moved to new understanding of what a wave is
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@@ -23,28 +23,26 @@ static func calculate_pot(wave_number: int, number_of_players: int) -> int:
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return ceili((3.0 * number_of_players) + (2.5 * wave_number))
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static func get_test_wave(spawn_pool: Array[Enemy]) -> Wave:
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var wave: Wave = Wave.new()
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static func get_test_wave(spawn_pool: Array[Enemy]) -> WaveConfig:
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var wave: WaveConfig = WaveConfig.new()
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for x: int in 3:
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var new_card: EnemyCard = EnemyCard.new()
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new_card.enemy = spawn_pool[0]
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new_card.rarity = Data.Rarity.COMMON
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wave.enemy_groups.append(new_card)
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wave.enemies[spawn_pool[0]] = 1
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return wave
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## Uses a spawn power budget to "buy" cards of enemies at random selection from
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## the given spawn pool, returns the resulting wave but also assigns the cards
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## among the given set of enemy spawners
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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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static func generate_wave(spawn_power: int, spawn_pool: Array[Enemy], spawners: int) -> WaveConfig:
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var wave: WaveConfig = WaveConfig.new()
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#print("Generating wave with " + str(points) + " points to spend")
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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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new_card.enemy = spawn_pool[NoiseRandom.randi_in_range(spawn_power, 0, spawn_pool.size() - 1)]
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var enemy: Enemy = spawn_pool[NoiseRandom.randi_in_range(spawn_power, 0, spawn_pool.size() - 1)]
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var enemy_group: EnemyGroup = EnemyGroup.new()
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enemy_group.enemy = enemy
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#Next, we have to figure out if we can actually buy that enemy
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#and, if not, then we have to pick a different enemy, repeat until
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@@ -54,29 +52,29 @@ static func generate_wave(spawn_power: int, spawn_pool: Array[Enemy]) -> Wave:
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var first_enemy_id: int = -1
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while !enemy_chosen:
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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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most_enemies_afforded = int(spawn_power / 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 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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var enemy_id: int = spawn_pool.find(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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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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enemy = spawn_pool[enemy_id]
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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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spawn_power -= chosen_groups * new_card.enemy.spawn_power
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enemy_group.count = chosen_groups * enemy.group_size
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wave.enemy_groups[enemy_group] = NoiseRandom.randi_in_range(spawn_power, 0, spawners - 1)
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spawn_power -= chosen_groups * enemy.spawn_power
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return wave
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