269 lines
10 KiB
GDScript
269 lines
10 KiB
GDScript
## BossManager — Boss 阶段状态机 + 攻击模式调度(Autoload)
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## Boss 实体仍在 EnemyManager SoA(渲染/受击/HP);本管理器侧挂运行态、接管移动、驱动招式。
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## 数据驱动:data/bosses.json(每 boss_type 的 move_speed / phases / attack_patterns),自载。
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extends Node
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const BOSSES_JSON: String = "res://data/bosses.json"
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# boss_type(int) → { move_speed:float, phases:Array[Dictionary] }
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var _defs: Dictionary = {}
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# boss_id(int) → 运行态 Dictionary
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var _active: Dictionary = {}
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func _ready() -> void:
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_load_defs()
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EventBus.subscribe(EventID.ENEMY_KILLED, _on_enemy_killed)
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func _load_defs() -> void:
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if not FileAccess.file_exists(BOSSES_JSON):
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push_error("BossManager: 缺失 res://data/bosses.json")
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return
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var data = JSON.parse_string(FileAccess.get_file_as_string(BOSSES_JSON))
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if not (data is Dictionary):
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push_error("BossManager: bosses.json 格式错误")
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return
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_defs.clear()
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for k in data:
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_defs[int(k)] = data[k]
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## wave_manager._spawn_boss 生成 SoA Boss 后调用
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func register_boss(boss_id: int, boss_type: int, max_hp: float, wave: int) -> void:
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if not _defs.has(boss_type):
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push_error("BossManager: bosses.json 缺少 boss_type=%d 的配置(该 Boss 将无阶段/招式)" % boss_type)
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var def: Dictionary = _defs.get(boss_type, {})
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var phases: Array = def.get("phases", [])
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_active[boss_id] = {
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"boss_type": boss_type,
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"max_hp": max_hp,
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"wave": wave,
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"move_speed": float(def.get("move_speed", 100.0)),
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"phase": 0,
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"phases": phases,
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"pattern_index": 0,
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"cooldown": 1.0, # 入场后短暂延迟再起手
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"action": {}, # 进行中招式(空=无)
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"spiral_phase": 0.0, # spiral 招式的累积旋转角
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}
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EnemyManager.register_external_mover(boss_id)
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if not phases.is_empty():
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_emit_phase(boss_id, 0)
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func _physics_process(delta: float) -> void:
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if _active.is_empty():
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return
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for boss_id in _active.keys():
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if not _active.has(boss_id):
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continue # 防重入:本帧内被 reset()/erase(如玩家死亡致命一击)→ 跳过已失效键
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if not EnemyManager.has_entity(boss_id):
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continue
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var st: Dictionary = _active[boss_id]
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_check_phase(boss_id, st)
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_tick_movement(boss_id, st, delta)
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_tick_action(boss_id, st, delta)
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# 阶段切换:HP% 跨入更深阶段(phases 按 hp_threshold 降序,取满足阈值的最深项)
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func _check_phase(boss_id: int, st: Dictionary) -> void:
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var hp_pct: float = EnemyManager.get_hp_percent(boss_id)
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var phases: Array = st["phases"]
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var target: int = int(st["phase"])
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for i in phases.size():
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if hp_pct <= float(phases[i].get("hp_threshold", 1.0)):
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target = i
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if target > int(st["phase"]):
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st["phase"] = target
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st["pattern_index"] = 0
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st["cooldown"] = 0.5
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st["action"] = {}
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_summon_adds(boss_id, int(phases[target].get("summon_adds", 0)))
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_emit_phase(boss_id, target)
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func _emit_phase(boss_id: int, phase: int) -> void:
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EventBus.emit(EventID.BOSS_PHASE_CHANGED, {
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"boss_id": boss_id, "boss_type": int(_active[boss_id]["boss_type"]), "phase": phase})
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func _summon_adds(boss_id: int, n: int) -> void:
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if n <= 0:
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return
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var boss_pos: Vector2 = EnemyManager.get_pos_by_id(boss_id)
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for i in n:
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var ang: float = TAU * float(i) / float(n)
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var off: Vector2 = Vector2(cos(ang), sin(ang)) * 80.0
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EnemyManager.spawn_enemy(boss_pos + off, 40.0, EnemyManager.Type.FAST)
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func _cur_phase(st: Dictionary) -> Dictionary:
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var phases: Array = st["phases"]
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if phases.is_empty():
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return {}
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return phases[clampi(int(st["phase"]), 0, phases.size() - 1)]
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# 移动:无「接管移动」的招式在进行时,朝玩家缓慢漂移
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func _tick_movement(boss_id: int, st: Dictionary, delta: float) -> void:
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var action: Dictionary = st["action"]
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if not action.is_empty() and bool(action.get("controls_move", false)):
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return
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var pos: Vector2 = EnemyManager.get_pos_by_id(boss_id)
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var player: Vector2 = PlayerManager.get_position()
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var spd: float = float(st["move_speed"]) * float(_cur_phase(st).get("move_speed_mult", 1.0))
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var to: Vector2 = player - pos
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if to.length() > 1.0:
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pos += to.normalized() * spd * delta
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EnemyManager.set_entity_pos(boss_id, pos)
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# 招式推进:有进行中招式 → 推进;否则冷却到点 → 起手下一招式
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func _tick_action(boss_id: int, st: Dictionary, delta: float) -> void:
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var action: Dictionary = st["action"]
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if not action.is_empty():
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_advance_action(boss_id, st, action, delta)
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return
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st["cooldown"] = float(st["cooldown"]) - delta
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if float(st["cooldown"]) > 0.0:
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return
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var patterns: Array = _cur_phase(st).get("attack_patterns", [])
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if patterns.is_empty():
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st["cooldown"] = 1.0
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return
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var idx: int = int(st["pattern_index"]) % patterns.size()
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st["pattern_index"] = int(st["pattern_index"]) + 1
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_start_pattern(boss_id, st, patterns[idx])
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# 招式起手(Task 8 再补 timed 招式分支)
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func _start_pattern(boss_id: int, st: Dictionary, p: Dictionary) -> void:
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var kind: String = String(p.get("kind", "ring"))
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var pos: Vector2 = EnemyManager.get_pos_by_id(boss_id)
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match kind:
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"ring", "spread", "aimed", "spiral":
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_fire_ranged(boss_id, st, kind, p, pos)
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st["cooldown"] = float(p.get("cooldown", 2.0))
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"dash":
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_telegraph(p, pos)
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st["action"] = {
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"kind": "dash", "stage": "windup", "timer": float(p.get("windup", 0.8)),
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"controls_move": true, "p": p,
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"target": PlayerManager.get_position(), "dir": Vector2.RIGHT, "hit_cd": 0.0}
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"charge_up":
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_telegraph(p, pos)
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st["action"] = {
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"kind": "charge_up", "stage": "windup", "timer": float(p.get("windup", 1.0)),
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"controls_move": true, "p": p}
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"melee":
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_telegraph(p, pos)
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st["action"] = {
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"kind": "melee", "stage": "windup", "timer": float(p.get("windup", 0.6)),
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"controls_move": true, "p": p}
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_:
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st["cooldown"] = float(p.get("cooldown", 2.0))
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## 瞬时弹幕发射(ring/spread/aimed/spiral)
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func _fire_ranged(boss_id: int, st: Dictionary, kind: String, p: Dictionary, pos: Vector2) -> void:
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var count: int = maxi(1, int(p.get("count", 12)))
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var speed: float = float(p.get("speed", 200.0))
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var dmg: float = float(p.get("bullet_damage", 8.0))
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var r: float = float(p.get("bullet_radius", 8.0))
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var life: float = float(p.get("lifetime", 4.0))
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var to_player: Vector2 = PlayerManager.get_position() - pos
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var aim: float = to_player.angle() if to_player.length() > 0.01 else 0.0
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match kind:
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"ring":
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for i in count:
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_spawn_dir(pos, TAU * float(i) / float(count), speed, life, r, dmg)
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"spread":
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var half: float = deg_to_rad(float(p.get("half_angle", 30.0)))
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for i in count:
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var t: float = 0.0 if count <= 1 else (float(i) / float(count - 1)) * 2.0 - 1.0
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_spawn_dir(pos, aim + half * t, speed, life, r, dmg)
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"aimed":
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for i in count:
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_spawn_dir(pos, aim, speed, life, r, dmg)
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"spiral":
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var step: float = deg_to_rad(float(p.get("angle_step", 15.0)))
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var base_a: float = float(st.get("spiral_phase", 0.0))
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for i in count:
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_spawn_dir(pos, base_a + TAU * float(i) / float(count), speed, life, r, dmg)
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st["spiral_phase"] = base_a + step
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func _spawn_dir(pos: Vector2, angle: float, speed: float, life: float, r: float, dmg: float) -> void:
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EnemyBulletManager.spawn_bullet(pos, Vector2(cos(angle), sin(angle)) * speed, life, r, dmg)
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## 前摇预警 VFX
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func _telegraph(p: Dictionary, pos: Vector2) -> void:
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var vfx: String = String(p.get("telegraph_vfx", ""))
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if vfx != "":
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VFXManager.play(vfx, pos, 1.5)
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## 招式推进:三段式 windup → active → recover;结束还原并置冷却
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func _advance_action(boss_id: int, st: Dictionary, action: Dictionary, delta: float) -> void:
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action["timer"] = float(action["timer"]) - delta
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var p: Dictionary = action["p"]
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var pos: Vector2 = EnemyManager.get_pos_by_id(boss_id)
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match String(action["kind"]):
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"dash":
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match String(action["stage"]):
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"windup":
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if float(action["timer"]) <= 0.0:
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var dir: Vector2 = Vector2(action["target"]) - pos
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action["dir"] = dir.normalized() if dir.length() > 0.01 else Vector2.RIGHT
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action["stage"] = "active"
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action["timer"] = float(p.get("dash_time", 0.5))
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"active":
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pos += Vector2(action["dir"]) * float(p.get("dash_speed", 600.0)) * delta
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EnemyManager.set_entity_pos(boss_id, pos)
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action["hit_cd"] = maxf(0.0, float(action["hit_cd"]) - delta)
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if pos.distance_to(PlayerManager.get_position()) <= float(p.get("contact_radius", 40.0)) and float(action["hit_cd"]) <= 0.0:
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PlayerStats.take_damage(float(p.get("contact_damage", 15.0)))
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action["hit_cd"] = float(p.get("contact_hit_cd", 0.4))
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if float(action["timer"]) <= 0.0:
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action["stage"] = "recover"
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action["timer"] = float(p.get("recover", 0.8))
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"recover":
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if float(action["timer"]) <= 0.0:
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_end_action(st, p)
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"charge_up":
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match String(action["stage"]):
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"windup":
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if float(action["timer"]) <= 0.0:
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_fire_ranged(boss_id, st, String(p.get("release_kind", "ring")), p, pos)
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action["stage"] = "recover"
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action["timer"] = float(p.get("recover", 0.8))
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"recover":
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if float(action["timer"]) <= 0.0:
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_end_action(st, p)
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"melee":
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match String(action["stage"]):
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"windup":
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if float(action["timer"]) <= 0.0:
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if pos.distance_to(PlayerManager.get_position()) <= float(p.get("melee_radius", 90.0)):
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PlayerStats.take_damage(float(p.get("melee_damage", 20.0)))
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VFXManager.play("hit_spark", pos, 2.0)
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action["stage"] = "recover"
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action["timer"] = float(p.get("recover", 0.5))
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"recover":
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if float(action["timer"]) <= 0.0:
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_end_action(st, p)
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_:
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st["action"] = {}
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func _end_action(st: Dictionary, p: Dictionary) -> void:
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st["action"] = {}
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st["cooldown"] = float(p.get("cooldown", 2.0))
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func _on_enemy_killed(payload: Dictionary) -> void:
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var id: int = int(payload.get("entity_id", -1))
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if not _active.has(id):
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return
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var st: Dictionary = _active[id]
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EnemyManager.unregister_external_mover(id)
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EventBus.emit(EventID.BOSS_KILLED, {
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"boss_id": id, "boss_type": int(st["boss_type"]), "wave": int(st["wave"])})
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_active.erase(id)
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func get_active_boss_count() -> int:
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return _active.size()
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func get_phase(boss_id: int) -> int:
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return int(_active.get(boss_id, {}).get("phase", -1))
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func reset() -> void:
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for id in _active.keys():
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EnemyManager.unregister_external_mover(id)
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_active.clear()
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