101 lines
4.0 KiB
GDScript
101 lines
4.0 KiB
GDScript
class_name WaveManager extends Object
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## A collection of static functions related to enemy wave generation
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##
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## Contains the algorithm for generating a wave based on a given pool of enemies
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## as well as the functions for determining how much powerful a given enemy wave
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## should be based on the the number of players and what number wave it is.
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##
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## Also contains the function for determining how much money is earned after
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## completing a wave
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## Takes in wave number and number of players and returns a spawn power value
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## intended for passing into the generate_wave method
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static func calculate_spawn_power(wave_number: int, number_of_players: int) -> int:
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return (20 * number_of_players) + (5 * wave_number)
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## Takes in wave number and number of players and returns the amount of coins
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## that should be divided between each player after completing the wave
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static func calculate_pot(wave_number: int, number_of_players: int) -> int:
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return ceili((2.5 * number_of_players) + (0.5 * wave_number))
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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], spawners: Array[EnemySpawner]) -> Wave:
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var wave: Wave = Wave.new()
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var points: int = spawn_power / 10.0
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#print("Generating wave with " + str(points) + " points to spend")
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while points > 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.pick_random()
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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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#we've successfully chosen one we can actually afford
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var enemy_chosen: bool = false
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var highest_rarity: Data.Rarity = Data.Rarity.COMMON
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while !enemy_chosen:
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#Next, determine which is the most expensive rarity we can afford
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if new_card.enemy.legendary_cost <= points:
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highest_rarity = Data.Rarity.LEGENDARY
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enemy_chosen = true
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elif new_card.enemy.epic_cost <= points:
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highest_rarity = Data.Rarity.EPIC
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enemy_chosen = true
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elif new_card.enemy.rare_cost <= points:
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highest_rarity = Data.Rarity.RARE
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enemy_chosen = true
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elif new_card.enemy.uncommon_cost <= points:
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highest_rarity = Data.Rarity.UNCOMMON
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enemy_chosen = true
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elif new_card.enemy.common_cost <= points:
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highest_rarity = Data.Rarity.COMMON
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enemy_chosen = true
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else:
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#Even the common rarity 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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if enemy_id <= 0:
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new_card.enemy = spawn_pool[spawn_pool.size() - 1]
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else:
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new_card.enemy = spawn_pool[enemy_id - 1]
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#Now that we know which rarities we could afford, lets just choose a
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#random one
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var chosen_rarity: int = randi_range(0, highest_rarity)
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new_card.rarity = chosen_rarity
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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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if chosen_rarity == Data.Rarity.COMMON:
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points -= new_card.enemy.common_cost
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elif chosen_rarity == Data.Rarity.UNCOMMON:
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points -= new_card.enemy.uncommon_cost
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elif chosen_rarity == Data.Rarity.RARE:
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points -= new_card.enemy.rare_cost
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elif chosen_rarity == Data.Rarity.EPIC:
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points -= new_card.enemy.epic_cost
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elif chosen_rarity == Data.Rarity.LEGENDARY:
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points -= new_card.enemy.legendary_cost
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var ground_spawners: Array[EnemySpawner] = []
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var air_spawners: Array[EnemySpawner] = []
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for spawner: EnemySpawner in spawners:
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if spawner.type == Data.EnemyType.LAND:
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ground_spawners.append(spawner)
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else:
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air_spawners.append(spawner)
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for card: EnemyCard in wave.enemy_groups:
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if card.enemy.target_type == Data.EnemyType.LAND:
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#TODO: make this use determinisic noise rng
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ground_spawners.pick_random().add_card(card)
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else:
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air_spawners.pick_random().add_card(card)
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return wave
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