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mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-05-28 06:51:54 +08:00

feat(属性系统): 添加幸运属性并影响饲料品质概率

添加新的幸运属性(LUCK_VALUE)到实体属性系统中,并修改饲料品质随机权重计算逻辑,使幸运值能够影响高品质饲料的获取概率。同时调整了基础品质权重值,优化了随机分布。

- 在FieldStore中添加LUCK_VALUE枚举和映射
- 在EntityBase中初始化幸运值
- 修改FeedName的weight计算方式,加入幸运值影响因子
- 调整各品质的基础权重值
This commit is contained in:
2025-08-28 09:46:02 +08:00
parent 2ec3d535c7
commit 2d2f4f556c
3 changed files with 21 additions and 10 deletions
+1
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@@ -28,6 +28,7 @@ var fields = {
FieldStore.Entity.FEED_COUNT_SHOW: 3,
FieldStore.Entity.FEED_COUNT_CAN_MADE: 1,
FieldStore.Entity.MAX_ENERGY: 200,
FieldStore.Entity.LUCK_VALUE: 1
}
var inventory = {
ItemStore.ItemType.BASEBALL: 100,
+14 -7
View File
@@ -27,11 +27,18 @@ enum Quality {
Quality.LEGENDARY: "传说"
}
@export var qualityRandomWeight = {
Quality.WASTE: 5,
Quality.COMMON: 50,
Quality.RARE: 10,
Quality.EPIC: 5,
Quality.LEGENDARY: 1
Quality.WASTE: 20,
Quality.COMMON: 100,
Quality.RARE: 30,
Quality.EPIC: 10,
Quality.LEGENDARY: 5
}
@export var luckInfluence = {
Quality.WASTE: - 0.5,
Quality.COMMON: - 1,
Quality.RARE: 0,
Quality.EPIC: 1,
Quality.LEGENDARY: 2
}
@onready var qualityLabel: Label = $"%quality"
@@ -45,5 +52,5 @@ func _physics_process(_delta):
nameLabel.text = "[b]%s[/b]" % displayName
func color():
return qualityColorMap[quality] as Color
func weight() -> float:
return qualityRandomWeight[quality]
func weight(player: EntityBase) -> int:
return floor(clamp(qualityRandomWeight[quality] + luckInfluence[quality] * player.fields[FieldStore.Entity.LUCK_VALUE], 1, INF))
+6 -3
View File
@@ -24,7 +24,8 @@ enum Entity {
DROP_APPLE_RATE,
FEED_COUNT_SHOW,
FEED_COUNT_CAN_MADE,
MAX_ENERGY
MAX_ENERGY,
LUCK_VALUE
}
static var entityMap = {
Entity.MAX_HEALTH: "生命上限",
@@ -44,7 +45,8 @@ static var entityMap = {
Entity.DROP_APPLE_RATE: "苹果掉落率",
Entity.FEED_COUNT_SHOW: "可选饲料数量",
Entity.FEED_COUNT_CAN_MADE: "可制作饲料数量",
Entity.MAX_ENERGY: "能量上限"
Entity.MAX_ENERGY: "能量上限",
Entity.LUCK_VALUE: "幸运"
}
static var entityMapType = {
Entity.MAX_HEALTH: DataType.VALUE,
@@ -64,7 +66,8 @@ static var entityMapType = {
Entity.DROP_APPLE_RATE: DataType.PERCENT,
Entity.FEED_COUNT_SHOW: DataType.VALUE,
Entity.FEED_COUNT_CAN_MADE: DataType.VALUE,
Entity.MAX_ENERGY: DataType.VALUE
Entity.MAX_ENERGY: DataType.VALUE,
Entity.LUCK_VALUE: DataType.VALUE
}
static var entityApplier = {
Entity.MAX_HEALTH: func(entity, value):