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linuxdistro-roguelite/Assets/Scripts/Combat/CombatTuning.cs
T

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5.1 KiB
C#

namespace KernelPanic.Combat
{
/// <summary>
/// Central combat economy/scaffold tuning. Kept in code while the combat scaffold is still volatile;
/// promote to a ScriptableObject once designers need per-run or per-encounter tuning without recompiles.
/// </summary>
public static class CombatTuning
{
public const int OpeningHandSize = 5;
public const int DrawPerTurn = 1;
public const int MinimumHandFloor = 0;
public const int BaseEnemyUptimeMin = 5;
public const int BaseEnemyUptimeMax = 10;
public const int EnemyUptimeGrowthPerWave = 1;
public const int BaseEnemyAttack = 3;
public const int EnemyAttackGrowthEveryWaves = 2;
public const int EnemySlotAttackVariance = 1;
public const int EnemyStatusAttackDamage = 1;
public const int EnemyStatusDuration = 3;
public const int BaseEnemiesPerWave = 2;
public const int AdditionalEnemiesPerWave = 1;
public const int MaxEnemiesPerWave = 5;
public const int BitsPerKill = 1;
public const int ShopSize = 5;
public const int RerollBaseCost = 1;
public const int RerollCostStep = 1;
public const int RemoveCardCost = 1;
public const int NewCardOfferCost = 2;
public const int UpgradeOfferCost = 2;
public const int StatUpgradeCost = 3;
public const int BandwidthBase = 10;
public const int BandwidthPerWaveStep = 5;
public const int EntropyStartWave = 5;
public const int EntropyPerWave = 3;
public const int StatUpgradeMaxCycles = 1;
public const int StatUpgradeMaxUptimePercent = 20;
public const int StatUpgradeHealPercent = 30;
public const int StatUpgradeRam = 1;
public const int UpgradeMagnitudeBonus = 2;
public const float FedoraBleedingEdgeBaseCrashChance = 5f;
public const float FedoraBleedingEdgeCrashChanceStep = 2.5f;
public const float FedoraBleedingEdgeMaxCrashChance = 90f;
public const int HitMagnitudeModeratePercent = 10;
public const int HitMagnitudeMajorPercent = 25;
public const int HitMagnitudeMassivePercent = 45;
public static int ScaleStatUpgradeMaxUptime(int maxUptime)
{
return System.Math.Max(1, ((System.Math.Max(1, maxUptime) * StatUpgradeMaxUptimePercent) + 99) / 100);
}
public static int ScaleStatUpgradeHeal(int maxUptime)
{
return System.Math.Max(1, ((System.Math.Max(1, maxUptime) * StatUpgradeHealPercent) + 99) / 100);
}
// Combat pacing: gaps between phase transitions and per-item resolution steps so
// players can follow drawing/queue/enemy resolution instead of seeing it all at once.
// Skipped entirely when UIPreferences.ReducedMotion is set.
public const float PhaseTransitionDelaySeconds = 0.35f;
public const float CardDrawDelaySeconds = 0.12f;
public const float QueueCardResolveDelaySeconds = 0.45f;
public const float EnemyTelegraphDelaySeconds = 0.35f;
public const float EnemyActionDelaySeconds = 0.45f;
public const int DeathBeatMs = 420;
public const int PostDeathPauseMs = 180;
public const int OverflowTravelMs = 180;
public const int SpawnDelayMs = 220;
public const int SpawnMaterializeMs = 220;
public const int SpawnTelegraphDelayMs = 120;
public const int CombatBeatDefaultMs = 120;
public const int CombatBeatSettleMs = 60;
public const int VisualQueueMaxDrainMs = 2400;
public const int ReducedMotionDeathBeatMs = 90;
public const int ReducedMotionPostDeathPauseMs = 45;
public const int ReducedMotionOverflowTravelMs = 55;
public const int ReducedMotionSpawnDelayMs = 60;
public const int ReducedMotionSpawnMaterializeMs = 70;
public const int ReducedMotionSpawnTelegraphDelayMs = 35;
public const int ReducedMotionCombatBeatDefaultMs = 45;
public const int ReducedMotionCombatBeatMinMs = 35;
public const int ReducedMotionCombatBeatMaxMs = 90;
}
public enum HitMagnitudeTier
{
Minor,
Moderate,
Major,
Massive
}
public static class HitMagnitude
{
public static HitMagnitudeTier Classify(int damageAmount, int targetMaxUptime, bool targetDefeated)
{
int maxUptime = UnityEngine.Mathf.Max(1, targetMaxUptime);
int amount = UnityEngine.Mathf.Max(0, damageAmount);
int percent = UnityEngine.Mathf.FloorToInt((amount * 100f) / maxUptime);
HitMagnitudeTier tier = percent >= CombatTuning.HitMagnitudeMassivePercent
? HitMagnitudeTier.Massive
: percent >= CombatTuning.HitMagnitudeMajorPercent
? HitMagnitudeTier.Major
: percent >= CombatTuning.HitMagnitudeModeratePercent
? HitMagnitudeTier.Moderate
: HitMagnitudeTier.Minor;
return targetDefeated && tier < HitMagnitudeTier.Major ? HitMagnitudeTier.Major : tier;
}
}
}