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Enhanced loot drops system
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12 changed files with 661 additions and 443 deletions
68
Scripts/Resources/Loot/LootDropHelper.cs
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68
Scripts/Resources/Loot/LootDropHelper.cs
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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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