local Public = {} local Rand = require 'maps.chronosphere.random' local Chrono_table = require 'maps.chronosphere.table' local math_floor = math.floor local math_min = math.min local math_max = math.max local math_ceil = math.ceil local math_pow = math.pow local math_random = math.random --- DIFFICULTY SCALING CURVES --- local function difficulty_sloped(difficulty, slope) return 1 + ((difficulty - 1) * slope) end -- SLOPE GUIDE -- slope 1 -> {0.25, 0.50, 0.75, 1.00, 1.50, 3.00, 5.00} -- slope 4/5 -> {0.20, 0.40, 0.60, 0.80, 1.20, 2.40, 4.00} -- slope 3/5 -> {0.15, 0.30, 0.45, 0.60, 0.90, 1.80, 3.00} -- slope 2/5 -> {0.10, 0.20, 0.30, 0.40, 0.60, 1.20, 2.00} local function difficulty_exp(difficulty, exponent) return math_pow(difficulty, exponent) end -- EXPONENT GUIDE -- exponent 1 -> {0.25, 0.50, 0.75, 1.00, 1.50, 3.00, 5.00} -- exponent 1.5 -> {0.13, 0.35, 0.65, 1.00, 1.84, 5.20, 11.18} -- exponent 2 -> {0.06, 0.25, 0.56, 1.00, 2.25, 9.00, 25.00} -- exponent -1.2 -> {5.28, 2.30, 1.41, 1.00, 0.61, 0.27, 0.14} ---- CHRONO/POLLUTION BALANCE ---- function Public.factory_level(difficulty) return math.floor(1000 * difficulty_sloped(difficulty, 1 / 3)) end function Public.pollution_filter_upgrade_factor(upgrades2) return 1 / (1 + upgrades2 / 4) end function Public.machine_pollution_transfer_from_inside_factor(difficulty, filter_upgrades) return 3 * Public.pollution_filter_upgrade_factor(filter_upgrades) * difficulty_sloped(difficulty, 3 / 5) end function Public.passive_planet_jumptime(jumps) local mins if jumps < 20 then mins = 30 + 3 * jumps else mins = 90 end return mins * 60 end function Public.passive_pollution_rate(jumps, difficulty, filter_upgrades) local baserate = 1 * jumps local modifiedrate = baserate * Public.pollution_filter_upgrade_factor(filter_upgrades) * math_max(0, difficulty_sloped(difficulty, 5 / 4)) return modifiedrate end function Public.pollution_per_MJ_actively_charged(jumps, difficulty, filter_upgrades) local baserate = 2 * (5 + jumps) local modifiedrate = baserate * Public.pollution_filter_upgrade_factor(filter_upgrades) if difficulty < 1 then modifiedrate = modifiedrate * difficulty_sloped(difficulty, 1) else modifiedrate = modifiedrate end return modifiedrate end function Public.countdown_pollution_rate(jumps, difficulty) local baserate = 40 * (5 + jumps) * math_max(0, difficulty_sloped(difficulty, 5 / 4)) local modifiedrate = baserate -- thesixthroc: Constant, because part of drama of planet progression. Interpret this as hyperwarp portal pollution return modifiedrate end function Public.post_jump_initial_pollution(jumps, difficulty) local baserate = 200 * (1 + jumps) * math_max(0, difficulty_sloped(difficulty, 5 / 4)) local modifiedrate = baserate -- thesixthroc: Constant, because part of drama of planet progression. Interpret this as hyperwarp portal pollution return modifiedrate end function Public.pollution_spent_per_attack(difficulty) return math_ceil(60 * difficulty_exp(difficulty, -1.4)) end function Public.defaultai_attack_pollution_consumption_modifier(difficulty) return 0.8 * difficulty_exp(difficulty, -1.4) end function Public.MJ_needed_for_full_charge(difficulty, jumps) local baserate = 2000 + 500 * jumps local modifiedrate if difficulty <= 1 then modifiedrate = baserate end if difficulty > 1 and jumps > 0 then modifiedrate = baserate + 1000 end return modifiedrate end ----- GENERAL BALANCE ---- Public.Chronotrain_max_HP = 10000 Public.Chronotrain_HP_repaired_per_pack = 150 Public.Tech_price_multiplier = 0.6 Public.starting_items = {['pistol'] = 1, ['firearm-magazine'] = 32, ['grenade'] = 4, ['raw-fish'] = 4, ['wood'] = 16} Public.wagon_starting_items = { {name = 'firearm-magazine', count = 16}, {name = 'iron-plate', count = 16}, {name = 'wood', count = 16}, {name = 'burner-mining-drill', count = 8}, {name = 'grenade', count = 10}, {name = 'gun-turret', count = 2} } function Public.jumps_until_overstay_is_on(difficulty) --both overstay penalties, and evoramp local objective = Chrono_table.get_table() if not objective.config.overstay_penalty then return 999 end if not difficulty then return 3 end if difficulty > 1 then return 2 elseif difficulty == 1 then return 3 else return 5 end end function Public.coin_reward_per_second_jumped_early(seconds, difficulty) local minutes = seconds / 60 local amount = minutes * 25 * difficulty_sloped(difficulty, 0) -- No difficulty scaling seems best. (if this is changed, change the code so that coins are not awarded on the first jump) return math_max(0, math_floor(amount)) end function Public.upgrades_coin_cost_difficulty_scaling(difficulty) return difficulty_sloped(difficulty, 4 / 5) end function Public.flamers_nerfs_size(jumps, difficulty) return 0.02 * jumps * difficulty_sloped(difficulty, 1 / 2) end function Public.max_new_attack_group_size(difficulty) return math_min(200, math_floor(120 * difficulty_sloped(difficulty, 1 / 2))) end function Public.fish_market_base_modifier(difficulty) return math_floor(500 / difficulty_sloped(difficulty, 1 / 2)) end function Public.evoramp50_multiplier_per_10s(difficulty) return (1 + 1 / 600 * difficulty_sloped(difficulty, 1)) end function Public.nukes_looted_per_silo(difficulty) return math_max(10, 10 * math_ceil(difficulty_sloped(difficulty, 1))) end Public.biome_weights = { ironwrld = 1, copperwrld = 1, stonewrld = 1, oilwrld = 1, uraniumwrld = 1, mixedwrld = 3, biterwrld = 4, dumpwrld = 1, coalwrld = 1, scrapwrld = 3, cavewrld = 1, forestwrld = 2, riverwrld = 2, hellwrld = 1, startwrld = 0, mazewrld = 2, endwrld = 0, swampwrld = 2, nukewrld = 0 } function Public.ore_richness_weights(difficulty) local ores_weights if difficulty <= 0.25 then ores_weights = {9, 10, 9, 4, 2, 0} elseif difficulty <= 0.5 then ores_weights = {5, 11, 12, 6, 2, 0} elseif difficulty <= 0.75 then ores_weights = {5, 9, 12, 7, 3, 0} elseif difficulty <= 1 then ores_weights = {4, 8, 12, 8, 4, 0} elseif difficulty <= 1.5 then ores_weights = {2, 5, 15, 9, 5, 0} elseif difficulty <= 3 then ores_weights = {1, 4, 12, 13, 6, 0} elseif difficulty >= 5 then ores_weights = {1, 2, 10, 17, 6, 0} end return { vrich = ores_weights[1], rich = ores_weights[2], normal = ores_weights[3], poor = ores_weights[4], vpoor = ores_weights[5], none = ores_weights[6] } end Public.dayspeed_weights = { static = 2, normal = 4, slow = 3, superslow = 1, fast = 3, superfast = 1 } function Public.market_offers() return { {price = {{'coin', 40}}, offer = {type = 'give-item', item = 'raw-fish'}}, {price = {{'coin', 40}}, offer = {type = 'give-item', item = 'wood', count = 50}}, {price = {{'coin', 100}}, offer = {type = 'give-item', item = 'iron-ore', count = 50}}, {price = {{'coin', 100}}, offer = {type = 'give-item', item = 'copper-ore', count = 50}}, {price = {{'coin', 100}}, offer = {type = 'give-item', item = 'stone', count = 50}}, -- needed? {price = {{'coin', 100}}, offer = {type = 'give-item', item = 'coal', count = 50}}, {price = {{'coin', 400}}, offer = {type = 'give-item', item = 'uranium-ore', count = 50}}, {price = {{'coin', 50}, {'empty-barrel', 1}}, offer = {type = 'give-item', item = 'crude-oil-barrel', count = 1}}, {price = {{'coin', 500}, {'steel-plate', 20}, {'electronic-circuit', 20}}, offer = {type = 'give-item', item = 'loader', count = 1}}, { price = {{'coin', 1000}, {'steel-plate', 40}, {'advanced-circuit', 10}, {'loader', 1}}, offer = {type = 'give-item', item = 'fast-loader', count = 1} }, { price = {{'coin', 3000}, {'express-transport-belt', 10}, {'fast-loader', 1}}, offer = {type = 'give-item', item = 'express-loader', count = 1} }, {price = {{'coin', 2}, {'steel-plate', 1}, {'explosives', 10}}, offer = {type = 'give-item', item = 'land-mine', count = 1}} } end function Public.initial_cargo_boxes() return { {name = 'loader', count = 1}, {name = 'coal', count = math_random(32, 64)}, {name = 'coal', count = math_random(32, 64)}, {name = 'iron-ore', count = math_random(32, 128)}, {name = 'copper-ore', count = math_random(32, 128)}, {name = 'empty-barrel', count = math_random(16, 32)}, {name = 'submachine-gun', count = 1}, {name = 'submachine-gun', count = 1}, {name = 'shotgun', count = 1}, {name = 'shotgun', count = 1}, {name = 'shotgun', count = 1}, {name = 'shotgun-shell', count = math_random(4, 5)}, {name = 'shotgun-shell', count = math_random(4, 5)}, {name = 'land-mine', count = math_random(6, 18)}, {name = 'grenade', count = math_random(2, 3)}, {name = 'grenade', count = math_random(2, 3)}, {name = 'grenade', count = math_random(2, 3)}, {name = 'iron-gear-wheel', count = math_random(7, 15)}, {name = 'iron-gear-wheel', count = math_random(7, 15)}, {name = 'iron-gear-wheel', count = math_random(7, 15)}, {name = 'iron-gear-wheel', count = math_random(7, 15)}, {name = 'iron-plate', count = math_random(15, 23)}, {name = 'iron-plate', count = math_random(15, 23)}, {name = 'iron-plate', count = math_random(15, 23)}, {name = 'iron-plate', count = math_random(15, 23)}, {name = 'copper-plate', count = math_random(15, 23)}, {name = 'copper-plate', count = math_random(15, 23)}, {name = 'copper-plate', count = math_random(15, 23)}, {name = 'copper-plate', count = math_random(15, 23)}, {name = 'firearm-magazine', count = math_random(10, 30)}, {name = 'firearm-magazine', count = math_random(10, 30)}, {name = 'firearm-magazine', count = math_random(10, 30)}, {name = 'rail', count = math_random(16, 24)}, {name = 'rail', count = math_random(16, 24)} } end function Public.treasure_quantity_difficulty_scaling(difficulty) return difficulty_sloped(difficulty, 1) end function Public.Base_ore_loot_yield(jumps, scrap) if scrap then return 4 + 0.5 * jumps else return 15 + 3 * jumps end end function Public.scrap() local main_loot = { ['iron-plate'] = {amount = 5, chance = 400}, ['iron-gear-wheel'] = {amount = 3, chance = 250}, ['iron-stick'] = {amount = 2, chance = 100}, ['copper-plate'] = {amount = 5, chance = 400}, ['copper-cable'] = {amount = 8, chance = 150}, ['electronic-circuit'] = {amount = 3, chance = 100}, ['steel-plate'] = {amount = 4, chance = 100}, ['pipe'] = {amount = 3, chance = 50}, ['pipe-to-ground'] = {amount = 1, chance = 10}, ['battery'] = {amount = 3, chance = 10}, ['explosives'] = {amount = 3, chance = 5}, ['advanced-circuit'] = {amount = 5, chance = 3}, ['plastic-bar'] = {amount = 5, chance = 6}, ['processing-unit'] = {amount = 2, chance = 1}, ['used-up-uranium-fuel-cell'] = {amount = 1, chance = 4}, ['uranium-fuel-cell'] = {amount = 0.3, chance = 1}, ['rocket-control-unit'] = {amount = 0.3, chance = 1}, ['low-density-structure'] = {amount = 0.5, chance = 2}, ['heat-pipe'] = {amount = 1, chance = 1}, ['engine-unit'] = {amount = 3, chance = 3}, ['electric-engine-unit'] = {amount = 2, chance = 2}, ['flying-robot-frame'] = {amount = 1, chance = 2}, ['logistic-robot'] = {amount = 0.3, chance = 1}, ['construction-robot'] = {amount = 0.3, chance = 1}, ['land-mine'] = {amount = 1, chance = 1}, ['rocket'] = {amount = 2, chance = 1}, ['explosive-rocket'] = {amount = 2, chance = 1}, ['defender-capsule'] = {amount = 2, chance = 1}, ['destroyer-capsule'] = {amount = 0.3, chance = 1}, ['distractor-capsule'] = {amount = 0.3, chance = 1} } local second_loot = { ['cannon-shell'] = {amount = 0.1, chance = 5}, ['explosive-cannon-shell'] = {amount = 0.1, chance = 4}, ['uranium-cannon-shell'] = {amount = 0.1, chance = 3}, ['explosive-uranium-cannon-shell'] = {amount = 0.1, chance = 2}, ['artillery-shell'] = {amount = 0.1, chance = 1}, ['cluster-grenade'] = {amount = 0.2, chance = 20}, ['firearm-magazine'] = {amount = 0.4, chance = 70}, ['piercing-rounds-magazine'] = {amount = 0.2, chance = 55}, ['uranium-rounds-magazine'] = {amount = 0.1, chance = 40}, ['nuclear-fuel'] = {amount = 0.1, chance = 3}, ['rocket-fuel'] = {amount = 0.3, chance = 8}, ['grenade'] = {amount = 0.3, chance = 40}, ['solid-fuel'] = {amount = 0.4, chance = 50}, ['empty-barrel'] = {amount = 0.1, chance = 50}, ['crude-oil-barrel'] = {amount = 0.1, chance = 70}, ['lubricant-barrel'] = {amount = 0.1, chance = 40}, ['petroleum-gas-barrel'] = {amount = 0.1, chance = 60}, ['heavy-oil-barrel'] = {amount = 0.1, chance = 70}, ['light-oil-barrel'] = {amount = 0.1, chance = 70}, ['water-barrel'] = {amount = 0.1, chance = 40} } local scrap_raffle = {} for k, t in pairs(main_loot) do for _ = 1, t.chance, 1 do table.insert(scrap_raffle, {name = k, amount = t.amount}) end end local second_raffle = {} for k, t in pairs(second_loot) do for _ = 1, t.chance, 1 do table.insert(second_raffle, {name = k, amount = t.amount}) end end Rand.shuffle(scrap_raffle) Rand.shuffle(second_raffle) return {main = scrap_raffle, second = second_raffle} end return Public