file refactor

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Rendo 2025-07-11 22:35:36 +05:00
commit bffb012a26
175 changed files with 1086 additions and 1107 deletions

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using System.Collections.Generic;
using Godot;
using Godot.Collections;
public partial class SurvivalZombieSpawner : Node
{
// Zombie pools
// Points from pools go in that order: support -> tank -> horde -> bank
// Horde pool is allowed to shrink during runtime
[Export] private Array<string> supportPool;
[Export] private Array<string> tankPool;
[Export] private Array<string> hordePool;
private List<ZombieResource> cachedSupportPool;
private List<ZombieResource> cachedTankPool;
private List<ZombieResource> cachedHordePool;
private float minSupportPoints;
private float minTankPoints;
private float minHordePoints;
[Export] private float points = 0;
[Export] private float huge_wave_points;
[Export] private Curve velocity_curve;
private float velocity = 0;
[Export] private double time = 0.0;
private float fin_a;
private RandomNumberGenerator rng = new();
public override void _Ready()
{
rng.Randomize();
cachedSupportPool = LoadFromRegistry(supportPool);
cachedTankPool = LoadFromRegistry(tankPool);
cachedHordePool = LoadFromRegistry(hordePool);
cachedTankPool.Sort((x, y) =>
{
return (int)(x.Cost - y.Cost);
});
cachedHordePool.Sort((x, y) =>
{
return (int)(x.Cost - y.Cost);
});
minSupportPoints = cachedSupportPool[0].Cost;
minTankPoints = cachedTankPool[0].Cost;
minHordePoints = cachedHordePool[0].Cost;
fin_a = (velocity_curve.Sample(velocity_curve.MaxDomain) - velocity_curve.Sample(velocity_curve.MaxDomain - 0.001f)) / 0.001f;
}
public override void _Process(double delta)
{
points += velocity * (float)delta;
if (time > velocity_curve.MaxDomain)
{
velocity += fin_a * (float)delta;
}
else
{
velocity = velocity_curve.Sample((float)time);
}
time += delta;
}
public void SummonWave()
{
bool big_wave = false;
if ((int)time % 300 == 0)
{
points += velocity/velocity_curve.Sample((float)time)*huge_wave_points;
big_wave = true;
}
float support_points = points * 0.2f;
float tank_points = points * 0.5f;
float horde_points = points * 0.3f;
points = 0;
List<ZombieResource> wave = [];
var remaining = SummonTank(tank_points, wave);
support_points += remaining * 0.8f;
horde_points += remaining * 0.2f;
horde_points += SummonSupport(support_points, wave);
points += SummonHorde(horde_points, wave, big_wave);
wave.Sort((x, y) => { return rng.RandiRange(-1, 1); });
foreach (var zom in wave)
{
ZombieSequencer.Instance.Add(zom.internal_id);
}
big_wave = false;
}
private float SummonSupport(float given_points, List<ZombieResource> wave)
{
if (cachedSupportPool.Count == 0)
{
return given_points;
}
while (given_points >= minSupportPoints)
{
var chosen_zombie = cachedSupportPool[rng.RandiRange(0, cachedSupportPool.Count - 1)];
if (given_points - chosen_zombie.Cost >= 0)
{
wave.Add(chosen_zombie);
given_points -= chosen_zombie.Cost;
}
}
return given_points;
}
private float SummonTank(float given_points, List<ZombieResource> wave)
{
if (cachedTankPool.Count == 0)
{
return given_points;
}
int zombieIndex = cachedTankPool.Count - 1;
while (given_points >= minSupportPoints && zombieIndex > -1)
{
if (cachedTankPool[zombieIndex].Cost > given_points)
{
zombieIndex--;
continue;
}
var chosen_zombie = cachedTankPool[zombieIndex];
wave.Add(chosen_zombie);
given_points -= chosen_zombie.Cost;
}
return given_points;
}
private float SummonHorde(float given_points, List<ZombieResource> wave, bool is_big)
{
if (cachedHordePool.Count == 0)
{
return given_points;
}
while (is_big == false && cachedHordePool.Count > 1 && cachedHordePool[1].Cost * 15 <= given_points)
{
cachedHordePool.RemoveAt(0);
minHordePoints = cachedHordePool[0].Cost;
}
while (given_points >= minHordePoints)
{
var chosen_zombie = cachedHordePool[rng.RandiRange(0, cachedHordePool.Count - 1)];
if (given_points - chosen_zombie.Cost >= 0)
{
wave.Add(chosen_zombie);
given_points -= chosen_zombie.Cost;
}
}
return given_points;
}
private List<ZombieResource> LoadFromRegistry(Array<string> pool)
{
List<ZombieResource> list = [];
foreach (var res in pool)
{
list.Add(GameRegistry.GetZombieByName(res));
}
return list;
}
}

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using System.Collections.Generic;
using Godot;
using Newlon;
using Newlon.Components.Level;
using Newlon.Components.Zombies;
public partial class ZombieSequencer : Node2D
{
public static ZombieSequencer Instance { get; private set; }
private Queue<string> queue = [];
private RandomNumberGenerator rng = new();
private bool turbo = false;
[Export] private Timer spawnTimer;
[Export] private Timer waveTimer;
private double startSpawnTime;
public override void _Ready()
{
rng.Randomize();
Instance = this;
startSpawnTime = spawnTimer.WaitTime;
}
private void FormSquad()
{
if (queue.Count == 0) return;
int count = rng.RandiRange(1, queue.Count > 5 ? 5 : queue.Count);
if (count == 5)
{
Spawn(queue.Dequeue(), 1);
Spawn(queue.Dequeue(), 2);
Spawn(queue.Dequeue(), 3);
Spawn(queue.Dequeue(), 4);
Spawn(queue.Dequeue(), 5);
}
List<int> list = [];
while (list.Count < count)
{
int lane = rng.RandiRange(1, 5);
if (list.Contains(lane) == true)
{
continue;
}
list.Add(lane);
}
foreach (int lane in list)
{
if (queue.Count > 0)
Spawn(queue.Dequeue(), lane);
}
}
private void Spawn(string id, int lane)
{
RuntimeZombieData zombie = GameRegistry.GetZombieByName(id).Scene.Instantiate<RuntimeZombieData>();
PoolContainer.Instance.Zombies.AddChild(zombie);
zombie.GlobalPosition = new Vector2(GlobalPosition.X, Utility.RightFieldBoundary.Y - (lane - 1) * Utility.TileHeight);
}
public void Add(string id)
{
queue.Enqueue(id);
}
public override void _Process(double delta)
{
if (turbo == false && queue.Count > waveTimer.WaitTime / startSpawnTime * 5.0)
{
spawnTimer.WaitTime = waveTimer.WaitTime / queue.Count;
turbo = true;
}
else if(turbo && queue.Count == 0)
{
spawnTimer.WaitTime = startSpawnTime;
turbo = false;
}
}
public void DebugClearQueue()
{
queue.Clear();
}
}

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