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: return (20 * number_of_players) + (5 * 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((2.5 * number_of_players) + (0.5 * wave_number)) ## 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: Array[EnemySpawner]) -> Wave: var wave: Wave = Wave.new() var points: int = spawn_power / 10.0 #print("Generating wave with " + str(points) + " points to spend") while points > 0: var new_card: EnemyCard = EnemyCard.new() #First, choose an enemy at random new_card.enemy = spawn_pool.pick_random() #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 highest_rarity: Data.Rarity = Data.Rarity.COMMON while !enemy_chosen: #Next, determine which is the most expensive rarity we can afford if new_card.enemy.legendary_cost <= points: highest_rarity = Data.Rarity.LEGENDARY enemy_chosen = true elif new_card.enemy.epic_cost <= points: highest_rarity = Data.Rarity.EPIC enemy_chosen = true elif new_card.enemy.rare_cost <= points: highest_rarity = Data.Rarity.RARE enemy_chosen = true elif new_card.enemy.uncommon_cost <= points: highest_rarity = Data.Rarity.UNCOMMON enemy_chosen = true elif new_card.enemy.common_cost <= points: highest_rarity = Data.Rarity.COMMON enemy_chosen = true else: #Even the common rarity was too expensive, so we have to choose #a different enemy and try this process again var enemy_id: int = spawn_pool.find(new_card.enemy) if enemy_id <= 0: new_card.enemy = spawn_pool[spawn_pool.size() - 1] else: new_card.enemy = spawn_pool[enemy_id - 1] #Now that we know which rarities we could afford, lets just choose a #random one var chosen_rarity: int = randi_range(0, highest_rarity) new_card.rarity = chosen_rarity #Add that new enemy to the wave and spend the points! wave.enemy_groups.append(new_card) if chosen_rarity == Data.Rarity.COMMON: points -= new_card.enemy.common_cost elif chosen_rarity == Data.Rarity.UNCOMMON: points -= new_card.enemy.uncommon_cost elif chosen_rarity == Data.Rarity.RARE: points -= new_card.enemy.rare_cost elif chosen_rarity == Data.Rarity.EPIC: points -= new_card.enemy.epic_cost elif chosen_rarity == Data.Rarity.LEGENDARY: points -= new_card.enemy.legendary_cost var ground_spawners: Array[EnemySpawner] = [] var air_spawners: Array[EnemySpawner] = [] for spawner: EnemySpawner in spawners: if spawner.type == Data.EnemyType.LAND: ground_spawners.append(spawner) else: air_spawners.append(spawner) for card: EnemyCard in wave.enemy_groups: if card.enemy.target_type == Data.EnemyType.LAND: #TODO: make this use determinisic noise rng ground_spawners.pick_random().add_card(card) else: air_spawners.pick_random().add_card(card) return wave