1
0
mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2024-12-28 23:06:38 +02:00

desert oasis update

This commit is contained in:
hanakocz 2024-12-14 22:42:48 +01:00
parent eb801fdb61
commit 05ec4da25b
2 changed files with 351 additions and 145 deletions

View File

@ -1,8 +1,10 @@
--luacheck: ignore
require 'modules.satellite_score'
if not script.active_mods['space-age'] then
require 'modules.satellite_score'
end
require 'modules.thirst'
local Map_info = require 'modules.map_info'
local FT = require 'utils.functions.flying_texts'
local get_noise = require 'utils.math.get_noise'
local table_insert = table.insert
@ -17,15 +19,7 @@ local sand_damage = oasis_start * 100 + 16
local trees = { 'tree-01', 'tree-04', 'tree-06', 'tree-08-red', 'tree-08', 'tree-09' }
local tile_to_item = {
['stone-path'] = 'stone-brick',
['hazard-concrete-left'] = 'hazard-concrete',
['hazard-concrete-right'] = 'hazard-concrete',
['refined-hazard-concrete-left'] = 'refined-hazard-concrete',
['refined-hazard-concrete-right'] = 'refined-hazard-concrete'
}
local save_tiles = {
local safe_tiles = {
['stone-path'] = true,
['concrete'] = true,
['hazard-concrete-left'] = true,
@ -34,43 +28,91 @@ local save_tiles = {
['refined-hazard-concrete-left'] = true,
['refined-hazard-concrete-right'] = true,
['water'] = true,
['water-shallow'] = true,
['water-mud'] = true,
['grass-1'] = true,
['grass-2'] = true,
['grass-3'] = true,
['water'] = true,
['deepwater'] = true
}
local function get_moisture(position)
local function calculate_vulcanus(surface, position)
local temperatures = surface.calculate_tile_properties({'vulcanus_temperature'}, {position})
local temperature = temperatures and temperatures['vulcanus_temperature'][1]
-- 75 mini hot, 100 hot a lot
-- 50% moisture, 0% moisture
local moisture = math.round((-2) * temperature + 200, 1)
return moisture
end
local function calculate_nauvis(_surface, position)
local moisture = get_noise('oasis', position, storage.desert_oasis_seed)
moisture = moisture * 128
moisture = math.round(moisture, 1)
return moisture
end
local function calculate_fulgora(surface, position)
local elevations = surface.calculate_tile_properties({'fulgora_elevation'}, {position})
local elevation = elevations['fulgora_elevation'][1]
-- 0 ocean, 105 plateaus
-- 60% moisture, 45% moisture
local moisture = math.round((-1/7) * elevation + 60, 1)
return moisture
end
local function calculate_gleba(surface, position)
local elevations = surface.calculate_tile_properties({'gleba_elevation'}, {position})
local elevation = elevations['gleba_elevation'][1]
-- 0 water, 150 plateaus
-- 100%+ moisture, 80% moisture
local moisture = math.round((-2/15) * elevation + 100, 1)
return moisture
end
local function calculate_aquilo(surface, position)
local moisture = 45
return moisture
end
local function get_moisture(surface, position)
local planet_calcs = {
nauvis = calculate_nauvis,
gleba = calculate_gleba,
vulcanus = calculate_vulcanus,
aquilo = calculate_aquilo,
fulgora = calculate_fulgora
}
local planet = surface.planet and surface.planet.name or 'custom'
local moisture = 50
if planet_calcs[planet] then
moisture = planet_calcs[planet](surface, position)
end
return moisture
end
local function moisture_meter(player, moisture)
local moisture_meter = player.gui.top.moisture_meter
local moisture_meter_gui = player.gui.top.moisture_meter
if not moisture_meter then
moisture_meter = player.gui.top.add({ type = 'frame', name = 'moisture_meter' })
moisture_meter.style.padding = 3
if not moisture_meter_gui then
moisture_meter_gui = player.gui.top.add({ type = 'frame', name = 'moisture_meter' })
moisture_meter_gui.style.padding = 3
local label = moisture_meter.add({ type = 'label', caption = 'Moisture Meter:' })
local label = moisture_meter_gui.add({ type = 'label', caption = 'Moisture Meter:' })
label.style.font = 'heading-2'
label.style.font_color = { 0, 150, 0 }
local label = moisture_meter.add({ type = 'label', caption = 0 })
label.style.font = 'heading-2'
label.style.font_color = { 175, 175, 175 }
local number_label = moisture_meter_gui.add({ type = 'label', caption = 0 })
number_label.style.font = 'heading-2'
number_label.style.font_color = { 175, 175, 175 }
end
moisture_meter.children[2].caption = moisture
moisture_meter_gui.children[2].caption = moisture
end
local function draw_oasis(surface, left_top, seed)
local tiles = {}
local size_of_tiles = 0
local entities = {}
local size_of_entities = 0
local decoratives = {}
local left_top_x = left_top.x
local left_top_y = left_top.y
@ -80,33 +122,41 @@ local function draw_oasis(surface, left_top, seed)
local noise = get_noise('oasis', position, seed)
if noise >= oasis_start then
if noise > water_start or noise > oasis_start + 0.035 and get_noise('cave_ponds', position, seed) > 0.72 then
size_of_tiles = size_of_tiles + 1
if noise > 0.85 then
tiles[size_of_tiles] = { name = 'deepwater', position = position }
if noise > 0.87 then
tiles[#tiles + 1] = { name = 'deepwater', position = position }
elseif noise > 0.85 then
tiles[#tiles + 1] = { name = 'water', position = position }
elseif noise > 0.83 then
tiles[#tiles + 1] = { name = 'water-mud', position = position }
else
tiles[size_of_tiles] = { name = 'water', position = position }
tiles[#tiles + 1] = { name = 'water-shallow', position = position }
if math_random(1, 6) == 1 then
decoratives[#decoratives + 1] = {name = 'green-bush-mini', position = position, amount = math_random(1, 6)}
end
end
if math_random(1, 64) == 1 then
size_of_entities = size_of_entities + 1
entities[size_of_entities] = { name = 'fish', position = position }
entities[#entities + 1] = { name = 'fish', position = position }
end
else
size_of_tiles = size_of_tiles + 1
tiles[size_of_tiles] = { name = 'grass-' .. math_floor(noise * 32) % 3 + 1, position = position }
tiles[#tiles + 1] = { name = 'grass-' .. math_floor(noise * 32) % 3 + 1, position = position }
for _, cliff in pairs(surface.find_entities_filtered({ type = 'cliff', position = position })) do
cliff.destroy()
end
if math_random(1, 12) == 1 and surface.can_place_entity({ name = 'coal', position = position, amount = 1 }) then
size_of_entities = size_of_entities + 1
if math_abs(get_noise('n3', position, seed)) > 0.50 then
entities[size_of_entities] = { name = trees[math_floor(get_noise('n2', position, seed) * 9) % 6 + 1], position = position }
entities[#entities + 1] = { name = trees[math_floor(get_noise('n2', position, seed) * 9) % 6 + 1], position = position }
end
end
end
elseif noise < -0.9 then
decoratives[#decoratives + 1] = {name = 'sand-decal', position = position, amount = 1}
else
if math_random(1, 6) == 1 then
decoratives[#decoratives + 1] = {name = 'sand-dune-decal', position = position, amount = 1}
end
end
end
end
@ -118,11 +168,24 @@ local function draw_oasis(surface, left_top, seed)
surface.create_entity(entity)
end
end
surface.create_decoratives({decoratives = decoratives, check_collision = true})
end
local function create_crash_site(surface, position)
local p = surface.find_non_colliding_position('stone', position, 50, 0.5)
if not p then
return
end
local e = surface.create_entity({ name = 'crash-site-spaceship', position = p, force = 'player', create_build_effect_smoke = false })
if not e or not e.valid then return end
e.insert({ name = 'repair-pack', count = 2 })
e.insert({ name = 'water-barrel', count = 5 })
e.minable = false
end
local function on_chunk_generated(event)
local surface = event.surface
if surface.name ~= 'desert_oasis' then
if surface.name ~= 'nauvis' then
return
end
local seed = storage.desert_oasis_seed
@ -131,13 +194,6 @@ local function on_chunk_generated(event)
for _, entity in pairs(surface.find_entities_filtered({ area = event.area, type = 'resource' })) do
if get_noise('oasis', entity.position, seed) <= oasis_start then
entity.destroy()
else
if prototypes.item[entity.name] then
surface.create_entity(
{ name = entity.name, position = entity.position, amount = math_random(200, 300) + math.sqrt(entity.position.x ^ 2 + entity.position.y ^ 2) * 0.65 }
)
entity.destroy()
end
end
end
@ -152,19 +208,13 @@ local function on_chunk_generated(event)
entity.destroy()
end
end
local noise = get_noise('oasis', left_top, seed)
if noise > oasis_start - 0.35 then
draw_oasis(surface, left_top, seed)
return
draw_oasis(surface, left_top, seed)
if left_top.x == 64 and left_top.y == 64 then
create_crash_site(surface, {75, 75})
end
end
local function on_init()
if game.surfaces['desert_oasis'] then
return
end
local T = Map_info.Pop_info()
T.localised_category = 'desert_oasis'
T.main_caption_color = { r = 170, g = 170, b = 0 }
@ -174,20 +224,154 @@ local function on_init()
water = 0.0,
property_expression_names = {
temperature = 50,
moisture = 0
moisture = 0,
elevation = 'elevation_nauvis'
},
starting_area = 1,
starting_area = 3,
terrain_segmentation = 0.1,
cliff_settings = { cliff_elevation_interval = 8, cliff_elevation_0 = 8 },
cliff_settings = {
cliff_elevation_interval = 40,
cliff_elevation_0 = 0,
cliff_smoothing = 0,
name = 'cliff',
richness = 1,
control = 'nauvis_cliff'
},
default_enable_all_autoplace_controls = false,
autoplace_controls = {
['coal'] = { frequency = 23, size = 0.5, richness = 0.5 },
['coal'] = { frequency = 23, size = 0.5, richness = 1.5 },
['stone'] = { frequency = 20, size = 0.5, richness = 0.5 },
['copper-ore'] = { frequency = 25, size = 0.5, richness = 0.5 },
['iron-ore'] = { frequency = 35, size = 0.5, richness = 0.5 },
['uranium-ore'] = { frequency = 20, size = 0.5, richness = 0.5 },
['crude-oil'] = { frequency = 50, size = 0.55, richness = 1 },
['copper-ore'] = { frequency = 25, size = 0.5, richness = 1.5 },
['iron-ore'] = { frequency = 35, size = 0.5, richness = 1.5 },
['uranium-ore'] = { frequency = 20, size = 0.5, richness = 1.5 },
['crude-oil'] = { frequency = 50, size = 0.55, richness = 2 },
['trees'] = { frequency = 0.75, size = 0.75, richness = 0.1 },
['enemy-base'] = { frequency = 15, size = 1, richness = 1 }
['enemy-base'] = { frequency = 15, size = 1, richness = 1 },
['nauvis_cliff'] = {frequency = 5, size = 3, richness = 2},
['rocks'] = {frequency = 3, size = 6, richness = 5}
},
autoplace_settings = {
decorative = {
treat_missing_as_default = false,
settings = {
['red-desert-bush'] = {
frequency = 4,
richness = 4,
size = 4
},
['white-desert-bush'] = {
frequency = 4,
richness = 4,
size = 4
},
['small-rock'] = {
frequency = 4,
richness = 4,
size = 4
},
['small-sand-rock'] = {
frequency = 6,
richness = 4,
size = 4
},
['medium-sand-rock'] = {
frequency = 8,
richness = 4,
size = 4
},
}
},
tile = {
treat_missing_as_default = false,
settings = {
["red-desert-1"] = {
frequency = 1,
richness = 1,
size = 1
},
["red-desert-2"] = {
frequency = 1,
richness = 1,
size = 1
},
["red-desert-3"] = {
frequency = 1,
richness = 1,
size = 1
},
["sand-1"] = {
frequency = 1,
richness = 1,
size = 1
},
["sand-2"] = {
frequency = 1,
richness = 1,
size = 1
},
["sand-3"] = {
frequency = 1,
richness = 1,
size = 1
},
}
},
entity = {
settings = {
coal = {
frequency = 1,
richness = 1,
size = 1
},
["copper-ore"] = {
frequency = 1,
richness = 1,
size = 1
},
["crude-oil"] = {
frequency = 1,
richness = 1,
size = 1
},
fish = {
frequency = 1,
richness = 1,
size = 1
},
['big-sand-rock'] = {
frequency = 5,
size = 3,
richness = 3
},
['huge-sand-rock'] = {
frequency = 5,
size = 3,
richness = 3
},
["huge-rock"] = {
frequency = 1,
richness = 1,
size = 1
},
["iron-ore"] = {
frequency = 1,
richness = 1,
size = 1
},
stone = {
frequency = 1,
richness = 1,
size = 1
},
["uranium-ore"] = {
frequency = 1,
richness = 1,
size = 1
},
},
treat_missing_as_default = true
}
}
}
@ -203,16 +387,14 @@ local function on_init()
break
end
end
map_gen_settings.seed = storage.desert_oasis_seed
local surface = game.surfaces.nauvis
surface.map_gen_settings = map_gen_settings
surface.clear(true)
game.create_surface('desert_oasis', map_gen_settings)
local surface = game.surfaces['desert_oasis']
surface.request_to_generate_chunks({ 0, 0 }, 5)
surface.request_to_generate_chunks({ 0, 0 }, 3)
surface.force_generate_chunk_requests()
local force = game.forces.player
force.technologies['landfill'].enabled = false
force.technologies['cliff-explosives'].enabled = false
surface.set_property('solar-power', 200)
end
local type_whitelist = {
@ -228,9 +410,18 @@ local type_whitelist = {
['logistic-robot'] = true,
['rail-chain-signal'] = true,
['rail-signal'] = true,
['curved-rail'] = true,
['curved-rail-a'] = true,
['curved-rail-b'] = true,
['straight-rail'] = true,
['train-stop'] = true
['half-diagonal-rail'] = true,
['elevated-straight-rail'] = true,
['elevated-half-diagonal-rail'] = true,
['elevated-curved-rail-a'] = true,
['elevated-curved-rail-b'] = true,
['rail-support'] = true,
['rail-ramp'] = true,
['train-stop'] = true,
['crash-site-spaceship'] = true
}
local function deny_building(event)
@ -238,31 +429,34 @@ local function deny_building(event)
if not entity.valid then
return
end
if entity.surface.name ~= 'nauvis' then
return
end
if type_whitelist[event.entity.type] then
return
end
if save_tiles[entity.surface.get_tile(entity.position).name] then
if safe_tiles[entity.surface.get_tile(entity.position).name] then
return
end
local item = entity.prototype.items_to_place_this and entity.prototype.items_to_place_this[1]
if event.player_index then
game.players[event.player_index].insert({ name = entity.name, count = 1 })
local player = game.get_player(event.player_index)
if player and player.valid then
if item then
player.insert(item)
end
FT.flying_text(player, entity.surface , entity.position, 'Can not be built in the sands!', { r = 0.98, g = 0.66, b = 0.22 })
end
else
local inventory = event.robot.get_inventory(defines.inventory.robot_cargo)
inventory.insert({ name = entity.name, count = 1 })
if item then
inventory.insert(item)
end
FT.flying_text(nil, entity.surface , entity.position, 'Can not be built in the sands!', { r = 0.98, g = 0.66, b = 0.22 })
end
event.entity.surface.create_entity(
{
name = 'flying-text',
position = entity.position,
text = 'Can not be built in the sands!',
color = { r = 0.98, g = 0.66, b = 0.22 }
}
)
entity.destroy()
end
@ -275,17 +469,15 @@ local function on_robot_built_entity(event)
end
local function deny_tile_building(surface, inventory, tiles, tile)
if surface.name ~= 'nauvis' then
return
end
for _, t in pairs(tiles) do
if not save_tiles[t.old_tile.name] then
if not safe_tiles[t.old_tile.name] then
surface.set_tiles({ { name = t.old_tile.name, position = t.position } }, true)
if prototypes.item[tile.name] then
inventory.insert({ name = tile.name, count = 1 })
else
if tile_to_item[tile.name] then
inventory.insert({ name = tile_to_item[tile.name], count = 1 })
else
inventory.insert({ name = 'stone-brick', count = 1 })
end
local item = tile.items_to_place_this and tile.items_to_place_this[1]
if item then
inventory.insert(item)
end
end
end
@ -310,20 +502,8 @@ local function on_player_joined_game(event)
player.insert({ name = 'stone', count = 5 })
player.insert({ name = 'pistol', count = 1 })
player.insert({ name = 'firearm-magazine', count = 16 })
player.teleport(game.surfaces['desert_oasis'].find_non_colliding_position('character', { 64, 64 }, 50, 0.5), 'desert_oasis')
player.teleport(game.surfaces.nauvis.find_non_colliding_position('character', { 64, 64 }, 50, 0.5) or {64, 64}, 'nauvis')
end
if game.tick > 0 then
return
end
local p = game.surfaces['desert_oasis'].find_non_colliding_position('stone', { 80, 80 }, 50, 0.5)
if not p then
return
end
local e = game.surfaces.desert_oasis.create_entity({ name = 'crash-site-spaceship', position = p, force = 'player', create_build_effect_smoke = false })
e.insert({ name = 'repair-pack', count = 2 })
e.insert({ name = 'water-barrel', count = 5 })
e.minable = false
end
local function on_player_changed_position(event)
@ -331,10 +511,15 @@ local function on_player_changed_position(event)
return
end
local player = game.players[event.player_index]
local surface = player.physical_surface
local moisture = get_moisture(player.position)
local moisture = get_moisture(surface, player.physical_position)
moisture_meter(player, moisture)
if player.controller_type == defines.controllers.remote then
return
end
if not player.character then
return
end
@ -345,17 +530,15 @@ local function on_player_changed_position(event)
return
end
if save_tiles[player.surface.get_tile(player.position).name] then
if safe_tiles[surface.get_tile(player.physical_position.x, player.physical_position.y).name] then
return
end
if math_random(1, 64) == 1 then
player.surface.create_entity({ name = 'fire-flame', position = player.position })
end
player.character.health = player.character.health - (sand_damage - moisture) * 0.60
if player.character.health == 0 then
player.character.die()
if moisture <= 40 then
if math_random(1, math.max(1, math.min(40, math.floor(moisture)))) == 1 then
surface.create_entity({ name = 'fire-flame', position = player.physical_position })
end
local damage = (sand_damage - moisture)
player.character.damage(damage, 'neutral', 'fire')
end
end

View File

@ -1,19 +1,39 @@
--Players will have to carry water barrels or stand next to a water tile, to keep themselves hydrated!
local Global = require 'utils.global'
local Event = require 'utils.event'
local Player_modifiers = require 'utils.player_modifiers'
local random = math.random
local tooltip = 'How thirsty your character is.\nStand next to water,\nor keep water-barrels in your inventory to take a sip.'
local this = {
hydration = {},
planet_thirstiness = {
custom = 1,
nauvis = 1,
gleba = 0.6,
vulcanus = 3,
aquilo = 0.8,
fulgora = 1.5
}
}
Global.register(
this,
function (tbl)
this = tbl
end
)
local function update_player_modifiers(player)
if storage.hydration[player.index] <= 0 then
storage.hydration[player.index] = 100
if this.hydration[player.index] <= 0 then
this.hydration[player.index] = 500
player.character.die()
game.print(player.name .. ' forgot to take a sip.')
return
end
local m = ((storage.hydration[player.index] - 100) * 0.01) + 0.2
local m = ((this.hydration[player.index] - 1000) * 0.001) + 0.2
Player_modifiers.update_single_modifier(player, 'character_mining_speed_modifier', 'thirst', m)
Player_modifiers.update_single_modifier(player, 'character_running_speed_modifier', 'thirst', m)
Player_modifiers.update_single_modifier(player, 'character_crafting_speed_modifier', 'thirst', m)
@ -24,7 +44,7 @@ local function update_hydration_meter(player)
local hydration_meter = player.gui.top.hydration_meter
if not hydration_meter then
storage.hydration[player.index] = 100
this.hydration[player.index] = 1000
hydration_meter = player.gui.top.add({ type = 'frame', name = 'hydration_meter' })
hydration_meter.style.padding = 3
@ -45,43 +65,51 @@ local function update_hydration_meter(player)
return
end
hydration_meter.children[2].caption = storage.hydration[player.index]
hydration_meter.children[2].caption = this.hydration[player.index] / 10
end
local function local_modifier(surface)
local planet_name = surface.planet and surface.planet.name or 'custom'
local modifier = this.planet_thirstiness[planet_name] or this.planet_thirstiness['custom']
return modifier
end
local function sip(player)
if not storage.hydration[player.index] then
if not this.hydration[player.index] then
return
end
if random(1, 4) == 1 then
storage.hydration[player.index] = storage.hydration[player.index] - 1
this.hydration[player.index] = this.hydration[player.index] - (10 * local_modifier(player.physical_surface))
end
if storage.hydration[player.index] == 100 then
if this.hydration[player.index] == 1000 then
return
end
if
player.surface.count_tiles_filtered(
{ name = { 'water', 'deepwater' }, area = { { player.position.x - 1, player.position.y - 1 }, { player.position.x + 1, player.position.y + 1 } } }
) > 0
then
storage.hydration[player.index] = storage.hydration[player.index] + 20
if storage.hydration[player.index] > 100 then
storage.hydration[player.index] = 100
local water_tiles = player.surface.count_tiles_filtered({
name = { 'water', 'deepwater', 'water-mud', 'water-shallow' },
area = { { player.position.x - 1, player.position.y - 1 }, { player.position.x + 1, player.position.y + 1 } }
})
if water_tiles > 0 then
this.hydration[player.index] = this.hydration[player.index] + 200
if this.hydration[player.index] > 1000 then
this.hydration[player.index] = 1000
end
return
end
if storage.hydration[player.index] > 90 then
if this.hydration[player.index] > 900 then
return
end
local inventory = player.get_main_inventory()
local inventory = player and player.character and player.character.get_main_inventory()
if not inventory then
return
end
local removed_count = inventory.remove({ name = 'water-barrel', count = 1 })
if removed_count == 0 then
return
end
storage.hydration[player.index] = storage.hydration[player.index] + 10
this.hydration[player.index] = this.hydration[player.index] + 100
player.play_sound { path = 'utility/armor_insert', volume_modifier = 0.9 }
local inserted_count = inventory.insert({ name = 'barrel', count = 1 })
@ -93,7 +121,7 @@ local function sip(player)
end
local function on_player_changed_position(event)
if random(1, 320) ~= 1 then
if random(1, 320 ) ~= 1 then
return
end
local player = game.players[event.player_index]
@ -106,14 +134,14 @@ local function on_player_changed_position(event)
if player.vehicle then
return
end
storage.hydration[player.index] = storage.hydration[player.index] - 1
this.hydration[player.index] = this.hydration[player.index] - (10 * local_modifier(player.physical_surface))
end
local function on_player_died(event)
if not storage.hydration[event.player_index] then
if not this.hydration[event.player_index] then
return
end
storage.hydration[event.player_index] = 100
this.hydration[event.player_index] = 500
end
local function tick()
@ -128,11 +156,6 @@ local function tick()
end
end
local function on_init()
storage.hydration = {}
end
Event.add(defines.events.on_player_changed_position, on_player_changed_position)
Event.add(defines.events.on_player_died, on_player_died)
Event.on_nth_tick(120, tick)
Event.on_init(on_init)