mirror of
https://github.com/veden/Rampant.git
synced 2025-01-05 22:53:24 +02:00
430 lines
12 KiB
Lua
430 lines
12 KiB
Lua
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-- imports
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local biterUtils = require("prototypes/enemies/BiterUtils")
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local mathUtils = require("libs/MathUtils")
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-- imported functions
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local gaussianRandomRange = mathUtils.gaussianRandomRange
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local mRandom = math.random
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local mMin = math.min
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local mMax = math.max
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local deepcopy = util.table.deepcopy
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local makeBiter = biterUtils.makeBiter
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local makeSpitter = biterUtils.makeSpitter
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local makeWorm = biterUtils.makeWorm
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local makeUnitSpawner = biterUtils.makeUnitSpawner
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local createSuicideAttack = biterUtils.createSuicideAttack
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-- module code
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local function unitSetToProbabilityTable(points, upgradeTable, unitSet)
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local dividers = {}
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for i=1,#unitSet do
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dividers[i] = 1
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end
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while (points > 0) do
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local upgrade = upgradeTable[mRandom(#upgradeTable)]
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local cost = upgrade.cost
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local index = upgrade.index
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dividers[index] = dividers[index] + upgrade.adjustment
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points = points - cost
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end
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local total = 0
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for i=1,#dividers do
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total = total + dividers[i]
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end
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local runningTotal = 0
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for i=1,#dividers do
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runningTotal = runningTotal + (dividers[i] / total)
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dividers[i] = runningTotal
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end
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local stepUnit = 1 / #unitSet[1]
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local probabilityTable = {}
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for i=1,#unitSet do
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local result
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if (i == 1) then
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result = {
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{
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0,
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stepUnit
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},
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{
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dividers[i],
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0
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}
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}
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elseif (i == #unitSet) then
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result = {
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{
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dividers[i-2],
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0
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},
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{
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1,
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stepUnit
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}
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}
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else
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result = {
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{
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((i - 2) > 0 and dividers[i-2]) or 0,
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0
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},
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{
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dividers[i-1],
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stepUnit
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},
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{
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dividers[i],
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0
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}
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}
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end
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probabilityTable[i] = result
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end
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local result = {}
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for i=1, #probabilityTable do
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local probability = probabilityTable[i]
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for x=1, #unitSet[i] do
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result[#result+1] = {unitSet[i][x], probability}
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end
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end
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return result
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end
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local function buildUnits(startingPoints, template, attackGenerator, upgradeTable, variations, tiers)
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local unitSet = {}
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for t=1, tiers do
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local result = {}
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local allottedPoints = startingPoints * t
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for i=1,variations do
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local unit = deepcopy(template)
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unit.name = unit.name .. "-v" .. i .. "-t" .. t
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local remainingPoints = allottedPoints
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while (remainingPoints > 0) do
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local upgrade = upgradeTable[mRandom(#upgradeTable)]
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local cost = upgrade.cost
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if upgrade.attribute then
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local attribute = upgrade.attribute
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unit.attributes[attribute.name] = unit.attributes[attribute.name] + attribute.adjustment
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end
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if upgrade.resistance then
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local field = upgrade.resistance.name
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if not unit.resistances[field] then
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unit.resistances[field] = {}
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end
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if upgrade.resistance.decrease then
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unit.resistances[field].decrease = (unit.resistances[field].decrease or 0) + upgrade.resistance.decrease
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end
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if upgrade.resistance.percentage then
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unit.resistances[field].percentage = (unit.resistances[field].percentage or 0) + upgrade.resistance.percentage
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end
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end
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if upgrade.attack then
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local attack = upgrade.attack
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unit.attack[attack.name] = (unit.attack[attack.name] or 0) + attack.adjustment
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end
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remainingPoints = remainingPoints - cost
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end
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local scale = gaussianRandomRange(unit.scale, unit.scale * 0.12, unit.scale * 0.60, unit.scale * 1.40) + (0.05 * t)
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local tint1 = {
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gaussianRandomRange(unit.tint1.r, unit.tint1.r * 0.06 + (0.005 * t), unit.tint1.r * 0.85 - (0.005 * t), unit.tint1.r * 1.15),
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gaussianRandomRange(unit.tint1.g, unit.tint1.g * 0.06 + (0.005 * t), unit.tint1.g * 0.85 - (0.005 * t), unit.tint1.g * 1.15),
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gaussianRandomRange(unit.tint1.b, unit.tint1.b * 0.06 + (0.005 * t), unit.tint1.b * 0.85 - (0.005 * t), unit.tint1.b * 1.15),
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gaussianRandomRange(unit.tint1.a, unit.tint1.a * 0.06 + (0.005 * t), unit.tint1.a * 0.85 - (0.005 * t), unit.tint1.a * 1.15)
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}
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local tint2 = {
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gaussianRandomRange(unit.tint2.r, unit.tint2.r * 0.06 + (0.005 * t), unit.tint2.r * 0.85 - (0.005 * t), unit.tint2.r * 1.15),
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gaussianRandomRange(unit.tint2.g, unit.tint2.g * 0.06 + (0.005 * t), unit.tint2.g * 0.85 - (0.005 * t), unit.tint2.g * 1.15),
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gaussianRandomRange(unit.tint2.b, unit.tint2.b * 0.06 + (0.005 * t), unit.tint2.b * 0.85 - (0.005 * t), unit.tint2.b * 1.15),
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gaussianRandomRange(unit.tint2.a, unit.tint2.a * 0.06 + (0.005 * t), unit.tint2.a * 0.85 - (0.005 * t), unit.tint2.a * 1.15)
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}
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unit.attributes.scale = scale
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unit.attributes.tint1 = tint1
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unit.attributes.tint2 = tint2
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unit.attack.scale = scale
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unit.attack.tint1 = tint1
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unit.attack.tint2 = tint2
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local entity
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if (unit.type == "spitter") then
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entity = makeSpitter(unit.name,
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unit.attributes,
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attackGenerator(unit.attack),
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unit.resistances)
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elseif (unit.type == "biter") then
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entity = makeBiter(unit.name,
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unit.attributes,
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attackGenerator(unit.attack),
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unit.resistances)
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end
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result[i] = entity.name
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data:extend({entity})
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end
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unitSet[t] = result
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end
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return unitSet
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end
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local function buildUnitSpawner(startingPoints, template, upgradeTable, unitTable, variations, tiers)
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for t=1, tiers do
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local allottedPoints = startingPoints * t
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for i=1,variations do
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local unitSpawner = deepcopy(template)
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unitSpawner.name = unitSpawner.name .. "-v" .. i .. "-t" .. t
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local remainingPoints = allottedPoints
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while (remainingPoints > 0) do
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local upgrade = upgradeTable[mRandom(#upgradeTable)]
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local cost = upgrade.cost
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if upgrade.attribute then
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local attribute = upgrade.attribute
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unitSpawner.attributes[attribute.name] = unitSpawner.attributes[attribute.name] + attribute.adjustment
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end
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if upgrade.resistance then
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local field = upgrade.resistance.name
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if not unitSpawner.resistances[field] then
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unitSpawner.resistances[field] = {}
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unitSpawner.resistances[field].type = field
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end
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if upgrade.resistance.decrease then
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unitSpawner.resistances[field].decrease = (unitSpawner.resistances[field].decrease or 0) + upgrade.resistance.decrease
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end
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if upgrade.resistance.percentage then
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unitSpawner.resistances[field].percentage = (unitSpawner.resistances[field].percentage or 0) + upgrade.resistance.percentage
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end
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end
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remainingPoints = remainingPoints - cost
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end
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local scale = gaussianRandomRange(unitSpawner.scale, unitSpawner.scale * 0.12, unitSpawner.scale * 0.60, unitSpawner.scale * 1.40) + (0.05 * t)
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local tint = {
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gaussianRandomRange(unitSpawner.tint1.r, unitSpawner.tint1.r * 0.06 + (0.005 * t), unitSpawner.tint1.r * 0.85 - (0.005 * t), unitSpawner.tint1.r * 1.15),
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gaussianRandomRange(unitSpawner.tint1.g, unitSpawner.tint1.g * 0.06 + (0.005 * t), unitSpawner.tint1.g * 0.85 - (0.005 * t), unitSpawner.tint1.g * 1.15),
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gaussianRandomRange(unitSpawner.tint1.b, unitSpawner.tint1.b * 0.06 + (0.005 * t), unitSpawner.tint1.b * 0.85 - (0.005 * t), unitSpawner.tint1.b * 1.15),
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gaussianRandomRange(unitSpawner.tint1.a, unitSpawner.tint1.a * 0.06 + (0.005 * t), unitSpawner.tint1.a * 0.85 - (0.005 * t), unitSpawner.tint1.a * 1.15)
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}
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unitSpawner.attributes.scale = scale
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unitSpawner.attributes.tint = tint
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data:extend({
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makeUnitSpawner(unitSpawner.name,
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unitSpawner.attributes,
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unitSpawner.resistances,
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unitTable)
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})
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end
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end
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end
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local function buildWorm(startingPoints, template, attackGenerator, upgradeTable, variations, tiers)
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for t=1, tiers do
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local allottedPoints = startingPoints * t
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for i=1,variations do
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local worm = deepcopy(template)
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worm.name = worm.name .. "-v" .. i .. "-t" .. t
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local remainingPoints = allottedPoints
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while (remainingPoints > 0) do
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local upgrade = upgradeTable[mRandom(#upgradeTable)]
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local cost = upgrade.cost
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if upgrade.attribute then
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local attribute = upgrade.attribute
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worm.attributes[attribute.name] = worm.attributes[attribute.name] + attribute.adjustment
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end
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if upgrade.resistance then
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local field = upgrade.resistance.name
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if not worm.resistances[field] then
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worm.resistances[field] = {}
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worm.resistances[field].type = field
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end
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if upgrade.resistance.decrease then
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worm.resistances[field].decrease = (worm.resistances[field].decrease or 0) + upgrade.resistance.decrease
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end
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if upgrade.resistance.percentage then
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worm.resistances[field].percentage = (worm.resistances[field].percentage or 0) + upgrade.resistance.percentage
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end
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end
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remainingPoints = remainingPoints - cost
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end
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local scale = gaussianRandomRange(worm.scale, worm.scale * 0.12, worm.scale * 0.60, worm.scale * 1.40) + (0.05 * t)
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local tint1 = {
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gaussianRandomRange(worm.tint1.r, worm.tint1.r * 0.06 + (0.005 * t), worm.tint1.r * 0.85 - (0.005 * t), worm.tint1.r * 1.15),
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gaussianRandomRange(worm.tint1.g, worm.tint1.g * 0.06 + (0.005 * t), worm.tint1.g * 0.85 - (0.005 * t), worm.tint1.g * 1.15),
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gaussianRandomRange(worm.tint1.b, worm.tint1.b * 0.06 + (0.005 * t), worm.tint1.b * 0.85 - (0.005 * t), worm.tint1.b * 1.15),
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gaussianRandomRange(worm.tint1.a, worm.tint1.a * 0.06 + (0.005 * t), worm.tint1.a * 0.85 - (0.005 * t), worm.tint1.a * 1.15)
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}
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local tint2 = {
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gaussianRandomRange(worm.tint2.r, worm.tint2.r * 0.06 + (0.005 * t), worm.tint2.r * 0.85 - (0.005 * t), worm.tint2.r * 1.15),
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gaussianRandomRange(worm.tint2.g, worm.tint2.g * 0.06 + (0.005 * t), worm.tint2.g * 0.85 - (0.005 * t), worm.tint2.g * 1.15),
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gaussianRandomRange(worm.tint2.b, worm.tint2.b * 0.06 + (0.005 * t), worm.tint2.b * 0.85 - (0.005 * t), worm.tint2.b * 1.15),
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gaussianRandomRange(worm.tint2.a, worm.tint2.a * 0.06 + (0.005 * t), worm.tint2.a * 0.85 - (0.005 * t), worm.tint2.a * 1.15)
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}
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worm.attributes.scale = scale
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worm.attributes.tint1 = tint1
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worm.attributes.tint2 = tint2
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worm.attack.scale = scale
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worm.attack.tint1 = tint1
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worm.attack.tint2 = tint2
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data:extend({
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makeWorm(worm.name,
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worm.attributes,
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attackGenerator(worm.attack),
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worm.resistances)
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})
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end
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end
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end
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local function createUnitClass(points, templates, upgradeTable, attackGenerator, variations, tiers)
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buildUnitSpawner(points.unitSpawner,
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templates.unitSpawner,
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upgradeTable.unitSpawner,
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variations.unitSpawner,
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tiers.unitSpawner,
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unitSetToProbabilityTable(points.probabilityTable,
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upgradeTable.probabilityTable,
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buildUnits(points.unit,
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templates.unit,
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attackGenerator,
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upgradeTable.unit,
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variations.unit,
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tiers.unit)),
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tiers.unitSpawner)
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end
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createUnitClass({
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unit = 10,
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unitSpawner = 5,
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probabilityTable = 5
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},
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{
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unit = {
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name = "rampant-suicide-biter",
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attributes = {
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health = 30,
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movement = 0.21,
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distancePerFrame = 0.1,
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healing = 0.01,
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explosion = "blood-explosion-small",
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},
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attack = {
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area = 3.5,
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damage = 20,
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explosion = "explosion",
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scorchmark = "small-scorchmark",
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explosionCount = 2,
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explosionDistance = 2,
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},
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resistances = {
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explosion = {
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decrease = 0,
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percentage = -50
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},
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laser = {
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decrease = 1,
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percentage = 0
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},
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fire = {
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decrease = 0,
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percentage = -60
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}
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},
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type = "biter",
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scale = 0.55,
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tint1 = {r=0.6, g=0.0, b=0.70, a=0.8},
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tint2 = {r=0.7, g=0.0, b=0.72, a=0.4}
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},
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unitSpawner = {
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scale = 0.55,
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tint1 = {},
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tint2 = {}
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}
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},
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{
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unit = {
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{
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cost = 1,
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attribute = {
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name = "health",
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adjustment = 50
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}
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}
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},
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unitSpawner = {
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{
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cost = 1,
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attribute = {
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name = "health",
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adjustment = 50
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}
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}
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},
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probabilityTable = {
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{
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cost = 1,
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index = 1,
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adjustment = 1
|
||
|
}
|
||
|
}
|
||
|
},
|
||
|
createSuicideAttack,
|
||
|
{
|
||
|
unit = 5,
|
||
|
unitSpawner = 5
|
||
|
},
|
||
|
{
|
||
|
unit = 7,
|
||
|
unitSpawner = 7
|
||
|
}
|
||
|
)
|
||
|
|
||
|
local function dog(a)
|
||
|
a[1] = 2
|
||
|
end
|
||
|
|
||
|
dog()
|