combat_test 绕过 CombatManager 直接 equip_wand,拿不到 _rebuild_wand 注入的 "core" 份额,导致 cpu_limit=0 触发守卫报错、MAX_OPS 由 200 退化为 40。 镜像 _rebuild_wand 的做法在该场景自行注入(先 remove 再 add),仅修本次弄坏 的部分;该场景整体绕过 CombatManager(如从不设 mana_leech)属既有分歧,不在 本次范围内。 _cast_interval 仅在 equip_wand 时快照,install_spell 只调 _rebuild_wand 不调 equip_wand,实际再同步点是每波开战的 _transition_to_battle。行为不改,加注释 记下时序,免得后续属性商店的实现者误以为购买即时生效。 Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
127 lines
3.8 KiB
GDScript
127 lines
3.8 KiB
GDScript
## PlayerManager — 玩家管理 Autoload
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## S0:WASD 移动 + 位置查询
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## S1:自动施法
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## S4:停步蓄力 / 冲刺边沿检测(P6-N69、P6-N36)
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extends Node
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const MOVE_THRESHOLD_NORM: float = 0.1
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const CHARGE_TRIGGER_TIME: float = 1.5
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var _position: Vector2 = Vector2.ZERO
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var _velocity: Vector2 = Vector2.ZERO
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var _player_node: Node2D = null
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var _equipped_core: CoreDefinition = null
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var _equipped_compiled: CompiledDeck = null
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var _cast_timer: float = 0.0
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var _cast_interval: float = 0.5 # equip_wand 时快照 core.cast_interval × cast_delay_mod;
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# 中途改 cast_delay_mod 要到下次 equip_wand(每波开战 _transition_to_battle)才生效
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var _is_moving: bool = false
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var _stationary_time: float = 0.0
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var _charge_triggered: bool = false
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var _last_dash_time: float = -999.0
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var kill_count: int = 0
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func _ready() -> void:
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EventBus.subscribe(EventID.ENEMY_KILLED, _on_enemy_killed)
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func _physics_process(delta: float) -> void:
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PlayerStats.regen_mana(delta)
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PlayerStats.mana_heat = maxf(0.0, PlayerStats.mana_heat - SettingsManager.mana_heat_decay() * delta)
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_handle_movement(delta)
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_handle_charge_state(delta)
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_handle_auto_cast(delta)
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func _handle_movement(delta: float) -> void:
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var dir := Vector2(
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Input.get_axis("ui_left", "ui_right"),
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Input.get_axis("ui_up", "ui_down")
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)
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_is_moving = dir.length() > MOVE_THRESHOLD_NORM
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if _is_moving:
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dir = dir.normalized()
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_velocity = dir * PlayerStats.move_speed
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else:
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_velocity = Vector2.ZERO
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_position += _velocity * delta
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if _player_node:
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_player_node.global_position = _position
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func _handle_charge_state(delta: float) -> void:
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if Input.is_action_just_pressed("ui_accept"):
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_last_dash_time = Time.get_ticks_msec() / 1000.0
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EventBus.emit(EventID.DASH_TRIGGERED, {
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"caster_id": 0,
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"stationary_time": _stationary_time,
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})
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_stationary_time = 0.0
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_charge_triggered = false
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return
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if _is_moving:
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if _stationary_time > 0.0:
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_stationary_time = 0.0
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_charge_triggered = false
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EventBus.emit(EventID.CHARGE_STATE_CHANGED, {"caster_id": 0, "progress": 0.0})
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else:
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_stationary_time += delta
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if _stationary_time >= 0.3:
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var prog: float = clampf(_stationary_time / CHARGE_TRIGGER_TIME, 0.0, 1.0)
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EventBus.emit(EventID.CHARGE_STATE_CHANGED, {"caster_id": 0, "progress": prog})
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if _stationary_time >= CHARGE_TRIGGER_TIME and not _charge_triggered:
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_charge_triggered = true
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EventBus.emit(EventID.CHARGE_FIRED, {"caster_id": 0})
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func _handle_auto_cast(delta: float) -> void:
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if _equipped_compiled == null or _equipped_compiled.is_empty():
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return
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_cast_timer -= delta
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if _cast_timer <= 0.0:
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_cast_timer = _cast_interval
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SpellEvaluator.execute_compiled(_equipped_compiled, 0, _position)
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func equip_wand(core: CoreDefinition, compiled: CompiledDeck) -> void:
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_equipped_core = core
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_equipped_compiled = compiled
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_cast_interval = (core.cast_interval if core else 0.5) * PlayerStats.cast_delay_mod
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_cast_timer = 0.0
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if core:
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PlayerStats.set_mana_pool(core.base_mana_max, core.base_mana_regen)
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else:
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PlayerStats.set_mana_pool(100.0, 5.0)
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PlayerStats.mana_heat = 0.0
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func get_position() -> Vector2:
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return _position
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func get_velocity() -> Vector2:
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return _velocity
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func get_stationary_time() -> float:
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return _stationary_time
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func is_charge_triggered() -> bool:
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return _charge_triggered
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func set_player_node(node: Node2D) -> void:
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_player_node = node
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if node:
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_position = node.global_position
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func _on_enemy_killed(_payload: Dictionary) -> void:
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kill_count += 1
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func reset() -> void:
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_position = Vector2.ZERO
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_velocity = Vector2.ZERO
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_player_node = null
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_equipped_compiled = null
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_equipped_core = null
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_cast_timer = 0.0
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_is_moving = false
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_stationary_time = 0.0
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_charge_triggered = false
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kill_count = 0
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