feat(iframe): PlayerStats.take_damage 时间戳门控无敌窗口 + 复活 PLAYER_DAMAGED emit;移除死订阅
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -21,6 +21,7 @@ var xp_to_next: int = 10 # 升级所需 XP
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var cpu_limit: int = 5 # 控制 MAX_OPS = cpu_limit * 40
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var armor: float = 0.0
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var resistance: float = 0.0 # 0.0~1.0
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var _invuln_until_msec: int = 0 # < now 表示可受击;受击后设为 now + iframe 窗口
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# ── 魔力(MVP)─────────────────────────────────────────
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var mana: float = 100.0
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@@ -30,7 +31,6 @@ var mana_heat: float = 0.0 # 递增蓝耗热值(0=无,1=蓝耗翻倍)
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var mana_leech: float = 0.0 # 击杀回蓝量(换杖/换牌重算)
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func _ready() -> void:
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EventBus.subscribe(EventID.PLAYER_DAMAGED, _on_player_damaged)
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EventBus.subscribe(EventID.ENEMY_KILLED, _on_enemy_killed)
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func _on_enemy_killed(_payload: Dictionary) -> void:
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@@ -63,11 +63,20 @@ func spend_gold(amount: int) -> bool:
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return true
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func take_damage(amount: float) -> void:
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hp = max(0.0, hp - amount * SettingsManager.player_dmg_taken_mult()) # 难度减伤(初学者×0.7)
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var now: int = Time.get_ticks_msec()
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if now < _invuln_until_msec:
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return # 无敌窗口内:忽略外部伤害(多弹同帧只扣一次)
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var applied: float = amount * SettingsManager.player_dmg_taken_mult() # 难度减伤(初学者×0.7)
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hp = max(0.0, hp - applied)
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_invuln_until_msec = now + int(SettingsManager.player_iframe_sec() * 1000.0)
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EventBus.emit(EventID.PLAYER_DAMAGED, {"damage": applied}) # 复活 hurt 音效 / HUD 钩子
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stats_changed.emit()
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if hp <= 0.0:
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EventBus.emit(EventID.PLAYER_DIED, {})
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func is_invulnerable() -> bool:
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return Time.get_ticks_msec() < _invuln_until_msec
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func heal(amount: float) -> void:
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hp = min(hp_max, hp + amount)
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stats_changed.emit()
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@@ -113,9 +122,6 @@ func spend_hp_cost(amount: float) -> void:
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if hp <= 0.0:
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EventBus.emit(EventID.PLAYER_DIED, {})
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func _on_player_damaged(payload: Dictionary) -> void:
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take_damage(float(payload.get("damage", 0.0)))
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func reset_for_run() -> void:
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hp = hp_max
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mana = mana_max
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@@ -123,6 +129,7 @@ func reset_for_run() -> void:
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xp = 0
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level = 1
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xp_to_next = xp_for_level(1)
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_invuln_until_msec = 0
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stats_changed.emit()
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func get_save_data() -> Dictionary:
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