Reworked weapons and projectiles
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class_name PassageGenerator
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extends Node
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const ENEMY_DELAY_MEAN = 3.0
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const ENEMY_DELAY_DEVIATION = 2.0
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const LENGTH_MEAN = 300.0
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const LENGTH_DEVIATION = 50.0
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const SPAWN_START_DELAY = 3.0
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const SPAWN_END_DELAY = 3.0
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const USE_NEXT_WEAPON_CHANCE = 50
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var local_seed_rng : RandomNumberGenerator = RandomNumberGenerator.new()
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var weapon_ids_rng : RandomNumberGenerator = RandomNumberGenerator.new()
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var length_rng : RandomNumberGenerator = RandomNumberGenerator.new()
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var enemy_seed_rng : RandomNumberGenerator = RandomNumberGenerator.new()
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var enemy_delay_rng : RandomNumberGenerator = RandomNumberGenerator.new()
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var enemy_weapon_rng : RandomNumberGenerator = RandomNumberGenerator.new()
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var weapons : Array[WeaponData]
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@onready var enemy_generator : EnemyGenerator = $EnemyGenerator
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func generate(seed_value: int) -> PassageData:
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local_seed_rng.seed = seed_value
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weapon_ids_rng.seed = local_seed_rng.randi()
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length_rng.seed = local_seed_rng.randi()
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enemy_seed_rng.seed = local_seed_rng.randi()
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enemy_delay_rng.seed = local_seed_rng.randi()
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enemy_weapon_rng.seed = local_seed_rng.randi()
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weapons = _get_weapons()
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var data : PassageData = PassageData.new()
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data.seed_value = seed_value
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_fill_length(data)
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_fill_enemies(data)
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return data
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func _get_weapons() -> Array[WeaponData]:
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var array : Array[WeaponData] = SaveManager.WEAPONS.duplicate()
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for i in range(array.size() - 1, 0, -1):
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var j := weapon_ids_rng.randi_range(0, i)
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var temp := array[i]
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array[i] = array[j]
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array[j] = temp
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return array
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func _fill_length(data: PassageData) -> void:
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data.length = length_rng.randfn(LENGTH_MEAN, LENGTH_DEVIATION)
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func _fill_enemies(data: PassageData) -> void:
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var spawn_end_time := floori(data.length - SPAWN_END_DELAY)
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var time := SPAWN_START_DELAY
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while time < spawn_end_time:
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time += enemy_delay_rng.randfn(ENEMY_DELAY_MEAN, ENEMY_DELAY_DEVIATION)
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if time < SPAWN_START_DELAY: time = SPAWN_START_DELAY
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elif time > spawn_end_time: time = spawn_end_time
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var seed_value := enemy_seed_rng.randi()
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var enemy := enemy_generator.generate(seed_value)
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enemy.spawn_time = time
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enemy.weapon = _get_weapon()
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data.enemies.append(enemy)
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var enemy_spawn_time_compare := func(a: EnemyData, b: EnemyData) -> bool:
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return a.spawn_time < b.spawn_time
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data.enemies.sort_custom(enemy_spawn_time_compare)
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func _get_weapon() -> WeaponData:
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var index := 0
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while index < weapons.size() - 1:
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if enemy_weapon_rng.randi_range(1, 100) <= USE_NEXT_WEAPON_CHANCE:
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index += 1
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else:
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break
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return weapons[index]
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