mirror of
https://github.com/Rundll86/Dog-Lynx-And-HCN.git
synced 2026-06-09 05:07:12 +08:00
refactor(MathTool): 重命名随机数相关方法以提高可读性
将 randv2_range 重命名为 randomVector2In,randc_from 重命名为 randomChoiceFrom,randc_from_weights 重命名为 randChoiceWeightsFrom,并新增 randomRingPoint 方法
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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.randc_from_weights(indexes, weight)
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var method = MathTool.randChoiceWeightsFrom(indexes, weight)
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entity.tryAttack(method, chargeUp.call(method))
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@@ -8,7 +8,7 @@ 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.randc_from([ItemStore.ItemType.BASEBALL, ItemStore.ItemType.BASKETBALL, ItemStore.ItemType.BEACHBALL]),
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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.randv2_range(GameRule.itemDroppedSpawnOffset)
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entity.position + MathTool.randomVector2In(GameRule.itemDroppedSpawnOffset)
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)
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@@ -52,11 +52,11 @@ 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.randv2_range(50)
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bullet.position += MathTool.randomVector2In(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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await sprintTo(currentFocusedBoss.position - Vector2(MathTool.randc_from([-300, 300]), 300), 0.25)
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await sprintTo(currentFocusedBoss.position - Vector2(MathTool.randomChoiceFrom([-300, 300]), 300), 0.25)
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var count = randi_range(6, 8)
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for i in range(count):
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BulletBase.generate(ComponentManager.getBullet("SunDance"), self, weaponPos, deg_to_rad(360.0 / count * i))
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@@ -66,7 +66,7 @@ func attack(type):
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bullet.rotation = 360 / 13.0 * i
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elif type == 3:
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if !is_instance_valid(currentFocusedBoss): return false
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await sprintTo(currentFocusedBoss.position - Vector2(MathTool.randc_from([500, -500]), 0), 0.25)
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await sprintTo(currentFocusedBoss.position - Vector2(MathTool.randomChoiceFrom([500, -500]), 0), 0.25)
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sprintParticle.emitting = true
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canRunAi = false
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currentInvinsible = true
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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.randv2_range(400), 0.25)
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await sprintTo(currentFocusedBoss.position + MathTool.randomVector2In(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.randv2_range(600)
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bullet.look_at(currentFocusedBoss.position + MathTool.randv2_range(50))
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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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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.randv2_range(20), rotation + deg_to_rad(randf_range(-90, 90)))
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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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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.randv2_range(500))
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var child = EntityBase.generate(ComponentManager.getCharacter("KukeChild"), position + MathTool.randomVector2In(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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@@ -18,5 +18,5 @@ func attack(type: int):
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func sprint():
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var target = BulletTool.findClosetBulletCanDamage(position, get_tree(), self)
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if is_instance_valid(target):
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var dir = (target.position - position).rotated(MathTool.randc_from([-1, 1]) * deg_to_rad(90))
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var dir = (target.position - position).rotated(MathTool.randomChoiceFrom([-1, 1]) * deg_to_rad(90))
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move(dir.normalized() * sprintMultiplier, true)
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@@ -6,5 +6,5 @@ extends FullscreenPanelBase
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func beforeOpen(args: Array = []):
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audio.play()
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var reasonTemplate = MathTool.randc_from(GameRule.deadReasons)
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var reasonTemplate = MathTool.randomChoiceFrom(GameRule.deadReasons)
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deadreason.text = ("[color=gray]" + reasonTemplate + "凶手是[b]%s[/b]的[b]%s[/b]。[/color]") % args
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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.randv2_range(500) + center
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currentWave.entityPosition = MathTool.randomRingPoint(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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@@ -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.randv2_range(readStore("radius")))
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myPos.angle_to_point(get_global_mouse_position() + MathTool.randomVector2In(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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@@ -171,7 +171,7 @@ func _process(_delta):
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statebar.levelLabel.text = str(level)
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func _physics_process(_delta: float) -> void:
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if !isPlayer() && !currentFocusedBoss:
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currentFocusedBoss = MathTool.randc_from(get_tree().get_nodes_in_group("players"))
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currentFocusedBoss = MathTool.randomChoiceFrom(get_tree().get_nodes_in_group("players"))
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animatree.set("parameters/blend_position", lerpf(animatree.get("parameters/blend_position"), lastDirection, 0.2))
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if sprinting:
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if sprintAi():
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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.randv2_range(GameRule.damageLabelSpawnOffset))
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DamageLabel.create(resultDamage, crit || perfectMiss, damageAnchor.global_position + MathTool.randomVector2In(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.randv2_range(GameRule.damageLabelSpawnOffset))
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DamageLabel.create(damage, crit || perfectMiss, damageAnchor.global_position + MathTool.randomVector2In(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, 2 * round(sqrt(GameRule.difficulty - GameRule.difficultyRange.x + 1))), position + MathTool.randv2_range(GameRule.itemDroppedSpawnOffset))
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ItemDropped.generate(item, randi_range(1, 2 * round(sqrt(GameRule.difficulty - GameRule.difficultyRange.x + 1))), position + MathTool.randomVector2In(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.randv2_range(GameRule.itemDroppedSpawnOffset))
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ItemDropped.generate(ItemStore.ItemType.APPLE, 1, position + MathTool.randomVector2In(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.randv2_range(GameRule.itemDroppedSpawnOffset)
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position + MathTool.randomVector2In(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.randv2_range(GameRule.itemDroppedSpawnOffset)
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position + MathTool.randomVector2In(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.randv2_range(GameRule.damageLabelSpawnOffset))
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DamageLabel.create(-count, false, damageAnchor.global_position + MathTool.randomVector2In(GameRule.damageLabelSpawnOffset))
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return count
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func register():
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pass
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@@ -13,7 +13,7 @@ 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
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position += MathTool.randv2_range(shakeIntensity)
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position += MathTool.randomVector2In(shakeIntensity)
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static func shake(millseconds: float, intensity: float = 10, steper: Callable = func(currentValue, _totalValue, _restPercent): return currentValue):
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var startTime = WorldManager.getTime()
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@@ -2,21 +2,23 @@ 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 randv2_range(offset: float):
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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 randc_from(array: Array):
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static func randomRingPoint(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 randc_from_weights(indexes: Array, weights: Array[int]):
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static func randChoiceWeightsFrom(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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for j in range(weights[index]):
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totals.append(i)
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index += 1
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return randc_from(totals)
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return randomChoiceFrom(totals)
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static func signBeforeStr(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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