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_abs = math.abs local math_ceil = math.ceil local math_pow = math.pow local math_random = math.random local math_log = math.log --- 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.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 = 5 * 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 * (10 + 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 * (10 + 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}} 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.player_gun_speed_modifiers() -- modifiers are fractional local data = { ['artillery-shell'] = 0, ['biological'] = 0, ['bullet'] = 0, ['cannon-shell'] = 0, ['capsule'] = 0, ['combat-robot-beam'] = 0, ['combat-robot-laser'] = 0, ['electric'] = 0, ['flamethrower'] = 0, --these nerfs are elsewhere for finer control ['grenade'] = -0.2, ['landmine'] = 0, ['laser-turret'] = 0, ['melee'] = 0, -- doesn't do anything ['railgun'] = 0, ['rocket'] = 0, ['shotgun-shell'] = 0 } return data end function Public.player_ammo_damage_modifiers() -- bullet affects gun turrets, but flamethrower does not affect flamer turrets local data = { ['artillery-shell'] = 0, ['biological'] = 0, ['bullet'] = 0, ['cannon-shell'] = 0, ['capsule'] = 0, ['combat-robot-beam'] = 0, ['combat-robot-laser'] = 0, ['electric'] = 0, ['flamethrower'] = 0, --these nerfs are elsewhere for finer control ['grenade'] = 0, ['landmine'] = 0, ['laser-turret'] = 0, ['melee'] = 0, -- doesn't do anything ['railgun'] = 0, ['rocket'] = 0, ['shotgun-shell'] = 0 } return data 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, 3/5) 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", 5}, {"stone", 100}}, offer = {type = 'give-item', item = 'landfill', count = 1}}, {price = {{"coin", 2}, {"steel-plate", 1}, {"explosives", 10}}, offer = {type = 'give-item', item = 'land-mine', count = 1}}, {price = {{"pistol", 1}}, offer = {type = "give-item", item = "iron-plate", count = 100}} } 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 = 5}, ["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 x = 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 x = 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