feat: 建筑面板——资源按钮入口+建造升级产出(D6 核心)
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@@ -47,6 +47,14 @@ var hud_font_size := 32
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var starting_spirit_stones := 500
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## 开局赠送灵米(新游戏发放)。
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var starting_food := 100
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## 建筑等级上限。
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var building_max_level := 10
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## 各建筑参数表(键 = 建筑类型名,值 = {cost, output, upgrade_cost_x, upgrade_output_x})。
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var building_params: Dictionary = {
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"mine": {"cost": 200, "output": 10, "upgrade_cost_x": 2.0, "upgrade_output_x": 1.5},
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"field": {"cost": 100, "output": 5, "upgrade_cost_x": 2.0, "upgrade_output_x": 1.5},
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}
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## 各难度资质权重表(键 = 难度档位,值 = 下品/中品/上品/天骄 权重)。
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var aptitude_weights_by_difficulty: Dictionary = {
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@@ -104,6 +112,15 @@ func _load_config() -> void:
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# 建筑系统
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starting_spirit_stones = cfg.get_value("building", "starting_spirit_stones", starting_spirit_stones)
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starting_food = cfg.get_value("building", "starting_food", starting_food)
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building_max_level = cfg.get_value("building", "max_level", building_max_level)
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for key in building_params.keys():
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var p: Dictionary = building_params[key]
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building_params[key] = {
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"cost": cfg.get_value("building_" + key, "cost", p["cost"]),
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"output": cfg.get_value("building_" + key, "output", p["output"]),
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"upgrade_cost_x": cfg.get_value("building_" + key, "upgrade_cost_x", p["upgrade_cost_x"]),
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"upgrade_output_x": cfg.get_value("building_" + key, "upgrade_output_x", p["upgrade_output_x"]),
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}
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var apt_raw: Variant = cfg.get_value("cultivation", "aptitude_speed", [])
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if apt_raw is Array and apt_raw.size() == aptitude_speed.size():
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var arr: Array[float] = []
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