(bullet_idx * HOMING_RETRY_MS) / maxi(1, _active_count) 的截断是有意的 —— 抖动只需毫秒粒度的偏移,小数部分丢弃即所需语义。加注解让编辑器面板对 项目文件保持零告警,使验收标准⑩「无告警」真正成立。 行为不变(注解为编译期),复测:①②③ FAILS=0 / ah=0.25000 / max_step=0.050000 / 速率 350.0000;1500 弹同帧集体失败的到期时刻跨度 223ms、222 个互异值,抖动照常生效。 Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
287 lines
13 KiB
GDScript
287 lines
13 KiB
GDScript
## BulletManager — 子弹管理器 Autoload(GDScript 接口层)
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## 热路径由 C# BulletManagerCs 子节点驱动。
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## 权威来源:architecture_design.md §4.2
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##
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## SoA 完整布局(BULLET_STRIDE=12):
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## [ x, y, vx, vy, lifetime, radius, base_damage, damage_mult, damage_type, owner_id, source_tags, acceleration ]
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## 0 1 2 3 4 5 6 7 8 9 10 11
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## 冷数据(pierce/bounce/homing/payload_id)→ _bullet_contexts: Dictionary
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extends Node
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const BULLET_STRIDE: int = 12 # 禁止裸整数 12(跨切片约束)
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const MAX_BULLETS: int = 2048 # 预分配 SoA 大小
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# 归航重选失败后的退避时长(60fps 下把最坏情况摊薄约 12×)。
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# 一值两用且刻意耦合:既是基础退避时长,也是抖动窗口宽度 —— 到期时刻均匀铺满
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# 「恰好一个退避周期」正是消除集体重试尖峰所需的性质,拆成两个常量反而会掩盖这层关系。
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const HOMING_RETRY_MS: int = 200
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# SoA 热数组(由 BulletManagerCs 直接读写)
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var _data: PackedFloat32Array = PackedFloat32Array()
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var _active_count: int = 0
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# 冷数据(非热路径)
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var _bullet_contexts: Dictionary = {}
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var _cs_node: Node = null
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func _ready() -> void:
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_data.resize(MAX_BULLETS * BULLET_STRIDE)
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_data.fill(0.0)
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func _physics_process(delta: float) -> void:
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if not _cs_node:
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_gd_integrate(delta)
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# GDScript 回退路径(C# 未就绪时 / S0/S1 基线验证)
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func _gd_integrate(delta: float) -> void:
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var has_cold: bool = not _bullet_contexts.is_empty()
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var i: int = 0
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while i < _active_count:
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var base: int = i * BULLET_STRIDE
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# homing 判别在调用方完成:绝大多数冷数据子弹(纯 pierce/bounce/状态/荷载)
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# 不归航,避免为它们付一次完整函数调用(实测 1500 弹省约 64%)
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if has_cold and _bullet_contexts.has(i) and _bullet_contexts[i].has("homing_strength"):
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_apply_homing(i, base, delta) # 转向须在位置积分之前,子弹当帧即沿新方向前进
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_data[base + 0] += _data[base + 2] * delta # x += vx * dt
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_data[base + 1] += _data[base + 3] * delta # y += vy * dt
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_data[base + 2] += _data[base + 11] * delta # vx += accel * dt
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_data[base + 3] += _data[base + 11] * delta # vy += accel * dt
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_data[base + 4] -= delta # lifetime -= dt
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if _data[base + 4] <= 0.0:
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_swap_and_pop(i)
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elif _check_collision(i, base):
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# 命中处理已在 _check_collision 内完成,子弹被回收
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pass # _active_count 已减少,i 不递增
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else:
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i += 1
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# S1 碰撞检测:数据驱动,使用 SpatialGrid 查询
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# 命中后扣血;pierce_remaining=0 时回收子弹;返回 true 表示子弹已被回收
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func _check_collision(bullet_idx: int, base: int) -> bool:
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var bx: float = _data[base + 0]
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var by: float = _data[base + 1]
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var br: float = _data[base + 5] # bullet radius
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var b_dmg: float = _data[base + 6] # base_damage
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var b_mult: float = _data[base + 7] # damage_mult
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var b_type: int = int(_data[base + 8])
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var b_own: int = int(_data[base + 9])
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var query_r: float = br + 16.0 # 16px = 敌人碰撞体估算半径
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var hits: PackedInt32Array = SpatialGrid.query_circle(Vector2(bx, by), query_r)
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if hits.is_empty():
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return false
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for entity_id in hits:
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var ene_pos: Vector2 = EnemyManager.get_pos_by_id(entity_id)
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if ene_pos == Vector2(-9999.0, -9999.0):
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continue
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var dx: float = bx - ene_pos.x
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var dy: float = by - ene_pos.y
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var dist_sq: float = dx * dx + dy * dy
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if dist_sq > query_r * query_r:
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continue
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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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# 命中:通过 DamageContextPool 发出伤害
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var ctx_id: int = DamageContextPool.acquire(b_dmg, b_mult, b_type, b_own, false, 0.0)
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EnemyManager.apply_damage_from_context(entity_id, ctx_id)
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DamageContextPool.release(ctx_id)
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var hit_pos: Vector2 = EnemyManager.get_pos_by_id(entity_id)
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if hit_pos == Vector2(-9999.0, -9999.0):
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hit_pos = Vector2(bx, by)
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VFXManager.play("hit_spark", hit_pos)
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EventBus.emit(EventID.BULLET_HIT, {"bullet_id": bullet_idx, "target_id": entity_id, "hit_pos": hit_pos})
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# 无冷数据的普通子弹:无状态/荷载/穿透,直接回收
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# (避免 .get(bullet_idx, {}) 每次命中都分配一个空字典默认值)
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if not _bullet_contexts.has(bullet_idx):
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_swap_and_pop(bullet_idx)
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return true
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# S4: 命中施加状态 / 连击标记
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var cold: Dictionary = _bullet_contexts[bullet_idx]
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var status_id: int = int(cold.get("apply_status_id", -1))
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if status_id > 0:
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StatusManager.apply(entity_id, status_id, 1, -1.0, b_own)
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if cold.get("apply_combo_mark", false):
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StatusManager.apply(entity_id, StatusID.COMBO_MARK, 1, 2.0, b_own)
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# S3: 命中触发子荷载
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var payload_id: int = int(cold.get("on_hit_payload_id", -1))
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if payload_id >= 0:
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var parent_depth: int = int(cold.get("trigger_parent_depth", 0))
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SpellEvaluator.execute_sub(payload_id, hit_pos, b_own, parent_depth + 1)
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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))
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if cold.has("homing_strength"):
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cold["homing_target_id"] = next_id # bounce 选目标,homing 接手追上去
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cold.erase("homing_retry_at") # 新目标有效,撤销退避(与重选成功路径对称)
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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
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_swap_and_pop(bullet_idx)
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return true
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# pierce 处理
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var pierce: int = int(cold.get("pierce_remaining", 0))
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if pierce > 0:
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cold["pierce_remaining"] = pierce - 1
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_bullet_contexts[bullet_idx] = cold
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return false # 穿透:子弹继续飞行
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_swap_and_pop(bullet_idx)
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return true # 子弹已回收
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return false
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func _swap_and_pop(idx: int) -> void:
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var last: int = _active_count - 1
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if idx != last:
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var base_idx: int = idx * BULLET_STRIDE
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var base_last: int = last * BULLET_STRIDE
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for s in BULLET_STRIDE:
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_data[base_idx + s] = _data[base_last + s]
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if _bullet_contexts.has(last):
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_bullet_contexts[idx] = _bullet_contexts[last]
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_bullet_contexts.erase(last)
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elif _bullet_contexts.has(idx):
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_bullet_contexts.erase(idx)
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else:
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# idx == last:无搬移,但它的冷数据同样必须清掉,
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# 否则遗留在该 key 上被下一颗复用此槽位的子弹继承(erase 缺键为安全 no-op)
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_bullet_contexts.erase(idx)
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_active_count -= 1
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# ── 对外接口 ─────────────────────────────────────────────────────
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## 生成子弹,返回 bullet_id(比 -1 表示满容)
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## 参数附带冷数据:cold_data = {"on_hit_payload_id": int, "pierce_remaining": int, ...}
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func spawn_bullet(pos: Vector2, vel: Vector2, lifetime: float, radius: float,
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base_damage: float, damage_mult: float, damage_type: int,
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owner_id: int, source_tags: int = 0, acceleration: float = 0.0,
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cold_data: Dictionary = {}) -> int:
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if _active_count >= MAX_BULLETS:
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return -1
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var bullet_id: int = _active_count
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var base: int = bullet_id * BULLET_STRIDE
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_data[base + 0] = pos.x
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_data[base + 1] = pos.y
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_data[base + 2] = vel.x
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_data[base + 3] = vel.y
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_data[base + 4] = lifetime
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_data[base + 5] = radius
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_data[base + 6] = base_damage
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_data[base + 7] = damage_mult
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_data[base + 8] = float(damage_type)
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_data[base + 9] = float(owner_id)
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_data[base + 10] = float(source_tags)
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_data[base + 11] = acceleration
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if not cold_data.is_empty():
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_bullet_contexts[bullet_id] = cold_data
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_active_count += 1
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return bullet_id
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## 提前回收:lifetime 置 0;C# 下帧 SoA 清理
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func despawn_bullet(bullet_id: int) -> void:
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if bullet_id < 0 or bullet_id >= _active_count:
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return
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_data[bullet_id * BULLET_STRIDE + 4] = 0.0 # slot +4: lifetime
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func get_active_count() -> int:
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return _active_count
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## 渲染:将活跃子弹的 SoA 位置批量写入 MultiMesh(§4.4,SoA 索引 ↔ instance 索引共享)
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## visible_instance_count 控制渲染数量,避免每帧重分配 instance_count
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func sync_multimesh(mm: MultiMesh) -> void:
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if mm == null:
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return
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var n: int = min(_active_count, mm.instance_count)
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mm.visible_instance_count = n
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for i in n:
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var base: int = i * BULLET_STRIDE
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var r: float = _data[base + 5]
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mm.set_instance_transform_2d(i, Transform2D(
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0.0, Vector2(r * 2.0, r * 2.0), 0.0,
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Vector2(_data[base + 0], _data[base + 1])))
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## 弹跳/归航寻的: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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## 归航转向:以 homing_strength(弧度/秒) 为上限把速度矢量转向锁定目标,速率不变
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## 目标有效时零查询;目标失效(死亡)或首帧未锁定时经 _find_nearest_unvisited 重选。
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## 重选成功即恢复零查询稳态;重选失败(场上无敌人 / 射程内无目标 / 射程内全在
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## visited_targets 里)则子弹直行,并记 homing_retry_at 退避 HOMING_RETRY_MS 后再试 ——
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## 否则该子弹余生每帧都会重跑 query_circle(r=400)(实测 ~10.5µs/帧/弹,1500 弹达 15.8ms)。
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## 首次锁定不受退避影响(无该键时 get 返回 0 必小于 now),手感不回退。
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func _apply_homing(bullet_idx: int, base: int, delta: float) -> void:
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var cold: Dictionary = _bullet_contexts[bullet_idx]
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var strength: float = float(cold.get("homing_strength", 0.0))
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if strength <= 0.0:
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return
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var pos: Vector2 = Vector2(_data[base + 0], _data[base + 1])
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var tid: int = int(cold.get("homing_target_id", -1))
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var tpos: Vector2 = Vector2(-9999.0, -9999.0)
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if tid >= 0:
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tpos = EnemyManager.get_pos_by_id(tid)
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if tpos == Vector2(-9999.0, -9999.0):
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# 目标失效或首帧:重选。空场守卫避免清场瞬间全体子弹集体 query_circle
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if EnemyManager.get_active_count() == 0:
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return
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var now: int = Time.get_ticks_msec()
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if now < int(cold.get("homing_retry_at", 0)):
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return # 上次重选失败,退避中:本帧直行,不查询
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tid = _find_nearest_unvisited(pos, float(cold.get("homing_range", 400.0)), cold.get("visited_targets", []))
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cold["homing_target_id"] = tid
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_bullet_contexts[bullet_idx] = cold
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if tid < 0:
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# 抖动「到期时刻」而非让所有子弹共用固定 HOMING_RETRY_MS:同帧集体失败的子弹
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# 拿到同一个 now,退避期完全一致,12 帧后又整齐地一起重试 —— 退避会同步而非
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# 打散,同波齐射天然同相故尖峰永不消散(实测 1500 弹 visited 场景 40 帧里 4 帧
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# 达 22.5ms,直接击穿 16.67ms 帧预算)。
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# 用「bullet_idx 在活跃弹数中的占比」而非 bullet_idx % HOMING_RETRY_MS:后者在
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# 弹数少于窗口宽度时只铺开 _active_count 毫秒(20 颗弹 → 20ms ≈ 1.2 帧,等于没
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# 打散),占比式则不论弹数多少都铺满整窗。到期时刻落在 [200, 400) ms。
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# 整数除法是有意的:抖动只需毫秒粒度的偏移,小数部分丢弃即所需语义
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@warning_ignore("integer_division")
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var jitter: int = (bullet_idx * HOMING_RETRY_MS) / maxi(1, _active_count)
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# 取模在循环内不可达(bullet_idx < _active_count ⟹ jitter ≤ 199),仅作索引越界兜底
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cold["homing_retry_at"] = now + HOMING_RETRY_MS + jitter % HOMING_RETRY_MS
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return
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cold.erase("homing_retry_at")
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tpos = EnemyManager.get_pos_by_id(tid)
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if tpos == Vector2(-9999.0, -9999.0):
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return
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var vel: Vector2 = Vector2(_data[base + 2], _data[base + 3])
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var diff: float = wrapf((tpos - pos).angle() - vel.angle(), -PI, PI) # 最短转向方向
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var max_step: float = strength * delta
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var nv: Vector2 = vel.rotated(clampf(diff, -max_step, max_step)) # rotated 保持速率不变
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_data[base + 2] = nv.x
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_data[base + 3] = nv.y
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func get_nearest_enemy_pos(origin: Vector2, max_dist: float = 9999.0) -> Vector2:
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return EnemyManager.get_nearest_pos(origin, max_dist)
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func reset() -> void:
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_active_count = 0
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_data.fill(0.0)
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_bullet_contexts.clear()
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