export const BALANCE = {
  scoring: {
    coinValue: 10,
    levelComplete: 100,
    enemyStun: 5,
    comboMultipliers: [1, 2, 3, 5, 10],
    comboTimeout: 2000,
  },

  levelProgression: {
    1: { rooms: [6, 8], coins: [5, 8], enemies: [2, 3], hazards: [0, 0] },
    2: { rooms: [6, 8], coins: [5, 8], enemies: [2, 3], hazards: [0, 0] },
    3: { rooms: [8, 10], coins: [8, 12], enemies: [4, 6], hazards: [1, 2] },
    4: { rooms: [8, 10], coins: [8, 12], enemies: [4, 6], hazards: [1, 2] },
    5: { rooms: [8, 10], coins: [8, 12], enemies: [4, 6], hazards: [1, 2] },
    6: { rooms: [10, 12], coins: [12, 16], enemies: [6, 8], hazards: [3, 4] },
    7: { rooms: [10, 12], coins: [12, 16], enemies: [6, 8], hazards: [3, 4] },
    8: { rooms: [10, 12], coins: [12, 16], enemies: [6, 8], hazards: [3, 4] },
    9: { rooms: [10, 12], coins: [12, 16], enemies: [6, 8], hazards: [3, 4] },
    10: { rooms: [12, 16], coins: [16, 20], enemies: [8, 12], hazards: [5, 6] },
  },

  enemyUnlockLevel: {
    patroller: 1,
    jumper: 3,
    flyer: 5,
    chaser: 7,
    sprinter: 10,
  },

  hazardUnlockLevel: {
    spikes: 2,
    fallingPlatform: 4,
    saw: 6,
    turret: 8,
    laser: 10,
  },

  powerUp: {
    spawnChance: 0.1,
    durations: {
      shield: Infinity,
      magnet: 15000,
      clock: 10000,
      coffee: 10000,
      infinity: 8000,
      ghost: 5000,
    },
  },

  gasCoins: {
    conversionRate: 1,
    levelBonusPercent: 10,
  },
} as const;
