Renamed Autocannon to Smart Cannon

This commit is contained in:
bacon
2023-08-27 01:05:47 +03:00
parent 2c86faab15
commit 4ad32d8be5
8 changed files with 21 additions and 22 deletions

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@@ -1,13 +1,13 @@
# ========== /mods/WPE2/data/scripts/lib/weapongenerator.lua ==========
#: /mods/WPE2/data/scripts/lib/weapongenerator.lua:
msgctxt "Weapon Name"
msgid "Auto Cannon"
msgstr "Автопушка"
msgid "Smart Cannon"
msgstr "Умная пушка"
#: /mods/WPE2/data/scripts/lib/weapongenerator.lua:
msgctxt "Weapon Prefix"
msgid "Auto Cannon"
msgstr "Автопушка"
msgid "Smart Cannon"
msgstr "Умная пушка"
#: /mods/WPE2/data/scripts/lib/weapongenerator.lua:
msgctxt "Weapon Name"

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@@ -1,5 +1,5 @@
weaponProbabilities[WeaponType.AutoCannon] = {d = 0.65, p = 2.0}
weaponProbabilities[WeaponType.SmartCannon] = {d = 0.65, p = 2.0}
weaponProbabilities[WeaponType.HeavyCannon] = {d = 0.6, p = 1.0}
weaponProbabilities[WeaponType.Diffuser] = {d = 0.6, p = 1.0}
weaponProbabilities[WeaponType.Harpoon] = {d = 0.6, p = 1.0}

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@@ -1,5 +1,5 @@
valueWeights[WeaponType.AutoCannon ] = 2
valueWeights[WeaponType.SmartCannon ] = 2
valueWeights[WeaponType.HeavyCannon ] = 1.7
valueWeights[WeaponType.Diffuser ] = 2.1
valueWeights[WeaponType.Harpoon ] = 2.1

View File

@@ -1,5 +1,5 @@
scales[WeaponType.AutoCannon] = {
scales[WeaponType.SmartCannon] = {
{from = 0, to = 28, size = 1.0, usedSlots = 2},
{from = 29, to = 38, size = 2.0, usedSlots = 3},
{from = 39, to = 49, size = 3.0, usedSlots = 4},
@@ -30,7 +30,7 @@ scales[WeaponType.Harpoon] = {
}
if GameVersion() >= Version(0, 31, 0) then
possibleSpecialties[WeaponType.AutoCannon] = {
possibleSpecialties[WeaponType.SmartCannon] = {
{specialty = Specialty.HighDamage, probability = 0.2},
{specialty = Specialty.HighFireRate, probability = 0.3},
{specialty = Specialty.HighRange, probability = 0.7},
@@ -38,7 +38,7 @@ if GameVersion() >= Version(0, 31, 0) then
-- {specialty = Specialty.LessCoolingTime, probability = 0.4},
}
else
possibleSpecialties[WeaponType.AutoCannon] = {
possibleSpecialties[WeaponType.SmartCannon] = {
Specialty.HighDamage,
Specialty.HighFireRate,
Specialty.HighRange,
@@ -95,7 +95,7 @@ else
}
end
function TurretGenerator.generateAutoCannonTurret(rand, dps, tech, material, rarity)
function TurretGenerator.generateSmartCannonTurret(rand, dps, tech, material, rarity)
local result = TurretTemplate()
-- generate turret
@@ -107,7 +107,7 @@ function TurretGenerator.generateAutoCannonTurret(rand, dps, tech, material, rar
-- generate weapons
local numWeapons = rand:getInt(1, 4)
local weapon = WeaponGenerator.generateAutoCannon(rand, dps, tech, material, rarity)
local weapon = WeaponGenerator.generateSmartCannon(rand, dps, tech, material, rarity)
weapon.fireDelay = weapon.fireDelay * numWeapons
-- attach weapons to turret
@@ -117,15 +117,15 @@ function TurretGenerator.generateAutoCannonTurret(rand, dps, tech, material, rar
local coolingTime = 15 * rand:getFloat(0.8, 1.2)
TurretGenerator.createStandardCooling(result, coolingTime, shootingTime)
TurretGenerator.scale(rand, result, WeaponType.AutoCannon, tech, 0.6)
TurretGenerator.addSpecialties(rand, result, WeaponType.AutoCannon)
TurretGenerator.scale(rand, result, WeaponType.SmartCannon, tech, 0.6)
TurretGenerator.addSpecialties(rand, result, WeaponType.SmartCannon)
result:updateStaticStats()
return result
end
generatorFunction[WeaponType.AutoCannon] = TurretGenerator.generateAutoCannonTurret
generatorFunction[WeaponType.SmartCannon] = TurretGenerator.generateSmartCannonTurret
function TurretGenerator.generateHeavyCannonTurret(rand, dps, tech, material, rarity)

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@@ -1,5 +1,5 @@
TurretIngredients[WeaponType.AutoCannon] =
TurretIngredients[WeaponType.SmartCannon] =
{
{name = "Servo", amount = 15, investable = 10, minimum = 5, weaponStat = "fireRate", investFactor = 1.0, changeType = StatChanges.Percentage},
{name = "Warhead", amount = 5, investable = 6, minimum = 1, weaponStat = "damage", },
@@ -11,7 +11,7 @@ TurretIngredients[WeaponType.AutoCannon] =
-- {name = "Targeting System", amount = 0, investable = 2, minimum = 0, turretStat = "automatic", investFactor = 1, changeType = StatChanges.Flat},
}
TurretIngredients[WeaponType.HeavyCannon] =
TurretIngredients[WeaponType.SmartCannon] =
{
{name = "Servo", amount = 8, investable = 8, minimum = 4, weaponStat = "fireRate", investFactor = 1.0, changeType = StatChanges.Percentage},
{name = "Warhead", amount = 5, investable = 6, minimum = 1, weaponStat = "damage", },

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@@ -1,5 +1,5 @@
function WeaponGenerator.generateAutoCannon(rand, dps, tech, material, rarity)
function WeaponGenerator.generateSmartCannon(rand, dps, tech, material, rarity)
local weapon = Weapon()
weapon:setProjectile()
@@ -15,8 +15,8 @@ function WeaponGenerator.generateAutoCannon(rand, dps, tech, material, rarity)
weapon.appearanceSeed = rand:getInt()
weapon.seeker = rand:test(1 / 2)
weapon.appearance = WeaponAppearance.Cannon
weapon.name = "Auto Cannon /* Weapon Name*/"%_t
weapon.prefix = "Auto Cannon /* Weapon Prefix*/"%_t
weapon.name = "Smart Cannon /* Weapon Name*/"%_t
weapon.prefix = "Smart Cannon /* Weapon Prefix*/"%_t
weapon.icon = "data/textures/icons/autocannon.png"
weapon.sound = "cannon"
weapon.accuracy = 0.99 - rand:getFloat(0, 0.03)
@@ -42,8 +42,7 @@ function WeaponGenerator.generateAutoCannon(rand, dps, tech, material, rarity)
return weapon
end
generatorFunction[WeaponType.AutoCannon] = WeaponGenerator.generateAutoCannon
generatorFunction[WeaponType.SmartCannon] = WeaponGenerator.generateSmartCannon
function WeaponGenerator.generateHeavyCannon(rand, dps, tech, material, rarity)
local weapon = Weapon()

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@@ -1,5 +1,5 @@
WeaponTypes.addType("AutoCannon", "Auto Сannon /* Weapon Type */"%_t, armed)
WeaponTypes.addType("SmartCannon", "Smart Сannon /* Weapon Type */"%_t, armed)
WeaponTypes.addType("HeavyCannon", "Heavy Cannon /* Weapon Type */"%_t, armed)
WeaponTypes.addType("Diffuser", "Diffuser /* Weapon Type */"%_t, armed)
WeaponTypes.addType("Harpoon", "Harpoon /* Weapon Type */"%_t, armed)