mtd/Scripts/wave_manager.gd

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GDScript3
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extends Node
func calculate_spawn_power(wave_number : int, number_of_players : int) -> int:
return 20 + (50 * number_of_players) + (30 * wave_number)
func generate_wave(spawn_power : int, spawn_pool : Array[Enemy]) -> Dictionary:
var wave = {}
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#var sp_used = 0
var enemy_types = randi_range(1, 5)
var enemy_choices = spawn_pool.duplicate()
var sp_allotment = floori(spawn_power / enemy_types)
for x in enemy_types:
var choice = enemy_choices.pick_random()
enemy_choices.erase(choice)
if sp_allotment / choice.spawn_power > 0:
wave[Data.enemies.find(choice)] = sp_allotment / choice.spawn_power
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#sp_used += wave[Data.enemies.find(choice)] * choice.spawn_power
#print("Generated wave with spawn power: " + str(sp_used) + "/" + str(spawn_power))
return wave