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spellforge/docs_dev/plans/2026-07-20-mana-system-mvp.md
2026-07-20 16:21:16 +08:00

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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

core_definition.gd 第 28 行 @export var feature_tags: int = 0 之后插入:


## 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

wand_preset.gd _core_from_dict()c.edges = d.get("edges", [])(第 37 行)之后、return c 之前插入:

	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

data/cores.json 整体替换为(每 Core 加 mana_max/mana_regen):

{
  "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)execute_game_script

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=5fast mana_max=60 regen=4get_editor_errors count=0。stop_scene

  • Step 5: Commit
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

player_stats.gd 第 23 行 var resistance: float = 0.0 之后插入:


# ── 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

player_stats.gd get_hp_percent()(第 64-65 行)之后插入:


## 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

player_stats.gd reset_for_run()(第 70-76 行)改为(加 mana = mana_max 一行):

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
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/70false/7075100get_editor_errors count=0。

  • Step 5: Commit
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)、:83-87equip_wand 置池)

  • Step 1: equip 时置蓝池

player_manager.gd equip_wand()(第 83-87 行)改为:

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

player_manager.gd _physics_process()(第 30-33 行)改为(加一行):

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
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):

_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
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):

  "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
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=0JSON 合法)。

  • Step 3: Commit
git add data/spells.json
git commit -m "feat(mana): spells.json 每法术加 mana_costnumerical §2"

Task 5: SpellEvaluator 主循环扣蓝门控

Files:

  • Modify: scripts/domain/spell_system/spell_evaluator.gd:332execute_compiled 主循环,deck.pop() 后、match 前)

  • Step 1: 插入扣蓝门控

execute_compiled() 第 332 行 var node: SpellNode = deck.pop() 之后、第 333 行 match node.type: 之前,插入:

			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_subSubPayload 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)
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=1100 15 5)。

  • Step 3: 验证 — 首节点付不起则不发射(spec 测试 3)
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)
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=1double_cast 2→mana6spark1 5→mana1,发射;spark2 付不起→停)。

  • Step 5: 回归 — 持久内存不受影响
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
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

combat_s2.gd HUD 成员声明区(_hud_layer 附近)加:

var _mana_bar: ProgressBar = null
  • Step 2: _setup_hud 建蓝条

_setup_hud() 第 231 行 _lbl_statuses = make_label.call(...) 之后插入:

	_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

_refresh_hud()(第 316 行起)末尾加:

	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:

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
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.mdMana 未实现条目)

  • Step 1: game_design §4.1 callout

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:

> **⚠️ 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

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
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_projectget_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_fastmax 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)
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_regenCore)、mana/mana_max/mana_regen + set_mana_pool/spend_mana/regen_manaPlayerStats)全程一致;meta.mana_cost 键名一致。