# 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)。 ```