1
1
mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-05-30 07:51:54 +08:00

refactor(MathTool): 重命名随机数生成方法并优化蘑菇矿挖爪属性

将 randomVector2In 重命名为 sampleInCircle,randomRingPoint 重命名为 sampleInRing,randChoiceWeightsFrom 重命名为 randomChoiceFromWeights,signBeforeStr 重命名为 toSigned
调整蘑菇矿挖爪的攻击力和掉落率,减少基础伤害至0.5,固定掉落率为0.1,优化物品掉落逻辑
This commit is contained in:
2026-01-18 15:31:52 +08:00
parent ac2696a412
commit 1904edd623
13 changed files with 41 additions and 41 deletions
+8 -4
View File
@@ -1,7 +1,7 @@
[gd_scene load_steps=4 format=3 uid="uid://dwsyn746hr25d"]
[ext_resource type="PackedScene" uid="uid://ckq2cq6m23hq3" path="res://components/Abstracts/WeaponCardBase.tscn" id="1_aoaad"]
[ext_resource type="Script" path="res://scripts/Contents/Weapons/MushroomPickaxe.gd" id="2_5dp3e"]
[ext_resource type="Script" uid="uid://bmmf864uc3atu" path="res://scripts/Contents/Weapons/MushroomPickaxe.gd" id="2_5dp3e"]
[ext_resource type="Texture2D" uid="uid://cqg0aluvegqfe" path="res://resources/bullets/MushroomPickaxe/frames/Shroomite_Digging_Claw.webp" id="2_u2d30"]
[node name="MushroomPickaxe" instance=ExtResource("1_aoaad")]
@@ -11,8 +11,8 @@ displayName = "蘑菇矿挖爪"
costBeachball = 750
store = {
"atk": 1,
"count": 5.0,
"rate": 0.15
"count": 3.0,
"rate": 0.1
}
storeType = {
"atk": 1,
@@ -26,10 +26,14 @@ debugRebuild = true
[node name="avatar" parent="container/info" index="0"]
texture = ExtResource("2_u2d30")
[node name="energy" parent="container/info/infos/energyInfo" index="1"]
text = "2.0"
[node name="beachball" parent="container/info/infos" index="1"]
count = 750
[node name="name" parent="container/info" index="2"]
displayName = "蘑菇矿挖爪"
[node name="description" parent="container" index="2"]
text = "[center]命中时造成[color=cyan]1[/color]→[color=yellow]2[/color]点伤害,有[color=cyan]15%[/color]→[color=yellow]19%[/color]概率挖出1~[color=cyan]5[/color]→[color=yellow]6[/color]个随机物品。[/center]"
text = "[center]命中时造成[color=cyan]1[/color]点伤害,有[color=cyan]10%[/color]概率挖出1~[color=cyan]3[/color]个随机物品。[/center]"
+1 -1
View File
@@ -17,5 +17,5 @@ static func distanceAction(entity: EntityBase, target: EntityBase, minDistance:
if minDistance <= distance and distance <= maxDistance:
action.call()
static func weightAttack(entity: EntityBase, indexes: Array[int], weight: Array[int], chargeUp: Callable):
var method = MathTool.randChoiceWeightsFrom(indexes, weight)
var method = MathTool.randomChoiceFromWeights(indexes, weight)
entity.tryAttack(method, chargeUp.call(method))
+5 -6
View File
@@ -6,9 +6,8 @@ var rate: float = 0.1
func succeedToHit(_dmg, entity):
if MathTool.rate(rate):
for i in randi_range(1, count):
ItemDropped.generate(
MathTool.randomChoiceFrom([ItemStore.ItemType.BASEBALL, ItemStore.ItemType.BASKETBALL, ItemStore.ItemType.BEACHBALL]),
randi_range(1, count),
entity.position + MathTool.randomVector2In(GameRule.itemDroppedSpawnOffset)
)
ItemDropped.generate(
MathTool.randomChoiceFrom([ItemStore.ItemType.BASEBALL, ItemStore.ItemType.BASKETBALL, ItemStore.ItemType.BEACHBALL]),
randi_range(1, count),
entity.position + MathTool.sampleInCircle(GameRule.itemDroppedSpawnOffset)
)
+4 -4
View File
@@ -52,7 +52,7 @@ func attack(type):
if !is_instance_valid(currentFocusedBoss): return false
for bullet in BulletBase.generate(ComponentManager.getBullet("ArrowSeven"), self, findWeaponAnchor("normal"), deg_to_rad(randf_range(0, 360))):
bullet.tracer = currentFocusedBoss
bullet.position += MathTool.randomVector2In(50)
bullet.position += MathTool.sampleInCircle(50)
await TickTool.millseconds(50)
return false
elif type == 1:
@@ -76,7 +76,7 @@ func attack(type):
await trySprint()
sprintParticle.emitting = false
canRunAi = true
await sprintTo(currentFocusedBoss.position + MathTool.randomVector2In(400), 0.25)
await sprintTo(currentFocusedBoss.position + MathTool.sampleInCircle(400), 0.25)
currentInvinsible = false
return false
elif type == 4:
@@ -102,8 +102,8 @@ func attack(type):
for i in 16:
if !is_instance_valid(currentFocusedBoss): return false
for bullet in BulletBase.generate(ComponentManager.getBullet("LightGun"), self, currentFocusedBoss.position, 0):
bullet.position += MathTool.randomVector2In(600)
bullet.look_at(currentFocusedBoss.position + MathTool.randomVector2In(50))
bullet.position += MathTool.sampleInCircle(600)
bullet.look_at(currentFocusedBoss.position + MathTool.sampleInCircle(50))
await TickTool.millseconds(100)
return false
elif type == 7:
+1 -1
View File
@@ -34,7 +34,7 @@ func attack(type):
if type == 0:
var weaponPos = findWeaponAnchor("normal")
for i in randi_range(7, 16):
BulletBase.generate(ComponentManager.getBullet("Diamond"), self, weaponPos + MathTool.randomVector2In(20), rotation + deg_to_rad(randf_range(-90, 90)))
BulletBase.generate(ComponentManager.getBullet("Diamond"), self, weaponPos + MathTool.sampleInCircle(20), rotation + deg_to_rad(randf_range(-90, 90)))
elif type == 1:
var laserCount = randi_range(2, 4)
for i in laserCount:
+1 -1
View File
@@ -34,7 +34,7 @@ func attack(type):
await TickTool.millseconds(randi_range(10, 50))
elif type == 1 and health < fields[FieldStore.Entity.MAX_HEALTH] * 0.5 and canSummon:
for i in randi_range(1, 2):
var child = EntityBase.generate(ComponentManager.getCharacter("KukeChild"), position + MathTool.randomVector2In(500))
var child = EntityBase.generate(ComponentManager.getCharacter("KukeChild"), position + MathTool.sampleInCircle(500))
child.currentFocusedBoss = currentFocusedBoss
child.masterMine = self
elif type == 2:
+1 -1
View File
@@ -88,7 +88,7 @@ static func spawn(center: Vector2) -> Array:
var wave: Wave = data[i]
for j in range(entityCountOf(wave)):
var currentWave = wave.duplicate()
currentWave.entityPosition = MathTool.randomRingPoint(200, 1000) + center
currentWave.entityPosition = MathTool.sampleInRing(200, 1000) + center
result.append(currentWave)
return result
static func next(waves: Array):
+2 -2
View File
@@ -2,8 +2,8 @@
extends Weapon
func update(to: int, origin: Dictionary, _entity: EntityBase):
origin["atk"] += 1 * to * soulLevel
origin["rate"] += 0.04 * to * soulLevel
origin["atk"] += 0.5 * to * soulLevel
origin["rate"] = 0.1 * soulLevel
origin["count"] += 1 * to * soulLevel
return origin
func attack(entity: EntityBase):
+1 -1
View File
@@ -11,7 +11,7 @@ func attack(entity: EntityBase):
var myPos = get_global_mouse_position() + QuickUI.getWindowSize() * Vector2(randf_range(-1, 1) * 0.25, -1)
for j in BulletBase.generate(ComponentManager.getBullet("WhiteSoul"), entity,
myPos,
myPos.angle_to_point(get_global_mouse_position() + MathTool.randomVector2In(readStore("radius")))
myPos.angle_to_point(get_global_mouse_position() + MathTool.sampleInCircle(readStore("radius")))
):
if j is BulletBase:
j.baseDamage = readStore("atk")
+7 -7
View File
@@ -234,7 +234,7 @@ func takeDamage(baseDamage: float, crit: bool = false, perfectMiss: bool = false
var resultDamage = baseDamage + baseDamage * int(crit) * fields.get(FieldStore.Entity.CRIT_DAMAGE)
health -= resultDamage
healthChanged.emit(health)
DamageLabel.create(resultDamage, crit || perfectMiss, damageAnchor.global_position + MathTool.randomVector2In(GameRule.damageLabelSpawnOffset))
DamageLabel.create(resultDamage, crit || perfectMiss, damageAnchor.global_position + MathTool.sampleInCircle(GameRule.damageLabelSpawnOffset))
if health <= 0:
tryDie(null)
return resultDamage
@@ -261,7 +261,7 @@ func bulletHit(bullet: BulletBase, crit: bool):
hit.emit(damage, bullet, crit)
health -= damage
healthChanged.emit(health)
DamageLabel.create(damage, crit || perfectMiss, damageAnchor.global_position + MathTool.randomVector2In(GameRule.damageLabelSpawnOffset))
DamageLabel.create(damage, crit || perfectMiss, damageAnchor.global_position + MathTool.sampleInCircle(GameRule.damageLabelSpawnOffset))
if isBoss and bullet.launcher.isPlayer():
bullet.launcher.setBoss(self)
if health <= 0:
@@ -338,24 +338,24 @@ func tryDie(by: BulletBase = null):
var item = drops[drop]
var count = ceil(randf_range(dropCounts[drop].x, dropCounts[drop].y))
for i in range(count):
ItemDropped.generate(item, randi_range(1, round(2.5 * sqrt(GameRule.difficulty - GameRule.difficultyRange.x + 1))), position + MathTool.randomVector2In(GameRule.itemDroppedSpawnOffset))
ItemDropped.generate(item, randi_range(1, round(2.5 * sqrt(GameRule.difficulty - GameRule.difficultyRange.x + 1))), position + MathTool.sampleInCircle(GameRule.itemDroppedSpawnOffset))
if MathTool.rate(
GameRule.appleDropRate +
by.launcher.fields.get(FieldStore.Entity.DROP_APPLE_RATE) +
GameRule.appleDropRateInfluenceByLuckValue * by.launcher.fields[FieldStore.Entity.LUCK_VALUE]
) or isBoss:
for i in randi_range(appleCount.x, appleCount.y):
ItemDropped.generate(ItemStore.ItemType.APPLE, 1, position + MathTool.randomVector2In(GameRule.itemDroppedSpawnOffset))
ItemDropped.generate(ItemStore.ItemType.APPLE, 1, position + MathTool.sampleInCircle(GameRule.itemDroppedSpawnOffset))
ItemDropped.generate(
ItemStore.ItemType.BEACHBALL,
fields[FieldStore.Entity.MAX_HEALTH] * randf_range(1 - GameRule.beachballOffset, 1 + GameRule.beachballOffset),
position + MathTool.randomVector2In(GameRule.itemDroppedSpawnOffset)
position + MathTool.sampleInCircle(GameRule.itemDroppedSpawnOffset)
)
if isBoss:
ItemDropped.generate(
ItemStore.ItemType.SOUL,
randi_range(1, 2),
position + MathTool.randomVector2In(GameRule.itemDroppedSpawnOffset)
position + MathTool.sampleInCircle(GameRule.itemDroppedSpawnOffset)
)
if isPlayer():
if UIState.player == self:
@@ -452,7 +452,7 @@ func sprint():
pass
func heal(count: float):
health += count
DamageLabel.create(-count, false, damageAnchor.global_position + MathTool.randomVector2In(GameRule.damageLabelSpawnOffset))
DamageLabel.create(-count, false, damageAnchor.global_position + MathTool.sampleInCircle(GameRule.damageLabelSpawnOffset))
return count
func register():
pass
+4 -4
View File
@@ -24,13 +24,13 @@ func _ready():
var formattedValue: String
var dataType = FieldStore.entityMapType[field]
if dataType == FieldStore.DataType.VALUE:
formattedValue = "%s" % (MathTool.signBeforeStr(value) if showSign else str(value))
formattedValue = "%s" % (MathTool.toSigned(value) if showSign else str(value))
elif dataType == FieldStore.DataType.INTEGER:
formattedValue = "%s" % (MathTool.signBeforeStr(int(value)) if showSign else str(int(value)))
formattedValue = "%s" % (MathTool.toSigned(int(value)) if showSign else str(int(value)))
elif dataType == FieldStore.DataType.ANGLE:
formattedValue = "%s°" % (MathTool.signBeforeStr(value) if showSign else str(value))
formattedValue = "%s°" % (MathTool.toSigned(value) if showSign else str(value))
elif dataType == FieldStore.DataType.PERCENT:
formattedValue = (MathTool.signBeforeStr(value * 100) if showSign else str(value * 100)) + "%"
formattedValue = (MathTool.toSigned(value * 100) if showSign else str(value * 100)) + "%"
valueLabel.label_settings = valueLabel.label_settings.duplicate()
valueLabel.text = formattedValue
if maxed:
+1 -1
View File
@@ -15,7 +15,7 @@ func _ready():
func _physics_process(_delta):
if is_instance_valid(UIState.player):
position = UIState.player.position + constantOffset
position += MathTool.randomVector2In(shakeIntensity)
position += MathTool.sampleInCircle(shakeIntensity)
offset += ((get_global_mouse_position() - UIState.player.position).clampf(-100, 100) - offset) * 0.15
static func shake(millseconds: float, intensity: float = 10, steper: Callable = func(currentValue, _totalValue, _restPercent): return currentValue):
+5 -8
View File
@@ -2,16 +2,13 @@ class_name MathTool
static func rate(value: float) -> bool:
return randf() < value
static func randomVector2In(offset: float):
return Vector2(
randf_range(-offset, offset),
randf_range(-offset, offset)
)
static func randomRingPoint(innerRadius: float, outerRadius: float):
static func sampleInCircle(radius: float):
return sampleInRing(0, radius)
static func sampleInRing(innerRadius: float, outerRadius: float):
return Vector2.from_angle(randf_range(0, 2 * PI)) * randf_range(innerRadius, outerRadius)
static func randomChoiceFrom(array: Array):
return array[randi() % array.size()]
static func randChoiceWeightsFrom(indexes: Array, weights: Array[int]):
static func randomChoiceFromWeights(indexes: Array, weights: Array[int]):
var totals: Array = []
var index = 0
for i in indexes:
@@ -19,7 +16,7 @@ static func randChoiceWeightsFrom(indexes: Array, weights: Array[int]):
totals.append(i)
index += 1
return randomChoiceFrom(totals)
static func signBeforeStr(value: float):
static func toSigned(value: float):
return ("+" if value > 0 else "-" if value < 0 else "") + str(abs(value))
static func percent(value: float):
return value / 100