enabled enforced static typing
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@ -1,21 +1,21 @@
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extends Node
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func calculate_spawn_power(wave_number : int, number_of_players : int) -> int:
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func calculate_spawn_power(wave_number: int, number_of_players: int) -> int:
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return 20 + (50 * number_of_players) + (30 * wave_number)
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func generate_wave(spawn_power : int, spawn_pool : Array[Enemy]) -> Dictionary:
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var wave = {}
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func generate_wave(spawn_power: int, spawn_pool: Array[Enemy]) -> Dictionary:
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var wave: Dictionary = {}
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#var sp_used = 0
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var enemy_types = randi_range(1, 5)
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var enemy_choices = spawn_pool.duplicate()
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var sp_allotment = floori(spawn_power / enemy_types)
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for x in enemy_types:
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var choice = enemy_choices.pick_random()
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var enemy_types: int = randi_range(1, 5)
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var enemy_choices: Array[Enemy] = spawn_pool.duplicate()
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var sp_allotment: int = floori(float(spawn_power) / float(enemy_types))
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for x: int in enemy_types:
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var choice: Enemy = enemy_choices.pick_random()
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enemy_choices.erase(choice)
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if sp_allotment / choice.spawn_power > 0:
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wave[Data.enemies.find(choice)] = sp_allotment / choice.spawn_power
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if floori(float(sp_allotment) / float(choice.spawn_power)) > 0:
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wave[Data.enemies.find(choice)] = floori(float(sp_allotment) / float(choice.spawn_power))
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#sp_used += wave[Data.enemies.find(choice)] * choice.spawn_power
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#print("Generated wave with spawn power: " + str(sp_used) + "/" + str(spawn_power))
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return wave
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