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https://github.com/Rundll86/Dog-Lynx-And-HCN.git
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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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