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HoppyEaster/Scripts/EntitySystem/BunnyGenerator.gd

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extends Node
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class_name BunnyGenerator
@export var bunny_prefab : Resource
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@export var player : CharacterBody2D
@export var player_save_distance : float = 400
@onready var BunnyPrefab : PackedScene = load(bunny_prefab.resource_path)
func spawn_bunny(pos : Vector2, team : int, health : int, damage : int, attack_speed : float) -> Bunny:
var bunny = BunnyPrefab.instantiate()
self.add_child(bunny)
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bunny.global_position = pos
bunny.health = health
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bunny.damage = damage
bunny.attack_speed = attack_speed
bunny.team = team
return bunny
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func spawn_wave(free_tiles : Array, team: int, amount : int, health : int, damage : int, attack_speed : float) -> Array:
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var bunnys = []
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# Make Sure that no possitions to near to the player are insdie of the list
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free_tiles = free_tiles.filter(func(val): return val.distance_to(player.global_position) > player_save_distance)
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# Make sure amount isnt bigger then available positions
if free_tiles.size() < amount: amount = free_tiles.size()
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# Spawn at random positions of the list
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for i in amount:
var pos = free_tiles.pick_random()
free_tiles.erase(pos)
var bunny = spawn_bunny(pos, team, health, damage, attack_speed)
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bunnys.push_back(bunny)
return bunnys
func spawn_batched_wave(batch_size : float, batch_delay: float, free_tiles : Array, team: int, amount : int, health : int, damage : int, attack_speed : float) -> Array:
var bunnys = []
var batch_count = ceil(amount / batch_size)
var actual_batch_size = floor(amount / batch_count)
var last_batch_size = amount - batch_size * batch_count
for s in batch_count:
bunnys += spawn_wave(free_tiles.duplicate(), team, actual_batch_size, health, damage, attack_speed)
await get_tree().create_timer(batch_delay).timeout
bunnys += spawn_wave(free_tiles.duplicate(), team, last_batch_size, health, damage, attack_speed)
await get_tree().create_timer(batch_delay).timeout
return bunnys