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https://github.com/Rundll86/Dog-Lynx-And-HCN.git
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2d2f4f556c
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
57 lines
1.4 KiB
GDScript
57 lines
1.4 KiB
GDScript
@tool
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extends HBoxContainer
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class_name FeedName
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enum Quality {
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WASTE,
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COMMON,
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RARE,
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EPIC,
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LEGENDARY,
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}
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@export var displayName: String = "未命名饲料"
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@export var quality: Quality = Quality.COMMON
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@export var qualityColorMap = {
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Quality.WASTE: Color(),
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Quality.COMMON: Color(),
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Quality.RARE: Color(),
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Quality.EPIC: Color(),
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Quality.LEGENDARY: Color()
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}
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@export var qualityNameMap = {
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Quality.WASTE: "常见",
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Quality.COMMON: "普通",
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Quality.RARE: "稀有",
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Quality.EPIC: "史诗",
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Quality.LEGENDARY: "传说"
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}
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@export var qualityRandomWeight = {
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Quality.WASTE: 20,
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Quality.COMMON: 100,
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Quality.RARE: 30,
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Quality.EPIC: 10,
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Quality.LEGENDARY: 5
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}
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@export var luckInfluence = {
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Quality.WASTE: - 0.5,
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Quality.COMMON: - 1,
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Quality.RARE: 0,
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Quality.EPIC: 1,
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Quality.LEGENDARY: 2
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}
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@onready var qualityLabel: Label = $"%quality"
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@onready var nameLabel: RichTextLabel = $"%label"
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func _ready():
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qualityLabel.label_settings = qualityLabel.label_settings.duplicate()
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func _physics_process(_delta):
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qualityLabel.text = "[%s]" % qualityNameMap[quality]
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qualityLabel.label_settings.font_color = color()
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nameLabel.text = "[b]%s[/b]" % displayName
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func color():
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return qualityColorMap[quality] as Color
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func weight(player: EntityBase) -> int:
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return floor(clamp(qualityRandomWeight[quality] + luckInfluence[quality] * player.fields[FieldStore.Entity.LUCK_VALUE], 1, INF))
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