agb/examples/hyperspace-roll/src/level_generation.rs
Corwin 28e3a7faf4
Resolve stutter upon switching to dice customise screen (#442)
1. Dealloc now uses the normal dealloc procedure.
    * Better because normalisation is quick, O(1).
    * More normalisation means inserting into the list is faster.
2. Run sfx frame during the generation of upgrades (which can take an
unbounded amount of time).

* Both of these are required to remove the stuttering.
* It sounds really weird now that it works right :/

- [ ] Changelog updated / no changelog update needed
2023-06-05 21:01:12 +01:00

156 lines
4.9 KiB
Rust

use agb::{hash_map::HashMap, rng};
use alloc::vec::Vec;
use crate::{battle::EnemyAttack, Face};
pub struct GeneratedAttack {
pub attack: EnemyAttack,
pub cooldown: u32,
}
fn roll_dice(number_of_dice: u32, bits_per_dice: u32) -> u32 {
assert!(
32 % bits_per_dice == 0,
"the number of bits per dice should be a multiple of 32"
);
assert!(
number_of_dice % (32 / bits_per_dice) == 0,
"number of dice should be a multiple of 32 / bits per dice"
);
fn roll_dice_inner(number_of_random_values: u32, bits_per_dice: u32) -> u32 {
let mut count = 0;
let bit_mask = 1u32.wrapping_shl(bits_per_dice).wrapping_sub(1);
for _ in 0..number_of_random_values {
let n = agb::rng::gen() as u32;
for idx in 0..(32 / bits_per_dice) {
count += (n >> (bits_per_dice * idx)) & bit_mask;
}
}
count
}
roll_dice_inner(number_of_dice / (32 / bits_per_dice), bits_per_dice)
}
// uses multiple dice rolls to generate a random value with a specified mean and width
fn roll_dice_scaled(number_of_dice: u32, bits_per_dice: u32, width: u32) -> i32 {
let dice = roll_dice(number_of_dice, bits_per_dice) as i32;
let current_width = (number_of_dice * ((1 << bits_per_dice) - 1)) as i32;
let current_mean = current_width / 2;
let dice_around_zero = dice - current_mean;
fn divide_nearest(numerator: i32, denominator: i32) -> i32 {
if (numerator < 0) ^ (denominator < 0) {
(numerator - denominator / 2) / denominator
} else {
(numerator + denominator / 2) / denominator
}
}
divide_nearest(dice_around_zero * width as i32, current_width)
}
fn default_roll(width: u32) -> i32 {
roll_dice_scaled(2, 16, width)
}
pub fn generate_attack(current_level: u32) -> Option<GeneratedAttack> {
if (rng::gen().rem_euclid(1024) as u32) < current_level * 2 {
Some(GeneratedAttack {
attack: generate_enemy_attack(current_level),
cooldown: generate_cooldown(current_level),
})
} else {
None
}
}
pub fn generate_enemy_health(current_level: u32) -> u32 {
(5 + current_level as i32 * 2 + default_roll(current_level * 4)) as u32
}
fn generate_enemy_attack(current_level: u32) -> EnemyAttack {
let attack_id = rng::gen().rem_euclid(10) as u32;
if attack_id < 7 {
EnemyAttack::Shoot(rng::gen().rem_euclid(((current_level + 2) / 3) as i32) as u32 + 1)
} else if attack_id < 9 {
EnemyAttack::Shield(
(rng::gen().rem_euclid(((current_level + 4) / 5) as i32) as u32 + 1).min(5),
)
} else {
EnemyAttack::Heal(rng::gen().rem_euclid(((current_level + 1) / 2) as i32) as u32)
}
}
fn generate_cooldown(current_level: u32) -> u32 {
rng::gen().rem_euclid((5 * 60 - current_level as i32 * 10).max(1)) as u32 + 2 * 60
}
pub fn generate_upgrades(level: u32, call: &mut dyn FnMut()) -> Vec<Face> {
let mut upgrade_values = HashMap::new();
upgrade_values.insert(Face::Shoot, 5);
upgrade_values.insert(Face::DoubleShot, 10);
upgrade_values.insert(Face::DoubleShotValue, 15);
upgrade_values.insert(Face::TripleShot, 20);
upgrade_values.insert(Face::TripleShotValue, 30);
upgrade_values.insert(Face::Shield, 5);
upgrade_values.insert(Face::DoubleShield, 10);
upgrade_values.insert(Face::TripleShield, 20);
upgrade_values.insert(Face::DoubleShieldValue, 25);
upgrade_values.insert(Face::Malfunction, -2);
upgrade_values.insert(Face::Bypass, 7);
upgrade_values.insert(Face::Disrupt, 10);
upgrade_values.insert(Face::MalfunctionShot, 15);
upgrade_values.insert(Face::Heal, 8);
upgrade_values.insert(Face::BurstShield, 30);
upgrade_values.insert(Face::Invert, 30);
let potential_upgrades: Vec<Face> = upgrade_values.keys().cloned().collect();
let mut upgrades = Vec::new();
let upgrade_value = |upgrades: &[Face], potential_upgrade: Face| -> i32 {
upgrades
.iter()
.map(|x| upgrade_values.get(x).unwrap())
.sum::<i32>()
+ upgrade_values.get(&potential_upgrade).unwrap()
};
let max_upgrade_value = 15 + (rng::gen().rem_euclid(level as i32 * 5));
let mut attempts = 0;
while upgrades.len() != 3 {
call();
attempts += 1;
let next = potential_upgrades[rng::gen() as usize % potential_upgrades.len()];
let number_of_malfunctions = upgrades
.iter()
.chain(core::iter::once(&next))
.filter(|&x| *x == Face::Malfunction)
.count();
let maximum_number_of_malfunctions = (level >= 5).into();
if upgrade_value(&upgrades, next) <= max_upgrade_value
&& number_of_malfunctions <= maximum_number_of_malfunctions
{
upgrades.push(next);
attempts = 0;
}
if attempts > 100 {
attempts = 0;
upgrades.clear();
}
}
upgrades
}