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ComfyFactorio/maps/anarchy.lua

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--anarchy mode map -- by mewmew --
require "maps.anarchy_map_intro"
require "maps.modules.anarchy_mode"
local simplex_noise = require 'utils.simplex_noise'
simplex_noise = simplex_noise.d2
local event = require 'utils.event'
local table_insert = table.insert
local math_random = math.random
local map_functions = require "maps.tools.map_functions"
local function on_player_joined_game(event)
local player = game.players[event.player_index]
if not global.map_init_done then
game.map_settings.enemy_expansion.enabled = false
game.map_settings.enemy_evolution.time_factor = 0
game.map_settings.enemy_evolution.pollution_factor = 0
--game.map_settings.pollution.enabled = false
global.map_init_done = true
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end
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if player.online_time == 0 then
player.insert{name = 'iron-axe', count = 1}
player.insert{name = 'iron-plate', count = 32}
end
end
local function on_built_entity(event)
local entity = event.created_entity
if not entity.valid then return end
local distance_to_center = math.sqrt(entity.position.x^2 + entity.position.y^2)
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if distance_to_center > 96 then return end
local surface = entity.surface
surface.create_entity({name = "flying-text", position = entity.position, text = "Spawn is protected from building.", color = {r=0.88, g=0.1, b=0.1}})
local player = game.players[event.player_index]
player.insert({name = entity.name, count = 1})
if global.score then
if global.score[player.force.name] then
if global.score[player.force.name].players[player.name] then
global.score[player.force.name].players[player.name].built_entities = global.score[player.force.name].players[player.name].built_entities - 1
end
end
end
entity.destroy()
end
local function on_chunk_generated(event)
local surface = event.surface
local left_top = event.area.left_top
--[[
local entities = surface.find_entities_filtered({area = event.area, force = "enemy"})
for _, entity in pairs(entities) do
entity.destroy()
end
local entities = {}
]]
for x = 0, 31, 1 do
for y = 0, 31, 1 do
local pos = {x = left_top.x + x, y = left_top.y + y}
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if math_random(1, 60000) == 1 then
map_functions.draw_entity_circle(pos, "stone", surface, 6, true, 1000000)
map_functions.draw_entity_circle(pos, "coal", surface, 12, true, 1000000)
map_functions.draw_entity_circle(pos, "copper-ore", surface, 18, true, 1000000)
map_functions.draw_entity_circle(pos, "iron-ore", surface, 24, true, 1000000)
map_functions.draw_noise_tile_circle(pos, "water", surface, 4)
end
--[[
if math_random(1, 75000) == 1 and pos.x^2 + pos.y^2 > 60000 then
if surface.can_place_entity({name = "biter-spawner", position = pos}) then
if math_random(1, 4) == 1 then
table_insert(entities, {name = "spitter-spawner", position = pos})
else
table_insert(entities, {name = "biter-spawner", position = pos})
end
end
end
]]
end
end
--[[
for _, entity in pairs(entities) do
surface.create_entity(entity)
end
]]
if not global.spawn_generated and left_top.x <= -96 then
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map_functions.draw_noise_tile_circle({x = 0, y = 0}, "stone-path", surface, 21)
map_functions.draw_noise_tile_circle({x = 0, y = 0}, "concrete", surface, 7)
global.spawn_generated = true
end
end
local function on_player_respawned(event)
local player = game.players[event.player_index]
player.insert{name = 'iron-axe', count = 1}
player.insert{name = 'iron-plate', count = 32}
end
----------share chat -------------------
local function on_console_chat(event)
if not event.message then return end
if not event.player_index then return end
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local player = game.players[event.player_index]
if player.tag then
if player.tag ~= "" then return end
end
local color = {}
color = player.color
color.r = color.r * 0.6 + 0.35
color.g = color.g * 0.6 + 0.35
color.b = color.b * 0.6 + 0.35
color.a = 1
for _, target_player in pairs(game.connected_players) do
if target_player.name ~= player.name then
if target_player.force ~= player.force then
target_player.print(player.name .. ": ".. event.message, color)
end
end
end
end
event.add(defines.events.on_console_chat, on_console_chat)
event.add(defines.events.on_player_respawned, on_player_respawned)
event.add(defines.events.on_built_entity, on_built_entity)
event.add(defines.events.on_player_joined_game, on_player_joined_game)
event.add(defines.events.on_chunk_generated, on_chunk_generated)