Slightly more reasonable waves

This commit is contained in:
Anuken 2020-10-25 15:07:51 -04:00
parent 1cdea49383
commit 6c3372e71c
4 changed files with 29 additions and 23 deletions

View File

@ -36,8 +36,8 @@ public class Vars implements Loadable{
public static boolean loadLocales = true;
/** Whether the logger is loaded. */
public static boolean loadedLogger = false, loadedFileLogger = false;
/** Whether to show the cliff button in the editor*/
public static boolean addCliffButton = false;
/** Whether to enable various experimental features (e.g. cliffs) */
public static boolean experimental = false;
/** Maximum extra padding around deployment schematics. */
public static final int maxLoadoutSchematicPad = 5;
/** Maximum schematic size.*/

View File

@ -570,7 +570,7 @@ public class MapEditorDialog extends Dialog implements Disposable{
}).growX().top();
}
if(addCliffButton){
if(experimental){
mid.row();
mid.table(t -> {

View File

@ -34,9 +34,7 @@ public class WaveInfoDialog extends BaseDialog{
super("@waves.title");
shown(this::setup);
hidden(() -> {
state.rules.spawns = groups;
});
hidden(() -> state.rules.spawns = groups);
addCloseListener();
@ -96,6 +94,14 @@ public class WaveInfoDialog extends BaseDialog{
view(1);
}
});
if(experimental){
buttons.button("Random", Icon.refresh, () -> {
groups.clear();
groups = DefaultWaves.generate(1f / 10f);
updateWaves();
}).width(200f);
}
}
void view(int amount){

View File

@ -262,9 +262,7 @@ public class DefaultWaves{
{dagger, mace, fortress, scepter, reign},
{nova, pulsar, quasar, vela, corvus},
{crawler, atrax, spiroct, arkyid, toxopid},
//{risso, minke, bryde, sei, omura}, //questionable choices
{flare, horizon, difficulty > 0.5 ? poly : zenith, quad, quad},
{flare, horizon, zenith, antumbra, eclipse}
{flare, horizon, rand.chance(0.2) && difficulty > 0.5 ? poly : zenith, rand.chance(0.5) ? quad : antumbra, rand.chance(0.1) ? quad : eclipse}
};
//required progression:
@ -276,6 +274,7 @@ public class DefaultWaves{
int cap = 150;
float shieldStart = 30, shieldsPerWave = 20 + difficulty*30f;
float[] scaling = {1, 1, 1.5f, 3f, 4f};
Intc createProgression = start -> {
//main sequence
@ -284,18 +283,19 @@ public class DefaultWaves{
for(int i = start; i < cap;){
int f = i;
int next = rand.random(8, 16);
int next = rand.random(8, 16) + curTier * 4;
float shieldAmount = Math.max((i - shieldStart) * shieldsPerWave, 0);
int space = start == 0 ? 1 : rand.random(1, 2);
int ctier = curTier;
//main progression
out.add(new SpawnGroup(curSpecies[Math.min(curTier, curSpecies.length - 1)]){{
unitAmount = f == 0 ? 1 : 10;
unitAmount = f == start ? 1 : 6 / (int)scaling[ctier];
begin = f;
end = f + next >= cap ? never : f + next;
max = 14;
unitScaling = rand.random(1f, 3f);
unitScaling = (difficulty < 0.4f ? rand.random(2f, 4f) : rand.random(1f, 3f)) * scaling[ctier];
shields = shieldAmount;
shieldScaling = shieldsPerWave;
spacing = space;
@ -303,18 +303,18 @@ public class DefaultWaves{
//extra progression that tails out, blends in
out.add(new SpawnGroup(curSpecies[Math.min(curTier, curSpecies.length - 1)]){{
unitAmount = 6;
begin = f + next;
end = f + next + rand.random(8, 12);
max = 11;
unitScaling = rand.random(2f);
spacing = rand.random(2, 3);
shields = shieldAmount;
unitAmount = 3 / (int)scaling[ctier];
begin = f + next - 1;
end = f + next + rand.random(6, 10);
max = 6;
unitScaling = rand.random(1f, 2f);
spacing = rand.random(2, 4);
shields = shieldAmount/2f;
shieldScaling = shieldsPerWave;
}});
i += next;
if(curTier < 3 || rand.chance(0.2)){
i += next + 1;
if(curTier < 3 || rand.chance(0.05)){
curTier ++;
}
@ -330,11 +330,11 @@ public class DefaultWaves{
createProgression.get(0);
int step = 5 + rand.random(3);
int step = 5 + rand.random(5);
while(step <= cap){
createProgression.get(step);
step += (int)(rand.random(13, 25) * Mathf.lerp(1f, 0.5f, difficulty));
step += (int)(rand.random(15, 30) * Mathf.lerp(1f, 0.5f, difficulty));
}
int bossWave = (int)(rand.random(30, 60) * Mathf.lerp(1f, 0.7f, difficulty));