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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2026-04-24 20:56:04 +02:00
Files
2024-10-22 21:47:11 +02:00

386 lines
15 KiB
Lua

local Public = {}
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 = { { name = 'coin', count = 40 } }, offer = { type = 'give-item', item = 'raw-fish' } },
{ price = { { name = 'coin', count = 40 } }, offer = { type = 'give-item', item = 'wood', count = 50 } },
{ price = { { name = 'coin', count = 100 } }, offer = { type = 'give-item', item = 'iron-ore', count = 50 } },
{ price = { { name = 'coin', count = 100 } }, offer = { type = 'give-item', item = 'copper-ore', count = 50 } },
{ price = { { name = 'coin', count = 100 } }, offer = { type = 'give-item', item = 'stone', count = 50 } }, -- needed?
{ price = { { name = 'coin', count = 100 } }, offer = { type = 'give-item', item = 'coal', count = 50 } },
{ price = { { name = 'coin', count = 400 } }, offer = { type = 'give-item', item = 'uranium-ore', count = 50 } },
{ price = { { name = 'coin', count = 50 }, { name = 'barrel', count = 1 } }, offer = { type = 'give-item', item = 'crude-oil-barrel', count = 1 } },
{ price = { { name = 'coin', count = 500 }, { name = 'steel-plate', count = 20 }, { name = 'electronic-circuit', count = 20 } }, offer = { type = 'give-item', item = 'loader', count = 1 } },
{
price = { { name = 'coin', count = 1000 }, { name = 'steel-plate', count = 40 }, { name = 'advanced-circuit', count = 10 }, { name = 'loader', count = 1 } },
offer = { type = 'give-item', item = 'fast-loader', count = 1 }
},
{
price = { { name = 'coin', count = 3000 }, { name = 'express-transport-belt', count = 10 }, { name = 'fast-loader', count = 1 } },
offer = { type = 'give-item', item = 'express-loader', count = 1 }
},
{ price = { { name = 'coin', count = 2 }, { name = 'steel-plate', count = 1 }, { name = 'explosives', count = 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 = '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 },
['depleted-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 },
['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
table.shuffle_table(scrap_raffle)
table.shuffle_table(second_raffle)
return { main = scrap_raffle, second = second_raffle }
end
return Public