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https://github.com/ComfyFactory/ComfyFactorio.git
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108 lines
5.9 KiB
Lua
108 lines
5.9 KiB
Lua
local Public = {}
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local math_random = math.random
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--cumul_chance must be sum of this and all previous chances, add new planets at the end only, or recalculate
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--biters: used in spawner generation within math_random(1, 52 - biters), so higher number gives better chance. not to be greater than 50.
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local variants = {
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[1] = {id = 1, name = "iron planet", iron = 6, copper = 1, coal = 1, stone = 1, uranium = 0, oil = 1, biters = 16, moisture = -0.2, chance = 1, cumul_chance = 1},
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[2] = {id = 2, name = "copper planet", iron = 1, copper = 6, coal = 1, stone = 1, uranium = 0, oil = 1, biters = 16, moisture = 0.2, chance = 1, cumul_chance = 2},
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[3] = {id = 3, name = "stone planet", iron = 1, copper = 1, coal = 1, stone = 6, uranium = 0, oil = 1, biters = 16, moisture = -0.2, chance = 1, cumul_chance = 3},
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[4] = {id = 4, name = "oil planet", iron = 1, copper = 1, coal = 1, stone = 1, uranium = 0, oil = 6, biters = 16, moisture = 0.1, chance = 1, cumul_chance = 4},
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[5] = {id = 5, name = "uranium planet", iron = 1, copper = 1, coal = 1, stone = 1, uranium = 6, oil = 1, biters = 16, moisture = -0.2, chance = 1, cumul_chance = 5},
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[6] = {id = 6, name = "mixed planet", iron = 2, copper = 2, coal = 2, stone = 2, uranium = 0, oil = 2, biters = 10, moisture = 0, chance = 3, cumul_chance = 8},
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[7] = {id = 7, name = "biter planet", iron = 2, copper = 2, coal = 2, stone = 2, uranium = 4, oil = 3, biters = 40, moisture = 0.2, chance = 4, cumul_chance = 12},
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[8] = {id = 8, name = "water planet", iron = 1, copper = 1, coal = 1, stone = 1, uranium = 0, oil = 0, biters = 6, moisture = 0.5, chance = 1, cumul_chance = 13},
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[9] = {id = 9, name = "coal planet", iron = 1, copper = 1, coal = 6, stone = 1, uranium = 0, oil = 1, biters = 16, moisture = 0, chance = 1, cumul_chance = 14},
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[10] = {id = 10, name = "scrapyard", iron = 0, copper = 0, coal = 0, stone = 0, uranium = 0, oil = 0, biters = 0, moisture = -0.2, chance = 3, cumul_chance = 17},
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[11] = {id = 11, name = "rocky planet", iron = 0, copper = 0, coal = 0, stone = 0, uranium = 0, oil = 0, biters = 6, moisture = -0.2, chance = 2, cumul_chance = 19},
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[12] = {id = 12, name = "choppy planet", iron = 0, copper = 0, coal = 0, stone = 0, uranium = 0, oil = 1, biters = 6, moisture = 0.4, chance = 2, cumul_chance = 21},
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[13] = {id = 13, name = "river planet", iron = 1, copper = 1, coal = 3, stone = 1, uranium = 0, oil = 0, biters = 8, moisture = 0.5, chance = 2, cumul_chance = 23},
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[14] = {id = 14, name = "lava planet", iron = 2, copper = 2, coal = 2, stone = 2, uranium = 0, oil = 0, biters = 6, moisture = -0.5, chance = 1, cumul_chance = 24},
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[15] = {id = 15, name = "start planet", iron = 5, copper = 3, coal = 5, stone = 2, uranium = 0, oil = 0, biters = 1, moisture = -0.3, chance = 0, cumul_chance = 24},
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[16] = {id = 16, name = "hedge maze", iron = 3, copper = 3, coal = 3, stone = 3, uranium = 1, oil = 2, biters = 16, moisture = -0.1, chance = 2, cumul_chance = 26},
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[17] = {id = 17, name = "fish market", iron = 0, copper = 0, coal = 0, stone = 0, uranium = 0, oil = 0, biters = 100, moisture = 0, chance = 0, cumul_chance = 26},
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[18] = {id = 18, name = "swamp planet", iron = 2, copper = 0, coal = 3, stone = 0, uranium = 0, oil = 2, biters = 16, moisture = 0.5, chance = 2, cumul_chance = 28},
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[19] = {id = 19, name = "jump failure", iron = 0, copper = 0, coal = 0, stone = 0, uranium = 0, oil = 0, biters = 0, moisture = 0, chance = 0, cumul_chance = 28}
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}
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local time_speed_variants = {
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[1] = {name = "static", timer = 0},
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[2] = {name = "normal", timer = 100},
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[3] = {name = "slow", timer = 200},
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[4] = {name = "superslow", timer = 400},
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[5] = {name = "fast", timer = 50},
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[6] = {name = "superfast", timer = 25}
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}
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local richness = {
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[1] = {name = "very rich", factor = 3},
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[2] = {name = "rich", factor = 2},
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[3] = {name = "rich", factor = 2},
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[4] = {name = "normal", factor = 1},
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[5] = {name = "normal", factor = 1},
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[6] = {name = "normal", factor = 1},
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[7] = {name = "poor", factor = 0.6},
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[8] = {name = "poor", factor = 0.6},
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[9] = {name = "very poor", factor = 0.3},
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[10] = {name = "none", factor = 0}
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}
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local function roll(weight)
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for i = 1, 100, 1 do
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local planet = variants[math_random(1, #variants)]
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local planet_weight = planet.chance
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local planet_cumul = planet.cumul_chance
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local rolling = math_random(1, weight)
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if ((planet_cumul - planet_weight < rolling) and (rolling <= planet_cumul)) then
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return planet
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end
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end
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--default planet if 100 rolls fail
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return variants[6]
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end
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function Public.determine_planet(choice)
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local objective = global.objective
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local weight = variants[#variants].cumul_chance
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local planet_choice = nil
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local ores = math_random(1, 9)
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local dayspeed = time_speed_variants[math_random(1, #time_speed_variants)]
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local daytime = math_random(1,100) / 100
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if objective.game_lost then
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choice = 15
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ores = 2
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end
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if objective.computerupgrade == 3 then
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choice = 17
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ores = 10
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end
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if objective.config.jumpfailure == true and objective.game_lost == false then
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if objective.chronojumps == 21 or objective.chronojumps == 29 or chronojumps == 36 then
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choice = 19
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ores = 10
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dayspeed = time_speed_variants[1]
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daytime = 0.15
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end
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end
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if not choice then
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planet_choice = roll(weight)
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else
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if variants[choice] then
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planet_choice = variants[choice]
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else
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planet_choice = roll(weight)
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end
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end
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if planet_choice.id == 10 then ores = 10 end
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if objective.computerupgrade >= 1 and ores == 9 then ores = 8 end
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if objective.computerupgrade >= 2 and ores > 6 and ores ~= 10 then ores = 6 end
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local planet = {
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[1] = {
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name = planet_choice,
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day_speed = dayspeed,
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time = daytime,
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ore_richness = richness[ores]
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}
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}
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objective.planet = planet
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end
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return Public
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