added wave viewer which required adding determinism to wave generation

This commit is contained in:
2025-11-06 22:16:59 +11:00
parent 19b5589b27
commit 3cb37faf4b
38 changed files with 438 additions and 312 deletions

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@@ -25,17 +25,16 @@ static func calculate_pot(wave_number: int, number_of_players: int) -> int:
## Uses a spawn power budget to "buy" cards of enemies at random selection from
## the given spawn pool, returns the resulting wave but also assigns the cards
## among the given set of enemy spawners
static func generate_wave(spawn_power: int, spawn_pool: Array[Enemy], spawners: Array[EnemySpawner]) -> Wave:
static func generate_wave(spawn_power: int, spawn_pool: Array[Enemy]) -> Wave:
var wave: Wave = Wave.new()
var points: int = int(spawn_power / 10.0)
#print("Generating wave with " + str(points) + " points to spend")
while points > 0:
var new_card: EnemyCard = EnemyCard.new()
#First, choose an enemy at random
#TODO: Use seeded random
new_card.enemy = spawn_pool.pick_random()
new_card.enemy = spawn_pool[NoiseRandom.randi_in_range(spawn_power, 0, spawn_pool.size() - 1)]
#Next, we have to figure out if we can actually buy that enemy
#and, if not, then we have to pick a different enemy, repeat until
@@ -71,7 +70,7 @@ static func generate_wave(spawn_power: int, spawn_pool: Array[Enemy], spawners:
#Now that we know which rarities we could afford, lets just choose a
#random one
var chosen_rarity: int = randi_range(0, highest_rarity)
var chosen_rarity: int = NoiseRandom.randi_in_range(spawn_power, 0, highest_rarity)
new_card.rarity = chosen_rarity as Data.Rarity
#Add that new enemy to the wave and spend the points!
@@ -86,18 +85,4 @@ static func generate_wave(spawn_power: int, spawn_pool: Array[Enemy], spawners:
points -= new_card.enemy.epic_cost
elif chosen_rarity == Data.Rarity.LEGENDARY:
points -= new_card.enemy.legendary_cost
var ground_spawners: Array[EnemySpawner] = []
var air_spawners: Array[EnemySpawner] = []
for spawner: EnemySpawner in spawners:
if spawner.type == Data.EnemyType.LAND:
ground_spawners.append(spawner)
else:
air_spawners.append(spawner)
for card: EnemyCard in wave.enemy_groups:
if card.enemy.target_type == Data.EnemyType.LAND:
#TODO: make this use determinisic noise rng
ground_spawners.pick_random().add_card(card)
else:
air_spawners.pick_random().add_card(card)
return wave