feat(attr): attributes.json + PlayerStats 属性框架;删孤儿字段 armor/resistance

PlayerStats 只负责加载定义、持有加成列表、把公式结果写进静态类型裸字段,
不含任何公式(公式在 AttributeFormula)。读取端零开销以满足热路径纪律
(move_speed 每物理帧被 player_manager 读)。

armor/resistance 零消费方且不在 numerical_design §1.1 权威属性表内,属实现
先于设计的残留,删除;真要做玩家侧减伤时按货架 C 属性词条立项(见 spec §2.6)。

hp_max/cpu_limit 现为派生值,从存档字段移除——回读会覆盖公式结果。
旧存档相应键忽略即可,无需提升 schema 版本(hp_max 全项目从无写入方、
cpu_limit 从未被读取)。

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
2026-07-31 11:07:59 +08:00
co-authored by Claude Opus 5
parent f86d6cd20e
commit a4a4f613f4
2 changed files with 76 additions and 8 deletions
+6
View File
@@ -0,0 +1,6 @@
{
"cpu_limit": { "display_name": "运算力 cpu_limit", "base": 0.0, "soft": 20.0, "hard": 50.0, "combine": "add_int" },
"move_speed": { "display_name": "移动速度 move_speed", "base": 200.0, "soft": 600.0, "hard": 800.0, "combine": "hybrid" },
"cast_delay_mod": { "display_name": "施法延迟 cast_delay_mod", "base": 1.0, "soft": 0.1, "hard": 0.01, "combine": "inverse" },
"hp_max": { "display_name": "最大生命 hp_max", "base": 100.0, "soft": 2000.0, "hard": 0.0, "combine": "hybrid" }
}
+70 -8
View File
@@ -17,12 +17,17 @@ var xp: int = 0
var level: int = 1
var xp_to_next: int = 10 # 升级所需 XP
# ── 战斗属性 ───────────────────────────────────────────
var cpu_limit: int = 5 # 控制 MAX_OPS = cpu_limit * 40
var armor: float = 0.0
var resistance: float = 0.0 # 0.0~1.0
# ── 属性(生效值:静态类型裸字段,读取端零开销)─────────────
# 由 _recompute_attrs() 经 AttributeFormula 从 base + _modifiers 算出,勿直接赋值
var cpu_limit: int = 0 # 生效运算力(含法杖 "core" 加成);MAX_OPS = 本值 × 40
var move_speed: float = 200.0 # 像素/秒
var cast_delay_mod: float = 1.0 # 施法间隔乘算系数,越低越快
var _invuln_until_msec: int = 0 # < now 表示可受击;受击后设为 now + iframe 窗口
# 属性定义与加成来源(非热路径)
var _attr_def: Dictionary = {} # attributes.json 全量定义,只读
var _modifiers: Array[Dictionary] = [] # [{attr_id, mode, value, source}]
# ── 魔力(MVP)─────────────────────────────────────────
var mana: float = 100.0
var mana_max: float = 100.0
@@ -31,6 +36,8 @@ 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)
func _ready() -> void:
_load_attr_definitions()
_recompute_attrs()
EventBus.subscribe(EventID.ENEMY_KILLED, _on_enemy_killed)
func _on_enemy_killed(_payload: Dictionary) -> void:
@@ -132,15 +139,70 @@ func reset_for_run() -> void:
_invuln_until_msec = 0
stats_changed.emit()
## hp_max / cpu_limit 不入存档:二者现为 attributes.json + _modifiers 的派生值,
## 回读会覆盖公式结果。旧存档里的同名键忽略即可,无需提升 schema 版本。
func get_save_data() -> Dictionary:
return {"hp": hp, "hp_max": hp_max, "gold": gold, "xp": xp, "level": level, "cpu_limit": cpu_limit}
return {"hp": hp, "gold": gold, "xp": xp, "level": level}
func load_save_data(data: Dictionary) -> void:
hp = float(data.get("hp", 100.0))
hp_max = float(data.get("hp_max", 100.0))
hp = float(data.get("hp", 100.0))
gold = int(data.get("gold", 0))
xp = int(data.get("xp", 0))
level = int(data.get("level", 1))
cpu_limit = int(data.get("cpu_limit", 5))
xp_to_next = xp_for_level(level)
stats_changed.emit()
# ── 属性框架 ──────────────────────────────────────────────
const _ATTR_PATH: String = "res://data/attributes.json"
func _load_attr_definitions() -> void:
if not FileAccess.file_exists(_ATTR_PATH):
push_error("PlayerStats: 缺少 %s" % _ATTR_PATH)
return
var parsed = JSON.parse_string(FileAccess.get_file_as_string(_ATTR_PATH))
if not (parsed is Dictionary):
push_error("PlayerStats: %s 格式错误(应为对象)" % _ATTR_PATH)
return
_attr_def = parsed
## 追加一条加成来源;同一 source 可对多个属性各加一条
func add_modifier(attr_id: String, mode: String, value: float, source: String) -> void:
_modifiers.append({"attr_id": attr_id, "mode": mode, "value": value, "source": source})
_recompute_attrs()
## 撤销某来源的全部加成(换杖、出售退款用)
func remove_modifiers_from(source: String) -> void:
var kept: Array[Dictionary] = []
for m in _modifiers:
if String(m.get("source", "")) != source:
kept.append(m)
_modifiers = kept
_recompute_attrs()
func _mods_for(attr_id: String) -> Array:
var out: Array = []
for m in _modifiers:
if String(m.get("attr_id", "")) == attr_id:
out.append(m)
return out
## 逐属性按各自 combine 公式重算生效值,写回裸字段
## 留给货架 C:一旦玩家可购买属性,需要持久化的是 _modifiers(来源列表)而非
## 派生的生效值,届时 get_save_data 应加 "attr_modifiers": _modifiers 并提升
## schema 版本。source == "core" 的那条**不要**持久化——它在换杖时由
## combat_manager._rebuild_wand 重建。
func _recompute_attrs() -> void:
if _attr_def.is_empty():
return
cpu_limit = int(_compute_attr("cpu_limit"))
move_speed = _compute_attr("move_speed")
cast_delay_mod = _compute_attr("cast_delay_mod")
hp_max = _compute_attr("hp_max")
stats_changed.emit()
func _compute_attr(attr_id: String) -> float:
var d: Dictionary = _attr_def.get(attr_id, {})
if d.is_empty():
push_error("PlayerStats: attributes.json 缺少属性「%s" % attr_id)
return 0.0
return AttributeFormula.compute(float(d.get("base", 0.0)), _mods_for(attr_id), d)