Randoloot/scripts/levels/level_balance.gd
2026-10-20 19:53:03 +02:00

49 lines
1.8 KiB
GDScript

extends RefCounted
const NORMAL_MAX_LEVEL := 60
const MAX_LEVEL := 120
const HARD_STAT_MULTIPLIER := 2.0
const BOSS_HULL_MULTIPLIER := 5.0
const BOSS_SHIELD_MULTIPLIER := 3.0
const BOSS_DAMAGE_MULTIPLIER := 0.5
const FIRST_BOSS_DAMAGE_MULTIPLIER := 0.25
const FIRST_BOSS_FIRE_INTERVAL_MULTIPLIER := 2.0
const COUNT_POINTS := [Vector2(1, 11), Vector2(10, 11), Vector2(15, 11), Vector2(50, 18), Vector2(100, 23), Vector2(120, 24)]
const ELITES_PER_LEVEL := 2
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 24
static func enemy_tiers(level: int) -> Array[int]:
var count := enemy_count(level)
# One boss and two elites on every level, included in the total count.
var bosses := 1
var elites := ELITES_PER_LEVEL
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 * (maxi(level, 1) - 1)
static func is_hard(level: int) -> bool:
return level > NORMAL_MAX_LEVEL
static func enemy_stat_scale(level: int) -> float:
return power_scale(level) * (HARD_STAT_MULTIPLIER if is_hard(level) else 1.0)
static func enemy_absorption_total(level: int) -> float:
var clamped_level := clampi(level, 1, MAX_LEVEL)
if clamped_level <= NORMAL_MAX_LEVEL:
return lerpf(2.0, 30.0, pow(float(clamped_level - 1) / float(NORMAL_MAX_LEVEL - 1), 1.25))
return lerpf(30.0, 60.0, float(clamped_level - NORMAL_MAX_LEVEL) / float(MAX_LEVEL - NORMAL_MAX_LEVEL))