# 元素抗性(Element Resistance)Implementation Plan > **For agentic workers:** REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (`- [ ]`) syntax for tracking. **Goal:** 让敌人对不同元素有差异化抗性/弱点,激活当前的死代码抗性维度,使元素类伤害产生真实差异。 **Architecture:** `enemies.json` 每型可选 `resistances{元素名:-0.9~0.9}` → `EnemyManager._RESIST`(type→PackedFloat32Array[6]) 加载 → `apply_damage_from_context` 按 `ctx.damage_type` 查表传入 `calc_damage(0, res)`。护甲逻辑不动(仍在 `apply_damage` 内);物理(0) 无抗性;越界安全回退 0。设计器 enemy_tab 加 6×5 抗性网格。 **Tech Stack:** Godot 4.7.1 Mono / GDScript / 纯 JSON 数据驱动 / godot-mcp-pro 运行时实测(无 pytest:核心逻辑经运行中战斗场景 `execute_game_script` 断言,编辑器侧/设计器经 `execute_editor_script` + `validate_script`)。 > **规范**:所有 `.gd` 改动后 `validate_script`;纯数据驱动无硬编码;提交中文;分支 `feat/element-resistance`(已建)。spec:`docs_dev/specs/2026-07-24-element-resistance-design.md`。DamageType:PHYSICAL=0/FIRE=1/ICE=2/LIGHTNING=3/POISON=4/ARCANE=5。 --- ### Task 1: 核心 —— EnemyManager 抗性加载 + 命中查表 + enemies.json 种子 **Files:** - Modify: `data/enemies.json`(给 "1" Fast 加示例抗性/弱点) - Modify: `scripts/autoloads/enemy_manager.gd`(成员区 :40-43、`_load_json_archetypes` :56-63、`apply_damage_from_context` :253-258) - [ ] **Step 1: enemies.json 加种子抗性** 在 `data/enemies.json` 中,给 `"1"`(快速 Fast)项加 `resistances`(抗火、弱冰),用于实测。改为: ```json "1": { "name": "快速 Fast", "speed": 140, "armor": 0, "size": 11, "color": [0.95, 0.72, 0.20], "resistances": { "fire": 0.5, "ice": -0.5 } }, ``` (其余型不加,保持缺失=0 的回退路径可测。注意 JSON 逗号。) - [ ] **Step 2: EnemyManager 增成员 + 元素映射常量** 在 `enemy_manager.gd:43`(`var _RENDER_COLOR...` 之后)新增: ```gdscript var _RESIST: Dictionary = {} # type → PackedFloat32Array(6),index=damage_type,[0]物理恒0 const _RESIST_ELEMENTS := {"fire": 1, "ice": 2, "lightning": 3, "poison": 4, "arcane": 5} ``` - [ ] **Step 3: `_load_json_archetypes` 加载抗性** 在 `enemy_manager.gd` 的 `_load_json_archetypes()` 每型循环内(`_RENDER_COLOR[t] = ...` 之后,`:63` 处)追加: ```gdscript var rf := PackedFloat32Array([0, 0, 0, 0, 0, 0]) var res_d: Dictionary = d.get("resistances", {}) for ename in _RESIST_ELEMENTS: if res_d.has(ename): rf[_RESIST_ELEMENTS[ename]] = clampf(float(res_d[ename]), -0.9, 0.9) _RESIST[t] = rf ``` - [ ] **Step 4: 增查表辅助** 在 `apply_damage_from_context` 之前(或就近)新增: ```gdscript ## 元素抗性查表:越界/缺失回退 0(物理 index 0 恒 0) func _resist_for(etype: int, dtype: int) -> float: var rf: PackedFloat32Array = _RESIST.get(etype, PackedFloat32Array()) if dtype < 0 or dtype >= rf.size(): return 0.0 return rf[dtype] ``` - [ ] **Step 5: 改写 `apply_damage_from_context` 传入抗性** 将 `enemy_manager.gd:253-258` 的整个函数替换为: ```gdscript func apply_damage_from_context(entity_id: int, ctx_id: int) -> bool: var ctx: DamageContext = DamageContextPool.get_context(ctx_id) if ctx == null: return false var slot: int = _entity_index_map.get(entity_id, -1) var res: float = 0.0 if slot >= 0: var etype: int = int(_data[slot * ENEMY_STRIDE + 6]) res = _resist_for(etype, ctx.damage_type) var final_dmg: float = ctx.calc_damage(0.0, res) return apply_damage(entity_id, final_dmg, ctx.owner_id, true) ``` (护甲仍由 `apply_damage` 内 `_ARMOR` 处理,勿动。) - [ ] **Step 6: 校验语法** Run: godot-mcp-pro `validate_script` on `res://scripts/autoloads/enemy_manager.gd` Expected: 无错误。 - [ ] **Step 7: 校验 JSON + 加载(编辑器脚本)** Run: godot-mcp-pro `execute_editor_script`: ```gdscript var d = JSON.parse_string(FileAccess.get_file_as_string("res://data/enemies.json")) var ok := d is Dictionary and d.has("1") and d["1"].has("resistances") ok = ok and abs(float(d["1"]["resistances"].get("fire", 0)) - 0.5) < 0.001 ok = ok and abs(float(d["1"]["resistances"].get("ice", 0)) + 0.5) < 0.001 print("FAILS=", 0 if ok else 1) ``` Expected: `FAILS=0` - [ ] **Step 8: 提交** ```bash git add data/enemies.json scripts/autoloads/enemy_manager.gd git commit -m "feat(resist): EnemyManager 元素抗性加载+命中查表;enemies.json Fast 种子抗火弱冰" ``` (heredoc,body 末尾加 `Co-Authored-By: Claude Opus 4.8 (1M context) `。) --- ### Task 2: 设计器 —— enemy_tab 抗性网格 + _save 写入 **Files:** - Modify: `addons/game_designer/enemy_tab.gd`(成员 :9-11、`_ready` :24-40、`_save` :46-60) - [ ] **Step 1: 增元素常量 + 行结构说明** 在 `enemy_tab.gd:7`(`const NAMES...` 之后)新增: ```gdscript const ELEM_KEYS = ["fire", "ice", "lightning", "poison", "arcane"] const ELEM_LABELS = ["火 Fire", "冰 Ice", "雷 Lightning", "毒 Poison", "奥 Arcane"] ``` - [ ] **Step 2: `_ready` 主表后加抗性网格** 在 `enemy_tab.gd` 的 `_ready()` 内、`add_child(HSeparator.new())`(现 :37,主表与保存按钮之间)**之后、保存按钮之前**插入: ```gdscript add_child(UI.cell_label("元素抗性 Resistances(-0.9~0.9,负=弱点加伤)")) var rgrid := GridContainer.new() rgrid.columns = ELEM_KEYS.size() + 1 add_child(rgrid) var rhead := Label.new(); rhead.text = "原型"; rhead.modulate = Color(0.7, 0.8, 1.0) rgrid.add_child(rhead) for el in ELEM_LABELS: var el_l := Label.new(); el_l.text = el; el_l.modulate = Color(0.7, 0.8, 1.0) rgrid.add_child(el_l) for i in 6: var d2: Dictionary = _data.get(str(i), {}) var res_d: Dictionary = d2.get("resistances", {}) rgrid.add_child(UI.cell_label(NAMES[i])) var res_spins := {} for ei in ELEM_KEYS.size(): var ename: String = ELEM_KEYS[ei] var sp2 := UI.spin(-0.9, 0.9, 0.05, float(res_d.get(ename, 0.0))) rgrid.add_child(sp2) res_spins[ename] = sp2 _rows[i]["resist"] = res_spins ``` (注意:此块必须在 6 行主表 `for i in 6` 之后运行,`_rows` 已填满 6 项——上面的 `_rows[i]["resist"] = ...` 给已存在的行字典追加键。) - [ ] **Step 3: 改写 `_save` 写入 resistances** 将 `enemy_tab.gd:46-60` 的 `_save` 整体替换为: ```gdscript func _save() -> void: var out: Dictionary = {} for i in 6: var r: Dictionary = _rows[i] var entry := { "name": NAMES[i], "speed": r["speed"].value, "armor": r["armor"].value, "size": r["size"].value, "color": [r["color"].color.r, r["color"].color.g, r["color"].color.b], } var rd := {} for ename in ELEM_KEYS: var v: float = r["resist"][ename].value if absf(v) > 0.0001: rd[ename] = v if not rd.is_empty(): entry["resistances"] = rd out[str(i)] = entry if UI.save_json(PATH, out): UI.set_status(_status, "💾 已保存(重启游戏 F5 生效)") else: UI.set_status(_status, "✗ 保存失败", true) ``` - [ ] **Step 4: 校验语法** Run: godot-mcp-pro `validate_script` on `res://addons/game_designer/enemy_tab.gd` Expected: 无错误。 - [ ] **Step 5: 设计器读写往返实测** > ⚠️ dock 内驻留旧类需 `EditorInterface.restart_editor(true)` 清缓存后新代码才生效(CLAUDE.md);若下方断言用旧类,先重启编辑器再跑。fresh `load().new()` 通常可避开。 Run: godot-mcp-pro `execute_editor_script`: ```gdscript var Tab = load("res://addons/game_designer/enemy_tab.gd") var t = Tab.new(); add_child(t) var fails := 0 # 读:Fast(1) fire 应=0.5, ice=-0.5 if abs(t._rows[1]["resist"]["fire"].value - 0.5) > 0.001: fails += 1 if abs(t._rows[1]["resist"]["ice"].value + 0.5) > 0.001: fails += 1 # 写往返:改 Basic(0) poison=0.3,Fast(1) fire→0,重存重读 t._rows[0]["resist"]["poison"].value = 0.3 t._rows[1]["resist"]["fire"].value = 0.0 t._save() var d = JSON.parse_string(FileAccess.get_file_as_string("res://data/enemies.json")) if abs(float(d["0"].get("resistances", {}).get("poison", -9)) - 0.3) > 0.001: fails += 1 # 写入非零 if d["1"].get("resistances", {}).has("fire"): fails += 1 # 归零应省略键 if not d["1"].get("resistances", {}).has("ice"): fails += 1 # ice=-0.5 仍在 t.queue_free() print("FAILS=", fails) ``` Expected: `FAILS=0`。测试后用 `git checkout -- data/enemies.json` 还原到 Task 1 种子状态(`_save` 会 pretty-print 重排文件)。 - [ ] **Step 6: 提交** ```bash git checkout -- data/enemies.json # 还原往返测试对文件的改写/重排 git add addons/game_designer/enemy_tab.gd git commit -m "feat(resist): 设计器敌人页增元素抗性网格(6×5) + _save 写 resistances(全0省略)" ``` --- ### Task 3: 验收 —— 运行时集成实测(MCP)+ 收尾 **Files:** 无(运行时断言)+ 收尾文档 - [ ] **Step 1: 启动战斗场景** Run: godot-mcp-pro `play_scene` → `res://scenes/main/combat_s2.tscn`。确认运行、无 `get_editor_errors`。 - [ ] **Step 2: 抗性/弱点/物理对照(验收①②③④)** > 方法:直接生成敌人 + 构造 DamageContext 命中,绕过子弹几何,精确对照。Fast(type=1) 抗火0.5/弱冰-0.5;Basic(type=0) 无抗性。 > `spawn_enemy(pos, hp, enemy_type)` 签名已确认(`enemy_manager.gd:121`)。用 lambda 辅助(`execute_game_script` 体内不能定义具名 func,须用 Callable)。 Run: godot-mcp-pro `execute_game_script`: ```gdscript var fails := 0 # lambda:对 (enemy_type, damage_type) 生成敌人+施加 base=100 伤害,返回实际掉血 var probe := func(etype, dtype): var eid = EnemyManager.spawn_enemy(Vector2(300, 0), 1000.0, etype) var before = EnemyManager.get_hp_percent(eid) * 1000.0 var cid = DamageContextPool.acquire(100.0, 1.0, dtype, -1, false, 0.0) EnemyManager.apply_damage_from_context(eid, cid) DamageContextPool.release(cid) return before - EnemyManager.get_hp_percent(eid) * 1000.0 var f1 = probe.call(1, 1) # Fast 抗火0.5 → ≈50 if abs(f1 - 50.0) > 1.0: fails += 1 var f2 = probe.call(1, 2) # Fast 弱冰-0.5 → ≈150 if abs(f2 - 150.0) > 1.0: fails += 1 var f3 = probe.call(1, 0) # Fast 物理无抗 → ≈100 if abs(f3 - 100.0) > 1.0: fails += 1 var b1 = probe.call(0, 1) # Basic 无 resistances 火 → 回退0 ≈100 if abs(b1 - 100.0) > 1.0: fails += 1 var e1 = probe.call(0, 99) # 越界 damage_type 不崩 → 回退0 ≈100 if abs(e1 - 100.0) > 1.0: fails += 1 print("FAILS=", fails, " fire_resist=", f1, " ice_weak=", f2, " phys=", f3, " basic_fire=", b1, " oob=", e1) ``` Expected: `FAILS=0`,fire_resist≈50 / ice_weak≈150 / phys≈100 / basic_fire≈100 / oob≈100。 > 注:apply_damage 内 combo_bonus 默认 1.0(无 COMBO_MARK 层),armor 按型(Fast=0/Basic=0)故上述期望值成立。若某敌被一次伤害不足以在同一 slot 留存(如秒杀),大血量 1000 已规避。 - [ ] **Step 3: 护甲叠加对照(验收③)** Run: godot-mcp-pro `execute_game_script`(复用上面 `_spawn`/`_hit` 或重新定义): ```gdscript # Armored(2) armor=5,无 resistances:火(1) base100 → max(1, 100×1×1 −5)=95 var fails := 0 var cid = DamageContextPool.acquire(100.0, 1.0, 1, -1, false, 0.0) var eid = EnemyManager.spawn_enemy(Vector2(300, 0), 1000.0, 2) # (pos, hp, enemy_type=Armored) var before = EnemyManager.get_hp_percent(eid) * 1000.0 EnemyManager.apply_damage_from_context(eid, cid) DamageContextPool.release(cid) var drop = before - EnemyManager.get_hp_percent(eid) * 1000.0 if abs(drop - 95.0) > 1.0: fails += 1 print("FAILS=", fails, " armored_drop=", drop) # 期望 ≈95(护甲减免生效、与抗性正交) ``` Expected: `FAILS=0`,armored_drop≈95。然后 `stop_scene`。 - [ ] **Step 4: 更新路线图 + memory + 提交** - `docs_dev/plans/2026-07-23-missing-features-roadmap.md`:E1「现状」抗性行标记完成、切分①勾除。 - memory `slice-progress-vs-plan.md`:记 E1-① 元素抗性完成(分支/commit)+ MEMORY.md 索引。 ```bash git add docs_dev/plans/2026-07-23-missing-features-roadmap.md git commit -m "docs(roadmap): E1-① 元素抗性完成,勾除现状项" ``` --- ## 验收标准回溯(spec §4) | # | 验收标准 | 覆盖任务 | | :- | :-- | :-- | | 1 | 抗火减半 / 物理不变 | Task 3 Step 2 (f1, f3) | | 2 | 负抗性放大 1.5× | Task 3 Step 2 (f2) | | 3 | 抗性与护甲叠加正确 | Task 3 Step 3 | | 4 | 缺失/未列元素回退 0 | Task 3 Step 2 (b1, oob) | | 5 | 设计器往返 FAILS=0(负值/全0省略) | Task 2 Step 5 | | 6 | validate 通过 / 越界不崩 | 各 validate 步 + Task 3 Step 2 (oob) |