# Mana 魔力系统(精实 MVP)实现计划 > **For agentic workers:** 用 superpowers:subagent-driven-development(推荐)或 superpowers:executing-plans 逐任务实现。步骤用 `- [ ]` 复选框跟踪。 **Goal:** 让法术施放消耗魔力、魔力随时间回复、蓝空停施,并有 HUD 蓝条——把 Mana 从 0% 实现变成可玩资源门槛。 **Architecture:** 蓝池状态放 `PlayerStats`(镜像 hp);回蓝由 `PlayerManager._physics_process` 驱动;扣蓝在 `SpellEvaluator.execute_compiled` 主循环 `deck.pop()` 后、`match` 前一次性完成(该处只会遇到真正要执行的节点,被跳过/被消耗的节点不会到达此处);HUD 加蓝条。数值取 `numerical_design §2`。 **Tech Stack:** Godot 4.6 (Mono) · GDScript · 纯 JSON 数据驱动 · 验证用 Godot MCP(`execute_game_script`),本项目无单元测试框架。 > **验证约定**:每个任务的"测试"用 MCP 运行时断言。前置:Godot 编辑器开着、MCP 已连;用 `play_scene(main)` 起游戏后 `execute_game_script` 直接调用 autoload(无需进战斗场景,除 Task 6 HUD 需 `SceneManager.start_new_game()`)。跑完 `stop_scene`。 --- ### Task 1: CoreDefinition 加 mana 字段 + cores.json 数据 + WandPreset 读取 **Files:** - Modify: `scripts/domain/spell_system/core_definition.gd`(在 `feature_tags` 后加 2 字段) - Modify: `scripts/autoloads/wand_preset.gd:26-38`(`_core_from_dict` 读入) - Modify: `data/cores.json`(每 Core 加 mana_max/mana_regen) - [ ] **Step 1: CoreDefinition 加字段** 在 `core_definition.gd` 第 28 行 `@export var feature_tags: int = 0` 之后插入: ```gdscript ## 魔力池(MVP)——由 WandPreset 从 cores.json 读入 @export var base_mana_max: float = 100.0 @export var base_mana_regen: float = 5.0 # 每秒回复 ``` - [ ] **Step 2: WandPreset 读取两字段** 在 `wand_preset.gd` `_core_from_dict()` 的 `c.edges = d.get("edges", [])`(第 37 行)之后、`return c` 之前插入: ```gdscript c.base_mana_max = float(d.get("mana_max", 100.0)) c.base_mana_regen = float(d.get("mana_regen", 5.0)) ``` - [ ] **Step 3: cores.json 加数值** 把 `data/cores.json` 整体替换为(每 Core 加 `mana_max`/`mana_regen`): ```json { "wand_basic": { "display_name": "小木法杯", "slot_count": 5, "topology": 0, "cpu_limit": 5, "cast_interval": 0.5, "feature_tags": 0, "mana_max": 100, "mana_regen": 5 }, "wand_fast": { "display_name": "高速法杯", "slot_count": 3, "topology": 0, "cpu_limit": 3, "cast_interval": 0.25, "feature_tags": 0, "mana_max": 60, "mana_regen": 4 }, "wand_memory": { "display_name": "记忆法杖", "slot_count": 6, "topology": 0, "cpu_limit": 6, "cast_interval": 0.5, "feature_tags": 1, "mana_max": 100, "mana_regen": 5 }, "matrix_board": { "display_name": "矩阵板", "slot_count": 8, "topology": 1, "cpu_limit": 8, "cast_interval": 0.5, "feature_tags": 0, "grid_rows": 2, "grid_cols": 4, "mana_max": 120, "mana_regen": 6 }, "circuit_fork": { "display_name": "分叉回路", "slot_count": 3, "topology": 2, "cpu_limit": 5, "cast_interval": 0.6, "feature_tags": 0, "edges": [{"from": 0, "to": 1}, {"from": 0, "to": 2}], "mana_max": 100, "mana_regen": 5 } } ``` - [ ] **Step 4: 验证(MCP)** `play_scene(main)` 后 `execute_game_script`: ```gdscript var c = WandPreset.make_core_by_id("wand_basic") _mcp_print("basic mana_max=%s regen=%s (expect 100/5)" % [str(c.base_mana_max), str(c.base_mana_regen)]) var f = WandPreset.make_core_by_id("wand_fast") _mcp_print("fast mana_max=%s regen=%s (expect 60/4)" % [str(f.base_mana_max), str(f.base_mana_regen)]) ``` Expected: `basic mana_max=100 regen=5`、`fast mana_max=60 regen=4`。`get_editor_errors` count=0。`stop_scene`。 - [ ] **Step 5: Commit** ```bash git add scripts/domain/spell_system/core_definition.gd scripts/autoloads/wand_preset.gd data/cores.json git commit -m "feat(mana): CoreDefinition 加 base_mana_max/regen + cores.json 数据" ``` --- ### Task 2: PlayerStats 蓝池状态与操作 **Files:** - Modify: `scripts/autoloads/player_stats.gd`(加字段/方法、reset 集成) - [ ] **Step 1: 加字段** 在 `player_stats.gd` 第 23 行 `var resistance: float = 0.0` 之后插入: ```gdscript # ── 魔力(MVP)───────────────────────────────────────── var mana: float = 100.0 var mana_max: float = 100.0 var mana_regen: float = 5.0 # 每秒回复 ``` - [ ] **Step 2: 加方法** 在 `player_stats.gd` `get_hp_percent()`(第 64-65 行)之后插入: ```gdscript ## 换杖时设定蓝池上限/回速,并把当前蓝夹到 [0, max] func set_mana_pool(max_v: float, regen: float) -> void: mana_max = max_v mana_regen = regen mana = clampf(mana, 0.0, mana_max) stats_changed.emit() ## 花费魔力;够则扣除返回 true,否则不变返回 false func spend_mana(cost: float) -> bool: if mana < cost: return false mana -= cost stats_changed.emit() return true ## 每帧回蓝(PlayerManager 驱动)。不 emit stats_changed —— HUD 每帧直接读 mana, ## 避免回蓝过程每帧发信号触发商店刷新。 func regen_mana(delta: float) -> void: if mana >= mana_max: return mana = min(mana_max, mana + mana_regen * delta) ``` - [ ] **Step 3: reset_for_run 置满蓝** 把 `player_stats.gd` `reset_for_run()`(第 70-76 行)改为(加 `mana = mana_max` 一行): ```gdscript func reset_for_run() -> void: hp = hp_max mana = mana_max gold = 0 xp = 0 level = 1 xp_to_next = xp_for_level(1) stats_changed.emit() ``` (`get_save_data`/`load_save_data` 不动——mana 不入存档,续玩从满蓝开始。) - [ ] **Step 4: 验证(MCP)** ```gdscript PlayerStats.set_mana_pool(100.0, 5.0) PlayerStats.mana = 100.0 _mcp_print("spend 30 -> %s, mana=%s (expect true/70)" % [str(PlayerStats.spend_mana(30.0)), str(PlayerStats.mana)]) _mcp_print("spend 80 -> %s, mana=%s (expect false/70)" % [str(PlayerStats.spend_mana(80.0)), str(PlayerStats.mana)]) PlayerStats.regen_mana(1.0) _mcp_print("after regen 1s -> mana=%s (expect 75)" % str(PlayerStats.mana)) PlayerStats.regen_mana(100.0) _mcp_print("regen big -> mana=%s (expect capped 100)" % str(PlayerStats.mana)) ``` Expected: `true/70`、`false/70`、`75`、`100`。`get_editor_errors` count=0。 - [ ] **Step 5: Commit** ```bash git add scripts/autoloads/player_stats.gd git commit -m "feat(mana): PlayerStats 蓝池状态 + spend/regen/set_pool + reset 置满" ``` --- ### Task 3: PlayerManager 换杖置池 + 每帧回蓝 **Files:** - Modify: `scripts/domain/player_manager.gd:30-33`(_physics_process 加回蓝)、`:83-87`(equip_wand 置池) - [ ] **Step 1: equip 时置蓝池** 把 `player_manager.gd` `equip_wand()`(第 83-87 行)改为: ```gdscript func equip_wand(core: CoreDefinition, compiled: CompiledDeck) -> void: _equipped_core = core _equipped_compiled = compiled _cast_interval = core.cast_interval if core else 0.5 _cast_timer = 0.0 if core: PlayerStats.set_mana_pool(core.base_mana_max, core.base_mana_regen) else: PlayerStats.set_mana_pool(100.0, 5.0) ``` - [ ] **Step 2: 每帧回蓝** 把 `player_manager.gd` `_physics_process()`(第 30-33 行)改为(加一行): ```gdscript func _physics_process(delta: float) -> void: PlayerStats.regen_mana(delta) _handle_movement(delta) _handle_charge_state(delta) _handle_auto_cast(delta) ``` - [ ] **Step 3: 验证(MCP)** ```gdscript var core = WandPreset.make_core_by_id("matrix_board") PlayerManager.equip_wand(core, SpellEvaluator.compile_wand(core, [])) _mcp_print("equipped matrix -> mana_max=%s (expect 120)" % str(PlayerStats.mana_max)) PlayerStats.mana = 10.0 _mcp_print("mana set to 10") ``` 下一次 `execute_game_script`(间隔真实时间,_physics_process 已在跑回蓝): ```gdscript _mcp_print("mana after wait -> %s (expect > 10, rising toward 120)" % str(PlayerStats.mana)) ``` Expected: `mana_max=120`;第二次打印 mana 明显 > 10。`get_editor_errors` count=0。 - [ ] **Step 4: Commit** ```bash git add scripts/domain/player_manager.gd git commit -m "feat(mana): PlayerManager 换杖置蓝池 + 每帧回蓝" ``` --- ### Task 4: spells.json 加 mana_cost(权威值 numerical §2) **Files:** - Modify: `data/spells.json`(每法术 meta 加 `mana_cost`) - [ ] **Step 1: 逐法术加 mana_cost** 在每个法术的 `meta` 对象里加 `"mana_cost": N`(值见下表,取自 `numerical_design §2` + 类型/Tier 缺省规则): | spell id | mana_cost | 依据 | | :--- | :--- | :--- | | action_spark_bolt | 5 | §2 spark_bolt | | action_energy_orb | 20 | §2 energy_orb | | action_fire_bolt | 8 | Tier1 元素弹缺省 | | action_poison_dart | 6 | Tier1 缺省 | | action_laser_beam | 4 | 低伤高速缺省 | | action_water_wave | 6 | 共鸣输入/Tier1 缺省 | | action_chain_bolt | 60 | §2 chain_bolt | | action_plasma_storm | 0 | 共鸣产物免蓝 | | action_frost_bolt | 8 | Tier1-2 缺省 | | action_poison_pool | 30 | zone 缺省 | | action_summon_turret | 35 | summon 缺省 | | modifier_damage_plus | 15 | §2 damage_plus | | modifier_spread_mod | 0 | §2 spread_mod | | modifier_double_cast | 2 | §2 double_cast | | modifier_pierce_plus | 8 | 小修正缺省 | | trigger_on_hit | 10 | §2 trigger_hit | | logic_every_n_shots | 0 | LOGIC 缺省 | | logic_if_hp_below | 0 | LOGIC 缺省 | | logic_if_enemy_nearby | 0 | LOGIC 缺省 | | logic_loop | 0 | LOGIC 缺省 | 示例(`action_spark_bolt` 一行改后): ```json "action_spark_bolt": { "type": 0, "display_name": "Spark Bolt", "description": "发射一颗电光飞弹,造成 3 伤害。", "element_tags": [], "meta": { "base_damage": 3.0, "speed": 350.0, "lifetime": 4.0, "radius": 6.0, "damage_type": 0, "mana_cost": 5, "shop_cost": 15 } }, ``` - [ ] **Step 2: 验证(MCP)** ```gdscript for id in ["action_spark_bolt", "action_chain_bolt", "modifier_damage_plus", "action_plasma_storm", "logic_loop"]: var s = SpellRegistry.get_spell(id) _mcp_print("%s mana_cost=%s" % [id, str(s.meta.get("mana_cost", "MISSING"))]) ``` Expected: spark=5、chain=60、damage_plus=15、plasma=0、loop=0(无 MISSING)。`get_editor_errors` count=0(JSON 合法)。 - [ ] **Step 3: Commit** ```bash git add data/spells.json git commit -m "feat(mana): spells.json 每法术加 mana_cost(numerical §2)" ``` --- ### Task 5: SpellEvaluator 主循环扣蓝门控 **Files:** - Modify: `scripts/domain/spell_system/spell_evaluator.gd:332`(`execute_compiled` 主循环,`deck.pop()` 后、`match` 前) - [ ] **Step 1: 插入扣蓝门控** 在 `execute_compiled()` 第 332 行 `var node: SpellNode = deck.pop()` 之后、第 333 行 `match node.type:` 之前,插入: ```gdscript var mana_cost: float = float(node.meta.get("mana_cost", 0.0)) if mana_cost > 0.0 and not PlayerStats.spend_mana(mana_cost): break # 蓝不足 → 停止本次施法(此节点不执行、剩余跳过) ``` > 注意缩进:该行处于 `while` 循环体内(与 `var node = deck.pop()` 同级,两个 Tab)。**只改 `execute_compiled`,不要动 `execute_sub`**(SubPayload on-hit 不扣蓝,符合 MVP)。LOOP 内部节点走 `_run_logic_loop` 不经此处,MVP 不扣蓝(已知简化)。 - [ ] **Step 2: 验证 — 逐节点扣蓝(spec 测试 2)** ```gdscript var core = WandPreset.make_core_by_id("wand_basic") PlayerStats.set_mana_pool(100.0, 5.0); PlayerStats.mana = 100.0 var deck = [SpellRegistry.get_spell("modifier_damage_plus"), SpellRegistry.get_spell("action_spark_bolt")] BulletManager.reset() SpellEvaluator.execute_compiled(SpellEvaluator.compile_wand(core, deck), 0, Vector2(100,100)) _mcp_print("[T2] mana=%s (expect 80), bullets=%d (expect 1)" % [str(PlayerStats.mana), BulletManager.get_active_count()]) ``` Expected: `mana=80, bullets=1`(100 − 15 − 5)。 - [ ] **Step 3: 验证 — 首节点付不起则不发射(spec 测试 3)** ```gdscript var core = WandPreset.make_core_by_id("wand_basic") PlayerStats.set_mana_pool(100.0, 5.0); PlayerStats.mana = 3.0 BulletManager.reset() SpellEvaluator.execute_compiled(SpellEvaluator.compile_wand(core, [SpellRegistry.get_spell("action_spark_bolt")]), 0, Vector2(100,100)) _mcp_print("[T3] mana=%s (expect 3), bullets=%d (expect 0)" % [str(PlayerStats.mana), BulletManager.get_active_count()]) ``` Expected: `mana=3, bullets=0`(spark 花 5,付不起,不发射)。 - [ ] **Step 4: 验证 — 部分施放(spec 测试 4)** ```gdscript var core = WandPreset.make_core_by_id("wand_basic") PlayerStats.set_mana_pool(100.0, 5.0); PlayerStats.mana = 8.0 var deck = [SpellRegistry.get_spell("modifier_double_cast"), SpellRegistry.get_spell("action_spark_bolt"), SpellRegistry.get_spell("action_spark_bolt")] BulletManager.reset() SpellEvaluator.execute_compiled(SpellEvaluator.compile_wand(core, deck), 0, Vector2(100,100)) _mcp_print("[T4] mana=%s (expect 1), bullets=%d (expect 1)" % [str(PlayerStats.mana), BulletManager.get_active_count()]) ``` Expected: `mana=1, bullets=1`(double_cast 2→mana6;spark1 5→mana1,发射;spark2 付不起→停)。 - [ ] **Step 5: 回归 — 持久内存不受影响** ```gdscript var core = WandPreset.make_core_by_id("wand_memory") PlayerStats.set_mana_pool(100.0, 5.0) var deck = [SpellRegistry.get_spell("logic_every_n_shots"), SpellRegistry.get_spell("action_spark_bolt")] var cA = SpellEvaluator.compile_wand(core, deck) var r = [] for i in 4: PlayerStats.mana = 100.0 BulletManager.reset() SpellEvaluator.execute_compiled(cA, 0, Vector2(100,100)) r.append(BulletManager.get_active_count()) _mcp_print("[reg] every_n_shots = %s (expect [0,0,1,0])" % str(r)) ``` Expected: `[0,0,1,0]`(P-S5-03 回归,logic cost 0 不影响)。`get_editor_errors` count=0。 - [ ] **Step 6: Commit** ```bash git add scripts/domain/spell_system/spell_evaluator.gd git commit -m "feat(mana): SpellEvaluator 主循环逐节点扣蓝 + 蓝空停施" ``` --- ### Task 6: HUD 蓝条 **Files:** - Modify: `scenes/main/combat_s2.gd`(成员声明区加 `_mana_bar`;`_setup_hud` 建条;`_refresh_hud` 刷新) - [ ] **Step 1: 加成员** 在 `combat_s2.gd` HUD 成员声明区(`_hud_layer` 附近)加: ```gdscript var _mana_bar: ProgressBar = null ``` - [ ] **Step 2: _setup_hud 建蓝条** 在 `_setup_hud()` 第 231 行 `_lbl_statuses = make_label.call(...)` 之后插入: ```gdscript _mana_bar = ProgressBar.new() _mana_bar.position = Vector2(200, 86) _mana_bar.custom_minimum_size = Vector2(170, 16) _mana_bar.size = Vector2(170, 16) _mana_bar.min_value = 0.0 _mana_bar.show_percentage = false var mana_fill := StyleBoxFlat.new() mana_fill.bg_color = Color(0.3, 0.55, 1.0) _mana_bar.add_theme_stylebox_override("fill", mana_fill) var mana_bg := StyleBoxFlat.new() mana_bg.bg_color = Color(0.12, 0.12, 0.22) _mana_bar.add_theme_stylebox_override("background", mana_bg) _hud_layer.add_child(_mana_bar) ``` - [ ] **Step 3: _refresh_hud 刷新蓝条** 在 `_refresh_hud()`(第 316 行起)末尾加: ```gdscript if _mana_bar: _mana_bar.max_value = PlayerStats.mana_max _mana_bar.value = PlayerStats.mana ``` - [ ] **Step 4: 验证(MCP,需进战斗场景)** `play_scene(main)` → `execute_game_script`: `SceneManager.start_new_game()`。下一次调用: ```gdscript var cs = get_tree().current_scene _mcp_print("scene=%s bar=%s" % [cs.name, str(cs._mana_bar != null)]) PlayerStats.mana = PlayerStats.mana_max * 0.4 _mcp_print("mana set to 40%%: value=%s max=%s" % [str(cs._mana_bar.value), str(cs._mana_bar.max_value)]) ``` 然后 `get_game_screenshot` 确认 HUD 内有蓝色条、约 40% 充满。Expected: `bar=true`,蓝条可见。`get_editor_errors` count=0。`stop_scene`。 - [ ] **Step 5: Commit** ```bash git add scenes/main/combat_s2.gd git commit -m "feat(mana): HUD 蓝条(ProgressBar,每帧刷新)" ``` --- ### Task 7: 更新文档 Mana 现状 callout 为「已实现 MVP」 **Files:** - Modify: `docs/design/game_design.md`(§4.1 Mana callout) - Modify: `docs_dev/doc_code_audit_2026-07-20.md`(Mana 未实现条目) - [ ] **Step 1: game_design §4.1 callout** 把 `docs/design/game_design.md` §4.1 的现状 callout(含"Mana 魔力系统完全未实现")替换为: ```markdown > **⚠️ 实现现状 (2026-07-20 审计 → MVP 已实现)**:Mana 精实 MVP 已落地——`PlayerStats` 蓝池(`mana`/`mana_max`/`mana_regen`),`CoreDefinition.base_mana_max/regen`(cores.json),每法术 `mana_cost`(numerical §2),`SpellEvaluator` 逐节点扣蓝 + 蓝空停施,HUD 蓝条。**暂缺**:递增蓝耗、`infinite_spells` 扣血、全局+法杖取 Min、cast_delay。详见 `docs_dev/specs/2026-07-20-mana-system-mvp-design.md`。 ``` - [ ] **Step 2: 审计报告去掉 Mana 未实现** 在 `docs_dev/doc_code_audit_2026-07-20.md` 中,把「Mana 系统完全未实现」相关条目(C 节 🟠 未实现里的 Mana 行、G.2 未实现清单里的 Mana)标注为「✅ 已实现 MVP (2026-07-20)」。 - [ ] **Step 3: 验证** `git grep -n "Mana 魔力系统完全未实现" docs/` → 应无结果(已被替换)。 - [ ] **Step 4: Commit** ```bash git add docs/design/game_design.md docs_dev/doc_code_audit_2026-07-20.md git commit -m "docs(mana): Mana 现状 callout 更新为已实现(MVP)" ``` --- ### Task 8: 全量回归验收 **Files:** 无(纯验证) - [ ] **Step 1: 重载 + 0 错误** `reload_project` → `get_editor_errors` → count=0。 - [ ] **Step 2: 跑完整 6 项 spec 测试** `play_scene(main)`,逐条 `execute_game_script` 跑 Task 5 的 T2/T3/T4/回归 + Task 2 的 spend/regen + Task 3 的换杖置池,确认全部期望值。 - [ ] **Step 3: 端到端手感** `SceneManager.start_new_game()` 进战斗,观察:连打 spark_bolt 时蓝条下降、停火后回满;换 `wand_fast`(max 60)蓝条上限变小。`get_game_screenshot` 存证。`stop_scene`。 - [ ] **Step 4: 完成定义核对(DoD,见 spec §8)** 逐条确认 spec §8 完成定义已满足。 - [ ] **Step 5: Commit(如有文档收尾)** ```bash git commit --allow-empty -m "chore(mana): MVP 验收通过(Godot 4.6 运行时实测)" ``` --- ## 自检结论 - **Spec 覆盖**:§1 范围→Task1-6;§2 组件→Task1(Core)/2(PlayerStats)/3(PlayerManager)/5(SpellEvaluator)/6(HUD);§4 数值→Task1/4;§5 边界→Task2(reset)/5(停施);§6 测试→Task5/8。无遗漏。 - **无占位**:所有步骤含精确文件/行号/完整代码/期望输出。 - **类型一致**:`base_mana_max`/`base_mana_regen`(Core)、`mana`/`mana_max`/`mana_regen` + `set_mana_pool`/`spend_mana`/`regen_mana`(PlayerStats)全程一致;`meta.mana_cost` 键名一致。