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Author SHA1 Message Date
Alex
13a688edb3 Update 2 files
- /data/scripts/lib/turretgenerator.lua
- /data/scripts/lib/weapongenerator.lua
2023-08-28 20:07:43 +00:00
Slava
0880b82677 Update 6 files
- /data/scripts/lib/galaxy.lua
- /data/scripts/lib/inventoryitemprice.lua
- /data/scripts/lib/turretgenerator.lua
- /data/scripts/lib/turretingredients.lua
- /data/scripts/lib/weapongenerator.lua
- /data/scripts/lib/weapontype.lua
2023-08-28 18:50:20 +00:00
6 changed files with 479 additions and 326 deletions

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@@ -1,5 +1,6 @@
weaponProbabilities[WeaponType.SmartCannon] = {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.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.Hookgun] = {d = 0.6, p = 1.0} weaponProbabilities[WeaponType.Hookgun] = {d = 0.6, p = 1.0}
weaponProbabilities[WeaponType.HiveLauncher] = {d = 0.6, p = 1.0} -- TODO Подсмотреть у ванильных ракетниц

View File

@@ -1,5 +1,6 @@
valueWeights[WeaponType.SmartCannon ] = 2 valueWeights[WeaponType.SmartCannon ] = 2
valueWeights[WeaponType.HeavyCannon ] = 2.5 valueWeights[WeaponType.HeavyCannon ] = 2.5
valueWeights[WeaponType.Diffuser ] = 1.7 valueWeights[WeaponType.Diffuser ] = 1.7
valueWeights[WeaponType.Hookgun ] = 1.5 valueWeights[WeaponType.Hookgun ] = 1.5
valueWeights[WeaponType.HiveLauncher] = 2

View File

@@ -1,266 +1,352 @@
scales[WeaponType.SmartCannon] = { scales[WeaponType.SmartCannon] = {
{from = 0, to = 28, size = 1.0, usedSlots = 2}, {from = 0, to = 28, size = 1.0, usedSlots = 2},
{from = 29, to = 38, size = 2.0, usedSlots = 3}, {from = 29, to = 38, size = 2.0, usedSlots = 3},
{from = 39, to = 49, size = 3.0, usedSlots = 4}, {from = 39, to = 49, size = 3.0, usedSlots = 4},
--dummy for cooaxial, add 1 to size and level --dummy for cooaxial, add 1 to size and level
{from = 50, to = 52, size = 4.0, usedSlots = 5}, {from = 50, to = 52, size = 4.0, usedSlots = 5},
} }
scales[WeaponType.HeavyCannon] = { scales[WeaponType.HeavyCannon] = {
{from = 0, to = 28, size = 3.0, usedSlots = 4}, {from = 0, to = 28, size = 3.0, usedSlots = 4},
{from = 29, to = 38, size = 4.0, usedSlots = 5}, {from = 29, to = 38, size = 4.0, usedSlots = 5},
{from = 39, to = 49, size = 5.0, usedSlots = 6}, {from = 39, to = 49, size = 5.0, usedSlots = 6},
--dummy for cooaxial, add 1 to size and level --dummy for cooaxial, add 1 to size and level
{from = 50, to = 52, size = 5, usedSlots = 6}, {from = 50, to = 52, size = 5, usedSlots = 6},
} }
scales[WeaponType.Diffuser] = { scales[WeaponType.Diffuser] = {
{from = 0, to = 46, size = 1.0, usedSlots = 2}, {from = 0, to = 46, size = 1.0, usedSlots = 2},
{from = 47, to = 50, size = 2.0, usedSlots = 4}, {from = 47, to = 50, size = 2.0, usedSlots = 4},
--dummy for cooaxial, add 1 to size and level --dummy for cooaxial, add 1 to size and level
{from = 51, to = 52, size = 3.0, usedSlots = 6}, {from = 51, to = 52, size = 3.0, usedSlots = 6},
} }
scales[WeaponType.Hookgun] = { scales[WeaponType.Hookgun] = {
{from = 0, to = 46, size = 1.0, usedSlots = 2}, {from = 0, to = 46, size = 1.0, usedSlots = 2},
{from = 47, to = 50, size = 2.0, usedSlots = 4}, {from = 47, to = 50, size = 2.0, usedSlots = 4},
--dummy for cooaxial, add 1 to size and level --dummy for cooaxial, add 1 to size and level
{from = 51, to = 52, size = 3.0, usedSlots = 6}, {from = 51, to = 52, size = 3.0, usedSlots = 6},
} }
if GameVersion() >= Version(0, 31, 0) then scales[WeaponType.HiveLauncher] = {
possibleSpecialties[WeaponType.SmartCannon] = { {from = 0, to = 46, size = 1.0, usedSlots = 2},
{specialty = Specialty.HighDamage, probability = 0.2}, {from = 47, to = 50, size = 2.0, usedSlots = 4},
{specialty = Specialty.HighFireRate, probability = 0.3}, --dummy for cooaxial, add 1 to size and level
{specialty = Specialty.HighRange, probability = 0.7}, {from = 51, to = 52, size = 3.0, usedSlots = 6},
-- {specialty = Specialty.HighHullDamage, probability = 0.5}, }
-- {specialty = Specialty.LessCoolingTime, probability = 0.4},
} if GameVersion() >= Version(0, 31, 0) then
else possibleSpecialties[WeaponType.SmartCannon] = {
possibleSpecialties[WeaponType.SmartCannon] = { {specialty = Specialty.HighDamage, probability = 0.2},
Specialty.HighDamage, {specialty = Specialty.HighFireRate, probability = 0.3},
Specialty.HighFireRate, {specialty = Specialty.HighRange, probability = 0.7},
Specialty.HighRange, -- {specialty = Specialty.HighHullDamage, probability = 0.5},
Specialty.HighHullDamage, -- {specialty = Specialty.LessCoolingTime, probability = 0.4},
Specialty.LessCoolingTime, }
} else
end possibleSpecialties[WeaponType.SmartCannon] = {
Specialty.HighDamage,
if GameVersion() >= Version(0, 31, 0) then Specialty.HighFireRate,
possibleSpecialties[WeaponType.HeavyCannon] = { Specialty.HighRange,
{specialty = Specialty.HighDamage, probability = 0.2}, Specialty.HighHullDamage,
{specialty = Specialty.HighRange, probability = 0.35}, Specialty.LessCoolingTime,
{specialty = Specialty.HighFireRate, probability = 0.3}, }
-- {specialty = Specialty.HighHullDamage, probability = 0.2}, end
-- {specialty = Specialty.HighShieldDamage, probability = 0.2},
-- {specialty = Specialty.LessCoolingTime, probability = 0.2} if GameVersion() >= Version(0, 31, 0) then
} possibleSpecialties[WeaponType.HeavyCannon] = {
else {specialty = Specialty.HighDamage, probability = 0.2},
possibleSpecialties[WeaponType.HeavyCannon] = { {specialty = Specialty.HighRange, probability = 0.35},
Specialty.HighDamage, {specialty = Specialty.HighFireRate, probability = 0.3},
Specialty.HighFireRate, -- {specialty = Specialty.HighHullDamage, probability = 0.2},
Specialty.HighRange, -- {specialty = Specialty.HighShieldDamage, probability = 0.2},
Specialty.HighHullDamage, -- {specialty = Specialty.LessCoolingTime, probability = 0.2}
Specialty.HighShieldDamage, }
Specialty.LessCoolingTime, else
} possibleSpecialties[WeaponType.HeavyCannon] = {
end Specialty.HighDamage,
Specialty.HighFireRate,
if GameVersion() >= Version(0, 31, 0) then Specialty.HighRange,
possibleSpecialties[WeaponType.Diffuser] = { Specialty.HighHullDamage,
{specialty = Specialty.HighDamage, probability = 0.3}, Specialty.HighShieldDamage,
{specialty = Specialty.HighRange, probability = 0.3}, Specialty.LessCoolingTime,
-- {specialty = Specialty.FasterRechargeTime, probability = 0.6}, }
} end
else
possibleSpecialties[WeaponType.Diffuser] = { if GameVersion() >= Version(0, 31, 0) then
Specialty.HighDamage, possibleSpecialties[WeaponType.Diffuser] = {
Specialty.HighRange, {specialty = Specialty.HighDamage, probability = 0.3},
Specialty.FasterRechargeTime, {specialty = Specialty.HighRange, probability = 0.3},
} -- {specialty = Specialty.FasterRechargeTime, probability = 0.6},
end }
else
if GameVersion() >= Version(0, 31, 0) then possibleSpecialties[WeaponType.Diffuser] = {
possibleSpecialties[WeaponType.Hookgun] = { Specialty.HighDamage,
{specialty = Specialty.HighDamage, probability = 0.3}, Specialty.HighRange,
{specialty = Specialty.HighRange, probability = 0.3}, Specialty.FasterRechargeTime,
-- {specialty = Specialty.FasterRechargeTime, probability = 0.6}, }
} end
else
possibleSpecialties[WeaponType.Hookgun] = { if GameVersion() >= Version(0, 31, 0) then
Specialty.HighDamage, possibleSpecialties[WeaponType.Hookgun] = {
Specialty.HighRange, {specialty = Specialty.HighDamage, probability = 0.3},
Specialty.FasterRechargeTime, {specialty = Specialty.HighRange, probability = 0.3},
} -- {specialty = Specialty.FasterRechargeTime, probability = 0.6},
end }
else
function TurretGenerator.generateSmartCannonTurret(rand, dps, tech, material, rarity) possibleSpecialties[WeaponType.Hookgun] = {
local result = TurretTemplate() Specialty.HighDamage,
Specialty.HighRange,
-- generate turret Specialty.FasterRechargeTime,
local requiredCrew = TurretGenerator.dpsToRequiredCrew(dps) }
local crew = Crew() end
crew:add(requiredCrew, CrewMan(CrewProfessionType.Gunner))
result.crew = crew if GameVersion() >= Version(0, 31, 0) then
possibleSpecialties[WeaponType.HiveLauncher] = {
-- generate weapons {specialty = Specialty.HighDamage, probability = 0.3},
local numWeapons = rand:getInt(1, 4) {specialty = Specialty.HighRange, probability = 0.3},
-- {specialty = Specialty.FasterRechargeTime, probability = 0.6},
local weapon = WeaponGenerator.generateSmartCannon(rand, dps, tech, material, rarity) }
weapon.fireDelay = weapon.fireDelay * numWeapons else
possibleSpecialties[WeaponType.HiveLauncher] = {
-- attach weapons to turret Specialty.HighDamage,
TurretGenerator.attachWeapons(rand, result, weapon, numWeapons) Specialty.HighRange,
Specialty.FasterRechargeTime,
local shootingTime = 25 * rand:getFloat(0.8, 1.2) }
local coolingTime = 15 * rand:getFloat(0.8, 1.2) end
TurretGenerator.createStandardCooling(result, coolingTime, shootingTime)
function TurretGenerator.generateSmartCannonTurret(rand, dps, tech, material, rarity)
TurretGenerator.scale(rand, result, WeaponType.SmartCannon, tech, 0.6) local result = TurretTemplate()
local specialties = TurretGenerator.addSpecialties(rand, result, WeaponType.SmartCannon)
-- generate turret
result.slotType = TurretSlotType.Armed local requiredCrew = TurretGenerator.dpsToRequiredCrew(dps)
result:updateStaticStats() local crew = Crew()
crew:add(requiredCrew, CrewMan(CrewProfessionType.Gunner))
local name = "SmartCannon /* weapon name*/"%_T result.crew = crew
local dmgAdjective, outerAdjective, barrel, multishot, coax, serial = makeTitleParts(rand, specialties, result, DamageType.Physical) -- generate weapons
local numWeapons = rand:getInt(1, 4)
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)
local specType = 1 local weapon = WeaponGenerator.generateSmartCannon(rand, dps, tech, material, rarity)
if specType > 0 then weapon.fireDelay = weapon.fireDelay * numWeapons
weapon.prefix = "Ionized /* Weapon Prefix*/"%_t
weapon.shieldPenetration = 1 -- attach weapons to turret
end TurretGenerator.attachWeapons(rand, result, weapon, numWeapons)
return result local shootingTime = 25 * rand:getFloat(0.8, 1.2)
end local coolingTime = 15 * rand:getFloat(0.8, 1.2)
TurretGenerator.createStandardCooling(result, coolingTime, shootingTime)
generatorFunction[WeaponType.SmartCannon] = TurretGenerator.generateSmartCannonTurret
TurretGenerator.scale(rand, result, WeaponType.SmartCannon, tech, 0.6)
local specialties = TurretGenerator.addSpecialties(rand, result, WeaponType.SmartCannon)
function TurretGenerator.generateHeavyCannonTurret(rand, dps, tech, material, rarity)
local result = TurretTemplate() result.slotType = TurretSlotType.Armed
result:updateStaticStats()
-- generate turret
local requiredCrew = TurretGenerator.dpsToRequiredCrew(dps) local name = "SmartCannon /* weapon name*/"%_T
local crew = Crew()
crew:add(requiredCrew*2, CrewMan(CrewProfessionType.Gunner)) local specType = 1
crew:add(requiredCrew, CrewMan(CrewProfessionType.Repair)) if specType > 0 then
result.crew = crew name = "Ionized SmartCannon/* weapon name*/"%_T
weapon.shieldPenetration = 1
-- generate weapons end
local numWeapons = rand:getInt(1, 4)
local dmgAdjective, outerAdjective, barrel, multishot, coax, serial = makeTitleParts(rand, specialties, result, DamageType.Physical)
local weapon = WeaponGenerator.generateHeavyCannon(rand, dps, tech, material, rarity)
weapon.fireDelay = weapon.fireDelay * numWeapons 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)
-- attach weapons to turret return result
TurretGenerator.attachWeapons(rand, result, weapon, numWeapons) end
local shootingTime = 25 * rand:getFloat(0.8, 1.2) generatorFunction[WeaponType.SmartCannon] = TurretGenerator.generateSmartCannonTurret
local coolingTime = 20 * rand:getFloat(0.8, 1.2)
TurretGenerator.createStandardCooling(result, coolingTime, shootingTime)
function TurretGenerator.generateHeavyCannonTurret(rand, dps, tech, material, rarity)
TurretGenerator.scale(rand, result, WeaponType.HeavyCannon, tech, 0.6) local result = TurretTemplate()
local specialties = TurretGenerator.addSpecialties(rand, result, WeaponType.HeavyCannon)
-- generate turret
result.slotType = TurretSlotType.Armed local requiredCrew = TurretGenerator.dpsToRequiredCrew(dps)
result:updateStaticStats() local crew = Crew()
crew:add(requiredCrew*2, CrewMan(CrewProfessionType.Gunner))
local name = "Heavy Cannon /* weapon name*/"%_T crew:add(requiredCrew, CrewMan(CrewProfessionType.Repair))
result.crew = crew
local Pen = rand:getInt(0, rarity.value)
if Pen > 0 then -- generate weapons
weapon.blockPenetration = Pen local numWeapons = rand:getInt(1, 4)
weapon.prefix = "Cumulative /* Weapon Prefix*/"%_t
end local weapon = WeaponGenerator.generateHeavyCannon(rand, dps, tech, material, rarity)
weapon.fireDelay = weapon.fireDelay * numWeapons
local dmgAdjective, outerAdjective, barrel, multishot, coax, serial = makeTitleParts(rand, specialties, result, DamageType.Physical)
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) -- attach weapons to turret
TurretGenerator.attachWeapons(rand, result, weapon, numWeapons)
return result
end local shootingTime = 25 * rand:getFloat(0.8, 1.2)
local coolingTime = 20 * rand:getFloat(0.8, 1.2)
generatorFunction[WeaponType.HeavyCannon] = TurretGenerator.generateHeavyCannonTurret TurretGenerator.createStandardCooling(result, coolingTime, shootingTime)
TurretGenerator.scale(rand, result, WeaponType.HeavyCannon, tech, 0.6)
function TurretGenerator.generateDiffuserTurret(rand, dps, tech, material, rarity) local specialties = TurretGenerator.addSpecialties(rand, result, WeaponType.HeavyCannon)
local result = TurretTemplate()
result.slotType = TurretSlotType.Armed
-- generate turret result:updateStaticStats()
local requiredCrew = TurretGenerator.dpsToRequiredCrew(dps)
local crew = Crew() local name = "Heavy Cannon /* weapon name*/"%_T
crew:add(requiredCrew, CrewMan(CrewProfessionType.Gunner))
result.crew = crew local Pen = rand:getInt(0, rarity.value)
if Pen > 0 then
-- generate weapons weapon.blockPenetration = Pen
local numWeapons = rand:getInt(1, 2) name = "Cumulative Heavy Cannon /* weapon name*/"%_T
end
local weapon = WeaponGenerator.generateDiffuser(rand, dps, tech, material, rarity)
weapon.damage = weapon.damage / numWeapons local dmgAdjective, outerAdjective, barrel, multishot, coax, serial = makeTitleParts(rand, specialties, result, DamageType.Physical)
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)
-- attach weapons to turret
TurretGenerator.attachWeapons(rand, result, weapon, numWeapons) return result
end
local rechargeTime = 20 * rand:getFloat(0.8, 1.2)
local shootingTime = 15 * rand:getFloat(0.8, 1.2) generatorFunction[WeaponType.HeavyCannon] = TurretGenerator.generateHeavyCannonTurret
TurretGenerator.createBatteryChargeCooling(result, rechargeTime, shootingTime)
function TurretGenerator.generateDiffuserTurret(rand, dps, tech, material, rarity)
TurretGenerator.scale(rand, result, WeaponType.Diffuser, tech, 0.75) local result = TurretTemplate()
local specialties = TurretGenerator.addSpecialties(rand, result, WeaponType.Diffuser)
-- generate turret
result.slotType = TurretSlotType.Armed local requiredCrew = TurretGenerator.dpsToRequiredCrew(dps)
result:updateStaticStats() local crew = Crew()
crew:add(requiredCrew, CrewMan(CrewProfessionType.Gunner))
local name = "Diffusor /* weapon name*/"%_T result.crew = crew
local dmgAdjective, outerAdjective, barrel, multishot, coax, serial = makeTitleParts(rand, specialties, result, DamageType.Energy) -- generate weapons
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) local numWeapons = rand:getInt(1, 2)
return result local weapon = WeaponGenerator.generateDiffuser(rand, dps, tech, material, rarity)
end weapon.damage = weapon.damage / numWeapons
generatorFunction[WeaponType.Diffuser] = TurretGenerator.generateDiffuserTurret -- attach weapons to turret
TurretGenerator.attachWeapons(rand, result, weapon, numWeapons)
function TurretGenerator.generateHookgunTurret(rand, dps, tech, material, rarity) local rechargeTime = 20 * rand:getFloat(0.8, 1.2)
local result = TurretTemplate() local shootingTime = 15 * rand:getFloat(0.8, 1.2)
TurretGenerator.createBatteryChargeCooling(result, rechargeTime, shootingTime)
-- generate turret
local requiredCrew = TurretGenerator.dpsToRequiredCrew(dps)
local crew = Crew() TurretGenerator.scale(rand, result, WeaponType.Diffuser, tech, 0.75)
crew:add(requiredCrew*2, CrewMan(CrewProfessionType.Gunner)) local specialties = TurretGenerator.addSpecialties(rand, result, WeaponType.Diffuser)
result.crew = crew
result.slotType = TurretSlotType.Armed
-- generate weapons result:updateStaticStats()
local numWeapons = rand:getInt(1, 2)
local name = "Diffusor /* weapon name*/"%_T
local weapon = WeaponGenerator.generateHookgun(rand, dps, tech, material, rarity)
weapon.damage = weapon.damage / numWeapons local dmgAdjective, outerAdjective, barrel, multishot, coax, serial = makeTitleParts(rand, specialties, result, DamageType.Energy)
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)
-- attach weapons to turret
TurretGenerator.attachWeapons(rand, result, weapon, numWeapons) return result
end
local rechargeTime = 4 * rand:getFloat(0.8, 1.2)
local shootingTime = 2 * rand:getFloat(0.8, 1.2) generatorFunction[WeaponType.Diffuser] = TurretGenerator.generateDiffuserTurret
TurretGenerator.createBatteryChargeCooling(result, rechargeTime, shootingTime)
function TurretGenerator.generateHookgunTurret(rand, dps, tech, material, rarity)
TurretGenerator.scale(rand, result, WeaponType.Hookgun, tech, 0.75) local result = TurretTemplate()
local specialties = TurretGenerator.addSpecialties(rand, result, WeaponType.Hookgun)
-- generate turret
result.slotType = TurretSlotType.Armed local requiredCrew = TurretGenerator.dpsToRequiredCrew(dps)
result:updateStaticStats() local crew = Crew()
crew:add(requiredCrew*2, CrewMan(CrewProfessionType.Gunner))
local name = "Hookgun /* weapon name*/"%_T result.crew = crew
local dmgAdjective, outerAdjective, barrel, multishot, coax, serial = makeTitleParts(rand, specialties, result, DamageType.Physical) -- generate weapons
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) local numWeapons = rand:getInt(1, 2)
return result local weapon = WeaponGenerator.generateHookgun(rand, dps, tech, material, rarity)
end weapon.damage = weapon.damage / numWeapons
generatorFunction[WeaponType.Hookgun] = TurretGenerator.generateHookgunTurret -- 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.Hookgun, tech, 0.75)
local specialties = TurretGenerator.addSpecialties(rand, result, WeaponType.Hookgun)
result.slotType = TurretSlotType.Armed
result:updateStaticStats()
local name = "Hookgun /* weapon name*/"%_T
local specType = 0
if specType >0 then
else
end
local dmgAdjective, outerAdjective, barrel, multishot, coax, serial = makeTitleParts(rand, specialties, result, DamageType.Physical)
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)
return result
end
generatorFunction[WeaponType.Hookgun] = TurretGenerator.generateHookgunTurret
function TurretGenerator.generateHiveLauncherTurret(rand, dps, tech, material, rarity)
local result = TurretTemplate()
-- generate turret
local requiredCrew = TurretGenerator.dpsToRequiredCrew(dps)
local crew = Crew()
crew:add(requiredCrew*2, CrewMan(CrewProfessionType.Gunner))
result.crew = crew
-- generate weapons
local numWeapons = rand:getInt(1, 2)
local weapon = WeaponGenerator.generateHiveLauncher(rand, dps, tech, material, rarity)
weapon.damage = weapon.damage / numWeapons
-- attach weapons to turret
local positions = {}
if rand:getBool() then
table.insert(positions, vec3(0, 0.3, 0))
else
table.insert(positions, vec3(0.4, 0.3, 0))
table.insert(positions, vec3(-0.4, 0.3, 0))
end
-- attach
for _, position in pairs(positions) do
weapon.localPosition = position * result.size
result:addWeapon(weapon)
end
local shootingTime = 20 * rand:getFloat(0.8, 1.2)
local coolingTime = 15 * rand:getFloat(0.8, 1.2)
TurretGenerator.createStandardCooling(result, coolingTime, shootingTime)
TurretGenerator.scale(rand, result, WeaponType.RocketLauncher, tech, 0.6, coaxialAllowed)
local specialties = TurretGenerator.addSpecialties(rand, result, WeaponType.RocketLauncher)
result.slotType = TurretSlotType.Armed
result:updateStaticStats()
local name = "HiveLauncher /* weapon name*/"%_T
local specType = 0
if specType >0 then
else
end
local dmgAdjective, outerAdjective, barrel, multishot, coax, serial = makeTitleParts(rand, specialties, result, DamageType.Physical)
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)
return result
end
generatorFunction[WeaponType.HiveLauncher] = TurretGenerator.generateHiveLauncherTurret

View File

@@ -1,45 +1,56 @@
TurretIngredients[WeaponType.SmartCannon] = TurretIngredients[WeaponType.SmartCannon] =
{ {
{name = "Servo", amount = 15, investable = 10, minimum = 5, weaponStat = "fireRate", investFactor = 1.0, changeType = StatChanges.Percentage}, {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", }, {name = "Warhead", amount = 5, investable = 6, minimum = 1, weaponStat = "damage", },
{name = "High Pressure Tube", amount = 2, investable = 6, minimum = 1, weaponStat = "reach", }, {name = "High Pressure Tube", amount = 2, investable = 6, minimum = 1, weaponStat = "reach", },
{name = "Ammunition M", amount = 2, investable = 4, minimum = 1, weaponStat = "damage", investFactor = 0.5,}, {name = "Ammunition M", amount = 2, investable = 4, minimum = 1, weaponStat = "damage", investFactor = 0.5,},
{name = "Targeting Card", amount = 3, investable = 3, minimum = 0, weaponStat = "seeker", investFactor = 1, changeType = StatChanges.Flat}, {name = "Targeting Card", amount = 3, investable = 3, minimum = 0, weaponStat = "seeker", investFactor = 1, changeType = StatChanges.Flat},
{name = "Steel", amount = 8, investable = 10, minimum = 3,}, {name = "Steel", amount = 8, investable = 10, minimum = 3,},
{name = "Steel Tube", amount = 5, investable = 10, minimum = 3,}, {name = "Steel Tube", amount = 5, investable = 10, minimum = 3,},
-- {name = "Targeting System", amount = 0, investable = 2, minimum = 0, turretStat = "automatic", investFactor = 1, changeType = StatChanges.Flat}, -- {name = "Targeting System", amount = 0, investable = 2, minimum = 0, turretStat = "automatic", investFactor = 1, changeType = StatChanges.Flat},
} }
TurretIngredients[WeaponType.HeavyCannon] = TurretIngredients[WeaponType.HeavyCannon] =
{ {
{name = "Servo", amount = 8, investable = 8, minimum = 4, weaponStat = "fireRate", investFactor = 1.0, changeType = StatChanges.Percentage}, {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", }, {name = "Warhead", amount = 5, investable = 6, minimum = 1, weaponStat = "damage", },
{name = "High Pressure Tube", amount = 2, investable = 6, minimum = 1, weaponStat = "reach", }, {name = "High Pressure Tube", amount = 2, investable = 6, minimum = 1, weaponStat = "reach", },
{name = "Ammunition", amount = 5, investable = 10, minimum = 3, weaponStat = "damage", investFactor = 0.2,}, {name = "Ammunition", amount = 5, investable = 10, minimum = 3, weaponStat = "damage", investFactor = 0.2,},
{name = "Steel", amount = 20, investable = 10, minimum = 20,}, {name = "Steel", amount = 20, investable = 10, minimum = 20,},
{name = "Metal Plate", amount = 8, investable = 10, minimum = 10,}, {name = "Metal Plate", amount = 8, investable = 10, minimum = 10,},
-- {name = "Targeting System", amount = 0, investable = 2, minimum = 0, turretStat = "automatic", investFactor = 1, changeType = StatChanges.Flat}, -- {name = "Targeting System", amount = 0, investable = 2, minimum = 0, turretStat = "automatic", investFactor = 1, changeType = StatChanges.Flat},
} }
TurretIngredients[WeaponType.Diffuser] = TurretIngredients[WeaponType.Diffuser] =
{ {
{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", },
{name = "Energy Tube", amount = 2, investable = 6, minimum = 1, weaponStat = "damage", }, {name = "Energy Tube", amount = 2, investable = 6, minimum = 1, weaponStat = "damage", },
{name = "Steel", amount = 20, investable = 0, minimum = 20,}, {name = "Steel", amount = 20, investable = 0, minimum = 20,},
{name = "Copper", amount = 10, investable = 0, minimum = 10,}, {name = "Copper", amount = 10, investable = 0, minimum = 10,},
{name = "Silver", amount = 5, investable = 0, minimum = 5,}, {name = "Silver", amount = 5, investable = 0, minimum = 5,},
-- {name = "Targeting System", amount = 0, investable = 2, minimum = 0, turretStat = "automatic", investFactor = 1, changeType = StatChanges.Flat}, -- {name = "Targeting System", amount = 0, investable = 2, minimum = 0, turretStat = "automatic", investFactor = 1, changeType = StatChanges.Flat},
} }
TurretIngredients[WeaponType.Hookgun] = TurretIngredients[WeaponType.Hookgun] =
{ {
{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", },
{name = "Energy Tube", amount = 2, investable = 6, minimum = 1, weaponStat = "damage", }, {name = "Energy Tube", amount = 2, investable = 6, minimum = 1, weaponStat = "damage", },
{name = "Steel", amount = 20, investable = 0, minimum = 20,}, {name = "Steel", amount = 20, investable = 0, minimum = 20,},
{name = "Copper", amount = 10, investable = 0, minimum = 10,}, {name = "Copper", amount = 10, investable = 0, minimum = 10,},
{name = "Silver", amount = 5, investable = 0, minimum = 5,}, {name = "Silver", amount = 5, investable = 0, minimum = 5,},
-- {name = "Targeting System", amount = 0, investable = 2, minimum = 0, turretStat = "automatic", investFactor = 1, changeType = StatChanges.Flat}, -- {name = "Targeting System", amount = 0, investable = 2, minimum = 0, turretStat = "automatic", investFactor = 1, changeType = StatChanges.Flat},
} }
TurretIngredients[WeaponType.HiveLauncher] =
{
{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},
}

View File

@@ -46,6 +46,7 @@ end
generatorFunction[WeaponType.SmartCannon] = WeaponGenerator.generateSmartCannon generatorFunction[WeaponType.SmartCannon] = WeaponGenerator.generateSmartCannon
function WeaponGenerator.generateHeavyCannon(rand, dps, tech, material, rarity) function WeaponGenerator.generateHeavyCannon(rand, dps, tech, material, rarity)
local weapon = Weapon() local weapon = Weapon()
weapon:setProjectile() weapon:setProjectile()
@@ -91,6 +92,7 @@ end
generatorFunction[WeaponType.HeavyCannon] = WeaponGenerator.generateHeavyCannon generatorFunction[WeaponType.HeavyCannon] = WeaponGenerator.generateHeavyCannon
function WeaponGenerator.generateDiffuser(rand, dps, tech, material, rarity) function WeaponGenerator.generateDiffuser(rand, dps, tech, material, rarity)
local weapon = Weapon() local weapon = Weapon()
weapon:setBeam() weapon:setBeam()
@@ -192,3 +194,54 @@ function WeaponGenerator.generateHookgun(rand, dps, tech, material, rarity)
end end
generatorFunction[WeaponType.Hookgun] = WeaponGenerator.generateHookgun generatorFunction[WeaponType.Hookgun] = WeaponGenerator.generateHookgun
function WeaponGenerator.generateHiveLauncher(rand, dps, tech, material, rarity)
local weapon = Weapon()
weapon:setProjectile()
local fireDelay = rand:getFloat(0.5, 1.5)
local reach = rand:getFloat(1300, 1800)
local damage = dps * fireDelay
local speed = rand:getFloat(150, 200)
local existingTime = reach / speed
weapon.fireDelay = fireDelay
weapon.reach = reach
weapon.appearanceSeed = rand:getInt()
weapon.seeker = rand:test(1 / 8)
weapon.appearance = WeaponAppearance.RocketLauncher
weapon.name = "HiveLauncher /* Weapon Name*/"%_t
weapon.prefix = "HiveLauncher /* Weapon Prefix*/"%_t
weapon.icon = "data/textures/icons/hivelauncher.png"
weapon.sound = "cannon"
weapon.accuracy = 0.99 - rand:getFloat(0, 0.02)
weapon.damage = damage
weapon.damageType = DamageType.Physical
weapon.impactParticles = ImpactParticles.Explosion
weapon.impactSound = 1
weapon.impactExplosion = true
weapon.psize = rand:getFloat(0.2, 0.4)
weapon.pmaximumTime = existingTime
weapon.pvelocity = speed
weapon.pcolor = ColorHSV(rand:getFloat(10, 60), 0.7, 1)
weapon.pshape = ProjectileShape.Rocket
if rand:test(0.05) then
local shots = {2, 2, 2, 2, 2, 3, 4}
weapon.shotsFired = shots[rand:getInt(1, #shots)]
weapon.damage = (weapon.damage * 1.5) / weapon.shotsFired
end
WeaponGenerator.adaptWeapon(rand, weapon, tech, material, rarity)
weapon.recoil = weapon.damage * 2
weapon.explosionRadius = math.sqrt(weapon.damage * 5)
return weapon
end
generatorFunction[WeaponType.HiveLauncher] = WeaponGenerator.generateHiveLauncher

View File

@@ -1,5 +1,6 @@
WeaponTypes.addType("SmartCannon", "Smart 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("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("Hookgun", "Hookgun /* Weapon Type */"%_t, armed) WeaponTypes.addType("Hookgun", "Hookgun /* Weapon Type */"%_t, armed)
WeaponTypes.addType("HiveLauncher", "HiveLauncher /* Weapon Type */"%_t, armed)