fix: 修复审计发现的 3 个潜在 bug(CoreFeatureTag / pierce / Deck 防呆)
1. CoreFeatureTag 位运算串扰:feature_tags 实为单选枚举(游戏设计器 core_tab 以 OptionButton 下标写入),但 spell_evaluator 用位与 `&` 判定,非 2 的幂 常量会串扰(如 3 & 1 = 1 误判持久内存)。改为 `==` 相等判定,常量值保持 与设计器下标一致;补充注释说明单选语义与未来多选(位标志)的迁移路径。 2. modifier_pierce_plus 空操作:MODIFIER 携带的 pierce 从未生效(可购买无效)。 新增 CastStats.pierce_add,_apply_modifier 累加,_push_projectile 叠加到 ACTION 自带 pierce。穿透修正现在生效。 3. 战前 Deck 防呆缺失:可带无 ACTION 卡组进战斗。新增 CombatManager.has_castable_action();商店"下一波"按钮校验,无 ACTION 时 显示警告并阻止进入(新增 SHOP_NEED_ACTION i18n 键,zh_CN/zh_TW/en/ja)。 静态审查通过;因本机无 Godot CLI 未经运行时验证,需在编辑器 play_scene 验收。 Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -284,5 +284,15 @@ func apply_wand_save_data(d: Dictionary) -> void:
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func get_deck_spell_ids() -> Array:
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return _deck_spell_ids
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## 防呆校验:Deck 是否含至少一个 ACTION 法术(否则法术塔无法开火,见 game_design §5.1 G5 防呆机制)
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func has_castable_action() -> bool:
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for sid in _deck_spell_ids:
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if String(sid) == "":
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continue
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var sn: SpellNode = SpellRegistry.get_spell(sid)
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if sn != null and sn.type == SpellNode.SpellType.ACTION:
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return true
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return false
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func get_equipped_compiled() -> CompiledDeck:
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return _equipped_compiled
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@@ -11,6 +11,7 @@ var lifetime: float = 0.0 # 对默认 lifetime 的差値(<0 缩短
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var speed_mult: float = 1.0 # 弹速倍率
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var radius_mult: float = 1.0 # 弹体半径倍率
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var crit_chance: float = 0.0 # 暴击概率
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var pierce_add: int = 0 # MODIFIER 累加的穿透次数(叠加到 ACTION 自带 pierce)
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func reset() -> void:
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damage_add = 0.0
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@@ -21,3 +22,4 @@ func reset() -> void:
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speed_mult = 1.0
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radius_mult = 1.0
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crit_chance = 0.0
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pierce_add = 0
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@@ -38,7 +38,7 @@ func compile_wand(core: CoreDefinition, raw_nodes: Array) -> CompiledDeck:
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_persistent_ctx.clear() # 换杖/重编译即重置跨帧寄存器记忆
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# P6-N3 修复:若 Core 带 PERSISTENT_MEMORY,在非热路径的 compile_wand 阶段预分配 SpellContext,
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# 避免首次施法时在 _physics_process 热路径内 SpellContext.new()
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if (core.feature_tags & CoreFeatureTag.PERSISTENT_MEMORY) != 0:
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if core.feature_tags == CoreFeatureTag.PERSISTENT_MEMORY:
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var prewarm := SpellContext.new()
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prewarm.caster_id = 0 # 玩家 caster_id,下次 acquire 时覆写
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_persistent_ctx[0] = prewarm # 预热 id=0(玩家唯一 id)
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@@ -321,7 +321,7 @@ func _node_has_tag(node: SpellNode, tag_pattern: String) -> bool:
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func execute_compiled(compiled: CompiledDeck, caster_id: int, spawn_pos: Vector2) -> void:
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if compiled == null or compiled.is_empty():
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return
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var persistent: bool = (compiled.feature_tags & CoreFeatureTag.PERSISTENT_MEMORY) != 0
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var persistent: bool = compiled.feature_tags == CoreFeatureTag.PERSISTENT_MEMORY
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var ctx: SpellContext = _acquire_ctx(caster_id, persistent)
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var deck: SpellDeck = compiled.make_runtime_deck()
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var ops_count: int = 0
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@@ -417,7 +417,7 @@ func _push_projectile(node: SpellNode, ctx: SpellContext, spawn_pos: Vector2, tr
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var vel: Vector2 = aim_dir.rotated(angle_offset) * speed * ctx.stats.speed_mult
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var actual_dmg: float = (base_dmg + ctx.stats.damage_add) * ctx.stats.damage_mult
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var actual_r: float = radius * ctx.stats.radius_mult
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var pierce: int = int(meta.get("pierce", 0))
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var pierce: int = int(meta.get("pierce", 0)) + ctx.stats.pierce_add
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var cold: Dictionary = {}
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if pierce > 0:
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cold["pierce_remaining"] = pierce
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@@ -499,6 +499,8 @@ func _apply_modifier(node: SpellNode, ctx: SpellContext) -> void:
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ctx.stats.lifetime += float(meta["lifetime_add"])
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if meta.has("multicast"):
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ctx.stats.multicast_count += int(meta["multicast"])
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if meta.has("pierce"):
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ctx.stats.pierce_add += int(meta["pierce"])
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## ── 上下文获取(区分跨帧持久 / 池化)─────────────────────────
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func _acquire_ctx(caster_id: int, persistent: bool) -> SpellContext:
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