extends RefCounted const MAX_LEVEL := 1000 const COUNT_POINTS := [Vector2(1, 5), Vector2(10, 10), Vector2(50, 18), Vector2(100, 23), Vector2(250, 29), Vector2(500, 34), Vector2(1000, 40)] # x = level, y = elite fraction. Each level has exactly one boss. const TIER_POINTS := [Vector2(10, 0), Vector2(50, 0.15), Vector2(100, 0.25), Vector2(500, 0.45), Vector2(1000, 0.55)] static func enemy_count(level: int) -> int: var clamped_level := clampi(level, 1, MAX_LEVEL) for index in range(1, COUNT_POINTS.size()): var before: Vector2 = COUNT_POINTS[index - 1] var after: Vector2 = COUNT_POINTS[index] if clamped_level <= after.x: return roundi(lerpf(before.y, after.y, inverse_lerp(before.x, after.x, clamped_level))) return 40 static func enemy_tiers(level: int) -> Array[int]: var count := enemy_count(level) var elite_fraction := 0.0 for index in range(1, TIER_POINTS.size()): var before: Vector2 = TIER_POINTS[index - 1] var after: Vector2 = TIER_POINTS[index] if level <= after.x: var progress := clampf(inverse_lerp(before.x, after.x, level), 0.0, 1.0) elite_fraction = lerpf(before.y, after.y, progress) break if level >= MAX_LEVEL: elite_fraction = 0.55 # One boss on every level, included in the total enemy count. var bosses := 1 var elites := mini(count - bosses, roundi(count * elite_fraction)) var tiers: Array[int] = [2] for elite in elites: tiers.append(1) for normal in count - bosses - elites: tiers.append(0) return tiers static func power_scale(level: int) -> float: return 1.0 + 0.05 * (clampi(level, 1, MAX_LEVEL) - 1)