Added Harpoon

This commit is contained in:
bacon
2023-08-24 23:28:03 +03:00
parent b7c412e0cb
commit 9415f265c2
7 changed files with 122 additions and 2 deletions

View File

@@ -1,4 +1,5 @@
weaponProbabilities[WeaponType.AutoCannon] = {d = 0.65, p = 2.0} weaponProbabilities[WeaponType.AutoCannon] = {d = 0.65, p = 2.0}
weaponProbabilities[WeaponType.HeavyCannon] = {d = 0.6, p = 1.0} weaponProbabilities[WeaponType.HeavyCannon] = {d = 0.6, p = 1.0}
weaponProbabilities[WeaponType.Diffuser] = {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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@@ -2,3 +2,4 @@
valueWeights[WeaponType.AutoCannon ] = 2 valueWeights[WeaponType.AutoCannon ] = 2
valueWeights[WeaponType.HeavyCannon ] = 1.7 valueWeights[WeaponType.HeavyCannon ] = 1.7
valueWeights[WeaponType.Diffuser ] = 2.1 valueWeights[WeaponType.Diffuser ] = 2.1
valueWeights[WeaponType.Harpoon ] = 2.1

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@@ -22,6 +22,13 @@ scales[WeaponType.Diffuser] = {
{from = 51, to = 52, size = 3.0, usedSlots = 6}, {from = 51, to = 52, size = 3.0, usedSlots = 6},
} }
scales[WeaponType.Harpoon] = {
{from = 0, to = 46, size = 1.0, usedSlots = 2},
{from = 47, to = 50, size = 2.0, usedSlots = 4},
--dummy for cooaxial, add 1 to size and level
{from = 51, to = 52, size = 3.0, usedSlots = 6},
}
if GameVersion() >= Version(0, 31, 0) then if GameVersion() >= Version(0, 31, 0) then
possibleSpecialties[WeaponType.AutoCannon] = { possibleSpecialties[WeaponType.AutoCannon] = {
{specialty = Specialty.HighDamage, probability = 0.2}, {specialty = Specialty.HighDamage, probability = 0.2},
@@ -74,6 +81,19 @@ else
} }
end end
if GameVersion() >= Version(0, 31, 0) then
possibleSpecialties[WeaponType.Harpoon] = {
{specialty = Specialty.HighDamage, probability = 0.3},
{specialty = Specialty.HighRange, probability = 0.3},
-- {specialty = Specialty.FasterRechargeTime, probability = 0.6},
}
else
possibleSpecialties[WeaponType.Harpoon] = {
Specialty.HighDamage,
Specialty.HighRange,
Specialty.FasterRechargeTime,
}
end
function TurretGenerator.generateAutoCannonTurret(rand, dps, tech, material, rarity) function TurretGenerator.generateAutoCannonTurret(rand, dps, tech, material, rarity)
local result = TurretTemplate() local result = TurretTemplate()
@@ -174,3 +194,37 @@ function TurretGenerator.generateDiffuserTurret(rand, dps, tech, material, rarit
end end
generatorFunction[WeaponType.Diffuser] = TurretGenerator.generateDiffuserTurret generatorFunction[WeaponType.Diffuser] = TurretGenerator.generateDiffuserTurret
function TurretGenerator.generateHarpoonTurret(rand, dps, tech, material, rarity)
local result = TurretTemplate()
-- generate turret
local requiredCrew = TurretGenerator.dpsToRequiredCrew(dps)
local crew = Crew()
crew:add(requiredCrew, CrewMan(CrewProfessionType.Gunner))
result.crew = crew
-- generate weapons
local numWeapons = rand:getInt(1, 2)
local weapon = WeaponGenerator.generateHarpoon(rand, dps, tech, material, rarity)
weapon.damage = weapon.damage / numWeapons
-- attach weapons to turret
TurretGenerator.attachWeapons(rand, result, weapon, numWeapons)
local rechargeTime = 4 * rand:getFloat(0.8, 1.2)
local shootingTime = 2 * rand:getFloat(0.8, 1.2)
TurretGenerator.createBatteryChargeCooling(result, rechargeTime, shootingTime)
TurretGenerator.scale(rand, result, WeaponType.Harpoon, tech, 0.75)
TurretGenerator.addSpecialties(rand, result, WeaponType.Harpoon)
result:updateStaticStats()
return result
end
generatorFunction[WeaponType.Harpoon] = TurretGenerator.generateHarpoonTurret

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@@ -23,6 +23,17 @@ TurretIngredients[WeaponType.HeavyCannon] =
} }
TurretIngredients[WeaponType.Diffuser] = TurretIngredients[WeaponType.Diffuser] =
{
{name = "Plasma Cell", amount = 10, investable = 10, minimum = 10, weaponStat = "fireRate", investFactor = 1.0, changeType = StatChanges.Percentage},
{name = "High Capacity Lens", amount = 5, investable = 6, minimum = 1, weaponStat = "reach", },
{name = "Energy Tube", amount = 2, investable = 6, minimum = 1, weaponStat = "damage", },
{name = "Steel", amount = 20, investable = 0, minimum = 20,},
{name = "Copper", amount = 10, investable = 0, minimum = 10,},
{name = "Silver", amount = 5, investable = 0, minimum = 5,},
-- {name = "Targeting System", amount = 0, investable = 2, minimum = 0, turretStat = "automatic", investFactor = 1, changeType = StatChanges.Flat},
}
TurretIngredients[WeaponType.Harpoon] =
{ {
{name = "Plasma Cell", amount = 10, investable = 10, minimum = 10, weaponStat = "fireRate", investFactor = 1.0, changeType = StatChanges.Percentage}, {name = "Plasma Cell", amount = 10, investable = 10, minimum = 10, weaponStat = "fireRate", investFactor = 1.0, changeType = StatChanges.Percentage},
{name = "High Capacity Lens", amount = 5, investable = 6, minimum = 1, weaponStat = "reach", }, {name = "High Capacity Lens", amount = 5, investable = 6, minimum = 1, weaponStat = "reach", },

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@@ -146,3 +146,55 @@ function WeaponGenerator.generateDiffuser(rand, dps, tech, material, rarity)
end end
generatorFunction[WeaponType.Diffuser] = WeaponGenerator.generateDiffuser generatorFunction[WeaponType.Diffuser] = WeaponGenerator.generateDiffuser
function WeaponGenerator.generateHarpoon(rand, dps, tech, material, rarity)
local weapon = Weapon()
weapon:setBeam()
local fireDelay = rand:getFloat(0.2, 0.5)
local reach = rand:getFloat(500, 900)
local damage = dps * fireDelay
weapon.fireDelay = fireDelay
weapon.appearanceSeed = rand:getInt()
weapon.reach = reach
weapon.continuousBeam = true
weapon.appearance = WeaponAppearance.Cannon
weapon.name = "Harpoon /* Weapon Name*/"%_t
weapon.prefix = "Harpoon /* Weapon Prefix*/"%_t
weapon.icon = "data/textures/icons/harpoon.png"
weapon.sound = "cannon"
weapon.accuracy = 0.99 - rand:getFloat(0, 0.02)
weapon.otherForce = -400 * dps * rarity.value
weapon.damage = damage
weapon.damageType = DamageType.Physical
weapon.impactParticles = ImpactParticles.Physical
weapon.shieldDamageMultiplicator = 0.75
weapon.stoneDamageMultiplicator = 1.2
weapon.hullDamageMultiplicator = 1
weapon.impactSound = 1
weapon.blength = weapon.reach
weapon.bshape = BeamShape.Swirly
weapon.bwidth = 0.5
weapon.bauraWidth = 3
weapon.banimationSpeed = 0
weapon.banimationAcceleration = 0
weapon.bshapeSize = 13
-- shades of blue
weapon.bouterColor = ColorHSV(0, 0, rand:getFloat(0.35, 0.65))
weapon.binnerColor = ColorHSV(1, 1, rand:getFloat(0.35, 0.65))
WeaponGenerator.adaptWeapon(rand, weapon, tech, material, rarity)
return weapon
end
generatorFunction[WeaponType.Harpoon] = WeaponGenerator.generateHarpoon

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@@ -1,4 +1,5 @@
WeaponTypes.addType("AutoCannon", "Auto Сannon /* Weapon Type */"%_t, armed) WeaponTypes.addType("AutoCannon", "Auto Сannon /* Weapon Type */"%_t, armed)
WeaponTypes.addType("HeavyCannon", "Heavy Cannon /* Weapon Type */"%_t, armed) WeaponTypes.addType("HeavyCannon", "Heavy Cannon /* Weapon Type */"%_t, armed)
WeaponTypes.addType("Diffuser", "Diffuser /* Weapon Type */"%_t, armed) WeaponTypes.addType("Diffuser", "Diffuser /* Weapon Type */"%_t, armed)
WeaponTypes.addType("Harpoon", "Harpoon /* Weapon Type */"%_t, armed)

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