PlayerStats 只负责加载定义、持有加成列表、把公式结果写进静态类型裸字段, 不含任何公式(公式在 AttributeFormula)。读取端零开销以满足热路径纪律 (move_speed 每物理帧被 player_manager 读)。 armor/resistance 零消费方且不在 numerical_design §1.1 权威属性表内,属实现 先于设计的残留,删除;真要做玩家侧减伤时按货架 C 属性词条立项(见 spec §2.6)。 hp_max/cpu_limit 现为派生值,从存档字段移除——回读会覆盖公式结果。 旧存档相应键忽略即可,无需提升 schema 版本(hp_max 全项目从无写入方、 cpu_limit 从未被读取)。 Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
209 lines
7.6 KiB
GDScript
209 lines
7.6 KiB
GDScript
## PlayerStats — 玩家属性统计(Autoload: PlayerStats)
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## 权威来源:development_plan.md S2、numerical_design.md §1.2
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extends Node
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signal stats_changed
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signal leveled_up(new_level: int)
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# ── HP ───────────────────────────────────────────────
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var hp: float = 100.0
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var hp_max: float = 100.0
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# ── 资源 ──────────────────────────────────────────────
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var gold: int = 0
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var xp: int = 0
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# ── 等级 ──────────────────────────────────────────────
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var level: int = 1
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var xp_to_next: int = 10 # 升级所需 XP
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# ── 属性(生效值:静态类型裸字段,读取端零开销)─────────────
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# 由 _recompute_attrs() 经 AttributeFormula 从 base + _modifiers 算出,勿直接赋值
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var cpu_limit: int = 0 # 生效运算力(含法杖 "core" 加成);MAX_OPS = 本值 × 40
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var move_speed: float = 200.0 # 像素/秒
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var cast_delay_mod: float = 1.0 # 施法间隔乘算系数,越低越快
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var _invuln_until_msec: int = 0 # < now 表示可受击;受击后设为 now + iframe 窗口
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# 属性定义与加成来源(非热路径)
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var _attr_def: Dictionary = {} # attributes.json 全量定义,只读
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var _modifiers: Array[Dictionary] = [] # [{attr_id, mode, value, source}]
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# ── 魔力(MVP)─────────────────────────────────────────
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var mana: float = 100.0
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var mana_max: float = 100.0
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var mana_regen: float = 5.0 # 每秒回复
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var mana_heat: float = 0.0 # 递增蓝耗热值(0=无,1=蓝耗翻倍)
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var mana_leech: float = 0.0 # 击杀回蓝量(换杖/换牌重算)
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func _ready() -> void:
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_load_attr_definitions()
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_recompute_attrs()
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EventBus.subscribe(EventID.ENEMY_KILLED, _on_enemy_killed)
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func _on_enemy_killed(_payload: Dictionary) -> void:
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gain_mana(mana_leech)
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## 升级曲线:roundf(10 × 1.4^(level-1)),P6-N16
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## Level 1→2: 10 XP; Level 5→6: ≈ 54 XP
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static func xp_for_level(lv: int) -> int:
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return roundi(10.0 * pow(1.4, float(lv - 1)))
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func gain_xp(amount: int) -> void:
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xp += amount
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while xp >= xp_to_next:
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xp -= xp_to_next
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level += 1
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xp_to_next = xp_for_level(level)
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leveled_up.emit(level)
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EventBus.emit(EventID.LEVEL_UP, {"level": level})
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stats_changed.emit()
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func gain_gold(amount: int) -> void:
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gold += amount
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stats_changed.emit()
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func spend_gold(amount: int) -> bool:
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if gold < amount:
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return false
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gold -= amount
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stats_changed.emit()
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return true
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func take_damage(amount: float) -> void:
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var now: int = Time.get_ticks_msec()
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if now < _invuln_until_msec:
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return # 无敌窗口内:忽略外部伤害(多弹同帧只扣一次)
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var applied: float = amount * SettingsManager.player_dmg_taken_mult() # 难度减伤(初学者×0.7)
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hp = max(0.0, hp - applied)
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_invuln_until_msec = now + int(SettingsManager.player_iframe_sec() * 1000.0)
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EventBus.emit(EventID.PLAYER_DAMAGED, {"damage": applied}) # 复活 hurt 音效 / HUD 钩子
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stats_changed.emit()
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if hp <= 0.0:
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EventBus.emit(EventID.PLAYER_DIED, {})
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func is_invulnerable() -> bool:
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return Time.get_ticks_msec() < _invuln_until_msec
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func heal(amount: float) -> void:
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hp = min(hp_max, hp + amount)
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stats_changed.emit()
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func get_hp_percent() -> float:
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return hp / max(hp_max, 0.001)
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## 换杖时设定蓝池上限/回速,并把当前蓝夹到 [0, max]
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func set_mana_pool(max_v: float, regen: float) -> void:
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mana_max = max_v
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mana_regen = regen
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mana = clampf(mana, 0.0, mana_max)
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stats_changed.emit()
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## 花费魔力;够则扣除返回 true,否则不变返回 false
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func spend_mana(cost: float) -> bool:
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if mana < cost:
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return false
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mana -= cost
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stats_changed.emit()
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return true
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## 每帧回蓝(PlayerManager 驱动)。不 emit stats_changed —— HUD 每帧直接读 mana,
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## 避免回蓝过程每帧发信号触发商店刷新。
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func regen_mana(delta: float) -> void:
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if mana >= mana_max:
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return
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mana = min(mana_max, mana + mana_regen * delta)
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## 击杀回蓝(魔力虹吸)
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func gain_mana(n: float) -> void:
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if n <= 0.0:
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return
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mana = min(mana_max, mana + n)
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stats_changed.emit()
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## 主动 HP 代价(infinite_spells / heavy_cost)——直接扣血,不走难度减伤
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func spend_hp_cost(amount: float) -> void:
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if amount <= 0.0:
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return
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hp = max(0.0, hp - amount)
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stats_changed.emit()
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if hp <= 0.0:
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EventBus.emit(EventID.PLAYER_DIED, {})
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func reset_for_run() -> void:
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hp = hp_max
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mana = mana_max
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gold = 0
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xp = 0
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level = 1
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xp_to_next = xp_for_level(1)
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_invuln_until_msec = 0
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stats_changed.emit()
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## hp_max / cpu_limit 不入存档:二者现为 attributes.json + _modifiers 的派生值,
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## 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。
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func get_save_data() -> Dictionary:
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return {"hp": hp, "gold": gold, "xp": xp, "level": level}
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func load_save_data(data: Dictionary) -> void:
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hp = float(data.get("hp", 100.0))
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gold = int(data.get("gold", 0))
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xp = int(data.get("xp", 0))
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level = int(data.get("level", 1))
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xp_to_next = xp_for_level(level)
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stats_changed.emit()
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# ── 属性框架 ──────────────────────────────────────────────
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const _ATTR_PATH: String = "res://data/attributes.json"
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func _load_attr_definitions() -> void:
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if not FileAccess.file_exists(_ATTR_PATH):
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push_error("PlayerStats: 缺少 %s" % _ATTR_PATH)
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return
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var parsed = JSON.parse_string(FileAccess.get_file_as_string(_ATTR_PATH))
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if not (parsed is Dictionary):
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push_error("PlayerStats: %s 格式错误(应为对象)" % _ATTR_PATH)
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return
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_attr_def = parsed
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## 追加一条加成来源;同一 source 可对多个属性各加一条
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func add_modifier(attr_id: String, mode: String, value: float, source: String) -> void:
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_modifiers.append({"attr_id": attr_id, "mode": mode, "value": value, "source": source})
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_recompute_attrs()
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## 撤销某来源的全部加成(换杖、出售退款用)
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func remove_modifiers_from(source: String) -> void:
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var kept: Array[Dictionary] = []
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for m in _modifiers:
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if String(m.get("source", "")) != source:
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kept.append(m)
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_modifiers = kept
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_recompute_attrs()
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func _mods_for(attr_id: String) -> Array:
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var out: Array = []
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for m in _modifiers:
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if String(m.get("attr_id", "")) == attr_id:
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out.append(m)
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return out
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## 逐属性按各自 combine 公式重算生效值,写回裸字段
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## 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
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## 派生的生效值,届时 get_save_data 应加 "attr_modifiers": _modifiers 并提升
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## schema 版本。source == "core" 的那条**不要**持久化——它在换杖时由
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## combat_manager._rebuild_wand 重建。
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func _recompute_attrs() -> void:
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if _attr_def.is_empty():
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return
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cpu_limit = int(_compute_attr("cpu_limit"))
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move_speed = _compute_attr("move_speed")
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cast_delay_mod = _compute_attr("cast_delay_mod")
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hp_max = _compute_attr("hp_max")
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stats_changed.emit()
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func _compute_attr(attr_id: String) -> float:
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var d: Dictionary = _attr_def.get(attr_id, {})
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if d.is_empty():
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push_error("PlayerStats: attributes.json 缺少属性「%s」" % attr_id)
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return 0.0
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return AttributeFormula.compute(float(d.get("base", 0.0)), _mods_for(attr_id), d)
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