diff --git a/scripts/domain/combat/combat_manager.gd b/scripts/domain/combat/combat_manager.gd index b1e101d..3a442d7 100644 --- a/scripts/domain/combat/combat_manager.gd +++ b/scripts/domain/combat/combat_manager.gd @@ -270,6 +270,8 @@ func _rebuild_wand() -> void: leech += float(n.meta.get("mana_leech", 0.0)) PlayerStats.mana_leech = leech # 法杖运算力以加成来源接入(非调用点相加),使 hard 上限作用于生效总值 + # remove 必须在 add 之前:本函数每次 install_spell 都会跑,漏了 remove 会让 cpu_limit + # 5→10→15 地累积,而 hard: 50 会把它封成一个看起来合理的数字,不是显眼的异常值 PlayerStats.remove_modifiers_from("core") PlayerStats.add_modifier("cpu_limit", "flat", float(_equipped_core.cpu_limit) if _equipped_core else 0.0, "core") diff --git a/scripts/domain/player_manager.gd b/scripts/domain/player_manager.gd index bc60d5c..1fefc11 100644 --- a/scripts/domain/player_manager.gd +++ b/scripts/domain/player_manager.gd @@ -14,8 +14,7 @@ var _player_node: Node2D = null var _equipped_core: CoreDefinition = null var _equipped_compiled: CompiledDeck = null var _cast_timer: float = 0.0 -var _cast_interval: float = 0.5 # equip_wand 时快照 core.cast_interval × cast_delay_mod; - # 中途改 cast_delay_mod 要到下次 equip_wand(每波开战 _transition_to_battle)才生效 +var _cast_interval: float = 0.5 # 法杖基准间隔(core.cast_interval);实际间隔在开火时 × cast_delay_mod var _is_moving: bool = false var _stationary_time: float = 0.0 @@ -79,19 +78,24 @@ func _handle_auto_cast(delta: float) -> void: return _cast_timer -= delta if _cast_timer <= 0.0: - _cast_timer = _cast_interval + _cast_timer = _cast_interval * PlayerStats.cast_delay_mod SpellEvaluator.execute_compiled(_equipped_compiled, 0, _position) func equip_wand(core: CoreDefinition, compiled: CompiledDeck) -> void: _equipped_core = core _equipped_compiled = compiled - _cast_interval = (core.cast_interval if core else 0.5) * PlayerStats.cast_delay_mod + _cast_interval = core.cast_interval if core else 0.5 _cast_timer = 0.0 if core: PlayerStats.set_mana_pool(core.base_mana_max, core.base_mana_regen) else: PlayerStats.set_mana_pool(100.0, 5.0) PlayerStats.mana_heat = 0.0 + # 0 守卫:cpu_limit=0 → MAX_OPS 退化,法术近乎全静默。放在换杖处而非施法处——施法端 2 次/秒 + # 会刷屏埋掉根因,且此处拿得到杖名。兜的是「新调用点忘了注入」与「cores.json 某杖配成 0」, + # 二者上游无任何报错(缺 attributes.json / attr_id 打错已分别由 player_stats.gd:173/191 报出) + if PlayerStats.cpu_limit <= 0: + push_error("PlayerManager: 装备「%s」后 cpu_limit=0,法术执行预算将退化为 40 步;检查该杖 cores.json 的 cpu_limit 与 source=\"core\" 加成注入" % (core.display_name if core else "—")) func get_position() -> Vector2: return _position diff --git a/scripts/domain/spell_system/spell_evaluator.gd b/scripts/domain/spell_system/spell_evaluator.gd index 2552112..cc72738 100644 --- a/scripts/domain/spell_system/spell_evaluator.gd +++ b/scripts/domain/spell_system/spell_evaluator.gd @@ -329,12 +329,8 @@ func execute_compiled(compiled: CompiledDeck, caster_id: int, spawn_pos: Vector2 var heat_mult: float = 1.0 + PlayerStats.mana_heat var deck: SpellDeck = compiled.make_runtime_deck() var ops_count: int = 0 - # 生效 cpu_limit 已含法杖份额(combat_manager 以 source="core" 的加成接入) - # 0 守卫:cpu_limit=0 意味着所有法术执行零步、全局静默失效。此处是该故障唯一可观测处, - # 能同时兜住上游两种失败(attributes.json 缺失 → 裸字段停在 0;add_modifier 的 attr_id 打错 → - # "core" 份额没注入),而根因处的报错够不到这两种。 - if PlayerStats.cpu_limit <= 0: - push_error("SpellEvaluator: PlayerStats.cpu_limit=%d,法术将无法执行;检查 attributes.json 与 _rebuild_wand 的 core 加成注入" % PlayerStats.cpu_limit) + # 生效 cpu_limit 已含法杖份额(combat_manager._rebuild_wand 以 source="core" 的加成接入) + # 下限 1:注入缺失时不把游戏打成砖(0 会让 while 一步都不走);该异常由 equip_wand 处报出 var max_ops: int = MAX_OPS_PER_CPU * maxi(PlayerStats.cpu_limit, 1) var actions_remaining: int = 1 # 初始为 1,由 multicast_count 加成 while deck.has_next() and ops_count < max_ops: