## PlayerStats — 玩家属性统计(Autoload: PlayerStats) ## 权威来源:development_plan.md S2、numerical_design.md §1.2 extends Node signal stats_changed signal leveled_up(new_level: int) # ── HP ─────────────────────────────────────────────── var hp: float = 100.0 var hp_max: float = 100.0 # ── 资源 ────────────────────────────────────────────── var gold: int = 0 var xp: int = 0 # ── 等级 ────────────────────────────────────────────── var level: int = 1 var xp_to_next: int = 10 # 升级所需 XP # ── 属性(生效值:静态类型裸字段,读取端零开销)───────────── # 由 _recompute_attrs() 经 AttributeFormula 从 base + _modifiers 算出,勿直接赋值 var cpu_limit: int = 0 # 生效运算力(含法杖 "core" 加成);MAX_OPS = 本值 × 40 var move_speed: float = 200.0 # 像素/秒 var cast_delay_mod: float = 1.0 # 施法间隔乘算系数,越低越快 var _invuln_until_msec: int = 0 # < now 表示可受击;受击后设为 now + iframe 窗口 # 属性定义与加成来源(非热路径) var _attr_def: Dictionary = {} # attributes.json 全量定义,只读 var _modifiers: Array[Dictionary] = [] # [{attr_id, mode, value, source}] # ── 魔力(MVP)───────────────────────────────────────── var mana: float = 100.0 var mana_max: float = 100.0 var mana_regen: float = 5.0 # 每秒回复 var mana_heat: float = 0.0 # 递增蓝耗热值(0=无,1=蓝耗翻倍) var mana_leech: float = 0.0 # 击杀回蓝量(换杖/换牌重算) func _ready() -> void: _load_attr_definitions() _recompute_attrs() EventBus.subscribe(EventID.ENEMY_KILLED, _on_enemy_killed) func _on_enemy_killed(_payload: Dictionary) -> void: gain_mana(mana_leech) ## 升级曲线:roundf(10 × 1.4^(level-1)),P6-N16 ## Level 1→2: 10 XP; Level 5→6: ≈ 54 XP static func xp_for_level(lv: int) -> int: return roundi(10.0 * pow(1.4, float(lv - 1))) func gain_xp(amount: int) -> void: xp += amount while xp >= xp_to_next: xp -= xp_to_next level += 1 xp_to_next = xp_for_level(level) leveled_up.emit(level) EventBus.emit(EventID.LEVEL_UP, {"level": level}) stats_changed.emit() func gain_gold(amount: int) -> void: gold += amount stats_changed.emit() func spend_gold(amount: int) -> bool: if gold < amount: return false gold -= amount stats_changed.emit() return true func take_damage(amount: float) -> void: var now: int = Time.get_ticks_msec() if now < _invuln_until_msec: return # 无敌窗口内:忽略外部伤害(多弹同帧只扣一次) var applied: float = amount * SettingsManager.player_dmg_taken_mult() # 难度减伤(初学者×0.7) hp = max(0.0, hp - applied) _invuln_until_msec = now + int(SettingsManager.player_iframe_sec() * 1000.0) EventBus.emit(EventID.PLAYER_DAMAGED, {"damage": applied}) # 复活 hurt 音效 / HUD 钩子 stats_changed.emit() if hp <= 0.0: EventBus.emit(EventID.PLAYER_DIED, {}) func is_invulnerable() -> bool: return Time.get_ticks_msec() < _invuln_until_msec func heal(amount: float) -> void: hp = min(hp_max, hp + amount) stats_changed.emit() func get_hp_percent() -> float: return hp / max(hp_max, 0.001) ## 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) ## 击杀回蓝(魔力虹吸) func gain_mana(n: float) -> void: if n <= 0.0: return mana = min(mana_max, mana + n) stats_changed.emit() ## 主动 HP 代价(infinite_spells / heavy_cost)——直接扣血,不走难度减伤 func spend_hp_cost(amount: float) -> void: if amount <= 0.0: return hp = max(0.0, hp - amount) stats_changed.emit() if hp <= 0.0: EventBus.emit(EventID.PLAYER_DIED, {}) func reset_for_run() -> void: hp = hp_max mana = mana_max gold = 0 xp = 0 level = 1 xp_to_next = xp_for_level(1) _invuln_until_msec = 0 stats_changed.emit() ## hp_max / cpu_limit 不入存档:二者现为 attributes.json + _modifiers 的派生值, ## 回读会覆盖公式结果。旧存档里的同名键忽略即可,无需提升 schema 版本。 func get_save_data() -> Dictionary: return {"hp": hp, "gold": gold, "xp": xp, "level": level} func load_save_data(data: Dictionary) -> void: hp = float(data.get("hp", 100.0)) gold = int(data.get("gold", 0)) xp = int(data.get("xp", 0)) level = int(data.get("level", 1)) xp_to_next = xp_for_level(level) stats_changed.emit() # ── 属性框架 ────────────────────────────────────────────── const _ATTR_PATH: String = "res://data/attributes.json" func _load_attr_definitions() -> void: if not FileAccess.file_exists(_ATTR_PATH): push_error("PlayerStats: 缺少 %s" % _ATTR_PATH) return var parsed = JSON.parse_string(FileAccess.get_file_as_string(_ATTR_PATH)) if not (parsed is Dictionary): push_error("PlayerStats: %s 格式错误(应为对象)" % _ATTR_PATH) return _attr_def = parsed ## 追加一条加成来源;同一 source 可对多个属性各加一条 func add_modifier(attr_id: String, mode: String, value: float, source: String) -> void: _modifiers.append({"attr_id": attr_id, "mode": mode, "value": value, "source": source}) _recompute_attrs() ## 撤销某来源的全部加成(换杖、出售退款用) func remove_modifiers_from(source: String) -> void: var kept: Array[Dictionary] = [] for m in _modifiers: if String(m.get("source", "")) != source: kept.append(m) _modifiers = kept _recompute_attrs() func _mods_for(attr_id: String) -> Array: var out: Array = [] for m in _modifiers: if String(m.get("attr_id", "")) == attr_id: out.append(m) return out ## 逐属性按各自 combine 公式重算生效值,写回裸字段 ## 留给货架 C:一旦玩家可购买属性,需要持久化的是 _modifiers(来源列表)而非 ## 派生的生效值,届时 get_save_data 应加 "attr_modifiers": _modifiers 并提升 ## schema 版本。source == "core" 的那条**不要**持久化——它在换杖时由 ## combat_manager._rebuild_wand 重建。 func _recompute_attrs() -> void: if _attr_def.is_empty(): return cpu_limit = int(_compute_attr("cpu_limit")) move_speed = _compute_attr("move_speed") cast_delay_mod = _compute_attr("cast_delay_mod") hp_max = _compute_attr("hp_max") stats_changed.emit() func _compute_attr(attr_id: String) -> float: var d: Dictionary = _attr_def.get(attr_id, {}) if d.is_empty(): push_error("PlayerStats: attributes.json 缺少属性「%s」" % attr_id) return 0.0 return AttributeFormula.compute(float(d.get("base", 0.0)), _mods_for(attr_id), d)