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>
This commit is contained in:
2026-07-24 09:18:54 +08:00
co-authored by Claude Opus 4.8
parent daf34ac1bb
commit 23644bb40b
+12 -5
View File
@@ -21,6 +21,7 @@ var xp_to_next: int = 10 # 升级所需 XP
var cpu_limit: int = 5 # 控制 MAX_OPS = cpu_limit * 40 var cpu_limit: int = 5 # 控制 MAX_OPS = cpu_limit * 40
var armor: float = 0.0 var armor: float = 0.0
var resistance: float = 0.0 # 0.0~1.0 var resistance: float = 0.0 # 0.0~1.0
var _invuln_until_msec: int = 0 # < now 表示可受击;受击后设为 now + iframe 窗口
# ── 魔力(MVP)───────────────────────────────────────── # ── 魔力(MVP)─────────────────────────────────────────
var mana: float = 100.0 var mana: float = 100.0
@@ -30,7 +31,6 @@ var mana_heat: float = 0.0 # 递增蓝耗热值(0=无,1=蓝耗翻倍)
var mana_leech: float = 0.0 # 击杀回蓝量(换杖/换牌重算) var mana_leech: float = 0.0 # 击杀回蓝量(换杖/换牌重算)
func _ready() -> void: func _ready() -> void:
EventBus.subscribe(EventID.PLAYER_DAMAGED, _on_player_damaged)
EventBus.subscribe(EventID.ENEMY_KILLED, _on_enemy_killed) EventBus.subscribe(EventID.ENEMY_KILLED, _on_enemy_killed)
func _on_enemy_killed(_payload: Dictionary) -> void: func _on_enemy_killed(_payload: Dictionary) -> void:
@@ -63,11 +63,20 @@ func spend_gold(amount: int) -> bool:
return true return true
func take_damage(amount: float) -> void: func take_damage(amount: float) -> void:
hp = max(0.0, hp - amount * SettingsManager.player_dmg_taken_mult()) # 难度减伤(初学者×0.7 var now: int = Time.get_ticks_msec()
if now < _invuln_until_msec:
return # 无敌窗口内:忽略外部伤害(多弹同帧只扣一次)
var applied: float = amount * SettingsManager.player_dmg_taken_mult() # 难度减伤(初学者×0.7
hp = max(0.0, hp - applied)
_invuln_until_msec = now + int(SettingsManager.player_iframe_sec() * 1000.0)
EventBus.emit(EventID.PLAYER_DAMAGED, {"damage": applied}) # 复活 hurt 音效 / HUD 钩子
stats_changed.emit() stats_changed.emit()
if hp <= 0.0: if hp <= 0.0:
EventBus.emit(EventID.PLAYER_DIED, {}) EventBus.emit(EventID.PLAYER_DIED, {})
func is_invulnerable() -> bool:
return Time.get_ticks_msec() < _invuln_until_msec
func heal(amount: float) -> void: func heal(amount: float) -> void:
hp = min(hp_max, hp + amount) hp = min(hp_max, hp + amount)
stats_changed.emit() stats_changed.emit()
@@ -113,9 +122,6 @@ func spend_hp_cost(amount: float) -> void:
if hp <= 0.0: if hp <= 0.0:
EventBus.emit(EventID.PLAYER_DIED, {}) EventBus.emit(EventID.PLAYER_DIED, {})
func _on_player_damaged(payload: Dictionary) -> void:
take_damage(float(payload.get("damage", 0.0)))
func reset_for_run() -> void: func reset_for_run() -> void:
hp = hp_max hp = hp_max
mana = mana_max mana = mana_max
@@ -123,6 +129,7 @@ func reset_for_run() -> void:
xp = 0 xp = 0
level = 1 level = 1
xp_to_next = xp_for_level(1) xp_to_next = xp_for_level(1)
_invuln_until_msec = 0
stats_changed.emit() stats_changed.emit()
func get_save_data() -> Dictionary: func get_save_data() -> Dictionary: