spaceship/enemies/EnemySpawner.gd
Claude cb3650e3a9 #233: open with fewer enemies, of one kind, arriving in sequence
Measured before changing anything. The ticket's two halves needed opposite
fixes, and the first one made the second worse.

TOO COMPLEX. Variety was gated on fleet size alone, so a player who had
grown early met two kinds of trouble in the first wave they ever saw - a
fleet of four opened on two lancers and three chasers. Each roster entry now
carries a min_wave as well, so the openings teach one enemy at a time
whatever the fleet already looks like.

That alone pushed wave 1 against a fleet of six from a mixed six to SEVEN
chasers: budget that used to buy a lancer now bought two more chasers. So an
early wave also has a size ceiling, 2 + wave_number * 2. Wave 1 is four
chasers at any fleet size; the cap stops binding by wave 6 and nothing about
later balance moves.

  before  wave 1 fleet 4 -> 2 lancers, 3 chasers
          wave 1 fleet 6 -> 1 sniper, 2 lancers, 3 chasers
  after   wave 1 fleet 4 -> 4 chasers
          wave 1 fleet 6 -> 4 chasers

ARRIVE AT THE SAME TIME was literal: the whole wave spawned inside one frame
as a closed ring around the fleet, which reads as a wall rather than as an
attack. The first hull still lands immediately so a wave is never felt as
late, and the rest follow every 0.45s. Same enemies, same bearing, same
total - they simply do not all exist at once.

Four existing cases objected, and each was right to: they encode intents
that still hold LATER - a large wave must be varied, fleet growth must open
more kinds, a wave can field a lancer at all, and killing a wave must bring
the quiet back. The first three now ask at a wave number where variety is
permitted rather than being weakened. The fourth runs the arrivals out
before killing anything, and gained an assertion that doing so ADDS enemies
- which fails if the staggering ever collapses back into one frame.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
2026-09-15 23:44:16 -04:00

112 lines
4.7 KiB
GDScript

extends Node2D
# The wave director (#100 / #97). Keeps its old node name on purpose: it is
# still "the thing that puts enemies in the world", and every test that
# wanted a quiet world already says
# `main.get_node("EnemySpawner").set_process(false)`. Renaming it would have
# changed 88 test files to say the same thing differently.
#
# What it no longer does is trickle. It used to spawn one enemy every 3-6
# seconds for ever, so there was no rhythm to the danger and nothing to
# prepare for. Now the CLOCK lives in GameState (which survives the trip to
# a planet surface) and this node only reacts to it: when a wave turns
# active, it puts the wave in the world; when the wave is dead, it says so
# and the quiet starts again.
@export var spawn_margin: float = 150.0
# Waves arrive as a ring around the fleet rather than from one bearing: a
# wave that all came from the left would be dodged by flying right.
@export var wave_spread: float = 0.55
@onready var fleet: Node2D = get_node("../Fleet")
var enemy_scene: PackedScene = preload("res://enemies/Enemy.tscn")
# The enemies this director launched, so "the wave is dead" is a question
# about THIS wave and not about every enemy on the map - a planet garrison
# or an enemy mothership's own spawns must not hold the next wave back.
var wave_enemies: Array = []
# Seconds between one hull of a wave landing and the next.
const ARRIVAL_INTERVAL: float = 0.45
# Hulls of the current wave that have not landed yet, with the position each
# was assigned when the wave was aimed.
var arriving: Array = []
var arrival_timer: float = 0.0
func _process(delta: float) -> void:
wave_enemies = wave_enemies.filter(func(e): return is_instance_valid(e))
if GameState.wave_pending:
_launch_wave()
return
_land_arrivals(delta)
# `arriving` as well as `wave_enemies`: between the first hull landing and
# the last, the field can legitimately be empty of live enemies, and
# clearing the wave there would end it before it had finished arriving.
if GameState.wave_phase == GameState.WAVE_PHASE_ACTIVE \
and wave_enemies.is_empty() and arriving.is_empty():
GameState.wave_cleared()
# Forgejo #233: a wave used to appear entirely within one frame, as a closed
# ring around the fleet. That reads as a wall rather than as an attack, and
# it was the "arrive at the same time" half of the complaint - the other half
# being how many there were, which wave_composition now limits.
#
# The first hull still lands immediately, so a wave never feels delayed; the
# rest follow at ARRIVAL_INTERVAL. Same enemies, same bearing, same total -
# they just do not all exist at once.
func _land_arrivals(delta: float) -> void:
if arriving.is_empty():
return
arrival_timer -= delta
while arrival_timer <= 0.0 and not arriving.is_empty():
_spawn_arrival(arriving.pop_front())
arrival_timer += ARRIVAL_INTERVAL
func _spawn_arrival(entry: Dictionary) -> void:
var enemy: Node2D = enemy_scene.instantiate()
# Before add_child: Enemy._ready() resolves enemy_id into a definition.
enemy.enemy_id = String(entry.id)
# #113: a wave is an attack on what the player has built. It converges
# on the nearest structure from wherever it spawned rather than
# waiting to be flown near.
enemy.relentless = true
enemy.position = entry.at
get_parent().add_child(enemy)
wave_enemies.append(enemy)
# Public so a test can put a wave in the world without waiting out the peace.
func _launch_wave() -> void:
if fleet == null or fleet.ships.is_empty():
# Nothing to attack. Leave it pending rather than spending the wave
# on an empty map - the fleet-wipe safety net rebuilds within a frame
# and the wave arrives then.
return
GameState.wave_pending = false
var composition: PackedStringArray = GameState.wave_composition(fleet.ships.size())
var visible_rect: Rect2 = ViewUtils.get_visible_world_rect(self)
var radius: float = visible_rect.size.length() / 2.0 + spawn_margin
var centre: Vector2 = fleet.get_centroid()
var bearing: float = randf() * TAU
# Positions are settled now, while the fleet is where the wave was aimed
# at - not as each hull lands, or a moving fleet would drag the later
# arrivals around behind it and the ring would smear.
arriving.clear()
for i in range(composition.size()):
# Spread around one bearing rather than scattered at random: a wave
# should read as an attack arriving, not as the map filling up.
var angle: float = bearing + randf_range(-wave_spread, wave_spread) \
+ TAU * float(i) / float(maxi(composition.size(), 1)) * wave_spread
arriving.append({
"id": composition[i],
"at": centre + Vector2(cos(angle), sin(angle)) * radius,
})
# The first lands at once, so a wave is never felt as late.
if not arriving.is_empty():
_spawn_arrival(arriving.pop_front())
arrival_timer = ARRIVAL_INTERVAL