2019-09-17 20:04:47 +02:00
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local map_functions = require "tools.map_functions"
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2019-09-18 16:00:52 +02:00
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local math_random = math.random
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2019-09-17 20:04:47 +02:00
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local function get_vector()
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2019-09-18 16:00:52 +02:00
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if global.current_stage == 1 then return {0, -1} end
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if global.current_stage == #global.stages then return {0, 1} end
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2019-09-20 15:59:43 +02:00
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local position = global.path_tiles[#global.path_tiles].position
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local island_size = global.stages[global.current_stage].size
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local y_modifier = 0
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if math.abs(position.y) < 32 + island_size * 3 then
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y_modifier = math.random(50, 100) * -0.01
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else
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y_modifier = math.random(50, 100) * 0.01
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end
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game.print(y_modifier)
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return {1, y_modifier}
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2019-09-17 20:04:47 +02:00
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end
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2019-09-18 16:00:52 +02:00
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local function add_enemies(surface, position)
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local radius = global.stages[global.current_stage].size
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local amount = math.ceil(((global.current_level * 10) / #global.stages) * global.current_stage)
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for a = 1, amount, 1 do
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local p = {x = position.x + (radius - math.random(0, radius * 2)), y = position.y + (radius - math.random(0, radius * 2))}
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if surface.can_place_entity({name = "small-biter", position = p, force = enemy}) then
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surface.create_entity({name = "small-biter", position = p, force = enemy})
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global.alive_enemies = global.alive_enemies + 1
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end
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end
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if global.current_stage == #global.stages - 1 then
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local unit = surface.create_entity({name = "medium-spitter", position = position, force = enemy})
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add_boss_unit(unit, global.current_level * 2, 0.55)
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global.alive_enemies = global.alive_enemies + 1
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end
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2019-09-17 20:04:47 +02:00
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end
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2019-09-18 16:00:52 +02:00
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function draw_the_island()
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if not global.stages[global.current_stage].size then global.gamestate = 4 return end
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local surface = game.surfaces[1]
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local position = global.path_tiles[#global.path_tiles].position
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map_functions.draw_noise_tile_circle(position, "grass-2", surface, global.stages[global.current_stage].size)
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add_enemies(surface, position)
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global.gamestate = 4
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2019-09-17 20:04:47 +02:00
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end
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2019-09-18 16:00:52 +02:00
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local draw_path_tile_whitelist = {
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["water"] = true,
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}
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function draw_path_to_next_stage()
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local surface = game.surfaces[1]
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if global.current_stage ~= #global.stages then
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if global.current_stage == #global.stages - 1 then
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game.print("--Final Stage--")
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else
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game.print("--Stage " .. global.current_stage .. "--")
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end
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end
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local position = {x = 0, y = 0}
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if global.path_tiles then position = global.path_tiles[#global.path_tiles].position end
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--game.print(get_vector()[1] .. " " .. get_vector()[2])
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global.path_tiles = noise_vector_tile_path(surface, "grass-1", position, get_vector(), global.stages[global.current_stage].path_length, math.random(2, 5), draw_path_tile_whitelist)
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2019-09-20 15:59:43 +02:00
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if global.current_stage ~= #global.stages and global.current_stage > 1 then
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if math_random(1, 3) == 1 then
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noise_vector_tile_path(surface, "grass-1", position, {0, 1}, global.stages[#global.stages].path_length, math.random(2, 5), draw_path_tile_whitelist)
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end
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end
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2019-09-18 16:00:52 +02:00
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--for _, t in pairs(global.path_tiles) do
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-- global.level_tiles[#global.level_tiles + 1] = t
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--end
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global.gamestate = 3
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end
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local tile_whitelist = {"grass-1", "grass-2", "grass-3", "grass-4"}
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local function get_level_tiles(surface)
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global.level_tiles = {}
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for chunk in surface.get_chunks() do
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if chunk.y < 0 and game.forces.player.is_chunk_charted(surface, chunk) then
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for _, tile in pairs(surface.find_tiles_filtered({area = {{chunk.x * 32, chunk.y * 32}, {chunk.x * 32 + 32, chunk.y * 32 + 32}}, name = tile_whitelist})) do
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local index = math.abs(tile.position.y)
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if not global.level_tiles[index] then global.level_tiles[index] = {} end
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global.level_tiles[index][#global.level_tiles[index] + 1] = tile
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end
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end
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end
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for k, tile_row in pairs(global.level_tiles) do
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table.shuffle_table(global.level_tiles[k])
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2019-09-17 20:04:47 +02:00
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end
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end
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local function wipe_vision(surface)
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for chunk in surface.get_chunks() do
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if chunk.y < 0 then game.forces.player.unchart_chunk(chunk, surface) end
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end
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end
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2019-09-18 16:00:52 +02:00
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local particles = {"coal-particle", "copper-ore-particle", "iron-ore-particle", "stone-particle"}
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local function create_particles(surface, position)
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local particle = particles[math_random(1, #particles)]
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local m = math_random(10, 30)
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local m2 = m * 0.005
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2019-09-20 15:59:43 +02:00
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for i = 1, 8, 1 do
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2019-09-18 16:00:52 +02:00
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surface.create_entity({
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name = particle,
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position = position,
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frame_speed = 0.1,
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vertical_speed = 0.1,
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height = 0.1,
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movement = {m2 - (math_random(0, m) * 0.01), m2 - (math_random(0, m) * 0.01)}
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})
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2019-09-17 20:04:47 +02:00
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end
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end
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2019-09-18 16:00:52 +02:00
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function kill_the_level()
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local surface = game.surfaces[1]
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if not global.level_tiles then get_level_tiles(surface) end
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2019-09-20 15:59:43 +02:00
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local amount = global.current_level * 2
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2019-09-18 16:00:52 +02:00
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for i = #global.level_tiles, 1, -1 do
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if global.level_tiles[i] then
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for k, tile in pairs(global.level_tiles[i]) do
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surface.set_tiles({{name = "water", position = tile.position}}, true)
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create_particles(surface, tile.position)
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global.level_tiles[i][k] = nil
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amount = amount - 1
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if amount <= 0 then return end
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end
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global.level_tiles[i] = nil
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end
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end
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if #global.level_tiles == 0 then
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wipe_vision(surface)
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global.level_tiles = nil
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global.gamestate = 1
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end
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end
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local function process_tile(surface, position)
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if position.y < 0 then surface.set_tiles({{name = "water", position = position}}, true) return end
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if position.y > 4 then surface.set_tiles({{name = "water-green", position = position}}, true) return end
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surface.set_tiles({{name = "sand-1", position = position}}, true)
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end
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2019-09-17 20:04:47 +02:00
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local function on_chunk_generated(event)
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local left_top = event.area.left_top
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local surface = event.surface
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for x = 0, 31, 1 do
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for y = 0, 31, 1 do
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2019-09-18 16:00:52 +02:00
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local position = {x = left_top.x + x, y = left_top.y + y}
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process_tile(surface, position)
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2019-09-17 20:04:47 +02:00
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end
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end
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end
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local event = require 'utils.event'
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event.add(defines.events.on_chunk_generated, on_chunk_generated)
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