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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-02-03 13:12:11 +02:00

pirates: port names of rocks

This commit is contained in:
danielmartin0 2024-09-25 17:13:40 +01:00 committed by Gerkiz
parent 510cececb3
commit 0abc7947ca
11 changed files with 89 additions and 89 deletions

View File

@ -555,7 +555,7 @@ local function handle_maze_walls_damage_resistance(event)
if destination.surface_name ~= entity.surface.name then return end
if not ((entity.type and entity.type == 'tree') or entity.name == 'rock-huge' or entity.name == 'rock-big' or entity.name == 'sand-rock-big') then return end
if not ((entity.type and entity.type == 'tree') or entity.name == 'huge-rock' or entity.name == 'big-rock' or entity.name == 'big-sand-rock') then return end
if (event.damage_type.name and (event.damage_type.name == 'explosion' or event.damage_type.name == 'poison')) then
event.entity.health = event.entity.health + event.final_damage_amount
@ -737,7 +737,7 @@ end
-- -- local memory = Memory.get_crew_memory()
-- -- if memory.planet[1].type.id == 11 then --rocky planet
-- -- if event.entity.name == 'rock-huge' or event.entity.name == 'rock-big' or event.entity.name == 'sand-rock-big' then
-- -- if event.entity.name == 'huge-rock' or event.entity.name == 'big-rock' or event.entity.name == 'big-sand-rock' then
-- -- Event_functions.trap(event.entity, false)
-- -- event.entity.destroy()
-- -- Event_functions.rocky_loot(event)
@ -964,7 +964,7 @@ local function player_mined_rock(event)
local c2 = {}
if memory.overworldx >= 0 then --used to be only later levels
if entity.name == 'rock-huge' then
if entity.name == 'huge-rock' then
local a = Math.ceil(1.5 * Balance.coin_amount_from_rock())
c2[#c2 + 1] = { name = 'coin', count = a, color = CoreData.colors.coin }
memory.playtesting_stats.coins_gained_by_trees_and_rocks = memory.playtesting_stats.coins_gained_by_trees_and_rocks + a
@ -1044,7 +1044,7 @@ local function event_on_player_mined_entity(event)
elseif entity.name == 'coal' or entity.name == 'stone' or entity.name == 'copper-ore' or entity.name == 'iron-ore' then
player_mined_resource(event)
event.buffer.clear()
elseif entity.name == 'rock-huge' or entity.name == 'rock-big' or entity.name == 'sand-rock-big' then
elseif entity.name == 'huge-rock' or entity.name == 'big-rock' or entity.name == 'big-sand-rock' then
player_mined_rock(event)
event.buffer.clear()
end
@ -1857,7 +1857,7 @@ function Public.event_on_chunk_generated(event)
e.rotatable = false
e.destructible = false
local water_tiles = surface.find_tiles_filtered { position = special.position, radius = 0.1, collision_mask = "water-tile" }
local water_tiles = surface.find_tiles_filtered { position = special.position, radius = 0.1, collision_mask = "water_tile" }
if water_tiles then
for _, t in pairs(water_tiles) do

View File

@ -50,7 +50,7 @@ function Public.try_give_ore(player, realp, source_name)
local given_amount = Math.ceil(real_amount * Math.random_float_in_range(0.004, 0.006))
if source_name == 'rock-huge' then
if source_name == 'huge-rock' then
given_amount = given_amount * 2
coin_amount = coin_amount * 2
end
@ -134,7 +134,7 @@ function Public.try_ore_spawn(surface, realp, source_name, density_bonus, from_t
local radius_squared = (destination.static_params and destination.static_params.radius_squared_modifier or 1) * (12 + 45 * Math.slopefromto(Common.ore_abstract_to_real(choices[choice]), 800, 20000)) * (0.6 + Math.random()) --tuned
if source_name == 'rock-huge' then
if source_name == 'huge-rock' then
radius_squared = radius_squared * 1.5
end

View File

@ -351,7 +351,7 @@ function Public.assorted_structures_1(args, spec)
end
function Public.random_rock_1(p)
local rock_raffle = { 'sand-rock-big', 'sand-rock-big', 'rock-big', 'rock-big', 'rock-big', 'rock-big', 'rock-huge', 'rock-huge' }
local rock_raffle = { 'big-sand-rock', 'big-sand-rock', 'big-rock', 'big-rock', 'big-rock', 'big-rock', 'huge-rock', 'huge-rock' }
local s_rock_raffle = #rock_raffle
return { name = rock_raffle[Math.random(1, s_rock_raffle)], position = p }

View File

@ -82,11 +82,11 @@ function Public.terrain(args)
if rockrng < rockdensity then
args.entities[#args.entities + 1] = IslandsCommon.random_rock_1(args.p)
elseif rockrng < rockdensity * 1.5 then
args.decoratives[#args.decoratives + 1] = { name = 'rock-medium', position = args.p }
args.decoratives[#args.decoratives + 1] = { name = 'medium-rock', position = args.p }
elseif rockrng < rockdensity * 2 then
args.decoratives[#args.decoratives + 1] = { name = 'rock-small', position = args.p }
args.decoratives[#args.decoratives + 1] = { name = 'small-rock', position = args.p }
elseif rockrng < rockdensity * 2.5 then
args.decoratives[#args.decoratives + 1] = { name = 'rock-tiny', position = args.p }
args.decoratives[#args.decoratives + 1] = { name = 'tiny-rock', position = args.p }
end
end
end

View File

@ -90,11 +90,11 @@ function Public.terrain(args)
if rockrng < rockdensity then
args.entities[#args.entities + 1] = IslandsCommon.random_rock_1(args.p)
elseif rockrng < rockdensity * 1.5 then
args.decoratives[#args.decoratives + 1] = { name = 'rock-medium', position = args.p }
args.decoratives[#args.decoratives + 1] = { name = 'medium-rock', position = args.p }
elseif rockrng < rockdensity * 2 then
args.decoratives[#args.decoratives + 1] = { name = 'rock-small', position = args.p }
args.decoratives[#args.decoratives + 1] = { name = 'small-rock', position = args.p }
elseif rockrng < rockdensity * 2.5 then
args.decoratives[#args.decoratives + 1] = { name = 'rock-tiny', position = args.p }
args.decoratives[#args.decoratives + 1] = { name = 'tiny-rock', position = args.p }
end
end
end

View File

@ -87,11 +87,11 @@ function Public.terrain(args)
if rockrng < rockdensity then
args.entities[#args.entities + 1] = IslandsCommon.random_rock_1(args.p)
elseif rockrng < rockdensity * 1.5 then
args.decoratives[#args.decoratives + 1] = { name = 'rock-medium', position = args.p }
args.decoratives[#args.decoratives + 1] = { name = 'medium-rock', position = args.p }
elseif rockrng < rockdensity * 2 then
args.decoratives[#args.decoratives + 1] = { name = 'rock-small', position = args.p }
args.decoratives[#args.decoratives + 1] = { name = 'small-rock', position = args.p }
elseif rockrng < rockdensity * 2.5 then
args.decoratives[#args.decoratives + 1] = { name = 'rock-tiny', position = args.p }
args.decoratives[#args.decoratives + 1] = { name = 'tiny-rock', position = args.p }
end
end
end

View File

@ -105,11 +105,11 @@ function Public.terrain(args)
if rockrng < rockdensity then
args.entities[#args.entities + 1] = IslandsCommon.random_rock_1(args.p)
elseif rockrng < rockdensity * 1.5 then
args.decoratives[#args.decoratives + 1] = { name = 'rock-medium', position = args.p }
args.decoratives[#args.decoratives + 1] = { name = 'medium-rock', position = args.p }
elseif rockrng < rockdensity * 2 then
args.decoratives[#args.decoratives + 1] = { name = 'rock-small', position = args.p }
args.decoratives[#args.decoratives + 1] = { name = 'small-rock', position = args.p }
elseif rockrng < rockdensity * 2.5 then
args.decoratives[#args.decoratives + 1] = { name = 'rock-tiny', position = args.p }
args.decoratives[#args.decoratives + 1] = { name = 'tiny-rock', position = args.p }
end
end
end

View File

@ -89,11 +89,11 @@ function Public.terrain(args)
if rockrng < rockdensity then
args.entities[#args.entities + 1] = IslandsCommon.random_rock_1(args.p)
elseif rockrng < rockdensity * 1.5 then
args.decoratives[#args.decoratives + 1] = { name = 'rock-medium', position = args.p }
args.decoratives[#args.decoratives + 1] = { name = 'medium-rock', position = args.p }
elseif rockrng < rockdensity * 2 then
args.decoratives[#args.decoratives + 1] = { name = 'rock-small', position = args.p }
args.decoratives[#args.decoratives + 1] = { name = 'small-rock', position = args.p }
elseif rockrng < rockdensity * 2.5 then
args.decoratives[#args.decoratives + 1] = { name = 'rock-tiny', position = args.p }
args.decoratives[#args.decoratives + 1] = { name = 'tiny-rock', position = args.p }
end
end
end

View File

@ -93,11 +93,11 @@ function Public.terrain(args)
if rockrng < rockdensity then
args.entities[#args.entities + 1] = IslandsCommon.random_rock_1(args.p)
elseif rockrng < rockdensity * 1.5 then
args.decoratives[#args.decoratives + 1] = { name = 'rock-medium', position = args.p }
args.decoratives[#args.decoratives + 1] = { name = 'medium-rock', position = args.p }
elseif rockrng < rockdensity * 2 then
args.decoratives[#args.decoratives + 1] = { name = 'rock-small', position = args.p }
args.decoratives[#args.decoratives + 1] = { name = 'small-rock', position = args.p }
elseif rockrng < rockdensity * 2.5 then
args.decoratives[#args.decoratives + 1] = { name = 'rock-tiny', position = args.p }
args.decoratives[#args.decoratives + 1] = { name = 'tiny-rock', position = args.p }
end
end
end

View File

@ -87,11 +87,11 @@ function Public.terrain(args)
if rockrng < rockdensity then
args.entities[#args.entities + 1] = IslandsCommon.random_rock_1(args.p)
elseif rockrng < rockdensity * 1.5 then
args.decoratives[#args.decoratives + 1] = { name = 'rock-medium', position = args.p }
args.decoratives[#args.decoratives + 1] = { name = 'medium-rock', position = args.p }
elseif rockrng < rockdensity * 2 then
args.decoratives[#args.decoratives + 1] = { name = 'rock-small', position = args.p }
args.decoratives[#args.decoratives + 1] = { name = 'small-rock', position = args.p }
elseif rockrng < rockdensity * 2.5 then
args.decoratives[#args.decoratives + 1] = { name = 'rock-tiny', position = args.p }
args.decoratives[#args.decoratives + 1] = { name = 'tiny-rock', position = args.p }
end
end
end

View File

@ -18,41 +18,41 @@ local map_height = 3840
local apply_startup_settings_token =
Token.register(
function(data)
local this = ScenarioTable.get_table()
local settings = {}
function (data)
local this = ScenarioTable.get_table()
local settings = {}
if not data or not data.value then
if this.shuffle_random_victory_time and math.random(1, 32) == 1 then
this.required_time_to_win = 48
this.required_time_to_win_in_ticks = 10368000
this.surface_terrain = 'forest'
end
else
local value = data.value
if value.required_time_to_win == 48 then
this.required_time_to_win = 72
this.required_time_to_win_in_ticks = 15552000
if not data or not data.value then
if this.shuffle_random_victory_time and math.random(1, 32) == 1 then
this.required_time_to_win = 48
this.required_time_to_win_in_ticks = 10368000
this.surface_terrain = 'forest'
end
else
this.required_time_to_win = 48
this.required_time_to_win_in_ticks = 10368000
end
if value.surface_terrain == 'forest' then
this.surface_terrain = 'desert'
else
this.surface_terrain = 'forest'
local value = data.value
if value.required_time_to_win == 48 then
this.required_time_to_win = 72
this.required_time_to_win_in_ticks = 15552000
else
this.required_time_to_win = 48
this.required_time_to_win_in_ticks = 10368000
end
if value.surface_terrain == 'forest' then
this.surface_terrain = 'desert'
else
this.surface_terrain = 'forest'
end
end
settings.required_time_to_win = this.required_time_to_win
settings.required_time_to_win_in_ticks = this.required_time_to_win_in_ticks
settings.surface_terrain = this.surface_terrain
Server.set_data(dataset, dataset_key, settings)
end
)
settings.required_time_to_win = this.required_time_to_win
settings.required_time_to_win_in_ticks = this.required_time_to_win_in_ticks
settings.surface_terrain = this.surface_terrain
Server.set_data(dataset, dataset_key, settings)
end
)
local apply_startup_settings = function(this, server_name_matches)
local apply_startup_settings = function (this, server_name_matches)
local settings = {}
if this.required_time_to_win == 48 then
@ -85,7 +85,7 @@ function Public.nuke(position)
if not map_surface or not map_surface.valid then
return
end
map_surface.create_entity({name = 'atomic-rocket', position = position, target = position, speed = 0.5})
map_surface.create_entity({ name = 'atomic-rocket', position = position, target = position, speed = 0.5 })
end
function Public.armageddon()
@ -98,10 +98,10 @@ function Public.armageddon()
for _ = 1, 5 do
local px = market.position.x + math_random(1, 256) - 128
local py = market.position.y + math_random(1, 256) - 128
targets[offset] = {x = px, y = py}
targets[offset] = { x = px, y = py }
offset = offset + 1
end
targets[offset] = {x = market.position.x, y = market.position.y}
targets[offset] = { x = market.position.x, y = market.position.y }
offset = offset + 1
end
end
@ -111,10 +111,10 @@ function Public.armageddon()
for _ = 1, 5 do
local px = market.position.x + math_random(1, 256) - 128
local py = market.position.y + math_random(1, 256) - 128
targets[offset] = {x = px, y = py}
targets[offset] = { x = px, y = py }
offset = offset + 1
end
targets[offset] = {x = market.position.x, y = market.position.y}
targets[offset] = { x = market.position.x, y = market.position.y }
offset = offset + 1
end
end
@ -130,7 +130,7 @@ function Public.armageddon()
end
this.nuke_tick_schedule[future][#this.nuke_tick_schedule[future] + 1] = {
callback = 'nuke',
params = {position}
params = { position }
}
end
end
@ -148,40 +148,40 @@ function Public.initialize(init)
local mgs = surface_seed.map_gen_settings
mgs.default_enable_all_autoplace_controls = true -- don't mess with this!
mgs.autoplace_controls = {
coal = {frequency = 2, size = 0.1, richness = 0.2},
stone = {frequency = 2, size = 0.1, richness = 0.2},
['copper-ore'] = {frequency = 5, size = 0.1, richness = 0.1},
['iron-ore'] = {frequency = 5, size = 0.1, richness = 0.1},
['uranium-ore'] = {frequency = 0, size = 0.1, richness = 0.2},
['crude-oil'] = {frequency = 5, size = 0.05, richness = 0.5},
trees = {frequency = 2, size = 1, richness = 1},
['enemy-base'] = {frequency = 2, size = 2, richness = 1}
coal = { frequency = 2, size = 0.1, richness = 0.2 },
stone = { frequency = 2, size = 0.1, richness = 0.2 },
['copper-ore'] = { frequency = 5, size = 0.1, richness = 0.1 },
['iron-ore'] = { frequency = 5, size = 0.1, richness = 0.1 },
['uranium-ore'] = { frequency = 0, size = 0.1, richness = 0.2 },
['crude-oil'] = { frequency = 5, size = 0.05, richness = 0.5 },
trees = { frequency = 2, size = 1, richness = 1 },
['enemy-base'] = { frequency = 2, size = 2, richness = 1 }
}
mgs.autoplace_settings = {
entity = {
settings = {
['rock-huge'] = {frequency = 2, size = 1, richness = 1},
['rock-big'] = {frequency = 2, size = 1, richness = 1},
['sand-rock-big'] = {frequency = 2, size = 1, richness = 1}
['rock-huge'] = { frequency = 2, size = 1, richness = 1 },
['rock-big'] = { frequency = 2, size = 1, richness = 1 },
['sand-rock-big'] = { frequency = 2, size = 1, richness = 1 }
}
},
decorative = {
settings = {
['rock-tiny'] = {frequency = 10, size = 'normal', richness = 'normal'},
['rock-small'] = {frequency = 5, size = 'normal', richness = 'normal'},
['rock-medium'] = {frequency = 2, size = 'normal', richness = 'normal'},
['sand-rock-small'] = {frequency = 10, size = 'normal', richness = 'normal'},
['sand-rock-medium'] = {frequency = 5, size = 'normal', richness = 'normal'}
['rock-tiny'] = { frequency = 10, size = 'normal', richness = 'normal' },
['rock-small'] = { frequency = 5, size = 'normal', richness = 'normal' },
['rock-medium'] = { frequency = 2, size = 'normal', richness = 'normal' },
['sand-rock-small'] = { frequency = 10, size = 'normal', richness = 'normal' },
['sand-rock-medium'] = { frequency = 5, size = 'normal', richness = 'normal' }
}
},
tile = {
settings = {
['deepwater'] = {frequency = 1, size = 0, richness = 1},
['deepwater-green'] = {frequency = 1, size = 0, richness = 1},
['water'] = {frequency = 1, size = 0, richness = 1},
['water-green'] = {frequency = 1, size = 0, richness = 1},
['water-mud'] = {frequency = 1, size = 0, richness = 1},
['water-shallow'] = {frequency = 1, size = 0, richness = 1}
['deepwater'] = { frequency = 1, size = 0, richness = 1 },
['deepwater-green'] = { frequency = 1, size = 0, richness = 1 },
['water'] = { frequency = 1, size = 0, richness = 1 },
['water-green'] = { frequency = 1, size = 0, richness = 1 },
['water-mud'] = { frequency = 1, size = 0, richness = 1 },
['water-shallow'] = { frequency = 1, size = 0, richness = 1 }
},
treat_missing_as_default = true
}
@ -258,7 +258,7 @@ function Public.initialize(init)
surface.freeze_daytime = false
-- surface.map_gen_settings.water = 0.5
surface.clear(true)
surface.regenerate_entity({'rock-huge', 'rock-big', 'sand-rock-big'})
surface.regenerate_entity({ 'rock-huge', 'rock-big', 'sand-rock-big' })
surface.regenerate_decorative()
end
@ -286,7 +286,7 @@ Event.add(defines.events.on_tick, on_tick)
Event.add(
Server.events.on_server_started,
function()
function ()
local this = ScenarioTable.get_table()
if this.settings_applied then
return