Compare commits
4 Commits
| Author | SHA1 | Date | |
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fc351d2555 | ||
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e90ff8f1e2 | ||
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13a688edb3 | ||
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0880b82677 |
@@ -3,3 +3,4 @@ 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.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.Diffuser] = {d = 0.6, p = 1.0}
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weaponProbabilities[WeaponType.Hookgun] = {d = 0.6, p = 1.0}
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weaponProbabilities[WeaponType.Hookgun] = {d = 0.6, p = 1.0}
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weaponProbabilities[WeaponType.HiveLauncher] = {d = 0.6, p = 1.0} -- TODO Подсмотреть у ванильных ракетниц
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@@ -3,3 +3,4 @@ valueWeights[WeaponType.SmartCannon ] = 2
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valueWeights[WeaponType.HeavyCannon ] = 2.5
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valueWeights[WeaponType.HeavyCannon ] = 2.5
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valueWeights[WeaponType.Diffuser ] = 1.7
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valueWeights[WeaponType.Diffuser ] = 1.7
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valueWeights[WeaponType.Hookgun ] = 1.5
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valueWeights[WeaponType.Hookgun ] = 1.5
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valueWeights[WeaponType.HiveLauncher] = 2
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@@ -29,6 +29,13 @@ scales[WeaponType.Hookgun] = {
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{from = 51, to = 52, size = 3.0, usedSlots = 6},
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{from = 51, to = 52, size = 3.0, usedSlots = 6},
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}
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}
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scales[WeaponType.HiveLauncher] = {
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{from = 0, to = 46, size = 1.0, usedSlots = 2},
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{from = 47, to = 50, size = 2.0, usedSlots = 4},
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--dummy for cooaxial, add 1 to size and level
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{from = 51, to = 52, size = 3.0, usedSlots = 6},
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}
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if GameVersion() >= Version(0, 31, 0) then
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if GameVersion() >= Version(0, 31, 0) then
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possibleSpecialties[WeaponType.SmartCannon] = {
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possibleSpecialties[WeaponType.SmartCannon] = {
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{specialty = Specialty.HighDamage, probability = 0.2},
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{specialty = Specialty.HighDamage, probability = 0.2},
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@@ -95,6 +102,20 @@ else
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}
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}
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end
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end
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if GameVersion() >= Version(0, 31, 0) then
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possibleSpecialties[WeaponType.HiveLauncher] = {
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{specialty = Specialty.HighDamage, probability = 0.3},
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{specialty = Specialty.HighRange, probability = 0.3},
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-- {specialty = Specialty.FasterRechargeTime, probability = 0.6},
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}
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else
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possibleSpecialties[WeaponType.HiveLauncher] = {
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Specialty.HighDamage,
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Specialty.HighRange,
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Specialty.FasterRechargeTime,
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}
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end
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function TurretGenerator.generateSmartCannonTurret(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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local result = TurretTemplate()
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@@ -125,14 +146,15 @@ function TurretGenerator.generateSmartCannonTurret(rand, dps, tech, material, ra
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local name = "SmartCannon /* weapon name*/"%_T
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local name = "SmartCannon /* weapon name*/"%_T
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local specType = 1
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if specType > 0 then
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name = "Ionized SmartCannon/* weapon name*/"%_T
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weapon.shieldPenetration = 1
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end
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local dmgAdjective, outerAdjective, barrel, multishot, coax, serial = makeTitleParts(rand, specialties, result, DamageType.Physical)
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local dmgAdjective, outerAdjective, barrel, multishot, coax, serial = makeTitleParts(rand, specialties, result, DamageType.Physical)
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result.title = Format("%1%%2%%3%%4%%5%%6%%7% /* [outer-adjective][barrel][coax][dmg-adjective][multishot][name][serial], e.g. Enduring Dual Coaxial Plasmatic Tri-R-Mining Laser T-F */"%_T, outerAdjective, barrel, coax, dmgAdjective, multishot, name, serial)
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result.title = Format("%1%%2%%3%%4%%5%%6%%7% /* [outer-adjective][barrel][coax][dmg-adjective][multishot][name][serial], e.g. Enduring Dual Coaxial Plasmatic Tri-R-Mining Laser T-F */"%_T, outerAdjective, barrel, coax, dmgAdjective, multishot, name, serial)
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local specType = 1
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if specType > 0 then
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weapon.prefix = "Ionized /* Weapon Prefix*/"%_t
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weapon.shieldPenetration = 1
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end
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return result
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return result
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end
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end
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@@ -174,7 +196,7 @@ function TurretGenerator.generateHeavyCannonTurret(rand, dps, tech, material, ra
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local Pen = rand:getInt(0, rarity.value)
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local Pen = rand:getInt(0, rarity.value)
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if Pen > 0 then
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if Pen > 0 then
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weapon.blockPenetration = Pen
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weapon.blockPenetration = Pen
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weapon.prefix = "Cumulative /* Weapon Prefix*/"%_t
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name = "Cumulative Heavy Cannon /* weapon name*/"%_T
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end
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end
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local dmgAdjective, outerAdjective, barrel, multishot, coax, serial = makeTitleParts(rand, specialties, result, DamageType.Physical)
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local dmgAdjective, outerAdjective, barrel, multishot, coax, serial = makeTitleParts(rand, specialties, result, DamageType.Physical)
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@@ -257,6 +279,13 @@ function TurretGenerator.generateHookgunTurret(rand, dps, tech, material, rarity
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local name = "Hookgun /* weapon name*/"%_T
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local name = "Hookgun /* weapon name*/"%_T
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local specType = 0
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if specType >0 then
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else
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end
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local dmgAdjective, outerAdjective, barrel, multishot, coax, serial = makeTitleParts(rand, specialties, result, DamageType.Physical)
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local dmgAdjective, outerAdjective, barrel, multishot, coax, serial = makeTitleParts(rand, specialties, result, DamageType.Physical)
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result.title = Format("%1%%2%%3%%4%%5%%6%%7% /* [outer-adjective][barrel][coax][dmg-adjective][multishot][name][serial], e.g. Enduring Dual Coaxial Plasmatic Tri-R-Mining Laser T-F */"%_T, outerAdjective, barrel, coax, dmgAdjective, multishot, name, serial)
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result.title = Format("%1%%2%%3%%4%%5%%6%%7% /* [outer-adjective][barrel][coax][dmg-adjective][multishot][name][serial], e.g. Enduring Dual Coaxial Plasmatic Tri-R-Mining Laser T-F */"%_T, outerAdjective, barrel, coax, dmgAdjective, multishot, name, serial)
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@@ -264,3 +293,60 @@ function TurretGenerator.generateHookgunTurret(rand, dps, tech, material, rarity
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end
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end
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generatorFunction[WeaponType.Hookgun] = TurretGenerator.generateHookgunTurret
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generatorFunction[WeaponType.Hookgun] = TurretGenerator.generateHookgunTurret
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function TurretGenerator.generateHiveLauncherTurret(rand, dps, tech, material, rarity)
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local result = TurretTemplate()
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-- generate turret
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local requiredCrew = TurretGenerator.dpsToRequiredCrew(dps)
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local crew = Crew()
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crew:add(requiredCrew*2, CrewMan(CrewProfessionType.Gunner))
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result.crew = crew
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-- generate weapons
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local numWeapons = rand:getInt(1, 2)
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local weapon = WeaponGenerator.generateHiveLauncher(rand, dps, tech, material, rarity)
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weapon.damage = weapon.damage / numWeapons
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-- attach weapons to turret
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local positions = {}
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if rand:getBool() then
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table.insert(positions, vec3(0, 0.3, 0))
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else
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table.insert(positions, vec3(0.4, 0.3, 0))
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table.insert(positions, vec3(-0.4, 0.3, 0))
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end
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-- attach
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for _, position in pairs(positions) do
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weapon.localPosition = position * result.size
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result:addWeapon(weapon)
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end
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local shootingTime = 20 * rand:getFloat(0.8, 1.2)
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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.RocketLauncher, tech, 0.6, coaxialAllowed)
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local specialties = TurretGenerator.addSpecialties(rand, result, WeaponType.RocketLauncher)
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result.slotType = TurretSlotType.Armed
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result:updateStaticStats()
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local name = "HiveLauncher /* weapon name*/"%_T
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local specType = 0
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if specType >0 then
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else
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end
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local dmgAdjective, outerAdjective, barrel, multishot, coax, serial = makeTitleParts(rand, specialties, result, DamageType.Physical)
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result.title = Format("%1%%2%%3%%4%%5%%6%%7% /* [outer-adjective][barrel][coax][dmg-adjective][multishot][name][serial], e.g. Enduring Dual Coaxial Plasmatic Tri-R-Mining Laser T-F */"%_T, outerAdjective, barrel, coax, dmgAdjective, multishot, name, serial)
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return result
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end
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generatorFunction[WeaponType.HiveLauncher] = TurretGenerator.generateHiveLauncherTurret
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@@ -43,3 +43,14 @@ TurretIngredients[WeaponType.Hookgun] =
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{name = "Silver", amount = 5, investable = 0, minimum = 5,},
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{name = "Silver", amount = 5, investable = 0, minimum = 5,},
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-- {name = "Targeting System", amount = 0, investable = 2, minimum = 0, turretStat = "automatic", investFactor = 1, changeType = StatChanges.Flat},
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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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}
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TurretIngredients[WeaponType.HiveLauncher] =
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{
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{name = "Plasma Cell", amount = 10, investable = 10, minimum = 10, weaponStat = "fireRate", investFactor = 1.0, changeType = StatChanges.Percentage},
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{name = "High Capacity Lens", amount = 5, investable = 6, minimum = 1, weaponStat = "reach", },
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{name = "Energy Tube", amount = 2, investable = 6, minimum = 1, weaponStat = "damage", },
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{name = "Steel", amount = 20, investable = 0, minimum = 20,},
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{name = "Copper", amount = 10, investable = 0, minimum = 10,},
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{name = "Silver", amount = 5, investable = 0, minimum = 5,},
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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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@@ -46,6 +46,7 @@ end
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generatorFunction[WeaponType.SmartCannon] = WeaponGenerator.generateSmartCannon
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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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function WeaponGenerator.generateHeavyCannon(rand, dps, tech, material, rarity)
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local weapon = Weapon()
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local weapon = Weapon()
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weapon:setProjectile()
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weapon:setProjectile()
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@@ -91,6 +92,7 @@ end
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generatorFunction[WeaponType.HeavyCannon] = WeaponGenerator.generateHeavyCannon
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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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function WeaponGenerator.generateDiffuser(rand, dps, tech, material, rarity)
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local weapon = Weapon()
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local weapon = Weapon()
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weapon:setBeam()
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weapon:setBeam()
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@@ -192,3 +194,54 @@ function WeaponGenerator.generateHookgun(rand, dps, tech, material, rarity)
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end
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end
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generatorFunction[WeaponType.Hookgun] = WeaponGenerator.generateHookgun
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generatorFunction[WeaponType.Hookgun] = WeaponGenerator.generateHookgun
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function WeaponGenerator.generateHiveLauncher(rand, dps, tech, material, rarity)
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local weapon = Weapon()
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weapon:setProjectile()
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local fireDelay = rand:getFloat(0.5, 1.5)
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local reach = rand:getFloat(1300, 1800)
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local damage = dps * fireDelay
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local speed = rand:getFloat(150, 200)
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local existingTime = reach / speed
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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 / 8)
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weapon.appearance = WeaponAppearance.RocketLauncher
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weapon.name = "HiveLauncher /* Weapon Name*/"%_t
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weapon.prefix = "HiveLauncher /* Weapon Prefix*/"%_t
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weapon.icon = "data/textures/icons/hivelauncher.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.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.psize = rand:getFloat(0.2, 0.4)
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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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weapon.pshape = ProjectileShape.Rocket
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if rand:test(1) then
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local shots = {2, 2, 2, 2, 2, 3, 4}
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weapon.shotsFired = shots[rand:getInt(1, #shots)]
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weapon.damage = (weapon.damage * 1.5) / weapon.shotsFired
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end
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WeaponGenerator.adaptWeapon(rand, weapon, tech, material, rarity)
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weapon.recoil = weapon.damage * 2
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weapon.explosionRadius = math.sqrt(weapon.damage * 5)
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return weapon
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end
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generatorFunction[WeaponType.HiveLauncher] = WeaponGenerator.generateHiveLauncher
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@@ -3,3 +3,4 @@ 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("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("Diffuser", "Diffuser /* Weapon Type */"%_t, armed)
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WeaponTypes.addType("Hookgun", "Hookgun /* Weapon Type */"%_t, armed)
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WeaponTypes.addType("Hookgun", "Hookgun /* Weapon Type */"%_t, armed)
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WeaponTypes.addType("HiveLauncher", "HiveLauncher /* Weapon Type */"%_t, armed)
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Before Width: | Height: | Size: 25 KiB After Width: | Height: | Size: 25 KiB |
Reference in New Issue
Block a user