Randoloot/scripts/levels/level_balance.gd

30 lines
1.0 KiB
GDScript

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)]
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 40
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 * (clampi(level, 1, MAX_LEVEL) - 1)