feat(mana): PlayerStats mana_heat/leech+gain_mana/spend_hp_cost+击杀回蓝;SpellContext hp_cost_accum
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@@ -26,9 +26,15 @@ var resistance: float = 0.0 # 0.0~1.0
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var mana: float = 100.0
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var mana_max: float = 100.0
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var mana_regen: float = 5.0 # 每秒回复
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var mana_heat: float = 0.0 # 递增蓝耗热值(0=无,1=蓝耗翻倍)
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var mana_leech: float = 0.0 # 击杀回蓝量(换杖/换牌重算)
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func _ready() -> void:
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EventBus.subscribe(EventID.PLAYER_DAMAGED, _on_player_damaged)
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EventBus.subscribe(EventID.ENEMY_KILLED, _on_enemy_killed)
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func _on_enemy_killed(_payload: Dictionary) -> void:
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gain_mana(mana_leech)
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## 升级曲线:roundf(10 × 1.4^(level-1)),P6-N16
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## Level 1→2: 10 XP; Level 5→6: ≈ 54 XP
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@@ -91,6 +97,22 @@ func regen_mana(delta: float) -> void:
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return
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mana = min(mana_max, mana + mana_regen * delta)
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## 击杀回蓝(魔力虹吸)
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func gain_mana(n: float) -> void:
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if n <= 0.0:
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return
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mana = min(mana_max, mana + n)
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stats_changed.emit()
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## 主动 HP 代价(infinite_spells / heavy_cost)——直接扣血,不走难度减伤
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func spend_hp_cost(amount: float) -> void:
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if amount <= 0.0:
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return
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hp = max(0.0, hp - amount)
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stats_changed.emit()
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if hp <= 0.0:
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EventBus.emit(EventID.PLAYER_DIED, {})
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func _on_player_damaged(payload: Dictionary) -> void:
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take_damage(float(payload.get("damage", 0.0)))
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@@ -9,6 +9,7 @@ var stats: CastStats = null # 本次施法的修改层
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## 跨帧持久寄存器(长度固定 4,P6-N48)
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## R1-R4:供 LOGIC_EVERY_N_SHOTS 等指令跨帧计数
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var registers: PackedFloat32Array = PackedFloat32Array()
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var hp_cost_accum: float = 0.0 # 本次施法累积 HP 代价(heavy_cost + infinite),施法末结算
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func _init() -> void:
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stats = CastStats.new()
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@@ -21,6 +22,7 @@ func reset() -> void:
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stats.reset()
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else:
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stats = CastStats.new()
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hp_cost_accum = 0.0
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# registers 小心:仅当 Core 没有 PERSISTENT_MEMORY Feature 时才清零
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# 具体清空逻辑在 SpellContextPool.acquire_for_wand() 中处理
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