Honor authored barrier health bands

This commit is contained in:
Alexander Sellite 2026-08-11 22:58:46 -04:00
parent 41192e4ef5
commit 24b9570463
10 changed files with 73 additions and 91 deletions

View file

@ -23,16 +23,11 @@ const MINNOW_ROLL_WEIGHTS: Array[float] = [34.0, 27.0, 20.0, 13.0, 6.0]
const SARDINE_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]
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.
# Legacy multiplier helpers remain available for compatibility. New encounters
# roll directly within the authored quality 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
# Inclusive per-barrier health bands authored for each quality tier. Encounter
# generation rolls uniformly across the selected tier's complete band.
const BARRIER_HEALTH_MINIMUMS: Array[int] = [1, 10, 50, 100, 200]
const BARRIER_HEALTH_MAXIMUMS: Array[int] = [9, 50, 100, 200, 400]
const DISPLAY_NAMES: PackedStringArray = [
@ -89,32 +84,26 @@ static func apply_barrier_health(base_health: int, quality: int) -> int:
)
static func barrier_health_for_catch(
quality: int,
rarity: int,
weight_percentile: float,
variance: float = 1.0,
) -> int:
static func barrier_health_range(quality: int) -> Vector2i:
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,
return Vector2i(
BARRIER_HEALTH_MINIMUMS[safe_quality],
BARRIER_HEALTH_MAXIMUMS[safe_quality],
)
static func roll_barrier_health(
rng: RandomNumberGenerator,
quality: int,
) -> int:
var health_range: Vector2i = barrier_health_range(quality)
if rng == null:
return health_range.x
return rng.randi_range(health_range.x, health_range.y)
static func roll(
rng: RandomNumberGenerator,
weight_multipliers: Array[float] = [],