Updated translate template
added test file
This commit is contained in:
8
main.py
8
main.py
@@ -4,13 +4,15 @@ import os
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from lib.translate import translate
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# path = "C:\Users\riksl\PycharmProjects\weapon-project-extended"
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name = "weapongenerator.lua"
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def _lister(path) -> list:
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def _lister(_path) -> list:
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_list: list = []
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try:
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for f in os.walk(path):
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for f in os.walk(_path):
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_list.extend(f)
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break
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return sorted(_list[2])
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@@ -35,7 +37,7 @@ def parsing_file(f):
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test_en = parsing_file(name)[0].split('\"')[1].split(' /*')[0]
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test = translate(test_en)
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translate_entity = ("\n#: %s\nmsgid: \"%s\"\nmsgstr: \"%s\"" % (name, test_en, test))
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translate_entity = ("\n# ========== %s ==========\n#: %s\nmsgid: \"%s\"\nmsgstr: \"%s\"" % (name, name, test_en, test))
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print(translate_entity)
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202
weapongenerator.lua
Normal file
202
weapongenerator.lua
Normal file
@@ -0,0 +1,202 @@
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function WeaponGenerator.generateAutoCannon(rand, dps, tech, material, rarity)
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local weapon = Weapon()
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weapon:setProjectile()
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dps = dps * 0.75
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local fireDelay = rand:getFloat(1.5, 2.5)*0.5
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local reach = rand:getFloat(1100, 1500)*0.7
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local damage = dps * fireDelay
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local speed = rand:getFloat(300, 400)*2
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local existingTime = (reach / speed)*1.2
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weapon.fireDelay = fireDelay
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weapon.reach = reach
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weapon.appearanceSeed = rand:getInt()
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weapon.seeker = rand:test(1 / 2)
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weapon.appearance = WeaponAppearance.Cannon
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weapon.name = "Auto Cannon /* Weapon Name*/"%_t
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weapon.prefix = "Auto Cannon /* Weapon Prefix*/"%_t
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weapon.icon = "data/textures/icons/autocannon.png"
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weapon.sound = "cannon"
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weapon.accuracy = 0.99 - rand:getFloat(0, 0.03)
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weapon.damage = damage
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weapon.damageType = DamageType.Physical
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weapon.impactParticles = ImpactParticles.Explosion
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weapon.shieldDamageMultiplicator=1.1 + rarity.value * 0.1
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weapon.impactSound = 1
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weapon.impactExplosion = true
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weapon.psize = rand:getFloat(0.2, 0.5)
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weapon.pmaximumTime = existingTime
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weapon.pvelocity = speed
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weapon.pcolor = ColorHSV(rand:getFloat(10, 60), 0.7, 1)
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WeaponGenerator.adaptWeapon(rand, weapon, tech, material, rarity)
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-- these have to be assigned after the weapon was adjusted since the damage might be changed
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weapon.recoil = weapon.damage * 20 * 0.75
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weapon.explosionRadius = math.sqrt(weapon.damage * 6)
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return weapon
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end
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generatorFunction[WeaponType.AutoCannon] = WeaponGenerator.generateAutoCannon
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function WeaponGenerator.generateHeavyCannon(rand, dps, tech, material, rarity)
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local weapon = Weapon()
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weapon:setProjectile()
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dps = dps * 1.85
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local fireDelay = rand:getFloat(1.5, 2.0)*1.7
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local reach = rand:getFloat(1100, 1500)*1.2
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local damage = dps * fireDelay
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local speed = rand:getFloat(600, 1000)*1.4
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local existingTime = (reach / speed)*1.1
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weapon.fireDelay = fireDelay
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weapon.reach = reach
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weapon.appearanceSeed = rand:getInt()
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weapon.appearance = WeaponAppearance.Bolter
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weapon.name = "Heavy Cannon /* Weapon Name*/"%_t
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weapon.icon = "data/textures/icons/heavycannon.png"
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weapon.sound = "cannon"%_T
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weapon.accuracy = 0.95 - rand:getFloat(0, 0.02)
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weapon.damage = damage
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weapon.damageType = DamageType.Physical
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weapon.impactParticles = ImpactParticles.Explosion
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weapon.impactSound = 1
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weapon.impactExplosion = true
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weapon.otherForce = dps*math.max(1, rarity.value)*89*5
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weapon.psize = rand:getFloat(0.2, 0.5)
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weapon.pmaximumTime = existingTime
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weapon.pvelocity = speed
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weapon.pcolor = ColorHSV(rand:getFloat(10, 60), 0.7, 1)
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local Pen = rand:getInt(0, rarity.value)
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if Pen > 0 then
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weapon.blockPenetration = Pen
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weapon.prefix = "Cumulative Heavy Cannon /* Weapon Prefix*/"%_t
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else
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weapon.prefix = "Heavy Cannon /* Weapon Prefix*/"%_t
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end
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WeaponGenerator.adaptWeapon(rand, weapon, tech, material, rarity)
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-- these have to be assigned after the weapon was adjusted since the damage might be changed
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weapon.recoil = weapon.damage * 50
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weapon.explosionRadius = math.sqrt(weapon.damage * 7)
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return weapon
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end
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generatorFunction[WeaponType.HeavyCannon] = WeaponGenerator.generateHeavyCannon
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function WeaponGenerator.generateDiffuser(rand, dps, tech, material, rarity)
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local weapon = Weapon()
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weapon:setBeam()
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local fireDelay = rand:getFloat(1, 2.5)*0.5
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local reach = rand:getFloat(950, 1400)
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local damage = dps * fireDelay
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weapon.fireDelay = fireDelay
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weapon.appearanceSeed = rand:getInt()
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weapon.reach = reach
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weapon.continuousBeam = false
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weapon.appearance = WeaponAppearance.Tesla
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weapon.name = "Diffuser /* Weapon Name*/"%_t
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weapon.prefix = "Diffuser /* Weapon Prefix*/"%_t
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weapon.icon = "data/textures/icons/diffuser.png"
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weapon.sound = "railgun"
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weapon.accuracy = 0.99 - rand:getFloat(0, 0.02)
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weapon.damage = damage
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weapon.damageType = DamageType.Energy
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weapon.impactParticles = ImpactParticles.Energy
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weapon.shieldDamageMultiplicator = 20 + rand:getFloat(0, 4) + rarity.value * 3
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weapon.stoneDamageMultiplicator = 0
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weapon.hullDamageMultiplicator = 0
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weapon.impactSound = 1
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weapon.blength = weapon.reach
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weapon.bshape = BeamShape.Lightning
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weapon.bwidth = 0.5
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weapon.bauraWidth = 3
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weapon.banimationSpeed = 0
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weapon.banimationAcceleration = 0
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weapon.bshapeSize = 13
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-- shades of blue
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weapon.bouterColor = ColorHSV(rand:getFloat(180, 260), rand:getFloat(0.5, 1), rand:getFloat(0.1, 0.5))
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weapon.binnerColor = ColorHSV(rand:getFloat(180, 260), rand:getFloat(0.1, 0.5), 1)
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WeaponGenerator.adaptWeapon(rand, weapon, tech, material, rarity)
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weapon.recoil = weapon.damage * 5
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return weapon
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end
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generatorFunction[WeaponType.Diffuser] = WeaponGenerator.generateDiffuser
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function WeaponGenerator.generateHarpoon(rand, dps, tech, material, rarity)
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local weapon = Weapon()
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weapon:setBeam()
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local fireDelay = rand:getFloat(0.2, 0.5)
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local reach = rand:getFloat(500, 900)
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local damage = dps * fireDelay
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weapon.fireDelay = fireDelay
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weapon.appearanceSeed = rand:getInt()
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weapon.reach = reach
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weapon.continuousBeam = true
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weapon.appearance = WeaponAppearance.Cannon
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weapon.name = "Harpoon /* Weapon Name*/"%_t
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weapon.prefix = "Harpoon /* Weapon Prefix*/"%_t
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weapon.icon = "data/textures/icons/harpoon.png"
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weapon.sound = "cannon"
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weapon.accuracy = 0.99 - rand:getFloat(0, 0.02)
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weapon.blockPenetration = rand:getInt(0, rarity.value) + 2
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weapon.otherForce = -500 * dps * rarity.value
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weapon.damage = damage
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weapon.damageType = DamageType.Physical
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weapon.impactParticles = ImpactParticles.Physical
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weapon.shieldDamageMultiplicator = 0.75
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weapon.stoneDamageMultiplicator = 1.2
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weapon.hullDamageMultiplicator = 1
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weapon.impactSound = 1
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weapon.blength = weapon.reach
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weapon.bshape = BeamShape.Swirly
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weapon.bwidth = 0.5
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weapon.bauraWidth = 3
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weapon.banimationSpeed = 0
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weapon.banimationAcceleration = 0
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weapon.bshapeSize = 13
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-- shades of blue
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weapon.bouterColor = ColorHSV(0, 0, rand:getFloat(0.35, 0.65))
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weapon.binnerColor = ColorHSV(1, 1, rand:getFloat(0.35, 0.65))
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WeaponGenerator.adaptWeapon(rand, weapon, tech, material, rarity)
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return weapon
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end
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generatorFunction[WeaponType.Harpoon] = WeaponGenerator.generateHarpoon
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