added endless mode support to the wave viewer
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@@ -13,7 +13,8 @@ extends Object
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## Takes in wave number and number of players and returns a spawn power value
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## intended for passing into the generate_wave method
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static func calculate_spawn_power(wave_number: int, number_of_players: int) -> int:
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return (20 * number_of_players) + (4 * wave_number)
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#print("wave number: " + str(wave_number) + ", number of players: " + str(number_of_players))
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return (11 * number_of_players) + (6 * wave_number)
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## Takes in wave number and number of players and returns the amount of coins
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@@ -38,9 +39,8 @@ static func get_test_wave(spawn_pool: Array[Enemy]) -> Wave:
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static func generate_wave(spawn_power: int, spawn_pool: Array[Enemy]) -> Wave:
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var wave: Wave = Wave.new()
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var points: int = int(spawn_power / 10.0)
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#print("Generating wave with " + str(points) + " points to spend")
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while points > 0:
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while spawn_power > 0:
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var new_card: EnemyCard = EnemyCard.new()
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#First, choose an enemy at random
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@@ -50,49 +50,33 @@ static func generate_wave(spawn_power: int, spawn_pool: Array[Enemy]) -> Wave:
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#and, if not, then we have to pick a different enemy, repeat until
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#we've successfully chosen one we can actually afford
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var enemy_chosen: bool = false
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var highest_rarity: Data.Rarity = Data.Rarity.COMMON
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var most_enemies_afforded: int = 0
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var first_enemy_id: int = -1
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while !enemy_chosen:
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#Next, determine which is the most expensive rarity we can afford
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if new_card.enemy.legendary_cost <= points:
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highest_rarity = Data.Rarity.LEGENDARY
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enemy_chosen = true
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elif new_card.enemy.epic_cost <= points:
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highest_rarity = Data.Rarity.EPIC
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enemy_chosen = true
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elif new_card.enemy.rare_cost <= points:
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highest_rarity = Data.Rarity.RARE
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enemy_chosen = true
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elif new_card.enemy.uncommon_cost <= points:
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highest_rarity = Data.Rarity.UNCOMMON
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enemy_chosen = true
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elif new_card.enemy.common_cost <= points:
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highest_rarity = Data.Rarity.COMMON
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#Next, determine what is the most groups we can afford
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most_enemies_afforded = int(spawn_power / new_card.enemy.spawn_power)
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if most_enemies_afforded > 0:
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enemy_chosen = true
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else:
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#Even the common rarity was too expensive, so we have to choose
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#Even 1 group was too expensive, so we have to choose
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#a different enemy and try this process again
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var enemy_id: int = spawn_pool.find(new_card.enemy)
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enemy_id -= 1
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if first_enemy_id == -1:
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first_enemy_id = enemy_id
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if enemy_id < 0:
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new_card.enemy = spawn_pool[spawn_pool.size() - 1]
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else:
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new_card.enemy = spawn_pool[enemy_id]
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#Now that we know which rarities we could afford, lets just choose a
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#random one
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var chosen_rarity: int = NoiseRandom.randi_in_range(spawn_power, 0, highest_rarity)
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new_card.rarity = chosen_rarity as Data.Rarity
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most_enemies_afforded = 0
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if enemy_id == first_enemy_id:
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return wave
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#Now that we know how many we could afford, lets just choose a
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#random number of groups
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var chosen_groups: int = NoiseRandom.randi_in_range(spawn_power, 1, most_enemies_afforded)
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new_card.count = chosen_groups * new_card.enemy.group_size
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#Add that new enemy to the wave and spend the points!
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wave.enemy_groups.append(new_card)
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if chosen_rarity == Data.Rarity.COMMON:
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points -= new_card.enemy.common_cost
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elif chosen_rarity == Data.Rarity.UNCOMMON:
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points -= new_card.enemy.uncommon_cost
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elif chosen_rarity == Data.Rarity.RARE:
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points -= new_card.enemy.rare_cost
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elif chosen_rarity == Data.Rarity.EPIC:
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points -= new_card.enemy.epic_cost
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elif chosen_rarity == Data.Rarity.LEGENDARY:
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points -= new_card.enemy.legendary_cost
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spawn_power -= chosen_groups * new_card.enemy.spawn_power
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return wave
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