职业远古玩家的远古笔记
一、地形篇结论
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
1.判断住宅区1
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




(1)如何快速识别住宅区2和住宅区3
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)
(2)住宅区1和住宅区2的区别
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
(3)住宅区1和住宅区3的区别
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
(4)住宅区1和洞穴丛林的区别
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)
(5)关于住宅区等地形更多
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)
2.远古地形连接关系
(1)哪些地形会和军事区、朝圣区以及军事矿坑相连
Unknown
二、资源篇结论
1.判断主教位置
(1)如何判断主教团的主教位置
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 Sg
P2 P2 P3 P3
P2 P2 P3 P3
P1 P1 P4 P4
P1 P1 P4 P4
Sf 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
(2)如何判断圣地兵营的主教位置
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
2.判断铥矿雕塑掉落
(1)如何判断主教团的铥矿雕像是宝石还是燃料
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】
(2)如何判断圣地兵营的铥矿雕像可以无惊扰开采
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
三、代码参考材料
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
1.地形(Task)代码参考材料
(1)住宅区1(Residential)
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},
})
(2)住宅区2(Residential)
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},
})
(3)住宅区3(Residential)
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},
})
(4)洞穴丛林(CaveJungle)
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},
})
(5)苔藓区(LichenLand)
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},
})
(6)军事矿坑(MillitaryPits)
(7)朝圣区(Sacred)
(8)军事区(Millitary)
(9)更多祭坛(MoreAltar)
(10)危险圣地(SacredDanger)
(11)泥泞圣地(MuddySacred)
2、区块(Room)代码参考材料
(1)遗迹城市入口(RuinedCityEntrance)
--Entrance
AddRoom("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,
},
}
})
(2)空地(Vacant)
--Houses
AddRoom("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
}
}
})
(3)凹陷区(PitRoom)
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 = {},
})
(4)洞穴丛林(CaveJungle)
--Jungle
AddRoom("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
}
}
})
(5)城市遗迹(RuinedCity)
--City
AddRoom("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
}
}
})
(6)暴动区(BGWilds&BGWildsRoom)
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))
(7)猴子湿地(Monkey Meadow)

--Monkey Meadow
AddRoom("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
}
}
})
(8)潮湿暴动区(WetWilds)
--Wet Wilds
AddRoom("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
}
}
})
(9)苔藓湿地(LichenMeadow)
--Lichen Meadow
AddRoom("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
}
}
})
(10)苔藓区(LichenLand)
--Lichen Land
AddRoom("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
}
}
})
(12)主教团(Bishops)
--Worship Area
AddRoom("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
},
}
})
(13)圣地兵营(SacredBarracks)
3、资源点(Prefab)代码参考材料
(1)坑(cave_hole)

(2)裂缝(fissure_lower)
