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ComfyFactorio/maps/biter_battles_v2/terrain.lua

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local event = require 'utils.event'
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local Server = require 'utils.server'
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local math_random = math.random
local simplex_noise = require 'utils.simplex_noise'.d2
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local create_tile_chain = require "functions.create_tile_chain"
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local spawn_circle_size = 32
local ores = {"copper-ore", "iron-ore", "stone", "coal"}
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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
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local function get_noise(name, pos)
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local seed = game.surfaces[1].map_gen_settings.seed
local noise_seed_add = 25000
if name == 1 then
local noise = {}
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noise[1] = simplex_noise(pos.x * 0.0042, pos.y * 0.0042, seed)
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seed = seed + noise_seed_add
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noise[2] = simplex_noise(pos.x * 0.031, pos.y * 0.031, seed)
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seed = seed + noise_seed_add
noise[3] = simplex_noise(pos.x * 0.1, pos.y * 0.1, seed)
local noise = noise[1] + noise[2] * 0.08 + noise[3] * 0.015
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return noise
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end
if name == 2 then
local noise = {}
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noise[1] = simplex_noise(pos.x * 0.011, pos.y * 0.011, seed)
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seed = seed + noise_seed_add
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noise[2] = simplex_noise(pos.x * 0.08, pos.y * 0.08, seed)
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local noise = noise[1] + noise[2] * 0.2
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return noise
end
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if name == 3 then
local noise = {}
noise[1] = simplex_noise(pos.x * 0.02, pos.y * 0.02, seed)
seed = seed + noise_seed_add
noise[2] = simplex_noise(pos.x * 0.08, pos.y * 0.08, seed)
local noise = noise[1] + noise[2] * 0.1
return noise
end
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end
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local function get_replacement_tile(surface, position)
for i = 1, 128, 1 do
local vectors = {{0, i}, {0, i * -1}, {i, 0}, {i * -1, 0}}
table.shuffle_table(vectors)
for k, v in pairs(vectors) do
local tile = surface.get_tile(position.x + v[1], position.y + v[2])
if not tile.collides_with("resource-layer") then
if tile.name ~= "stone-path" then
return tile.name
end
end
end
end
return "grass-1"
end
local function get_chunk_position(position)
local chunk_position = {}
position.x = math.floor(position.x, 0)
position.y = math.floor(position.y, 0)
for x = 0, 31, 1 do
if (position.x - x) % 32 == 0 then chunk_position.x = (position.x - x) / 32 end
end
for y = 0, 31, 1 do
if (position.y - y) % 32 == 0 then chunk_position.y = (position.y - y) / 32 end
end
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return chunk_position
end
local function regenerate_decoratives(surface, position)
local chunk = get_chunk_position(position)
if not chunk then return end
surface.destroy_decoratives({area = {{chunk.x * 32, chunk.y * 32}, {chunk.x * 32 + 32, chunk.y * 32 + 32}}})
local decorative_names = {}
for k,v in pairs(game.decorative_prototypes) do
if v.autoplace_specification then
decorative_names[#decorative_names+1] = k
end
end
surface.regenerate_decorative(decorative_names, {chunk})
end
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local function draw_noise_ore_patch(position, name, surface, radius, richness)
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if not position then return end
if not name then return end
if not surface then return end
if not radius then return end
if not richness then return end
local seed = game.surfaces[1].map_gen_settings.seed
local noise_seed_add = 25000
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local richness_part = richness / radius
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for y = radius * -3, radius * 3, 1 do
for x = radius * -3, radius * 3, 1 do
local pos = {x = x + position.x + 0.5, y = y + position.y + 0.5}
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local noise_1 = simplex_noise(pos.x * 0.0125, pos.y * 0.0125, seed)
local noise_2 = simplex_noise(pos.x * 0.1, pos.y * 0.1, seed + 25000)
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local noise = noise_1 + noise_2 * 0.12
local distance_to_center = math.sqrt(x^2 + y^2)
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local a = richness - richness_part * distance_to_center
if distance_to_center < radius - math.abs(noise * radius * 0.85) and a > 1 then
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if surface.can_place_entity({name = name, position = pos, amount = a}) then
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surface.create_entity{name = name, position = pos, amount = a}
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local mirror_pos = {x = pos.x * -1, y = pos.y * -1}
surface.create_entity{name = name, position = mirror_pos, amount = a}
for _, e in pairs(surface.find_entities_filtered({position = pos, name = {"wooden-chest", "stone-wall", "gun-turret"}})) do
e.destroy()
end
for _, e in pairs(surface.find_entities_filtered({position = mirror_pos, name = {"wooden-chest", "stone-wall", "gun-turret"}})) do
e.destroy()
end
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end
end
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end
end
end
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function is_within_spawn_circle(pos)
if math.abs(pos.x) > spawn_circle_size then return false end
if math.abs(pos.y) > spawn_circle_size then return false end
if math.sqrt(pos.x ^ 2 + pos.y ^ 2) > spawn_circle_size then return false end
return true
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end
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local river_y_1 = bb_config.border_river_width * -1.5
local river_y_2 = bb_config.border_river_width * 1.5
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function is_horizontal_border_river(pos)
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if pos.y < river_y_1 then return false end
if pos.y > river_y_2 then return false end
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if pos.y > -5 and pos.x > -5 and pos.x < 5 then return false end
if math.floor(bb_config.border_river_width * -0.5) < pos.y + (get_noise(1, pos) * 5) then return true end
return false
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end
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local function generate_circle_spawn(event)
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if global.bb_spawn_generated then return end
local surface = event.surface
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local left_top_x = event.area.left_top.x
local left_top_y = event.area.left_top.y
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if left_top_x < -320 then return end
if left_top_x > 320 then return end
if left_top_y < -320 then return end
local r = 120
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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}
local distance_to_center = math.sqrt(pos.x ^ 2 + pos.y ^ 2)
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local noise = get_noise(2, pos) * 15
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local tile = false
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if distance_to_center < spawn_circle_size then
tile = "deepwater"
if math_random(1, 48) == 1 then surface.create_entity({name = "fish", position = pos}) end
end
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if distance_to_center < 9.5 then tile = "refined-concrete" end
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if distance_to_center < 7 then tile = "sand-1" end
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if distance_to_center + noise < r - 10 and distance_to_center > spawn_circle_size and not is_horizontal_border_river(pos) then
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local tile_name = surface.get_tile(pos).name
if tile_name == "water" or tile_name == "deepwater" then
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surface.set_tiles({{name = get_replacement_tile(surface, pos), position = pos}}, true)
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end
end
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if tile then surface.set_tiles({{name = tile, position = pos}}, true) end
if surface.can_place_entity({name = "wooden-chest", position = pos}) and surface.can_place_entity({name = "coal", position = pos}) then
local noise_2 = get_noise(3, pos)
if math.abs(noise_2) > 0.20 then
local spawn_wall_r = distance_to_center + noise
if noise_2 > -0.5 then
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if spawn_wall_r < r and spawn_wall_r > r - 1.75 then
surface.create_entity({name = "stone-wall", position = pos, force = "north"})
end
else
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if spawn_wall_r < r and spawn_wall_r > r - 1.95 then
surface.create_entity({name = "stone-wall", position = pos, force = "north"})
else
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if spawn_wall_r < r + 4.5 and spawn_wall_r > r then
local name = "wooden-chest"
local r_max = math.floor(math.abs(spawn_wall_r - r)) + 2
if math_random(1,3) == 1 then name = name .. "-remnants" end
if math_random(1,r_max) == 1 then surface.create_entity({name = name, position = pos, force = "north"}) end
end
end
if spawn_wall_r < r - 3 and spawn_wall_r > r - 6 then
if math_random(1, 16) == 1 then
if surface.can_place_entity({name = "gun-turret", position = pos}) then
local t = surface.create_entity({name = "gun-turret", position = pos, force = "north"})
t.insert({name = "firearm-magazine", count = math_random(6,12)})
end
else
if math_random(1, 16) == 1 then
if surface.can_place_entity({name = "gun-turret", position = pos}) then
surface.create_entity({name = "gun-turret-remnants", position = pos, force = "north"})
end
end
end
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end
end
end
end
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end
end
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regenerate_decoratives(surface, event.area.left_top)
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end
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local function generate_north_silo(surface)
local pos = {x = -12 + math.random(0, 24), y = -64 + math.random(0, 16)}
for _, t in pairs(surface.find_tiles_filtered({area = {{pos.x - 6, pos.y - 6},{pos.x + 6, pos.y + 6}}, name = {"water", "deepwater"}})) do
surface.set_tiles({{name = get_replacement_tile(surface, t.position), position = t.position}})
end
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global.rocket_silo["north"] = surface.create_entity({
name = "rocket-silo",
position = pos,
force = "north"
})
global.rocket_silo["north"].minable = false
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for i = 1, 32, 1 do
create_tile_chain(surface, {name = "stone-path", position = global.rocket_silo["north"].position}, 32, 10)
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end
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end
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local function generate_river(event)
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if event.area.left_top.y < -32 then return end
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local surface = event.surface
local left_top_x = event.area.left_top.x
local left_top_y = event.area.left_top.y
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for x = 0, 31, 1 do
for y = 0, 31, 1 do
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local pos = {x = left_top_x + x, y = left_top_y + y}
local distance_to_center = math.sqrt(pos.x ^ 2 + pos.y ^ 2)
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if is_horizontal_border_river(pos) then
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surface.set_tiles({{name = "deepwater", position = pos}})
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if math_random(1, 64) == 1 then surface.create_entity({name = "fish", position = pos}) end
end
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end
end
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end
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local function generate_potential_spawn_ore(surface)
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local r = 130
local area = {{r * -1, r * -1}, {r, 0}}
local ores = {}
ores["iron-ore"] = surface.count_entities_filtered({name = "iron-ore", area = area})
ores["copper-ore"] = surface.count_entities_filtered({name = "copper-ore", area = area})
ores["coal"] = surface.count_entities_filtered({name = "coal", area = area})
ores["stone"] = surface.count_entities_filtered({name = "stone", area = area})
for ore, ore_count in pairs(ores) do
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if ore_count < 250 or ore_count == nil then
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local pos = {}
for a = 1, 32, 1 do
pos = {x = -96 + math_random(0, 192), y = -20 - math_random(0, 96)}
if surface.can_place_entity({name = "coal", position = pos, amount = 1}) then
break
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end
end
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draw_noise_ore_patch(pos, ore, surface, math_random(16, 24), math_random(800, 1600))
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end
end
end
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local worm_turrets = {
[1] = "small-worm-turret",
[2] = "medium-worm-turret",
[3] = "big-worm-turret",
[4] = "behemoth-worm-turret"
}
local worm_tile_coords = {}
for x = 0, 31, 1 do
for y = 0, 31, 1 do
worm_tile_coords[#worm_tile_coords + 1] = {x, y}
end
end
local worm_chance = 15
local function generate_extra_worm_turrets(surface, left_top)
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local chunk_distance_to_center = math.sqrt(left_top.x ^ 2 + left_top.y ^ 2)
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if bb_config.bitera_area_distance > chunk_distance_to_center then return end
for a = 1, 256, 1 do
if math_random(1, 100) > worm_chance then break end
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local coord_modifier = worm_tile_coords[math_random(1, #worm_tile_coords)]
local pos = {left_top.x + coord_modifier[1], left_top.y + coord_modifier[2]}
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local position = surface.find_non_colliding_position("big-worm-turret", pos, 8, 1)
if position then
local highest_worm_tier = math.floor((chunk_distance_to_center - bb_config.bitera_area_distance) * 0.002) + 1
if highest_worm_tier > 4 then highest_worm_tier = 4 end
local name = worm_turrets[math_random(1, highest_worm_tier)]
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surface.create_entity({name = name, position = position, force = "north_biters"})
end
end
end
local scrap_vectors = {}
for x = -5, 5, 1 do
for y = -5, 5, 1 do
if math.sqrt(x^2 + y^2) <= 5 then
scrap_vectors[#scrap_vectors + 1] = {x, y}
end
end
end
local function generate_scrap(event)
local distance_to_center = math.sqrt(event.area.left_top.x ^ 2 + event.area.left_top.y ^ 2)
local worms = event.surface.find_entities_filtered({area = event.area, type = "turret"})
if #worms == 0 then return end
for _, e in pairs(worms) do
if math_random(1,2) == 1 then
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for c = 1, math_random(2,12), 1 do
local vector = scrap_vectors[math_random(1, #scrap_vectors)]
local position = {e.position.x + vector[1], e.position.y + vector[2]}
if e.surface.can_place_entity({name = "mineable-wreckage", position = position, force = "neutral"}) then
e.surface.create_entity({name = "mineable-wreckage", position = position, force = "neutral"})
end
end
end
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end
end
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local function is_biter_area(position)
--if position.x + position.y > -352 + (get_noise(3, position) * 16) then return false end
if position.y + (get_noise(3, position) * 16) > (bb_config.bitera_area_distance * -1) - (math.abs(position.x) * 0.33) then return false end
return true
end
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local function builders_area_process_entity(e)
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if is_biter_area(e.position) then
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if e.type == "resource" then
e.destroy()
return
end
if e.type == "turret" then
e.destroy()
return
end
if e.type == "cliff" then
e.destroy()
return
end
if e.type == "tree" then
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if math_random(1, 32) == 1 then e.surface.create_entity({name = "rock-big", position = e.position, force = "neutral"}) end
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e.destroy()
return
end
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else
if e.type == "turret" or e.type == "unit-spawner" then
e.destroy()
return
end
end
end
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local function builders_area_process_tile(t, surface)
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if is_horizontal_border_river(t.position) then return end
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if not is_biter_area(t.position) then return end
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local noise_index = math.floor(math.abs(get_noise(3, t.position)) * 7) + 1
if noise_index > 7 then noise_index = 7 end
surface.set_tiles({{name = "dirt-" .. noise_index, position = t.position}})
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if math_random(1, 160) == 1 then
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if t.position.x ^ 2 + t.position.y ^ 2 < 129600 then return end
local spawner_position = surface.find_non_colliding_position("biter-spawner", t.position, 8, 1)
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if spawner_position then
if math_random(1, 4) == 1 then
surface.create_entity({name = "spitter-spawner", position = spawner_position, force = "north_biters"})
else
surface.create_entity({name = "biter-spawner", position = spawner_position, force = "north_biters"})
end
end
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end
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end
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local function mixed_ore(event)
local surface = event.surface
local left_top_x = event.area.left_top.x
local left_top_y = event.area.left_top.y
--Draw noise text values to determine which chunks are valid for mixed ore.
--rendering.draw_text{text = get_noise(1, {x = left_top_x + 16, y = left_top_y + 16}), surface = surface, target = {x = left_top_x + 16, y = left_top_y + 16}, color = {255, 255, 255}, time_to_live = 3600, scale = 2, font = "default-game"}
--Skip chunks that are too far off the ore noise value.
if get_noise(1, {x = left_top_x + 16, y = left_top_y + 16}) < 0.52 then return end
--Draw the mixed ore patches.
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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}
if surface.can_place_entity({name = "iron-ore", position = pos}) then
local noise = get_noise(1, pos)
if noise > 0.85 then
local amount = math_random(750, 1500) + math.sqrt(pos.x ^ 2 + pos.y ^ 2) * 1.1
local m = (noise - 0.82) * 40
amount = amount * m
local i = math.ceil(math.abs(noise * 75)) % 4
if i == 0 then i = 4 end
surface.create_entity({name = ores[i], position = pos, amount = amount})
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end
end
end
end
end
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local function on_chunk_generated(event)
if event.area.left_top.y >= 0 then return end
local surface = event.surface
local left_top = event.area.left_top
if surface.name ~= "biter_battles" then return end
for _, e in pairs(surface.find_entities_filtered({area = event.area, force = "enemy"})) do
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surface.create_entity({name = e.name, position = e.position, force = "north_biters", direction = e.direction})
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e.destroy()
end
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mixed_ore(event)
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generate_river(event)
generate_circle_spawn(event)
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if bb_config.builders_area then
for _, t in pairs(surface.find_tiles_filtered({area = event.area, name = {"water", "deepwater"}})) do
builders_area_process_tile(t, surface)
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end
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for _, e in pairs(surface.find_entities_filtered({area = event.area})) do
builders_area_process_entity(e)
end
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end
generate_extra_worm_turrets(surface, left_top)
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if bb_config.random_scrap then
generate_scrap(event)
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end
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if global.bb_spawn_generated then return end
if game.tick > 0 then
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generate_potential_spawn_ore(surface)
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local area = {{-10,-10},{10,10}}
for _, e in pairs(surface.find_entities_filtered({area = area})) do
if e.name ~= "character" then e.destroy() end
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end
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surface.destroy_decoratives({area = area})
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for _, silo in pairs(global.rocket_silo) do
for _, entity in pairs(surface.find_entities({{silo.position.x - 4, silo.position.y - 4}, {silo.position.x + 4, silo.position.y + 4}})) do
if entity.type == "simple-entity" or entity.type == "tree" or entity.type == "resource" then
entity.destroy()
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end
end
end
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global.bb_spawn_generated = true
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end
end
--Landfill Restriction
local function restrict_landfill(surface, inventory, tiles)
for _, t in pairs(tiles) do
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local distance_to_center = math.sqrt(t.position.x ^ 2 + t.position.y ^ 2)
local check_position = t.position
if check_position.y > 0 then check_position = {x = check_position.x * -1, y = (check_position.y * -1) - 1} end
if is_horizontal_border_river(check_position) or distance_to_center < spawn_circle_size then
surface.set_tiles({{name = t.old_tile.name, position = t.position}}, true)
inventory.insert({name = "landfill", count = 1})
end
end
end
local function on_player_built_tile(event)
local player = game.players[event.player_index]
restrict_landfill(player.surface, player, event.tiles)
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end
local function on_robot_built_tile(event)
restrict_landfill(event.robot.surface, event.robot.get_inventory(defines.inventory.robot_cargo), event.tiles)
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end
--Construction Robot Restriction
local robot_build_restriction = {
["north"] = function(y)
if y >= -10 then return true end
end,
["south"] = function(y)
if y <= 10 then return true end
end
}
local function on_robot_built_entity(event)
if not robot_build_restriction[event.robot.force.name] then return end
if not robot_build_restriction[event.robot.force.name](event.created_entity.position.y) then return end
local inventory = event.robot.get_inventory(defines.inventory.robot_cargo)
inventory.insert({name = event.created_entity.name, count = 1})
event.robot.surface.create_entity({name = "explosion", position = event.created_entity.position})
game.print("Team " .. event.robot.force.name .. "'s construction drone had an accident.", {r = 200, g = 50, b = 100})
event.created_entity.destroy()
end
local function on_marked_for_deconstruction(event)
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if not event.entity.valid then return end
if event.entity.name == "fish" then event.entity.cancel_deconstruction(game.players[event.player_index].force.name) end
end
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local function on_init(surface)
local surface = game.surfaces["biter_battles"]
if bb_config.on_init_pregen then
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Server.to_discord_embed("Generating chunks...")
print("Generating chunks...")
surface.request_to_generate_chunks({x = 0, y = -512}, 16)
surface.request_to_generate_chunks({x = 1024, y = -512}, 16)
surface.request_to_generate_chunks({x = -1024, y = -512}, 16)
surface.force_generate_chunk_requests()
else
surface.request_to_generate_chunks({x = 0, y = -256}, 8)
surface.force_generate_chunk_requests()
end
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generate_north_silo(surface)
end
event.on_init(on_init)
event.add(defines.events.on_marked_for_deconstruction, on_marked_for_deconstruction)
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event.add(defines.events.on_entity_damaged, on_entity_damaged)
event.add(defines.events.on_robot_built_entity, on_robot_built_entity)
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event.add(defines.events.on_robot_built_tile, on_robot_built_tile)
event.add(defines.events.on_player_built_tile, on_player_built_tile)
event.add(defines.events.on_chunk_generated, on_chunk_generated)