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, z = boss fraction. const TIER_POINTS := [Vector3(10, 0, 0), Vector3(50, 0.15, 0), Vector3(100, 0.25, 0.05), Vector3(500, 0.45, 0.10), Vector3(1000, 0.55, 0.15)] 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 fractions := Vector2.ZERO for index in range(1, TIER_POINTS.size()): var before: Vector3 = TIER_POINTS[index - 1] var after: Vector3 = TIER_POINTS[index] if level <= after.x: var progress := clampf(inverse_lerp(before.x, after.x, level), 0.0, 1.0) fractions = Vector2(lerpf(before.y, after.y, progress), lerpf(before.z, after.z, progress)) break if level >= MAX_LEVEL: fractions = Vector2(0.55, 0.15) var bosses := roundi(count * fractions.y) var elites := roundi(count * fractions.x) if level >= 100: bosses = maxi(1, bosses) # Every boss begins a cluster with at least two elite escorts. elites = mini(count - bosses, maxi(elites, bosses * 2)) var tiers: Array[int] = [] for boss in bosses: tiers.append_array([2, 1, 1]) for elite in elites - bosses * 2: 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)