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dota_factory/src/lib/sim/WaveSystem.cpp

268 lines
8.1 KiB
C++

#include "WaveSystem.h"
#include <algorithm>
#include "ShipSystem.h"
#include "tracing.h"
WaveSystem::WaveSystem(const GameConfig& config, std::mt19937& rng)
: m_config(config)
, m_rng(rng)
{
m_bossCountdownTicks = secondsToTicks(config.world.waves.bossCountdownSeconds);
m_normalGapRemainingTicks = drawGapTicks();
}
void WaveSystem::tickWaveScheduler(Tick currentTick, ShipSystem& ships,
int worldHeightTiles)
{
TRACE();
// 1. Advance boss countdown.
--m_bossCountdownTicks;
// 2. Trigger boss wave when countdown expires.
if (m_bossCountdownTicks <= 0)
{
triggerBossWave(currentTick, worldHeightTiles);
}
// 3. Advance post-boss quiet window.
if (m_postBossQuietRemainingTicks > 0)
{
--m_postBossQuietRemainingTicks;
}
// 4. Normal wave gap: only advances outside quiet windows and between waves.
if (!isInQuietWindow() && !m_normalWaveActive)
{
if (m_normalGapRemainingTicks > 0)
{
--m_normalGapRemainingTicks;
}
if (m_normalGapRemainingTicks == 0)
{
triggerNormalWave(currentTick, worldHeightTiles);
}
}
// 5. Spawn any ships (from either queue) whose scheduled tick has arrived.
auto spawnDue = [&](std::vector<SpawnEntry>& queue)
{
std::vector<SpawnEntry> remaining;
remaining.reserve(queue.size());
for (const SpawnEntry& entry : queue)
{
if (currentTick >= entry.spawnAt)
{
ships.spawn(entry.schematicId, entry.level, entry.position,
/*isEnemy=*/true, entry.layout);
}
else
{
remaining.push_back(entry);
}
}
queue = std::move(remaining);
};
spawnDue(m_normalPendingSpawns);
spawnDue(m_bossPendingSpawns);
// 6. When all normal wave ships have spawned, draw the next gap.
if (m_normalWaveActive && m_normalPendingSpawns.empty())
{
m_normalWaveActive = false;
m_normalGapRemainingTicks = drawGapTicks();
}
}
void WaveSystem::tickThreatAccumulation()
{
TRACE();
if (isInQuietWindow())
{
return;
}
const double x = static_cast<double>(m_bossWaveCounter);
const double rate = m_config.world.waves.threatRateFormula.evaluate(x);
if (rate > 0.0)
{
m_threatLevel += rate * kTickDurationSeconds;
}
}
void WaveSystem::onEnemyStationsDestroyed()
{
const Tick advance = secondsToTicks(m_config.world.push.bossAdvanceSeconds);
m_bossCountdownTicks = std::max(Tick{0}, m_bossCountdownTicks - advance);
++m_generation;
}
double WaveSystem::threatLevel() const
{
return m_threatLevel;
}
int WaveSystem::generation() const
{
return m_generation;
}
int WaveSystem::bossWaveCounter() const
{
return m_bossWaveCounter;
}
Tick WaveSystem::bossCountdownTicks() const
{
return m_bossCountdownTicks;
}
Tick WaveSystem::normalGapRemainingTicks() const
{
return m_normalGapRemainingTicks;
}
// ---------------------------------------------------------------------------
// Private helpers
// ---------------------------------------------------------------------------
bool WaveSystem::isInQuietWindow() const
{
if (m_postBossQuietRemainingTicks > 0)
{
return true;
}
const Tick quietBeforeTicks = secondsToTicks(m_config.world.waves.bossQuietBeforeSeconds);
return m_bossCountdownTicks <= quietBeforeTicks;
}
void WaveSystem::triggerNormalWave(Tick currentTick, int worldHeightTiles)
{
double budget = m_threatLevel;
m_threatLevel = 0.0;
m_normalPendingSpawns = selectWaveShips(budget, currentTick, worldHeightTiles);
m_threatLevel += budget; // carry leftover forward
m_normalWaveActive = true;
}
void WaveSystem::triggerBossWave(Tick currentTick, int worldHeightTiles)
{
const double x = static_cast<double>(m_bossWaveCounter);
const double rate = std::max(0.0, m_config.world.waves.threatRateFormula.evaluate(x));
double budget = rate * m_config.world.waves.bossThreatDurationSeconds + m_threatLevel;
m_threatLevel = 0.0;
m_bossPendingSpawns = selectWaveShips(budget, currentTick, worldHeightTiles);
m_threatLevel += budget; // carry leftover to first normal wave of new cycle
m_bossCountdownTicks = secondsToTicks(m_config.world.waves.bossCountdownSeconds);
m_postBossQuietRemainingTicks = secondsToTicks(m_config.world.waves.bossQuietAfterSeconds);
++m_bossWaveCounter;
}
std::vector<WaveSystem::SpawnEntry> WaveSystem::selectWaveShips(double& budget,
Tick currentTick,
int worldHeightTiles)
{
const int shipLevel = std::max(1, static_cast<int>(
m_config.world.waves.shipLevelFormula.evaluate(
static_cast<double>(m_bossWaveCounter))));
// Build eligible ship list with their costs at the current level.
struct EligibleShip
{
std::string schematicId;
double cost;
std::vector<PlacedModule> defaultModules;
};
std::vector<EligibleShip> eligible;
for (const ShipDef& def : m_config.ships.ships)
{
const double cost = def.threat.costFormula.evaluate(static_cast<double>(shipLevel));
if (cost > 0.0)
{
EligibleShip es;
es.schematicId = def.id;
es.cost = cost;
es.defaultModules = def.defaultModules;
eligible.push_back(es);
}
}
if (eligible.empty())
{
return {};
}
// Enemy spawn buffer X range for the current generation.
const float leftX = static_cast<float>(
m_config.world.regions.playerBufferWidth_tiles
+ m_config.world.regions.contestZoneWidth_tiles
+ m_generation * m_config.world.push.pushExpandColumns_tiles);
const float rightX = leftX
+ static_cast<float>(m_config.world.regions.enemyBufferWidth_tiles) - 1.0f;
std::uniform_real_distribution<float> xDist(leftX, rightX);
std::uniform_int_distribution<int> yDist(0, worldHeightTiles - 1);
std::vector<SpawnEntry> picked;
while (true)
{
// Collect indices of ships whose cost fits the remaining budget.
std::vector<std::size_t> fitting;
for (std::size_t i = 0; i < eligible.size(); ++i)
{
if (eligible[i].cost <= budget)
{
fitting.push_back(i);
}
}
if (fitting.empty())
{
break;
}
std::uniform_int_distribution<int> pick(0, static_cast<int>(fitting.size()) - 1);
const std::size_t chosenIdx = fitting[static_cast<std::size_t>(pick(m_rng))];
const EligibleShip& chosen = eligible[chosenIdx];
budget -= chosen.cost;
SpawnEntry entry;
entry.schematicId = chosen.schematicId;
entry.level = shipLevel;
entry.spawnAt = 0; // set below after all picks are done
entry.position = QVector2D(xDist(m_rng),
static_cast<float>(yDist(m_rng)) + 0.5f);
entry.layout.placedModules = chosen.defaultModules;
picked.push_back(entry);
}
// Spread spawn times evenly across spawnDurationSeconds.
const int count = static_cast<int>(picked.size());
if (count == 1)
{
picked[0].spawnAt = currentTick;
}
else if (count > 1)
{
const Tick spawnDurationTicks =
secondsToTicks(m_config.world.waves.spawnDurationSeconds);
for (int i = 0; i < count; ++i)
{
picked[static_cast<std::size_t>(i)].spawnAt =
currentTick + static_cast<Tick>(i) * spawnDurationTicks / (count - 1);
}
}
return picked;
}
Tick WaveSystem::drawGapTicks()
{
const Tick minTicks = secondsToTicks(m_config.world.waves.gapMinSeconds);
const Tick maxTicks = secondsToTicks(m_config.world.waves.gapMaxSeconds);
std::uniform_int_distribution<Tick> dist(minTicks, maxTicks);
return dist(m_rng);
}