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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
+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