class_name PassageGenerator extends Node const ENEMY_DELAY_MEAN = 5.0 const ENEMY_DELAY_DEVIATION = 3.0 const LENGTH_MEAN = 300.0 const LENGTH_DEVIATION = 50.0 const SPAWN_START_DELAY = 3.0 const SPAWN_END_DELAY = 3.0 const USE_NEXT_WEAPON_CHANCE = 50 var local_seed_rng : RandomNumberGenerator = RandomNumberGenerator.new() var weapon_ids_rng : RandomNumberGenerator = RandomNumberGenerator.new() var length_rng : RandomNumberGenerator = RandomNumberGenerator.new() var enemy_seed_rng : RandomNumberGenerator = RandomNumberGenerator.new() var enemy_delay_rng : RandomNumberGenerator = RandomNumberGenerator.new() var enemy_weapon_rng : RandomNumberGenerator = RandomNumberGenerator.new() var weapons : Array[WeaponData] @onready var enemy_generator : EnemyGenerator = $EnemyGenerator func generate(seed_value: int) -> PassageData: local_seed_rng.seed = seed_value weapon_ids_rng.seed = local_seed_rng.randi() length_rng.seed = local_seed_rng.randi() enemy_seed_rng.seed = local_seed_rng.randi() enemy_delay_rng.seed = local_seed_rng.randi() enemy_weapon_rng.seed = local_seed_rng.randi() weapons = _get_weapons() var data : PassageData = PassageData.new() data.seed_value = seed_value _fill_length(data) _fill_enemies(data) return data func _get_weapons() -> Array[WeaponData]: var array : Array[WeaponData] = SaveManager.WEAPONS.duplicate() for i in range(array.size() - 1, 0, -1): 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: 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 time := SPAWN_START_DELAY while time < spawn_end_time: time += enemy_delay_rng.randfn(ENEMY_DELAY_MEAN, ENEMY_DELAY_DEVIATION) if time < SPAWN_START_DELAY: time = SPAWN_START_DELAY elif time > spawn_end_time: time = spawn_end_time var seed_value := enemy_seed_rng.randi() var enemy := enemy_generator.generate(seed_value) enemy.spawn_time = time enemy.weapon = _get_weapon() 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() -> WeaponData: var index := 0 while index < weapons.size() - 1: if enemy_weapon_rng.randi_range(1, 100) <= USE_NEXT_WEAPON_CHANCE: index += 1 else: break return weapons[index]