Renamed Autocannon to Smart Cannon
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@@ -1,13 +1,13 @@
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# ========== /mods/WPE2/data/scripts/lib/weapongenerator.lua ==========
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#: /mods/WPE2/data/scripts/lib/weapongenerator.lua:
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msgctxt "Weapon Name"
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msgid "Auto Cannon"
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msgstr "Автопушка"
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msgid "Smart Cannon"
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msgstr "Умная пушка"
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#: /mods/WPE2/data/scripts/lib/weapongenerator.lua:
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msgctxt "Weapon Prefix"
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msgid "Auto Cannon"
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msgstr "Автопушка"
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msgid "Smart Cannon"
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msgstr "Умная пушка"
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#: /mods/WPE2/data/scripts/lib/weapongenerator.lua:
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msgctxt "Weapon Name"
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@@ -1,5 +1,5 @@
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weaponProbabilities[WeaponType.AutoCannon] = {d = 0.65, p = 2.0}
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weaponProbabilities[WeaponType.SmartCannon] = {d = 0.65, p = 2.0}
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weaponProbabilities[WeaponType.HeavyCannon] = {d = 0.6, p = 1.0}
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weaponProbabilities[WeaponType.Diffuser] = {d = 0.6, p = 1.0}
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weaponProbabilities[WeaponType.Harpoon] = {d = 0.6, p = 1.0}
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@@ -1,5 +1,5 @@
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valueWeights[WeaponType.AutoCannon ] = 2
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valueWeights[WeaponType.SmartCannon ] = 2
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valueWeights[WeaponType.HeavyCannon ] = 1.7
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valueWeights[WeaponType.Diffuser ] = 2.1
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valueWeights[WeaponType.Harpoon ] = 2.1
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@@ -1,5 +1,5 @@
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scales[WeaponType.AutoCannon] = {
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scales[WeaponType.SmartCannon] = {
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{from = 0, to = 28, size = 1.0, usedSlots = 2},
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{from = 29, to = 38, size = 2.0, usedSlots = 3},
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{from = 39, to = 49, size = 3.0, usedSlots = 4},
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@@ -30,7 +30,7 @@ scales[WeaponType.Harpoon] = {
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}
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if GameVersion() >= Version(0, 31, 0) then
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possibleSpecialties[WeaponType.AutoCannon] = {
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possibleSpecialties[WeaponType.SmartCannon] = {
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{specialty = Specialty.HighDamage, probability = 0.2},
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{specialty = Specialty.HighFireRate, probability = 0.3},
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{specialty = Specialty.HighRange, probability = 0.7},
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@@ -38,7 +38,7 @@ if GameVersion() >= Version(0, 31, 0) then
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-- {specialty = Specialty.LessCoolingTime, probability = 0.4},
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}
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else
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possibleSpecialties[WeaponType.AutoCannon] = {
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possibleSpecialties[WeaponType.SmartCannon] = {
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Specialty.HighDamage,
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Specialty.HighFireRate,
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Specialty.HighRange,
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@@ -95,7 +95,7 @@ else
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}
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end
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function TurretGenerator.generateAutoCannonTurret(rand, dps, tech, material, rarity)
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function TurretGenerator.generateSmartCannonTurret(rand, dps, tech, material, rarity)
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local result = TurretTemplate()
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-- generate turret
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@@ -107,7 +107,7 @@ function TurretGenerator.generateAutoCannonTurret(rand, dps, tech, material, rar
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-- generate weapons
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local numWeapons = rand:getInt(1, 4)
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local weapon = WeaponGenerator.generateAutoCannon(rand, dps, tech, material, rarity)
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local weapon = WeaponGenerator.generateSmartCannon(rand, dps, tech, material, rarity)
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weapon.fireDelay = weapon.fireDelay * numWeapons
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-- attach weapons to turret
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@@ -117,15 +117,15 @@ function TurretGenerator.generateAutoCannonTurret(rand, dps, tech, material, rar
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local coolingTime = 15 * rand:getFloat(0.8, 1.2)
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TurretGenerator.createStandardCooling(result, coolingTime, shootingTime)
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TurretGenerator.scale(rand, result, WeaponType.AutoCannon, tech, 0.6)
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TurretGenerator.addSpecialties(rand, result, WeaponType.AutoCannon)
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TurretGenerator.scale(rand, result, WeaponType.SmartCannon, tech, 0.6)
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TurretGenerator.addSpecialties(rand, result, WeaponType.SmartCannon)
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result:updateStaticStats()
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return result
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end
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generatorFunction[WeaponType.AutoCannon] = TurretGenerator.generateAutoCannonTurret
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generatorFunction[WeaponType.SmartCannon] = TurretGenerator.generateSmartCannonTurret
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function TurretGenerator.generateHeavyCannonTurret(rand, dps, tech, material, rarity)
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@@ -1,5 +1,5 @@
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TurretIngredients[WeaponType.AutoCannon] =
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TurretIngredients[WeaponType.SmartCannon] =
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{
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{name = "Servo", amount = 15, investable = 10, minimum = 5, weaponStat = "fireRate", investFactor = 1.0, changeType = StatChanges.Percentage},
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{name = "Warhead", amount = 5, investable = 6, minimum = 1, weaponStat = "damage", },
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@@ -11,7 +11,7 @@ TurretIngredients[WeaponType.AutoCannon] =
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-- {name = "Targeting System", amount = 0, investable = 2, minimum = 0, turretStat = "automatic", investFactor = 1, changeType = StatChanges.Flat},
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}
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TurretIngredients[WeaponType.HeavyCannon] =
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TurretIngredients[WeaponType.SmartCannon] =
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{
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{name = "Servo", amount = 8, investable = 8, minimum = 4, weaponStat = "fireRate", investFactor = 1.0, changeType = StatChanges.Percentage},
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{name = "Warhead", amount = 5, investable = 6, minimum = 1, weaponStat = "damage", },
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@@ -1,5 +1,5 @@
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function WeaponGenerator.generateAutoCannon(rand, dps, tech, material, rarity)
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function WeaponGenerator.generateSmartCannon(rand, dps, tech, material, rarity)
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local weapon = Weapon()
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weapon:setProjectile()
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@@ -15,8 +15,8 @@ function WeaponGenerator.generateAutoCannon(rand, dps, tech, material, rarity)
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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.name = "Smart Cannon /* Weapon Name*/"%_t
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weapon.prefix = "Smart 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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@@ -42,8 +42,7 @@ function WeaponGenerator.generateAutoCannon(rand, dps, tech, material, rarity)
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return weapon
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end
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generatorFunction[WeaponType.AutoCannon] = WeaponGenerator.generateAutoCannon
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generatorFunction[WeaponType.SmartCannon] = WeaponGenerator.generateSmartCannon
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function WeaponGenerator.generateHeavyCannon(rand, dps, tech, material, rarity)
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local weapon = Weapon()
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@@ -1,5 +1,5 @@
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WeaponTypes.addType("AutoCannon", "Auto Сannon /* Weapon Type */"%_t, armed)
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WeaponTypes.addType("SmartCannon", "Smart Сannon /* Weapon Type */"%_t, armed)
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WeaponTypes.addType("HeavyCannon", "Heavy Cannon /* Weapon Type */"%_t, armed)
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WeaponTypes.addType("Diffuser", "Diffuser /* Weapon Type */"%_t, armed)
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WeaponTypes.addType("Harpoon", "Harpoon /* Weapon Type */"%_t, armed)
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