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New waves for sectors, quite possibly broken
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parent
68f11df55d
commit
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2 changed files with 57 additions and 41 deletions
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@ -1,5 +1,6 @@
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package mindustry.game;
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import arc.func.*;
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import arc.math.*;
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import arc.struct.*;
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import arc.util.*;
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@ -58,6 +59,7 @@ public class DefaultWaves{
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unitScaling = 1;
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unitAmount = 4;
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spacing = 2;
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shieldScaling = 10f;
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}},
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new SpawnGroup(mace){{
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@ -65,6 +67,7 @@ public class DefaultWaves{
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spacing = 3;
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unitScaling = 1;
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end = 40;
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shieldScaling = 20f;
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}},
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new SpawnGroup(mace){{
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@ -86,6 +89,7 @@ public class DefaultWaves{
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begin = 16;
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unitScaling = 1;
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spacing = 2;
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shieldScaling = 20f;
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}},
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new SpawnGroup(dagger){{
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@ -200,7 +204,7 @@ public class DefaultWaves{
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}
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//TODO move elsewhere
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public static Seq<SpawnGroup> generate(){
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public static Seq<SpawnGroup> generate(float difficulty){
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UnitType[][] species = {
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{dagger, mace, fortress, scepter, reign},
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{nova, pulsar, quasar, vela, corvus},
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@ -216,54 +220,66 @@ public class DefaultWaves{
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Seq<SpawnGroup> out = new Seq<>();
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//max reasonable wave, after which everything gets boring
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int cap = 400;
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int cap = 200;
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//main sequence
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float shieldStart = 30, shieldsPerWave = 12;
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UnitType[] curSpecies = Structs.random(species);
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int curTier = 0;
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for(int i = 0; i < cap;){
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int f = i;
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int next = Mathf.random(15, 25);
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Intc createProgression = start -> {
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//main sequence
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UnitType[] curSpecies = Structs.random(species);
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int curTier = 0;
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float shieldAmount = Math.max((i - shieldStart) * shieldsPerWave, 0);
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for(int i = start; i < cap;){
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int f = i;
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int next = Mathf.random(8, 16);
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//main progression
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out.add(new SpawnGroup(curSpecies[Math.min(curTier, curSpecies.length - 1)]){{
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unitAmount = f == 0 ? 1 : 10;
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begin = f;
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end = f + next >= cap ? never : f + next;
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max = 16;
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unitScaling = Mathf.random(1f, 2f);
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shields = shieldAmount;
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shieldScaling = shieldsPerWave;
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}});
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float shieldAmount = Math.max((i - shieldStart) * shieldsPerWave, 0);
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//extra progression that tails out, blends in
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out.add(new SpawnGroup(curSpecies[Math.min(curTier, curSpecies.length - 1)]){{
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unitAmount = 6;
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begin = f + next;
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end = f + next + Mathf.random(8, 12);
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max = 10;
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unitScaling = Mathf.random(2f);
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spacing = Mathf.random(2, 3);
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shields = shieldAmount;
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shieldScaling = shieldsPerWave;
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}});
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//main progression
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out.add(new SpawnGroup(curSpecies[Math.min(curTier, curSpecies.length - 1)]){{
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unitAmount = f == 0 ? 1 : 10;
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begin = f;
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end = f + next >= cap ? never : f + next;
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max = 16;
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unitScaling = Mathf.random(1f, 2f);
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shields = shieldAmount;
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shieldScaling = shieldsPerWave;
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}});
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i += next;
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if(curTier < 3 || Mathf.chance(0.2)){
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curTier ++;
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//extra progression that tails out, blends in
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out.add(new SpawnGroup(curSpecies[Math.min(curTier, curSpecies.length - 1)]){{
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unitAmount = 6;
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begin = f + next;
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end = f + next + Mathf.random(8, 12);
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max = 10;
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unitScaling = Mathf.random(2f);
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spacing = Mathf.random(2, 3);
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shields = shieldAmount;
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shieldScaling = shieldsPerWave;
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}});
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i += next;
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if(curTier < 3 || Mathf.chance(0.2)){
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curTier ++;
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}
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//do not spawn bosses
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curTier = Math.min(curTier, 3);
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//small chance to switch species
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if(Mathf.chance(0.3)){
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curSpecies = Structs.random(species);
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}
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}
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};
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//do not spawn bosses
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curTier = Math.min(curTier, 3);
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createProgression.get(0);
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//small chance to switch species
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if(Mathf.chance(0.3)){
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curSpecies = Structs.random(species);
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}
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int step = 5 + Mathf.random(3);
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while(step <= cap){
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createProgression.get(step);
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step += (int)(Mathf.random(15, 30) * Mathf.lerp(1f, 0.4f, difficulty));
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}
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int bossWave = Mathf.random(30, 60);
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@ -394,13 +394,13 @@ public class SerpuloPlanetGenerator extends PlanetGenerator{
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state.rules.attackMode = true;
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}else{
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state.rules.winWave = 15 * (int)Math.max(difficulty * 5, 1);
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state.rules.winWave = 15 * (int)Math.max(difficulty * 10, 1);
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}
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state.rules.waves = true;
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//TODO better waves
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state.rules.spawns = defaultWaves.get();
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state.rules.spawns = DefaultWaves.generate(difficulty);
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}
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@Override
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