mirror of
https://github.com/Rundll86/Dog-Lynx-And-HCN.git
synced 2026-05-27 22:41:56 +08:00
2a602b0be2
实现游戏模式选择功能,包括无尽波次、Boss Rush和割草模式 添加游戏模式与波次数据的映射关系 优化UI状态管理,新增selectingFeed状态控制UI元素显示 重构Starter面板布局,添加游戏模式选项 为EnergyBlock添加掉落物品配置
128 lines
4.0 KiB
GDScript
128 lines
4.0 KiB
GDScript
class_name Wave
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# 元数据
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var entity: String
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var minCount: int = 1
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var maxCount: int = 1
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var isBoss: bool = false
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var from: float = 0
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var to: float = 0
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var per: int = 0
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# 实例数据
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var entityPosition: Vector2
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func duplicate() -> Wave:
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var wave = Wave.new()
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wave.entity = entity
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wave.minCount = minCount
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wave.maxCount = maxCount
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wave.isBoss = isBoss
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wave.from = from
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wave.to = to
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wave.per = per
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return wave
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static var GAME_BOSSES = ["Chick", "Deepsea", "KukeMC", "CyberCat", "Kernyr", "EnergyBlock", "Bear"]
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static var WAVE_NORMAL = [
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Wave.create("Hen", 1, 3, false, 2, INF, 1),
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Wave.create("Cat", 1, 5, false, 0, INF, 1),
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Wave.create("Dog", 1, 2, false, 4, INF, 1),
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Wave.create("MTY", 0, 1, false, 6, INF, 7),
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Wave.create("Chick", 0, 0, true, 9, INF, 20),
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Wave.create("KukeMC", 0, 0, true, 19, INF, 20),
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Wave.create("Bear", 0, 0, true, 29, INF, 23),
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]
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static var WAVE_BOSSRUSH = ArrayTool.betterMap(GAME_BOSSES, func(x: String, i: int, _arr: Array): return Wave.create(x, 0, 0, true, i, INF, len(GAME_BOSSES)))
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static var WAVE_MOWING = [
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Wave.create("Hen", 15, 30, false, 0, INF, 1),
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Wave.create("Cat", 15, 30, false, 0, INF, 1),
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Wave.create("Dog", 15, 30, false, 0, INF, 1),
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Wave.create("MTY", 0, 2, false, 0, INF, 1),
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Wave.create("EnergyBlock", 0, 1, true, 0, INF, 1),
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]
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static var WAVE_TESTBOSS = [
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Wave.create("EnergyBlock", 0, 0, true, 0, INF, 1),
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]
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static var WAVE_TESTMOB = []
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static var WAVE_EMPTY = []
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static var waveReleaseConfig = [WAVE_TESTBOSS, 1]
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static var waveDebugConfig = [WAVE_TESTMOB, 1]
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static var current: int = startWith(waveReleaseConfig[1]) if WorldManager.isRelease() else startWith(waveDebugConfig[1])
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static var usingWaveData = waveReleaseConfig[0] if WorldManager.isRelease() else waveDebugConfig[0]
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static func create(
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entity_: String,
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minCount_: int = 1,
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maxCount_: int = 1,
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isBoss_: bool = false,
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from_: float = 0,
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to_: float = 0,
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per_: int = 0
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) -> Wave:
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var wave = Wave.new()
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wave.entity = entity_
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wave.minCount = minCount_
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wave.maxCount = maxCount_
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wave.isBoss = isBoss_
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wave.from = from_
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wave.to = to_
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wave.per = per_
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return wave
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static func hasBoss() -> bool:
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for wave in usingWaveData:
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if canSpawn(wave):
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if wave.isBoss:
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return true
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return false
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static func canSpawn(wave: Wave) -> bool:
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return wave.from <= current and wave.to >= current and int(current - wave.from) % wave.per == 0
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static func entityCountOf(wave: Wave) -> int:
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if canSpawn(wave):
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if wave.isBoss:
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return 1
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elif !hasBoss() || GameRule.canSpawnMobWhenBossWave:
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return randi_range(ceil(wave.minCount), floor(wave.maxCount * (1 + GameRule.entityCountBoostPerWave * current)))
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return 0
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static func getNextBossInfo() -> Array:
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var nextBossName = ""
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var minWavesLeft = INF
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for wave in usingWaveData:
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if wave.isBoss:
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var wavesLeft = wave.from - current
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if wavesLeft > 0 and wavesLeft < minWavesLeft:
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minWavesLeft = wavesLeft
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nextBossName = ComponentManager.getCharacter(wave.entity).instantiate().displayName
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if minWavesLeft < INF:
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return [nextBossName, minWavesLeft]
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return []
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static func spawn(center: Vector2) -> Array:
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var result: Array = []
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for i in range(len(usingWaveData)):
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var wave: Wave = usingWaveData[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.sampleInRing(400, 800) + 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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for wave in waves:
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if wave is EncodedObjectAsID:
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wave = instance_from_id(wave.get_instance_id())
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EntityBase.generate(ComponentManager.getCharacter(wave.entity), wave.entityPosition, true, wave.isBoss)
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current += 1
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UIState.showTip("第%d波开始!" % current, TipBox.MessageType.INFO)
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showNextBossReminder()
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static func showNextBossReminder():
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var nextBossInfo = getNextBossInfo()
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if nextBossInfo:
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var bossName = nextBossInfo[0]
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var wavesLeft = nextBossInfo[1]
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if wavesLeft > 0:
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UIState.showTip("Boss [b]%s[/b] 将在[b]%d[/b]波后到来!" % [bossName, wavesLeft], TipBox.MessageType.WARNING)
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static func startWith(wave: int):
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return wave - 1
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