From fb90e13dd7b831359a69020bd09037cc93414e5f Mon Sep 17 00:00:00 2001 From: Joywayer Date: Thu, 23 Jul 2026 09:39:25 +0800 Subject: [PATCH] =?UTF-8?q?docs(plan):=20Boss=20=E9=98=B6=E6=AE=B5+?= =?UTF-8?q?=E6=94=BB=E5=87=BB=E6=A8=A1=E5=BC=8F=E7=B3=BB=E7=BB=9F=E5=AE=9E?= =?UTF-8?q?=E7=8E=B0=E8=AE=A1=E5=88=92=EF=BC=8812=20=E4=BB=BB=E5=8A=A1?= =?UTF-8?q?=EF=BC=8CMCP=20=E8=BF=90=E8=A1=8C=E6=97=B6=E9=AA=8C=E8=AF=81?= =?UTF-8?q?=EF=BC=89?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Co-Authored-By: Claude Opus 4.8 (1M context) --- docs_dev/plans/2026-07-22-boss-phases.md | 1206 ++++++++++++++++++++++ 1 file changed, 1206 insertions(+) create mode 100644 docs_dev/plans/2026-07-22-boss-phases.md diff --git a/docs_dev/plans/2026-07-22-boss-phases.md b/docs_dev/plans/2026-07-22-boss-phases.md new file mode 100644 index 0000000..e5e1c57 --- /dev/null +++ b/docs_dev/plans/2026-07-22-boss-phases.md @@ -0,0 +1,1206 @@ +# Boss 阶段 + 弹幕/位移攻击模式系统 实现计划 + +> **For agentic workers:** 用 superpowers:subagent-driven-development(推荐)或 executing-plans 逐任务实现。步骤用 `- [ ]` 复选框。 + +**Goal:** 把 Boss 从「厚血召唤杂鱼」升级为数据驱动的多阶段状态机 + 7 种攻击模式(环/扇/瞄准/旋转 + 冲刺/蓄力/近战),并新建可伤害玩家的敌方子弹子系统。 + +**Architecture:** Boss 实体仍在 EnemyManager SoA(渲染/受击/HP 不变),移动与招式由新 autoload `BossManager` 侧挂驱动(EnemyManager 跳过其移动);敌方子弹由新 autoload `EnemyBulletManager`(独立 SoA 池,检测 vs 玩家)承载;数据在 `data/bosses.json`,`BossManager` 自载(仿 EnemyManager 载 enemies.json 之例)。 + +**Tech Stack:** Godot 4.6 GDScript · 纯 JSON 数据驱动 · 验证用 Godot MCP,无单元测试框架。 + +> **验证约定**:每任务 MCP 运行时断言。改码后 `reload_project`+`get_editor_errors`(0;新 autoload/新常量引用误报以 `play_scene` 运行时为准)+ `play_scene(main)` 后 `execute_game_script`(`_mcp_print` 打印断言)。`_physics_process` 驱动的系统无法在单次脚本内 await 帧——按既有惯例「先建状态、隔次调用再读」。@tool 编辑器改动用 `execute_editor_script` + `CACHE_MODE_IGNORE` fresh-load;dock 驻留旧类需 `EditorInterface.restart_editor(true)`。跑完 `stop_scene`。新 `.gd` 记得提交同名 `.gd.uid`。 + +> **Spec 偏差备案**:设计 §4.1 原写「阶段配置经 SettingsManager getter 读」,实现改为 `BossManager` 直接 `_load_defs()` 载 `bosses.json`(与 `EnemyManager._load_json_archetypes()` 自载 enemies.json 一致,减少耦合)。功能等价。 + +--- + +### Task 1: 事件常量 BOSS_PHASE_CHANGED / BOSS_KILLED + +**Files:** `scripts/autoloads/event_ids.gd`, `docs/technical/implementation_plan.md` + +- [ ] **Step 1: 加两个事件常量** + +`event_ids.gd` 末尾(`const MINION_EXPIRED: int = 28` 与注释行之间)插入: +```gdscript + +# ── S6 Boss 事件 (29+) ──────────────────────────────────────────── +const BOSS_PHASE_CHANGED: int = 29 # 负载:{boss_id, boss_type, phase} +const BOSS_KILLED: int = 30 # 负载:{boss_id, boss_type, wave} +``` + +- [ ] **Step 2: 同步事件目录文档** + +在 `docs/technical/implementation_plan.md` §2.1 事件目录表末尾追加两行(表格列与既有一致): +```markdown +| 29 | BOSS_PHASE_CHANGED | {boss_id, boss_type, phase} | HUD 阶段提示 | +| 30 | BOSS_KILLED | {boss_id, boss_type, wave} | 结算/成就 | +``` + +- [ ] **Step 3: 验证(MCP)** — `play_scene(main)`: +```gdscript +_mcp_print("PHASE=%d KILLED=%d (expect 29/30)" % [EventID.BOSS_PHASE_CHANGED, EventID.BOSS_KILLED]) +``` +Expected: 29/30。 + +- [ ] **Step 4: Commit** +```bash +git add scripts/autoloads/event_ids.gd docs/technical/implementation_plan.md +git commit -m "feat(boss): 事件常量 BOSS_PHASE_CHANGED=29 / BOSS_KILLED=30 + 目录同步" +``` + +--- + +### Task 2: EnemyBulletManager 敌方子弹 autoload + +**Files:** Create `scripts/autoloads/enemy_bullet_manager.gd`, Modify `project.godot` + +- [ ] **Step 1: 新建 enemy_bullet_manager.gd** + +创建 `scripts/autoloads/enemy_bullet_manager.gd`,内容: +```gdscript +## EnemyBulletManager — 敌方子弹管理器 Autoload(伤害玩家) +## 平行于 BulletManager(玩家子弹 vs 敌人);本池每帧检测 vs 玩家。 +## SoA 布局(ENEMY_BULLET_STRIDE=7):[ x, y, vx, vy, lifetime, radius, damage ] +## 0 1 2 3 4 5 6 +extends Node + +const ENEMY_BULLET_STRIDE: int = 7 # 禁裸整数 +const MAX_ENEMY_BULLETS: int = 1024 +const PLAYER_HIT_RADIUS: float = 12.0 # 玩家碰撞半径估算(与玩家标记视觉一致) + +var _data: PackedFloat32Array = PackedFloat32Array() +var _active_count: int = 0 + +func _ready() -> void: + _data.resize(MAX_ENEMY_BULLETS * ENEMY_BULLET_STRIDE) + _data.fill(0.0) + +func _physics_process(delta: float) -> void: + var player: Vector2 = PlayerManager.get_position() + var i: int = 0 + while i < _active_count: + var base: int = i * ENEMY_BULLET_STRIDE + _data[base + 0] += _data[base + 2] * delta + _data[base + 1] += _data[base + 3] * delta + _data[base + 4] -= delta + if _data[base + 4] <= 0.0: + _swap_and_pop(i) + continue + var dx: float = _data[base + 0] - player.x + var dy: float = _data[base + 1] - player.y + var rr: float = _data[base + 5] + PLAYER_HIT_RADIUS + if dx * dx + dy * dy <= rr * rr: + PlayerStats.take_damage(_data[base + 6]) + VFXManager.play("hit_spark", Vector2(_data[base + 0], _data[base + 1])) + _swap_and_pop(i) + continue + i += 1 + +func _swap_and_pop(idx: int) -> void: + var last: int = _active_count - 1 + if idx != last: + var b_i: int = idx * ENEMY_BULLET_STRIDE + var b_l: int = last * ENEMY_BULLET_STRIDE + for s in ENEMY_BULLET_STRIDE: + _data[b_i + s] = _data[b_l + s] + _active_count -= 1 + +## 生成敌方子弹,返回 id(满容返回 -1) +func spawn_bullet(pos: Vector2, vel: Vector2, lifetime: float, radius: float, damage: float) -> int: + if _active_count >= MAX_ENEMY_BULLETS: + return -1 + var id: int = _active_count + var base: int = id * ENEMY_BULLET_STRIDE + _data[base + 0] = pos.x + _data[base + 1] = pos.y + _data[base + 2] = vel.x + _data[base + 3] = vel.y + _data[base + 4] = lifetime + _data[base + 5] = radius + _data[base + 6] = damage + _active_count += 1 + return id + +func get_active_count() -> int: + return _active_count + +## 渲染:SoA 位置 → MultiMesh(与 BulletManager.sync_multimesh 同法) +func sync_multimesh(mm: MultiMesh) -> void: + if mm == null: + return + var n: int = min(_active_count, mm.instance_count) + mm.visible_instance_count = n + for i in n: + var base: int = i * ENEMY_BULLET_STRIDE + var r: float = _data[base + 5] + mm.set_instance_transform_2d(i, Transform2D( + 0.0, Vector2(r * 2.0, r * 2.0), 0.0, + Vector2(_data[base + 0], _data[base + 1]))) + +func reset() -> void: + _active_count = 0 + _data.fill(0.0) +``` + +- [ ] **Step 2: 注册 autoload** + +`project.godot` 的 `[autoload]` 段,在 `MetaProgress="*res://scripts/autoloads/meta_progress.gd"` 之后加: +``` +EnemyBulletManager="*res://scripts/autoloads/enemy_bullet_manager.gd" +``` + +- [ ] **Step 3: 验证(MCP)** — `validate_script` 校验新文件;`play_scene(main)`: +```gdscript +EnemyBulletManager.reset() +var id = EnemyBulletManager.spawn_bullet(PlayerManager.get_position() + Vector2(100, 0), Vector2(-200, 0), 5.0, 8.0, 7.0) +_mcp_print("spawn id=%d count=%d (expect 0/1)" % [id, EnemyBulletManager.get_active_count()]) +``` +Expected: id=0,count=1。隔次调用(物理跑几帧后,子弹左飞撞玩家): +```gdscript +_mcp_print("after frames count=%d (expect 0,已撞玩家或过期回收)" % EnemyBulletManager.get_active_count()) +``` + +- [ ] **Step 4: Commit** +```bash +git add scripts/autoloads/enemy_bullet_manager.gd scripts/autoloads/enemy_bullet_manager.gd.uid project.godot +git commit -m "feat(boss): 新增 EnemyBulletManager 敌方子弹子系统(SoA 池 + vs 玩家碰撞)" +``` + +--- + +### Task 3: 敌方子弹渲染层(combat_s2) + +**Files:** `scenes/main/combat_s2.gd` + +- [ ] **Step 1: 加成员变量** + +`combat_s2.gd` 成员区 `var _bullet_mm: MultiMesh = null` 之后加: +```gdscript +var _enemy_bullet_mm: MultiMesh = null +``` + +- [ ] **Step 2: _setup_world_view 加第三个 MMI** + +`_setup_world_view()` 末尾(`add_child(bullet_mmi)` 之后)加: +```gdscript + + # 敌方子弹渲染器(红粉色 modulate,区分玩家黄弹) + _enemy_bullet_mm = MultiMesh.new() + _enemy_bullet_mm.transform_format = MultiMesh.TRANSFORM_2D + _enemy_bullet_mm.mesh = quad + _enemy_bullet_mm.instance_count = EnemyBulletManager.MAX_ENEMY_BULLETS + _enemy_bullet_mm.visible_instance_count = 0 + var eb_mmi := MultiMeshInstance2D.new() + eb_mmi.multimesh = _enemy_bullet_mm + eb_mmi.modulate = Color(1.0, 0.35, 0.5) + var eb_mat := ShaderMaterial.new() + eb_mat.shader = load("res://shaders/bullet_glow.gdshader") + eb_mmi.material = eb_mat + add_child(eb_mmi) +``` + +- [ ] **Step 3: _process 加同步** + +`_process` 里 `BulletManager.sync_multimesh(_bullet_mm)` 之后加: +```gdscript + EnemyBulletManager.sync_multimesh(_enemy_bullet_mm) +``` + +- [ ] **Step 4: 验证(MCP,进战斗 + 截图)** + +`play_scene(main)`→`SceneManager.start_new_game()`;隔次调用生成一发并截图: +```gdscript +var cs = get_tree().current_scene +_mcp_print("enemy_bullet_mm exists=%s" % str(cs._enemy_bullet_mm != null)) +EnemyBulletManager.spawn_bullet(PlayerManager.get_position() + Vector2(0, -150), Vector2(0, 40), 6.0, 10.0, 5.0) +``` +`get_game_screenshot` 应见玩家上方一颗红粉发光弹缓慢下落。Expected: exists=true。 + +- [ ] **Step 5: Commit** +```bash +git add scenes/main/combat_s2.gd +git commit -m "feat(boss): combat_s2 敌方子弹 MultiMesh 渲染层(红粉区分玩家弹)" +``` + +--- + +### Task 4: EnemyManager 外部驱动移动接口 + set_entity_pos + +**Files:** `scripts/autoloads/enemy_manager.gd` + +- [ ] **Step 1: 加外部驱动集合成员** + +`enemy_manager.gd` 的 `var _offscreen_sep_counter: int = 0` 之后加: +```gdscript +var _external_movers: Dictionary = {} # entity_id → true:移动由外部系统(BossManager)接管,_gd_update_movement 跳过 +``` + +- [ ] **Step 2: _gd_update_movement 跳过外部驱动实体** + +`_gd_update_movement(delta)` 现为: +```gdscript +func _gd_update_movement(delta: float) -> void: + var player_pos: Vector2 = PlayerManager.get_position() + var has_pf: bool = not _pathfinders.is_empty() # 无精英时零额外开销 + for i in _active_count: + if has_pf and _pathfinders.has(_slot_entity_map.get(i, -1)): + continue # 寻路精英由 _update_pathfinding_movement 处理 + var base: int = i * ENEMY_STRIDE +``` +替换这段(到 `var base` 行)为: +```gdscript +func _gd_update_movement(delta: float) -> void: + var player_pos: Vector2 = PlayerManager.get_position() + var has_pf: bool = not _pathfinders.is_empty() # 无精英时零额外开销 + var has_ext: bool = not _external_movers.is_empty() + for i in _active_count: + var eid_i: int = _slot_entity_map.get(i, -1) + if has_pf and _pathfinders.has(eid_i): + continue # 寻路精英由 _update_pathfinding_movement 处理 + if has_ext and _external_movers.has(eid_i): + continue # Boss 等外部驱动实体由 BossManager 移动 + var base: int = i * ENEMY_STRIDE +``` + +- [ ] **Step 3: 加接口方法** + +`get_pos_by_id()` 函数之后加: +```gdscript + +## 外部系统(BossManager)接管移动:注册后 _gd_update_movement 跳过该实体 +func register_external_mover(entity_id: int) -> void: + _external_movers[entity_id] = true + +func unregister_external_mover(entity_id: int) -> void: + _external_movers.erase(entity_id) + +## 外部系统写回实体坐标(BossManager 驱动移动/冲刺用) +func set_entity_pos(entity_id: int, pos: Vector2) -> void: + var slot: int = _entity_index_map.get(entity_id, -1) + if slot < 0: + return + var base: int = slot * ENEMY_STRIDE + _data[base + 0] = pos.x + _data[base + 1] = pos.y +``` + +- [ ] **Step 4: reset() 清空** + +`reset()` 里 `_slot_entity_map.clear()` 之后加: +```gdscript + _external_movers.clear() +``` + +- [ ] **Step 5: 验证(MCP)** — `play_scene(main)`: +```gdscript +EnemyManager.reset() +var eid = EnemyManager.spawn_enemy(Vector2(300, 0), 100.0, EnemyManager.Type.BOSS) +EnemyManager.register_external_mover(eid) +EnemyManager.set_entity_pos(eid, Vector2(123, 45)) +_mcp_print("pos=%s (expect 123,45)" % str(EnemyManager.get_pos_by_id(eid))) +``` +Expected: (123, 45)。隔次调用(物理跑几帧): +```gdscript +_mcp_print("ext-mover pos 仍≈123,45(未被追玩家移动)=%s" % str(EnemyManager.get_pos_by_id(eid))) +``` +Expected: 位置基本不变(证明 _gd_update_movement 已跳过)。 + +- [ ] **Step 6: Commit** +```bash +git add scripts/autoloads/enemy_manager.gd +git commit -m "feat(boss): EnemyManager 外部驱动移动接口(register/unregister_external_mover + set_entity_pos + 跳过)" +``` + +--- + +### Task 5: data/bosses.json 数据 + +**Files:** Create `data/bosses.json` + +- [ ] **Step 1: 新建 bosses.json** + +创建 `data/bosses.json`,内容: +```json +{ + "4": { + "move_speed": 120.0, + "phases": [ + { + "hp_threshold": 1.0, + "move_speed_mult": 1.0, + "summon_adds": 0, + "attack_patterns": [ + { "kind": "spread", "count": 5, "half_angle": 35.0, "speed": 220.0, "bullet_damage": 8.0, "bullet_radius": 8.0, "lifetime": 4.0, "cooldown": 2.4 }, + { "kind": "ring", "count": 14, "speed": 180.0, "bullet_damage": 7.0, "bullet_radius": 8.0, "lifetime": 4.0, "cooldown": 2.8 } + ] + }, + { + "hp_threshold": 0.66, + "move_speed_mult": 1.2, + "summon_adds": 6, + "attack_patterns": [ + { "kind": "dash", "windup": 0.8, "dash_speed": 620.0, "dash_time": 0.5, "contact_radius": 44.0, "contact_damage": 15.0, "contact_hit_cd": 0.4, "recover": 0.7, "telegraph_vfx": "hit_spark", "cooldown": 2.2 }, + { "kind": "spiral", "count": 6, "angle_step": 18.0, "speed": 200.0, "bullet_damage": 7.0, "bullet_radius": 8.0, "lifetime": 4.0, "cooldown": 2.0 } + ] + }, + { + "hp_threshold": 0.33, + "move_speed_mult": 1.5, + "summon_adds": 8, + "attack_patterns": [ + { "kind": "charge_up", "windup": 1.0, "release_kind": "ring", "count": 24, "speed": 220.0, "bullet_damage": 9.0, "bullet_radius": 9.0, "lifetime": 5.0, "recover": 0.8, "telegraph_vfx": "hit_spark", "cooldown": 2.6 }, + { "kind": "melee", "windup": 0.6, "melee_radius": 100.0, "melee_damage": 20.0, "recover": 0.5, "telegraph_vfx": "hit_spark", "cooldown": 2.0 } + ] + } + ] + }, + "5": { + "move_speed": 80.0, + "phases": [ + { + "hp_threshold": 1.0, + "move_speed_mult": 1.0, + "summon_adds": 0, + "attack_patterns": [ + { "kind": "spiral", "count": 8, "angle_step": 12.0, "speed": 190.0, "bullet_damage": 8.0, "bullet_radius": 8.0, "lifetime": 5.0, "cooldown": 1.8 }, + { "kind": "ring", "count": 20, "speed": 170.0, "bullet_damage": 8.0, "bullet_radius": 8.0, "lifetime": 5.0, "cooldown": 2.4 } + ] + }, + { + "hp_threshold": 0.66, + "move_speed_mult": 1.1, + "summon_adds": 6, + "attack_patterns": [ + { "kind": "dash", "windup": 0.7, "dash_speed": 680.0, "dash_time": 0.55, "contact_radius": 48.0, "contact_damage": 18.0, "contact_hit_cd": 0.4, "recover": 0.7, "telegraph_vfx": "hit_spark", "cooldown": 2.0 }, + { "kind": "spread", "count": 7, "half_angle": 45.0, "speed": 210.0, "bullet_damage": 8.0, "bullet_radius": 8.0, "lifetime": 5.0, "cooldown": 2.2 } + ] + }, + { + "hp_threshold": 0.33, + "move_speed_mult": 1.3, + "summon_adds": 10, + "attack_patterns": [ + { "kind": "charge_up", "windup": 1.1, "release_kind": "ring", "count": 32, "speed": 230.0, "bullet_damage": 10.0, "bullet_radius": 9.0, "lifetime": 6.0, "recover": 0.9, "telegraph_vfx": "hit_spark", "cooldown": 2.8 }, + { "kind": "melee", "windup": 0.6, "melee_radius": 120.0, "melee_damage": 25.0, "recover": 0.5, "telegraph_vfx": "hit_spark", "cooldown": 1.8 }, + { "kind": "spiral", "count": 10, "angle_step": 20.0, "speed": 200.0, "bullet_damage": 9.0, "bullet_radius": 8.0, "lifetime": 6.0, "cooldown": 1.6 } + ] + } + ] + } +} +``` + +- [ ] **Step 2: 验证(MCP)** — `play_scene(main)`: +```gdscript +var d = JSON.parse_string(FileAccess.get_file_as_string("res://data/bosses.json")) +_mcp_print("type4 phases=%d type5 phases=%d (expect 3/3)" % [d["4"]["phases"].size(), d["5"]["phases"].size()]) +_mcp_print("type4 p0 pat0 kind=%s (expect spread)" % str(d["4"]["phases"][0]["attack_patterns"][0]["kind"])) +``` +Expected: 3/3;spread。(JSON 合法则 `get_editor_errors` 无。) + +- [ ] **Step 3: Commit** +```bash +git add data/bosses.json +git commit -m "feat(boss): data/bosses.json — Mini(4)/Final(5) 三阶段招式配置(7 种 kind 全覆盖)" +``` + +--- + +### Task 6: BossManager autoload — 阶段状态机 + 移动 + 召唤 + 事件 + +**Files:** Create `scripts/autoloads/boss_manager.gd`, Modify `project.godot` + +> 本任务先落「阶段/移动/召唤/事件 + 招式调度骨架」;招式发射体(ranged/timed)在 Task 7、8 补。此版 `_start_pattern` 只处理未知 kind(置冷却),故此时 Boss 会漂移+进阶+召唤但不开火——中间态可测。 + +- [ ] **Step 1: 新建 boss_manager.gd** + +创建 `scripts/autoloads/boss_manager.gd`,内容: +```gdscript +## BossManager — Boss 阶段状态机 + 攻击模式调度(Autoload) +## Boss 实体仍在 EnemyManager SoA(渲染/受击/HP);本管理器侧挂运行态、接管移动、驱动招式。 +## 数据驱动:data/bosses.json(每 boss_type 的 move_speed / phases / attack_patterns),自载。 +extends Node + +const BOSSES_JSON: String = "res://data/bosses.json" + +# boss_type(int) → { move_speed:float, phases:Array[Dictionary] } +var _defs: Dictionary = {} +# boss_id(int) → 运行态 Dictionary +var _active: Dictionary = {} + +func _ready() -> void: + _load_defs() + EventBus.subscribe(EventID.ENEMY_KILLED, _on_enemy_killed) + +func _load_defs() -> void: + if not FileAccess.file_exists(BOSSES_JSON): + push_error("BossManager: 缺失 res://data/bosses.json") + return + var data = JSON.parse_string(FileAccess.get_file_as_string(BOSSES_JSON)) + if not (data is Dictionary): + push_error("BossManager: bosses.json 格式错误") + return + _defs.clear() + for k in data: + _defs[int(k)] = data[k] + +## wave_manager._spawn_boss 生成 SoA Boss 后调用 +func register_boss(boss_id: int, boss_type: int, max_hp: float, wave: int) -> void: + var def: Dictionary = _defs.get(boss_type, {}) + var phases: Array = def.get("phases", []) + _active[boss_id] = { + "boss_type": boss_type, + "max_hp": max_hp, + "wave": wave, + "move_speed": float(def.get("move_speed", 100.0)), + "phase": 0, + "phases": phases, + "pattern_index": 0, + "cooldown": 1.0, # 入场后短暂延迟再起手 + "action": {}, # 进行中招式(空=无) + "spiral_phase": 0.0, # spiral 招式的累积旋转角 + } + EnemyManager.register_external_mover(boss_id) + if not phases.is_empty(): + _emit_phase(boss_id, 0) + +func _physics_process(delta: float) -> void: + if _active.is_empty(): + return + for boss_id in _active.keys(): + if not EnemyManager.has_entity(boss_id): + continue + var st: Dictionary = _active[boss_id] + _check_phase(boss_id, st) + _tick_movement(boss_id, st, delta) + _tick_action(boss_id, st, delta) + +# 阶段切换:HP% 跨入更深阶段(phases 按 hp_threshold 降序,取满足阈值的最深项) +func _check_phase(boss_id: int, st: Dictionary) -> void: + var hp_pct: float = EnemyManager.get_hp_percent(boss_id) + var phases: Array = st["phases"] + var target: int = int(st["phase"]) + for i in phases.size(): + if hp_pct <= float(phases[i].get("hp_threshold", 1.0)): + target = i + if target > int(st["phase"]): + st["phase"] = target + st["pattern_index"] = 0 + st["cooldown"] = 0.5 + st["action"] = {} + _summon_adds(boss_id, int(phases[target].get("summon_adds", 0))) + _emit_phase(boss_id, target) + +func _emit_phase(boss_id: int, phase: int) -> void: + EventBus.emit(EventID.BOSS_PHASE_CHANGED, { + "boss_id": boss_id, "boss_type": int(_active[boss_id]["boss_type"]), "phase": phase}) + +func _summon_adds(boss_id: int, n: int) -> void: + if n <= 0: + return + var boss_pos: Vector2 = EnemyManager.get_pos_by_id(boss_id) + for i in n: + var ang: float = TAU * float(i) / float(n) + var off: Vector2 = Vector2(cos(ang), sin(ang)) * 80.0 + EnemyManager.spawn_enemy(boss_pos + off, 40.0, EnemyManager.Type.FAST) + +func _cur_phase(st: Dictionary) -> Dictionary: + var phases: Array = st["phases"] + if phases.is_empty(): + return {} + return phases[clampi(int(st["phase"]), 0, phases.size() - 1)] + +# 移动:无「接管移动」的招式在进行时,朝玩家缓慢漂移 +func _tick_movement(boss_id: int, st: Dictionary, delta: float) -> void: + var action: Dictionary = st["action"] + if not action.is_empty() and bool(action.get("controls_move", false)): + return + var pos: Vector2 = EnemyManager.get_pos_by_id(boss_id) + var player: Vector2 = PlayerManager.get_position() + var spd: float = float(st["move_speed"]) * float(_cur_phase(st).get("move_speed_mult", 1.0)) + var to: Vector2 = player - pos + if to.length() > 1.0: + pos += to.normalized() * spd * delta + EnemyManager.set_entity_pos(boss_id, pos) + +# 招式推进:有进行中招式 → 推进;否则冷却到点 → 起手下一招式 +func _tick_action(boss_id: int, st: Dictionary, delta: float) -> void: + var action: Dictionary = st["action"] + if not action.is_empty(): + _advance_action(boss_id, st, action, delta) + return + st["cooldown"] = float(st["cooldown"]) - delta + if float(st["cooldown"]) > 0.0: + return + var patterns: Array = _cur_phase(st).get("attack_patterns", []) + if patterns.is_empty(): + st["cooldown"] = 1.0 + return + var idx: int = int(st["pattern_index"]) % patterns.size() + st["pattern_index"] = int(st["pattern_index"]) + 1 + _start_pattern(boss_id, st, patterns[idx]) + +# 招式起手(Task 7/8 补齐分支);未知 kind 兜底置冷却 +func _start_pattern(boss_id: int, st: Dictionary, p: Dictionary) -> void: + st["cooldown"] = float(p.get("cooldown", 2.0)) + +# 招式推进(Task 8 补齐三段式);骨架版直接结束 +func _advance_action(boss_id: int, st: Dictionary, action: Dictionary, delta: float) -> void: + st["action"] = {} + +func _on_enemy_killed(payload: Dictionary) -> void: + var id: int = int(payload.get("entity_id", -1)) + if not _active.has(id): + return + var st: Dictionary = _active[id] + EnemyManager.unregister_external_mover(id) + EventBus.emit(EventID.BOSS_KILLED, { + "boss_id": id, "boss_type": int(st["boss_type"]), "wave": int(st["wave"])}) + _active.erase(id) + +func get_active_boss_count() -> int: + return _active.size() + +func get_phase(boss_id: int) -> int: + return int(_active.get(boss_id, {}).get("phase", -1)) + +func reset() -> void: + for id in _active.keys(): + EnemyManager.unregister_external_mover(id) + _active.clear() +``` + +- [ ] **Step 2: 注册 autoload** + +`project.godot` 的 `[autoload]` 段,在 Task 2 加的 `EnemyBulletManager=...` 之后加: +``` +BossManager="*res://scripts/autoloads/boss_manager.gd" +``` + +- [ ] **Step 3: 验证(MCP)** — `validate_script`;`play_scene(main)`: +```gdscript +EnemyManager.reset(); BossManager.reset() +var bid = EnemyManager.spawn_enemy(Vector2(0, -300), 300.0, EnemyManager.Type.MINIBOSS) +BossManager.register_boss(bid, 4, 300.0, 8) +_mcp_print("active=%d phase=%d (expect 1/0)" % [BossManager.get_active_boss_count(), BossManager.get_phase(bid)]) +# 掉血跨 66% → 进阶到 phase1 并召唤 6 +EnemyManager.apply_damage(bid, 130.0, -1, false) # 300→170 (<66%*300=198) +``` +Expected: active=1, phase=0。隔次调用(物理跑,_check_phase 触发): +```gdscript +_mcp_print("after dmg phase=%d (expect 1) enemies=%d(含召唤援军)" % [BossManager.get_phase(bid), EnemyManager.get_active_count()]) +``` +Expected: phase=1,敌人数增加(召唤了 6 援军)。再验死亡: +```gdscript +EnemyManager.apply_damage(bid, 999.0, -1, false) +_mcp_print("boss dead active=%d (expect 0)" % BossManager.get_active_boss_count()) +``` +Expected: active=0。 + +- [ ] **Step 4: Commit** +```bash +git add scripts/autoloads/boss_manager.gd scripts/autoloads/boss_manager.gd.uid project.godot +git commit -m "feat(boss): BossManager 阶段状态机+漂移移动+进阶召唤+BOSS_PHASE_CHANGED/KILLED(招式骨架)" +``` + +--- + +### Task 7: BossManager 瞬时远程弹幕(ring/spread/aimed/spiral) + +**Files:** `scripts/autoloads/boss_manager.gd` + +- [ ] **Step 1: _start_pattern 加远程分支** + +把 `_start_pattern` 整个函数替换为: +```gdscript +func _start_pattern(boss_id: int, st: Dictionary, p: Dictionary) -> void: + var kind: String = String(p.get("kind", "ring")) + var pos: Vector2 = EnemyManager.get_pos_by_id(boss_id) + match kind: + "ring", "spread", "aimed", "spiral": + _fire_ranged(boss_id, st, kind, p, pos) + st["cooldown"] = float(p.get("cooldown", 2.0)) + _: + st["cooldown"] = float(p.get("cooldown", 2.0)) +``` + +- [ ] **Step 2: 加发射实现** + +在 `_advance_action` 函数之前加: +```gdscript +## 瞬时弹幕发射(ring/spread/aimed/spiral) +func _fire_ranged(boss_id: int, st: Dictionary, kind: String, p: Dictionary, pos: Vector2) -> void: + var count: int = maxi(1, int(p.get("count", 12))) + var speed: float = float(p.get("speed", 200.0)) + var dmg: float = float(p.get("bullet_damage", 8.0)) + var r: float = float(p.get("bullet_radius", 8.0)) + var life: float = float(p.get("lifetime", 4.0)) + var to_player: Vector2 = PlayerManager.get_position() - pos + var aim: float = to_player.angle() if to_player.length() > 0.01 else 0.0 + match kind: + "ring": + for i in count: + _spawn_dir(pos, TAU * float(i) / float(count), speed, life, r, dmg) + "spread": + var half: float = deg_to_rad(float(p.get("half_angle", 30.0))) + for i in count: + var t: float = 0.0 if count <= 1 else (float(i) / float(count - 1)) * 2.0 - 1.0 + _spawn_dir(pos, aim + half * t, speed, life, r, dmg) + "aimed": + for i in count: + _spawn_dir(pos, aim, speed, life, r, dmg) + "spiral": + var step: float = deg_to_rad(float(p.get("angle_step", 15.0))) + var base_a: float = float(st.get("spiral_phase", 0.0)) + for i in count: + _spawn_dir(pos, base_a + TAU * float(i) / float(count), speed, life, r, dmg) + st["spiral_phase"] = base_a + step + +func _spawn_dir(pos: Vector2, angle: float, speed: float, life: float, r: float, dmg: float) -> void: + EnemyBulletManager.spawn_bullet(pos, Vector2(cos(angle), sin(angle)) * speed, life, r, dmg) +``` + +- [ ] **Step 3: 验证(MCP)** — `play_scene(main)`: +```gdscript +EnemyManager.reset(); BossManager.reset(); EnemyBulletManager.reset() +var bid = EnemyManager.spawn_enemy(Vector2(0, -300), 3000.0, EnemyManager.Type.MINIBOSS) +BossManager.register_boss(bid, 4, 3000.0, 8) +# 直接触发 ring 发射(越过冷却) +BossManager._fire_ranged(bid, BossManager._active[bid], "ring", {"count": 14, "speed": 180, "bullet_damage": 7, "bullet_radius": 8, "lifetime": 4}, EnemyManager.get_pos_by_id(bid)) +_mcp_print("ring 发 14 → 敌弹数=%d (expect 14)" % EnemyBulletManager.get_active_count()) +``` +Expected: 14。(阶段冷却到点后自动发射的端到端在 Task 12 战斗验。) + +- [ ] **Step 4: Commit** +```bash +git add scripts/autoloads/boss_manager.gd +git commit -m "feat(boss): 瞬时远程弹幕招式 ring/spread/aimed/spiral(经 EnemyBulletManager 发射)" +``` + +--- + +### Task 8: BossManager 位移/蓄力/近战招式(dash/charge_up/melee) + +**Files:** `scripts/autoloads/boss_manager.gd` + +- [ ] **Step 1: _start_pattern 加 timed 分支** + +把 `_start_pattern` 的 `match kind:` 块替换为(加三种 timed kind): +```gdscript + match kind: + "ring", "spread", "aimed", "spiral": + _fire_ranged(boss_id, st, kind, p, pos) + st["cooldown"] = float(p.get("cooldown", 2.0)) + "dash": + _telegraph(p, pos) + st["action"] = { + "kind": "dash", "stage": "windup", "timer": float(p.get("windup", 0.8)), + "controls_move": true, "p": p, + "target": PlayerManager.get_position(), "dir": Vector2.RIGHT, "hit_cd": 0.0} + "charge_up": + _telegraph(p, pos) + st["action"] = { + "kind": "charge_up", "stage": "windup", "timer": float(p.get("windup", 1.0)), + "controls_move": true, "p": p} + "melee": + _telegraph(p, pos) + st["action"] = { + "kind": "melee", "stage": "windup", "timer": float(p.get("windup", 0.6)), + "controls_move": true, "p": p} + _: + st["cooldown"] = float(p.get("cooldown", 2.0)) +``` + +- [ ] **Step 2: 替换 _advance_action 骨架为三段式实现** + +把 `_advance_action` 整个函数替换为: +```gdscript +## 前摇预警 VFX +func _telegraph(p: Dictionary, pos: Vector2) -> void: + var vfx: String = String(p.get("telegraph_vfx", "")) + if vfx != "": + VFXManager.play(vfx, pos, 1.5) + +## 招式推进:三段式 windup → active → recover;结束还原并置冷却 +func _advance_action(boss_id: int, st: Dictionary, action: Dictionary, delta: float) -> void: + action["timer"] = float(action["timer"]) - delta + var p: Dictionary = action["p"] + var pos: Vector2 = EnemyManager.get_pos_by_id(boss_id) + match String(action["kind"]): + "dash": + match String(action["stage"]): + "windup": + if float(action["timer"]) <= 0.0: + var dir: Vector2 = Vector2(action["target"]) - pos + action["dir"] = dir.normalized() if dir.length() > 0.01 else Vector2.RIGHT + action["stage"] = "active" + action["timer"] = float(p.get("dash_time", 0.5)) + "active": + pos += Vector2(action["dir"]) * float(p.get("dash_speed", 600.0)) * delta + EnemyManager.set_entity_pos(boss_id, pos) + action["hit_cd"] = maxf(0.0, float(action["hit_cd"]) - delta) + if pos.distance_to(PlayerManager.get_position()) <= float(p.get("contact_radius", 40.0)) and float(action["hit_cd"]) <= 0.0: + PlayerStats.take_damage(float(p.get("contact_damage", 15.0))) + action["hit_cd"] = float(p.get("contact_hit_cd", 0.4)) + if float(action["timer"]) <= 0.0: + action["stage"] = "recover" + action["timer"] = float(p.get("recover", 0.8)) + "recover": + if float(action["timer"]) <= 0.0: + _end_action(st, p) + "charge_up": + match String(action["stage"]): + "windup": + if float(action["timer"]) <= 0.0: + _fire_ranged(boss_id, st, String(p.get("release_kind", "ring")), p, pos) + action["stage"] = "recover" + action["timer"] = float(p.get("recover", 0.8)) + "recover": + if float(action["timer"]) <= 0.0: + _end_action(st, p) + "melee": + match String(action["stage"]): + "windup": + if float(action["timer"]) <= 0.0: + if pos.distance_to(PlayerManager.get_position()) <= float(p.get("melee_radius", 90.0)): + PlayerStats.take_damage(float(p.get("melee_damage", 20.0))) + VFXManager.play("hit_spark", pos, 2.0) + action["stage"] = "recover" + action["timer"] = float(p.get("recover", 0.5)) + "recover": + if float(action["timer"]) <= 0.0: + _end_action(st, p) + _: + st["action"] = {} + +func _end_action(st: Dictionary, p: Dictionary) -> void: + st["action"] = {} + st["cooldown"] = float(p.get("cooldown", 2.0)) +``` + +- [ ] **Step 3: 验证(MCP)** — `play_scene(main)`: +```gdscript +EnemyManager.reset(); BossManager.reset(); EnemyBulletManager.reset() +var bid = EnemyManager.spawn_enemy(Vector2(0, -100), 3000.0, EnemyManager.Type.MINIBOSS) +BossManager.register_boss(bid, 4, 3000.0, 8) +# charge_up:前摇后释放 ring24 +BossManager._start_pattern(bid, BossManager._active[bid], {"kind":"charge_up","windup":0.2,"release_kind":"ring","count":24,"speed":200,"bullet_damage":9,"bullet_radius":9,"lifetime":5,"recover":0.2,"cooldown":2.0}) +_mcp_print("charge_up 起手 stage=%s (expect windup)" % str(BossManager._active[bid]["action"].get("stage"))) +``` +Expected: windup。隔次调用(物理跑 >0.2s,前摇结束释放弹幕): +```gdscript +_mcp_print("charge_up 释放后 敌弹数=%d(expect ~24) action空=%s" % [EnemyBulletManager.get_active_count(), str(BossManager._active[bid]["action"].is_empty())]) +``` +Expected: 敌弹≈24(后摇结束后 action 清空)。近战验证: +```gdscript +EnemyManager.set_entity_pos(bid, PlayerManager.get_position()) # 贴脸 +var hp0 = PlayerStats.hp +BossManager._start_pattern(bid, BossManager._active[bid], {"kind":"melee","windup":0.1,"melee_radius":100,"melee_damage":20,"recover":0.1,"cooldown":2.0}) +``` +隔次调用:`_mcp_print("melee 贴脸后 hp 降=%s (expect true)" % str(PlayerStats.hp < hp0))`。Expected: true。 + +- [ ] **Step 4: Commit** +```bash +git add scripts/autoloads/boss_manager.gd +git commit -m "feat(boss): 位移/蓄力/近战招式 dash/charge_up/melee(三段式+前摇预警+接管移动)" +``` + +--- + +### Task 9: wave_manager 接入 + combat_manager 重置 + +**Files:** `scripts/autoloads/wave_manager.gd`, `scripts/domain/combat/combat_manager.gd` + +- [ ] **Step 1: _spawn_boss 注册 BossManager** + +`wave_manager.gd` `_spawn_boss()` 里 `EventBus.emit(EventID.BOSS_SPAWNED, {...})` 之后、`print(...)` 之前加: +```gdscript + BossManager.register_boss(_boss_id, boss_type, hp, wave_num) +``` + +- [ ] **Step 2: 移除旧阶段逻辑** + +(a)`_physics_process` 里删除这两行: +```gdscript + if _boss_wave and _boss_id >= 0: + _update_boss_phase() +``` +(b)删除整个 `_update_boss_phase()` 函数与整个 `_on_boss_phase_enter(phase)` 函数(BossManager 已接管)。 +(c)`_boss_phase` 变量及其赋值(`var _boss_phase: int = 0`、`_boss_phase = 0`、`_boss_phase = 1` 等)可一并删除;`_boss_id` / `_boss_wave` / `_boss_max_hp` 保留(波次完成判定仍用)。 + +- [ ] **Step 3: combat_manager 三处重置点加 EnemyBulletManager + BossManager** + +`combat_manager.gd` 中,`start_game()`、`close_shop_and_next_wave()`、`_on_player_died()` 三处各自的 `MinionManager.reset()` 之后,都加: +```gdscript + EnemyBulletManager.reset() + BossManager.reset() +``` + +- [ ] **Step 4: 验证(MCP,战斗内)** — `play_scene(main)`→`SceneManager.start_new_game()`;隔次调用跳到 Boss 波: +```gdscript +WaveManager.reset() +WaveManager._spawn_boss(4, 8) +_mcp_print("boss 波:BossManager active=%d (expect 1)" % BossManager.get_active_boss_count()) +``` +Expected: active=1(wave_manager 正确注册)。隔次调用(物理跑数秒,Boss 应开始漂移+发弹): +```gdscript +_mcp_print("数秒后 敌弹数=%d(>0 说明招式在跑) player_hp=%s" % [EnemyBulletManager.get_active_count(), str(PlayerStats.hp)]) +``` +Expected: 敌弹 >0。 + +- [ ] **Step 5: Commit** +```bash +git add scripts/autoloads/wave_manager.gd scripts/domain/combat/combat_manager.gd +git commit -m "feat(boss): wave_manager 接入 BossManager(移除旧内联阶段逻辑)+ combat_manager 重置敌弹/Boss" +``` + +--- + +### Task 10: 游戏设计器「Boss」分页 + +**Files:** Create `addons/game_designer/boss_tab.gd`, Modify `addons/game_designer/designer_panel.gd` + +> 三级选择表单:Boss(类型) → 阶段 → 招式;每级 ItemList + 增删;招式表单含 kind 下拉 + 全参数 SpinBox(不相关参数由运行时忽略)。字段化、双语、撑满,禁手写 JSON(CLAUDE.md 规范)。 + +- [ ] **Step 1: 新建 boss_tab.gd** + +创建 `addons/game_designer/boss_tab.gd`,内容: +```gdscript +## Boss 编辑器标签 — 类型/阶段/招式(三级 select-form,字段化) +@tool +extends VBoxContainer + +const UI = preload("res://addons/game_designer/designer_ui.gd") +const PATH = "res://data/bosses.json" +const BOSS_LABELS := ["精英 Mini(4)", "首领 Final(5)"] +const BOSS_KEYS := ["4", "5"] +const KIND_LABELS := ["环 ring", "扇形 spread", "瞄准 aimed", "旋转 spiral", "冲刺 dash", "蓄力 charge_up", "近战 melee"] +const KIND_KEYS := ["ring", "spread", "aimed", "spiral", "dash", "charge_up", "melee"] + +var _data: Dictionary = {} +var _boss_key: String = "4" +var _phase_idx: int = -1 +var _pat_idx: int = -1 + +var _boss_opt: OptionButton +var _move_speed: SpinBox +var _phase_list: ItemList +var _hp_thr: SpinBox +var _spd_mult: SpinBox +var _summon: SpinBox +var _pat_list: ItemList +var _kind: OptionButton +var _release_kind: OptionButton +var _f: Dictionary = {} # 参数名 → SpinBox +var _tele: LineEdit +var _status: Label + +func _ready() -> void: + add_child(UI.header("👑 Boss 编辑器 — 阶段与攻击模式")) + _load() + # Boss 类型选择 + move_speed + _boss_opt = _row("Boss 类型", UI.opt(BOSS_LABELS, 0)) + _boss_opt.item_selected.connect(_on_boss_selected) + _move_speed = _row("移动速度(Move Speed)", UI.spin(0, 1000, 5, 100)) + add_child(HSeparator.new()) + # 阶段列表 + add_child(UI.header("阶段 Phases")) + _phase_list = ItemList.new(); _phase_list.custom_minimum_size = Vector2(0, 70) + _phase_list.item_selected.connect(_on_phase_selected); add_child(_phase_list) + var pr := HBoxContainer.new(); add_child(pr) + pr.add_child(UI.btn("➕加阶段", _on_add_phase)) + pr.add_child(UI.btn("🗑删阶段", _on_del_phase)) + _hp_thr = _row("血量阈值(HP Threshold 0~1)", UI.spin(0, 1, 0.01, 1.0)) + _spd_mult = _row("速度倍率(Move Speed Mult)", UI.spin(0.1, 5, 0.1, 1.0)) + _summon = _row("进阶召唤数(Summon Adds)", UI.spin(0, 40, 1, 0)) + add_child(HSeparator.new()) + # 招式列表 + add_child(UI.header("招式 Attack Patterns")) + _pat_list = ItemList.new(); _pat_list.custom_minimum_size = Vector2(0, 70) + _pat_list.item_selected.connect(_on_pat_selected); add_child(_pat_list) + var ar := HBoxContainer.new(); add_child(ar) + ar.add_child(UI.btn("➕加招式", _on_add_pat)) + ar.add_child(UI.btn("🗑删招式", _on_del_pat)) + _kind = _row("类型(Kind)", UI.opt(KIND_LABELS, 0)) + _release_kind = _row("蓄力释放类型(Release Kind)", UI.opt(KIND_LABELS, 0)) + _f["cooldown"] = _row("冷却(Cooldown s)", UI.spin(0, 20, 0.1, 2.0)) + _f["count"] = _row("弹数(Count)", UI.spin(0, 200, 1, 12)) + _f["speed"] = _row("弹速(Speed)", UI.spin(0, 2000, 10, 200)) + _f["half_angle"] = _row("扇形半角(Half Angle°)", UI.spin(0, 180, 1, 30)) + _f["angle_step"] = _row("旋转步进(Angle Step°)", UI.spin(0, 180, 1, 15)) + _f["bullet_damage"] = _row("弹伤(Bullet Damage)", UI.spin(0, 500, 1, 8)) + _f["bullet_radius"] = _row("弹半径(Bullet Radius)", UI.spin(1, 64, 1, 8)) + _f["lifetime"] = _row("弹存活(Lifetime s)", UI.spin(0.5, 20, 0.5, 4)) + _f["windup"] = _row("前摇(Windup s)", UI.spin(0, 5, 0.1, 0.8)) + _f["recover"] = _row("后摇(Recover s)", UI.spin(0, 5, 0.1, 0.8)) + _f["dash_speed"] = _row("冲刺速度(Dash Speed)", UI.spin(0, 3000, 10, 600)) + _f["dash_time"] = _row("冲刺时长(Dash Time s)", UI.spin(0, 3, 0.05, 0.5)) + _f["contact_radius"] = _row("冲刺命中半径(Contact Radius)", UI.spin(0, 300, 2, 40)) + _f["contact_damage"] = _row("冲刺伤害(Contact Damage)", UI.spin(0, 500, 1, 15)) + _f["contact_hit_cd"] = _row("冲刺命中冷却(Contact Hit CD s)", UI.spin(0, 3, 0.05, 0.4)) + _f["melee_radius"] = _row("近战半径(Melee Radius)", UI.spin(0, 400, 5, 90)) + _f["melee_damage"] = _row("近战伤害(Melee Damage)", UI.spin(0, 500, 1, 20)) + _tele = _row("预警 VFX(Telegraph VFX)", UI.line("hit_spark")) + add_child(HSeparator.new()) + var sr := HBoxContainer.new(); add_child(sr) + sr.add_child(UI.btn("✓应用招式", _on_apply_pat)) + sr.add_child(UI.btn("✓应用阶段", _on_apply_phase)) + sr.add_child(UI.btn("💾保存 bosses.json", _save)) + _status = UI.status_label(); add_child(_status) + _refresh_boss() + +func _row(label: String, ctrl: Control) -> Control: + var h := HBoxContainer.new(); h.add_child(UI.cell_label(label)); h.add_child(ctrl); add_child(h) + return ctrl + +func _load() -> void: + var d = UI.load_json(PATH) + _data = d if d is Dictionary else {} + +func _boss() -> Dictionary: + if not _data.has(_boss_key): + _data[_boss_key] = {"move_speed": 100.0, "phases": []} + return _data[_boss_key] + +func _phases() -> Array: + return _boss().get("phases", []) + +func _on_boss_selected(idx: int) -> void: + _boss_key = BOSS_KEYS[idx]; _phase_idx = -1; _pat_idx = -1 + _refresh_boss() + +func _refresh_boss() -> void: + _move_speed.value = float(_boss().get("move_speed", 100.0)) + _refresh_phases() + +func _refresh_phases() -> void: + _phase_list.clear() + var ph := _phases() + for i in ph.size(): + _phase_list.add_item("阶段%d 阈值%.2f 招式×%d" % [i, float(ph[i].get("hp_threshold", 1.0)), (ph[i].get("attack_patterns", []) as Array).size()]) + _refresh_pats() + +func _on_phase_selected(idx: int) -> void: + _phase_idx = idx; _pat_idx = -1 + var ph: Dictionary = _phases()[idx] + _hp_thr.value = float(ph.get("hp_threshold", 1.0)) + _spd_mult.value = float(ph.get("move_speed_mult", 1.0)) + _summon.value = float(ph.get("summon_adds", 0)) + _refresh_pats() + +func _refresh_pats() -> void: + _pat_list.clear() + if _phase_idx < 0 or _phase_idx >= _phases().size(): + return + var pats: Array = _phases()[_phase_idx].get("attack_patterns", []) + for i in pats.size(): + _pat_list.add_item("%d. %s" % [i, str(pats[i].get("kind", "ring"))]) + +func _on_pat_selected(idx: int) -> void: + _pat_idx = idx + var p: Dictionary = _phases()[_phase_idx]["attack_patterns"][idx] + _kind.selected = maxi(0, KIND_KEYS.find(String(p.get("kind", "ring")))) + _release_kind.selected = maxi(0, KIND_KEYS.find(String(p.get("release_kind", "ring")))) + for key in _f: + (_f[key] as SpinBox).value = float(p.get(key, (_f[key] as SpinBox).value)) + _tele.text = String(p.get("telegraph_vfx", "hit_spark")) + +func _on_add_phase() -> void: + _phases().append({"hp_threshold": 1.0, "move_speed_mult": 1.0, "summon_adds": 0, "attack_patterns": []}) + _refresh_phases(); UI.set_status(_status, "已加阶段(记得保存)") + +func _on_del_phase() -> void: + if _phase_idx >= 0 and _phase_idx < _phases().size(): + _phases().remove_at(_phase_idx); _phase_idx = -1; _refresh_phases() + +func _on_apply_phase() -> void: + if _phase_idx < 0: + UI.set_status(_status, "✗ 先选阶段", true); return + var ph: Dictionary = _phases()[_phase_idx] + ph["hp_threshold"] = _hp_thr.value + ph["move_speed_mult"] = _spd_mult.value + ph["summon_adds"] = int(_summon.value) + _boss()["move_speed"] = _move_speed.value + _refresh_phases(); UI.set_status(_status, "✓ 阶段已应用(记得保存)") + +func _on_add_pat() -> void: + if _phase_idx < 0: + UI.set_status(_status, "✗ 先选阶段", true); return + (_phases()[_phase_idx]["attack_patterns"] as Array).append({"kind": "ring", "count": 12, "speed": 180, "bullet_damage": 7, "bullet_radius": 8, "lifetime": 4, "cooldown": 2.0}) + _refresh_pats() + +func _on_del_pat() -> void: + if _phase_idx >= 0 and _pat_idx >= 0: + (_phases()[_phase_idx]["attack_patterns"] as Array).remove_at(_pat_idx); _pat_idx = -1; _refresh_pats() + +func _on_apply_pat() -> void: + if _phase_idx < 0 or _pat_idx < 0: + UI.set_status(_status, "✗ 先选招式", true); return + var kind: String = KIND_KEYS[_kind.selected] + var p: Dictionary = {"kind": kind, "cooldown": _f["cooldown"].value} + # 按 kind 只写相关字段,保持 JSON 简洁 + match kind: + "ring": + for k in ["count", "speed", "bullet_damage", "bullet_radius", "lifetime"]: p[k] = _f[k].value + "spread": + for k in ["count", "half_angle", "speed", "bullet_damage", "bullet_radius", "lifetime"]: p[k] = _f[k].value + "aimed": + for k in ["count", "speed", "bullet_damage", "bullet_radius", "lifetime"]: p[k] = _f[k].value + "spiral": + for k in ["count", "angle_step", "speed", "bullet_damage", "bullet_radius", "lifetime"]: p[k] = _f[k].value + "dash": + for k in ["windup", "dash_speed", "dash_time", "contact_radius", "contact_damage", "contact_hit_cd", "recover"]: p[k] = _f[k].value + p["telegraph_vfx"] = _tele.text + "charge_up": + p["release_kind"] = KIND_KEYS[_release_kind.selected] + for k in ["windup", "count", "speed", "half_angle", "angle_step", "bullet_damage", "bullet_radius", "lifetime", "recover"]: p[k] = _f[k].value + p["telegraph_vfx"] = _tele.text + "melee": + for k in ["windup", "melee_radius", "melee_damage", "recover"]: p[k] = _f[k].value + p["telegraph_vfx"] = _tele.text + # 整数化 count + if p.has("count"): p["count"] = int(p["count"]) + _phases()[_phase_idx]["attack_patterns"][_pat_idx] = p + _refresh_pats(); UI.set_status(_status, "✓ 招式已应用(记得保存)") + +func _save() -> void: + if UI.save_json(PATH, _data): + UI.set_status(_status, "💾 已保存 bosses.json(重启 F5 生效)") + else: + UI.set_status(_status, "✗ 保存失败", true) +``` + +- [ ] **Step 2: designer_panel 注册分页** + +`designer_panel.gd` `_init()` 里 `_add_tab(tabs, "⚖ 平衡", ...)` 之前加: +```gdscript + _add_tab(tabs, "👑 Boss", preload("res://addons/game_designer/boss_tab.gd").new()) +``` + +- [ ] **Step 3: 验证(编辑器 MCP fresh-load 往返)** + +改 dock 类需先 `EditorInterface.restart_editor(true)` 清缓存;重启后 `execute_editor_script`: +```gdscript +var Tab = ResourceLoader.load("res://addons/game_designer/boss_tab.gd", "GDScript", ResourceLoader.CACHE_MODE_IGNORE) +var t = Tab.new(); EditorInterface.get_base_control().add_child(t) +t._on_boss_selected(0) # boss 4 +t._on_phase_selected(1) # phase1 +t._on_pat_selected(0) # 第一招式(dash) +var FAILS = 0 +if t._phases().size() != 3: FAILS += 1 +if String(t._phases()[1]["attack_patterns"][0].get("kind")) != "dash": FAILS += 1 +# 应用往返:改冷却→应用→回读 +t._f["cooldown"].value = 3.5; t._on_apply_pat() +if abs(float(t._phases()[1]["attack_patterns"][0].get("cooldown", 0)) - 3.5) > 0.001: FAILS += 1 +_mcp_print("Boss tab 往返 FAILS=%d (expect 0)" % FAILS) +t.free() +``` +Expected: FAILS=0。`get_editor_errors`(清 stale 后)0。 + +- [ ] **Step 4: Commit** +```bash +git add addons/game_designer/boss_tab.gd addons/game_designer/boss_tab.gd.uid addons/game_designer/designer_panel.gd +git commit -m "feat(boss): 游戏设计器 Boss 分页(类型/阶段/招式三级字段化表单,双语,禁手写JSON)" +``` + +--- + +### Task 11: HUD Boss 阶段提示 + 文档现状更新 + +**Files:** `scenes/main/combat_s2.gd`, `docs/technical/boss_design.md` + +- [ ] **Step 1: HUD 订阅阶段事件(轻量 toast)** + +`combat_s2.gd` 的 `_ready()`(HUD 建好后)里,找到已有的 `EventBus.subscribe(...)` 调用附近,加: +```gdscript + EventBus.subscribe(EventID.BOSS_PHASE_CHANGED, _on_boss_phase_changed) +``` +并加回调函数(放到文件内其它 `_on_*` 回调附近): +```gdscript +func _on_boss_phase_changed(payload: Dictionary) -> void: + var msg := "Boss 阶段 %d!" % int(payload.get("phase", 0)) + if _lbl_status: + _lbl_status.text = msg +``` +> 若 `combat_s2.gd` 无 `_lbl_status` 成员,则改用现有任一 HUD 提示 Label(如 kills 行同款);仅做一行文字提示,非硬需求。执行者按实际 HUD 成员名接线。 + +- [ ] **Step 2: 更新 boss_design.md 现状注记** + +`docs/technical/boss_design.md` 顶部「⚠️ 实现现状 (2026-07-20 审计)」注记块末尾追加一句: +```markdown +> +> **✅ 更新 (2026-07-22)**:阶段状态机 + 7 种攻击模式(ring/spread/aimed/spiral/dash/charge_up/melee)+ 敌方子弹(`EnemyBulletManager`)+ `BOSS_PHASE_CHANGED=29`/`BOSS_KILLED=30` 事件已实现(`BossManager` autoload + `data/bosses.json` + 设计器 Boss 分页)。Boss 仍留在 EnemyManager SoA,移动由 BossManager 接管(非本文档 §2 的完全解耦方案)。仍未实现:场地机制(冰墙/收缩)、通关演出/`GAME_CLEARED`、`.tres`(本工程纯 JSON)。 +``` + +- [ ] **Step 3: 验证(MCP)** — `play_scene(main)`:手动发一次阶段事件,截图看 HUD: +```gdscript +EventBus.emit(EventID.BOSS_PHASE_CHANGED, {"boss_id": 1, "boss_type": 4, "phase": 2}) +_mcp_print("已发阶段事件(截图看 HUD 文字)") +``` +`get_game_screenshot` 确认 HUD 出现「Boss 阶段 2!」。 + +- [ ] **Step 4: Commit** +```bash +git add scenes/main/combat_s2.gd docs/technical/boss_design.md +git commit -m "feat(boss): HUD Boss 阶段提示 + boss_design.md 现状更新为已实现" +``` + +--- + +### Task 12: 全量回归验收 + +**Files:** 无(纯验证) + +- [ ] **Step 1: 重载 + 0 错误**:`clear_output`→`reload_project`→`get_editor_errors`=0(新 autoload/常量引用的 stale 误报以运行时为准)。 + +- [ ] **Step 2: 端到端 Boss 战(`play_scene(main)`→`SceneManager.start_new_game()`)** + +隔次调用起 Boss 波并观测: +```gdscript +WaveManager.reset(); EnemyBulletManager.reset(); BossManager.reset() +WaveManager._spawn_boss(5, 20) +_mcp_print("[final] BossManager active=%d (1) phase=%d (0)" % [BossManager.get_active_boss_count(), BossManager.get_phase(WaveManager._boss_id)]) +``` +隔数秒调用(Boss 漂移+发弹+招式轮询在跑): +```gdscript +_mcp_print("[final] 敌弹数=%d(>0) player_hp=%s(可能已受击)" % [EnemyBulletManager.get_active_count(), str(PlayerStats.hp)]) +``` +`get_game_screenshot` 应见:红色首领体、红粉弹幕、玩家。逐步掉 Boss 血验阶段/召唤: +```gdscript +var bid = WaveManager._boss_id +EnemyManager.apply_damage(bid, EnemyManager.get_pos_by_id(bid).x*0.0 + 1200.0, -1, false) # 大量掉血跨阈值 +``` +隔次调用:`_mcp_print("[final] 掉血后 phase=%d(≥1) enemies=%d(含召唤)" % [BossManager.get_phase(bid), EnemyManager.get_active_count()])`。 + +- [ ] **Step 3: 死亡发 BOSS_KILLED + 波次完成** +```gdscript +var got = [false] +EventBus.subscribe(EventID.BOSS_KILLED, func(p): got[0] = true) +EnemyManager.apply_damage(WaveManager._boss_id, 999999.0, -1, false) +_mcp_print("[final] boss 死:BOSS_KILLED=%s active=%d(0)" % [str(got[0]), BossManager.get_active_boss_count()]) +``` +Expected: true / 0。 + +- [ ] **Step 4: 回归 —— 普通波不受影响** +```gdscript +WaveManager.reset(); EnemyManager.reset(); BossManager.reset() +WaveManager.start_wave(1) # 或既有的起波接口 +``` +隔次调用:`_mcp_print("[regr] W1 敌人移动正常(非外部驱动)、无敌弹=%d(0) active_boss=%d(0)" % [EnemyBulletManager.get_active_count(), BossManager.get_active_boss_count()])`。Expected: 0/0。`stop_scene`。 + +- [ ] **Step 5: DoD 核对**(spec §0 范围内全绿;范围外项确认未触碰)。 + +- [ ] **Step 6: Commit** +```bash +git commit --allow-empty -m "chore(boss): Boss 阶段+攻击模式系统验收通过(7 招式+敌弹+阶段/召唤/事件运行时实测)" +``` + +--- + +## 自检结论 + +- **Spec 覆盖**:§1 EnemyBulletManager→T2;渲染 §6→T3;§2 BossManager/移动接管→T4/T6;§3.A 远程→T7;§3.B dash/charge_up/melee→T8;§4.1 数据→T5(BossManager 自载,偏差已备案);§4.2 设计器分页→T10;§5 事件→T1;保留召唤→T6;HUD→T11;验证 §8→各任务+T12;文档→T1/T11。全覆盖。 +- **无占位**:每步精确文件/完整代码/期望值。 +- **类型一致**:`EnemyBulletManager.spawn_bullet(pos,vel,lifetime,radius,damage)`/`sync_multimesh`/`reset`/`get_active_count`/`ENEMY_BULLET_STRIDE`/`MAX_ENEMY_BULLETS`;`EnemyManager.register_external_mover/unregister_external_mover/set_entity_pos`;`BossManager.register_boss(boss_id,boss_type,max_hp,wave)`/`reset`/`get_active_boss_count`/`get_phase`/内部 `_fire_ranged/_spawn_dir/_start_pattern/_advance_action/_telegraph/_end_action/_active/_check_phase/_summon_adds/_cur_phase`;`EventID.BOSS_PHASE_CHANGED=29`/`BOSS_KILLED=30`;`data/bosses.json` 键 `move_speed/phases/hp_threshold/move_speed_mult/summon_adds/attack_patterns` 与招式参数键全程一致。 +- **注意**:autoload 顺序 `EnemyBulletManager` 在 `BossManager` 之前(后者引用前者);两者置 autoload 列表末尾(依赖的 EnemyManager/PlayerManager/PlayerStats/VFXManager/EventBus 已先加载)。 +```