feat(balance): 30-wave campaign, 5 new enemy types, steeper per-wave scaling

The campaign was too easy: a handful of un-upgraded towers stopped
everything. This makes the game substantially harder across three axes.

Campaign extended from 20 to 30 hand-tuned waves (endless now starts at
31). Victory messages, HUD label (via store.totalWaves synced from
TOTAL_WAVES), start screen, lobby and README updated.

Five new enemy types debut in later waves, each with a hand-drawn
canvas look:
- Brute (wave 8): fast tank hybrid, 130 HP, 2 lives
- Phantom (wave 12): fast flyer with real HP, 2 lives
- Scorpion (wave 14): very fast ground, 2 lives
- Golem (wave 18): walking bunker, 560 HP, 3 lives
- Dragon (wave 22): flying boss, 950 HP, 3 lives, gets its own top
  boss health bar like the boss

Per-wave HP scaling steepened (1 + 0.16m + 0.025m², was 0.18m + 0.02m²):
wave 10 now ~4.6x (was 4.2x), wave 20 ~13.2x (was 11.6x), wave 30 ~29x.
Late waves mix the new types into heavy compositions; wave 30 is the
final wall (3 bosses, 2 dragons, 4 golems, 12 scorpions). Endless waves
scale all ten types with bosses every 5 and dragons from endless+2.

Balance validated with the headless greedy-bot simulation: the bot
(capped around tower level 5 on fixed spots) previously trivially won
the campaign and now dies at wave 29 — clearing wave 30 requires
evolved towers (level 6+), research bonuses and good placement. The
sim docs were updated to describe this new tuning philosophy.

New render smoke test (npm test): draws all ten enemy kinds through
the real renderer with a stub 2D context, two frames each with slow/
DoT/flash effects active, guarding every drawEnemy code path. 55 checks
green, build clean. Browser-verified: campaign starts and HUD shows
"Welle x/30".
This commit is contained in:
Tronax 2026-08-17 20:29:47 +02:00
parent f7ab56e475
commit aa68343ac2
Signed by: Tronax
SSH key fingerprint: SHA256:2pKKXDZucWvaF/GzXNz0FY53EAO1YDLN80bqS+TTz/o
13 changed files with 402 additions and 38 deletions

View file

@ -5,7 +5,7 @@ export const COLS = 20
export const ROWS = 11
export const W = COLS * TILE // 960
export const H = ROWS * TILE // 528
export const TOTAL_WAVES = 20
export const TOTAL_WAVES = 30
export const INTERMISSION = 20 // seconds between waves
export const SELL_RATIO = 0.7
@ -474,12 +474,68 @@ export const ENEMIES: Record<EnemyKind, EnemyDef> = {
flying: false,
color: '#d84b3f',
},
// --- spätere Wellen: stärkere Gegnertypen ---
brute: {
kind: 'brute',
name: 'Brute',
hp: 130,
speed: 50,
reward: 14,
radius: 13,
dmg: 2,
flying: false,
color: '#b0763a',
},
phantom: {
kind: 'phantom',
name: 'Phantom',
hp: 75,
speed: 92,
reward: 13,
radius: 10,
dmg: 1,
flying: true,
color: '#a9c6de',
},
scorpion: {
kind: 'scorpion',
name: 'Skorpion',
hp: 90,
speed: 122,
reward: 16,
radius: 11,
dmg: 2,
flying: false,
color: '#c2503d',
},
golem: {
kind: 'golem',
name: 'Golem',
hp: 560,
speed: 27,
reward: 42,
radius: 17,
dmg: 3,
flying: false,
color: '#8a8f7a',
},
dragon: {
kind: 'dragon',
name: 'Drache',
hp: 950,
speed: 56,
reward: 85,
radius: 18,
dmg: 3,
flying: true,
color: '#9b3a8f',
},
}
/** hp multiplier for wave n */
/** hp multiplier for wave n (steeper curve: late waves get noticeably tougher) */
export function waveHpScale(n: number): number {
const m = n - 1
return 1 + 0.18 * m + 0.02 * m * m
return 1 + 0.16 * m + 0.025 * m * m
}
/** speed multiplier for wave n */
@ -502,7 +558,11 @@ export function earlyCallBonus(remainingSeconds: number): number {
const G = (kind: EnemyKind, count: number, interval: number): WaveGroup => ({ kind, count, interval })
/** hand-tuned waves 1..20 */
/**
* Hand-tuned campaign waves 1..30.
* New enemy types debut progressively: Brute (8), Phantom (12), Skorpion (14),
* Golem (18), Drache (22). Wave 30 is the final wall before endless mode.
*/
export const WAVES: WaveGroup[][] = [
/* 1 */ [G('normal', 8, 1.1)],
/* 2 */ [G('normal', 12, 0.9)],
@ -511,30 +571,44 @@ export const WAVES: WaveGroup[][] = [
/* 5 */ [G('normal', 10, 0.75), G('tank', 3, 2.2)],
/* 6 */ [G('fast', 12, 0.5), G('tank', 4, 2.0)],
/* 7 */ [G('flyer', 8, 0.9), G('normal', 10, 0.7)],
/* 8 */ [G('fast', 10, 0.5), G('flyer', 10, 0.7)],
/* 8 */ [G('fast', 10, 0.5), G('flyer', 10, 0.7), G('brute', 2, 2.4)],
/* 9 */ [G('tank', 6, 1.6), G('fast', 12, 0.45), G('normal', 10, 0.6)],
/* 10 */ [G('boss', 1, 1), G('normal', 12, 0.8)],
/* 11 */ [G('flyer', 14, 0.55), G('fast', 12, 0.45)],
/* 12 */ [G('tank', 8, 1.3), G('normal', 16, 0.5)],
/* 13 */ [G('fast', 20, 0.35), G('flyer', 12, 0.5)],
/* 14 */ [G('tank', 10, 1.1), G('fast', 16, 0.4)],
/* 15 */ [G('boss', 2, 8), G('flyer', 10, 0.5)],
/* 16 */ [G('normal', 24, 0.35), G('tank', 8, 1.0)],
/* 17 */ [G('fast', 24, 0.3), G('flyer', 16, 0.45)],
/* 18 */ [G('tank', 12, 0.9), G('normal', 20, 0.4)],
/* 19 */ [G('fast', 20, 0.3), G('flyer', 20, 0.4), G('tank', 8, 0.9)],
/* 20 */ [G('tank', 8, 1.0), G('boss', 2, 8), G('fast', 16, 0.35)],
/* 12 */ [G('phantom', 6, 0.8), G('flyer', 10, 0.6), G('brute', 4, 1.8)],
/* 13 */ [G('fast', 20, 0.35), G('tank', 6, 1.2), G('phantom', 6, 0.7)],
/* 14 */ [G('scorpion', 8, 0.7), G('fast', 16, 0.4), G('tank', 6, 1.2)],
/* 15 */ [G('boss', 2, 8), G('flyer', 10, 0.5), G('phantom', 6, 0.7)],
/* 16 */ [G('normal', 20, 0.35), G('tank', 6, 1.0), G('brute', 5, 1.4)],
/* 17 */ [G('fast', 24, 0.3), G('flyer', 16, 0.45), G('scorpion', 8, 0.65)],
/* 18 */ [G('golem', 2, 5), G('tank', 9, 0.9), G('phantom', 7, 0.6)],
/* 19 */ [G('fast', 20, 0.3), G('flyer', 20, 0.4), G('tank', 8, 0.9), G('scorpion', 6, 0.6)],
/* 20 */ [G('boss', 2, 8), G('tank', 8, 1.0), G('brute', 8, 1.2), G('fast', 16, 0.35)],
/* 21 */ [G('golem', 3, 4), G('scorpion', 10, 0.55), G('phantom', 8, 0.55)],
/* 22 */ [G('dragon', 1, 1), G('flyer', 16, 0.45), G('fast', 20, 0.3)],
/* 23 */ [G('tank', 14, 0.8), G('golem', 3, 4), G('normal', 24, 0.3)],
/* 24 */ [G('scorpion', 14, 0.5), G('phantom', 12, 0.5), G('fast', 24, 0.28)],
/* 25 */ [G('boss', 3, 7), G('golem', 3, 4), G('brute', 10, 1.0)],
/* 26 */ [G('dragon', 2, 9), G('flyer', 20, 0.4), G('phantom', 10, 0.5)],
/* 27 */ [G('tank', 16, 0.7), G('golem', 4, 3.5), G('scorpion', 12, 0.5)],
/* 28 */ [G('fast', 30, 0.24), G('phantom', 14, 0.45), G('scorpion', 12, 0.45), G('flyer', 18, 0.35)],
/* 29 */ [G('golem', 4, 3), G('brute', 10, 0.9), G('tank', 10, 0.7), G('dragon', 2, 9)],
/* 30 */ [G('boss', 3, 6), G('dragon', 2, 8), G('golem', 4, 3), G('scorpion', 12, 0.4)],
]
/** endless mode waves after 20 */
/** endless mode waves after 30 */
export function endlessWave(n: number): WaveGroup[] {
const m = n - 20
const m = n - 30
const groups: WaveGroup[] = []
if (n % 5 === 0) groups.push(G('boss', 1 + Math.floor(m / 5), 8))
groups.push(G('tank', 8 + m * 2, Math.max(0.5, 1.1 - m * 0.02)))
groups.push(G('fast', 18 + m * 3, Math.max(0.15, 0.32 - m * 0.01)))
groups.push(G('flyer', 14 + m * 2, Math.max(0.25, 0.45 - m * 0.01)))
groups.push(G('normal', 20 + m * 4, Math.max(0.18, 0.35 - m * 0.01)))
if (n % 5 === 0) groups.push(G('boss', 1 + Math.floor(m / 4), 7))
if (m >= 2) groups.push(G('dragon', 1 + Math.floor(m / 6), 9))
groups.push(G('golem', 2 + Math.floor(m / 2), Math.max(2.2, 3.5 - m * 0.04)))
groups.push(G('tank', 10 + m * 2, Math.max(0.5, 1.0 - m * 0.015)))
groups.push(G('scorpion', 10 + m * 2, Math.max(0.3, 0.55 - m * 0.01)))
groups.push(G('fast', 20 + m * 3, Math.max(0.15, 0.3 - m * 0.008)))
groups.push(G('flyer', 16 + m * 2, Math.max(0.25, 0.4 - m * 0.008)))
groups.push(G('phantom', 8 + m * 2, Math.max(0.3, 0.5 - m * 0.01)))
groups.push(G('normal', 24 + m * 4, Math.max(0.18, 0.32 - m * 0.008)))
return groups
}
@ -576,6 +650,11 @@ export const ENEMY_COLORS: Record<EnemyKind, string> = {
tank: '#7d8894',
flyer: '#b06ee8',
boss: '#d84b3f',
brute: '#b0763a',
phantom: '#a9c6de',
scorpion: '#c2503d',
golem: '#8a8f7a',
dragon: '#9b3a8f',
}
export const ENEMY_ICONS: Record<EnemyKind, string> = {
@ -584,4 +663,9 @@ export const ENEMY_ICONS: Record<EnemyKind, string> = {
tank: '⬜',
flyer: '🟣',
boss: '🔴',
brute: '🟤',
phantom: '⚪',
scorpion: '🦂',
golem: '🗿',
dragon: '🐲',
}