Small class tunning & Rework item drops

- Slight increase to priest, necro and mage scaling
- Updated overall item drops on all enemies:
   - bosses are guaranteed to drop one item
   - drops are weighted and with min/max difficulty restrictions
This commit is contained in:
Pedro Gomes 2025-01-01 20:39:41 +00:00
parent 79b50a93e3
commit fdd55142f9
56 changed files with 926 additions and 225 deletions

View File

@ -11,7 +11,7 @@ public class HiddenMap : ConsumableItem
public override void Consume()
{
PlayerDataHandler.Instance.SaveSunMapUsedProgress(PlayerDataHandler.Instance.currentPlayerName.Value);
PlayerDataHandler.Instance.SaveMapUsedProgress(PlayerDataHandler.Instance.currentPlayerName.Value, mapZone);
onMapZoneDiscovered.Raise((int)mapZone);
}
}

View File

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View File

@ -28,14 +28,14 @@ MonoBehaviour:
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@ -28,7 +28,7 @@ MonoBehaviour:
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sellPriceVendor: 90
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@ -26,8 +26,12 @@ public class InstantValueEffect : BaseEffect
public override void ApplyEffect(Taggable user, List<Taggable> targets)
{
if (user == null) return;
foreach (Taggable target in targets)
{
if (target == null) continue;
//Debug.Log($"Applied instant effect of {GetCorrectValueSign(user, target)} to target {target.name}");
if(applyToClassResourceInstead)
{

View File

@ -172,3 +172,15 @@ public class GameDifficultyController : MonoBehaviour, IPunObservable
}
}
}
public enum DifficultyLevels
{
E = 0,
D,
C,
B,
A,
S,
SS
}

View File

@ -15,10 +15,18 @@ public class DropTable : MonoBehaviour
public List<EquippableItem> guaranteedItemDrop = new List<EquippableItem>();
public List<EquippableItem> extraDrops = new List<EquippableItem>();
public List<Item> nonEquippablesDrops = new List<Item>();
[Space]
[SerializeField] private List<WeightedDrop> weightedDropLootTable = new List<WeightedDrop>();
PhotonView photonView;
GameObject instantiatedDrop;
GameObject instantiatedEquippableDrop;
EquippableItemDrop equippableItemDrop;
EquippableItemDrop itemDrop;
Item possibleItem;
GameObject instantiatedCoinDrop;
CoinDrop coinDrop;
int finalCoinAmount;
@ -63,13 +71,35 @@ public class DropTable : MonoBehaviour
}
if (!lootDrop) return;
/*
if (extraDrops.Count <= 0) return;
spawnPosition = this.transform.position;
spawnPosition.y = 0f;
instantiatedEquippableDrop = Instantiate(interactableDropPrefab, spawnPosition, this.transform.rotation);
equippableItemDrop = instantiatedDrop.GetComponent<EquippableItemDrop>();
equippableItemDrop.itemDrop = extraDrops[Random.Range(0, extraDrops.Count)];
if (nonEquippablesDrops.Count <= 0) return;
spawnPosition = this.transform.position + Vector3.one * 0.3f;
spawnPosition.y = 0f;
instantiatedDrop = Instantiate(interactableDropPrefab, spawnPosition, this.transform.rotation);
itemDrop = instantiatedDrop.GetComponent<EquippableItemDrop>();
itemDrop.itemDrop = extraDrops[Random.Range(0, extraDrops.Count)];
itemDrop.itemDrop = nonEquippablesDrops[Random.Range(0, nonEquippablesDrops.Count)];*/
if (weightedDropLootTable.Count <= 0) return;
if (!WeightedDrop.HaveDropsForDifficulty(weightedDropLootTable, GameDifficultyController.Instance.GetCurrentDifficultyLevel())) return;
possibleItem = WeightedDrop.GetRandomDrop(weightedDropLootTable, GameDifficultyController.Instance.GetCurrentDifficultyLevel());
if (possibleItem == null) return;
spawnPosition = guaranteedItemDrop.Count > 0 ? this.transform.position + Vector3.one * 0.3f : this.transform.position;
spawnPosition.y = 0f;
instantiatedDrop = Instantiate(interactableDropPrefab, spawnPosition, this.transform.rotation);
itemDrop = instantiatedDrop.GetComponent<EquippableItemDrop>();
itemDrop.itemDrop = possibleItem;
}
}

View File

@ -5,7 +5,7 @@ using UnityEngine;
public class EquippableItemDrop : Interactable
{
public EquippableItem itemDrop;
public Item itemDrop;
public override void Interact(bool melee)
{

View File

@ -8,10 +8,148 @@ public class WeightedDrop
{
public Item drop;
public float weight;
public DifficultyLevels lowestPossibleDifficulty;
public DifficultyLevels highestPossibleDifficulty;
public int LowestDifficultyDrop => (int)lowestPossibleDifficulty;
public int HighestDifficultyDrop => (int)highestPossibleDifficulty;
public WeightedDrop(Item item, float weight)
{
this.drop = item;
this.weight = weight;
lowestPossibleDifficulty = DifficultyLevels.E;
highestPossibleDifficulty = DifficultyLevels.SS;
}
public WeightedDrop(Item item, float weight, DifficultyLevels lowestPossibleDifficulty, DifficultyLevels highestPossibleDifficulty)
{
this.drop = item;
this.weight = weight;
this.lowestPossibleDifficulty = lowestPossibleDifficulty;
this.highestPossibleDifficulty = highestPossibleDifficulty;
}
public static bool HaveDropsForDifficulty(List<WeightedDrop> table, int difficulty)
{
for (int i = 0; i < table.Count; i++)
{
if (table[i].LowestDifficultyDrop <= difficulty && table[i].HighestDifficultyDrop >= difficulty)
return true;
}
return false;
}
public static bool HaveDropsForDifficulty(List<WeightedDrop> table, DifficultyLevels difficulty)
{
for (int i = 0; i < table.Count; i++)
{
if (table[i].lowestPossibleDifficulty <= difficulty && table[i].highestPossibleDifficulty >= difficulty)
return true;
}
return false;
}
public static Item GetRandomDrop(List<WeightedDrop> items)
{
float totalWeight = 0;
foreach (var weightedItem in items)
{
totalWeight += weightedItem.weight;
}
float randomValue = UnityEngine.Random.Range(0f, totalWeight);
float currentWeight = 0;
foreach (var weightedItem in items)
{
currentWeight += weightedItem.weight;
if (randomValue <= currentWeight)
{
return weightedItem.drop;
}
}
// This should never happen if the weights are set up correctly
Debug.LogWarning("No item selected in weighted drop system. Returning default value.");
return null;
}
public static Item GetRandomDrop(List<WeightedDrop> items, DifficultyLevels currentDifficulty)
{
float totalWeight = 0;
// First pass: calculate total weight only for items within difficulty range
foreach (var weightedItem in items)
{
if (weightedItem.lowestPossibleDifficulty <= currentDifficulty &&
weightedItem.highestPossibleDifficulty >= currentDifficulty)
{
totalWeight += weightedItem.weight;
}
}
if (totalWeight <= 0)
{
Debug.LogWarning($"No items available for difficulty level {currentDifficulty}. Returning null.");
return null;
}
float randomValue = UnityEngine.Random.Range(0f, totalWeight);
float currentWeight = 0;
// Second pass: select item only from those within difficulty range
foreach (var weightedItem in items)
{
if (weightedItem.lowestPossibleDifficulty <= currentDifficulty &&
weightedItem.highestPossibleDifficulty >= currentDifficulty)
{
currentWeight += weightedItem.weight;
if (randomValue <= currentWeight)
{
return weightedItem.drop;
}
}
}
Debug.LogWarning("No item selected in weighted drop system. Returning null.");
return null;
}
public static Item GetRandomDrop(List<WeightedDrop> items, int currentDifficulty)
{
float totalWeight = 0;
// First pass: calculate total weight only for items within difficulty range
foreach (var weightedItem in items)
{
if (weightedItem.LowestDifficultyDrop <= currentDifficulty &&
weightedItem.HighestDifficultyDrop >= currentDifficulty)
{
totalWeight += weightedItem.weight;
}
}
if (totalWeight <= 0)
{
Debug.LogWarning($"No items available for difficulty level {currentDifficulty}. Returning null.");
return null;
}
float randomValue = UnityEngine.Random.Range(0f, totalWeight);
float currentWeight = 0;
// Second pass: select item only from those within difficulty range
foreach (var weightedItem in items)
{
if (weightedItem.LowestDifficultyDrop <= currentDifficulty &&
weightedItem.HighestDifficultyDrop >= currentDifficulty)
{
currentWeight += weightedItem.weight;
if (randomValue <= currentWeight)
{
return weightedItem.drop;
}
}
}
Debug.LogWarning("No item selected in weighted drop system. Returning null.");
return null;
}
}

View File

@ -13,6 +13,7 @@ public static class GameConstants
public const string SunMapUsedKey = "sunMapUsed";
public const string MoonMapUsedKey = "moonMapUsed";
public const string RiverAveMapUsedKey = "riverAveMapUsed";
public const string NecroAutoSummonOnSceneRefreshIndexKey = "necroASoSRIndex";
@ -55,6 +56,8 @@ public static class GameConstants
return SunMapUsedKey + "-" + playerName;
case HiddenMapZone.MoonMap:
return MoonMapUsedKey + "-" + playerName;
case HiddenMapZone.RiverAveMap:
return RiverAveMapUsedKey + "-" + playerName;
default:
return SunMapUsedKey + "-" + playerName;
}
@ -146,7 +149,7 @@ public static class GameConstants
public static class GameBalancing
{
public const float IncreasedCoinDropBasedOnDifficultyMultiplier = 2.38f;
public const float IncreasedItemDropBasedOnDifficultyMultiplier = 1f;
public const float IncreasedItemDropBasedOnDifficultyMultiplier = 0.5f;
public const float MinimumFindFishWaitTime = 2.5f;
public const float MaximumFindFishWaitTime = 4f;

View File

@ -38,7 +38,7 @@ public class FishingSpotInteractable : Interactable
public void OnFishingEnded()
{
drop = GetRandomDrop(dropItems);
drop = WeightedDrop.GetRandomDrop(dropItems);
if(drop != null)
{
@ -58,28 +58,5 @@ public class FishingSpotInteractable : Interactable
base.OnDeFocus();
}
public static Item GetRandomDrop(List<WeightedDrop> items)
{
float totalWeight = 0;
foreach (var weightedItem in items)
{
totalWeight += weightedItem.weight;
}
float randomValue = UnityEngine.Random.Range(0f, totalWeight);
float currentWeight = 0;
foreach (var weightedItem in items)
{
currentWeight += weightedItem.weight;
if (randomValue <= currentWeight)
{
return weightedItem.drop;
}
}
// This should never happen if the weights are set up correctly
Debug.LogWarning("No item selected in weighted drop system. Returning default value.");
return null;
}
}

View File

@ -54,6 +54,7 @@ public class PlayerDataHandler : MonoBehaviour
string buildDataKey;
string sunMapUsedKey;
string riverAveMapUsedKey;
string mapUsedKey;
private void Awake()
@ -197,6 +198,18 @@ public class PlayerDataHandler : MonoBehaviour
GameStatePersistenceManager.Instance.SaveProgressDataCheckPoint(sunMapUsedKey, 1);
}
public void SaveRiverAveMapUsedProgress(string playerName)
{
riverAveMapUsedKey = GameConstants.PlayerPrefsKeys.GetMapUsedKeyByHiddenMapZone(playerName, HiddenMapZone.RiverAveMap);
GameStatePersistenceManager.Instance.SaveProgressDataCheckPoint(riverAveMapUsedKey, 1);
}
public void SaveMapUsedProgress(string playerName, HiddenMapZone map)
{
mapUsedKey = GameConstants.PlayerPrefsKeys.GetMapUsedKeyByHiddenMapZone(playerName, map);
GameStatePersistenceManager.Instance.SaveProgressDataCheckPoint(mapUsedKey, 1);
}
public bool HiddenMapUsed(string playerName, HiddenMapZone map)
{

View File

@ -11,5 +11,6 @@ public class PlayerProgressData
public enum HiddenMapZone
{
SunMap,
MoonMap
MoonMap,
RiverAveMap
}

View File

@ -94,7 +94,7 @@ Material:
- _Mode: 0
- _OcclusionStrength: 1
- _Parallax: 0.02
- _Rotation: 6.9323797
- _Rotation: 5.440146
- _SmoothnessTextureChannel: 0
- _SpecularHighlights: 1
- _SrcBlend: 1

File diff suppressed because one or more lines are too long

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@ -134,7 +134,7 @@ PlayerSettings:
16:10: 1
16:9: 1
Others: 1
bundleVersion: 0.11.2
bundleVersion: 0.11.4
preloadedAssets:
- {fileID: 947724257692438902, guid: cd9921cbc21600a45b5c842c4e6ef004, type: 3}
- {fileID: 753911528859556811, guid: bc291c869c1aa9744be1f56806b8c99d, type: 3}