added endless mode support to the wave viewer

This commit is contained in:
2026-02-07 09:07:00 +11:00
parent 9453389853
commit 8f14012fff
41 changed files with 145 additions and 344 deletions

View File

@@ -87,6 +87,30 @@ func networked_set_wave(wave_number: int) -> void:
connected_players_nodes[player].hud.set_wave_count(wave_number)
wave = wave_number
set_upcoming_wave()
##wave_count is number of upcoming waves this function should return
func get_upcoming_waves(wave_count: int) -> Array[Wave]:
var waves: Array[Wave] = []
var i: int = -1
for wave_config: WaveConfig in level_specs.waves.slice(wave - 1):
i += 1
var new_wave: Wave = Wave.new()
for enemy: Enemy in level_specs.waves[wave - 1 + i].enemies.keys():
var enemy_card: EnemyCard = EnemyCard.new()
enemy_card.enemy = enemy
enemy_card.count = level_specs.waves[wave - 1 + i].enemies[enemy]
new_wave.enemy_groups.append(enemy_card)
waves.append(new_wave)
if waves.size() < wave_count:
var starting_wave: int = wave
for x: int in wave_count - waves.size():
var spawn_power: int = WaveManager.calculate_spawn_power(starting_wave + x, connected_players_nodes.size())
var new_wave: Wave = WaveManager.generate_wave(spawn_power, level.enemy_pool)
waves.append(new_wave)
return waves
func spawn_level(scene: PackedScene) -> void:
@@ -154,15 +178,11 @@ func ready_player(player_ready_true: bool) -> void:
func spawn_enemy_wave() -> void:
#level.shop.close()
#wave += 1
level.disable_all_tower_frames()
level.flow_field.calculate()
for spawn: EnemySpawner in level.enemy_spawns:
spawn.visible = false
spawn.spawn_wave()
#for tower_base: TowerBase in level.walls.values():
#tower_base.disable_duration_sprites()
wave_started.emit()
@@ -215,18 +235,8 @@ func set_upcoming_wave() -> void:
func temp_set_upcoming_wave(new_wave: Wave, coins: int) -> void:
pot = coins
#connected_players_nodes[multiplayer.get_unique_id()].hud.show_wave_generation_anim(new_wave)
connected_players_nodes[multiplayer.get_unique_id()].hud.set_upcoming_wave(new_wave.to_dict())
#TODO: You'll probably have to write a to_dict function for the new wave system
#before any of this shit works in multiplayer
#@rpc("reliable", "call_local")
#func networked_set_upcoming_wave(wave_dict: Dictionary, coins: int) -> void:
#upcoming_wave = wave_dict
#pot = coins
#for key: int in connected_players_nodes:
#connected_players_nodes[key].hud.set_upcoming_wave(upcoming_wave)
@rpc("reliable", "call_local")
func networked_set_endless(value: bool) -> void:
@@ -299,7 +309,7 @@ func end_wave() -> void:
#else:
#shop_chance += 0.09
wave_finished.emit()
if wave < wave_limit:
if wave <= wave_limit:
set_upcoming_wave()
@@ -383,13 +393,25 @@ func end(outcome: bool) -> void:
menu.set_outcome_message("You lost...")
lost_game.emit()
true:
menu.won_game()
menu.set_outcome_message("You win!")
won_game.emit()
menu.pressed_continue.connect(continue_with_game)
UILayer.add_child(menu)
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
connected_players_nodes[multiplayer.get_unique_id()].pause()
func continue_with_game() -> void:
game_active = true
gamemode.endless = true
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
connected_players_nodes[multiplayer.get_unique_id()].unpause()
#TODO: This shouldn't happen. instead, the wave generator should generate level_specs waves
level_specs.waves = []
set_upcoming_wave()
func quit_to_desktop() -> void:
multiplayer.multiplayer_peer.close()
multiplayer.multiplayer_peer = null

View File

@@ -13,7 +13,8 @@ extends Object
## Takes in wave number and number of players and returns a spawn power value
## intended for passing into the generate_wave method
static func calculate_spawn_power(wave_number: int, number_of_players: int) -> int:
return (20 * number_of_players) + (4 * wave_number)
#print("wave number: " + str(wave_number) + ", number of players: " + str(number_of_players))
return (11 * number_of_players) + (6 * wave_number)
## Takes in wave number and number of players and returns the amount of coins
@@ -38,9 +39,8 @@ static func get_test_wave(spawn_pool: Array[Enemy]) -> 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:
while spawn_power > 0:
var new_card: EnemyCard = EnemyCard.new()
#First, choose an enemy at random
@@ -50,49 +50,33 @@ static func generate_wave(spawn_power: int, spawn_pool: Array[Enemy]) -> Wave:
#and, if not, then we have to pick a different enemy, repeat until
#we've successfully chosen one we can actually afford
var enemy_chosen: bool = false
var highest_rarity: Data.Rarity = Data.Rarity.COMMON
var most_enemies_afforded: int = 0
var first_enemy_id: int = -1
while !enemy_chosen:
#Next, determine which is the most expensive rarity we can afford
if new_card.enemy.legendary_cost <= points:
highest_rarity = Data.Rarity.LEGENDARY
enemy_chosen = true
elif new_card.enemy.epic_cost <= points:
highest_rarity = Data.Rarity.EPIC
enemy_chosen = true
elif new_card.enemy.rare_cost <= points:
highest_rarity = Data.Rarity.RARE
enemy_chosen = true
elif new_card.enemy.uncommon_cost <= points:
highest_rarity = Data.Rarity.UNCOMMON
enemy_chosen = true
elif new_card.enemy.common_cost <= points:
highest_rarity = Data.Rarity.COMMON
#Next, determine what is the most groups we can afford
most_enemies_afforded = int(spawn_power / new_card.enemy.spawn_power)
if most_enemies_afforded > 0:
enemy_chosen = true
else:
#Even the common rarity was too expensive, so we have to choose
#Even 1 group was too expensive, so we have to choose
#a different enemy and try this process again
var enemy_id: int = spawn_pool.find(new_card.enemy)
enemy_id -= 1
if first_enemy_id == -1:
first_enemy_id = enemy_id
if enemy_id < 0:
new_card.enemy = spawn_pool[spawn_pool.size() - 1]
else:
new_card.enemy = spawn_pool[enemy_id]
#Now that we know which rarities we could afford, lets just choose a
#random one
var chosen_rarity: int = NoiseRandom.randi_in_range(spawn_power, 0, highest_rarity)
new_card.rarity = chosen_rarity as Data.Rarity
most_enemies_afforded = 0
if enemy_id == first_enemy_id:
return wave
#Now that we know how many we could afford, lets just choose a
#random number of groups
var chosen_groups: int = NoiseRandom.randi_in_range(spawn_power, 1, most_enemies_afforded)
new_card.count = chosen_groups * new_card.enemy.group_size
#Add that new enemy to the wave and spend the points!
wave.enemy_groups.append(new_card)
if chosen_rarity == Data.Rarity.COMMON:
points -= new_card.enemy.common_cost
elif chosen_rarity == Data.Rarity.UNCOMMON:
points -= new_card.enemy.uncommon_cost
elif chosen_rarity == Data.Rarity.RARE:
points -= new_card.enemy.rare_cost
elif chosen_rarity == Data.Rarity.EPIC:
points -= new_card.enemy.epic_cost
elif chosen_rarity == Data.Rarity.LEGENDARY:
points -= new_card.enemy.legendary_cost
spawn_power -= chosen_groups * new_card.enemy.spawn_power
return wave