newlon/scripts/level/zombe_spawners/SurvivalZombieSpawner.cs
2025-07-29 04:08:05 +05:00

172 lines
5.1 KiB
C#

using System.Collections.Generic;
using Godot;
using Godot.Collections;
using Newlon;
using Newlon.Resources;
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.GetInternalID());
}
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.GetEntityByName(res) as ZombieResource);
}
return list;
}
}