409 lines
12 KiB
Java
409 lines
12 KiB
Java
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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import mindustry.content.*;
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import mindustry.type.*;
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import static mindustry.content.UnitTypes.*;
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public class Waves{
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public static final int waveVersion = 3;
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private Seq<SpawnGroup> spawns;
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public Seq<SpawnGroup> get(){
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if(spawns == null && dagger != null){
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spawns = Seq.with(
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new SpawnGroup(dagger){{
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end = 10;
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unitScaling = 2f;
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max = 30;
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}},
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new SpawnGroup(crawler){{
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begin = 4;
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end = 13;
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unitAmount = 2;
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unitScaling = 1.5f;
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}},
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new SpawnGroup(flare){{
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begin = 12;
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end = 16;
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unitScaling = 1f;
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}},
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new SpawnGroup(dagger){{
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begin = 11;
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unitScaling = 1.7f;
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spacing = 2;
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max = 4;
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shieldScaling = 25f;
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}},
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new SpawnGroup(pulsar){{
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begin = 13;
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spacing = 3;
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unitScaling = 0.5f;
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max = 25;
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}},
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new SpawnGroup(mace){{
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begin = 7;
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spacing = 3;
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unitScaling = 2;
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end = 30;
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}},
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new SpawnGroup(dagger){{
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begin = 12;
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unitScaling = 1;
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unitAmount = 4;
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spacing = 2;
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shieldScaling = 20f;
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max = 14;
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}},
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new SpawnGroup(mace){{
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begin = 28;
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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(spiroct){{
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begin = 45;
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spacing = 3;
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unitScaling = 1;
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max = 10;
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shieldScaling = 30f;
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shields = 100;
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effect = StatusEffects.overdrive;
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}},
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new SpawnGroup(pulsar){{
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begin = 120;
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spacing = 2;
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unitScaling = 3;
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unitAmount = 5;
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effect = StatusEffects.overdrive;
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}},
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new SpawnGroup(flare){{
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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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max = 20;
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}},
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new SpawnGroup(quasar){{
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begin = 82;
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spacing = 3;
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unitAmount = 4;
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unitScaling = 3;
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shieldScaling = 30f;
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effect = StatusEffects.overdrive;
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}},
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new SpawnGroup(pulsar){{
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begin = 41;
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spacing = 5;
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unitAmount = 1;
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unitScaling = 3;
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effect = StatusEffects.shielded;
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max = 25;
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}},
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new SpawnGroup(fortress){{
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begin = 40;
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spacing = 5;
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unitAmount = 2;
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unitScaling = 2;
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max = 20;
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shieldScaling = 30;
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}},
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new SpawnGroup(nova){{
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begin = 35;
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spacing = 3;
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unitAmount = 4;
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effect = StatusEffects.overdrive;
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items = new ItemStack(Items.blastCompound, 60);
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end = 60;
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}},
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new SpawnGroup(dagger){{
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begin = 42;
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spacing = 3;
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unitAmount = 4;
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effect = StatusEffects.overdrive;
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items = new ItemStack(Items.pyratite, 100);
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end = 130;
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max = 30;
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}},
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new SpawnGroup(horizon){{
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begin = 40;
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unitAmount = 2;
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spacing = 2;
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unitScaling = 2;
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shieldScaling = 20;
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}},
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new SpawnGroup(flare){{
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begin = 50;
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unitAmount = 4;
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unitScaling = 3;
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spacing = 5;
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shields = 100f;
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shieldScaling = 10f;
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effect = StatusEffects.overdrive;
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max = 20;
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}},
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new SpawnGroup(zenith){{
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begin = 50;
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unitAmount = 2;
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unitScaling = 3;
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spacing = 5;
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max = 16;
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shieldScaling = 30;
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}},
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new SpawnGroup(nova){{
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begin = 53;
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unitAmount = 2;
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unitScaling = 3;
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spacing = 4;
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shieldScaling = 30;
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}},
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new SpawnGroup(atrax){{
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begin = 31;
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unitAmount = 4;
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unitScaling = 1;
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spacing = 3;
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shieldScaling = 10f;
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}},
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new SpawnGroup(scepter){{
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begin = 41;
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unitAmount = 1;
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unitScaling = 1;
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spacing = 30;
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shieldScaling = 30f;
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}},
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new SpawnGroup(reign){{
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begin = 81;
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unitAmount = 1;
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unitScaling = 1;
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spacing = 40;
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shieldScaling = 30f;
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}},
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new SpawnGroup(antumbra){{
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begin = 120;
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unitAmount = 1;
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unitScaling = 1;
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spacing = 40;
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shieldScaling = 30f;
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}},
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new SpawnGroup(vela){{
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begin = 100;
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unitAmount = 1;
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unitScaling = 1;
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spacing = 30;
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shieldScaling = 30f;
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}},
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new SpawnGroup(corvus){{
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begin = 145;
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unitAmount = 1;
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unitScaling = 1;
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spacing = 35;
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shieldScaling = 30f;
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shields = 100;
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}},
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new SpawnGroup(horizon){{
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begin = 90;
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unitAmount = 2;
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unitScaling = 3;
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spacing = 4;
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shields = 40f;
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shieldScaling = 30f;
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}},
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new SpawnGroup(toxopid){{
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begin = 210;
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unitAmount = 1;
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unitScaling = 1;
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spacing = 35;
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shields = 1000;
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shieldScaling = 35f;
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}}
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);
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}
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return spawns == null ? new Seq<>() : spawns;
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}
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public static Seq<SpawnGroup> generate(float difficulty){
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//apply power curve to make starting sectors easier
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return generate(new Rand(), Mathf.pow(difficulty, 1.12f));
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}
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public static Seq<SpawnGroup> generate(Rand rand, 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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{crawler, atrax, spiroct, arkyid, toxopid},
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{flare, horizon, zenith, rand.chance(0.5) ? quad : antumbra, rand.chance(0.1) ? quad : eclipse}
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};
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//required progression:
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//- extra periodic patterns
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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 = 150;
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float shieldStart = 30, shieldsPerWave = 20 + difficulty*30f;
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float[] scaling = {1, 1, 1.5f, 3f, 4f};
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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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for(int i = start; i < cap;){
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int f = i;
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int next = rand.random(8, 16) + (int)Mathf.lerp(4f, 0f, difficulty) + curTier * 4;
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float shieldAmount = Math.max((i - shieldStart) * shieldsPerWave, 0);
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int space = start == 0 ? 1 : rand.random(1, 2);
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int ctier = curTier;
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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 == start ? 1 : 6 / (int)scaling[ctier];
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begin = f;
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end = f + next >= cap ? never : f + next;
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max = 13;
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unitScaling = (difficulty < 0.4f ? rand.random(2.5f, 4f) : rand.random(1f, 4f)) * scaling[ctier];
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shields = shieldAmount;
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shieldScaling = shieldsPerWave;
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spacing = space;
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}});
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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 = 3 / (int)scaling[ctier];
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begin = f + next - 1;
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end = f + next + rand.random(6, 10);
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max = 6;
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unitScaling = rand.random(1f, 2f);
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spacing = rand.random(2, 4);
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shields = shieldAmount/2f;
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shieldScaling = shieldsPerWave;
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}});
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i += next + 1;
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if(curTier < 3 || (rand.chance(0.05) && difficulty > 0.8)){
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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(rand.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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createProgression.get(0);
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int step = 5 + rand.random(5);
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while(step <= cap){
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createProgression.get(step);
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step += (int)(rand.random(15, 30) * Mathf.lerp(1f, 0.5f, difficulty));
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}
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int bossWave = (int)(rand.random(50, 70) * Mathf.lerp(1f, 0.5f, difficulty));
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int bossSpacing = (int)(rand.random(25, 40) * Mathf.lerp(1f, 0.6f, difficulty));
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int bossTier = difficulty < 0.5 ? 3 : 4;
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//main boss progression
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out.add(new SpawnGroup(Structs.random(species)[bossTier]){{
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unitAmount = 1;
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begin = bossWave;
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spacing = bossSpacing;
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end = never;
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max = 16;
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unitScaling = bossSpacing;
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shieldScaling = shieldsPerWave;
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effect = StatusEffects.boss;
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}});
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//alt boss progression
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out.add(new SpawnGroup(Structs.random(species)[bossTier]){{
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unitAmount = 1;
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begin = bossWave + rand.random(3, 5) * bossSpacing;
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spacing = bossSpacing;
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end = never;
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max = 16;
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unitScaling = bossSpacing;
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shieldScaling = shieldsPerWave;
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effect = StatusEffects.boss;
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}});
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int finalBossStart = 120 + rand.random(30);
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//final boss waves
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out.add(new SpawnGroup(Structs.random(species)[bossTier]){{
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unitAmount = 1;
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begin = finalBossStart;
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spacing = bossSpacing/2;
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end = never;
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unitScaling = bossSpacing;
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shields = 500;
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shieldScaling = shieldsPerWave * 4;
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effect = StatusEffects.boss;
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}});
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//final boss waves (alt)
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out.add(new SpawnGroup(Structs.random(species)[bossTier]){{
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unitAmount = 1;
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begin = finalBossStart + 15;
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spacing = bossSpacing/2;
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end = never;
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unitScaling = bossSpacing;
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shields = 500;
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shieldScaling = shieldsPerWave * 4;
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effect = StatusEffects.boss;
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}});
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//shift back waves on higher difficulty for a harder start
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int shift = Math.max((int)(difficulty * 15 - 5), 0);
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for(SpawnGroup group : out){
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group.begin -= shift;
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group.end -= shift;
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}
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return out;
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}
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}
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