netfishing/fish/fish_quality.gd

113 lines
3.1 KiB
GDScript

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 SALE_MULTIPLIERS: Array[float] = [1.0, 1.1, 1.25, 1.5, 2.0]
# Provisional challenge curve. Fish profiles continue to own their baseline
# barrier health; quality scales that authored baseline before player upgrades
# apply damage. This keeps future rods, bait, and lures on one shared seam.
const BARRIER_HEALTH_MULTIPLIERS: Array[float] = [1.0, 1.25, 1.6, 2.2, 3.25]
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 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 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]