netfishing/fish/fish_quality.gd

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class_name FishQuality
extends RefCounted
enum Tier {
BORING,
AVERAGE,
IMPRESSIVE,
EXCEPTIONAL,
SHINY,
}
const TIER_COUNT: int = 5
const ALL_TIERS_MASK: int = (1 << TIER_COUNT) - 1
# Starting distribution. Equipment and tackle can supply per-tier
# multipliers later without changing catch serialization or tier identity.
const BASE_ROLL_WEIGHTS: Array[float] = [40.0, 32.0, 18.0, 8.0, 2.0]
const WORM_ROLL_WEIGHTS: Array[float] = [80.0, 10.0, 5.0, 4.0, 1.0]
const SNAIL_ROLL_WEIGHTS: Array[float] = [68.0, 16.0, 8.0, 6.0, 2.0]
const SHRIMP_ROLL_WEIGHTS: Array[float] = [56.0, 21.0, 12.0, 8.0, 3.0]
const SQUID_ROLL_WEIGHTS: Array[float] = [44.0, 25.0, 16.0, 11.0, 4.0]
const SARDINE_ROLL_WEIGHTS: Array[float] = [34.0, 27.0, 20.0, 13.0, 6.0]
const MINNOW_ROLL_WEIGHTS: Array[float] = [25.0, 28.0, 23.0, 16.0, 8.0]
const LUMINOUS_ROE_ROLL_WEIGHTS: Array[float] = [16.0, 26.0, 26.0, 20.0, 12.0]
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const SALE_MULTIPLIERS: Array[float] = [1.0, 1.1, 1.25, 1.5, 2.0]
# Legacy profile multiplier retained for serialized/profile compatibility.
# New encounters use the weighted quality/rarity/weight bands below.
const BARRIER_HEALTH_MULTIPLIERS: Array[float] = [1.0, 1.25, 1.6, 2.2, 3.25]
# Barrier health is weighted 70% by quality, 20% by rarity, and 10% by the
# catch's position in its authored weight range. The upper bounds define the
# intended per-barrier challenge bands; a small seeded variance keeps barriers
# from feeling identical without crossing those bands.
const BARRIER_QUALITY_WEIGHT: float = 0.70
const BARRIER_RARITY_WEIGHT: float = 0.20
const BARRIER_WEIGHT_WEIGHT: float = 0.10
const BARRIER_HEALTH_MINIMUMS: Array[int] = [1, 10, 50, 100, 200]
const BARRIER_HEALTH_MAXIMUMS: Array[int] = [9, 50, 100, 200, 400]
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const DISPLAY_NAMES: PackedStringArray = [
"boring",
"average",
"impressive",
"exceptional",
"shiny",
]
static func is_valid(quality: int) -> bool:
return quality >= 0 and quality < TIER_COUNT
static func display_name(quality: int) -> String:
return DISPLAY_NAMES[quality] if is_valid(quality) else "unknown"
static func bit_for(quality: int) -> int:
return 1 << quality if is_valid(quality) else 0
static func sale_multiplier(quality: int) -> float:
return SALE_MULTIPLIERS[quality] if is_valid(quality) else 1.0
static func apply_sale_value(base_value: int, quality: int) -> int:
if base_value <= 0 or not is_valid(quality):
return maxi(base_value, 0)
if quality == Tier.BORING:
return base_value
return maxi(
base_value + quality,
ceili(float(base_value) * sale_multiplier(quality)),
)
static func barrier_health_multiplier(quality: int) -> float:
return (
BARRIER_HEALTH_MULTIPLIERS[quality]
if is_valid(quality)
else BARRIER_HEALTH_MULTIPLIERS[Tier.BORING]
)
static func apply_barrier_health(base_health: int, quality: int) -> int:
return maxi(
ceili(
float(maxi(base_health, 1))
* barrier_health_multiplier(quality)
),
1,
)
static func barrier_health_for_catch(
quality: int,
rarity: int,
weight_percentile: float,
variance: float = 1.0,
) -> int:
var safe_quality: int = (
quality if is_valid(quality) else Tier.BORING
)
var safe_rarity: float = clampf(float(rarity) / 4.0, 0.0, 1.0)
var safe_weight: float = clampf(weight_percentile, 0.0, 1.0)
var weighted_health: float = float(BARRIER_HEALTH_MAXIMUMS[safe_quality]) * (
BARRIER_QUALITY_WEIGHT
+ BARRIER_RARITY_WEIGHT * safe_rarity
+ BARRIER_WEIGHT_WEIGHT * safe_weight
)
var varied_health: int = roundi(
weighted_health * clampf(variance, 0.8, 1.2)
)
return clampi(
varied_health,
BARRIER_HEALTH_MINIMUMS[safe_quality],
BARRIER_HEALTH_MAXIMUMS[safe_quality],
)
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static func roll(
rng: RandomNumberGenerator,
weight_multipliers: Array[float] = [],
) -> int:
if rng == null:
return Tier.BORING
var weights: Array[float] = []
var total_weight: float = 0.0
for quality: int in TIER_COUNT:
var multiplier: float = 1.0
if quality < weight_multipliers.size():
multiplier = maxf(weight_multipliers[quality], 0.0)
var weight: float = BASE_ROLL_WEIGHTS[quality] * multiplier
weights.append(weight)
total_weight += weight
if total_weight <= 0.0:
return Tier.BORING
var rolled_weight: float = rng.randf() * total_weight
var accumulated_weight: float = 0.0
for quality: int in TIER_COUNT:
accumulated_weight += weights[quality]
if rolled_weight <= accumulated_weight:
return quality
return Tier.SHINY
static func roll_weights_for_bait(active_bait_tags: Array[StringName]) -> Array[float]:
var bait_weights: Array[float] = rarity_weights_for_bait(active_bait_tags)
var weights: Array[float] = []
for quality: int in TIER_COUNT:
weights.append(bait_weights[quality] / BASE_ROLL_WEIGHTS[quality])
return weights
static func rarity_weights_for_bait(
active_bait_tags: Array[StringName],
) -> Array[float]:
var weights: Array[float] = []
if active_bait_tags.is_empty():
weights.assign([100.0, 0.0, 0.0, 0.0, 0.0])
elif active_bait_tags.has(&"bait_rarity_6"):
weights.assign(LUMINOUS_ROE_ROLL_WEIGHTS)
elif active_bait_tags.has(&"bait_rarity_5"):
weights.assign(MINNOW_ROLL_WEIGHTS)
elif active_bait_tags.has(&"bait_rarity_4"):
weights.assign(SARDINE_ROLL_WEIGHTS)
elif active_bait_tags.has(&"bait_rarity_3"):
weights.assign(SQUID_ROLL_WEIGHTS)
elif active_bait_tags.has(&"bait_rarity_2"):
weights.assign(SHRIMP_ROLL_WEIGHTS)
elif active_bait_tags.has(&"bait_rarity_1"):
weights.assign(SNAIL_ROLL_WEIGHTS)
else:
# Unknown and legacy bait tags retain the original worms behavior.
weights.assign(WORM_ROLL_WEIGHTS)
return weights
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static func qualified_name(fish_name: String, quality: int) -> String:
return "%s %s" % [display_name(quality), fish_name]
static func qualified_name_with_article(
fish_name: String,
quality: int,
) -> String:
var quality_name: String = display_name(quality)
var article: String = "an" if quality_name[0] in ["a", "e", "i", "o", "u"] else "a"
return "%s %s %s" % [article, quality_name, fish_name]