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ComfyFactorio/maps/chronosphere/event_functions.lua

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local Public = {}
local tick_tack_trap = require "functions.tick_tack_trap"
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local unearthing_worm = require "functions.unearthing_worm"
local unearthing_biters = require "functions.unearthing_biters"
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local math_random = math.random
local math_floor = math.floor
local choppy_entity_yield = {
["tree-01"] = {"iron-ore"},
["tree-02-red"] = {"copper-ore"},
["tree-04"] = {"coal"},
["tree-08-brown"] = {"stone"}
}
local function get_ore_amount()
local scaling = 5 * global.objective.chronojumps
local amount = (30 + scaling ) * (1 + game.forces.player.mining_drill_productivity_bonus) * global.objective.planet[1].ore_richness.factor
if amount > 600 then amount = 600 end
amount = math_random(math_floor(amount * 0.7), math_floor(amount * 1.3))
return amount
end
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local function reward_ores(amount, mined_loot, surface, player)
local i = player.insert {name = mined_loot, count = amount}
amount = amount - i
if amount > 0 then
if amount >= 50 then
for i = 1, math_floor(amount / 50), 1 do
surface.create_entity{name = "item-on-ground", position = player.position, stack = {name = mined_loot, count = 50}}
amount = amount - 50
end
end
if amount > 0 then
surface.spill_item_stack(player.position, {name = mined_loot, count = amount},true)
end
end
end
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function Public.biters_chew_rocks_faster(event)
if event.entity.force.index ~= 3 then return end --Neutral Force
if not event.cause then return end
if not event.cause.valid then return end
if event.cause.force.index ~= 2 then return end --Enemy Force
event.entity.health = event.entity.health - event.final_damage_amount * 5
end
function Public.isprotected(entity)
if entity.surface.name == "cargo_wagon" then return true end
local protected = {global.locomotive, global.locomotive_cargo, global.locomotive_cargo2, global.locomotive_cargo3}
for i = 1, #global.comfychests,1 do
table.insert(protected, global.comfychests[i])
end
for i = 1, #protected do
if protected[i] == entity then
return true
end
end
return false
end
function Public.trap(entity, trap)
if trap then
tick_tack_trap(entity.surface, entity.position)
tick_tack_trap(entity.surface, {x = entity.position.x + math_random(-2,2), y = entity.position.y + math_random(-2,2)})
return
end
if math_random(1,256) == 1 then tick_tack_trap(entity.surface, entity.position) return end
if math_random(1,128) == 1 then unearthing_worm(entity.surface, entity.surface.find_non_colliding_position("big-worm-turret",entity.position,5,1)) end
if math_random(1,64) == 1 then unearthing_biters(entity.surface, entity.position, math_random(4,8)) end
end
function Public.lava_planet(event)
local player = game.players[event.player_index]
if not player.character then return end
if player.character.driving then return end
if player.surface.name == "cargo_wagon" then return end
local safe = {"stone-path", "concrete", "hazard-concrete-left", "hazard-concrete-right", "refined-concrete", "refined-hazard-concrete-left", "refined-hazard-concrete-right"}
local pavement = player.surface.get_tile(player.position.x, player.position.y)
for i = 1, 7, 1 do
if pavement.name == safe[i] then return end
end
if not global.flame_boots[player.index].steps then global.flame_boots[player.index].steps = {} end
local steps = global.flame_boots[player.index].steps
local elements = #steps
steps[elements + 1] = {x = player.position.x, y = player.position.y}
if elements > 10 then
player.surface.create_entity({name = "fire-flame", position = steps[elements - 1], })
for i = 1, elements, 1 do
steps[i] = steps[i+1]
end
steps[elements + 1] = nil
end
end
function Public.shred_simple_entities(entity)
--game.print(entity.name)
if game.forces["enemy"].evolution_factor < 0.25 then return end
local simple_entities = entity.surface.find_entities_filtered({type = {"simple-entity", "tree"}, area = {{entity.position.x - 3, entity.position.y - 3},{entity.position.x + 3, entity.position.y + 3}}})
if #simple_entities == 0 then return end
for i = 1, #simple_entities, 1 do
if not simple_entities[i] then break end
if simple_entities[i].valid then
simple_entities[i].die("enemy", simple_entities[i])
end
end
end
function Public.choppy_loot(event)
local entity = event.entity
if choppy_entity_yield[entity.name] then
if event.buffer then event.buffer.clear() end
if not event.player_index then return end
local amount = get_ore_amount()
local second_item_amount = math_random(2,5)
local second_item = "wood"
local main_item = choppy_entity_yield[entity.name][math_random(1,#choppy_entity_yield[entity.name])]
entity.surface.create_entity({
name = "flying-text",
position = entity.position,
text = "+" .. amount .. " [item=" .. main_item .. "] +" .. second_item_amount .. " [item=" .. second_item .. "]",
color = {r=0.8,g=0.8,b=0.8}
})
local player = game.players[event.player_index]
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reward_ores(amount, main_item, entity.surface, player)
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local inserted_count = player.insert({name = second_item, count = second_item_amount})
second_item_amount = second_item_amount - inserted_count
if second_item_amount > 0 then
entity.surface.spill_item_stack(entity.position,{name = second_item, count = second_item_amount}, true)
end
end
end
function Public.rocky_loot(event)
local surface = game.surfaces[global.active_surface_index]
local player = game.players[event.player_index]
surface.spill_item_stack(player.position,{name = "raw-fish", count = math_random(1,3)},true)
local amount = get_ore_amount()
local rock_mining = {"iron-ore", "iron-ore", "iron-ore", "iron-ore", "copper-ore", "copper-ore", "copper-ore", "stone", "stone", "coal", "coal"}
local mined_loot = rock_mining[math_random(1,#rock_mining)]
surface.create_entity({
name = "flying-text",
position = {player.position.x, player.position.y - 0.5},
text = "+" .. amount .. " [img=item/" .. mined_loot .. "]",
color = {r=0.98, g=0.66, b=0.22}
})
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reward_ores(amount, mined_loot, surface, player)
end
local ore_yield = {
["behemoth-biter"] = 5,
["behemoth-spitter"] = 5,
["behemoth-worm-turret"] = 9,
["big-biter"] = 3,
["big-spitter"] = 3,
["big-worm-turret"] = 7,
["biter-spawner"] = 16,
["medium-biter"] = 2,
["medium-spitter"] = 2,
["medium-worm-turret"] = 5,
["small-biter"] = 1,
["small-spitter"] = 1,
["small-worm-turret"] = 3,
["spitter-spawner"] = 16,
}
function Public.swamp_loot(event)
local surface = game.surfaces[global.active_surface_index]
local amount = get_ore_amount() / 10
if ore_yield[event.entity.name] then
amount = get_ore_amount() / 10 * ore_yield[event.entity.name]
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end
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game.print(amount)
local rock_mining = {"iron-ore", "coal", "coal", "coal", "coal"}
local mined_loot = rock_mining[math_random(1,#rock_mining)]
surface.spill_item_stack(event.entity.position,{name = mined_loot, count = amount}, true)
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end
return Public