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mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-05-28 15:01:53 +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
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
+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")