Refactor wave generation logic - #144
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📝 WalkthroughWalkthroughMainViewModel's ChangesEnemy Wave Composition Refactoring
Sequence Diagram(s)flowchart TD
A["Wave received by generateEnemyList"] --> B{Wave <= 6?}
B -->|Yes| C["Look up earlyWaveConfigs[wave]"]
C --> D["Flatten enemy pairs into list"]
D --> E["Shuffle list"]
E --> F["Return enemies"]
B -->|No| G["Initialize remainingBudget and enemies list"]
G --> H["Filter allowedTiers to affordable tiers<br/>where HP <= remainingBudget"]
H --> I{Any affordable<br/>tiers?}
I -->|Yes| J["Select random affordable tier"]
J --> K["Deduct HP from remainingBudget"]
K --> L["Add tier to enemies"]
L --> H
I -->|No| M{Enemies<br/>empty?}
M -->|Yes| N["Add fallback enemy"]
M -->|No| O["Shuffle enemies list"]
N --> O
O --> F
Estimated code review effort🎯 3 (Moderate) | ⏱️ ~20 minutes Possibly related PRs
✨ Finishing Touches📝 Generate docstrings
🧪 Generate unit tests (beta)
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…iency - Replaced procedural 'when' logic for early waves (1-6) with a data-driven configuration map 'earlyWaveConfigs'. - Optimized the budget-filling loop for waves 7+ by pre-filtering affordable enemy tiers and board constraints (Tiger Mom limit) during selection. - Updated 'fixes.md' with entry REF-005. Co-authored-by: candour <4670475+candour@users.noreply.github.com>
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Refactored the
generateEnemyListfunction inMainViewModel.ktto be simpler and more efficient. The early wave logic is now data-driven, and the budget-based generation for later waves has been optimized to avoid unnecessary iterations by pre-filtering affordable enemy types. Recorded the improvement infixes.md.PR created automatically by Jules for task 17506379874865715895 started by @candour
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