Files
ScrapFrontier/game/world/generators/passage_generator.gd
T

98 lines
2.5 KiB
GDScript

class_name PassageGenerator
extends Node
const ENEMY_DELAY_MEAN = 3.0
const ENEMY_DELAY_DEVIATION = 2.0
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 weapon_ids : Array[String]
@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()
weapon_ids = _get_weapon_ids()
var data : PassageData = PassageData.new()
data.seed_value = seed_value
_fill_length(data)
_fill_enemies(data)
return data
func _get_weapon_ids() -> Array[String]:
var array : Array[String] = AbstractShip.WEAPON_SCENES.keys().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_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() - 1:
if enemy_weapon_rng.randi_range(1, 100) <= USE_NEXT_WEAPON_CHANCE:
index += 1
else:
break
return weapon_ids[index]