muzika-gromche/MuzikaGromche/SpawnRateManager.cs

89 lines
3.3 KiB
C#

using HarmonyLib;
using System;
using UnityEngine;
namespace MuzikaGromche
{
[HarmonyPatch(typeof(RoundManager))]
static class SpawnRatePatch
{
const string JesterEnemyName = "Jester";
// GetRandomWeightedIndex is not only called from AssignRandomEnemyToVent,
// so in order to differentiate it from other calls, prefix assigns these
// global variables, and postfix cleans them up.
// If set to null, do not override spawn chances.
// Otherwise, it is an index of Jester in RoundManager.currentLevel.Enemies
static int? EnemyIndex = null;
static float SpawnTime = 0f;
[HarmonyPatch(nameof(RoundManager.AssignRandomEnemyToVent))]
[HarmonyPrefix]
static void AssignRandomEnemyToVentPrefix(RoundManager __instance, EnemyVent vent, float spawnTime)
{
if (!Config.OverrideSpawnRates.Value)
{
return;
}
var index = __instance.currentLevel.Enemies.FindIndex(enemy => enemy.enemyType.enemyName == JesterEnemyName);
if (index == -1)
{
return;
}
EnemyIndex = index;
SpawnTime = spawnTime;
}
[HarmonyPatch(nameof(RoundManager.AssignRandomEnemyToVent))]
[HarmonyPostfix]
static void AssignRandomEnemyToVentPostfix(RoundManager __instance, EnemyVent vent, float spawnTime)
{
EnemyIndex = null;
SpawnTime = 0f;
}
[HarmonyPatch(nameof(RoundManager.GetRandomWeightedIndex))]
[HarmonyPrefix]
static void GetRandomWeightedIndexPostfix(RoundManager __instance, int[] weights, System.Random randomSeed)
{
if (EnemyIndex is int index)
{
if (__instance.EnemyCannotBeSpawned(index))
{
return;
}
// 0 == 6:00 AM
// 60 == 7:00 AM
// 100 == 7:40 AM (Cycle #1)
// 120 == 8:00 AM
// 180 == 9:00 AM (Cycle #2)
// 300 == 11:00 AM (Cycle #3)
// 420 == 1:00 PM (Cycle #4)
// 540 == 3:00 PM (Cycle #5)
// 660 ~= 5:00 PM
// 780 ~= 7:00 PM
// 900 ~= 9:00 PM
// 1020 ~= 11:00 PM
// 1080 == 12:00 AM
const float minMultiplierTime = 200f; // 9:20 AM
const float maxMultiplierTime = 500f; // 2:00 PM
var normalizedMultiplierTime = Mathf.Clamp((SpawnTime - minMultiplierTime) / (maxMultiplierTime - minMultiplierTime), 0f, 1f);
// Start slowly, then escalate it quickly
normalizedMultiplierTime = Easing.InCubic.Eval(normalizedMultiplierTime);
const float minMultiplier = 1f;
const float maxMultiplier = 15f;
var multiplier = Mathf.Lerp(minMultiplier, maxMultiplier, normalizedMultiplierTime);
var newWeight = Mathf.FloorToInt(weights[index] * multiplier);
Debug.Log($"{nameof(MuzikaGromche)} {nameof(SpawnRatePatch)} Overriding spawn weight[{index}] {weights[index]} * {multiplier} => {newWeight} for t={SpawnTime}");
weights[index] = newWeight;
}
}
}
}