feat(homing): CastStats.homing_add + 修饰器折叠 + 发射写归航冷数据 + 分支快照; modifier_homing 词条
homing_add 为 float(角速度,弧度/秒),镜像 bounce_add 的 int 累加路径。 发射时不解析目标,homing_target_id 留 -1 由 bullet_manager 首帧惰性获取, 使 spell_evaluator 不必接触 SpatialGrid。 Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -13,6 +13,7 @@ var radius_mult: float = 1.0 # 弹体半径倍率
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var crit_chance: float = 0.0 # 暴击概率
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var pierce_add: int = 0 # MODIFIER 累加的穿透次数(叠加到 ACTION 自带 pierce)
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var bounce_add: int = 0 # MODIFIER 累加的弹跳次数(叠加到 ACTION 自带 bounce)
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var homing_add: float = 0.0 # MODIFIER 累加的归航角速度(弧度/秒,叠加到 ACTION 自带 homing)
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func reset() -> void:
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damage_add = 0.0
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@@ -25,3 +26,4 @@ func reset() -> void:
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crit_chance = 0.0
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pierce_add = 0
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bounce_add = 0
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homing_add = 0.0
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@@ -436,6 +436,11 @@ func _push_projectile(node: SpellNode, ctx: SpellContext, spawn_pos: Vector2, tr
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cold["visited_targets"] = []
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cold["bounce_decay"] = float(meta.get("bounce_decay", 0.9))
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cold["bounce_range"] = float(meta.get("bounce_range", 250.0))
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var homing: float = float(meta.get("homing", 0.0)) + ctx.stats.homing_add
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if homing > 0.0:
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cold["homing_strength"] = homing
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cold["homing_range"] = float(meta.get("homing_range", 400.0))
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cold["homing_target_id"] = -1
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# S3: 将 trigger_depth 写入冷数据供子弹命中时使用
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if trigger_depth >= 0:
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cold["trigger_depth"] = trigger_depth
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@@ -531,6 +536,8 @@ func _apply_modifier(node: SpellNode, ctx: SpellContext) -> void:
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ctx.stats.pierce_add += int(meta["pierce"])
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if meta.has("bounce"):
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ctx.stats.bounce_add += int(meta["bounce"])
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if meta.has("homing"):
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ctx.stats.homing_add += float(meta["homing"])
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if meta.has("heavy_cost"):
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ctx.hp_cost_accum += float(meta["heavy_cost"])
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@@ -612,7 +619,7 @@ func _run_branch_payload(payload_id: int, ctx: SpellContext, spawn_pos: Vector2,
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var nodes: Array = SubPayloadRegistry.get_nodes(payload_id)
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if nodes.is_empty():
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return
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# 快照分支前 CastStats(9 字段,无分配),分支结束后还原 → 分支局部 MODIFIER 不外泄
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# 快照分支前 CastStats(10 字段,无分配),分支结束后还原 → 分支局部 MODIFIER 不外泄
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var s: CastStats = ctx.stats
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var b_dadd: float = s.damage_add
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var b_dmul: float = s.damage_mult
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@@ -623,6 +630,7 @@ func _run_branch_payload(payload_id: int, ctx: SpellContext, spawn_pos: Vector2,
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var b_rad: float = s.radius_mult
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var b_crit: float = s.crit_chance
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var b_bnc: int = s.bounce_add
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var b_hom: float = s.homing_add
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for node in nodes:
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var node_cost: float = float(node.meta.get("mana_cost", 0.0))
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if not _charge_mana(node_cost, ctx, infinite, heat_mult):
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@@ -650,6 +658,7 @@ func _run_branch_payload(payload_id: int, ctx: SpellContext, spawn_pos: Vector2,
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s.radius_mult = b_rad
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s.crit_chance = b_crit
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s.bounce_add = b_bnc
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s.homing_add = b_hom
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func _get_aim_direction(from_pos: Vector2) -> Vector2:
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var target: Vector2 = EnemyManager.get_nearest_pos(from_pos, 9999.0)
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