Added enemy data generation

This commit is contained in:
2025-12-14 19:29:49 +03:00
parent ccf5d4c93b
commit c9332bffca
5 changed files with 158 additions and 50 deletions
+7
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@@ -5,3 +5,10 @@ extends Resource
@export var seed_value : int = 0 @export var seed_value : int = 0
@export var spawn_point : Vector2 @export var spawn_point : Vector2
@export var spawn_time : int
@export var enemy_scene: String
@export var weapon_id: String
@export var weapon_count: int
+60 -1
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@@ -2,15 +2,74 @@ class_name EnemyGenerator
extends Node extends Node
enum EnemyType {
Small,
Medium,
Large,
}
const ENEMY_TYPES : Array[EnemyType] = [
EnemyType.Small,
EnemyType.Medium,
EnemyType.Large,
]
const ENEMY_CHANCES : Array[int] = [
45,
35,
20,
]
const ENEMY_SCENES : Dictionary[EnemyType, String] = {
EnemyType.Small: "res://game/entities/ships/enemies/small/small_enemy_ship.tscn",
EnemyType.Medium: "res://game/entities/ships/enemies/small/medium_enemy_ship.tscn",
EnemyType.Large: "res://game/entities/ships/enemies/small/large_enemy_ship.tscn",
}
const ENEMY_MAX_WEAPON_COUNT : Dictionary[EnemyType, int] = {
EnemyType.Small: 1,
EnemyType.Medium: 2,
EnemyType.Large: 3,
}
var local_seed_rng : RandomNumberGenerator = RandomNumberGenerator.new() var local_seed_rng : RandomNumberGenerator = RandomNumberGenerator.new()
var spawn_rng : RandomNumberGenerator = RandomNumberGenerator.new()
var type_rng : RandomNumberGenerator = RandomNumberGenerator.new()
var weapon_rng : RandomNumberGenerator = RandomNumberGenerator.new()
func generate(seed_value: int) -> EnemyData: func generate(seed_value: int) -> EnemyData:
local_seed_rng.seed = seed_value local_seed_rng.seed = seed_value
spawn_rng.seed = local_seed_rng.randi()
type_rng.seed = local_seed_rng.randi()
weapon_rng.seed = local_seed_rng.randi()
var type := _get_enemy_type()
var data : EnemyData = EnemyData.new() var data : EnemyData = EnemyData.new()
data.seed_value = seed_value data.seed_value = seed_value
_full_spawn(data)
_full_scene(data, type)
_full_weapon(data, type)
return data return data
func _get_enemy_type() -> EnemyType:
var index := type_rng.rand_weighted(ENEMY_CHANCES)
return ENEMY_TYPES[index]
func _full_spawn(data: EnemyData) -> void:
data.spawn_point.y = 750
data.spawn_point.x = spawn_rng.randf_range(0.0, 360.0)
func _full_scene(data: EnemyData, type: EnemyType) -> void:
data.enemy_scene = ENEMY_SCENES[type]
func _full_weapon(data: EnemyData, type: EnemyType) -> void:
data.weapon_count = randi_range(1, ENEMY_MAX_WEAPON_COUNT[type])
+67 -12
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@@ -2,14 +2,27 @@ class_name PassageGenerator
extends Node extends Node
const ENEMY_COUNT = 10 const ENEMY_COUNT_MEAN = 50.0
const MIN_LENGTH = 250.0 const ENEMY_COUNT_DEVIATION = 100.0
const MAX_LENGTH = 350.0
const LENGTH_MEAN = 300.0
const LENGTH_DEVIATION = 50.0
const SPAWN_START_DELAY = 3
const SPAWN_END_DELAY = 3
const USE_NEXT_WEAPON_CHANCE = 10
var local_seed_rng : RandomNumberGenerator = RandomNumberGenerator.new() var local_seed_rng : RandomNumberGenerator = RandomNumberGenerator.new()
var enemy_seed_rng : RandomNumberGenerator = RandomNumberGenerator.new() var weapon_ids_rng : RandomNumberGenerator = RandomNumberGenerator.new()
var length_rng : RandomNumberGenerator = RandomNumberGenerator.new() var length_rng : RandomNumberGenerator = RandomNumberGenerator.new()
var enemy_seed_rng : RandomNumberGenerator = RandomNumberGenerator.new()
var enemy_count_rng : RandomNumberGenerator = RandomNumberGenerator.new()
var enemy_spawn_time_rng : RandomNumberGenerator = RandomNumberGenerator.new()
var enemy_weapon_rng : RandomNumberGenerator = RandomNumberGenerator.new()
var weapon_ids : Array[String]
@onready var enemy_generator : EnemyGenerator = $EnemyGenerator @onready var enemy_generator : EnemyGenerator = $EnemyGenerator
@@ -17,24 +30,66 @@ var length_rng : RandomNumberGenerator = RandomNumberGenerator.new()
func generate(seed_value: int) -> PassageData: func generate(seed_value: int) -> PassageData:
local_seed_rng.seed = seed_value local_seed_rng.seed = seed_value
enemy_seed_rng.seed = local_seed_rng.randi() weapon_ids_rng.seed = local_seed_rng.randi()
length_rng.seed = local_seed_rng.randi() length_rng.seed = local_seed_rng.randi()
enemy_seed_rng.seed = local_seed_rng.randi()
enemy_count_rng.seed = local_seed_rng.randi()
enemy_spawn_time_rng.seed = local_seed_rng.randi()
enemy_weapon_rng.seed = local_seed_rng.randi()
weapon_ids = _get_weapon_ids()
var data : PassageData = PassageData.new() var data : PassageData = PassageData.new()
data.seed_value = seed_value data.seed_value = seed_value
_fill_enemies(data)
_fill_length(data) _fill_length(data)
_fill_enemies(data)
return data return data
func _fill_enemies(data: PassageData) -> void: func _get_weapon_ids() -> Array[String]:
for i in ENEMY_COUNT: var array : Array[String] = AbstractShip.WEAPON_SCENES.keys().duplicate()
var seed_value := enemy_seed_rng.randi()
var enemy := enemy_generator.generate(seed_value) for i in range(array.size() - 1, 0, -1):
data.enemies.append(enemy) var j := weapon_ids_rng.randi_range(0, i)
var temp := array[i]
array[i] = array[j]
array[j] = temp
return array
func _fill_length(data: PassageData) -> void: func _fill_length(data: PassageData) -> void:
data.length = length_rng.randf_range(MIN_LENGTH, MAX_LENGTH) data.length = length_rng.randfn(LENGTH_MEAN, LENGTH_DEVIATION)
func _fill_enemies(data: PassageData) -> void:
var spawn_end_time := floori(data.length - SPAWN_END_DELAY)
var enemy_count := roundi(enemy_count_rng.randfn(ENEMY_COUNT_MEAN, ENEMY_COUNT_DEVIATION))
for i in range(enemy_count):
var seed_value := enemy_seed_rng.randi()
var enemy := enemy_generator.generate(seed_value)
enemy.spawn_time = enemy_spawn_time_rng.randi_range(SPAWN_START_DELAY, spawn_end_time)
enemy.weapon_id = _get_weapon_id()
data.enemies.append(enemy)
var enemy_spawn_time_compare := func(a: EnemyData, b: EnemyData) -> bool:
return a.spawn_time > b.spawn_time
data.enemies.sort_custom(enemy_spawn_time_compare)
func _get_weapon_id() -> String:
var index := 0
while [index < weapon_ids.size()]:
if enemy_weapon_rng.randi_range(1, 100) <= USE_NEXT_WEAPON_CHANCE:
index += 1
else:
break
return weapon_ids[index]
+12 -19
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@@ -1,12 +1,16 @@
class_name SectorGenerator class_name SectorGenerator
extends Node extends Node
const SECTOR_TYPES : Array[SectorData.SectorType] = [
const CHANSES_BY_SECTOR_TYPE : Dictionary[SectorData.SectorType, int] = { SectorData.SectorType.ShopSector,
SectorData.SectorType.ShopSector: 40, SectorData.SectorType.RepairSector,
SectorData.SectorType.RepairSector: 20, SectorData.SectorType.DebrisSector,
SectorData.SectorType.DebrisSector: 40, ]
} const SECTOR_CHANCES : Array[int] = [
40,
20,
40,
]
var local_seed_rng : RandomNumberGenerator = RandomNumberGenerator.new() var local_seed_rng : RandomNumberGenerator = RandomNumberGenerator.new()
@@ -26,16 +30,5 @@ func generate(seed_value: int) -> SectorData:
func _get_sector_type() -> SectorData.SectorType: func _get_sector_type() -> SectorData.SectorType:
var total_chance := 0 var index := sector_type_rng.rand_weighted(SECTOR_CHANCES)
for type in CHANSES_BY_SECTOR_TYPE: return SECTOR_TYPES[index]
total_chance += CHANSES_BY_SECTOR_TYPE[type]
var threshold := sector_type_rng.randi_range(1, total_chance)
var cumulative := 0
for type in CHANSES_BY_SECTOR_TYPE:
cumulative += CHANSES_BY_SECTOR_TYPE[type]
if threshold <= cumulative:
return type
return SectorData.SectorType.DebrisSector
+12 -18
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@@ -9,11 +9,16 @@ enum StageType {
} }
const CHANSES_BY_SECTOR_COUNT : Dictionary[int, int] = { const SECTOR_COUNTS : Array[int] = [
1: 20, 1,
2: 30, 2,
3: 50, 3,
} ]
const SECTOR_CHANCES : Array[int] = [
20,
30,
50,
]
var local_seed_rng : RandomNumberGenerator = RandomNumberGenerator.new() var local_seed_rng : RandomNumberGenerator = RandomNumberGenerator.new()
@@ -52,19 +57,8 @@ func _fill_sectors(data : StageData, type: StageType = StageType.Inner) -> void:
func _get_sector_count() -> int: func _get_sector_count() -> int:
var total_chance := 0 var index := sector_count_rng.rand_weighted(SECTOR_CHANCES)
for count in CHANSES_BY_SECTOR_COUNT: return SECTOR_COUNTS[index]
total_chance += CHANSES_BY_SECTOR_COUNT[count]
var threshold := sector_count_rng.randi_range(1, total_chance)
var cumulative := 0
for count in CHANSES_BY_SECTOR_COUNT:
cumulative += CHANSES_BY_SECTOR_COUNT[count]
if threshold <= cumulative:
return count
return 1
func _update_neighbors(data : StageData) -> void: func _update_neighbors(data : StageData) -> void: