feat(bounce): CastStats.bounce_add + 修饰器折叠 + 发射写弹跳冷数据 + 分支快照; modifier_bounce 词条

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-07-24 15:00:27 +08:00
co-authored by Claude Opus 4.8
parent e5cf6089ed
commit 6b910697a9
3 changed files with 14 additions and 1 deletions
@@ -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
+11 -1
View File
@@ -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 CastStats8 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 CastStats9 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)