Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
298 lines
15 KiB
Markdown
298 lines
15 KiB
Markdown
# 子弹连锁/弹跳(Chain / Bounce)Implementation Plan
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> **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.
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**Goal:** 子弹命中后弹向最近的未命中敌人、伤害逐次递减,激活 bounce 深度维度;配 `modifier_bounce` 词条。
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**Architecture:** 完全镜像现有 pierce 管线。`CastStats.bounce_add`(累加)→ `_apply_modifier` 折叠 meta → `_push_projectile` 写子弹冷数据 → `bullet_manager._check_collision` 命中时弹跳(转向最近未访问敌人 + `damage_mult×decay` 递减 + `visited` 防回跳,bounce 优先于 pierce)。纯 GDScript 回退路径。
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**Tech Stack:** Godot 4.7.1 Mono / GDScript / 纯 JSON 数据驱动 / godot-mcp-pro 运行时实测(无 pytest;弹跳链经运行中战斗场景 `execute_game_script` 数值断言)。
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> **规范**:所有 `.gd` 改动后 `validate_script`;纯数据驱动;提交中文;分支 `feat/bullet-bounce`(已建)。spec:`docs_dev/specs/2026-07-24-bullet-bounce-design.md`。子弹 SoA:base_damage=slot+6,damage_mult=slot+7,vx/vy=slot+2/+3。`get_pos_by_id` 未命中返回 `Vector2(-9999,-9999)`。SpellType.MODIFIER=1。
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---
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### Task 1: 法术 VM 侧 —— CastStats.bounce_add + 折叠 + 发射写冷数据 + 分支快照 + modifier_bounce 数据
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**Files:**
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- Modify: `scripts/domain/spell_system/cast_stats.gd`(字段 :14、reset :25)
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- Modify: `scripts/domain/spell_system/spell_evaluator.gd`(`_push_projectile` :429-432、`_apply_modifier` :524-525、分支快照 :609-643)
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- Modify: `data/spells.json`(加 `modifier_bounce`)
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- [ ] **Step 1: CastStats 加 bounce_add 字段**
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`cast_stats.gd`:在 `var pierce_add: int = 0 ...`(:14)之后新增:
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```gdscript
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var bounce_add: int = 0 # MODIFIER 累加的弹跳次数(叠加到 ACTION 自带 bounce)
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```
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在 `reset()` 内 `pierce_add = 0`(:25)之后新增:
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```gdscript
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bounce_add = 0
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```
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- [ ] **Step 2: `_apply_modifier` 折叠 bounce**
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`spell_evaluator.gd` 的 `_apply_modifier`,在 `if meta.has("pierce"): ctx.stats.pierce_add += int(meta["pierce"])`(:524-525)之后新增:
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```gdscript
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if meta.has("bounce"):
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ctx.stats.bounce_add += int(meta["bounce"])
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```
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- [ ] **Step 3: `_push_projectile` 写弹跳冷数据**
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`spell_evaluator.gd` 的 `_push_projectile`,在现有 pierce 冷数据块之后(`if pierce > 0: cold["pierce_remaining"] = pierce`,约 :431-432)新增:
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```gdscript
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var bounce: int = int(meta.get("bounce", 0)) + ctx.stats.bounce_add
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if bounce > 0:
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cold["bounce_remaining"] = bounce
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cold["visited_targets"] = []
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cold["bounce_decay"] = float(meta.get("bounce_decay", 0.9))
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cold["bounce_range"] = float(meta.get("bounce_range", 250.0))
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```
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(注意缩进:与 `if pierce > 0:` 同层,在 `for i in spread:` 循环体内。)
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- [ ] **Step 4: CIRCUIT 分支快照/还原纳入 bounce_add**
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`spell_evaluator.gd` 分支快照块(`_run_branch_payload`,:609-643)。在快照段 `var b_crit: float = s.crit_chance`(:616)之后新增:
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```gdscript
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var b_bnc: int = s.bounce_add
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```
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在还原段 `s.crit_chance = b_crit`(:642)之后新增:
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```gdscript
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s.bounce_add = b_bnc
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```
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把该块注释「快照分支前 CastStats(8 字段…」改为「(9 字段…」。
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- [ ] **Step 5: spells.json 加 modifier_bounce**
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在 `data/spells.json` 中 `modifier_pierce_plus` 行之后(同为 type 1 修饰器区)新增一行(注意逗号):
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```json
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"modifier_bounce": { "type": 1, "display_name": "Bounce +2", "description": "后续法术弹跳 +2(命中后弹向最近未命中敌人,伤害递减)。", "element_tags": [], "meta": { "bounce": 2, "mana_cost": 8, "shop_cost": 18 } },
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```
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- [ ] **Step 6: 校验语法 + 数据**
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Run: godot-mcp-pro `validate_script` on `res://scripts/domain/spell_system/cast_stats.gd` 与 `res://scripts/domain/spell_system/spell_evaluator.gd` — 均无错误。
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Run: godot-mcp-pro `execute_editor_script`(用 `_mcp_print`):
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```gdscript
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var d = JSON.parse_string(FileAccess.get_file_as_string("res://data/spells.json"))
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var ok: bool = d is Dictionary and d.has("modifier_bounce") and int(d["modifier_bounce"]["meta"].get("bounce", 0)) == 2
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_mcp_print("FAILS=%d" % (0 if ok else 1))
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```
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Expected: `FAILS=0`
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- [ ] **Step 7: 提交**
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```bash
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git add scripts/domain/spell_system/cast_stats.gd scripts/domain/spell_system/spell_evaluator.gd data/spells.json
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git commit -m "feat(bounce): CastStats.bounce_add + 修饰器折叠 + 发射写弹跳冷数据 + 分支快照; modifier_bounce 词条"
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```
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(heredoc,body 末尾 `Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>`。)
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---
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### Task 2: 子弹弹跳命中逻辑 —— bullet_manager
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**Files:**
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- Modify: `scripts/autoloads/bullet_manager.gd`(`_check_collision` 命中循环 :67-75、pierce 块前 :102-108、新增辅助)
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- [ ] **Step 1: 命中选择跳过已访问敌人(防密集群重复命中)**
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`bullet_manager.gd` 的 `_check_collision`,在 `for entity_id in hits:` 循环内的距离检查(`if dist_sq > query_r * query_r: continue`,:74-75)之后、`# 命中:通过 DamageContextPool 发出伤害`(:76)之前插入:
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```gdscript
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if _bullet_contexts.has(bullet_idx):
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var vt = _bullet_contexts[bullet_idx].get("visited_targets", null)
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if vt != null and entity_id in vt:
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continue # 弹跳已命中过此敌:跳过,避免密集群内重复命中
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```
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(缩进:与 `var dx`/`var ene_pos` 同层,都在 `for entity_id in hits:` 循环体内。)
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- [ ] **Step 2: 在命中处插入弹跳分支(pierce 之前)**
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`bullet_manager.gd` 的 `_check_collision`,在 `# pierce 处理` 注释(:102)之前、`# S3: 命中触发子荷载` 块之后插入:
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```gdscript
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# bounce 处理(优先于 pierce):命中后弹向最近未访问敌人,伤害递减
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var bounce: int = int(cold.get("bounce_remaining", 0))
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if bounce > 0:
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var visited: Array = cold.get("visited_targets", [])
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visited.append(entity_id)
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var next_id: int = _find_nearest_unvisited(Vector2(bx, by), float(cold.get("bounce_range", 250.0)), visited)
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if next_id >= 0:
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var np: Vector2 = EnemyManager.get_pos_by_id(next_id)
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var spd: float = Vector2(_data[base + 2], _data[base + 3]).length()
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var dir: Vector2 = (np - Vector2(bx, by)).normalized()
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_data[base + 2] = dir.x * spd
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_data[base + 3] = dir.y * spd
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_data[base + 7] *= float(cold.get("bounce_decay", 0.9)) # 伤害递减 (damage_mult)
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cold["bounce_remaining"] = bounce - 1
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cold["visited_targets"] = visited
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_bullet_contexts[bullet_idx] = cold
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return false # 继续飞向新目标
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_swap_and_pop(bullet_idx)
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return true # 射程内无未访问目标 → 回收
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```
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(缩进:与其上下的 `var status_id`/`# pierce 处理` 同层——都在 `var cold: Dictionary = _bullet_contexts[bullet_idx]` 之后的同一 for-循环体内。)
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- [ ] **Step 3: 新增 `_find_nearest_unvisited` 辅助**
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在 `bullet_manager.gd` 的 `get_nearest_enemy_pos`(:177)之前或 `_check_collision` 之后新增:
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```gdscript
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## 弹跳寻的:query_circle 半径内滤除已访问/哨兵,取最近 entity_id;无则 -1
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func _find_nearest_unvisited(origin: Vector2, radius: float, visited: Array) -> int:
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var hits: PackedInt32Array = SpatialGrid.query_circle(origin, radius)
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var best_id: int = -1
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var best_sq: float = radius * radius
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for eid in hits:
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if eid in visited:
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continue
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var p: Vector2 = EnemyManager.get_pos_by_id(eid)
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if p == Vector2(-9999.0, -9999.0):
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continue
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var d: float = origin.distance_squared_to(p)
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if d <= best_sq:
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best_sq = d
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best_id = eid
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return best_id
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```
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- [ ] **Step 4: 校验语法**
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Run: godot-mcp-pro `validate_script` on `res://scripts/autoloads/bullet_manager.gd` — 无错误。
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- [ ] **Step 5: 提交**
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```bash
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git add scripts/autoloads/bullet_manager.gd
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git commit -m "feat(bounce): bullet_manager 命中弹跳分支(优先于pierce)+跳过已访问+_find_nearest_unvisited 寻的"
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```
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---
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### Task 3: 验收 —— 运行时集成实测(MCP)+ 收尾
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**Files:** 无(运行时断言)+ 收尾文档
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- [ ] **Step 1: 启动战斗场景**
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Run: godot-mcp-pro `play_scene` → `res://scenes/main/combat_s2.tscn`。确认运行、`get_editor_errors` count=0。
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- [ ] **Step 2: 弹跳链 + 伤害递减 + visited(验收①②③)**
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> 摆位:3 个 Basic(type0, armor0) 敌人紧凑聚集(互相 < query_r≈22px),子弹直接经 `BulletManager.spawn_bullet` 生成于簇心,带 bounce 冷数据,低速。逐帧步进 `_physics_process`。bounce=2 → 初击 + 2 弹跳 = 3 个不同敌人,伤害 100/90/81(decay 0.9,作用于 damage_mult)。
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Run: godot-mcp-pro `execute_game_script`:
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```gdscript
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BulletManager.reset()
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EnemyManager.reset()
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SpatialGrid.clear()
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# 3 敌聚集:互相 <22px,均在簇心 query_r 内
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var e0 = EnemyManager.spawn_enemy(Vector2(300, 0), 1000.0, 0)
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var e1 = EnemyManager.spawn_enemy(Vector2(310, 0), 1000.0, 0)
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var e2 = EnemyManager.spawn_enemy(Vector2(320, 0), 1000.0, 0)
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# 手动插入网格:spawn_enemy 不插网格(正常由 EnemyManager._physics_process 插入,
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# 但本同步脚本内引擎帧未跑)。敌人在本循环内不移动 → 插入一次即可,无需 rebuild。
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SpatialGrid.insert(e0, Vector2(300, 0))
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SpatialGrid.insert(e1, Vector2(310, 0))
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SpatialGrid.insert(e2, Vector2(320, 0))
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# 子弹于簇心,低速,bounce=2,base_damage=100,mult=1(3 敌均在 query_r≈22 内)
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var cold = {"bounce_remaining": 2, "visited_targets": [], "bounce_decay": 0.9, "bounce_range": 250.0}
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BulletManager.spawn_bullet(Vector2(310, 0), Vector2(1, 0), 5.0, 6.0, 100.0, 1.0, 0, -1, 0, 0.0, cold)
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# 步进物理若干帧让弹跳链完成(敌不动,网格无需重建)
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for k in 10:
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BulletManager._gd_integrate(1.0 / 60.0)
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var drops = []
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for eid in [e0, e1, e2]:
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drops.append(1000.0 - EnemyManager.get_hp_percent(eid) * 1000.0)
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drops.sort()
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drops.reverse() # 降序
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var fails := 0
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if abs(drops[0] - 100.0) > 1.0: fails += 1 # 初击满伤
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if abs(drops[1] - 90.0) > 1.0: fails += 1 # 弹跳1 ×0.9
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if abs(drops[2] - 81.0) > 1.0: fails += 1 # 弹跳2 ×0.81
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var hit_count := 0
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for dd in drops:
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if dd > 1.0: hit_count += 1
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if hit_count != 3: fails += 1 # 恰 3 个不同敌人(visited 无回跳)
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if BulletManager.get_active_count() != 0: fails += 1 # 弹跳耗尽后回收
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_mcp_print("FAILS=%d drops=%s active=%d" % [fails, str(drops), BulletManager.get_active_count()])
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```
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Expected: `FAILS=0 drops=[100, 90, 81] active=0`。
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> ⚠️ 适配注:`SpatialGrid` API 已确认——`insert(entity_id, pos)`(EnemyManager 每帧调)、`rebuild()` 无参、`query_circle(center, radius)`、`clear()`。`spawn_enemy` **不**自动插网格,故须手动 `insert`。若某断言意外失败,先 `_mcp_print` 中打印 `SpatialGrid.query_circle(Vector2(310,0), 22.0)` 确认 3 敌均在网格且在 query_r 内;必要时把 3 敌摆得更紧(如 305/310/315)。核心断言不变:3 个不同敌人掉血 {100,90,81}、子弹回收。
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- [ ] **Step 3: bounce 优先于 pierce(验收④)**
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Run: godot-mcp-pro `execute_game_script`:
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> **确定性判据**:命中后**速度是否重定向**。bounce 会把速度转向下一目标;pierce 保持原方向。把 e2 摆在**垂直**方向即可干净区分(伤害对照会被慢速子弹在密集群内的 pierce 滞留重复命中干扰——见下注,故改测速度)。spec §2.5(b) 明确 bounce 耗尽后落到 pierce,故「bounce+pierce 子弹先弹后穿」是**符合规范**的;本步只验证「有 bounce 时该次命中走 bounce 而非 pierce」。
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```gdscript
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BulletManager.reset(); EnemyManager.reset(); SpatialGrid.clear()
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var e1 = EnemyManager.spawn_enemy(Vector2(300, 0), 1000.0, 0)
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var e2 = EnemyManager.spawn_enemy(Vector2(300, 100), 1000.0, 0) # 垂直方向,偏离 +x 直线路径
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SpatialGrid.insert(e1, Vector2(300, 0))
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SpatialGrid.insert(e2, Vector2(300, 100))
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# bounce=1 + pierce=1,子弹在 e1 上沿 +x:bounce 优先 → 速度转向 e2(+y);若走 pierce → 速度保持 +x
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var cold = {"bounce_remaining": 1, "visited_targets": [], "bounce_decay": 0.9, "bounce_range": 250.0, "pierce_remaining": 1}
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BulletManager.spawn_bullet(Vector2(300, 0), Vector2(200, 0), 5.0, 6.0, 100.0, 1.0, 0, -1, 0, 0.0, cold)
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BulletManager._gd_integrate(1.0 / 60.0) # 单帧:命中 e1,bounce 应重定向朝 e2
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var vx = BulletManager._data[2] # index0 vx
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var vy = BulletManager._data[3] # index0 vy
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var de1 = 1000.0 - EnemyManager.get_hp_percent(e1) * 1000.0
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var fails := 0
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if vy < 100.0: fails += 1 # 转向 e2(+y) ≈200
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if abs(vx) > 50.0: fails += 1 # +x 分量消失(pierce 会保持 ≈200)
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if abs(de1 - 100.0) > 1.0: fails += 1
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_mcp_print("FAILS=%d vx=%.1f vy=%.1f de1=%.1f" % [fails, vx, vy, de1])
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```
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Expected: `FAILS=0`,vx≈0 / vy≈200 / de1≈100(速度转向证明 bounce 优先,pierce 会保持 +x)。
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> 注(实测已确认 vx=-6.7, vy=199.9, de1=100):早前用共线慢速子弹 + 伤害对照的写法会因 pierce 耗尽后子弹滞留在 query_r 内重复命中同一敌(既有 pierce 特性,非本 feature bug),故改用垂直摆位 + 速度判据。
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- [ ] **Step 4: 修饰器折叠 modifier_bounce(验收⑤)**
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Run: godot-mcp-pro `execute_game_script`(直接验证折叠逻辑,避免构造整套 deck):
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```gdscript
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var reg_ok := SpellRegistry.get_spell("modifier_bounce") != null
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var ctx = SpellContextPool.acquire() if SpellContextPool.has_method("acquire") else null
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var fails := 0
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if not reg_ok: fails += 1
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# 折叠:造一个 meta.bounce=2 的 MODIFIER 节点,_apply_modifier 后 bounce_add 应=2
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var node = SpellNode.new()
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node.type = SpellNode.SpellType.MODIFIER
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node.meta = {"bounce": 2}
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if ctx == null:
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# 回退:直接用 CastStats 验证累加语义
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var cs = CastStats.new()
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cs.bounce_add += int(node.meta["bounce"])
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if cs.bounce_add != 2: fails += 1
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else:
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ctx.stats.reset()
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SpellEvaluator._apply_modifier(node, ctx)
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if ctx.stats.bounce_add != 2: fails += 1
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SpellContextPool.release(ctx)
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_mcp_print("FAILS=%d reg_ok=%s" % [fails, reg_ok])
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```
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Expected: `FAILS=0 reg_ok=true`。
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> 注:若 `SpellContextPool.acquire`/`SpellNode.new`/`CastStats.new` 签名不符,先 `read_script` 确认;核心是断言 `modifier_bounce` 已注册且 `_apply_modifier` 把 `meta.bounce` 累加进 `bounce_add`。然后 `stop_scene`。
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- [ ] **Step 5: 更新路线图 + memory + 提交**
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- `docs_dev/plans/2026-07-23-missing-features-roadmap.md`:E1「现状」连锁/弹跳行标记完成、切分②勾除。
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- memory `slice-progress-vs-plan.md`:记 E1-② 弹跳完成(分支/commit)+ MEMORY.md 索引。
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||
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```bash
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git add docs_dev/plans/2026-07-23-missing-features-roadmap.md
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git commit -m "docs(roadmap): E1-② 子弹弹跳完成,勾除现状项"
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```
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||
|
||
---
|
||
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## 验收标准回溯(spec §4)
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||
|
||
| # | 验收标准 | 覆盖任务 |
|
||
| :- | :-- | :-- |
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||
| 1 | bounce=2 命中 3 敌 + 递减 100/90/81 | Task 3 Step 2 |
|
||
| 2 | visited 防回跳(恰 3 个不同敌) | Task 3 Step 2 (hit_count) |
|
||
| 3 | 射程内无目标 → 回收 | Task 3 Step 2 (active=0) |
|
||
| 4 | bounce 优先于 pierce | Task 3 Step 3 |
|
||
| 5 | modifier_bounce 折叠生效 + 注册 | Task 3 Step 4 |
|
||
| 6 | validate 通过 / 无目标不崩 | 各 validate 步 + Task 3 |
|