注:少资源设置下,资源密度会被进一步稀释,任何资源点都有更大的可能不存在(例如住宅区入口的蓝蘑菇),所以不能因为没有某资源而判断这个区域不是xx;然而,我们可以确定的是若存在某资源则区域必然是xx
(资料图)
重要性:住宅区1直接连接军事区、朝圣区、军事矿坑,是走向远古的必经之路;住宅区二、住宅区三不连远古;洞穴丛林小概率连远古(命题存疑)
从上到下分别是苔藓区、住宅区1、住宅区2、住宅区3和香蕉丛林
注:由于住宅区2和住宅区3均不连远古,此处我们合并两类地形特征进行判断;
泥泞地皮上看到池塘/蠕虫/发光蓝莓/荧光果/裂隙(同时请依据地形连接确认这个地形不是苔藓区)
如果池塘在鸟粪地皮上,则住宅区1;反之,若池塘在泥泞地皮上,则住宅区2
只有住宅区2有发光浆果和荧光果,且这些资源点在泥泞地皮上
解析:住宅区1和住宅区2都有空地和城市遗迹区块;住宅区2拥有洞穴丛林和暴动区,而住宅区1没有
住宅区1有鸟粪地皮,且上方有池塘、蠕虫和裂隙
住宅区3只有泥泞地皮,上方会有池塘、蠕虫、发光蓝莓、荧光果和裂隙
住宅区3入口没有蓝蘑菇而住宅区1有
解析:住宅区1有空区、凹陷区和城市遗迹区块;住宅区3有空区和暴动区区块
注:非常好区分
洞穴丛林有远大于住宅1的猴桶和香蕉树密度(其他区别略)
中庭箭头小区域不一定刷在住宅区1(但我并没有找到相关代码)
Unknown
将此区域划分为四个区域,主教在其中一个区域;人物从一个区域进入
从外侧进入主教团,在一个区域通过铥矿雕像的类型判断:
a) 雕像为“(角落)燃料-燃料”组合,主教区在此区域
b) 雕像为“宝石-燃料(角落)”组合,主教区在旁边
c) 雕像为“燃料-宝石(角落)”组合,主教区在对面
d) 雕像为“(角落)宝石-宝石”组合,主教区在斜对面
# 从铥矿雕像判断主教位置示意图Sg Sf Sg SgP2 P2 P3 P3P2 P2 P3 P3P1 P1 P4 P4P1 P1 P4 P4Sf Sf Sg Sf# Sf代表有燃料的铥矿雕像(Statue with fuel)# Sg代表有燃料的铥矿雕像(Statue with gem)# Pn代表区域,我们将整个主教团区块划分为四个区域,主教在其中一个区域,在本例中,双主教位于P1区
通过齿轮堆相对位置判断:
a) 单齿轮堆相对靠近雕像,主教区在此区域
b) 双齿轮堆互相相距较近雕像,主教区在旁边
c) 双齿轮堆互相相距较远雕像,主教区在对面
d) 单齿轮堆相对远离雕像,主教区在斜对面
更多的记忆规律
不存在3个连续的无燃料/宝石雕像
宝石和燃料的分布是中心对称的
墙体血量高的半区是主教所在半区
将此区域划分为四个区域,主教在其中一个区域;人物从一个区域进入
从外侧进入圣地兵营,在一个区域通过墙体的类型判断:
a) 只有一组铥矿墙,且墙血量高,主教区在此区域
b) 有两组铥矿墙,且其中一组墙血量高,主教区在高墙一侧
c) 有两组铥矿墙,且其中两组墙血量低,主教区在(较)高墙一侧
d)只有一组铥矿墙,且墙血量低,主教区在斜对面
通过齿轮堆和铥矿雕塑判断(影灯划分出四个区域):
a) 小区域内没有齿轮堆且雕像有宝石,主教区在此区域
b) 小区域内没有齿轮堆且雕像无宝石,主教区在齿轮堆方向
c) 小区域内有齿轮堆且离雕像较远,主教区齿轮堆方向
d) 小区域内有齿轮堆且离雕像较近,主教区在斜对面
更多的记忆规律
如果要规避主教,请往矮(无)墙方向/齿轮堆反方向走
参考 【二、资源篇结论-1.如何判断主教团位置-(1)如何判断主教团主教位置】
a)面上两组高血量铥矿墙,则这个半区都是危险的
b)面上的铥矿墙完全0血,则这个半区都是安全的
注:层级关系从高到低为地形(task)-->区块(room)-->资源(prefabs),前者由后者组成
AddTask("Residential", { --住宅区1 ---------------钥匙和锁--------------- locks={LOCKS.TIER2, LOCKS.RUINS}, keys_given= {KEYS.TIER3, KEYS.RUINS}, ---------------钥匙和锁--------------- room_tags = {"Nightmare"}, entrance_room = "RuinedCityEntrance", room_choices = { ["Vacant"] = 3, ["PitRoom"] = 2, }, room_bg = WORLD_TILES.TILES, maze_tiles = {rooms = {"room_residential", "room_residential_two", "hallway_residential", "hallway_residential_two"}, bosses = {"room_residential"}}, background_room="RuinedCity", colour={r=0.2,g=0.2,b=0.0,a=1},})
AddTask("Residential2", { locks = {LOCKS.RUINS}, keys_given = {KEYS.RUINS}, room_tags = {"Nightmare"}, entrance_room = "RuinedCityEntrance", room_choices = { ["CaveJungle"] = 1, ["Vacant"] = 1, ["RuinedCity"] = 2, }, room_bg = WORLD_TILES.TILES, maze_tiles = {rooms = {"room_residential", "room_residential_two", "hallway_residential", "hallway_residential_two"}, bosses = {"room_residential"}}, background_room="BGWilds", colour={r=1,g=0,b=0.6,a=1},})
AddTask("Residential3", { locks = {LOCKS.RUINS}, keys_given = {KEYS.RUINS}, room_tags = {"Nightmare"}, room_choices = { ["Vacant"] = function() return math.random(3,4) end, }, room_bg = WORLD_TILES.TILES, background_room="BGWilds", colour={r=1,g=0,b=0.6,a=1},})
注:区分“地形-洞穴丛林”和“区块-洞穴丛林”
AddTask("CaveJungle", { locks={LOCKS.TIER2, LOCKS.RUINS}, keys_given= {KEYS.TIER3, KEYS.RUINS}, room_tags = {"Nightmare"}, room_choices={ ["WetWilds"] = function() return math.random(1,2) end, ["LichenMeadow"] = 1, ["CaveJungle"] = function() return math.random(1,2) end, ["MonkeyMeadow"] = function() return math.random(1,2) end, ["PitRoom"] = 2, }, room_bg=WORLD_TILES.MUD, background_room="BGWildsRoom", colour={r=0,g=0,b=0.0,a=1},})
AddTask("LichenLand", { locks={LOCKS.TIER1}, keys_given= {KEYS.TIER2, KEYS.RUINS}, room_tags = {"Nightmare"}, room_choices={ ["WetWilds"] = function() return math.random(1,2) end, ["LichenMeadow"] = function() return math.random(1,2) end, ["LichenLand"] = 3, ["PitRoom"] = 2, }, room_bg=WORLD_TILES.MUD, background_room="BGWilds", colour={r=0,g=0,b=0.0,a=1},})
--EntranceAddRoom("RuinedCityEntrance", { colour={r=0.2,g=0.0,b=0.2,a=0.3}, value = WORLD_TILES.MUD,--泥泞地皮 tags = {"ForceConnected", "MazeEntrance", "Nightmare"},--"Maze", contents = { distributepercent = .07, distributeprefabs= { blue_mushroom = 1, cave_fern = 1, lichen = .5, }, }})
--HousesAddRoom("Vacant", { colour={r=0.3,g=0.2,b=0.1,a=0.3}, value = WORLD_TILES.MUD,--泥泞地皮 tags = {"Nightmare"}, contents = { countstaticlayouts = { ["CornerWall"] = function() return math.random(2,3) end, ["StraightWall"] = function() return math.random(2,3) end, ["CornerWall2"] = function() return math.random(2,3) end, ["StraightWall2"] = function() return math.random(2,3) end, }, distributepercent = 0.5, distributeprefabs= { lichen = .4,--苔藓 cave_fern = .6,--蕨菜 pillar_algae = .01,--海藻立柱(大柱子) slurper_spawner = .15,--啜食者 cave_banana_tree = .1,--香蕉树 monkeybarrel_spawner = .2,--猴桶 dropperweb = .1,--白蜘蛛网 ruins_rubble_table = 0.1,--损毁废墟桌子 ruins_rubble_chair = 0.1,--损毁废墟椅子 ruins_rubble_vase = 0.1,--损毁废墟花瓶 } }})
注:这个区块在游戏中表现形式是白色地皮的路桥,而且只在洞穴中出现
下图中圈起来的部分就是PitRoom
AddRoom("PitRoom", { colour={r=.25,g=.28,b=.25,a=.50}, value = WORLD_TILES.IMPASSABLE,--无地皮(白色路桥) type = NODE_TYPE.Room, internal_type = NODE_INTERNAL_CONNECTION_TYPE.EdgeCentroid, contents = {},})
--JungleAddRoom("CaveJungle", { colour={r=0.3,g=0.2,b=0.1,a=0.3}, value = WORLD_TILES.MUD,--泥泞地皮 tags = {"Hutch_Fishbowl"}, contents = { distributepercent = 0.35, distributeprefabs= { lichen = 0.3,--苔藓 cave_fern = 1,--蕨菜 pillar_algae = 0.05,--海藻立柱(大柱子) cave_banana_tree = 0.5,--香蕉树 monkeybarrel_spawner = 0.1,--猴桶 slurper_spawner = 0.06,--啜食者 pond_cave = 0.07,--池塘 fissure_lower = 0.04,--裂隙 worm_spawner = 0.04,--蠕虫 wormlight_plant = 0.08,--发光蓝莓 } }})
--CityAddRoom("RuinedCity", {-- Maze used to define room connectivity colour={r=.25,g=.28,b=.25,a=.50}, value = WORLD_TILES.CAVE,--鸟粪地皮 tags = {"Maze", "Nightmare"}, internal_type = NODE_INTERNAL_CONNECTION_TYPE.EdgeCentroid, contents = { countprefabs= { cave_hole = function() return math.random() < 0.25 and 1 or 0 end,--至多一个坑 }, distributepercent = 0.09, distributeprefabs= { lichen = .3,--苔藓 cave_fern = 1,--蕨菜 pillar_algae = .05,--海藻立柱(大柱子) cave_banana_tree = 0.1,--香蕉树 monkeybarrel_spawner = 0.06,--猴桶 slurper_spawner = 0.06,--啜食者 pond_cave = 0.07,--池塘 fissure_lower = 0.04,--裂隙 worm_spawner = 0.04,--蠕虫 } }})
bgwilds = { colour={r=0.3,g=0.2,b=0.1,a=0.3}, value = WORLD_TILES.MUD,--泥泞地皮 tags = {"Hutch_Fishbowl"}, contents = { countprefabs= { cave_hole = function() return math.random(2) - 1 end,--至多一个坑 }, distributepercent = 0.15, distributeprefabs= { lichen = 0.1,--苔藓 cave_fern = 1,--蕨菜 pillar_algae = 0.01,--海藻立柱(大柱子) cave_banana_tree = 0.01,--香蕉树 monkeybarrel_spawner = 0.01,--猴桶 flower_cave = 0.05,--荧光果花单 flower_cave_double = 0.03,--荧光果花双 flower_cave_triple = 0.01,--荧光果花三 worm_spawner = 0.07,--蠕虫 wormlight_plant = 0.15,--发光蓝莓 fissure_lower = 0.04,--裂隙 } }}AddRoom("BGWilds", bgwilds)AddRoom("BGWildsRoom", Roomify(bgwilds))
--Monkey MeadowAddRoom("MonkeyMeadow", { colour={r=0.3,g=0.2,b=0.1,a=0.3}, value = WORLD_TILES.MUD,--泥泞地皮 tags = {"Hutch_Fishbowl"}, contents = { distributepercent = 0.1, distributeprefabs= { lichen = 0.3,--苔藓 cave_fern = 1,--蕨菜 pillar_algae = 0.05,--海藻立柱(大柱子) cave_banana_tree = 0.1,--香蕉树 monkeybarrel_spawner = 0.06,--猴桶 slurper_spawner = 0.06,--啜食者 pond_cave = 0.07,--池塘 fissure_lower = 0.04,--裂隙 worm_spawner = 0.04,--蠕虫 wormlight_plant = 0.08,--发光蓝莓 } }})
--Wet WildsAddRoom("WetWilds", { colour={r=0.3,g=0.2,b=0.1,a=0.3}, value = WORLD_TILES.MUD,--泥泞地皮 tags = {"Hutch_Fishbowl"}, contents = { distributepercent = 0.25, distributeprefabs= { lichen = .25,--苔藓 cave_fern = 0.1,--蕨菜 pillar_algae = .01,--海藻立柱(大柱子) pond_cave = 0.1,--池塘 slurper_spawner = .05,--啜食者 fissure_lower = 0.05,--裂隙 } }})
--Lichen MeadowAddRoom("LichenMeadow", { colour={r=0.3,g=0.2,b=0.1,a=0.3}, value = WORLD_TILES.MUD,--泥泞地皮 tags = {"Hutch_Fishbowl"}, contents = { distributepercent = 0.15, distributeprefabs= { lichen = 1.0,--苔藓 cave_fern = 1.0,--蕨菜 pillar_algae = 0.1,--海藻立柱(大柱子) slurper_spawner = 0.35,--啜食者 fissure_lower = 0.05,--裂隙 flower_cave = .05,--荧光果花(单) flower_cave_double = .03,--荧光果花(双) flower_cave_triple = .01,--荧光果花(三) worm_spawner = 0.07,--蠕虫 wormlight_plant = 0.15,--发光蓝莓 } }})
--Lichen LandAddRoom("LichenLand", { colour={r=0.3,g=0.2,b=0.1,a=0.3}, value = WORLD_TILES.MUD,--泥泞地皮 tags = {"Hutch_Fishbowl"}, contents = { distributepercent = 0.35, distributeprefabs= { lichen = 2.0,--苔藓 cave_fern = 0.5,--蕨菜 pillar_algae = 0.5,--海藻立柱(大柱子) slurper_spawner = 0.05,--啜食者 fissure_lower = 0.05,--裂隙 } }})
--Worship AreaAddRoom("Bishops",{ colour={r=0.3,g=0.2,b=0.1,a=0.3}, value = WORLD_TILES.IMPASSABLE,--无地皮(板块外侧的短路桥) tags = {"Nightmare"}, internal_type = NODE_INTERNAL_CONNECTION_TYPE.EdgeSite, contents = { countstaticlayouts = { ["Barracks2"] = 1,--八铥双主教固定布局 }, }})
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