diff --git a/data/spells.json b/data/spells.json index 74e24ee..7306279 100644 --- a/data/spells.json +++ b/data/spells.json @@ -14,6 +14,7 @@ "modifier_spread_mod": { "type": 1, "display_name": "Spread", "description": "后续法术多发一颗子弹。", "element_tags": [], "meta": { "spread_add": 1, "mana_cost": 0, "shop_cost": 18 } }, "modifier_double_cast": { "type": 1, "display_name": "Double Cast", "description": "本次施法额外执行 1 个 ACTION。", "element_tags": [], "meta": { "multicast": 1, "mana_cost": 2, "shop_cost": 25 } }, "modifier_pierce_plus": { "type": 1, "display_name": "Pierce +2", "description": "后续法术穿透 +2。", "element_tags": [], "meta": { "pierce": 2, "mana_cost": 8, "shop_cost": 18 } }, + "modifier_bounce": { "type": 1, "display_name": "Bounce +2", "description": "后续法术弹跳 +2(命中后弹向最近未命中敌人,伤害递减)。", "element_tags": [], "meta": { "bounce": 2, "mana_cost": 8, "shop_cost": 18 } }, "modifier_heavy_cost": { "type": 1, "display_name": "Blood Sacrifice", "description": "鲜血献祭:伤害+50,但每次施法扣 10 HP。", "element_tags": [], "meta": { "damage_add": 50.0, "heavy_cost": 10, "mana_cost": 0, "shop_cost": 26 } }, "modifier_mana_leech": { "type": 1, "display_name": "Mana Leech", "description": "魔力虹吸:击杀回复 2 魔力(放入卡组即生效)。", "element_tags": [], "meta": { "mana_leech": 2, "mana_cost": 0, "shop_cost": 22 } }, "trigger_on_hit": { "type": 2, "display_name": "Trigger: On Hit","description": "命中时在命中点执行后续法术(子母弹)。", "element_tags": [], "meta": { "base_damage": 3.0, "speed": 250.0, "lifetime": 4.0, "radius": 6.0, "damage_type": 0, "mana_cost": 10, "shop_cost": 30 } }, diff --git a/scripts/domain/spell_system/cast_stats.gd b/scripts/domain/spell_system/cast_stats.gd index 13d2bb5..c853626 100644 --- a/scripts/domain/spell_system/cast_stats.gd +++ b/scripts/domain/spell_system/cast_stats.gd @@ -12,6 +12,7 @@ var speed_mult: float = 1.0 # 弹速倍率 var radius_mult: float = 1.0 # 弹体半径倍率 var crit_chance: float = 0.0 # 暴击概率 var pierce_add: int = 0 # MODIFIER 累加的穿透次数(叠加到 ACTION 自带 pierce) +var bounce_add: int = 0 # MODIFIER 累加的弹跳次数(叠加到 ACTION 自带 bounce) func reset() -> void: damage_add = 0.0 @@ -23,3 +24,4 @@ func reset() -> void: radius_mult = 1.0 crit_chance = 0.0 pierce_add = 0 + bounce_add = 0 diff --git a/scripts/domain/spell_system/spell_evaluator.gd b/scripts/domain/spell_system/spell_evaluator.gd index 4ac3bb2..6a9528a 100644 --- a/scripts/domain/spell_system/spell_evaluator.gd +++ b/scripts/domain/spell_system/spell_evaluator.gd @@ -430,6 +430,12 @@ func _push_projectile(node: SpellNode, ctx: SpellContext, spawn_pos: Vector2, tr var cold: Dictionary = {} if pierce > 0: cold["pierce_remaining"] = pierce + var bounce: int = int(meta.get("bounce", 0)) + ctx.stats.bounce_add + if bounce > 0: + cold["bounce_remaining"] = bounce + cold["visited_targets"] = [] + cold["bounce_decay"] = float(meta.get("bounce_decay", 0.9)) + cold["bounce_range"] = float(meta.get("bounce_range", 250.0)) # S3: 将 trigger_depth 写入冷数据供子弹命中时使用 if trigger_depth >= 0: cold["trigger_depth"] = trigger_depth @@ -523,6 +529,8 @@ func _apply_modifier(node: SpellNode, ctx: SpellContext) -> void: ctx.stats.multicast_count += int(meta["multicast"]) if meta.has("pierce"): ctx.stats.pierce_add += int(meta["pierce"]) + if meta.has("bounce"): + ctx.stats.bounce_add += int(meta["bounce"]) if meta.has("heavy_cost"): ctx.hp_cost_accum += float(meta["heavy_cost"]) @@ -604,7 +612,7 @@ func _run_branch_payload(payload_id: int, ctx: SpellContext, spawn_pos: Vector2, var nodes: Array = SubPayloadRegistry.get_nodes(payload_id) if nodes.is_empty(): return - # 快照分支前 CastStats(8 字段,无分配),分支结束后还原 → 分支局部 MODIFIER 不外泄 + # 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 var s: CastStats = ctx.stats var b_dadd: float = s.damage_add var b_dmul: float = s.damage_mult @@ -614,6 +622,7 @@ func _run_branch_payload(payload_id: int, ctx: SpellContext, spawn_pos: Vector2, var b_spd: float = s.speed_mult var b_rad: float = s.radius_mult var b_crit: float = s.crit_chance + var b_bnc: int = s.bounce_add for node in nodes: var node_cost: float = float(node.meta.get("mana_cost", 0.0)) if not _charge_mana(node_cost, ctx, infinite, heat_mult): @@ -640,6 +649,7 @@ func _run_branch_payload(payload_id: int, ctx: SpellContext, spawn_pos: Vector2, s.speed_mult = b_spd s.radius_mult = b_rad s.crit_chance = b_crit + s.bounce_add = b_bnc func _get_aim_direction(from_pos: Vector2) -> Vector2: var target: Vector2 = EnemyManager.get_nearest_pos(from_pos, 9999.0)