mirror of
https://github.com/Rundll86/Dog-Lynx-And-HCN.git
synced 2026-05-30 16:01:53 +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
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@@ -17,5 +17,5 @@ static func distanceAction(entity: EntityBase, target: EntityBase, minDistance:
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if minDistance <= distance and distance <= maxDistance:
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action.call()
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static func weightAttack(entity: EntityBase, indexes: Array[int], weight: Array[int], chargeUp: Callable):
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var method = MathTool.randChoiceWeightsFrom(indexes, weight)
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var method = MathTool.randomChoiceFromWeights(indexes, weight)
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entity.tryAttack(method, chargeUp.call(method))
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@@ -6,9 +6,8 @@ var rate: float = 0.1
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func succeedToHit(_dmg, entity):
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if MathTool.rate(rate):
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for i in randi_range(1, count):
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ItemDropped.generate(
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MathTool.randomChoiceFrom([ItemStore.ItemType.BASEBALL, ItemStore.ItemType.BASKETBALL, ItemStore.ItemType.BEACHBALL]),
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randi_range(1, count),
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entity.position + MathTool.randomVector2In(GameRule.itemDroppedSpawnOffset)
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)
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ItemDropped.generate(
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MathTool.randomChoiceFrom([ItemStore.ItemType.BASEBALL, ItemStore.ItemType.BASKETBALL, ItemStore.ItemType.BEACHBALL]),
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randi_range(1, count),
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entity.position + MathTool.sampleInCircle(GameRule.itemDroppedSpawnOffset)
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)
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@@ -52,7 +52,7 @@ func attack(type):
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if !is_instance_valid(currentFocusedBoss): return false
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for bullet in BulletBase.generate(ComponentManager.getBullet("ArrowSeven"), self, findWeaponAnchor("normal"), deg_to_rad(randf_range(0, 360))):
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bullet.tracer = currentFocusedBoss
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bullet.position += MathTool.randomVector2In(50)
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bullet.position += MathTool.sampleInCircle(50)
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await TickTool.millseconds(50)
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return false
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elif type == 1:
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@@ -76,7 +76,7 @@ func attack(type):
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await trySprint()
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sprintParticle.emitting = false
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canRunAi = true
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await sprintTo(currentFocusedBoss.position + MathTool.randomVector2In(400), 0.25)
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await sprintTo(currentFocusedBoss.position + MathTool.sampleInCircle(400), 0.25)
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currentInvinsible = false
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return false
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elif type == 4:
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@@ -102,8 +102,8 @@ func attack(type):
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for i in 16:
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if !is_instance_valid(currentFocusedBoss): return false
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for bullet in BulletBase.generate(ComponentManager.getBullet("LightGun"), self, currentFocusedBoss.position, 0):
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bullet.position += MathTool.randomVector2In(600)
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bullet.look_at(currentFocusedBoss.position + MathTool.randomVector2In(50))
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bullet.position += MathTool.sampleInCircle(600)
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bullet.look_at(currentFocusedBoss.position + MathTool.sampleInCircle(50))
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await TickTool.millseconds(100)
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return false
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elif type == 7:
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@@ -34,7 +34,7 @@ func attack(type):
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if type == 0:
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var weaponPos = findWeaponAnchor("normal")
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for i in randi_range(7, 16):
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BulletBase.generate(ComponentManager.getBullet("Diamond"), self, weaponPos + MathTool.randomVector2In(20), rotation + deg_to_rad(randf_range(-90, 90)))
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BulletBase.generate(ComponentManager.getBullet("Diamond"), self, weaponPos + MathTool.sampleInCircle(20), rotation + deg_to_rad(randf_range(-90, 90)))
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elif type == 1:
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var laserCount = randi_range(2, 4)
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for i in laserCount:
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@@ -34,7 +34,7 @@ func attack(type):
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await TickTool.millseconds(randi_range(10, 50))
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elif type == 1 and health < fields[FieldStore.Entity.MAX_HEALTH] * 0.5 and canSummon:
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for i in randi_range(1, 2):
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var child = EntityBase.generate(ComponentManager.getCharacter("KukeChild"), position + MathTool.randomVector2In(500))
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var child = EntityBase.generate(ComponentManager.getCharacter("KukeChild"), position + MathTool.sampleInCircle(500))
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child.currentFocusedBoss = currentFocusedBoss
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child.masterMine = self
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elif type == 2:
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@@ -88,7 +88,7 @@ static func spawn(center: Vector2) -> Array:
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var wave: Wave = data[i]
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for j in range(entityCountOf(wave)):
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var currentWave = wave.duplicate()
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currentWave.entityPosition = MathTool.randomRingPoint(200, 1000) + center
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currentWave.entityPosition = MathTool.sampleInRing(200, 1000) + center
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result.append(currentWave)
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return result
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static func next(waves: Array):
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@@ -2,8 +2,8 @@
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extends Weapon
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func update(to: int, origin: Dictionary, _entity: EntityBase):
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origin["atk"] += 1 * to * soulLevel
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origin["rate"] += 0.04 * to * soulLevel
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origin["atk"] += 0.5 * to * soulLevel
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origin["rate"] = 0.1 * soulLevel
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origin["count"] += 1 * to * soulLevel
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return origin
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func attack(entity: EntityBase):
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@@ -11,7 +11,7 @@ func attack(entity: EntityBase):
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var myPos = get_global_mouse_position() + QuickUI.getWindowSize() * Vector2(randf_range(-1, 1) * 0.25, -1)
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for j in BulletBase.generate(ComponentManager.getBullet("WhiteSoul"), entity,
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myPos,
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myPos.angle_to_point(get_global_mouse_position() + MathTool.randomVector2In(readStore("radius")))
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myPos.angle_to_point(get_global_mouse_position() + MathTool.sampleInCircle(readStore("radius")))
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):
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if j is BulletBase:
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j.baseDamage = readStore("atk")
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@@ -234,7 +234,7 @@ func takeDamage(baseDamage: float, crit: bool = false, perfectMiss: bool = false
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var resultDamage = baseDamage + baseDamage * int(crit) * fields.get(FieldStore.Entity.CRIT_DAMAGE)
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health -= resultDamage
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healthChanged.emit(health)
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DamageLabel.create(resultDamage, crit || perfectMiss, damageAnchor.global_position + MathTool.randomVector2In(GameRule.damageLabelSpawnOffset))
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DamageLabel.create(resultDamage, crit || perfectMiss, damageAnchor.global_position + MathTool.sampleInCircle(GameRule.damageLabelSpawnOffset))
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if health <= 0:
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tryDie(null)
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return resultDamage
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@@ -261,7 +261,7 @@ func bulletHit(bullet: BulletBase, crit: bool):
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hit.emit(damage, bullet, crit)
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health -= damage
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healthChanged.emit(health)
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DamageLabel.create(damage, crit || perfectMiss, damageAnchor.global_position + MathTool.randomVector2In(GameRule.damageLabelSpawnOffset))
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DamageLabel.create(damage, crit || perfectMiss, damageAnchor.global_position + MathTool.sampleInCircle(GameRule.damageLabelSpawnOffset))
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if isBoss and bullet.launcher.isPlayer():
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bullet.launcher.setBoss(self)
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if health <= 0:
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@@ -338,24 +338,24 @@ func tryDie(by: BulletBase = null):
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var item = drops[drop]
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var count = ceil(randf_range(dropCounts[drop].x, dropCounts[drop].y))
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for i in range(count):
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ItemDropped.generate(item, randi_range(1, round(2.5 * sqrt(GameRule.difficulty - GameRule.difficultyRange.x + 1))), position + MathTool.randomVector2In(GameRule.itemDroppedSpawnOffset))
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ItemDropped.generate(item, randi_range(1, round(2.5 * sqrt(GameRule.difficulty - GameRule.difficultyRange.x + 1))), position + MathTool.sampleInCircle(GameRule.itemDroppedSpawnOffset))
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if MathTool.rate(
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GameRule.appleDropRate +
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by.launcher.fields.get(FieldStore.Entity.DROP_APPLE_RATE) +
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GameRule.appleDropRateInfluenceByLuckValue * by.launcher.fields[FieldStore.Entity.LUCK_VALUE]
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) or isBoss:
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for i in randi_range(appleCount.x, appleCount.y):
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ItemDropped.generate(ItemStore.ItemType.APPLE, 1, position + MathTool.randomVector2In(GameRule.itemDroppedSpawnOffset))
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ItemDropped.generate(ItemStore.ItemType.APPLE, 1, position + MathTool.sampleInCircle(GameRule.itemDroppedSpawnOffset))
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ItemDropped.generate(
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ItemStore.ItemType.BEACHBALL,
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fields[FieldStore.Entity.MAX_HEALTH] * randf_range(1 - GameRule.beachballOffset, 1 + GameRule.beachballOffset),
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position + MathTool.randomVector2In(GameRule.itemDroppedSpawnOffset)
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position + MathTool.sampleInCircle(GameRule.itemDroppedSpawnOffset)
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)
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if isBoss:
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ItemDropped.generate(
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ItemStore.ItemType.SOUL,
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randi_range(1, 2),
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position + MathTool.randomVector2In(GameRule.itemDroppedSpawnOffset)
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position + MathTool.sampleInCircle(GameRule.itemDroppedSpawnOffset)
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)
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if isPlayer():
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if UIState.player == self:
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@@ -452,7 +452,7 @@ func sprint():
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pass
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func heal(count: float):
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health += count
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DamageLabel.create(-count, false, damageAnchor.global_position + MathTool.randomVector2In(GameRule.damageLabelSpawnOffset))
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DamageLabel.create(-count, false, damageAnchor.global_position + MathTool.sampleInCircle(GameRule.damageLabelSpawnOffset))
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return count
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func register():
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pass
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@@ -24,13 +24,13 @@ func _ready():
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var formattedValue: String
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var dataType = FieldStore.entityMapType[field]
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if dataType == FieldStore.DataType.VALUE:
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formattedValue = "%s" % (MathTool.signBeforeStr(value) if showSign else str(value))
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formattedValue = "%s" % (MathTool.toSigned(value) if showSign else str(value))
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elif dataType == FieldStore.DataType.INTEGER:
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formattedValue = "%s" % (MathTool.signBeforeStr(int(value)) if showSign else str(int(value)))
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formattedValue = "%s" % (MathTool.toSigned(int(value)) if showSign else str(int(value)))
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elif dataType == FieldStore.DataType.ANGLE:
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formattedValue = "%s°" % (MathTool.signBeforeStr(value) if showSign else str(value))
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formattedValue = "%s°" % (MathTool.toSigned(value) if showSign else str(value))
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elif dataType == FieldStore.DataType.PERCENT:
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formattedValue = (MathTool.signBeforeStr(value * 100) if showSign else str(value * 100)) + "%"
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formattedValue = (MathTool.toSigned(value * 100) if showSign else str(value * 100)) + "%"
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valueLabel.label_settings = valueLabel.label_settings.duplicate()
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valueLabel.text = formattedValue
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if maxed:
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@@ -15,7 +15,7 @@ func _ready():
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func _physics_process(_delta):
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if is_instance_valid(UIState.player):
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position = UIState.player.position + constantOffset
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position += MathTool.randomVector2In(shakeIntensity)
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position += MathTool.sampleInCircle(shakeIntensity)
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offset += ((get_global_mouse_position() - UIState.player.position).clampf(-100, 100) - offset) * 0.15
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static func shake(millseconds: float, intensity: float = 10, steper: Callable = func(currentValue, _totalValue, _restPercent): return currentValue):
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@@ -2,16 +2,13 @@ class_name MathTool
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static func rate(value: float) -> bool:
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return randf() < value
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static func randomVector2In(offset: float):
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return Vector2(
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randf_range(-offset, offset),
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randf_range(-offset, offset)
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)
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static func randomRingPoint(innerRadius: float, outerRadius: float):
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static func sampleInCircle(radius: float):
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return sampleInRing(0, radius)
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static func sampleInRing(innerRadius: float, outerRadius: float):
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return Vector2.from_angle(randf_range(0, 2 * PI)) * randf_range(innerRadius, outerRadius)
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static func randomChoiceFrom(array: Array):
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return array[randi() % array.size()]
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static func randChoiceWeightsFrom(indexes: Array, weights: Array[int]):
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static func randomChoiceFromWeights(indexes: Array, weights: Array[int]):
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var totals: Array = []
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var index = 0
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for i in indexes:
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@@ -19,7 +16,7 @@ static func randChoiceWeightsFrom(indexes: Array, weights: Array[int]):
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totals.append(i)
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index += 1
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return randomChoiceFrom(totals)
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static func signBeforeStr(value: float):
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static func toSigned(value: float):
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return ("+" if value > 0 else "-" if value < 0 else "") + str(abs(value))
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static func percent(value: float):
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return value / 100
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