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ComfyFactorio/maps/chronosphere/chronobubles.lua
2020-04-14 16:24:32 +02:00

108 lines
7.2 KiB
Lua

local Public = {}
local math_random = math.random
--cumul_chance must be sum of this and all previous chances, add new planets at the end only, or recalculate
--biters: used in spawner generation within math_random(1, 52 - biters), so higher number gives better chance. not to be greater than 50.
local variants = {
[1] = {id = 1, name = {"chronosphere.map_1"}, dname = "Terra Ferrata", iron = 6, copper = 1, coal = 1, stone = 1, uranium = 0, oil = 1, biters = 16, moisture = -0.2, chance = 1, cumul_chance = 1},
[2] = {id = 2, name = {"chronosphere.map_2"}, dname = "Malachite Hills", iron = 1, copper = 6, coal = 1, stone = 1, uranium = 0, oil = 1, biters = 16, moisture = 0.2, chance = 1, cumul_chance = 2},
[3] = {id = 3, name = {"chronosphere.map_3"}, dname = "Granite Plains", iron = 1, copper = 1, coal = 1, stone = 6, uranium = 0, oil = 1, biters = 16, moisture = -0.2, chance = 1, cumul_chance = 3},
[4] = {id = 4, name = {"chronosphere.map_4"}, dname = "Petroleum Basin", iron = 1, copper = 1, coal = 1, stone = 1, uranium = 0, oil = 6, biters = 16, moisture = 0.1, chance = 1, cumul_chance = 4},
[5] = {id = 5, name = {"chronosphere.map_5"}, dname = "Pitchblende Mountain", iron = 1, copper = 1, coal = 1, stone = 1, uranium = 6, oil = 1, biters = 16, moisture = -0.2, chance = 1, cumul_chance = 5},
[6] = {id = 6, name = {"chronosphere.map_6"}, dname = "Mixed Deposits", iron = 2, copper = 2, coal = 2, stone = 2, uranium = 0, oil = 2, biters = 10, moisture = 0, chance = 3, cumul_chance = 8},
[7] = {id = 7, name = {"chronosphere.map_7"}, dname = "Biter Homelands", iron = 2, copper = 2, coal = 2, stone = 2, uranium = 4, oil = 3, biters = 40, moisture = 0.2, chance = 4, cumul_chance = 12},
[8] = {id = 8, name = {"chronosphere.map_8"}, dname = "Gangue Dumps", iron = 1, copper = 1, coal = 1, stone = 1, uranium = 0, oil = 0, biters = 16, moisture = 0.1, chance = 1, cumul_chance = 13},
[9] = {id = 9, name = {"chronosphere.map_9"}, dname = "Antracite Valley", iron = 1, copper = 1, coal = 6, stone = 1, uranium = 0, oil = 1, biters = 16, moisture = 0, chance = 1, cumul_chance = 14},
[10] = {id = 10, name = {"chronosphere.map_10"}, dname = "Ancient Battlefield", iron = 0, copper = 0, coal = 0, stone = 0, uranium = 0, oil = 0, biters = 0, moisture = -0.2, chance = 3, cumul_chance = 17},
[11] = {id = 11, name = {"chronosphere.map_11"}, dname = "Cave Systems", iron = 0, copper = 0, coal = 0, stone = 0, uranium = 0, oil = 0, biters = 6, moisture = -0.2, chance = 2, cumul_chance = 19},
[12] = {id = 12, name = {"chronosphere.map_12"}, dname = "Strange Forest", iron = 0, copper = 0, coal = 0, stone = 0, uranium = 0, oil = 1, biters = 6, moisture = 0.4, chance = 2, cumul_chance = 21},
[13] = {id = 13, name = {"chronosphere.map_13"}, dname = "Riverlands", iron = 1, copper = 1, coal = 3, stone = 1, uranium = 0, oil = 0, biters = 8, moisture = 0.5, chance = 2, cumul_chance = 23},
[14] = {id = 14, name = {"chronosphere.map_14"}, dname = "Burning Hell", iron = 2, copper = 2, coal = 2, stone = 2, uranium = 0, oil = 0, biters = 6, moisture = -0.5, chance = 1, cumul_chance = 24},
[15] = {id = 15, name = {"chronosphere.map_15"}, dname = "Starting Area", iron = 5, copper = 3, coal = 5, stone = 2, uranium = 0, oil = 0, biters = 1, moisture = -0.3, chance = 0, cumul_chance = 24},
[16] = {id = 16, name = {"chronosphere.map_16"}, dname = "Hedge Maze", iron = 3, copper = 3, coal = 3, stone = 3, uranium = 1, oil = 2, biters = 16, moisture = -0.1, chance = 2, cumul_chance = 26},
[17] = {id = 17, name = {"chronosphere.map_17"}, dname = "Fish Market", iron = 0, copper = 0, coal = 0, stone = 0, uranium = 0, oil = 0, biters = 100, moisture = 0, chance = 0, cumul_chance = 26},
[18] = {id = 18, name = {"chronosphere.map_18"}, dname = "Methane Swamps", iron = 2, copper = 0, coal = 3, stone = 0, uranium = 0, oil = 2, biters = 16, moisture = 0.5, chance = 2, cumul_chance = 28},
[19] = {id = 19, name = {"chronosphere.map_19"}, dname = "ERROR DESTINATION NOT FOUND", iron = 0, copper = 0, coal = 0, stone = 0, uranium = 0, oil = 0, biters = 0, moisture = 0, chance = 0, cumul_chance = 28}
}
local time_speed_variants = {
[1] = {name = {"chronosphere.daynight_static"}, dname = "static", timer = 0},
[2] = {name = {"chronosphere.daynight_normal"}, dname = "normal", timer = 100},
[3] = {name = {"chronosphere.daynight_slow"}, dname = "slow", timer = 200},
[4] = {name = {"chronosphere.daynight_superslow"}, dname = "superslow", timer = 400},
[5] = {name = {"chronosphere.daynight_fast"}, dname = "fast", timer = 50},
[6] = {name = {"chronosphere.daynight_superfast"}, dname = "superfast", timer = 25}
}
local richness = {
[1] = {name = {"chronosphere.ore_richness_very_rich"}, dname = "very rich", factor = 3},
[2] = {name = {"chronosphere.ore_richness_rich"}, dname = "rich", factor = 2},
[3] = {name = {"chronosphere.ore_richness_rich"}, dname = "rich", factor = 2},
[4] = {name = {"chronosphere.ore_richness_normal"}, dname = "normal", factor = 1},
[5] = {name = {"chronosphere.ore_richness_normal"}, dname = "normal", factor = 1},
[6] = {name = {"chronosphere.ore_richness_normal"}, dname = "normal", factor = 1},
[7] = {name = {"chronosphere.ore_richness_poor"}, dname = "poor", factor = 0.6},
[8] = {name = {"chronosphere.ore_richness_poor"}, dname = "poor", factor = 0.6},
[9] = {name = {"chronosphere.ore_richness_very_poor"}, dname = "very poor", factor = 0.3},
[10] = {name = {"chronosphere.ore_richness_none"}, dname = "none", factor = 0}
}
local function roll(weight)
for i = 1, 100, 1 do
local planet = variants[math_random(1, #variants)]
local planet_weight = planet.chance
local planet_cumul = planet.cumul_chance
local rolling = math_random(1, weight)
if ((planet_cumul - planet_weight < rolling) and (rolling <= planet_cumul)) then
return planet
end
end
--default planet if 100 rolls fail
return variants[6]
end
function Public.determine_planet(choice)
local objective = global.objective
local weight = variants[#variants].cumul_chance
local planet_choice = nil
local ores = math_random(1, 9)
local dayspeed = time_speed_variants[math_random(1, #time_speed_variants)]
local daytime = math_random(1,100) / 100
if objective.game_lost then
choice = 15
ores = 2
end
if objective.upgrades[16] == 1 then
choice = 17
ores = 10
end
if objective.config.jumpfailure == true and objective.game_lost == false then
if objective.chronojumps == 21 or objective.chronojumps == 29 or chronojumps == 36 or chronojumps == 42 then
choice = 19
ores = 10
dayspeed = time_speed_variants[1]
daytime = 0.15
end
end
if not choice then
planet_choice = roll(weight)
else
if variants[choice] then
planet_choice = variants[choice]
else
planet_choice = roll(weight)
end
end
if planet_choice.id == 10 then ores = 10 end
if objective.upgrades[13] == 1 and ores == 9 then ores = 8 end
if objective.upgrades[14] == 1 and ores > 6 and ores ~= 10 then ores = 6 end
local planet = {
[1] = {
name = planet_choice,
day_speed = dayspeed,
time = daytime,
ore_richness = richness[ores]
}
}
objective.planet = planet
end
return Public