local Event = require 'utils.event' local Difficulty = require 'modules.difficulty_vote' local Public = {} function Public.init_enemy_weapon_damage() local data = { ['artillery-shell'] = 0, ['biological'] = 0.1, ['bullet'] = 2, ['cannon-shell'] = 0, ['capsule'] = 0, ['combat-robot-beam'] = 0, ['combat-robot-laser'] = 0, ['electric'] = 0, ['flamethrower'] = 0, ['grenade'] = 0, ['landmine'] = 0, ['laser-turret'] = 0, ['melee'] = 0.5, ['railgun'] = 0, ['rocket'] = 0, ['shotgun-shell'] = 0 } local e, s, sd = game.forces.enemy, game.forces.defenders, game.forces.lumber_defense for k, v in pairs(data) do e.set_ammo_damage_modifier(k, v) s.set_ammo_damage_modifier(k, v) sd.set_ammo_damage_modifier(k, v) end end local function enemy_weapon_damage() Difficulty.get() if game.tick < 100 then goto rtn end local e, s, sd = game.forces.enemy, game.forces.defenders, game.forces.lumber_defense local data = { ['artillery-shell'] = 0.1, ['biological'] = 0.1, ['bullet'] = 0.1, ['capsule'] = 0.1, ['combat-robot-beam'] = 0.1, ['combat-robot-laser'] = 0.1, ['electric'] = 0.1, ['flamethrower'] = 0.1, --['grenade'] = 0.1, --['landmine'] = 0.1, ['laser-turret'] = 0.1, ['melee'] = 0.1 --['railgun'] = 0.1, --['rocket'] = 0.1, --['shotgun-shell'] = 0.1 } for k, v in pairs(data) do local new = Diff.difficulty_vote_value * v local e_old = e.get_ammo_damage_modifier(k) local s_old = s.get_ammo_damage_modifier(k) local sd_old = sd.get_ammo_damage_modifier(k) e.set_ammo_damage_modifier(k, new + e_old) s.set_ammo_damage_modifier(k, new + s_old) sd.set_ammo_damage_modifier(k, new + sd_old) end ::rtn:: end Event.on_nth_tick(54000, enemy_weapon_damage) return Public