feat: continue Windglass Market through three rounds
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@@ -1,6 +1,8 @@
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class_name P93CoreLoopController
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extends Control
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signal windglass_market_requested(snapshot: Dictionary)
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const Service = preload("res://p9_3/core_loop_service.gd")
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const State = preload("res://p9_3/core_loop_state.gd")
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const Rules = preload("res://domain/p9_2/battle_rules.gd")
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@@ -170,6 +172,13 @@ func recover_injured_company() -> void:
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_queue_render_current()
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func enter_windglass_market() -> void:
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if service.state.phase != State.Phase.HALL or service.state.recovery_required or service.state.reward_receipts.size() < 4:
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return
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_save_stable()
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windglass_market_requested.emit(service.state.snapshot())
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func tap_encounter(encounter_id: String) -> void:
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if service.state.phase != State.Phase.ENCOUNTER:
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return
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@@ -659,6 +668,10 @@ func _render_rift_tide_return_hall() -> void:
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display_root.add_child(condition)
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_add_member_status(member_id, actor_position + Vector2(-12, actor_height - 30), Vector2(actor_height + 24, 42), "P96FinalStatus_%s" % member_id, true)
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_add_equipped_icon(member_id, actor_position + Vector2(actor_height - 18, actor_height * 0.38))
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var continue_button := _action_button("P97EnterMarketButton", _tr("前往风晶集市", "ENTER WINDGLASS MARKET"), enter_windglass_market)
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continue_button.position = Vector2(size.x - 232, 156)
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continue_button.size = Vector2(216, 52)
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display_root.add_child(continue_button)
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func _render_encounters() -> void:
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