Files
weapon-project-extended/data/scripts/lib/turretgenerator.lua
2023-08-27 01:11:46 +03:00

231 lines
8.0 KiB
Lua

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},
--dummy for cooaxial, add 1 to size and level
{from = 50, to = 52, size = 4.0, usedSlots = 5},
}
scales[WeaponType.HeavyCannon] = {
{from = 0, to = 28, size = 3.0, usedSlots = 4},
{from = 29, to = 38, size = 4.0, usedSlots = 5},
{from = 39, to = 49, size = 5.0, usedSlots = 6},
--dummy for cooaxial, add 1 to size and level
{from = 50, to = 52, size = 5, usedSlots = 6},
}
scales[WeaponType.Diffuser] = {
{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},
}
scales[WeaponType.Hookgun] = {
{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
possibleSpecialties[WeaponType.SmartCannon] = {
{specialty = Specialty.HighDamage, probability = 0.2},
{specialty = Specialty.HighFireRate, probability = 0.3},
{specialty = Specialty.HighRange, probability = 0.7},
-- {specialty = Specialty.HighHullDamage, probability = 0.5},
-- {specialty = Specialty.LessCoolingTime, probability = 0.4},
}
else
possibleSpecialties[WeaponType.SmartCannon] = {
Specialty.HighDamage,
Specialty.HighFireRate,
Specialty.HighRange,
Specialty.HighHullDamage,
Specialty.LessCoolingTime,
}
end
if GameVersion() >= Version(0, 31, 0) then
possibleSpecialties[WeaponType.HeavyCannon] = {
{specialty = Specialty.HighDamage, probability = 0.2},
{specialty = Specialty.HighRange, probability = 0.35},
{specialty = Specialty.HighFireRate, probability = 0.3},
-- {specialty = Specialty.HighHullDamage, probability = 0.2},
-- {specialty = Specialty.HighShieldDamage, probability = 0.2},
-- {specialty = Specialty.LessCoolingTime, probability = 0.2}
}
else
possibleSpecialties[WeaponType.HeavyCannon] = {
Specialty.HighDamage,
Specialty.HighFireRate,
Specialty.HighRange,
Specialty.HighHullDamage,
Specialty.HighShieldDamage,
Specialty.LessCoolingTime,
}
end
if GameVersion() >= Version(0, 31, 0) then
possibleSpecialties[WeaponType.Diffuser] = {
{specialty = Specialty.HighDamage, probability = 0.3},
{specialty = Specialty.HighRange, probability = 0.3},
-- {specialty = Specialty.FasterRechargeTime, probability = 0.6},
}
else
possibleSpecialties[WeaponType.Diffuser] = {
Specialty.HighDamage,
Specialty.HighRange,
Specialty.FasterRechargeTime,
}
end
if GameVersion() >= Version(0, 31, 0) then
possibleSpecialties[WeaponType.Hookgun] = {
{specialty = Specialty.HighDamage, probability = 0.3},
{specialty = Specialty.HighRange, probability = 0.3},
-- {specialty = Specialty.FasterRechargeTime, probability = 0.6},
}
else
possibleSpecialties[WeaponType.Hookgun] = {
Specialty.HighDamage,
Specialty.HighRange,
Specialty.FasterRechargeTime,
}
end
function TurretGenerator.generateSmartCannonTurret(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, 4)
local weapon = WeaponGenerator.generateSmartCannon(rand, dps, tech, material, rarity)
weapon.fireDelay = weapon.fireDelay * numWeapons
-- attach weapons to turret
TurretGenerator.attachWeapons(rand, result, weapon, numWeapons)
local shootingTime = 25 * 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.SmartCannon, tech, 0.6)
TurretGenerator.addSpecialties(rand, result, WeaponType.SmartCannon)
result:updateStaticStats()
return result
end
generatorFunction[WeaponType.SmartCannon] = TurretGenerator.generateSmartCannonTurret
function TurretGenerator.generateHeavyCannonTurret(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))
crew:add(requiredCrew, CrewMan(CrewProfessionType.Repair))
result.crew = crew
-- generate weapons
local numWeapons = rand:getInt(1, 4)
local weapon = WeaponGenerator.generateHeavyCannon(rand, dps, tech, material, rarity)
weapon.fireDelay = weapon.fireDelay * numWeapons
-- attach weapons to turret
TurretGenerator.attachWeapons(rand, result, weapon, numWeapons)
local shootingTime = 25 * rand:getFloat(0.8, 1.2)
local coolingTime = 20 * rand:getFloat(0.8, 1.2)
TurretGenerator.createStandardCooling(result, coolingTime, shootingTime)
TurretGenerator.scale(rand, result, WeaponType.HeavyCannon, tech, 0.6)
TurretGenerator.addSpecialties(rand, result, WeaponType.HeavyCannon)
result:updateStaticStats()
return result
end
generatorFunction[WeaponType.HeavyCannon] = TurretGenerator.generateHeavyCannonTurret
function TurretGenerator.generateDiffuserTurret(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.generateDiffuser(rand, dps, tech, material, rarity)
weapon.damage = weapon.damage / numWeapons
-- attach weapons to turret
TurretGenerator.attachWeapons(rand, result, weapon, numWeapons)
local rechargeTime = 20 * rand:getFloat(0.8, 1.2)
local shootingTime = 15 * rand:getFloat(0.8, 1.2)
TurretGenerator.createBatteryChargeCooling(result, rechargeTime, shootingTime)
TurretGenerator.scale(rand, result, WeaponType.Diffuser, tech, 0.75)
TurretGenerator.addSpecialties(rand, result, WeaponType.Diffuser)
result:updateStaticStats()
return result
end
generatorFunction[WeaponType.Diffuser] = TurretGenerator.generateDiffuserTurret
function TurretGenerator.generateHookgunTurret(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.generateHookgun(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.Hookgun, tech, 0.75)
TurretGenerator.addSpecialties(rand, result, WeaponType.Hookgun)
result:updateStaticStats()
return result
end
generatorFunction[WeaponType.Hookgun] = TurretGenerator.generateHookgunTurret