |
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| 仓库(预留) | — | — | 存粮/存料上限,后期 |
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| 洞府/居所(预留) | — | — | 弟子数量上限,后期 |
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|
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P1 只做前三种(对应原 FieldManager + AlchemyManager 的职责,统一进建筑框架)。
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|
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## 4. 数据模型演进
|
||||
|
||||
原 `FieldData`(灵田)泛化为 `BuildingData`(建筑),灵田是建筑类型之一:
|
||||
|
||||
- 原 FieldManager → 建筑管理:地块放置、指派弟子、月度结算(生长/产出入库存)
|
||||
- 种植类建筑带"作物"字段(作物类型/生长月数/品质),收获式产出
|
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- 丹房是"即时加工"类建筑:有原料时弟子炼制入库存(也可保留 AlchemyManager 独立接口,两者皆可)
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|
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## 5. 月度结算信号流(不变)
|
||||
|
||||
```
|
||||
settle_month()
|
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→ 每个有弟子指派的建筑结算产出
|
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→ 收获/成品入 InventoryManager
|
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→ inventory_changed
|
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```
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|
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## 6. 简化决策
|
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|
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| 完整愿景 | P1 取舍 | 后续 |
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| --- | --- | --- |
|
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| hex 地图渲染 | 不做,卡片/列表 | P2/P3 |
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| 地图随机生成 | 固定初始地图(几块田+一丹房) | P3 |
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| 地块地形差异 | 初始全默认,无加成 | P3 引入水源/灵脉 |
|
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| 建筑多类型 | 只做外田/内田/丹房 | 逐里程碑加 |
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| 弟子行走 | 不做(派工单式) | 不评估升级 |
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+124
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# 弟子属性设计
|
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|
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本文件定义弟子(Disciple)的属性体系、境界规则与派生逻辑,是 `src/Data/Models/Disciple.gd` 的实现依据。关联:`doc/弟子管理.md`(模块设计)、`doc/模块联动.md`(联动规范)、`doc/Roadmap.md`(P1 核心循环)。
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|
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## 1. 属性列表(权威定义)
|
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|
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| 名称 | 范围 | 说明 |
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|:---|:---|:---|
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| metal | [0, 100] | 金属性值 |
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| wood | [0, 100] | 木属性值 |
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| water | [0, 100] | 水属性值 |
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| fire | [0, 100] | 火属性值 |
|
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| earth | [0, 100] | 土属性值 |
|
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| efficiency | [1, 100] | 灵气吸收效率,决定修炼速度,隐藏属性 |
|
||||
| realm_level | [0, 5] | 大境界,凡人、练气、筑基、金丹、元婴、化神 |
|
||||
| sub_realm_level | [1, 13] | 凡人只有一个小境界;练气 13 个小境界,其他各有前、中、后、大圆满四个小境界 |
|
||||
| cultivation_exp | [0, 2147483647] | 修炼经验 |
|
||||
| farming_exp | [0, 2147483647] | 耕作技能经验 |
|
||||
| farming_level | [0, 10] | 耕作技能等级 |
|
||||
| herb_exp | [0, 2147483647] | 药草耕作技能经验 |
|
||||
| herb_level | [0, 10] | 药草耕作技能等级 |
|
||||
| alchemy_exp | [0, 2147483647] | 炼丹技能经验 |
|
||||
| alchemy_level | [0, 10] | 炼丹技能等级 |
|
||||
| loyalty | [0, 100] | 忠诚度 |
|
||||
|
||||
> 字段说明:`id` 只读,由管理器分配;`name` 普通字符串。原设计中的 `is_mortal`、`cultivation_skill`、`alchemy_skill` 单值字段由下述规则取代,不单独存字段。
|
||||
|
||||
## 2. 境界体系
|
||||
|
||||
大境界 `realm_level` 与显示名、小境界 `sub_realm_level` 数量:
|
||||
|
||||
| realm | 名称 | sub 范围 | 小境界显示 |
|
||||
| --- | --- | --- | --- |
|
||||
| 0 | 凡人 | 固定 1 | 凡人 |
|
||||
| 1 | 练气 | 1~13 | 练气X层(1~13 层) |
|
||||
| 2 | 筑基 | 1~4 | 筑基前期 / 中期 / 后期 / 大圆满 |
|
||||
| 3 | 金丹 | 1~4 | 金丹前期 / 中期 / 后期 / 大圆满 |
|
||||
| 4 | 元婴 | 1~4 | 元婴前期 / 中期 / 后期 / 大圆满 |
|
||||
| 5 | 化神 | 1~4 | 化神前期 / 中期 / 后期 / 大圆满 |
|
||||
|
||||
## 3. 灵根(五行推导,不存字段)
|
||||
|
||||
有灵根的凡人才能修炼破境。**任一五行属性 ≥ 阈值(占位 20,待调参)即具灵根**:
|
||||
|
||||
- 有灵根 → 可修炼:凡人期积累修炼经验,满后破境入练气
|
||||
- 无灵根 → 终生为凡,永不涨修炼经验(且大境界 0)
|
||||
|
||||
派生:`has_spiritual_root()`;凡俗判定 `is_mortal() = (realm_level == 0) 且 无灵根`。
|
||||
|
||||
## 4. 经验规则
|
||||
|
||||
### 4.1 修炼经验(cultivation_exp)
|
||||
|
||||
- 每个小境界有经验上限(曲线表配置,见 §5)
|
||||
- **跨小境界**:经验满自动突破 sub+1,溢出部分**继承**到下一个小境界
|
||||
- **跨大境界**:sub 到顶(练气 13 / 其他 4)再满,realm+1 且 sub=1,溢出部分**清零**
|
||||
- 化神大圆满封顶,不再获得修炼经验
|
||||
- 突破自动进行(回合结算时处理),暂不设额外条件
|
||||
|
||||
### 4.2 技能经验(farming / herb_farming / alchemy 三套相同规则)
|
||||
|
||||
- 每跨一级,溢出的经验**继承**到下一级,直到升满(10 级)为止
|
||||
- 满级后继续获得的经验**不再累积**(经验不会提升)
|
||||
- 每个等级所需经验由配置文件给出(曲线表,见 §5)
|
||||
|
||||
### 4.3 效率的作用
|
||||
|
||||
`efficiency` 决定修炼速度(隐藏属性),不直接改变经验上限;具体月收益公式由管理器结算实现,数值待调参。
|
||||
|
||||
## 5. 经验曲线表(放 Disciple.gd 内部 const,占位待调参)
|
||||
|
||||
> 存储决策:曲线表先以常量写在 `Disciple.gd` 内部,自包含易调;静态内容层方案(CSV/Resource)落地后再迁移。
|
||||
|
||||
### 5.1 修炼曲线 CULTIVATION_EXP_CAPS
|
||||
|
||||
键为 `"{realm}_{sub}"`,共 30 条(凡人 1 + 练气 13 + 筑基/金丹/元婴/化神 各 4)。凡人期条目(`0_1`)供有灵根凡人积累经验破境用;化神大圆满(`5_4`)无上限(哨兵)。
|
||||
|
||||
```
|
||||
{"0_1": 100, "1_1": 100, "1_2": 110, ... 占位递增,待调参}
|
||||
```
|
||||
|
||||
### 5.2 技能曲线 SKILL_EXP_CAPS
|
||||
|
||||
10 条,表示 level N → N+1 所需经验(N = 0~9)。三套技能暂共用一张表,将来可拆分。
|
||||
|
||||
```
|
||||
[100, 120, 140, ...] 占位,待调参
|
||||
```
|
||||
|
||||
## 6. 读写与派生接口(数据类 API)
|
||||
|
||||
数值属性读写统一走键名接口(RANGES 为合法键与夹取范围的唯一权威):
|
||||
|
||||
```gdscript
|
||||
func has_attr(key: String) -> bool # key 是否为登记表中的数值属性
|
||||
func get_attr(key: String) -> int # 读数值属性(未知键 push_error 返回 0)
|
||||
func set_attr(key: String, value: int) -> bool # 写数值属性(夹取 + 境界/小境界联动约束)
|
||||
```
|
||||
|
||||
> 说明:`id` 只读语义(由 `create()` 分配),`name` 为字符串不入 RANGES;两者直接字段访问。`total_amount` 为只读属性(实时由五行之和计算)。
|
||||
|
||||
派生只读方法(境界体系相关,实现时见 §2):
|
||||
|
||||
| 方法 | 逻辑 |
|
||||
| --- | --- |
|
||||
| `total_amount`(只读属性) | 五行之和(实时派生) |
|
||||
| `has_spiritual_root() -> bool` | 任一五行 ≥ 灵根阈值 |
|
||||
| `can_cultivate() -> bool` | 有灵根 且 未满级 |
|
||||
| `is_mortal() -> bool` | realm 0 且无灵根 |
|
||||
| `sub_realm_max() -> int` | 当前大境界的小境界上限(查 SUB_MAX_BY_REALM) |
|
||||
| `exp_cap() -> int` | 当前 (realm, sub) 修炼经验上限(查曲线);满级返哨兵 |
|
||||
| `realm_name() -> String` | 完整显示名:凡人 / 练气5层 / 筑基后期 / 化神大圆满 |
|
||||
|
||||
> 状态迁移(突破、升级、经验增减)属领域操作,归 DiscipleManager(见 `doc/弟子管理.md`),数据类只提供纯查询。
|
||||
|
||||
## 7. 夹取与写入约束
|
||||
|
||||
- `RANGES` 常量表为 17 个属性的合法范围唯一权威,`create()` 与管理器 `set_attr()` 共用
|
||||
- 属性全部普通字段(每属性 1 行声明),不带 setter 样板;夹取收口在两处写入口
|
||||
- 直接写字段不夹取,依赖 `doc/弟子管理.md` "修改只走管理器"纪律
|
||||
|
||||
## 8. 变更记录
|
||||
|
||||
- 2026-09-07:确立属性列表、境界体系(0~5 + sub)、灵根五行推导、经验曲线表结构;本文档由与 opencode 的讨论结论整理(本文件前身为占位草稿)
|
||||
+39
@@ -83,3 +83,42 @@ func load_from_dict(d) -> void
|
||||
- `settle_month` → 境界提升/灵石消耗正确
|
||||
- `to_dict / load_from_dict` 往返一致
|
||||
3. `print` 输出 PASS/FAIL,编辑器直接运行场景验证
|
||||
|
||||
# 弟子属性
|
||||
|
||||
## 属性列表
|
||||
|名称|范围|说明|
|
||||
|:---|:---|:---|
|
||||
|metal|[0, 100]|金属性值|
|
||||
|wood|[0, 100]|木属性值|
|
||||
|water|[0, 100]|水属性值|
|
||||
|fire|[0, 100]|火属性值|
|
||||
|earth|[0, 100]|土属性值|
|
||||
|efficiency|[1, 100]|灵气吸收效率,决定修炼速度,隐藏属性|
|
||||
|realm_level|[0, 5]|大境界,凡人、练气、筑基、金丹、元婴、化神|
|
||||
|sub_realm_level|[1, 13]|凡人只有一个小境界;练气13个小境界,其他各有前、中、后、大圆满四个小境界|
|
||||
|cultivation_exp|[0, 2147483647]|修炼经验|
|
||||
|farming_skill_exp|[0, 2147483647]|耕作技能经验|
|
||||
|farming_skill_level|[0, 10]|炼丹技能等级|
|
||||
|herb_farming_skill_exp|[0, 2147483647]|药草耕作技能经验|
|
||||
|herb_farming_skill_level|[0, 10]|炼丹技能等级|
|
||||
|alchemy_skill_exp|[0, 2147483647]|炼丹技能经验|
|
||||
|alchemy_skill_level|[0, 10]|炼丹技能等级|
|
||||
|loyalty|[0, 100]|忠诚度|
|
||||
|
||||
- **修炼经验说明**:每个小境界都有一个经验上限,跨越小境界,溢出部分会继承到下一个小境界。跨越大境界,溢出部分清零。
|
||||
|
||||
- **技能经验说明**:耕作技能经验、药草耕作技能经验、炼丹技能经验,每跨越一个等级,溢出的经验会继承到下一个等级,直到升满为止,不会有任何经验提升。每个等级所需的经验为需要在文件中配置。
|
||||
|
||||
|
||||
## 初始分配方式
|
||||
```mermaid
|
||||
graph TD
|
||||
A[分配属性总量,按正正态分布] --> B[随机分配5种属性,属性之和为1] --> C[分配灵气利用率]
|
||||
```
|
||||
|
||||
## 修炼说明
|
||||
|
||||
每个小境界修炼需要的经验 = 基础经验值 * 属性总量
|
||||
|
||||
经验获取量 = 基础经验 * 灵气吸收效率
|
||||
|
||||
+158
@@ -0,0 +1,158 @@
|
||||
# 模块联动规范
|
||||
|
||||
本文档定义模块间联动逻辑的处理方案:谁调用谁、变更怎么传播、如何保证一致性。联动场景包括「建筑需要弟子才有产出」「炼丹需输入药材→产出丹药」「消耗药材→库存减少」等跨系统交互。
|
||||
|
||||
## 1. 方案组合结论
|
||||
|
||||
| 层 | 选择 | 理由 |
|
||||
| --- | --- | --- |
|
||||
| 主动操作联动(炼丹/交货/种植) | 直接调用 + 依赖注入 | 逻辑显式、可断点调试、单测零成本 |
|
||||
| 回合结算顺序 | 固定管线(MainGame 依次调用) | 消除时间耦合,顺序可预期 |
|
||||
| 状态变更通知(UI/统计/音效) | 信号广播(观察者,单向) | 不引入依赖,加监听者零改动 |
|
||||
| 全局事件总线 / 规则引擎 | 不做,数据形状预留 | P1~P3 联动类型仅个位数,通用引擎成本大于收益 |
|
||||
|
||||
**明确不用的方案**:
|
||||
|
||||
- 不用事件总线处理权威状态变更(如扣库存):请求-响应型联动需要双向信号,代码量反超直接调用,且结算顺序难追踪。事件广播只用于通知,不用于变更。
|
||||
- 不用规则引擎全量执行联动:为 4 类联动(种植收获/炼丹/交货/修炼)写通用执行器是净亏损。P4 功法/术法批量进场(联动类型持续增长)时再评估抽成引擎。
|
||||
|
||||
## 2. 联动场景的本质
|
||||
|
||||
| 场景 | 本质 | 参与方 |
|
||||
| --- | --- | --- |
|
||||
| 建筑需要弟子才有产出 | 前置条件检查(人手占用) | 生产系统 ↔ 弟子系统 |
|
||||
| 炼丹需输入药材→产出丹药 | 资源转换(事务) | 炼丹系统 ↔ 库存系统 |
|
||||
| 消耗药材→库存减少 | 库存变更 + 广播 | 调用方 → 库存 → UI/统计 |
|
||||
|
||||
统一模式:**A 向 B 提需求(检查)→ B 执行变更 → 变更通知所有关心者**。
|
||||
|
||||
## 3. 依赖管理铁律
|
||||
|
||||
### 3.1 依赖图无环(DAG)
|
||||
|
||||
库存、经济是叶子节点,谁也不依赖;生产类依赖库存/弟子;订单依赖库存+经济。**任何 Manager 不得依赖其上层**,出现环即设计错误。
|
||||
|
||||
```
|
||||
OrderManager ──→ InventoryManager(叶子)
|
||||
└──→ EconomyManager(叶子)
|
||||
AlchemyManager ─→ InventoryManager
|
||||
FieldManager ───→ InventoryManager
|
||||
DiscipleManager ─→ EconomyManager(修炼扣灵石)
|
||||
FoodManager ─────→ InventoryManager
|
||||
└─→ DiscipleManager
|
||||
```
|
||||
|
||||
**已知隐患**(P2 启动前必须复查):
|
||||
|
||||
- 忠诚/抽成:弟子抽成 → 经济结算方向仍是 弟子→经济,不构成环;但若经济系统反过来查询弟子(按忠诚发分红)会成环,届时改走信号通知。
|
||||
- 收徒拜师礼:一次性收入走 EconomyManager,同向,无环。
|
||||
|
||||
### 3.2 注入点唯一
|
||||
|
||||
所有 `setup()` 集中在 MainGame 一处,Manager 自身零 autoload 引用(TimeSystem/SaveSystem 除外按需)。这是依赖可管理的根源:
|
||||
|
||||
```gdscript
|
||||
# MainGame._ready() 中:
|
||||
economy_manager.setup()
|
||||
inventory_manager.setup()
|
||||
field_manager.setup(inventory_manager)
|
||||
alchemy_manager.setup(inventory_manager)
|
||||
food_manager.setup(disciple_manager, inventory_manager)
|
||||
order_manager.setup(inventory_manager, economy_manager)
|
||||
disciple_manager.setup(economy_manager)
|
||||
```
|
||||
|
||||
好处:测试场景只注入 Mock 依赖即可单独运行;依赖关系读一遍 MainGame 全貌可见。
|
||||
|
||||
### 3.3 结算顺序管线化
|
||||
|
||||
`month_passed` 固定按序调用各 Manager 的 `settle_month()`,消除时间耦合:
|
||||
|
||||
```
|
||||
灵田(收获入库存) → 炼丹(自动生产) → 弟子(修炼结算)
|
||||
→ 口粮(凡人弟子消耗) → 订单(过期检查) → 经济(固定收入)
|
||||
```
|
||||
|
||||
顺序依据:口粮必须在收获后扣(吃的是新粮);经济最后(汇总本月收支)。新增系统只插入管线,不改变既有顺序。
|
||||
|
||||
## 4. 原子事务约定(check-take-give)
|
||||
|
||||
联动变更必须原子:先检查所有前置条件与材料,全部通过后再执行扣除与产出,**不允许扣一半失败**。
|
||||
|
||||
### 4.1 收敛到库存层
|
||||
|
||||
「先检查后扣除」的手工纪律收敛为库存层的两个方法,调用方不可能写错:
|
||||
|
||||
```gdscript
|
||||
# InventoryManager
|
||||
func try_take(items: Dictionary) -> bool # 全量检查,够则返回 true
|
||||
func take(items: Dictionary) -> void # 实际扣除(try_take 通过后调用)
|
||||
func add_item(item_id: String, count: int) -> void
|
||||
func has_items(items: Dictionary) -> bool # 只查不扣(供 UI 显示可用性)
|
||||
```
|
||||
|
||||
### 4.2 调用方模板
|
||||
|
||||
```gdscript
|
||||
# AlchemyManager.refine() —— 主动操作联动标准写法
|
||||
func refine(recipe_id: String, disciple: Disciple) -> bool:
|
||||
var r: Dictionary = ContentDB.get_recipe(recipe_id)
|
||||
if disciple.alchemy_skill < r["skill_req"]:
|
||||
return false
|
||||
if not inventory.try_take(r["inputs"]):
|
||||
return false
|
||||
inventory.take(r["inputs"])
|
||||
inventory.add_item(r["output_id"], r["output_count"])
|
||||
pill_refined.emit(r["output_id"])
|
||||
return true
|
||||
```
|
||||
|
||||
## 5. 单一写入口
|
||||
|
||||
每种数据只允许其归属 Manager 变更:
|
||||
|
||||
| 数据 | 唯一写入口 | 外部只能 |
|
||||
| --- | --- | --- |
|
||||
| 库存物品 | `InventoryManager.take/add_item` | 调用这两个方法 |
|
||||
| 灵石余额 | `EconomyManager.spend/earn` | 调用这两个方法 |
|
||||
| 弟子属性 | `DiscipleManager.set_attr` | 调用该方法 |
|
||||
| 弟子增删 | `DiscipleManager.add/remove_disciple` | 调用该方法 |
|
||||
|
||||
违反此规则的直接后果:数据被谁改的不可追踪,信号漏发,UI 不同步。
|
||||
|
||||
## 6. 信号分工
|
||||
|
||||
| 信号类型 | 用途 | 方向 |
|
||||
| --- | --- | --- |
|
||||
| Manager 发出的领域信号(`inventory_changed`/`pill_refined`…) | UI 刷新、统计、音效 | 后端 → 前端/其他监听者,单向 |
|
||||
| TimeSystem 的 `month_passed` 等 | 回合结算管线入口 | 已定,不改 |
|
||||
| UI 调用 Manager 公开方法 | 玩家操作 | 前端 → 后端,直接调用不走信号 |
|
||||
|
||||
原则:**信号只通知,不携带状态变更职责**。UI 收到信号后从后端读最新值,不依赖信号参数里的数据(参数仅作提示)。
|
||||
|
||||
## 7. 规则引擎的预留(P4 退路)
|
||||
|
||||
P1 定义配方数据时,形状直接写成 `requires / consumes / produces` 三段(逻辑在代码手写):
|
||||
|
||||
```gdscript
|
||||
{
|
||||
"id": "refine_peiyuan",
|
||||
"requires": [{"type": "disciple_skill", "skill": "alchemy", "min": 3}],
|
||||
"consumes": [{"item": "herb_lingzhi", "count": 2}],
|
||||
"produces": [{"item": "pill_peiyuan", "count": 1}],
|
||||
}
|
||||
```
|
||||
|
||||
将来联动类型膨胀(P4 功法/术法、炼丹失败率、双产出等)时,把各 Manager 手写逻辑抽成通用执行器(检查 requires → 扣 consumes → 给 produces,天然原子),**数据文件一行不用改**。
|
||||
|
||||
评估时机:新增联动类型需要改多个 Manager 的代码时,即考虑抽取。当前(P1)不抽取。
|
||||
|
||||
## 8. 违背规范的常见症状
|
||||
|
||||
| 症状 | 根因 | 对应规范 |
|
||||
| --- | --- | --- |
|
||||
| 库存数量莫名变化 | 绕过 InventoryManager 直接改 | §5 单一写入口 |
|
||||
| 扣了一半材料失败 | 未先 try_take 全量检查 | §4 原子事务 |
|
||||
| 结算结果依赖按钮点击顺序 | 未走固定管线 | §3.3 结算顺序 |
|
||||
| Manager 互相调用成环 | 依赖方向失控 | §3.1 DAG |
|
||||
| 换 UI 后数据不刷新 | 变更未发信号 | §6 信号分工 |
|
||||
@@ -18,7 +18,6 @@ config/icon="res://icon.svg"
|
||||
[autoload]
|
||||
|
||||
GameState="*res://src/Core/GameState.gd"
|
||||
TimeSystem="*res://src/Core/TimeSystem.gd"
|
||||
Settings="*res://src/Core/Settings.gd"
|
||||
SaveSystem="*res://src/Core/SaveSystem.gd"
|
||||
|
||||
|
||||
@@ -0,0 +1,10 @@
|
||||
[gd_resource type="LabelSettings" format=3 uid="uid://dur4uye3m0ffd"]
|
||||
|
||||
[ext_resource type="FontFile" uid="uid://duxymf2xy66em" path="res://assets/fonts/lxgw-wenkai-v1.522/LXGWWenKai-Regular.ttf" id="1_ks1xp"]
|
||||
|
||||
[resource]
|
||||
line_spacing = 5.0
|
||||
paragraph_spacing = 1.0
|
||||
font = ExtResource("1_ks1xp")
|
||||
font_size = 24
|
||||
font_color = Color(0, 0, 0, 1)
|
||||
@@ -0,0 +1,9 @@
|
||||
[gd_resource type="StyleBoxFlat" format=3 uid="uid://kxc0y8146vlk"]
|
||||
|
||||
[resource]
|
||||
bg_color = Color(0.70980394, 0.91764706, 0.84313726, 1)
|
||||
border_width_left = 10
|
||||
border_width_top = 10
|
||||
border_width_right = 10
|
||||
border_width_bottom = 10
|
||||
border_color = Color(0.763118, 0.67405456, 0.91787714, 1)
|
||||
@@ -0,0 +1,9 @@
|
||||
[gd_resource type="StyleBoxFlat" format=3 uid="uid://e86yw57h4v2s"]
|
||||
|
||||
[resource]
|
||||
bg_color = Color(0.34372595, 0.630709, 0.8494593, 1)
|
||||
border_width_left = 80
|
||||
border_width_top = 40
|
||||
border_width_right = 80
|
||||
border_width_bottom = 40
|
||||
border_color = Color(0.8, 0.8, 0.8, 0)
|
||||
@@ -0,0 +1,164 @@
|
||||
# 初始版本不提供添加弟子的接口
|
||||
class_name DiscipleManager
|
||||
extends Node
|
||||
|
||||
signal disciple_added(disciple: Disciple)
|
||||
signal disciple_removed(disciple: Disciple)
|
||||
signal disciple_attr_changed(disciple: Disciple, attr_name: String, old_value: Variant, new_value: Variant)
|
||||
|
||||
## 开局随机编队(一次性随机生成的数据,非程序化 RNG;占位,可手调)
|
||||
## 字段与 Disciple.create() 构造键一致;realm_level 用 int(0凡人/1练气,=Disciple.Realm 枚举值)
|
||||
const INITIAL_ROSTER := [
|
||||
# 1 玄真(宗主):修士·炼气9层,五行全高,炼丹3级
|
||||
{
|
||||
"name": "玄真",
|
||||
"id" : 1,
|
||||
"metal": 45, "wood": 38, "water": 22, "fire": 31, "earth": 19,
|
||||
"efficiency": 85,
|
||||
"realm_level": 1, "sub_realm_level": 9,
|
||||
"farming_level": 1, "herb_level": 2, "alchemy_level": 3,
|
||||
"loyalty": 90,
|
||||
},
|
||||
# 2 凌霄:修士·炼气4层,金火旺
|
||||
{
|
||||
"name": "凌霄",
|
||||
"id" : 2,
|
||||
"metal": 62, "wood": 12, "water": 15, "fire": 44, "earth": 20,
|
||||
"efficiency": 76,
|
||||
"realm_level": 1, "sub_realm_level": 4,
|
||||
"farming_level": 2, "herb_level": 1, "alchemy_level": 1,
|
||||
"loyalty": 55,
|
||||
},
|
||||
# 3 青禾:凡人带灵根(木47≥20 可修炼破境),药草天赋
|
||||
{
|
||||
"name": "青禾",
|
||||
"id" : 3,
|
||||
"metal": 8, "wood": 47, "water": 25, "fire": 12, "earth": 10,
|
||||
"efficiency": 68,
|
||||
"realm_level": 0, "sub_realm_level": 1,
|
||||
"farming_level": 2, "herb_level": 3, "alchemy_level": 0,
|
||||
"loyalty": 60,
|
||||
},
|
||||
# 4 阿福:凡人杂役(无灵根,五行均<20)
|
||||
{
|
||||
"name": "阿福",
|
||||
"id" : 4,
|
||||
"metal": 5, "wood": 12, "water": 8, "fire": 9, "earth": 10,
|
||||
"efficiency": 41,
|
||||
"realm_level": 0, "sub_realm_level": 1,
|
||||
"farming_level": 2, "herb_level": 1, "alchemy_level": 0,
|
||||
"loyalty": 50,
|
||||
},
|
||||
# 5 阿禄:凡人杂役(无灵根)
|
||||
{
|
||||
"name": "阿禄",
|
||||
"id" : 5,
|
||||
"metal": 3, "wood": 6, "water": 5, "fire": 8, "earth": 15,
|
||||
"efficiency": 35,
|
||||
"realm_level": 0, "sub_realm_level": 1,
|
||||
"farming_level": 3, "herb_level": 1, "alchemy_level": 0,
|
||||
"loyalty": 45,
|
||||
},
|
||||
]
|
||||
|
||||
var _disciples: Array[Disciple] = [] # 弟子列表
|
||||
var _master_id: int = 0 # 管理器的发号计数,id 的唯一来源
|
||||
|
||||
func _enter_tree() -> void:
|
||||
pass
|
||||
|
||||
# ---- 工厂 ----
|
||||
# 初始编队(复用 _create_from_data)
|
||||
func spawn_initial_roster() -> void:
|
||||
for data in INITIAL_ROSTER:
|
||||
var disciple = _create_from_data(data)
|
||||
if disciple != null:
|
||||
add_disciple(disciple)
|
||||
else:
|
||||
push_error("Failed to spawn disciple from data: %s" % data)
|
||||
pass
|
||||
|
||||
# 补 id → Disciple.create()
|
||||
# 从数据字典创建 Disciple 实例,若失败返回 null
|
||||
func _create_from_data(data: Dictionary) -> Disciple:
|
||||
var copy := data.duplicate() # 可写副本(浅拷贝,顶层加键足够)
|
||||
copy["id"] = _master_id
|
||||
_master_id += 1
|
||||
var disciple := Disciple.create(copy)
|
||||
if disciple == null:
|
||||
push_error("Failed to create disciple from data: %s" % data)
|
||||
return null
|
||||
return disciple
|
||||
|
||||
# ---- 仓储 ----
|
||||
|
||||
# 公开接口:添加弟子
|
||||
func add_disciple(d : Disciple) -> void:
|
||||
if d == null:
|
||||
push_error("Cannot add null disciple.")
|
||||
return
|
||||
_disciples.append(d)
|
||||
emit_signal("disciple_added", d)
|
||||
|
||||
# 移除弟子
|
||||
func remove_disciple(d : Disciple) -> bool:
|
||||
if d != null and _disciples.has(d):
|
||||
_disciples.erase(d)
|
||||
emit_signal("disciple_removed", d)
|
||||
return true
|
||||
return false
|
||||
|
||||
# 公开接口:通过id获取弟子
|
||||
func get_disciple(id : int) -> Disciple:
|
||||
for d in _disciples:
|
||||
if d.id == id:
|
||||
return d
|
||||
return null
|
||||
|
||||
# 公开接口:获取所有弟子(返回副本,避免外部修改原数组)
|
||||
func get_all() -> Array[Disciple]:
|
||||
return _disciples.duplicate() # 返回副本,避免外部修改原数组
|
||||
|
||||
# ---- 修改唯一入口 ----
|
||||
|
||||
# 调 d.set_attr + 发信号(name 特判)
|
||||
func set_attr(d :Disciple, attr: String, value: Variant) -> bool:
|
||||
if _disciples.has(d):
|
||||
var old_value = d.get_attr(attr)
|
||||
if d.set_attr(attr, value):
|
||||
emit_signal("disciple_attr_changed", d, attr, old_value, value)
|
||||
return true
|
||||
return false
|
||||
|
||||
# ---- 经验晋级(领域操作)----
|
||||
|
||||
# 跨小境界继承循环;跨大境界清零;满级不涨;无灵根拒绝
|
||||
func add_cultivation_exp(d : Disciple, amount : int) -> void:
|
||||
if _disciples.has(d):
|
||||
var old_realm = d.realm_level
|
||||
var old_sub_realm = d.sub_realm_level
|
||||
d.add_cultivation_exp(amount)
|
||||
if d.realm_level != old_realm or d.sub_realm_level != old_sub_realm:
|
||||
emit_signal("disciple_attr_changed", d, "realm_level", old_realm, d.realm_level)
|
||||
emit_signal("disciple_attr_changed", d, "sub_realm_level", old_sub_realm, d.sub_realm_level)
|
||||
|
||||
# skill∈{farming,herb,alchemy},查 SKILL_EXP_CAPS,溢出继承至满级
|
||||
func add_skill_exp(d : Disciple, skill: String, amount : int) -> void:
|
||||
if _disciples.has(d):
|
||||
var old_level = d.get_skill_level(skill)
|
||||
d.add_skill_exp(skill, amount)
|
||||
var new_level = d.get_skill_level(skill)
|
||||
if new_level != old_level:
|
||||
emit_signal("disciple_attr_changed", d, skill + "_level", old_level, new_level)
|
||||
|
||||
# ---- 月度结算(预留)----
|
||||
# 月收益 = f(efficiency),依赖经济扣灵石 —— 取决于下列问题
|
||||
func settle_month() -> void:
|
||||
pass
|
||||
|
||||
# ---- 存档 ----
|
||||
func to_dict():
|
||||
pass
|
||||
|
||||
func load_from_dict():
|
||||
pass
|
||||
@@ -0,0 +1 @@
|
||||
uid://bstiea1nx61b8
|
||||
@@ -1,5 +1,17 @@
|
||||
extends Node
|
||||
|
||||
var cnt := 0;
|
||||
func _ready() -> void:
|
||||
%DiscipleManager.spawn_initial_roster()
|
||||
pass
|
||||
|
||||
func _process(delta: float) -> void:
|
||||
if cnt >= 1000:
|
||||
var d : Disciple= %DiscipleManager.get_disciple(2);
|
||||
%DiscipleManager.remove_disciple(d);
|
||||
else:
|
||||
cnt = cnt + 1;
|
||||
pass
|
||||
|
||||
func _on_top_bar_hud_sign_return_mainmenu() -> void:
|
||||
if GameState.mode == GameState.GameMode.NEW_GAME:
|
||||
@@ -8,3 +20,13 @@ func _on_top_bar_hud_sign_return_mainmenu() -> void:
|
||||
SaveSystem.save(GameState.profile_id) # 进游戏立即存首档,防开局就丢
|
||||
get_tree().change_scene_to_file("res://src/UI/Panels/MainMenu/MainMenu.tscn")
|
||||
pass # Replace with function body.
|
||||
|
||||
func _on_disciple_manager_disciple_added(disciple: Disciple) -> void:
|
||||
$PanelContainer/Manager.add_disciple_card(disciple)
|
||||
pass # Replace with function body.
|
||||
|
||||
|
||||
|
||||
func _on_disciple_manager_disciple_removed(disciple: Disciple) -> void:
|
||||
$PanelContainer/Manager.remove_disciple_card(disciple.id)
|
||||
pass # Replace with function body.
|
||||
|
||||
+29
-2
@@ -1,13 +1,40 @@
|
||||
[gd_scene format=3 uid="uid://c1exffg84ojqx"]
|
||||
|
||||
[ext_resource type="Script" uid="uid://cr4by5k8vgkcq" path="res://src/Core/MainGame.gd" id="1_8bu23"]
|
||||
[ext_resource type="Script" uid="uid://cr4by5k8vgkcq" path="res://src/Core/MainGame.gd" id="1_2atgf"]
|
||||
[ext_resource type="Script" uid="uid://bstiea1nx61b8" path="res://src/Character/DiscipleManager.gd" id="1_dl5bp"]
|
||||
[ext_resource type="PackedScene" uid="uid://d3njijtx7ws1m" path="res://src/UI/HUD/MainSceneHud.tscn" id="2_8bu23"]
|
||||
[ext_resource type="StyleBox" uid="uid://e86yw57h4v2s" path="res://resources/manager_style_box_flat.tres" id="3_dl5bp"]
|
||||
[ext_resource type="PackedScene" uid="uid://d1mbwdtarjqof" path="res://src/UI/Panels/Manager/Manager.tscn" id="4_58g0x"]
|
||||
[ext_resource type="Script" uid="uid://b8f8t2phmhq2e" path="res://src/Core/TimeSystem.gd" id="5_58g0x"]
|
||||
|
||||
[node name="MainGame" type="Node" unique_id=42551660]
|
||||
script = ExtResource("1_8bu23")
|
||||
script = ExtResource("1_2atgf")
|
||||
|
||||
[node name="MainHud" parent="." unique_id=836125968 instance=ExtResource("2_8bu23")]
|
||||
size_flags_horizontal = 3
|
||||
size_flags_vertical = 3
|
||||
|
||||
[node name="PanelContainer" type="PanelContainer" parent="." unique_id=1678471853]
|
||||
anchors_preset = 15
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
theme_override_styles/panel = ExtResource("3_dl5bp")
|
||||
|
||||
[node name="Manager" parent="PanelContainer" unique_id=360636457 instance=ExtResource("4_58g0x")]
|
||||
layout_mode = 2
|
||||
|
||||
[node name="DiscipleManager" type="Node" parent="." unique_id=1485476702]
|
||||
unique_name_in_owner = true
|
||||
script = ExtResource("1_dl5bp")
|
||||
metadata/_custom_type_script = "uid://bstiea1nx61b8"
|
||||
|
||||
[node name="TimeSystem" type="Node" parent="." unique_id=1280036358]
|
||||
unique_name_in_owner = true
|
||||
script = ExtResource("5_58g0x")
|
||||
metadata/_custom_type_script = "uid://b8f8t2phmhq2e"
|
||||
|
||||
[connection signal="disciple_added" from="DiscipleManager" to="." method="_on_disciple_manager_disciple_added"]
|
||||
[connection signal="disciple_removed" from="DiscipleManager" to="." method="_on_disciple_manager_disciple_removed"]
|
||||
[connection signal="sign_return_mainmenu" from="MainHud" to="." method="_on_top_bar_hud_sign_return_mainmenu"]
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
## 全局时间系统(Autoload 单例)。
|
||||
## 负责游戏时间的推进与播报,仅在世界场景中运行。
|
||||
## 历法:12 月 × 30 日 = 360 日/年。
|
||||
class_name TimeSystem
|
||||
extends Node
|
||||
|
||||
const MONTHS_PER_YEAR := 12
|
||||
|
||||
@@ -0,0 +1,253 @@
|
||||
## 弟子数据模型(纯数据,RefCounted,无业务逻辑)。
|
||||
##
|
||||
## 设计依据:doc/弟子属性.md(属性权威表)、doc/弟子管理.md(模块结构)。
|
||||
## - 持有弟子全部信息,运行时可变,不依赖场景树,可脱离场景单测
|
||||
## - 状态迁移(突破/升级/经验增减)属领域操作,归 DiscipleManager
|
||||
## - 属性写入一律经 set_attr()/create():RANGES 夹取在此收口,禁止外部裸写字段
|
||||
## ("修改只走管理器"纪律,见 doc/弟子管理.md §5)
|
||||
class_name Disciple
|
||||
extends RefCounted
|
||||
|
||||
## 大境界枚举(值即 realm_level 的存储值 0~5,与 doc/弟子属性.md §2 对应)。
|
||||
## 注意:值为存档数据,严禁改变成员顺序或插入成员;只可在末尾追加。
|
||||
enum Realm {
|
||||
MORTAL, # 0 凡人
|
||||
QI_REFINING, # 1 练气
|
||||
FOUNDATION, # 2 筑基
|
||||
GOLDEN_CORE, # 3 金丹
|
||||
NASCENT_SOUL, # 4 元婴
|
||||
SPIRIT_TRANSFORMATION # 5 化神
|
||||
}
|
||||
|
||||
## 每属性合法范围(唯一夹取权威,create/set_attr 共用)。
|
||||
## 与 doc/弟子属性.md §1 权威属性表一一对应;加新属性=加一行。
|
||||
## 注意:name 为字符串不在此表(直接字段读写);id 由 create() 分配(只读语义,见 §3)。
|
||||
const RANGES := {
|
||||
# ---- 五行属性 ----
|
||||
"metal": [0, 100], # 金
|
||||
"wood": [0, 100], # 木
|
||||
"water": [0, 100], # 水
|
||||
"fire": [0, 100], # 火
|
||||
"earth": [0, 100], # 土
|
||||
|
||||
# ---- 修炼属性 ----
|
||||
"efficiency": [1, 100], # 灵气吸收效率(隐藏)
|
||||
"realm_level": [Realm.MORTAL, Realm.SPIRIT_TRANSFORMATION], # 大境界(枚举 Realm)
|
||||
"sub_realm_level": [1, 13], # 小境界:凡人1 / 练气1~13 / 筑基+每境1~4
|
||||
"cultivation_exp": [0, 2147483647], # 修炼经验
|
||||
|
||||
# ---- 技能属性(每技能 = 等级 + 经验两字段,词干区分领域)----
|
||||
"farming_level": [0, 10], # 耕作等级(凡粮·外田)
|
||||
"farming_exp": [0, 2147483647], # 耕作经验
|
||||
"herb_level": [0, 10], # 药草种植等级(灵药·内田)
|
||||
"herb_exp": [0, 2147483647], # 药草种植经验
|
||||
"alchemy_level": [0, 10], # 炼丹等级
|
||||
"alchemy_exp": [0, 2147483647], # 炼丹经验
|
||||
|
||||
# ---- 其他属性 ----
|
||||
"loyalty": [0, 100], # 忠诚度
|
||||
}
|
||||
|
||||
# 五行属性字段(数据字典缺哪个就填 0)
|
||||
const ELEMENT_FIELDS: Array[String] = ["metal", "wood", "water", "fire", "earth"]
|
||||
|
||||
## 各境界的小境界上限(索引 = realm_level):凡人1 / 练气13 / 筑基~化神 各4
|
||||
const SUB_MAX_BY_REALM := [1, 13, 4, 4, 4, 4]
|
||||
|
||||
## 大境界显示名(索引 = realm_level)
|
||||
const REALM_NAMES := ["凡人", "练气", "筑基", "金丹", "元婴", "化神"]
|
||||
## 小境界显示名(索引 = sub_realm_level,0 占位不用):筑基起的 前/中/后/大圆满
|
||||
const SUB_NAMES := ["", "前期", "中期", "后期", "大圆满"]
|
||||
|
||||
## 灵根阈值(占位,待调参):任一五行 ≥ 此值即具灵根,可修炼破境
|
||||
const SPIRITUAL_ROOT_THRESHOLD := 20
|
||||
## 修炼经验存储上限(属性表定义),满级(化神大圆满)时的经验哨兵
|
||||
const EXP_CAP := 2147483647
|
||||
|
||||
## 修炼经验曲线(占位,待调参):键 "{realm}_{sub}" → 该小境界经验上限。
|
||||
## 共 29 条:凡人 1 + 练气 13 + 筑基/金丹/元婴/化神 各 4。
|
||||
## 化神大圆满(5_4)无上限不入表,exp_cap() 满级时返回 EXP_CAP。
|
||||
const CULTIVATION_EXP_CAPS := {
|
||||
# 凡人期:有灵根凡人在此积累经验,满则破境入练气
|
||||
"0_1": 100,
|
||||
# 练气 1~13 层
|
||||
"1_1": 100, "1_2": 120, "1_3": 140, "1_4": 160, "1_5": 180,
|
||||
"1_6": 200, "1_7": 220, "1_8": 240, "1_9": 260, "1_10": 280,
|
||||
"1_11": 300, "1_12": 320, "1_13": 340,
|
||||
# 筑基 前期/中期/后期/大圆满
|
||||
"2_1": 400, "2_2": 460, "2_3": 530, "2_4": 610,
|
||||
# 金丹
|
||||
"3_1": 700, "3_2": 810, "3_3": 930, "3_4": 1070,
|
||||
# 元婴
|
||||
"4_1": 1250, "4_2": 1450, "4_3": 1680, "4_4": 1950,
|
||||
# 化神(大圆满 5_4 封顶,不入表)
|
||||
"5_1": 2300, "5_2": 2700, "5_3": 3150,
|
||||
}
|
||||
|
||||
## 技能经验曲线(占位,待调参):索引 = 当前等级 N(0~9)→ 升到 N+1 所需经验。
|
||||
## 耕作/药草种植/炼丹三套技能共用一张表,将来可拆分(doc/弟子属性.md §5.2)。
|
||||
const SKILL_EXP_CAPS := [100, 150, 220, 320, 460, 660, 940, 1350, 1900, 2700]
|
||||
|
||||
## ---------- 字段 ----------
|
||||
## 各字段默认值即"无数据时的出生值";_init/create 只覆盖 data 中出现的键。
|
||||
## 直接读写仅限 id/name(id 应经 create 分配);数值属性读写必须走 get_attr/set_attr。
|
||||
|
||||
var id: int = 0 # 唯一标识,由 create() 从 data 分配(0 = 未分配)
|
||||
var name: String = "" # 姓名
|
||||
|
||||
## 五行:出生后可变,一律经 create()/DiscipleManager.set_attr 写入
|
||||
var metal: int = 0 # 金
|
||||
var wood: int = 0 # 木
|
||||
var water: int = 0 # 水
|
||||
var fire: int = 0 # 火
|
||||
var earth: int = 0 # 土
|
||||
|
||||
## 灵气吸收效率 1~100,决定修炼速度(隐藏属性)
|
||||
var efficiency: int = 1
|
||||
|
||||
## 大境界(枚举 Realm:MORTAL=凡人 QI_REFINING=练气 FOUNDATION=筑基 GOLDEN_CORE=金丹 NASCENT_SOUL=元婴 SPIRIT_TRANSFORMATION=化神)
|
||||
var realm_level: int = Realm.MORTAL
|
||||
## 小境界:凡人固定1,练气1~13,筑基起1~4
|
||||
var sub_realm_level: int = 1
|
||||
## 修炼经验(每小境界上限查曲线,跨小境界溢出继承,跨大境界清零)
|
||||
var cultivation_exp: int = 0
|
||||
|
||||
## 耕作等级 0~10(凡粮·外田)
|
||||
var farming_level: int = 0
|
||||
## 耕作经验
|
||||
var farming_exp: int = 0
|
||||
## 药草种植等级 0~10(灵药·内田)
|
||||
var herb_level: int = 0
|
||||
## 药草种植经验
|
||||
var herb_exp: int = 0
|
||||
## 炼丹等级 0~10
|
||||
var alchemy_level: int = 0
|
||||
## 炼丹经验
|
||||
var alchemy_exp: int = 0
|
||||
|
||||
## 忠诚度 0~100
|
||||
var loyalty: int = 50
|
||||
|
||||
## 属性总量(只读,实时由五行之和计算)
|
||||
var total_amount: int:
|
||||
get:
|
||||
return metal + wood + water + fire + earth
|
||||
|
||||
## ---------- 构造与工厂 ----------
|
||||
|
||||
## 构造:按 data 覆盖属性,数值属性经 RANGES 夹取;缺键保留字段默认值。
|
||||
## @param data: 键名与属性名一致,如 {"id": 1, "name": "玄真", "metal": 60}
|
||||
func _init(data: Dictionary = {}) -> void:
|
||||
if data.has("id"):
|
||||
id = int(data["id"])
|
||||
if data.has("name"):
|
||||
name = str(data["name"])
|
||||
for key in RANGES:
|
||||
if data.has(key):
|
||||
set_attr(key, int(data[key]))
|
||||
|
||||
## 工厂:唯一创建入口。id 必填,缺失则报错返回 null(防止未分配 id 的孤儿对象)。
|
||||
## @param data: 构造字典(须含 "id")
|
||||
## @return: 新弟子;id 缺失返回 null
|
||||
static func create(data: Dictionary) -> Disciple:
|
||||
if not data.has("id"):
|
||||
push_error("Disciple.create: 缺少 id,放弃生成 Disciple")
|
||||
return null
|
||||
return Disciple.new(data)
|
||||
|
||||
## ---------- 读写接口 ----------
|
||||
|
||||
## 数值属性是否存在(RANGES 登记表中的键)。
|
||||
## @param key: 属性名
|
||||
## @return: true=是数值属性
|
||||
func has_attr(key: String) -> bool:
|
||||
return RANGES.has(key)
|
||||
|
||||
## 读数值属性。name/id 请直接字段访问(id 不经此函数,name 为字符串)。
|
||||
## 未知键名 push_error 并返回 0(防止拼错键名静默出错)。
|
||||
## @param key: RANGES 登记表中的属性名
|
||||
## @return: 当前值
|
||||
func get_attr(key: String) -> int:
|
||||
if not RANGES.has(key):
|
||||
push_error("Disciple.get_attr: 未知数值属性 \"%s\"" % key)
|
||||
return 0
|
||||
return int(get(key))
|
||||
|
||||
## 写数值属性(唯一数值写入入口):RANGES 夹取 + 境界/小境界联动约束。
|
||||
## 未知键名报错返回 false;不直接改 name/id。
|
||||
## @param key: RANGES 登记表中的属性名
|
||||
## @param value: 新值(越界自动夹取到合法范围)
|
||||
## @return: true=写入成功
|
||||
func set_attr(key: String, value: int) -> bool:
|
||||
if not RANGES.has(key):
|
||||
push_error("Disciple.set_attr: 未知数值属性 \"%s\"" % key)
|
||||
return false
|
||||
var range_: Array = RANGES[key]
|
||||
var v := clampi(value, int(range_[0]), int(range_[1]))
|
||||
if key == "realm_level":
|
||||
# 大境界变化后,小境界不得超过新境界的上限(如落入凡人则强制 1)
|
||||
set("realm_level", v)
|
||||
var max_sub : int = SUB_MAX_BY_REALM[v]
|
||||
if int(get("sub_realm_level")) > max_sub:
|
||||
set("sub_realm_level", max_sub)
|
||||
elif key == "sub_realm_level":
|
||||
# 小境界写入时按当前大境界上限夹取(凡人上限 1 / 练气 13 / 其余 4)
|
||||
var max_sub : int = SUB_MAX_BY_REALM[int(get("realm_level"))]
|
||||
set("sub_realm_level", clampi(v, 1, max_sub))
|
||||
else:
|
||||
set(key, v)
|
||||
return true
|
||||
|
||||
## ---------- 派生只读(不存储,由属性实时计算) ----------
|
||||
|
||||
## 当前大境界允许的小境界上限(凡人1 / 练气13 / 筑基起4)。
|
||||
func sub_realm_max() -> int:
|
||||
return SUB_MAX_BY_REALM[realm_level]
|
||||
|
||||
## 是否具灵根:任一五行 ≥ SPIRITUAL_ROOT_THRESHOLD。
|
||||
## 有灵根是修炼的前提(凡人无灵根则终生无法破境)。
|
||||
func has_spiritual_root() -> bool:
|
||||
for f in ELEMENT_FIELDS:
|
||||
if int(get(f)) >= SPIRITUAL_ROOT_THRESHOLD:
|
||||
return true
|
||||
return false
|
||||
|
||||
## 是否满级(化神大圆满):到达后不再获得修炼经验。
|
||||
func is_max_realm() -> bool:
|
||||
return realm_level == Realm.SPIRIT_TRANSFORMATION \
|
||||
and sub_realm_level == SUB_MAX_BY_REALM[Realm.SPIRIT_TRANSFORMATION]
|
||||
|
||||
## 能否修炼:有灵根 且 未满级。
|
||||
func can_cultivate() -> bool:
|
||||
return has_spiritual_root() and not is_max_realm()
|
||||
|
||||
## 是否凡俗:大境界为凡人且无灵根。
|
||||
func is_mortal() -> bool:
|
||||
return realm_level == Realm.MORTAL and not has_spiritual_root()
|
||||
|
||||
## 当前 (realm, sub) 的修炼经验上限;满级返回 EXP_CAP(不再积累)。
|
||||
func exp_cap() -> int:
|
||||
if is_max_realm():
|
||||
return EXP_CAP
|
||||
var key := "%d_%d" % [realm_level, sub_realm_level]
|
||||
if not CULTIVATION_EXP_CAPS.has(key):
|
||||
push_error("Disciple.exp_cap: 曲线表缺少条目 %s" % key)
|
||||
return EXP_CAP
|
||||
return int(CULTIVATION_EXP_CAPS[key])
|
||||
|
||||
## 完整境界显示名:凡人 / 练气5层 / 筑基后期 / 化神大圆满。
|
||||
func realm_name() -> String:
|
||||
if realm_level == Realm.MORTAL:
|
||||
return REALM_NAMES[Realm.MORTAL]
|
||||
if realm_level == Realm.QI_REFINING:
|
||||
return "练气%d层" % sub_realm_level
|
||||
return "%s%s" % [REALM_NAMES[realm_level], SUB_NAMES[sub_realm_level]]
|
||||
|
||||
## ---------- 序列化(存档网关) ----------
|
||||
|
||||
## 输出全属性字典(键名与构造一致),供管理器 to_dict 汇总存档。
|
||||
func to_dict() -> Dictionary:
|
||||
var result := {"id": id, "name": name}
|
||||
for key in RANGES:
|
||||
result[key] = get_attr(key)
|
||||
return result
|
||||
@@ -0,0 +1 @@
|
||||
uid://bttw23ffqifbv
|
||||
@@ -1,36 +0,0 @@
|
||||
[gd_scene format=3 uid="uid://xecv3j1wfxmv"]
|
||||
|
||||
[ext_resource type="Theme" uid="uid://bse6imt1ab1rx" path="res://resources/top_bar_hud_theme.tres" id="1_o3gra"]
|
||||
|
||||
[node name="MainGameButtomHud" type="Control" unique_id=12078477]
|
||||
layout_mode = 3
|
||||
anchors_preset = 15
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
size_flags_horizontal = 3
|
||||
size_flags_vertical = 3
|
||||
|
||||
[node name="VBoxContainer" type="VBoxContainer" parent="." unique_id=1423942750]
|
||||
layout_mode = 1
|
||||
anchors_preset = 15
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
|
||||
[node name="HBoxContainer" type="HBoxContainer" parent="VBoxContainer" unique_id=1433002269]
|
||||
layout_mode = 2
|
||||
size_flags_vertical = 10
|
||||
|
||||
[node name="Spacer" type="Control" parent="VBoxContainer/HBoxContainer" unique_id=990599719]
|
||||
layout_mode = 2
|
||||
size_flags_horizontal = 3
|
||||
size_flags_stretch_ratio = 8.0
|
||||
|
||||
[node name="Button" type="Button" parent="VBoxContainer/HBoxContainer" unique_id=1159144698]
|
||||
layout_mode = 2
|
||||
size_flags_horizontal = 3
|
||||
theme = ExtResource("1_o3gra")
|
||||
text = "继续"
|
||||
@@ -6,8 +6,8 @@ extends Control
|
||||
signal sign_return_mainmenu
|
||||
|
||||
func _ready() -> void:
|
||||
time_label.text = TimeSystem.get_date_text()
|
||||
TimeSystem.month_passed.connect(_on_TimeMonthPassed)
|
||||
time_label.text = %TimeSystem.get_date_text()
|
||||
%TimeSystem.month_passed.connect(_on_TimeMonthPassed)
|
||||
pass
|
||||
|
||||
func _on_ButtonEsc_ButtonUp() -> void:
|
||||
@@ -20,5 +20,5 @@ func _on_TimeMonthPassed(_year: int, _month: int) -> void:
|
||||
|
||||
|
||||
func _on_button_continue_button_up() -> void:
|
||||
TimeSystem.advance_month()
|
||||
%TimeSystem.advance_month()
|
||||
pass # Replace with function body.
|
||||
|
||||
@@ -0,0 +1,10 @@
|
||||
extends Control
|
||||
|
||||
func _ready() -> void:
|
||||
custom_minimum_size = Vector2(180, 240)
|
||||
custom_maximum_size = Vector2(180, 240)
|
||||
pass
|
||||
|
||||
func set_alchemy_info(info : Dictionary) -> bool:
|
||||
$PanelContainer/HBoxContainer/HBoxContainer/Name.text = info['name']
|
||||
return true;
|
||||
@@ -0,0 +1 @@
|
||||
uid://bictkemio85fb
|
||||
@@ -0,0 +1,101 @@
|
||||
[gd_scene format=3 uid="uid://c856oxmhhj5m2"]
|
||||
|
||||
[ext_resource type="StyleBox" uid="uid://kxc0y8146vlk" path="res://resources/manager_info_style_box_flat.tres" id="1_62fqa"]
|
||||
[ext_resource type="LabelSettings" uid="uid://dur4uye3m0ffd" path="res://resources/manager_info_label_settings.tres" id="1_j02a5"]
|
||||
[ext_resource type="Script" uid="uid://bictkemio85fb" path="res://src/UI/Panels/Manager/AlchemyPanel/AlchemyPanel.gd" id="1_kuh5g"]
|
||||
|
||||
[node name="AlchemyPanel" type="Control" unique_id=729180406]
|
||||
custom_minimum_size = Vector2(180, 240)
|
||||
custom_maximum_size = Vector2(200, 240)
|
||||
layout_mode = 3
|
||||
anchors_preset = 15
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
script = ExtResource("1_kuh5g")
|
||||
|
||||
[node name="PanelContainer" type="PanelContainer" parent="." unique_id=1524260599]
|
||||
layout_mode = 1
|
||||
anchors_preset = 15
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
theme_override_styles/panel = ExtResource("1_62fqa")
|
||||
|
||||
[node name="HBoxContainer" type="VBoxContainer" parent="PanelContainer" unique_id=786291684]
|
||||
layout_mode = 2
|
||||
|
||||
[node name="HBoxContainer" type="HBoxContainer" parent="PanelContainer/HBoxContainer" unique_id=199601169]
|
||||
layout_mode = 2
|
||||
size_flags_vertical = 3
|
||||
|
||||
[node name="Label" type="Label" parent="PanelContainer/HBoxContainer/HBoxContainer" unique_id=748051878]
|
||||
layout_mode = 2
|
||||
size_flags_vertical = 1
|
||||
text = "配方:"
|
||||
label_settings = ExtResource("1_j02a5")
|
||||
horizontal_alignment = 1
|
||||
vertical_alignment = 1
|
||||
|
||||
[node name="Name" type="Label" parent="PanelContainer/HBoxContainer/HBoxContainer" unique_id=785682846]
|
||||
layout_mode = 2
|
||||
size_flags_horizontal = 3
|
||||
size_flags_vertical = 1
|
||||
label_settings = ExtResource("1_j02a5")
|
||||
horizontal_alignment = 1
|
||||
vertical_alignment = 1
|
||||
|
||||
[node name="GridContainer" type="GridContainer" parent="PanelContainer/HBoxContainer" unique_id=1708801949]
|
||||
custom_minimum_size = Vector2(173, 173)
|
||||
custom_maximum_size = Vector2(173, 173)
|
||||
layout_mode = 2
|
||||
size_flags_horizontal = 4
|
||||
size_flags_vertical = 4
|
||||
columns = 3
|
||||
|
||||
[node name="Panel" type="Panel" parent="PanelContainer/HBoxContainer/GridContainer" unique_id=1131761795]
|
||||
layout_mode = 2
|
||||
size_flags_horizontal = 3
|
||||
size_flags_vertical = 3
|
||||
|
||||
[node name="Panel2" type="Panel" parent="PanelContainer/HBoxContainer/GridContainer" unique_id=2037909469]
|
||||
layout_mode = 2
|
||||
size_flags_horizontal = 3
|
||||
size_flags_vertical = 3
|
||||
|
||||
[node name="Panel3" type="Panel" parent="PanelContainer/HBoxContainer/GridContainer" unique_id=2146602649]
|
||||
layout_mode = 2
|
||||
size_flags_horizontal = 3
|
||||
size_flags_vertical = 3
|
||||
|
||||
[node name="Panel4" type="Panel" parent="PanelContainer/HBoxContainer/GridContainer" unique_id=1937789898]
|
||||
layout_mode = 2
|
||||
size_flags_horizontal = 3
|
||||
size_flags_vertical = 3
|
||||
|
||||
[node name="Panel5" type="Panel" parent="PanelContainer/HBoxContainer/GridContainer" unique_id=1747365489]
|
||||
layout_mode = 2
|
||||
size_flags_horizontal = 3
|
||||
size_flags_vertical = 3
|
||||
|
||||
[node name="Panel6" type="Panel" parent="PanelContainer/HBoxContainer/GridContainer" unique_id=835591152]
|
||||
layout_mode = 2
|
||||
size_flags_horizontal = 3
|
||||
size_flags_vertical = 3
|
||||
|
||||
[node name="Panel7" type="Panel" parent="PanelContainer/HBoxContainer/GridContainer" unique_id=1977341162]
|
||||
layout_mode = 2
|
||||
size_flags_horizontal = 3
|
||||
size_flags_vertical = 3
|
||||
|
||||
[node name="Panel8" type="Panel" parent="PanelContainer/HBoxContainer/GridContainer" unique_id=1254657901]
|
||||
layout_mode = 2
|
||||
size_flags_horizontal = 3
|
||||
size_flags_vertical = 3
|
||||
|
||||
[node name="Panel9" type="Panel" parent="PanelContainer/HBoxContainer/GridContainer" unique_id=1465325187]
|
||||
layout_mode = 2
|
||||
size_flags_horizontal = 3
|
||||
size_flags_vertical = 3
|
||||
@@ -0,0 +1,21 @@
|
||||
extends Control
|
||||
|
||||
var disciple_id: int;
|
||||
|
||||
func _ready() -> void:
|
||||
custom_maximum_size = Vector2(180, 320);
|
||||
custom_minimum_size = Vector2(180, 240);
|
||||
pass;
|
||||
|
||||
func set_info(info: Dictionary):
|
||||
disciple_id = info['id'];
|
||||
$VBoxContainer/HBoxContainer/Name.text = info['name'];
|
||||
$VBoxContainer/HBoxContainer2/Level.text = info['level']
|
||||
$VBoxContainer/HBoxContainer3/GridContainer/MetalVal.text = str(info['metal'])
|
||||
$VBoxContainer/HBoxContainer3/GridContainer/WoodVal.text = str(info['wood'])
|
||||
$VBoxContainer/HBoxContainer3/GridContainer/WaterVal.text = str(info['water'])
|
||||
$VBoxContainer/HBoxContainer3/GridContainer/FireVal.text = str(info['fire'])
|
||||
$VBoxContainer/HBoxContainer3/GridContainer/EarthVal.text = str(info['earth'])
|
||||
|
||||
#print(info)
|
||||
pass
|
||||
@@ -0,0 +1 @@
|
||||
uid://cc7c76lgm5nrf
|
||||
@@ -0,0 +1,157 @@
|
||||
[gd_scene format=3 uid="uid://swa7gtddn6fj"]
|
||||
|
||||
[ext_resource type="LabelSettings" uid="uid://dur4uye3m0ffd" path="res://resources/manager_info_label_settings.tres" id="1_abpqa"]
|
||||
[ext_resource type="StyleBox" uid="uid://kxc0y8146vlk" path="res://resources/manager_info_style_box_flat.tres" id="1_po3i5"]
|
||||
[ext_resource type="Script" uid="uid://cc7c76lgm5nrf" path="res://src/UI/Panels/Manager/DisciplePanel/DiscipleInformation.gd" id="2_6fig8"]
|
||||
|
||||
[node name="DiscipleInformationPanel" type="PanelContainer" unique_id=2024414593]
|
||||
custom_minimum_size = Vector2(180, 240)
|
||||
custom_maximum_size = Vector2(180, 320)
|
||||
anchors_preset = 15
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
size_flags_horizontal = 3
|
||||
theme_override_styles/panel = ExtResource("1_po3i5")
|
||||
script = ExtResource("2_6fig8")
|
||||
metadata/discipleId = 0
|
||||
|
||||
[node name="VBoxContainer" type="VBoxContainer" parent="." unique_id=1066350214]
|
||||
layout_mode = 2
|
||||
size_flags_vertical = 3
|
||||
|
||||
[node name="HBoxContainer" type="HBoxContainer" parent="VBoxContainer" unique_id=528093249]
|
||||
layout_mode = 2
|
||||
size_flags_vertical = 3
|
||||
|
||||
[node name="Label" type="Label" parent="VBoxContainer/HBoxContainer" unique_id=2078348112]
|
||||
layout_mode = 2
|
||||
size_flags_vertical = 1
|
||||
text = "姓名"
|
||||
label_settings = ExtResource("1_abpqa")
|
||||
horizontal_alignment = 1
|
||||
vertical_alignment = 1
|
||||
|
||||
[node name="Name" type="Label" parent="VBoxContainer/HBoxContainer" unique_id=1124761822]
|
||||
layout_mode = 2
|
||||
size_flags_horizontal = 3
|
||||
size_flags_vertical = 1
|
||||
label_settings = ExtResource("1_abpqa")
|
||||
|
||||
[node name="HBoxContainer2" type="HBoxContainer" parent="VBoxContainer" unique_id=1255356167]
|
||||
layout_mode = 2
|
||||
size_flags_vertical = 3
|
||||
|
||||
[node name="Label" type="Label" parent="VBoxContainer/HBoxContainer2" unique_id=233829191]
|
||||
layout_mode = 2
|
||||
size_flags_vertical = 1
|
||||
text = "境界"
|
||||
label_settings = ExtResource("1_abpqa")
|
||||
horizontal_alignment = 1
|
||||
vertical_alignment = 1
|
||||
|
||||
[node name="Level" type="Label" parent="VBoxContainer/HBoxContainer2" unique_id=913472455]
|
||||
layout_mode = 2
|
||||
size_flags_horizontal = 3
|
||||
size_flags_vertical = 1
|
||||
label_settings = ExtResource("1_abpqa")
|
||||
|
||||
[node name="HBoxContainer3" type="HBoxContainer" parent="VBoxContainer" unique_id=1358402714]
|
||||
layout_mode = 2
|
||||
size_flags_vertical = 3
|
||||
size_flags_stretch_ratio = 5.0
|
||||
|
||||
[node name="Label" type="Label" parent="VBoxContainer/HBoxContainer3" unique_id=1781987484]
|
||||
layout_mode = 2
|
||||
size_flags_vertical = 1
|
||||
text = "属
|
||||
性"
|
||||
label_settings = ExtResource("1_abpqa")
|
||||
horizontal_alignment = 1
|
||||
vertical_alignment = 1
|
||||
|
||||
[node name="GridContainer" type="GridContainer" parent="VBoxContainer/HBoxContainer3" unique_id=431356438]
|
||||
layout_mode = 2
|
||||
size_flags_horizontal = 3
|
||||
columns = 2
|
||||
|
||||
[node name="Metal" type="Label" parent="VBoxContainer/HBoxContainer3/GridContainer" unique_id=395220991]
|
||||
layout_mode = 2
|
||||
size_flags_vertical = 3
|
||||
text = "金"
|
||||
label_settings = ExtResource("1_abpqa")
|
||||
vertical_alignment = 1
|
||||
|
||||
[node name="MetalVal" type="Label" parent="VBoxContainer/HBoxContainer3/GridContainer" unique_id=334471189]
|
||||
layout_mode = 2
|
||||
size_flags_horizontal = 3
|
||||
size_flags_vertical = 3
|
||||
text = "1"
|
||||
label_settings = ExtResource("1_abpqa")
|
||||
horizontal_alignment = 1
|
||||
vertical_alignment = 1
|
||||
|
||||
[node name="Wood" type="Label" parent="VBoxContainer/HBoxContainer3/GridContainer" unique_id=1852801128]
|
||||
layout_mode = 2
|
||||
size_flags_vertical = 3
|
||||
text = "木"
|
||||
label_settings = ExtResource("1_abpqa")
|
||||
vertical_alignment = 1
|
||||
|
||||
[node name="WoodVal" type="Label" parent="VBoxContainer/HBoxContainer3/GridContainer" unique_id=1099683329]
|
||||
layout_mode = 2
|
||||
size_flags_horizontal = 3
|
||||
size_flags_vertical = 3
|
||||
text = "1"
|
||||
label_settings = ExtResource("1_abpqa")
|
||||
horizontal_alignment = 1
|
||||
vertical_alignment = 1
|
||||
|
||||
[node name="Water" type="Label" parent="VBoxContainer/HBoxContainer3/GridContainer" unique_id=1864946709]
|
||||
layout_mode = 2
|
||||
size_flags_vertical = 3
|
||||
text = "水"
|
||||
label_settings = ExtResource("1_abpqa")
|
||||
vertical_alignment = 1
|
||||
|
||||
[node name="WaterVal" type="Label" parent="VBoxContainer/HBoxContainer3/GridContainer" unique_id=1520779703]
|
||||
layout_mode = 2
|
||||
size_flags_horizontal = 3
|
||||
size_flags_vertical = 3
|
||||
text = "1"
|
||||
label_settings = ExtResource("1_abpqa")
|
||||
horizontal_alignment = 1
|
||||
vertical_alignment = 1
|
||||
|
||||
[node name="Fire" type="Label" parent="VBoxContainer/HBoxContainer3/GridContainer" unique_id=1916838020]
|
||||
layout_mode = 2
|
||||
size_flags_vertical = 3
|
||||
text = "火"
|
||||
label_settings = ExtResource("1_abpqa")
|
||||
vertical_alignment = 1
|
||||
|
||||
[node name="FireVal" type="Label" parent="VBoxContainer/HBoxContainer3/GridContainer" unique_id=66098798]
|
||||
layout_mode = 2
|
||||
size_flags_horizontal = 3
|
||||
size_flags_vertical = 3
|
||||
text = "1"
|
||||
label_settings = ExtResource("1_abpqa")
|
||||
horizontal_alignment = 1
|
||||
vertical_alignment = 1
|
||||
|
||||
[node name="Earth" type="Label" parent="VBoxContainer/HBoxContainer3/GridContainer" unique_id=2106256122]
|
||||
layout_mode = 2
|
||||
size_flags_vertical = 3
|
||||
text = "土"
|
||||
label_settings = ExtResource("1_abpqa")
|
||||
vertical_alignment = 1
|
||||
|
||||
[node name="EarthVal" type="Label" parent="VBoxContainer/HBoxContainer3/GridContainer" unique_id=170833691]
|
||||
layout_mode = 2
|
||||
size_flags_horizontal = 3
|
||||
size_flags_vertical = 3
|
||||
text = "1"
|
||||
label_settings = ExtResource("1_abpqa")
|
||||
horizontal_alignment = 1
|
||||
vertical_alignment = 1
|
||||
@@ -0,0 +1,10 @@
|
||||
extends Control
|
||||
|
||||
func _ready() -> void:
|
||||
custom_minimum_size = Vector2(180, 320)
|
||||
custom_minimum_size = Vector2(180, 240)
|
||||
pass
|
||||
|
||||
func set_field_info(info: Dictionary) -> bool:
|
||||
$PanelContainer/VBoxContainer/Name.text = info['name']
|
||||
return true;
|
||||
@@ -0,0 +1 @@
|
||||
uid://lw0x0n7r063b
|
||||
@@ -0,0 +1,43 @@
|
||||
[gd_scene format=3 uid="uid://bk5w5of88aysu"]
|
||||
|
||||
[ext_resource type="Script" uid="uid://lw0x0n7r063b" path="res://src/UI/Panels/Manager/FieldPanel/FieldInformation.gd" id="1_p6bv6"]
|
||||
[ext_resource type="StyleBox" uid="uid://kxc0y8146vlk" path="res://resources/manager_info_style_box_flat.tres" id="1_rap8l"]
|
||||
[ext_resource type="LabelSettings" uid="uid://dur4uye3m0ffd" path="res://resources/manager_info_label_settings.tres" id="2_p6bv6"]
|
||||
|
||||
[node name="FieldInformationPanel" type="Control" unique_id=844204855]
|
||||
custom_minimum_size = Vector2(180, 240)
|
||||
custom_maximum_size = Vector2(180, 240)
|
||||
layout_mode = 3
|
||||
anchors_preset = 15
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
script = ExtResource("1_p6bv6")
|
||||
|
||||
[node name="PanelContainer" type="PanelContainer" parent="." unique_id=900478219]
|
||||
layout_mode = 1
|
||||
anchors_preset = 15
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
theme_override_styles/panel = ExtResource("1_rap8l")
|
||||
|
||||
[node name="VBoxContainer" type="VBoxContainer" parent="PanelContainer" unique_id=241079176]
|
||||
layout_mode = 2
|
||||
|
||||
[node name="Name" type="Label" parent="PanelContainer/VBoxContainer" unique_id=909840161]
|
||||
layout_mode = 2
|
||||
label_settings = ExtResource("2_p6bv6")
|
||||
horizontal_alignment = 1
|
||||
vertical_alignment = 1
|
||||
|
||||
[node name="Info" type="Label" parent="PanelContainer/VBoxContainer" unique_id=1950109494]
|
||||
layout_mode = 2
|
||||
label_settings = ExtResource("2_p6bv6")
|
||||
|
||||
[node name="GridContainer" type="GridContainer" parent="PanelContainer/VBoxContainer" unique_id=1107543260]
|
||||
layout_mode = 2
|
||||
size_flags_vertical = 3
|
||||
columns = 4
|
||||
@@ -0,0 +1,39 @@
|
||||
extends Control
|
||||
|
||||
## 测试数据:模拟 sect_data 里的嵌套资源(分类 → 子项)
|
||||
var test_resources := [
|
||||
{"name": "粮草", "items": [{"name": "米", "quantity": 10}, {"name": "蔬菜", "quantity": 20}]},
|
||||
{"name": "丹药", "items": [{"name": "聚气丹", "quantity": 5}]},
|
||||
]
|
||||
|
||||
func _ready() -> void:
|
||||
var tree: Tree = $ScrollContainer/Tree
|
||||
tree.hide_root = true # 隐藏内部根,顶部就是"粮草/丹药"
|
||||
tree.columns = 2
|
||||
tree.item_selected.connect(_on_item_selected)
|
||||
_refresh(tree)
|
||||
pass
|
||||
|
||||
## 每次数据变化后全量重建(简单可靠)
|
||||
func _refresh(tree: Tree) -> void:
|
||||
tree.clear()
|
||||
for category: Dictionary in test_resources:
|
||||
var cat_item := tree.create_item() # 无父 = 顶级项(挂在隐藏根下)
|
||||
cat_item.set_text(0, category["name"])
|
||||
cat_item.set_metadata(0, {"type": "category"})
|
||||
for sub: Dictionary in category["items"]:
|
||||
var item := tree.create_item(cat_item) # 子项
|
||||
item.set_text(0, sub["name"])
|
||||
item.set_text(1, str(sub["quantity"]))
|
||||
item.set_metadata(0, sub) # 存整条数据便于取用
|
||||
|
||||
## 动态新增一项后刷新
|
||||
func _on_add_button() -> void: # 测试:手动调一次
|
||||
test_resources[0]["items"].append({"name": "灵米", "quantity": 99})
|
||||
_refresh($ScrollContainer/Tree)
|
||||
|
||||
func _on_item_selected() -> void:
|
||||
var tree: Tree = $ScrollContainer/Tree
|
||||
var selected := tree.get_selected()
|
||||
if selected != null:
|
||||
print(selected.get_text(0), " → ", selected.get_metadata(0))
|
||||
@@ -0,0 +1 @@
|
||||
uid://b55qsl2gyvt3e
|
||||
@@ -0,0 +1,26 @@
|
||||
[gd_scene format=3 uid="uid://dxij6vexu5m1q"]
|
||||
|
||||
[ext_resource type="Script" uid="uid://b55qsl2gyvt3e" path="res://src/UI/Panels/Manager/InventoryPanel/InventoryPanel.gd" id="1_th4yu"]
|
||||
|
||||
[node name="InventoryPanel" type="Control" unique_id=735363118]
|
||||
layout_mode = 3
|
||||
anchors_preset = 15
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
script = ExtResource("1_th4yu")
|
||||
|
||||
[node name="ScrollContainer" type="ScrollContainer" parent="." unique_id=887058553]
|
||||
layout_mode = 1
|
||||
anchors_preset = 15
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
|
||||
[node name="Tree" type="Tree" parent="ScrollContainer" unique_id=1018260768]
|
||||
layout_mode = 2
|
||||
size_flags_horizontal = 3
|
||||
size_flags_vertical = 3
|
||||
columns = 5
|
||||
@@ -0,0 +1,137 @@
|
||||
extends Control
|
||||
|
||||
var test_field_table : Array[Dictionary] = [] # 建筑
|
||||
var test_order_table : Array[Dictionary] = [] # 订单
|
||||
var test_alchemy_table : Array[Dictionary] = [] # 炼丹配方
|
||||
|
||||
var test_inventory : Array[Dictionary] = [] # 库存
|
||||
var test_sub_inventory1 : Array[Dictionary] = [] # 库存
|
||||
var test_sub_inventory2 : Array[Dictionary] = [] # 库存
|
||||
var test_sub_inventory3 : Array[Dictionary] = [] # 库存
|
||||
|
||||
var sect_resources : Dictionary;
|
||||
|
||||
var disciple_info_scene := preload("res://src/UI/Panels/Manager/DisciplePanel/DiscipleInformationPanel.tscn")
|
||||
var field_info_scene := preload("res://src/UI/Panels/Manager/FieldPanel/FieldInformationPanel.tscn")
|
||||
var order_info_scene := preload("res://src/UI/Panels/Manager/OrderPanel/OrderInformationPanel.tscn")
|
||||
var alchemy_info_scene := preload("res://src/UI/Panels/Manager/AlchemyPanel/AlchemyPanel.tscn")
|
||||
|
||||
func _ready() -> void:
|
||||
init_test_data();
|
||||
var manager_panel_scene := load("res://src/UI/Panels/Manager/ManagerPanel.tscn") as PackedScene
|
||||
var inventory_panel_scene := load("res://src/UI/Panels/Manager/InventoryPanel/InventoryPanel.tscn") as PackedScene
|
||||
|
||||
sect_resources["弟子"] = manager_panel_scene.instantiate();
|
||||
sect_resources["弟子"].name = "弟子";
|
||||
$TabContainer.add_child(sect_resources["弟子"]);
|
||||
|
||||
sect_resources["建筑"] = manager_panel_scene.instantiate();
|
||||
sect_resources["建筑"].name = "建筑";
|
||||
$TabContainer.add_child(sect_resources["建筑"]);
|
||||
|
||||
sect_resources["订单"] = manager_panel_scene.instantiate();
|
||||
sect_resources["订单"].name = "订单";
|
||||
$TabContainer.add_child(sect_resources["订单"]);
|
||||
|
||||
sect_resources["炼丹"] = manager_panel_scene.instantiate();
|
||||
sect_resources["炼丹"].name = "炼丹";
|
||||
$TabContainer.add_child(sect_resources["炼丹"]);
|
||||
|
||||
sect_resources["库房"] = inventory_panel_scene.instantiate();
|
||||
sect_resources["库房"].name = "库房";
|
||||
$TabContainer.add_child(sect_resources["库房"]);
|
||||
|
||||
for e in test_field_table:
|
||||
var d := field_info_scene.instantiate()
|
||||
d.set_field_info(e)
|
||||
sect_resources["建筑"].add_info_card(d)
|
||||
pass
|
||||
|
||||
for e in test_order_table:
|
||||
var d := order_info_scene.instantiate()
|
||||
d.set_order_info(e)
|
||||
sect_resources['订单'].add_info_card(d)
|
||||
pass
|
||||
|
||||
for e in test_alchemy_table:
|
||||
var d := alchemy_info_scene.instantiate()
|
||||
d.set_alchemy_info(e)
|
||||
sect_resources['炼丹'].add_info_card(d)
|
||||
pass
|
||||
pass
|
||||
|
||||
|
||||
|
||||
func init_test_data() -> void:
|
||||
|
||||
test_field_table.append_array([
|
||||
{"name": "灵田", "弟子": 0},
|
||||
{"name": "灵田", "弟子": 1},
|
||||
{"name": "灵药园", "弟子": 2},
|
||||
{"name": "灵药园", "弟子": 3},
|
||||
{"name": "灵药园", "弟子": 4},
|
||||
{"name": "炼丹房", "弟子": 0}
|
||||
])
|
||||
test_order_table.append_array([
|
||||
{"title": "炼制灵丹", "type": "炼丹", "level": 1, "reward": 100, "time": 10, "status": 0},
|
||||
{"title": "炼制灵丹", "type": "炼丹", "level": 2, "reward": 200, "time": 20, "status": 0},
|
||||
{"title": "炼制灵丹", "type": "炼丹", "level": 3, "reward": 300, "time": 30, "status": 0},
|
||||
{"title": "炼制灵丹", "type": "炼丹", "level": 4, "reward": 400, "time": 40, "status": 0},
|
||||
{"title": "炼制灵丹", "type": "炼丹", "level": 5, "reward": 500, "time": 50, "status": 0}
|
||||
])
|
||||
|
||||
test_alchemy_table.append_array([
|
||||
{"name": "灵丹", "herb_1": 0, "herb_2": 0, "herb_3": 0, "herb_4": 0, "herb_5": 0, "herb_6": 0, "herb_7": 0, "herb_8": 0, "herb_9": 0},
|
||||
{"name": "灵丹", "herb_1": 0, "herb_2": 0, "herb_3": 0, "herb_4": 0, "herb_5": 0, "herb_6": 0, "herb_7": 0, "herb_8": 0, "herb_9": 0},
|
||||
{"name": "灵丹", "herb_1": 0, "herb_2": 0, "herb_3": 0, "herb_4": 0, "herb_5": 0, "herb_6": 0, "herb_7": 0, "herb_8": 0, "herb_9": 0},
|
||||
{"name": "灵丹", "herb_1": 0, "herb_2": 0, "herb_3": 0, "herb_4": 0, "herb_5": 0, "herb_6": 0, "herb_7": 0, "herb_8": 0, "herb_9": 0},
|
||||
{"name": "灵丹", "herb_1": 0, "herb_2": 0, "herb_3": 0, "herb_4": 0, "herb_5": 0, "herb_6": 0, "herb_7": 0, "herb_8": 0, "herb_9": 0}
|
||||
])
|
||||
|
||||
test_sub_inventory1.append_array([
|
||||
{"name": "A", "type": "草药", "quantity": 10},
|
||||
{"name": "B", "type": "草药", "quantity": 20},
|
||||
{"name": "C", "type": "草药", "quantity": 30},
|
||||
{"name": "D", "type": "草药", "quantity": 40},
|
||||
{"name": "E", "type": "草药", "quantity": 50}
|
||||
])
|
||||
|
||||
test_sub_inventory2.append_array([
|
||||
{"name": "米", "type": "粮食", "quantity": 10},
|
||||
{"name": "蔬菜", "type": "粮食", "quantity": 20},
|
||||
])
|
||||
|
||||
test_sub_inventory3.append_array([
|
||||
{"name": "聚气丹", "type": "丹药", "quantity": 10},
|
||||
{"name": "筑基丹", "type": "丹药", "quantity": 20},
|
||||
])
|
||||
|
||||
test_inventory.append_array([{"草药": test_sub_inventory1}, {"粮食": test_sub_inventory2}, {"丹药": test_sub_inventory3}]);
|
||||
pass
|
||||
|
||||
func add_disciple_card(d : Disciple) -> void:
|
||||
var ds := disciple_info_scene.instantiate()
|
||||
var info := {
|
||||
"id": d.id,
|
||||
"name": d.name,
|
||||
"gender" : "x",
|
||||
"level" : d.realm_name(),
|
||||
"metal" : int(d.get_attr("metal")),
|
||||
"wood" : int(d.get_attr("wood")),
|
||||
"water" : int(d.get_attr("water")),
|
||||
"fire" : int(d.get_attr("fire")),
|
||||
"earth" : int(d.get_attr("earth"))
|
||||
}
|
||||
ds.set_info(info)
|
||||
sect_resources["弟子"].add_info_card(ds)
|
||||
pass
|
||||
|
||||
func remove_disciple_card(id: int) -> void:
|
||||
var panel: Control = sect_resources["弟子"] # ManagerPanel 页
|
||||
var flow: Node = panel.get_node("ScrollContainer/HFlowContainer")
|
||||
|
||||
for child in flow.get_children():
|
||||
if child.disciple_id == id: # 指定项匹配
|
||||
flow.remove_child(child) # 1. 先从树摘除
|
||||
child.queue_free() # 2. 再排队销毁
|
||||
return # 匹配唯一,删完即走
|
||||
@@ -0,0 +1 @@
|
||||
uid://qjqb0jaqxuu2
|
||||
@@ -0,0 +1,23 @@
|
||||
[gd_scene format=3 uid="uid://d1mbwdtarjqof"]
|
||||
|
||||
[ext_resource type="Script" uid="uid://qjqb0jaqxuu2" path="res://src/UI/Panels/Manager/Manager.gd" id="1_qdh6a"]
|
||||
|
||||
[node name="Manager" type="Control" unique_id=360636457]
|
||||
layout_mode = 3
|
||||
anchors_preset = 15
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
size_flags_horizontal = 3
|
||||
size_flags_vertical = 3
|
||||
script = ExtResource("1_qdh6a")
|
||||
|
||||
[node name="TabContainer" type="TabContainer" parent="." unique_id=915058536]
|
||||
layout_mode = 1
|
||||
anchors_preset = 15
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
tab_focus_mode = 1
|
||||
@@ -0,0 +1,5 @@
|
||||
extends Control
|
||||
|
||||
func add_info_card(card : Control) -> bool:
|
||||
$ScrollContainer/HFlowContainer.add_child(card)
|
||||
return true;
|
||||
@@ -0,0 +1 @@
|
||||
uid://beiiusgimt3s1
|
||||
@@ -0,0 +1,26 @@
|
||||
[gd_scene format=3 uid="uid://cbqydw1lerumr"]
|
||||
|
||||
[ext_resource type="Script" uid="uid://beiiusgimt3s1" path="res://src/UI/Panels/Manager/ManagerPanel.gd" id="1_1bkxy"]
|
||||
|
||||
[node name="ManagerPanel" type="Control" unique_id=1475562434]
|
||||
layout_mode = 3
|
||||
anchors_preset = 15
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
script = ExtResource("1_1bkxy")
|
||||
|
||||
[node name="ScrollContainer" type="ScrollContainer" parent="." unique_id=129376527]
|
||||
layout_mode = 1
|
||||
anchors_preset = 15
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
|
||||
[node name="HFlowContainer" type="HFlowContainer" parent="ScrollContainer" unique_id=836450693]
|
||||
layout_mode = 2
|
||||
size_flags_horizontal = 3
|
||||
size_flags_vertical = 3
|
||||
alignment = 1
|
||||
@@ -0,0 +1,10 @@
|
||||
extends Control
|
||||
|
||||
func _ready() -> void:
|
||||
custom_minimum_size = Vector2(180, 240)
|
||||
custom_maximum_size = Vector2(180, 240)
|
||||
pass
|
||||
|
||||
func set_order_info(info : Dictionary) -> bool:
|
||||
$PanelContainer/VBoxContainer/Title.text = info['title']
|
||||
return true;
|
||||
@@ -0,0 +1 @@
|
||||
uid://cygiqebct7tk7
|
||||
@@ -0,0 +1,36 @@
|
||||
[gd_scene format=3 uid="uid://6ui4v8yhobr4"]
|
||||
|
||||
[ext_resource type="Script" uid="uid://cygiqebct7tk7" path="res://src/UI/Panels/Manager/OrderPanel/OrderInformation.gd" id="1_0aqu5"]
|
||||
[ext_resource type="StyleBox" uid="uid://kxc0y8146vlk" path="res://resources/manager_info_style_box_flat.tres" id="1_87463"]
|
||||
[ext_resource type="LabelSettings" uid="uid://dur4uye3m0ffd" path="res://resources/manager_info_label_settings.tres" id="2_sotk8"]
|
||||
|
||||
[node name="OrderPanel" type="Control" unique_id=1777280890]
|
||||
custom_minimum_size = Vector2(180, 240)
|
||||
custom_maximum_size = Vector2(180, 240)
|
||||
layout_mode = 3
|
||||
anchors_preset = 15
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
script = ExtResource("1_0aqu5")
|
||||
|
||||
[node name="PanelContainer" type="PanelContainer" parent="." unique_id=1940446491]
|
||||
layout_mode = 1
|
||||
anchors_preset = 15
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
theme_override_styles/panel = ExtResource("1_87463")
|
||||
|
||||
[node name="VBoxContainer" type="VBoxContainer" parent="PanelContainer" unique_id=1857403555]
|
||||
layout_mode = 2
|
||||
|
||||
[node name="Title" type="Label" parent="PanelContainer/VBoxContainer" unique_id=174596326]
|
||||
layout_mode = 2
|
||||
label_settings = ExtResource("2_sotk8")
|
||||
|
||||
[node name="Reward" type="Label" parent="PanelContainer/VBoxContainer" unique_id=835372898]
|
||||
layout_mode = 2
|
||||
label_settings = ExtResource("2_sotk8")
|
||||
Reference in New Issue
Block a user