mirror of
https://github.com/ComfyFactory/ComfyFactorio.git
synced 2024-12-30 23:17:53 +02:00
385 lines
14 KiB
Lua
385 lines
14 KiB
Lua
local Public = {}
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local Rand = require 'maps.chronosphere.random'
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local Chrono_table = require 'maps.chronosphere.table'
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local math_floor = math.floor
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local math_min = math.min
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local math_max = math.max
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local math_ceil = math.ceil
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local math_pow = math.pow
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local math_random = math.random
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--- DIFFICULTY SCALING CURVES ---
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local function difficulty_sloped(difficulty, slope)
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return 1 + ((difficulty - 1) * slope)
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end
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-- SLOPE GUIDE
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-- slope 1 -> {0.25, 0.50, 0.75, 1.00, 1.50, 3.00, 5.00}
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-- slope 4/5 -> {0.20, 0.40, 0.60, 0.80, 1.20, 2.40, 4.00}
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-- slope 3/5 -> {0.15, 0.30, 0.45, 0.60, 0.90, 1.80, 3.00}
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-- slope 2/5 -> {0.10, 0.20, 0.30, 0.40, 0.60, 1.20, 2.00}
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local function difficulty_exp(difficulty, exponent)
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return math_pow(difficulty, exponent)
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end
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-- EXPONENT GUIDE
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-- exponent 1 -> {0.25, 0.50, 0.75, 1.00, 1.50, 3.00, 5.00}
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-- exponent 1.5 -> {0.13, 0.35, 0.65, 1.00, 1.84, 5.20, 11.18}
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-- exponent 2 -> {0.06, 0.25, 0.56, 1.00, 2.25, 9.00, 25.00}
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-- exponent -1.2 -> {5.28, 2.30, 1.41, 1.00, 0.61, 0.27, 0.14}
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---- CHRONO/POLLUTION BALANCE ----
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function Public.factory_level(difficulty)
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return math.floor(1000 * difficulty_sloped(difficulty, 1 / 3))
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end
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function Public.pollution_filter_upgrade_factor(upgrades2)
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return 1 / (1 + upgrades2 / 4)
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end
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function Public.machine_pollution_transfer_from_inside_factor(difficulty, filter_upgrades)
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return 3 * Public.pollution_filter_upgrade_factor(filter_upgrades) * difficulty_sloped(difficulty, 3 / 5)
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end
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function Public.passive_planet_jumptime(jumps)
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local mins
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if jumps < 20 then
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mins = 30 + 3 * jumps
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else
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mins = 90
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end
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return mins * 60
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end
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function Public.passive_pollution_rate(jumps, difficulty, filter_upgrades)
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local baserate = 1 * jumps
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local modifiedrate = baserate * Public.pollution_filter_upgrade_factor(filter_upgrades) * math_max(0, difficulty_sloped(difficulty, 5 / 4))
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return modifiedrate
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end
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function Public.pollution_per_MJ_actively_charged(jumps, difficulty, filter_upgrades)
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local baserate = 2 * (5 + jumps)
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local modifiedrate = baserate * Public.pollution_filter_upgrade_factor(filter_upgrades)
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if difficulty < 1 then
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modifiedrate = modifiedrate * difficulty_sloped(difficulty, 1)
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else
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modifiedrate = modifiedrate
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end
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return modifiedrate
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end
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function Public.countdown_pollution_rate(jumps, difficulty)
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local baserate = 40 * (5 + jumps) * math_max(0, difficulty_sloped(difficulty, 5 / 4))
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local modifiedrate = baserate -- thesixthroc: Constant, because part of drama of planet progression. Interpret this as hyperwarp portal pollution
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return modifiedrate
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end
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function Public.post_jump_initial_pollution(jumps, difficulty)
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local baserate = 200 * (1 + jumps) * math_max(0, difficulty_sloped(difficulty, 5 / 4))
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local modifiedrate = baserate -- thesixthroc: Constant, because part of drama of planet progression. Interpret this as hyperwarp portal pollution
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return modifiedrate
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end
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function Public.pollution_spent_per_attack(difficulty)
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return math_ceil(60 * difficulty_exp(difficulty, -1.4))
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end
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function Public.defaultai_attack_pollution_consumption_modifier(difficulty)
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return 0.8 * difficulty_exp(difficulty, -1.4)
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end
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function Public.MJ_needed_for_full_charge(difficulty, jumps)
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local baserate = 2000 + 500 * jumps
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local modifiedrate
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if difficulty <= 1 then
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modifiedrate = baserate
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end
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if difficulty > 1 and jumps > 0 then
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modifiedrate = baserate + 1000
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end
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return modifiedrate
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end
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----- GENERAL BALANCE ----
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Public.Chronotrain_max_HP = 10000
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Public.Chronotrain_HP_repaired_per_pack = 150
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Public.Tech_price_multiplier = 0.6
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Public.starting_items = {['pistol'] = 1, ['firearm-magazine'] = 32, ['grenade'] = 4, ['raw-fish'] = 4, ['wood'] = 16}
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Public.wagon_starting_items = {
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{name = 'firearm-magazine', count = 16},
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{name = 'iron-plate', count = 16},
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{name = 'wood', count = 16},
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{name = 'burner-mining-drill', count = 8},
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{name = 'grenade', count = 10},
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{name = 'gun-turret', count = 2}
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}
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function Public.jumps_until_overstay_is_on(difficulty) --both overstay penalties, and evoramp
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local objective = Chrono_table.get_table()
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if not objective.config.overstay_penalty then
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return 999
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end
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if not difficulty then
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return 3
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end
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if difficulty > 1 then
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return 2
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elseif difficulty == 1 then
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return 3
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else
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return 5
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end
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end
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function Public.coin_reward_per_second_jumped_early(seconds, difficulty)
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local minutes = seconds / 60
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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)
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return math_max(0, math_floor(amount))
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end
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function Public.upgrades_coin_cost_difficulty_scaling(difficulty)
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return difficulty_sloped(difficulty, 4 / 5)
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end
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function Public.flamers_nerfs_size(jumps, difficulty)
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return 0.02 * jumps * difficulty_sloped(difficulty, 1 / 2)
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end
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function Public.max_new_attack_group_size(difficulty)
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return math_min(200, math_floor(120 * difficulty_sloped(difficulty, 1 / 2)))
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end
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function Public.fish_market_base_modifier(difficulty)
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return math_floor(500 / difficulty_sloped(difficulty, 1 / 2))
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end
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function Public.evoramp50_multiplier_per_10s(difficulty)
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return (1 + 1 / 600 * difficulty_sloped(difficulty, 1))
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end
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function Public.nukes_looted_per_silo(difficulty)
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return math_max(10, 10 * math_ceil(difficulty_sloped(difficulty, 1)))
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end
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Public.biome_weights = {
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ironwrld = 1,
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copperwrld = 1,
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stonewrld = 1,
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oilwrld = 1,
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uraniumwrld = 1,
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mixedwrld = 3,
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biterwrld = 4,
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dumpwrld = 1,
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coalwrld = 1,
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scrapwrld = 3,
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cavewrld = 1,
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forestwrld = 2,
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riverwrld = 2,
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hellwrld = 1,
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startwrld = 0,
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mazewrld = 2,
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endwrld = 0,
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swampwrld = 2,
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nukewrld = 0
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}
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function Public.ore_richness_weights(difficulty)
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local ores_weights
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if difficulty <= 0.25 then
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ores_weights = {9, 10, 9, 4, 2, 0}
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elseif difficulty <= 0.5 then
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ores_weights = {5, 11, 12, 6, 2, 0}
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elseif difficulty <= 0.75 then
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ores_weights = {5, 9, 12, 7, 3, 0}
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elseif difficulty <= 1 then
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ores_weights = {4, 8, 12, 8, 4, 0}
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elseif difficulty <= 1.5 then
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ores_weights = {2, 5, 15, 9, 5, 0}
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elseif difficulty <= 3 then
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ores_weights = {1, 4, 12, 13, 6, 0}
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elseif difficulty >= 5 then
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ores_weights = {1, 2, 10, 17, 6, 0}
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end
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return {
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vrich = ores_weights[1],
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rich = ores_weights[2],
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normal = ores_weights[3],
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poor = ores_weights[4],
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vpoor = ores_weights[5],
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none = ores_weights[6]
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}
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end
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Public.dayspeed_weights = {
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static = 2,
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normal = 4,
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slow = 3,
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superslow = 1,
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fast = 3,
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superfast = 1
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}
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function Public.market_offers()
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return {
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{price = {{'coin', 40}}, offer = {type = 'give-item', item = 'raw-fish'}},
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{price = {{'coin', 40}}, offer = {type = 'give-item', item = 'wood', count = 50}},
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{price = {{'coin', 100}}, offer = {type = 'give-item', item = 'iron-ore', count = 50}},
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{price = {{'coin', 100}}, offer = {type = 'give-item', item = 'copper-ore', count = 50}},
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{price = {{'coin', 100}}, offer = {type = 'give-item', item = 'stone', count = 50}}, -- needed?
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{price = {{'coin', 100}}, offer = {type = 'give-item', item = 'coal', count = 50}},
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{price = {{'coin', 400}}, offer = {type = 'give-item', item = 'uranium-ore', count = 50}},
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{price = {{'coin', 50}, {'empty-barrel', 1}}, offer = {type = 'give-item', item = 'crude-oil-barrel', count = 1}},
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{price = {{'coin', 500}, {'steel-plate', 20}, {'electronic-circuit', 20}}, offer = {type = 'give-item', item = 'loader', count = 1}},
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{
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price = {{'coin', 1000}, {'steel-plate', 40}, {'advanced-circuit', 10}, {'loader', 1}},
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offer = {type = 'give-item', item = 'fast-loader', count = 1}
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},
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{
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price = {{'coin', 3000}, {'express-transport-belt', 10}, {'fast-loader', 1}},
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offer = {type = 'give-item', item = 'express-loader', count = 1}
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},
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{price = {{'coin', 2}, {'steel-plate', 1}, {'explosives', 10}}, offer = {type = 'give-item', item = 'land-mine', count = 1}}
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}
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end
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function Public.initial_cargo_boxes()
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return {
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{name = 'loader', count = 1},
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{name = 'coal', count = math_random(32, 64)},
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{name = 'coal', count = math_random(32, 64)},
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{name = 'iron-ore', count = math_random(32, 128)},
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{name = 'copper-ore', count = math_random(32, 128)},
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{name = 'empty-barrel', count = math_random(16, 32)},
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{name = 'submachine-gun', count = 1},
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{name = 'submachine-gun', count = 1},
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{name = 'shotgun', count = 1},
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{name = 'shotgun', count = 1},
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{name = 'shotgun', count = 1},
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{name = 'shotgun-shell', count = math_random(4, 5)},
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{name = 'shotgun-shell', count = math_random(4, 5)},
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{name = 'land-mine', count = math_random(6, 18)},
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{name = 'grenade', count = math_random(2, 3)},
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{name = 'grenade', count = math_random(2, 3)},
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{name = 'grenade', count = math_random(2, 3)},
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{name = 'iron-gear-wheel', count = math_random(7, 15)},
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{name = 'iron-gear-wheel', count = math_random(7, 15)},
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{name = 'iron-gear-wheel', count = math_random(7, 15)},
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{name = 'iron-gear-wheel', count = math_random(7, 15)},
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{name = 'iron-plate', count = math_random(15, 23)},
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{name = 'iron-plate', count = math_random(15, 23)},
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{name = 'iron-plate', count = math_random(15, 23)},
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{name = 'iron-plate', count = math_random(15, 23)},
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{name = 'copper-plate', count = math_random(15, 23)},
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{name = 'copper-plate', count = math_random(15, 23)},
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{name = 'copper-plate', count = math_random(15, 23)},
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{name = 'copper-plate', count = math_random(15, 23)},
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{name = 'firearm-magazine', count = math_random(10, 30)},
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{name = 'firearm-magazine', count = math_random(10, 30)},
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{name = 'firearm-magazine', count = math_random(10, 30)},
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{name = 'rail', count = math_random(16, 24)},
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{name = 'rail', count = math_random(16, 24)}
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}
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end
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function Public.treasure_quantity_difficulty_scaling(difficulty)
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return difficulty_sloped(difficulty, 1)
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end
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function Public.Base_ore_loot_yield(jumps, scrap)
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if scrap then
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return 4 + 0.5 * jumps
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else
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return 15 + 3 * jumps
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end
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end
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function Public.scrap()
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local main_loot = {
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['iron-plate'] = {amount = 5, chance = 400},
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['iron-gear-wheel'] = {amount = 3, chance = 250},
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['iron-stick'] = {amount = 2, chance = 100},
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['copper-plate'] = {amount = 5, chance = 400},
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['copper-cable'] = {amount = 8, chance = 150},
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['electronic-circuit'] = {amount = 3, chance = 100},
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['steel-plate'] = {amount = 4, chance = 100},
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['pipe'] = {amount = 3, chance = 50},
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['pipe-to-ground'] = {amount = 1, chance = 10},
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['battery'] = {amount = 3, chance = 10},
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['explosives'] = {amount = 3, chance = 5},
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['advanced-circuit'] = {amount = 5, chance = 3},
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['plastic-bar'] = {amount = 5, chance = 6},
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['processing-unit'] = {amount = 2, chance = 1},
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['used-up-uranium-fuel-cell'] = {amount = 1, chance = 4},
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['uranium-fuel-cell'] = {amount = 0.3, chance = 1},
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['rocket-control-unit'] = {amount = 0.3, chance = 1},
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['low-density-structure'] = {amount = 0.5, chance = 2},
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['heat-pipe'] = {amount = 1, chance = 1},
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['engine-unit'] = {amount = 3, chance = 3},
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['electric-engine-unit'] = {amount = 2, chance = 2},
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['flying-robot-frame'] = {amount = 1, chance = 2},
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['logistic-robot'] = {amount = 0.3, chance = 1},
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['construction-robot'] = {amount = 0.3, chance = 1},
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['land-mine'] = {amount = 1, chance = 1},
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['rocket'] = {amount = 2, chance = 1},
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['explosive-rocket'] = {amount = 2, chance = 1},
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['defender-capsule'] = {amount = 2, chance = 1},
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['destroyer-capsule'] = {amount = 0.3, chance = 1},
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['distractor-capsule'] = {amount = 0.3, chance = 1}
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}
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local second_loot = {
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['cannon-shell'] = {amount = 0.1, chance = 5},
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['explosive-cannon-shell'] = {amount = 0.1, chance = 4},
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['uranium-cannon-shell'] = {amount = 0.1, chance = 3},
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['explosive-uranium-cannon-shell'] = {amount = 0.1, chance = 2},
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['artillery-shell'] = {amount = 0.1, chance = 1},
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['cluster-grenade'] = {amount = 0.2, chance = 20},
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['firearm-magazine'] = {amount = 0.4, chance = 70},
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['piercing-rounds-magazine'] = {amount = 0.2, chance = 55},
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['uranium-rounds-magazine'] = {amount = 0.1, chance = 40},
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['nuclear-fuel'] = {amount = 0.1, chance = 3},
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['rocket-fuel'] = {amount = 0.3, chance = 8},
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['grenade'] = {amount = 0.3, chance = 40},
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['solid-fuel'] = {amount = 0.4, chance = 50},
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['empty-barrel'] = {amount = 0.1, chance = 50},
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['crude-oil-barrel'] = {amount = 0.1, chance = 70},
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['lubricant-barrel'] = {amount = 0.1, chance = 40},
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['petroleum-gas-barrel'] = {amount = 0.1, chance = 60},
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['heavy-oil-barrel'] = {amount = 0.1, chance = 70},
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['light-oil-barrel'] = {amount = 0.1, chance = 70},
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['water-barrel'] = {amount = 0.1, chance = 40}
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}
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local scrap_raffle = {}
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for k, t in pairs(main_loot) do
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for _ = 1, t.chance, 1 do
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table.insert(scrap_raffle, {name = k, amount = t.amount})
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end
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end
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local second_raffle = {}
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for k, t in pairs(second_loot) do
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for _ = 1, t.chance, 1 do
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table.insert(second_raffle, {name = k, amount = t.amount})
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end
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end
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Rand.shuffle(scrap_raffle)
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Rand.shuffle(second_raffle)
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return {main = scrap_raffle, second = second_raffle}
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end
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return Public
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