extends Node class_name BunnyGenerator @export var bunny_prefab : Resource @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) bunny.global_position = pos bunny.health = health bunny.damage = damage bunny.attack_speed = attack_speed bunny.team = team bunny.player = player return bunny func spawn_wave(free_tiles : Array, team: int, amount : int, health : int, damage : int, attack_speed : float) -> Array: var bunnys = [] # Make Sure that no possitions to near to the player are insdie of the list free_tiles = free_tiles.filter(func(val): return val.distance_to(player.global_position) > player_save_distance) # Make sure amount isnt bigger then available positions if free_tiles.size() < amount: amount = free_tiles.size() # Spawn at random positions of the list for i in amount: var pos = free_tiles.pick_random() free_tiles.erase(pos) var bunny = spawn_bunny(pos, team, health, damage, attack_speed) 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