Enhanced loot drops system

This commit is contained in:
MaddoScientisto 2026-03-01 19:14:34 +01:00
commit acc61f9a0e
12 changed files with 661 additions and 443 deletions

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@ -1,4 +1,4 @@
using Godot;
using Godot;
namespace Cirno.Scripts.Resources.Loot;
@ -8,7 +8,10 @@ public partial class LootDrop : Resource
{
[Export]
public LootItem Item { get; set; }
[Export(PropertyHint.None, "suffix:%")]
public float Chance { get; set; }
/// <summary>How many pickup instances to spawn when this drop is triggered.</summary>
[Export] public int Count { get; set; } = 1;
}

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@ -0,0 +1,68 @@
using System.Collections.Generic;
using System.Linq;
using Godot;
namespace Cirno.Scripts.Resources.Loot;
/// <summary>
/// Shared logic for spawning and scattering <see cref="LootDrop"/> entries in the 3D world.
/// Used by both destructibles and enemies so the distribution behaviour stays consistent.
/// </summary>
public static class LootDropHelper
{
/// <summary>
/// Rolls each drop's chance, then spawns the resulting pickups scattered uniformly
/// in a circle around <paramref name="center"/> with an outward + upward launch velocity
/// so they arc through the air and fall to the floor.
/// </summary>
/// <param name="drops">The list of possible drops to evaluate.</param>
/// <param name="anchor">Node used as the spawn parent / sibling reference.</param>
/// <param name="center">World-space centre of the scatter circle.</param>
/// <param name="scatterRadius">Radius of the circle in which items are spread.</param>
/// <param name="launchUpSpeed">Initial upward speed applied to each pickup.</param>
/// <param name="rng">Caller-owned RNG instance so seeds are consistent per object.</param>
public static void SpawnDrops(
IEnumerable<LootDrop> drops,
Node3D anchor,
Vector3 center,
float scatterRadius,
float launchUpSpeed,
RandomNumberGenerator rng)
{
var dropList = drops?.ToList();
if (dropList is not { Count: > 0 }) return;
// Count total spawns up front so golden-angle spacing is proportional to the full set.
var totalSpawns = dropList
.Where(d => d?.Item is not null)
.Sum(d => Mathf.Max(d.Count, 1));
var itemIndex = 0;
foreach (var drop in dropList)
{
if (drop?.Item is null) continue;
var roll = rng.RandfRange(0f, 100f);
if (roll > drop.Chance) continue;
var spawnCount = Mathf.Max(drop.Count, 1);
for (var i = 0; i < spawnCount; i++)
{
// Golden-angle placement gives uniform, non-clustering distribution.
itemIndex++;
var angle = itemIndex * Mathf.Tau / 1.618033988f;
var radius = scatterRadius * Mathf.Sqrt((float)itemIndex / Mathf.Max(totalSpawns, 1));
var offset = new Vector3(Mathf.Cos(angle) * radius, 0f, Mathf.Sin(angle) * radius);
var spawnPos = center + offset;
var lateralDir = offset.LengthSquared() > 0f ? offset.Normalized() : Vector3.Right;
var launch = lateralDir * (scatterRadius * 0.5f) + Vector3.Up * launchUpSpeed;
drop.Item.Spawn3D(anchor, spawnPosition: spawnPos, launchVelocity: launch);
}
}
}
}

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@ -0,0 +1 @@
uid://cmpwy17x132io

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@ -55,31 +55,43 @@ public partial class LootItem : Resource
return spawnedItem;
}
public ItemPickup3D Spawn3D(Node3D sibling, bool dropAsChild = false)
/// <summary>
/// Spawns this item as an <see cref="ItemPickup3D"/> in the 3D world.
/// </summary>
/// <param name="sibling">Reference node used to determine parent and default spawn position.</param>
/// <param name="dropAsChild">If true, spawns as a child of <paramref name="sibling"/>; otherwise as a sibling.</param>
/// <param name="spawnPosition">
/// Optional world-space position override. When null, the position of <paramref name="sibling"/> is used.
/// Pass a custom value to scatter drops instead of stacking them all at the same point.
/// </param>
/// <param name="launchVelocity">Optional initial velocity applied to the pickup so it arcs and falls to the floor.</param>
public ItemPickup3D Spawn3D(Node3D sibling, bool dropAsChild = false, Vector3? spawnPosition = null, Vector3? launchVelocity = null)
{
if (string.IsNullOrWhiteSpace(DropScenePath3D)) return null;
var itemScene = GD.Load<PackedScene>(DropScenePath3D);
var spawnedItem = itemScene.Instantiate<ItemPickup3D>();
spawnedItem.Name = this.ItemKey;
var position = spawnPosition ?? sibling.GlobalPosition;
if (dropAsChild)
{
CallDeferred(MethodName.DeferredSpawn3D, sibling, spawnedItem, sibling.GlobalPosition);
//sibling.CallDeferred(Node.MethodName.AddChild, spawnedItem);
//sibling.AddChild(spawnedItem);
CallDeferred(MethodName.DeferredSpawn3D, sibling, spawnedItem, position);
}
else
{
CallDeferred(MethodName.DeferredSpawn3D, sibling.GetParentNode3D(), spawnedItem, sibling.GlobalPosition);
//sibling.GetParent().CallDeferred(Node.MethodName.AddChild, spawnedItem);
//sibling.GetParent().AddChild(spawnedItem);
CallDeferred(MethodName.DeferredSpawn3D, sibling.GetParentNode3D(), spawnedItem, position);
}
//spawnedItem.GlobalPosition = sibling.GlobalPosition;
spawnedItem.LootTable.Add(this);
spawnedItem.SetSprite(InventorySprite);
if (launchVelocity.HasValue)
{
spawnedItem.Launch(launchVelocity.Value);
}
return spawnedItem;
}