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Enhanced loot drops system
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commit
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12 changed files with 661 additions and 443 deletions
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@ -2,6 +2,7 @@
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using System.Linq;
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using Cirno.Scripts.Controllers;
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using Cirno.Scripts.Resources;
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using Cirno.Scripts.Resources.Loot;
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using Cirno.Scripts.Utils;
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using Cirno.Scripts.Weapons;
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using Godot;
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@ -30,12 +31,19 @@ public partial class Destructible3D : StaticBody3D, IDestructible
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[Export] public Node Target { get; private set; }
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[Export] public string TargetGroup { get; protected set; }
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[ExportCategory("Loot Drops")]
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[Export] public Array<LootDrop> LootDrops { get; set; } = [];
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/// <summary>Radius of the circle in which dropped items are scattered uniformly.</summary>
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[Export] public float LootScatterRadius { get; set; } = 1.0f;
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/// <summary>Initial upward speed applied to each dropped item so it pops up before falling.</summary>
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[Export] public float LootLaunchUpSpeed { get; set; } = 3.0f;
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[Signal]
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public delegate void ExplodedEventHandler();
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private float _currentHealth = 0f;
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private bool _isDestroyed = false;
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private readonly RandomNumberGenerator _rng = new();
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public override void _Ready()
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{
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@ -86,6 +94,7 @@ public partial class Destructible3D : StaticBody3D, IDestructible
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CreateExplosion();
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CreateParticles();
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CreateDebris();
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DropLoot();
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QueueFree();
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@ -137,6 +146,11 @@ public partial class Destructible3D : StaticBody3D, IDestructible
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particle.Emitting = true;
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}
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private void DropLoot()
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{
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LootDropHelper.SpawnDrops(LootDrops, this, GlobalPosition, LootScatterRadius, LootLaunchUpSpeed, _rng);
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}
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public void Hit(float damage, DamageType damageType = DamageType.Neutral)
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{
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@ -2,74 +2,58 @@
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using Cirno.Scripts.Components.FSM.Enemy._3D;
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using Cirno.Scripts.Enums;
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using Cirno.Scripts.Resources;
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using Cirno.Scripts.Resources.Loot;
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using Godot;
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namespace Cirno.Scripts.Components.Actors._3D;
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public partial class EnemyDropModule3D : ModuleBase<EnemyState, CharacterBody3D>
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{
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[Export] public EnemyStorage3D StorageModule { get; private set; }
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/// <summary>Radius of the circle in which dropped items are scattered uniformly.</summary>
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[Export] public float LootScatterRadius { get; set; } = 1.0f;
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/// <summary>Initial upward speed applied to each dropped item so it pops up before falling.</summary>
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[Export] public float LootLaunchUpSpeed { get; set; } = 3.0f;
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private bool _initialized = false;
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private bool _enabled = false;
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private RandomNumberGenerator _rng = new ();
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private RandomNumberGenerator _rng = new();
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public override void EnterState(EnemyState state)
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{
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_enabled = true;
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foreach (var loot in StorageModule.EnemyData.LootDrops)
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{
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if (loot is not { Item: not null }) continue;
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var roll = _rng.RandfRange(0f, 100f); // Generate a number between 0 and 100
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if (roll <= loot.Chance) // Compare with drop chance
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{
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DropItem(loot.Item);
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}
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}
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LootDropHelper.SpawnDrops(
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StorageModule.LootDrops,
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_machine.MainObject,
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_machine.MainObject.GlobalPosition,
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LootScatterRadius,
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LootLaunchUpSpeed,
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_rng);
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}
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private void DropItem(LootItem item)
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{
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if (!string.IsNullOrWhiteSpace(item.DropScenePath3D))
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{
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item.Spawn3D(_machine.MainObject);
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GD.Print($"Dropped item: {item.ItemName}");
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//var scene = GD.Load<PackedScene>(item.DropScenePath3D);
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//_actor.CreateSibling<Node3D>(scene);
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}
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else
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{
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GD.Print($"Skipping Item with missing path: {item.ItemName}");
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}
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}
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public override void ExitState(EnemyState state)
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{
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_enabled = false;
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}
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private IStateMachine<EnemyState, CharacterBody3D> _machine;
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public override void Init(IStateMachine<EnemyState, CharacterBody3D> machine)
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{
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if (_initialized) return;
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_machine = machine;
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}
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public override void Process(double delta)
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{
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}
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public override void PhysicsProcess(double delta)
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{
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}
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}
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}
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@ -7,16 +7,70 @@ namespace Cirno.Scripts.Interactables;
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public partial class ItemPickup3D : Interactable3D
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{
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private const float GravityAccel = 9.8f;
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// How far below the item to probe for the floor each physics step.
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private const float FloorProbeDistance = 10f;
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[Export] public Array<LootItem> LootTable = [];
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/// <summary>
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/// Distance from the item's origin to its bottom edge.
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/// Lifts the item above the floor surface so it doesn't clip into it.
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/// Default matches the GenericItem3D collision shape: offset (0.065) + half cylinder height (0.269).
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/// </summary>
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[Export] public float GroundOffset { get; set; } = 0.204f;
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private bool _autoPickup = false;
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private bool _simulating = false;
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private Vector3 _velocity = Vector3.Zero;
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public bool AutoPickup => _autoPickup;
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public override void _Ready()
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{
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_autoPickup = LootTable.Any(x => x.AutoPickup);
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}
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/// <summary>
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/// Applies an initial velocity and enables gravity simulation so the pickup
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/// arcs through the air and settles on the floor.
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/// </summary>
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public void Launch(Vector3 velocity)
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{
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_velocity = velocity;
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_simulating = true;
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}
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public override void _PhysicsProcess(double delta)
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{
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if (!_simulating) return;
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_velocity.Y -= GravityAccel * (float)delta;
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var nextPosition = GlobalPosition + _velocity * (float)delta;
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// Cast downward to detect the floor so we don't sink through it.
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var spaceState = GetWorld3D()?.DirectSpaceState;
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var query = PhysicsRayQueryParameters3D.Create(
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GlobalPosition,
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GlobalPosition + Vector3.Down * FloorProbeDistance,
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// Exclude the item's own collision layer (layer 32 per scene) and hit static geometry only.
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0b1
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);
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query.Exclude = [GetRid()];
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var hit = spaceState?.IntersectRay(query) ?? [];
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if (hit.Count > 0)
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{
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var floorY = hit["position"].AsVector3().Y;
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if (nextPosition.Y - GroundOffset <= floorY)
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{
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nextPosition.Y = floorY + GroundOffset;
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_simulating = false;
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_velocity = Vector3.Zero;
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}
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}
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GlobalPosition = nextPosition;
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}
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public override bool Activate(ActivationType activationType = ActivationType.Toggle)
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@ -1,4 +1,4 @@
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using Godot;
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using Godot;
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namespace Cirno.Scripts.Resources.Loot;
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@ -8,7 +8,10 @@ public partial class LootDrop : Resource
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{
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[Export]
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public LootItem Item { get; set; }
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[Export(PropertyHint.None, "suffix:%")]
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public float Chance { get; set; }
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/// <summary>How many pickup instances to spawn when this drop is triggered.</summary>
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[Export] public int Count { get; set; } = 1;
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}
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68
Scripts/Resources/Loot/LootDropHelper.cs
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68
Scripts/Resources/Loot/LootDropHelper.cs
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@ -0,0 +1,68 @@
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using System.Collections.Generic;
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using System.Linq;
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using Godot;
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namespace Cirno.Scripts.Resources.Loot;
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/// <summary>
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/// Shared logic for spawning and scattering <see cref="LootDrop"/> entries in the 3D world.
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/// Used by both destructibles and enemies so the distribution behaviour stays consistent.
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/// </summary>
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public static class LootDropHelper
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{
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/// <summary>
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/// Rolls each drop's chance, then spawns the resulting pickups scattered uniformly
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/// in a circle around <paramref name="center"/> with an outward + upward launch velocity
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/// so they arc through the air and fall to the floor.
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/// </summary>
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/// <param name="drops">The list of possible drops to evaluate.</param>
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/// <param name="anchor">Node used as the spawn parent / sibling reference.</param>
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/// <param name="center">World-space centre of the scatter circle.</param>
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/// <param name="scatterRadius">Radius of the circle in which items are spread.</param>
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/// <param name="launchUpSpeed">Initial upward speed applied to each pickup.</param>
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/// <param name="rng">Caller-owned RNG instance so seeds are consistent per object.</param>
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public static void SpawnDrops(
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IEnumerable<LootDrop> drops,
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Node3D anchor,
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Vector3 center,
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float scatterRadius,
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float launchUpSpeed,
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RandomNumberGenerator rng)
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{
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var dropList = drops?.ToList();
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if (dropList is not { Count: > 0 }) return;
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// Count total spawns up front so golden-angle spacing is proportional to the full set.
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var totalSpawns = dropList
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.Where(d => d?.Item is not null)
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.Sum(d => Mathf.Max(d.Count, 1));
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var itemIndex = 0;
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foreach (var drop in dropList)
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{
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if (drop?.Item is null) continue;
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var roll = rng.RandfRange(0f, 100f);
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if (roll > drop.Chance) continue;
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var spawnCount = Mathf.Max(drop.Count, 1);
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for (var i = 0; i < spawnCount; i++)
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{
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// Golden-angle placement gives uniform, non-clustering distribution.
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itemIndex++;
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var angle = itemIndex * Mathf.Tau / 1.618033988f;
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var radius = scatterRadius * Mathf.Sqrt((float)itemIndex / Mathf.Max(totalSpawns, 1));
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var offset = new Vector3(Mathf.Cos(angle) * radius, 0f, Mathf.Sin(angle) * radius);
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var spawnPos = center + offset;
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var lateralDir = offset.LengthSquared() > 0f ? offset.Normalized() : Vector3.Right;
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var launch = lateralDir * (scatterRadius * 0.5f) + Vector3.Up * launchUpSpeed;
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drop.Item.Spawn3D(anchor, spawnPosition: spawnPos, launchVelocity: launch);
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}
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}
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}
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}
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1
Scripts/Resources/Loot/LootDropHelper.cs.uid
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1
Scripts/Resources/Loot/LootDropHelper.cs.uid
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@ -0,0 +1 @@
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uid://cmpwy17x132io
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@ -55,31 +55,43 @@ public partial class LootItem : Resource
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return spawnedItem;
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}
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public ItemPickup3D Spawn3D(Node3D sibling, bool dropAsChild = false)
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/// <summary>
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/// Spawns this item as an <see cref="ItemPickup3D"/> in the 3D world.
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/// </summary>
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/// <param name="sibling">Reference node used to determine parent and default spawn position.</param>
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/// <param name="dropAsChild">If true, spawns as a child of <paramref name="sibling"/>; otherwise as a sibling.</param>
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/// <param name="spawnPosition">
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/// Optional world-space position override. When null, the position of <paramref name="sibling"/> is used.
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/// Pass a custom value to scatter drops instead of stacking them all at the same point.
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/// </param>
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/// <param name="launchVelocity">Optional initial velocity applied to the pickup so it arcs and falls to the floor.</param>
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public ItemPickup3D Spawn3D(Node3D sibling, bool dropAsChild = false, Vector3? spawnPosition = null, Vector3? launchVelocity = null)
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{
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if (string.IsNullOrWhiteSpace(DropScenePath3D)) return null;
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var itemScene = GD.Load<PackedScene>(DropScenePath3D);
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var spawnedItem = itemScene.Instantiate<ItemPickup3D>();
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spawnedItem.Name = this.ItemKey;
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var position = spawnPosition ?? sibling.GlobalPosition;
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if (dropAsChild)
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{
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CallDeferred(MethodName.DeferredSpawn3D, sibling, spawnedItem, sibling.GlobalPosition);
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//sibling.CallDeferred(Node.MethodName.AddChild, spawnedItem);
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//sibling.AddChild(spawnedItem);
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CallDeferred(MethodName.DeferredSpawn3D, sibling, spawnedItem, position);
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}
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else
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{
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CallDeferred(MethodName.DeferredSpawn3D, sibling.GetParentNode3D(), spawnedItem, sibling.GlobalPosition);
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//sibling.GetParent().CallDeferred(Node.MethodName.AddChild, spawnedItem);
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//sibling.GetParent().AddChild(spawnedItem);
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CallDeferred(MethodName.DeferredSpawn3D, sibling.GetParentNode3D(), spawnedItem, position);
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}
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//spawnedItem.GlobalPosition = sibling.GlobalPosition;
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spawnedItem.LootTable.Add(this);
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spawnedItem.SetSprite(InventorySprite);
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if (launchVelocity.HasValue)
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{
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spawnedItem.Launch(launchVelocity.Value);
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}
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return spawnedItem;
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}
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