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extends Node
var _timer : Resource = load("res://scenes/wave/timer_batch.tscn")
var wave_num : int = 0
var waves = []
var ongoing = false
var load_shapes : Node
var gui : Node
func fetch ():
var root = get_tree().root.get_node("world")
var saveload = root.get_node("saveload")
load_shapes = saveload.get_node("load_shapes")
gui = root.get_node("gui")
func make_queue (spawn):
var queue = []
for order in spawn.enemies:
for n in order.amount:
var e = {
"cooldown": order.cooldown,
"enemy": order.enemy
}
queue += [e]
if spawn.random: queue.shuffle()
return queue
func add_spawner (spawn):
var timer = _timer.instance()
timer.queue = make_queue(spawn)
add_child(timer)
timer.fetch()
timer.start(spawn.time)
func start_wave (wave):
for spawn in wave:
add_spawner(spawn)
func get_hp_budget (x : int):
var hp = pow((x + 10), 2.7) * 1.8 - 850
return hp
func get_affordable_enemies (hp_budget : int):
var aff = []
for enemy in load_shapes.info:
if load_shapes.info[enemy].cost <= hp_budget:
aff += [load_shapes.info[enemy]]
return aff
func pick_enemy (hp_budget : int):
var amt = 1
var aff = get_affordable_enemies(hp_budget)
var enemy = aff[randi() % aff.size()]
var order = {
"amount" : amt,
"enemy": enemy.name,
"cooldown": 0.5
}
return { "enemy": order, "cost": enemy.cost }
func gen_wave (wave_num : int):
var hp_budget = get_hp_budget(wave_num)
var enemies = []
for i in range(0, 1000):
if hp_budget < 10: break
var enemy_cost = pick_enemy(hp_budget)
enemies += [ enemy_cost.enemy ]
hp_budget -= enemy_cost.cost
var w = [
{
"time": 0, "random": true,
"enemies": enemies
}
]
return w
func start():
fetch()
ongoing = true
var w = null
if wave_num <= waves.size()-1: w = waves[wave_num]
else: w = gen_wave(wave_num)
start_wave(w)
func end():
ongoing = false
wave_num += 1
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