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https://github.com/ComfyFactory/ComfyFactorio.git
synced 2024-12-30 23:17:53 +02:00
Fix broken map
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@ -1,5 +1,6 @@
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--luacheck: ignore
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local Difficulty = require 'modules.difficulty_vote'
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local Public = {}
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local difficulties_votes = {
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[1] = {amount_modifier = 0.52, strength_modifier = 0.40, boss_modifier = 0.7},
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@ -104,7 +105,7 @@ local function is_boss_stage()
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end
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end
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local function add_enemies(surface, tiles)
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function Public.add_enemies(surface, tiles)
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local Diff = Difficulty.get()
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table.shuffle_table(tiles)
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@ -191,3 +192,5 @@ local function add_enemies(surface, tiles)
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update_stage_gui()
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end
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return Public
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@ -1,6 +1,9 @@
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--luacheck: ignore
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local math_random = math.random
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local simplex_noise = require 'utils.simplex_noise'.d2
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local NoiseVectors = require 'utils.functions.noise_vector_path'
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local Enemies = require 'maps.island_troopers.enemies'
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local ShoppingChests = require 'modules.shopping_chests'
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local rock_raffle = {'sand-rock-big', 'sand-rock-big', 'rock-big', 'rock-big', 'rock-big', 'rock-big', 'rock-big', 'rock-big', 'rock-huge'}
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@ -26,7 +29,7 @@ local function draw_island_tiles(surface, position, radius)
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local p = {x = x + position.x, y = y + position.y}
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if surface.get_tile(p).name == 'deepwater' then
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local distance = math.sqrt(x ^ 2 + y ^ 2)
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local tile = false
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local tile
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local noise_radius = island_noise_radius(p)
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if distance < noise_radius - radius * 0.15 then
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tile = {name = game.surfaces['island_tiles'].get_tile(x, y).name, position = p}
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@ -154,7 +157,7 @@ function draw_the_island()
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--end
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end
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add_enemies(surface, tiles)
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Enemies.add_enemies(surface, tiles)
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global.gamestate = 4
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end
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@ -190,32 +193,12 @@ function draw_path_to_next_stage()
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position = global.path_tiles[#global.path_tiles].position
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end
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--game.print(get_vector()[1] .. " " .. get_vector()[2])
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global.path_tiles =
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noise_vector_tile_path(
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surface,
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path_tile_names[math_random(1, #path_tile_names)],
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position,
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get_vector(),
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global.stages[global.current_stage].path_length,
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math.random(2, 4),
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draw_path_tile_whitelist
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)
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global.path_tiles = NoiseVectors.noise_vector_tile_path(surface, path_tile_names[math_random(1, #path_tile_names)], position, get_vector(), global.stages[global.current_stage].path_length, math.random(2, 4), draw_path_tile_whitelist)
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add_path_decoratives(surface, global.path_tiles)
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if global.current_stage ~= #global.stages and global.current_stage > 2 then
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if math_random(1, 3) == 1 then
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add_path_decoratives(
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surface,
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noise_vector_tile_path(
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surface,
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path_tile_names[math_random(1, #path_tile_names - 1)],
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position,
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{0, 1},
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global.stages[#global.stages].path_length,
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math.random(2, 4),
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draw_path_tile_whitelist
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)
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)
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add_path_decoratives(surface, NoiseVectors.noise_vector_tile_path(surface, path_tile_names[math_random(1, #path_tile_names - 1)], position, {0, 1}, global.stages[#global.stages].path_length, math.random(2, 4), draw_path_tile_whitelist))
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end
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end
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@ -245,7 +228,7 @@ local function get_level_tiles(surface)
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end
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end
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end
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for k, tile_row in pairs(global.level_tiles) do
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for k, _ in pairs(global.level_tiles) do
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table.shuffle_table(global.level_tiles[k])
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end
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end
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@ -264,7 +247,7 @@ local function create_particles(surface, position)
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local m = math_random(10, 30)
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local m2 = m * 0.005
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for i = 1, 4, 1 do
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surface.create_entity(
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surface.create_particle(
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{
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name = particle,
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position = position,
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@ -328,10 +311,10 @@ local function process_tile(surface, position)
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if math.random(1, 4096) == 1 then
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if math.random(1, 4) == 1 then
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surface.set_tiles({{name = 'sand-1', position = position}}, true)
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create_dump_chest(surface, position, false)
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ShoppingChests.create_dump_chest(surface, position, false)
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else
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surface.set_tiles({{name = 'sand-1', position = position}}, true)
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create_shopping_chest(surface, position, false)
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ShoppingChests.create_shopping_chest(surface, position, false)
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end
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end
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return
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@ -351,10 +334,10 @@ local function process_tile(surface, position)
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if position.y == 6 then
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if position.x == -16 then
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create_shopping_chest(surface, position, false)
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ShoppingChests.create_shopping_chest(surface, position, false)
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end
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if position.x == 16 then
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create_dump_chest(surface, position, false)
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ShoppingChests.create_dump_chest(surface, position, false)
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end
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end
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