Added enemy data generation
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@@ -5,3 +5,10 @@ extends Resource
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@export var seed_value : int = 0
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@export var spawn_point : Vector2
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@export var spawn_time : int
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@export var enemy_scene: String
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@export var weapon_id: String
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@export var weapon_count: int
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@@ -2,15 +2,74 @@ class_name EnemyGenerator
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extends Node
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enum EnemyType {
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Small,
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Medium,
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Large,
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}
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const ENEMY_TYPES : Array[EnemyType] = [
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EnemyType.Small,
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EnemyType.Medium,
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EnemyType.Large,
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]
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const ENEMY_CHANCES : Array[int] = [
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45,
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35,
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20,
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]
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const ENEMY_SCENES : Dictionary[EnemyType, String] = {
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EnemyType.Small: "res://game/entities/ships/enemies/small/small_enemy_ship.tscn",
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EnemyType.Medium: "res://game/entities/ships/enemies/small/medium_enemy_ship.tscn",
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EnemyType.Large: "res://game/entities/ships/enemies/small/large_enemy_ship.tscn",
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}
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const ENEMY_MAX_WEAPON_COUNT : Dictionary[EnemyType, int] = {
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EnemyType.Small: 1,
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EnemyType.Medium: 2,
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EnemyType.Large: 3,
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}
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var local_seed_rng : RandomNumberGenerator = RandomNumberGenerator.new()
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var spawn_rng : RandomNumberGenerator = RandomNumberGenerator.new()
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var type_rng : RandomNumberGenerator = RandomNumberGenerator.new()
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var weapon_rng : RandomNumberGenerator = RandomNumberGenerator.new()
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func generate(seed_value: int) -> EnemyData:
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local_seed_rng.seed = seed_value
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spawn_rng.seed = local_seed_rng.randi()
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type_rng.seed = local_seed_rng.randi()
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weapon_rng.seed = local_seed_rng.randi()
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var type := _get_enemy_type()
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var data : EnemyData = EnemyData.new()
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data.seed_value = seed_value
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_full_spawn(data)
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_full_scene(data, type)
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_full_weapon(data, type)
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return data
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func _get_enemy_type() -> EnemyType:
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var index := type_rng.rand_weighted(ENEMY_CHANCES)
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return ENEMY_TYPES[index]
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func _full_spawn(data: EnemyData) -> void:
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data.spawn_point.y = 750
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data.spawn_point.x = spawn_rng.randf_range(0.0, 360.0)
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func _full_scene(data: EnemyData, type: EnemyType) -> void:
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data.enemy_scene = ENEMY_SCENES[type]
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func _full_weapon(data: EnemyData, type: EnemyType) -> void:
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data.weapon_count = randi_range(1, ENEMY_MAX_WEAPON_COUNT[type])
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@@ -2,14 +2,27 @@ class_name PassageGenerator
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extends Node
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const ENEMY_COUNT = 10
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const MIN_LENGTH = 250.0
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const MAX_LENGTH = 350.0
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const ENEMY_COUNT_MEAN = 50.0
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const ENEMY_COUNT_DEVIATION = 100.0
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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
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const SPAWN_END_DELAY = 3
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const USE_NEXT_WEAPON_CHANCE = 10
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var local_seed_rng : RandomNumberGenerator = RandomNumberGenerator.new()
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var enemy_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_count_rng : RandomNumberGenerator = RandomNumberGenerator.new()
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var enemy_spawn_time_rng : RandomNumberGenerator = RandomNumberGenerator.new()
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var enemy_weapon_rng : RandomNumberGenerator = RandomNumberGenerator.new()
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var weapon_ids : Array[String]
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@onready var enemy_generator : EnemyGenerator = $EnemyGenerator
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@@ -17,24 +30,66 @@ var length_rng : RandomNumberGenerator = RandomNumberGenerator.new()
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func generate(seed_value: int) -> PassageData:
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local_seed_rng.seed = seed_value
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enemy_seed_rng.seed = local_seed_rng.randi()
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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_count_rng.seed = local_seed_rng.randi()
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enemy_spawn_time_rng.seed = local_seed_rng.randi()
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enemy_weapon_rng.seed = local_seed_rng.randi()
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weapon_ids = _get_weapon_ids()
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var data : PassageData = PassageData.new()
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data.seed_value = seed_value
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_fill_enemies(data)
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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 _fill_enemies(data: PassageData) -> void:
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for i in ENEMY_COUNT:
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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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data.enemies.append(enemy)
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func _get_weapon_ids() -> Array[String]:
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var array : Array[String] = AbstractShip.WEAPON_SCENES.keys().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.randf_range(MIN_LENGTH, MAX_LENGTH)
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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 enemy_count := roundi(enemy_count_rng.randfn(ENEMY_COUNT_MEAN, ENEMY_COUNT_DEVIATION))
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for i in range(enemy_count):
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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 = enemy_spawn_time_rng.randi_range(SPAWN_START_DELAY, spawn_end_time)
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enemy.weapon_id = _get_weapon_id()
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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_id() -> String:
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var index := 0
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while [index < weapon_ids.size()]:
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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 weapon_ids[index]
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@@ -1,12 +1,16 @@
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class_name SectorGenerator
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extends Node
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const CHANSES_BY_SECTOR_TYPE : Dictionary[SectorData.SectorType, int] = {
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SectorData.SectorType.ShopSector: 40,
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SectorData.SectorType.RepairSector: 20,
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SectorData.SectorType.DebrisSector: 40,
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}
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const SECTOR_TYPES : Array[SectorData.SectorType] = [
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SectorData.SectorType.ShopSector,
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SectorData.SectorType.RepairSector,
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SectorData.SectorType.DebrisSector,
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]
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const SECTOR_CHANCES : Array[int] = [
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40,
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20,
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40,
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]
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var local_seed_rng : RandomNumberGenerator = RandomNumberGenerator.new()
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@@ -26,16 +30,5 @@ func generate(seed_value: int) -> SectorData:
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func _get_sector_type() -> SectorData.SectorType:
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var total_chance := 0
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for type in CHANSES_BY_SECTOR_TYPE:
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total_chance += CHANSES_BY_SECTOR_TYPE[type]
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var threshold := sector_type_rng.randi_range(1, total_chance)
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var cumulative := 0
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for type in CHANSES_BY_SECTOR_TYPE:
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cumulative += CHANSES_BY_SECTOR_TYPE[type]
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if threshold <= cumulative:
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return type
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return SectorData.SectorType.DebrisSector
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var index := sector_type_rng.rand_weighted(SECTOR_CHANCES)
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return SECTOR_TYPES[index]
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@@ -9,11 +9,16 @@ enum StageType {
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}
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const CHANSES_BY_SECTOR_COUNT : Dictionary[int, int] = {
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1: 20,
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2: 30,
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3: 50,
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}
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const SECTOR_COUNTS : Array[int] = [
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1,
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2,
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3,
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]
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const SECTOR_CHANCES : Array[int] = [
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20,
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30,
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50,
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]
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var local_seed_rng : RandomNumberGenerator = RandomNumberGenerator.new()
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@@ -52,19 +57,8 @@ func _fill_sectors(data : StageData, type: StageType = StageType.Inner) -> void:
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func _get_sector_count() -> int:
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var total_chance := 0
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for count in CHANSES_BY_SECTOR_COUNT:
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total_chance += CHANSES_BY_SECTOR_COUNT[count]
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var threshold := sector_count_rng.randi_range(1, total_chance)
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var cumulative := 0
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for count in CHANSES_BY_SECTOR_COUNT:
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cumulative += CHANSES_BY_SECTOR_COUNT[count]
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if threshold <= cumulative:
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return count
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return 1
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var index := sector_count_rng.rand_weighted(SECTOR_CHANCES)
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return SECTOR_COUNTS[index]
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func _update_neighbors(data : StageData) -> void:
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