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Decked-Out-Defense/Scripts/wave_manager.gd

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3.3 KiB
GDScript

class_name WaveManager
extends Object
## A collection of static functions related to enemy wave generation
##
## Contains the algorithm for generating a wave based on a given pool of enemies
## as well as the functions for determining how much powerful a given enemy wave
## should be based on the the number of players and what number wave it is.
##
## Also contains the function for determining how much money is earned after
## completing a wave
## 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:
#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
## that should be divided between each player after completing the wave
static func calculate_pot(wave_number: int, number_of_players: int) -> int:
return ceili((3.0 * number_of_players) + (2.5 * wave_number))
static func get_test_wave(spawn_pool: Array[Enemy]) -> WaveConfig:
var wave: WaveConfig = WaveConfig.new()
for x: int in 3:
wave.enemies[spawn_pool[0]] = 1
return wave
## 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: int) -> WaveConfig:
var wave: WaveConfig = WaveConfig.new()
#print("Generating wave with " + str(points) + " points to spend")
while spawn_power > 0:
#First, choose an enemy at random
var enemy: Enemy = spawn_pool[NoiseRandom.randi_in_range(spawn_power, 0, spawn_pool.size() - 1)]
var enemy_group: EnemyGroup = EnemyGroup.new()
enemy_group.enemy = enemy
#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
#we've successfully chosen one we can actually afford
var enemy_chosen: bool = false
var most_enemies_afforded: int = 0
var first_enemy_id: int = -1
while !enemy_chosen:
#Next, determine what is the most groups we can afford
@warning_ignore("integer_division")
most_enemies_afforded = spawn_power / enemy.spawn_power
if most_enemies_afforded > 0:
enemy_chosen = true
else:
#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(enemy)
enemy_id -= 1
if first_enemy_id == -1:
first_enemy_id = enemy_id
if enemy_id < 0:
enemy = spawn_pool[spawn_pool.size() - 1]
else:
enemy = spawn_pool[enemy_id]
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)
#Add that new enemy to the wave and spend the points!
enemy_group.count = chosen_groups * enemy.group_size
wave.enemy_groups[enemy_group] = NoiseRandom.randi_in_range(spawn_power, 0, spawners - 1)
spawn_power -= chosen_groups * enemy.spawn_power
return wave