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ComfyFactorio/maps/labyrinth.lua

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--labyrinth-- mewmew made this --
--require "maps.tools.map_intro"
--local simplex_noise = require 'utils.simplex_noise'
--simplex_noise = simplex_noise.d2
local event = require 'utils.event'
local function shuffle(tbl)
local size = #tbl
for i = size, 1, -1 do
local rand = math.random(size)
tbl[i], tbl[rand] = tbl[rand], tbl[i]
end
return tbl
end
local function create_cluster(name, pos, size, surface, spread, resource_amount)
local p = {x = pos.x, y = pos.y}
local math_random = math.random
for z = 1, size, 1 do
for x = 1, 8, 1 do
local y = 1
if spread then y = math_random(1, spread) end
local modifier_raffle = {{0,y*-1},{y*-1,0},{y,0},{0,y},{y*-1,y*-1},{y,y},{y,y*-1},{y*-1,y}}
modifier_raffle = shuffle(modifier_raffle)
local m = modifier_raffle[x]
local pos = {x = p.x + m[1], y = p.y + m[2]}
if resource_amount then
if surface.can_place_entity({name=name, position=pos, amount=resource_amount}) then
surface.create_entity {name=name, position=pos, amount=resource_amount}
p = {x = pos.x, y = pos.y}
break
end
else
if surface.can_place_entity({name=name, position=pos}) then
surface.create_entity {name=name, position=pos}
p = {x = pos.x, y = pos.y}
break
end
end
end
end
end
local function get_entity_chunk_position(entity_position)
local chunk_position = {}
for x = 0, 31, 1 do
if (entity_position.x - x) % 32 == 0 then chunk_position.x = (entity_position.x - x) / 32 end
end
for y = 0, 31, 1 do
if (entity_position.y - y) % 32 == 0 then chunk_position.y = (entity_position.y - y) / 32 end
end
return chunk_position
end
local function is_chunk_allowed_to_grow(chunk_position, surface)
local pos_x = chunk_position.x * 32
local pos_y = chunk_position.y * 32
local area = {
left_top = {x = pos_x, y = pos_y},
right_bottom = {x = pos_x + 31, y = pos_y + 31}
}
if surface.count_entities_filtered{area = area, name = {"sand-rock-big", "rock-big", "rock-huge"}, limit = 1} == 0 then
return true
else
return false
end
end
local function is_canditate_chunk_valid(chunk, surface)
local modifiers = {{0,-1},{-1,0},{1,0},{0,1}, {-1,-1},{1,1},{1,-1},{-1,1}}
local invalid_places = 0
for _, m in pairs(modifiers) do
local testing_chunk = {x = chunk.x + m[1], y = chunk.y + m[2]}
local left_top_x = testing_chunk.x * 32
local left_top_y = testing_chunk.y * 32
--game.print("x: " .. left_top_x .. " y: " .. left_top_y)
local tile = surface.get_tile({left_top_x, left_top_y})
if tile.name ~= "out-of-map" then invalid_places = invalid_places + 1 end
end
if math.random(1,40) == 1 and chunk.y < -3 then return true end
if invalid_places <= 2 then return true end
if invalid_places > 2 then return false end
end
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local worm_raffle = {}
worm_raffle[1] = {"small-worm-turret", "small-worm-turret", "small-worm-turret", "small-worm-turret", "small-worm-turret", "small-worm-turret"}
worm_raffle[2] = {"small-worm-turret", "small-worm-turret", "small-worm-turret", "small-worm-turret", "small-worm-turret", "medium-worm-turret"}
worm_raffle[3] = {"small-worm-turret", "small-worm-turret", "small-worm-turret", "small-worm-turret", "medium-worm-turret", "medium-worm-turret"}
worm_raffle[4] = {"small-worm-turret", "small-worm-turret", "small-worm-turret", "medium-worm-turret", "medium-worm-turret", "medium-worm-turret"}
worm_raffle[5] = {"small-worm-turret", "small-worm-turret", "medium-worm-turret", "medium-worm-turret", "medium-worm-turret", "big-worm-turret"}
worm_raffle[6] = {"small-worm-turret", "medium-worm-turret", "medium-worm-turret", "medium-worm-turret", "medium-worm-turret", "big-worm-turret"}
worm_raffle[7] = {"medium-worm-turret", "medium-worm-turret", "medium-worm-turret", "medium-worm-turret", "big-worm-turret", "big-worm-turret"}
worm_raffle[8] = {"medium-worm-turret", "medium-worm-turret", "medium-worm-turret", "medium-worm-turret", "big-worm-turret", "big-worm-turret"}
worm_raffle[9] = {"medium-worm-turret", "medium-worm-turret", "medium-worm-turret", "big-worm-turret", "big-worm-turret", "big-worm-turret"}
worm_raffle[10] = {"medium-worm-turret", "medium-worm-turret", "medium-worm-turret", "big-worm-turret", "big-worm-turret", "big-worm-turret"}
local rock_raffle = {"sand-rock-big","rock-big","rock-big","rock-big","rock-big","rock-big","rock-big","rock-huge"}
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local ore_spawn_raffle = {"iron-ore","iron-ore","iron-ore","copper-ore","copper-ore","copper-ore","coal","coal","stone","stone","uranium-ore","crude-oil"}
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local room_layouts = {"quad_rocks", "single_center_rock", "three_horizontal_rocks", "three_vertical_rocks", "tree_and_lake", "forest", "forest_fence"}
local biter_raffle = {
{"small-biter"},
{"small-biter","small-biter","small-biter","medium-biter"},
{"small-biter","small-biter","medium-biter","medium-biter"},
{"small-biter","medium-biter","medium-biter","medium-biter"},
{"small-biter","medium-biter","medium-biter","big-biter"},
{"medium-biter","medium-biter","medium-biter","big-biter"},
{"medium-biter","medium-biter","big-biter","big-biter"},
{"medium-biter","big-biter","big-biter","big-biter"},
{"big-biter","big-biter","big-biter","behemoth-biter"},
{"big-biter","big-biter","behemoth-biter","behemoth-biter"}
}
local spitter_raffle = {
{"small-spitter"},
{"small-spitter","small-spitter","small-spitter","medium-spitter"},
{"small-spitter","small-spitter","medium-spitter","medium-spitter"},
{"small-spitter","medium-spitter","medium-spitter","medium-spitter"},
{"small-spitter","medium-spitter","medium-spitter","big-spitter"},
{"medium-spitter","medium-spitter","medium-spitter","big-spitter"},
{"medium-spitter","medium-spitter","big-spitter","big-spitter"},
{"medium-spitter","big-spitter","big-spitter","big-spitter"},
{"big-spitter","big-spitter","big-spitter","behemoth-spitter"},
{"big-spitter","big-spitter","behemoth-spitter","behemoth-spitter"}
}
local room_enemies = {}
local room_enemy_weights = {
{"only_biters", 2},
{"only_spitters", 2},
{"biters_and_spitters", 2},
{"spawners", 2},
{"only_worms", 2},
{"worms_and_spawners", 2},
{"gun_turrets", 2}
}
for _, t in pairs (room_enemy_weights) do
for x = 1, t[2], 1 do
table.insert(room_enemies, t[1])
end
end
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local function grow_cell(chunk_position, surface)
local math_random = math.random
local modifier_raffle = {{0,-1},{-1,0},{1,0},{0,1}}
modifier_raffle = shuffle(modifier_raffle)
local canditate_chunks = {}
for _, m in pairs(modifier_raffle) do
local canditate_chunk = {x = chunk_position.x + m[1], y = chunk_position.y + m[2]}
local left_top_x = canditate_chunk.x * 32
local left_top_y = canditate_chunk.y * 32
local tile = surface.get_tile({left_top_x, left_top_y})
if tile.name == "out-of-map" then table.insert(canditate_chunks, canditate_chunk) end
end
local valid_chunks = {}
for _, chunk in pairs(canditate_chunks) do
if is_canditate_chunk_valid(chunk, surface) == true then
table.insert(valid_chunks, {x = chunk.x, y = chunk.y})
end
end
if #valid_chunks == 0 then game.print("Dead end reached.") return end
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local tree_raffle = {}
for _, e in pairs(game.entity_prototypes) do
if e.type == "tree" then
table.insert(tree_raffle, e.name)
end
end
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global.labyrinth_size = global.labyrinth_size + 1
local evolution = global.labyrinth_size / 250
if evolution > 1 then evolution = 1 end
game.forces.enemy.evolution_factor = evolution
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for x = 1, math_random(1,#valid_chunks), 1 do
local chunk_position = valid_chunks[x]
local left_top_x = chunk_position.x * 32
local left_top_y = chunk_position.y * 32
local tile_to_insert = false
local tiles = {}
local entities_to_place = {
rocks = {},
worms = {},
enemy_buildings = {},
trees = {},
fish = {},
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biters = {},
spitters = {},
gun_turrets = {}
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}
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local tree_name = tree_raffle[math_random(1,#tree_raffle)]
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local layout = room_layouts[math_random(1,#room_layouts)]
local enemies = room_enemies[math_random(1,#room_enemies)]
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if layout == "quad_rocks" then
while not entities_to_place.rocks[1] do
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if math_random(1,3) ~= 1 then table.insert(entities_to_place.rocks, {left_top_x + 8, left_top_y + 8}) end
if math_random(1,3) ~= 1 then table.insert(entities_to_place.rocks, {left_top_x + 24, left_top_y + 8}) end
if math_random(1,3) ~= 1 then table.insert(entities_to_place.rocks, {left_top_x + 8, left_top_y + 24}) end
if math_random(1,3) ~= 1 then table.insert(entities_to_place.rocks, {left_top_x + 24, left_top_y + 24}) end
end
end
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if layout == "single_center_rock" then
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table.insert(entities_to_place.rocks, {left_top_x + 16, left_top_y + 16})
end
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if layout == "tree_and_lake" then
table.insert(entities_to_place.rocks, {left_top_x + 16, left_top_y + 16})
end
if layout == "forest_fence" then
table.insert(entities_to_place.rocks, {left_top_x + 16, left_top_y + 16})
end
if layout == "forest" then
while not entities_to_place.rocks[1] do
if math_random(1,3) ~= 1 then table.insert(entities_to_place.rocks, {left_top_x + 16, left_top_y + 8}) end
if math_random(1,3) ~= 1 then table.insert(entities_to_place.rocks, {left_top_x + 8, left_top_y + 24}) end
if math_random(1,3) ~= 1 then table.insert(entities_to_place.rocks, {left_top_x + 24, left_top_y + 24}) end
end
end
if layout == "three_horizontal_rocks" then
while not entities_to_place.rocks[1] do
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if math_random(1,3) ~= 1 then table.insert(entities_to_place.rocks, {left_top_x + 8, left_top_y + 16}) end
if math_random(1,3) ~= 1 then table.insert(entities_to_place.rocks, {left_top_x + 16, left_top_y + 16}) end
if math_random(1,3) ~= 1 then table.insert(entities_to_place.rocks, {left_top_x + 24, left_top_y + 16}) end
end
end
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if layout == "three_vertical_rocks" then
while not entities_to_place.rocks[1] do
if math_random(1,3) ~= 1 then table.insert(entities_to_place.rocks, {left_top_x + 16, left_top_y + 8}) end
if math_random(1,3) ~= 1 then table.insert(entities_to_place.rocks, {left_top_x + 16, left_top_y + 16}) end
if math_random(1,3) ~= 1 then table.insert(entities_to_place.rocks, {left_top_x + 16, left_top_y + 24}) end
end
end
if global.labyrinth_size < 16 then
while enemies == "gun_turrets" or enemies == "only_worms" or enemies == "worms_and_spawners" do
enemies = room_enemies[math_random(1,#room_enemies)]
end
end
local placed_enemies = 0
local enemy_counter = global.labyrinth_size
if enemy_counter > 2000 then enemy_counter = 2000 end
while placed_enemies < enemy_counter do
if not enemies then break end
for x = 0, 31, 1 do
for y = 0, 31, 1 do
local pos = {x = left_top_x + x, y = left_top_y + y}
local random_max = 400
if enemies == "spawners" then
if math_random(1,random_max) == 1 then table.insert(entities_to_place.biters, pos) end
if math_random(1,random_max) == 1 then table.insert(entities_to_place.spitters, pos) end
if math_random(1,random_max) == 1 then table.insert(entities_to_place.enemy_buildings, pos) end
end
if enemies == "worms_and_spawners" then
if math_random(1,random_max) == 1 then table.insert(entities_to_place.enemy_buildings, pos) end
if math_random(1,random_max) == 1 then table.insert(entities_to_place.worms, pos) end
end
if enemies == "only_worms" then
if math_random(1,random_max) == 1 then table.insert(entities_to_place.worms, pos) end
end
if enemies == "only_biters" then
if math_random(1,random_max) == 1 then table.insert(entities_to_place.biters, pos) end
end
if enemies == "only_spitters" then
if math_random(1,random_max) == 1 then table.insert(entities_to_place.spitters, pos) end
end
if enemies == "biters_and_spitters" then
if math_random(1,random_max) == 1 then table.insert(entities_to_place.biters, pos) end
if math_random(1,random_max) == 1 then table.insert(entities_to_place.spitters, pos) end
end
if enemies == "gun_turrets" then
if math_random(1,random_max) == 1 then table.insert(entities_to_place.gun_turrets, pos) end
end
end
end
placed_enemies = #entities_to_place.biters * 0.5 + #entities_to_place.spitters * 0.5 + #entities_to_place.enemy_buildings * 2 + #entities_to_place.worms * 2 + #entities_to_place.gun_turrets * 2
end
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for x = 0, 31, 1 do
for y = 0, 31, 1 do
local pos = {x = left_top_x + x, y = left_top_y + y}
tile_to_insert = "dirt-5"
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if layout == "tree_and_lake" then
if x > 12 and x < 20 and y > 12 and y < 20 then
tile_to_insert = "water"
end
if x > 10 and x < 22 and y > 10 and y < 22 then
if math_random(1,2) == 1 then table.insert(entities_to_place.trees, pos) end
end
end
if layout == "forest" then
if math_random(1,8) == 1 then table.insert(entities_to_place.trees, pos) end
end
if layout == "forest_fence" then
if x > 29 or x < 3 or y > 29 or y < 3 then
if math_random(1,4) == 1 then table.insert(entities_to_place.trees, pos) end
end
end
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table.insert(tiles, {name = tile_to_insert, position = pos})
end
end
surface.set_tiles(tiles, true)
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game.print(enemies)
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for _, p in pairs(entities_to_place.enemy_buildings) do
if math_random(1,3) == 1 then
if surface.can_place_entity({name="spitter-spawner", position=p}) then surface.create_entity {name="spitter-spawner", position=p} end
else
if surface.can_place_entity({name="biter-spawner", position=p}) then surface.create_entity {name="biter-spawner", position=p} end
end
end
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for _, p in pairs(entities_to_place.worms) do
local i = math.ceil(global.labyrinth_size / 25, 0)
local raffle = worm_raffle[i]
local n = raffle[math.random(1,#raffle)]
if surface.can_place_entity({name = n, position = p}) then surface.create_entity {name = n, position = p} end
end
for _, p in pairs(entities_to_place.biters) do
local evolution = math.ceil(game.forces.enemy.evolution_factor * 10, 0)
local raffle = biter_raffle[evolution]
local n = raffle[math.random(1,#raffle)]
if surface.can_place_entity({name = n, position = p}) then surface.create_entity {name = n, position = p} end
end
for _, p in pairs(entities_to_place.spitters) do
local evolution = math.ceil(game.forces.enemy.evolution_factor * 10, 0)
local raffle = spitter_raffle[evolution]
local n = raffle[math.random(1,#raffle)]
if surface.can_place_entity({name = n, position = p}) then surface.create_entity {name = n, position = p} end
end
for _, p in pairs(entities_to_place.gun_turrets) do
local e = surface.create_entity {name = "gun-turret", position = p, force = "enemy"}
local ammo = "firearm-magazine"
if global.labyrinth_size > 100 then ammo = "piercing-rounds-magazine" end
if global.labyrinth_size > 500 then ammo = "uranium-rounds-magazine" end
e.insert({name = ammo, count = math.random(50,150)})
end
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for _, p in pairs(entities_to_place.rocks) do
local e = rock_raffle[math.random(1,#rock_raffle)]
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surface.create_entity {name = e, position = p}
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end
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for _, p in pairs(entities_to_place.trees) do
if surface.can_place_entity({name = tree_name, position = p}) then surface.create_entity {name = tree_name, position = p} end
end
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end
end
local function treasure_chest(position, surface)
treasure_chest_raffle_table = {}
treasure_chest_loot_weights = {}
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table.insert(treasure_chest_loot_weights, {{name = 'combat-shotgun', count = 1},3})
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table.insert(treasure_chest_loot_weights, {{name = 'piercing-shotgun-shell', count = math.random(8,24)},5})
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table.insert(treasure_chest_loot_weights, {{name = 'flamethrower', count = 1},2})
table.insert(treasure_chest_loot_weights, {{name = 'rocket-launcher', count = 1},4})
table.insert(treasure_chest_loot_weights, {{name = 'flamethrower-ammo', count = math.random(8,16)},3})
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table.insert(treasure_chest_loot_weights, {{name = 'rocket', count = math.random(8,16)},5})
table.insert(treasure_chest_loot_weights, {{name = 'explosive-rocket', count = math.random(8,16)},5})
table.insert(treasure_chest_loot_weights, {{name = 'modular-armor', count = 1},3})
table.insert(treasure_chest_loot_weights, {{name = 'power-armor', count = 1},1})
table.insert(treasure_chest_loot_weights, {{name = 'uranium-rounds-magazine', count = math.random(16,32)},3})
table.insert(treasure_chest_loot_weights, {{name = 'piercing-rounds-magazine', count = math.random(32,64)},3})
table.insert(treasure_chest_loot_weights, {{name = 'railgun', count = 1},4})
table.insert(treasure_chest_loot_weights, {{name = 'railgun-dart', count = math.random(8,16)},4})
table.insert(treasure_chest_loot_weights, {{name = 'defender-capsule', count = math.random(6,8)},5})
table.insert(treasure_chest_loot_weights, {{name = 'distractor-capsule', count = math.random(4,6)},4})
table.insert(treasure_chest_loot_weights, {{name = 'destroyer-capsule', count = math.random(2,4)},3})
table.insert(treasure_chest_loot_weights, {{name = 'atomic-bomb', count = 1},1})
table.insert(treasure_chest_loot_weights, {{name = 'iron-gear-wheel', count = math.random(16,48)},10})
table.insert(treasure_chest_loot_weights, {{name = 'coal', count = math.random(16,48)},2})
table.insert(treasure_chest_loot_weights, {{name = 'copper-cable', count = math.random(64,128)},10})
table.insert(treasure_chest_loot_weights, {{name = 'inserter', count = math.random(8,16)},4})
table.insert(treasure_chest_loot_weights, {{name = 'fast-inserter', count = math.random(4,8)},3})
table.insert(treasure_chest_loot_weights, {{name = 'stack-filter-inserter', count = math.random(2,4)},1})
table.insert(treasure_chest_loot_weights, {{name = 'stack-inserter', count = math.random(2,4)},1})
table.insert(treasure_chest_loot_weights, {{name = 'burner-inserter', count = math.random(16,32)},6})
table.insert(treasure_chest_loot_weights, {{name = 'electric-engine-unit', count = math.random(1,16)},3})
table.insert(treasure_chest_loot_weights, {{name = 'engine-unit', count = math.random(16,48)},3})
table.insert(treasure_chest_loot_weights, {{name = 'rocket-fuel', count = math.random(1,5)},3})
table.insert(treasure_chest_loot_weights, {{name = 'empty-barrel', count = math.random(1,10)},7})
table.insert(treasure_chest_loot_weights, {{name = 'lubricant-barrel', count = math.random(1,10)},3})
table.insert(treasure_chest_loot_weights, {{name = 'crude-oil-barrel', count = math.random(1,10)},3})
table.insert(treasure_chest_loot_weights, {{name = "small-electric-pole", count = math.random(8,32)},9})
table.insert(treasure_chest_loot_weights, {{name = "firearm-magazine", count = math.random(16,32)},8})
table.insert(treasure_chest_loot_weights, {{name = 'grenade', count = math.random(8,16)},5})
table.insert(treasure_chest_loot_weights, {{name = 'land-mine', count = math.random(4,8)},5})
table.insert(treasure_chest_loot_weights, {{name = 'light-armor', count = 1},1})
table.insert(treasure_chest_loot_weights, {{name = 'heavy-armor', count = 1},2})
table.insert(treasure_chest_loot_weights, {{name = 'pipe', count = math.random(10,100)},6})
table.insert(treasure_chest_loot_weights, {{name = 'wooden-chest', count = math.random(5,50)},1})
table.insert(treasure_chest_loot_weights, {{name = 'raw-wood', count = math.random(5,50)},2})
table.insert(treasure_chest_loot_weights, {{name = 'sulfur', count = math.random(20,50)},7})
table.insert(treasure_chest_loot_weights, {{name = 'explosives', count = math.random(20,50)},6})
table.insert(treasure_chest_loot_weights, {{name = 'shotgun', count = 1},2})
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table.insert(treasure_chest_loot_weights, {{name = 'stone-brick', count = math.random(80,100)},6})
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table.insert(treasure_chest_loot_weights, {{name = 'small-lamp', count = math.random(3,10)},4})
table.insert(treasure_chest_loot_weights, {{name = 'rail', count = math.random(32,100)},4})
table.insert(treasure_chest_loot_weights, {{name = 'assembling-machine-1', count = math.random(1,4)},2})
table.insert(treasure_chest_loot_weights, {{name = 'assembling-machine-2', count = math.random(1,3)},2})
table.insert(treasure_chest_loot_weights, {{name = 'assembling-machine-3', count = math.random(1,2)},1})
for _, t in pairs (treasure_chest_loot_weights) do
for x = 1, t[2], 1 do
table.insert(treasure_chest_raffle_table, t[1])
end
end
local e = surface.create_entity {name="steel-chest",position=position, force="player"}
local i = e.get_inventory(defines.inventory.chest)
for x = 1, math.random(2,4), 1 do
local loot = treasure_chest_raffle_table[math.random(1,#treasure_chest_raffle_table)]
i.insert(loot)
end
end
local function spawn_infinity_chest(pos, surface)
local math_random = math.random
local infinity_chests = {
{"raw-wood", 1},
{"coal", 1},
{"stone", 1},
{"iron-ore", math_random(1,2)},
{"copper-ore", math_random(1,2)},
{"crude-oil-barrel", 1},
{"iron-plate", 1},
{"copper-plate", 1},
{"stone-brick", 1},
{"iron-gear-wheel", 1},
{"copper-cable", math_random(1,4)}
}
local x = math.floor((global.labyrinth_size * 0.5) + 3, 0)
if x > #infinity_chests then x = #infinity_chests end
x = math_random(1, x)
local e = surface.create_entity {name = "infinity-chest", position = pos, force = "player"}
e.set_infinity_filter(1, {name = infinity_chests[x][1], count = infinity_chests[x][2]})
e.minable = false
e.destructible = false
e.operable = false
end
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local biter_fragmentation = {
{"medium-biter","small-biter",3,5},
{"big-biter","medium-biter",2,2},
{"behemoth-biter","big-biter",2,2}
}
local biter_building_inhabitants = {}
biter_building_inhabitants[1] = {{"small-biter",8,16}}
biter_building_inhabitants[2] = {{"small-biter",12,24}}
biter_building_inhabitants[3] = {{"small-biter",8,16},{"medium-biter",1,2}}
biter_building_inhabitants[4] = {{"small-biter",4,8},{"medium-biter",4,8}}
biter_building_inhabitants[5] = {{"small-biter",3,5},{"medium-biter",8,12}}
biter_building_inhabitants[6] = {{"small-biter",3,5},{"medium-biter",5,7},{"big-biter",1,2}}
biter_building_inhabitants[7] = {{"medium-biter",6,8},{"big-biter",3,5}}
biter_building_inhabitants[8] = {{"medium-biter",2,4},{"big-biter",6,8}}
biter_building_inhabitants[9] = {{"medium-biter",2,3},{"big-biter",7,9}}
biter_building_inhabitants[10] = {{"big-biter",4,8},{"behemoth-biter",3,4}}
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local entity_drop_amount = {
['small-biter'] = {low = 1, high = 20},
['small-spitter'] = {low = 1, high = 20},
['medium-biter'] = {low = 10, high = 30},
['medium-spitter'] = {low = 10, high = 30},
['big-biter'] = {low = 20, high = 40},
['big-spitter'] = {low = 20, high = 40},
['behemoth-biter'] = {low = 30, high = 50},
['behemoth-spitter'] = {low = 30, high = 50},
['biter-spawner'] = {low = 40, high = 50},
['spitter-spawner'] = {low = 40, high = 50}
}
local ore_spill_raffle = {"iron-ore","iron-ore","iron-ore","copper-ore","copper-ore","copper-ore","coal","coal","stone","uranium-ore", "landfill", "landfill", "landfill"}
local ore_spawn_raffle = {"iron-ore","iron-ore","iron-ore","copper-ore","copper-ore","copper-ore","coal","coal","stone","stone","uranium-ore","crude-oil"}
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local function on_entity_died(event)
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for _, fragment in pairs(biter_fragmentation) do
if event.entity.name == fragment[1] then
for x=1,math.random(fragment[3],fragment[4]),1 do
local p = event.entity.surface.find_non_colliding_position(fragment[2] , event.entity.position, 2, 1)
if p then event.entity.surface.create_entity {name=fragment[2], position=p} end
p = nil
end
return
end
end
if event.entity.name == "biter-spawner" or event.entity.name == "spitter-spawner" then
local e = math.ceil(game.forces.enemy.evolution_factor*10, 0)
for _, t in pairs (biter_building_inhabitants[e]) do
for x = 1, math.random(t[2],t[3]), 1 do
local p = event.entity.surface.find_non_colliding_position(t[1] , event.entity.position, 6, 1)
if p then event.entity.surface.create_entity {name=t[1], position=p} end
end
end
end
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if entity_drop_amount[event.entity.name] then
event.entity.surface.spill_item_stack(event.entity.position,{name = ore_spill_raffle[math.random(1,#ore_spill_raffle)], count = math.random(entity_drop_amount[event.entity.name].low, entity_drop_amount[event.entity.name].high)},true)
return
end
if event.entity.name == "sand-rock-big" or event.entity.name == "rock-big" or event.entity.name == "rock-huge" then
local pos = {x = event.entity.position.x, y = event.entity.position.y}
local surface = event.entity.surface
if event.entity.name == "rock-huge" then spawn_infinity_chest(pos, surface) end
if event.entity.name == "rock-big" then treasure_chest(pos, surface) end
if event.entity.name == "sand-rock-big" then
local n = ore_spawn_raffle[math.random(1,#ore_spawn_raffle)]
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local amount_modifier = 1 + global.labyrinth_size / 25
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if n == "crude-oil" then
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create_cluster(n, pos, math.random(1,4), surface, 10, math.random(300000 * amount_modifier, 500000 * amount_modifier))
else
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create_cluster(n, pos, math.random(30,100), surface, 1, math.random(math.floor(350 * amount_modifier, 0), math.floor(450 * amount_modifier, 0)))
end
end
event.entity.destroy()
local chunk_position = get_entity_chunk_position(pos)
local b = is_chunk_allowed_to_grow(chunk_position, surface)
if b == true then
grow_cell(chunk_position, surface)
end
end
end
local function on_player_mined_entity(event)
if event.entity.name == "sand-rock-big" or event.entity.name == "rock-big" or event.entity.name == "rock-huge" then
event.entity.die()
end
end
local function on_chunk_generated(event)
local surface = game.surfaces["labyrinth"]
if event.surface.name ~= surface.name then return end
local math_random = math.random
local entities_to_place = {
rocks = {},
worms = {},
enemy_buildings = {},
trees = {},
fish = {},
shipwrecks = {}
}
local decoratives = {}
local tiles = {}
local tile_to_insert = false
local chunk_position_x = event.area.left_top.x / 32
local chunk_position_y = event.area.left_top.y / 32
for x = 0, 31, 1 do
for y = 0, 31, 1 do
tile_to_insert = false
local pos = {x = event.area.left_top.x + x, y = event.area.left_top.y + y}
--local tile_distance_to_center = pos_x^2 + pos_y^2
if chunk_position_y >= 0 then
tile_to_insert = "water"
end
if chunk_position_x == 0 and chunk_position_y == 0 then
tile_to_insert = "grass-1"
end
if chunk_position_x == 0 and chunk_position_y == -1 then
tile_to_insert = "dirt-5"
end
if tile_to_insert == false then
table.insert(tiles, {name = "out-of-map", position = pos})
else
if tile_to_insert == "water" and math_random(1,200) == 1 then table.insert(entities_to_place.fish, pos) end
table.insert(tiles, {name = tile_to_insert, position = pos})
end
end
end
surface.set_tiles(tiles,true)
for _, p in pairs(entities_to_place.fish) do
surface.create_entity {name="fish",position=p}
end
end
local function on_player_joined_game(event)
local player = game.players[event.player_index]
if not global.map_init_done then
local map_gen_settings = {}
map_gen_settings.water = "none"
map_gen_settings.cliff_settings = {cliff_elevation_interval = 50, cliff_elevation_0 = 50}
map_gen_settings.autoplace_controls = {
["coal"] = {frequency = "none", size = "none", richness = "none"},
["stone"] = {frequency = "none", size = "none", richness = "none"},
["copper-ore"] = {frequency = "none", size = "none", richness = "none"},
["iron-ore"] = {frequency = "none", size = "none", richness = "none"},
["crude-oil"] = {frequency = "none", size = "none", richness = "none"},
["trees"] = {frequency = "none", size = "none", richness = "none"},
["enemy-base"] = {frequency = "none", size = "none", richness = "none"},
["grass"] = {frequency = "none", size = "none", richness = "none"},
["sand"] = {frequency = "none", size = "none", richness = "none"},
["desert"] = {frequency = "none", size = "none", richness = "none"},
["dirt"] = {frequency = "none", size = "none", richness = "none"}
}
game.map_settings.pollution.pollution_restored_per_tree_damage = 0
game.create_surface("labyrinth", map_gen_settings)
game.forces["player"].set_spawn_position({16,16},game.surfaces["labyrinth"])
local surface = game.surfaces["labyrinth"]
surface.create_entity {name="rock-big",position={16,-16}}
game.speed = 4
game.forces["player"].technologies["landfill"].enabled = false
game.forces["player"].technologies["artillery"].enabled = false
game.forces["player"].technologies["artillery-shell-range-1"].enabled = false
game.forces["player"].technologies["artillery-shell-speed-1"].enabled = false
game.forces["player"].technologies["atomic-bomb"].enabled = false
game.forces["player"].set_ammo_damage_modifier("flamethrower", -0.95)
game.forces["player"].set_turret_attack_modifier("flamethrower-turret", -0.95)
game.forces["player"].set_turret_attack_modifier("gun-turret", -0.75)
game.forces["player"].set_turret_attack_modifier("laser-turret", -0.75)
if not global.labyrinth_size then global.labyrinth_size = 1 end
global.map_init_done = true
end
local surface = game.surfaces["labyrinth"]
if player.online_time < 5 and surface.is_chunk_generated({0,0}) then
player.teleport(surface.find_non_colliding_position("player", {16,16}, 2, 1), "labyrinth")
else
if player.online_time < 5 then
player.teleport({16,16}, "labyrinth")
end
end
if player.online_time < 10 then
player.insert {name = 'raw-fish', count = 3}
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player.insert {name = 'iron-axe', count = 1}
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player.insert {name = 'pistol', count = 1}
player.insert {name = 'firearm-magazine', count = 32}
end
end
local function on_research_finished(event)
game.forces["player"].set_ammo_damage_modifier("flamethrower", -0.95)
game.forces["player"].set_turret_attack_modifier("flamethrower-turret", -0.95)
game.forces["player"].set_turret_attack_modifier("gun-turret", -0.75)
game.forces["player"].set_turret_attack_modifier("laser-turret", -0.75)
end
local inserters = {"inserter", "long-handed-inserter", "burner-inserter", "fast-inserter", "filter-inserter", "stack-filter-inserter", "stack-inserter"}
local function on_built_entity(event)
for _, e in pairs(inserters) do
if e == event.created_entity.name then
local player = game.players[event.player_index]
local surface = event.created_entity.surface
local a = {
left_top = {x = event.created_entity.position.x - 2, y = event.created_entity.position.y - 2},
right_bottom = {x = event.created_entity.position.x + 2, y = event.created_entity.position.y + 2}
}
local chest = surface.find_entities_filtered{area = a, name = "infinity-chest", limit = 1}
if not chest[1] then return end
local a = {
left_top = {x = chest[1].position.x - 2, y = chest[1].position.y - 2},
right_bottom = {x = chest[1].position.x + 2, y = chest[1].position.y + 2}
}
local i = surface.find_entities_filtered{area = a, name = inserters}
if #i > 1 then
if math.random(1,12) == 1 then
break
else
for _, x in pairs (i) do
x.die("enemy")
end
player.print("The mysterious chest noticed your greed and devoured your devices.", { r=0.75, g=0.0, b=0.0})
end
end
break
end
end
end
function cheat_mode()
local cheat_mode_enabed = true
if cheat_mode_enabed == true then
local surface = game.surfaces["labyrinth"]
game.player.cheat_mode=true
game.players[1].insert({name="power-armor-mk2"})
game.players[1].insert({name="fusion-reactor-equipment", count=4})
game.players[1].insert({name="personal-laser-defense-equipment", count=8})
game.players[1].insert({name="rocket-launcher"})
game.players[1].insert({name="explosive-rocket", count=200})
game.speed = 5
surface.daytime = 1
game.player.force.research_all_technologies()
game.forces["enemy"].evolution_factor = 0.2
local chart = 300
local surface = game.surfaces["labyrinth"]
game.forces["player"].chart(surface, {lefttop = {x = chart*-1, y = chart*-1}, rightbottom = {x = chart, y = chart}})
end
end
event.add(defines.events.on_built_entity, on_built_entity)
event.add(defines.events.on_research_finished, on_research_finished)
event.add(defines.events.on_entity_died, on_entity_died)
event.add(defines.events.on_player_mined_entity, on_player_mined_entity)
event.add(defines.events.on_chunk_generated, on_chunk_generated)
event.add(defines.events.on_player_joined_game, on_player_joined_game)