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Upgrades, rebalance

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hanakocz 2020-02-17 00:46:22 +01:00 committed by GitHub
parent 0eb6a95d69
commit 8c68f18187
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8 changed files with 764 additions and 283 deletions

View File

@ -52,23 +52,23 @@ end
local function is_biter_inactive(biter, unit_number)
if not biter.entity then
print("AI: active unit " .. unit_number .. " removed, possibly died.")
--print("AI: active unit " .. unit_number .. " removed, possibly died.")
return true
end
if not biter.entity.valid then
print("AI: active unit " .. unit_number .. " removed, biter invalid.")
--print("AI: active unit " .. unit_number .. " removed, biter invalid.")
return true
end
if not biter.entity.unit_group then
print("AI: active unit " .. unit_number .. " at x" .. biter.entity.position.x .. " y" .. biter.entity.position.y .. " removed, had no unit group.")
--print("AI: active unit " .. unit_number .. " at x" .. biter.entity.position.x .. " y" .. biter.entity.position.y .. " removed, had no unit group.")
return true
end
if not biter.entity.unit_group.valid then
print("AI: active unit " .. unit_number .. " removed, unit group invalid.")
--print("AI: active unit " .. unit_number .. " removed, unit group invalid.")
return true
end
if game.tick - biter.active_since > 162000 then
print("AI: " .. "enemy" .. " unit " .. unit_number .. " timed out at tick age " .. game.tick - biter.active_since .. ".")
--print("AI: " .. "enemy" .. " unit " .. unit_number .. " timed out at tick age " .. game.tick - biter.active_since .. ".")
biter.entity.destroy()
return true
end
@ -189,9 +189,9 @@ Public.send_near_biters_to_objective = function()
local random_target = targets[math_random(1, #targets)]
local surface = random_target.surface
local pollution = surface.get_pollution(random_target.position)
local success = false
if pollution > 500 then
surface.pollute(random_target.position, -500)
local success = false
if pollution > 300 then
surface.pollute(random_target.position, -100)
--game.print("sending objective wave")
success = true
else
@ -268,8 +268,8 @@ local function send_group(unit_group, nearest_player_unit)
local target = targets[math_random(1, #targets)]
local surface = target.surface
local pollution = surface.get_pollution(target.position)
if pollution > 500 then
surface.pollute(target.position, -500)
if pollution > 300 then
surface.pollute(target.position, -100)
--game.print("sending unit group attack")
local commands = {}

View File

@ -3,21 +3,21 @@ local math_random = math.random
--cumul_chance must be sum of this and all previous chances, add new planets at the end only, or recalculate
--biters: used in spawner generation within math_random(1, 52 - biters), so higher number gives better chance. not to be greater than 50.
local variants = {
[1] = {id = 1, name = "iron planet", iron = 10, copper = 1, coal = 1, stone = 1, uranium = 0, oil = 1, biters = 16, moisture = 0, chance = 1, cumul_chance = 1},
[2] = {id = 2, name = "copper planet", iron = 1, copper = 10, coal = 1, stone = 1, uranium = 0, oil = 1, biters = 16, moisture = 0, chance = 1, cumul_chance = 2},
[3] = {id = 3, name = "stone planet", iron = 1, copper = 1, coal = 1, stone = 10, uranium = 0, oil = 1, biters = 16, moisture = -0.2, chance = 1, cumul_chance = 3},
[4] = {id = 4, name = "oil planet", iron = 1, copper = 1, coal = 1, stone = 1, uranium = 0, oil = 5, biters = 16, moisture = 0.1, chance = 1, cumul_chance = 4},
[5] = {id = 5, name = "uranium planet", iron = 1, copper = 1, coal = 1, stone = 1, uranium = 7, oil = 1, biters = 16, moisture = -0.2, chance = 1, cumul_chance = 5},
[6] = {id = 6, name = "mixed planet", iron = 2, copper = 2, coal = 2, stone = 2, uranium = 1, oil = 1, biters = 10, moisture = 0, chance = 10, cumul_chance = 15},
[7] = {id = 7, name = "biter planet", iron = 2, copper = 2, coal = 2, stone = 2, uranium = 4, oil = 3, biters = 40, moisture = 0.2, chance = 8, cumul_chance = 23},
[8] = {id = 8, name = "water planet", iron = 1, copper = 1, coal = 1, stone = 1, uranium = 0, oil = 0, biters = 6, moisture = 0.5, chance = 2, cumul_chance = 25},
[9] = {id = 9, name = "coal planet", iron = 1, copper = 1, coal = 10, stone = 1, uranium = 0, oil = 1, biters = 16, moisture = 0, chance = 1, cumul_chance = 26},
[10] = {id = 10, name = "scrapyard", iron = 0, copper = 0, coal = 0, stone = 0, uranium = 1, oil = 0, biters = 0, moisture = -0.2, chance = 4, cumul_chance = 30},
[11] = {id = 11, name = "rocky planet", iron = 0, copper = 0, coal = 0, stone = 0, uranium = 0, oil = 0, biters = 6, moisture = -0.2, chance = 2, cumul_chance = 32},
[12] = {id = 12, name = "choppy planet", iron = 0, copper = 0, coal = 0, stone = 0, uranium = 0, oil = 1, biters = 6, moisture = 0.4, chance = 2, cumul_chance = 34},
[13] = {id = 13, name = "river planet", iron = 1, copper = 1, coal = 3, stone = 1, uranium = 0, oil = 0, biters = 8, moisture = 0.5, chance = 2, cumul_chance = 36},
[14] = {id = 14, name = "lava planet", iron = 1, copper = 1, coal = 1, stone = 1, uranium = 0, oil = 0, biters = 6, moisture = -0.5, chance = 0, cumul_chance = 36},
[15] = {id = 15, name = "ruins planet", iron = 1, copper = 1, coal = 1, stone = 1, uranium = 2, oil = 0, biters = 8, moisture = 0, chance = 0, cumul_chance = 36},
[1] = {id = 1, name = "iron planet", iron = 6, copper = 1, coal = 1, stone = 1, uranium = 0, oil = 1, biters = 16, moisture = -0.2, chance = 1, cumul_chance = 1},
[2] = {id = 2, name = "copper planet", iron = 1, copper = 6, coal = 1, stone = 1, uranium = 0, oil = 1, biters = 16, moisture = 0.2, chance = 1, cumul_chance = 2},
[3] = {id = 3, name = "stone planet", iron = 1, copper = 1, coal = 1, stone = 6, uranium = 0, oil = 1, biters = 16, moisture = -0.2, chance = 1, cumul_chance = 3},
[4] = {id = 4, name = "oil planet", iron = 1, copper = 1, coal = 1, stone = 1, uranium = 0, oil = 6, biters = 16, moisture = 0.1, chance = 1, cumul_chance = 4},
[5] = {id = 5, name = "uranium planet", iron = 1, copper = 1, coal = 1, stone = 1, uranium = 6, oil = 1, biters = 16, moisture = -0.2, chance = 1, cumul_chance = 5},
[6] = {id = 6, name = "mixed planet", iron = 2, copper = 2, coal = 2, stone = 2, uranium = 0, oil = 2, biters = 10, moisture = 0, chance = 3, cumul_chance = 8},
[7] = {id = 7, name = "biter planet", iron = 2, copper = 2, coal = 2, stone = 2, uranium = 4, oil = 3, biters = 40, moisture = 0.2, chance = 4, cumul_chance = 12},
[8] = {id = 8, name = "water planet", iron = 1, copper = 1, coal = 1, stone = 1, uranium = 0, oil = 0, biters = 6, moisture = 0.5, chance = 1, cumul_chance = 13},
[9] = {id = 9, name = "coal planet", iron = 1, copper = 1, coal = 6, stone = 1, uranium = 0, oil = 1, biters = 16, moisture = 0, chance = 1, cumul_chance = 14},
[10] = {id = 10, name = "scrapyard", iron = 0, copper = 0, coal = 0, stone = 0, uranium = 1, oil = 0, biters = 0, moisture = -0.2, chance = 3, cumul_chance = 17},
[11] = {id = 11, name = "rocky planet", iron = 0, copper = 0, coal = 0, stone = 0, uranium = 0, oil = 0, biters = 6, moisture = -0.2, chance = 2, cumul_chance = 19},
[12] = {id = 12, name = "choppy planet", iron = 0, copper = 0, coal = 0, stone = 0, uranium = 0, oil = 1, biters = 6, moisture = 0.4, chance = 2, cumul_chance = 21},
[13] = {id = 13, name = "river planet", iron = 1, copper = 1, coal = 3, stone = 1, uranium = 0, oil = 0, biters = 8, moisture = 0.5, chance = 2, cumul_chance = 23},
[14] = {id = 14, name = "lava planet", iron = 1, copper = 1, coal = 1, stone = 1, uranium = 0, oil = 0, biters = 6, moisture = -0.5, chance = 1, cumul_chance = 24},
[15] = {id = 15, name = "start planet", iron = 3, copper = 3, coal = 3, stone = 3, uranium = 0, oil = 0, biters = 1, moisture = -0.3, chance = 0, cumul_chance = 24},
}
@ -31,12 +31,15 @@ local time_speed_variants = {
}
local richness = {
[1] = {name = "very rich", factor = 4},
[2] = {name = "rich", factor = 3},
[3] = {name = "above average", factor = 2},
[1] = {name = "very rich", factor = 3},
[2] = {name = "rich", factor = 2},
[3] = {name = "rich", factor = 2},
[4] = {name = "normal", factor = 1},
[5] = {name = "poor", factor = 0.5},
[6] = {name = "very poor", factor = 0.2}
[5] = {name = "normal", factor = 1},
[6] = {name = "normal", factor = 1},
[7] = {name = "poor", factor = 0.6},
[8] = {name = "poor", factor = 0.6},
[9] = {name = "very poor", factor = 0.3}
}
local function roll(weight)
for i = 1, 100, 1 do
@ -68,6 +71,10 @@ function Public.determine_planet(choice)
ore_richness = richness[math_random(1, #richness)],
}
}
if global.objective.game_lost then
planet[1].name = variants[15]
planet[1].ore_richness = richness[2]
end
return planet
end

View File

@ -46,6 +46,18 @@ local function create_gui(player)
label.style.minimal_width = 10
label.style.font_color = {r = 150, g = 0, b = 255}
local label = frame.add({ type = "label", caption = " ", name = "timer2"})
label.style.font = "default-bold"
label.style.right_padding = 1
label.style.minimal_width = 10
label.style.font_color = {r = 0, g = 200, b = 0}
local label = frame.add({ type = "label", caption = " ", name = "timer_value2"})
label.style.font = "default-bold"
label.style.right_padding = 1
label.style.minimal_width = 10
label.style.font_color = {r = 0, g = 200, b = 0}
local line = frame.add({type = "line", direction = "vertical"})
line.style.left_padding = 4
line.style.right_padding = 8
@ -62,6 +74,18 @@ local function create_gui(player)
label.style.minimal_width = 10
label.style.font_color = {r = 150, g = 0, b = 255}
local label = frame.add({ type = "label", caption = " ", name = "planet"})
label.style.font = "default-bold"
label.style.right_padding = 1
label.style.minimal_width = 10
label.style.font_color = {r = 0, g = 100, b = 200}
local label = frame.add({ type = "label", caption = "[Upgrades]", name = "upgrades", tooltip = " "})
label.style.font = "default-bold"
label.style.right_padding = 1
label.style.minimal_width = 10
label.style.font_color = {r=0.33, g=0.66, b=0.9}
end
local function update_gui(player)
@ -79,11 +103,59 @@ local function update_gui(player)
gui.charger_value.caption = objective.chronotimer .. " / " .. objective.chrononeeds
gui.timer.caption = {"chronosphere.gui_3"}
gui.timer_value.caption = math_floor((objective.chrononeeds - objective.chronotimer) / 60) .. " minutes, " .. (objective.chrononeeds - objective.chronotimer) % 60 .. " seconds"
gui.timer_value.caption = math_floor((objective.chrononeeds - objective.chronotimer) / 60) .. " min, " .. (objective.chrononeeds - objective.chronotimer) % 60 .. " s"
gui.planet.caption = "Planet: " .. objective.planet[1].name.name .. " Ores: " .. objective.planet[1].ore_richness.name
local acus = 0
if global.acumulators then acus = #global.acumulators else acus = 0 end
local bestcase = math_floor((objective.chrononeeds - objective.chronotimer) / (1 + math_floor(acus/10)))
gui.timer2.caption = {"chronosphere.gui_3_1"}
gui.timer_value2.caption = math_floor(bestcase / 60) .. " min, " .. bestcase % 60 .. " s (when using " .. acus * 0.3 .. "MW)"
local evolution = game.forces["enemy"].evolution_factor
gui.evo.caption = {"chronosphere.gui_4"}
gui.evo_value.caption = math_floor(evolution * 100) .. "%"
local chests = {
[1] = {c = "250 wooden chests\n"},
[2] = {c = "250 iron chests\n"},
[3] = {c = "250 steel chests\n"},
[4] = {c = "250 storage chests\n"},
[5] = {c = "--\n"}
}
local upgt = {
[1] = {t = "[1]: + 5000 Train Max HP. Current: " .. objective.max_health .. "\n Cost : 2500 coins + 3000 copper plates\n"},
[2] = {t = "[2]: Pollution Filter. Actual value of pollution made: " .. math_floor(300/(objective.filterupgradetier/3+1)) .. "%,\n Cost: 4000 coins + 1000 green circuits\n"},
[3] = {t = "[3]: Add additional row of Acumulators.\n Cost: 2500 coins + 200 batteries\n"},
[4] = {t = "[4]: Add item pickup distance to players.Current: +" .. objective.pickupupgradetier .. ",\n Cost: 1000 coins + 400 red inserters\n"},
[5] = {t = "[5]: Add +5 inventory slots. Buyable once per 5 jumps.\n Cost: 2000 coins + " .. chests[objective.invupgradetier + 1].c},
[6] = {t = "[6]: Use up more repair tools on train at once. Current: +" .. objective.toolsupgradetier .. "\n Cost: 1000 coins + 200 repair tools\n"},
[7] = {t = "[7]: Add piping through wagon sides to create water sources for each wagon.\n Cost: 2000 coins + 500 pipes\n"},
[8] = {t = "[8]: Add comfylatron chests that output outside (into cargo wagon 2 and 3)\n Cost: 2000 coins + 100 fast inserters\n"},
[9] = {t = "[9]: Add storage chests to the sides of wagons.\n Buyable once per 5 jumps.\n Cost: 5000 coins + " .. chests[objective.boxupgradetier + 1].c}
}
local maxed = {
[1] = {t = "[1]: Train HP maxed.\n"},
[2] = {t = "[2]: Pollution Filter maxed. Pollution made: " .. math_floor(300/(objective.filterupgradetier/3+1)) .. "%\n"},
[3] = {t = "[3]: Acumulators maxed.\n"},
[4] = {t = "[4]: Pickup distance maxed.\n"},
[5] = {t = "[5]: Inventory maxed. Research Mining Productivity for more.\n"},
[6] = {t = "[6]: Repairing at top speed of 5 packs.\n"},
[7] = {t = "[7]: Piping created. Don't spill it!\n"},
[8] = {t = "[8]: Chests created.\n"},
[9] = {t = "[9]: Storage chests fully upgraded.\n"}
}
local tooltip = "Insert needed items into chest with upgrade number.\nUpgrading can take a minute.\n\n"
if objective.hpupgradetier < 18 then tooltip = tooltip .. upgt[1].t else tooltip = tooltip .. maxed[1].t end
if objective.filterupgradetier < 9 then tooltip = tooltip .. upgt[2].t else tooltip = tooltip .. maxed[2].t end
if objective.acuupgradetier < 24 then tooltip = tooltip .. upgt[3].t else tooltip = tooltip .. maxed[3].t end
if objective.pickupupgradetier < 4 then tooltip = tooltip .. upgt[4].t else tooltip = tooltip .. maxed[4].t end
if objective.invupgradetier < 4 then tooltip = tooltip .. upgt[5].t else tooltip = tooltip .. maxed[5].t end
if objective.toolsupgradetier < 4 then tooltip = tooltip .. upgt[6].t else tooltip = tooltip .. maxed[6].t end
if objective.waterupgradetier < 1 then tooltip = tooltip .. upgt[7].t else tooltip = tooltip .. maxed[7].t end
if objective.outupgradetier < 1 then tooltip = tooltip .. upgt[8].t else tooltip = tooltip .. maxed[8].t end
if objective.boxupgradetier < 4 then tooltip = tooltip .. upgt[9].t else tooltip = tooltip .. maxed[9].t end
gui.upgrades.tooltip = tooltip
-- if evolution < 10 then
-- gui.evo.style.font_color = {r = 255, g = 255, b = 0}

View File

@ -4,21 +4,26 @@ local math_floor = math.floor
local math_random = math.random
function Public.locomotive_spawn(surface, position)
function Public.locomotive_spawn(surface, position, items, items2)
for y = -10, 18, 2 do
local rail = {name = "straight-rail", position = {position.x, position.y + y}, force = "player", direction = 0}
surface.create_entity({name = "straight-rail", position = {position.x, position.y + y}, force = "player", direction = 0})
end
global.locomotive = surface.create_entity({name = "locomotive", position = {position.x, position.y + -6}, force = "player"})
global.locomotive.get_inventory(defines.inventory.fuel).insert({name = "wood", count = 100})
global.locomotive_cargo = surface.create_entity({name = "cargo-wagon", position = {position.x, position.y + 0}, force = "player"})
global.locomotive_cargo.get_inventory(defines.inventory.cargo_wagon).insert({name = "raw-fish", count = 1})
global.locomotive_cargo.get_inventory(defines.inventory.cargo_wagon).insert({name = "raw-fish", count = 100})
global.locomotive_cargo2 = surface.create_entity({name = "cargo-wagon", position = {position.x, position.y + 6}, force = "player"})
global.locomotive_cargo2.get_inventory(defines.inventory.cargo_wagon).insert({name = "raw-fish", count = 1})
for item, count in pairs(items) do
global.locomotive_cargo2.get_inventory(defines.inventory.cargo_wagon).insert({name = item, count = count})
end
global.locomotive_cargo3 = surface.create_entity({name = "cargo-wagon", position = {position.x, position.y + 13}, force = "player"})
global.locomotive_cargo3.get_inventory(defines.inventory.cargo_wagon).insert({name = "raw-fish", count = 1})
for item, count in pairs(items) do
global.locomotive_cargo3.get_inventory(defines.inventory.cargo_wagon).insert({name = item, count = count})
end
if not global.comfychests then global.comfychests = {} end
if not global.acumulators then global.acumulators = {} end
@ -113,7 +118,7 @@ local function remove_acceleration()
global.locomotive_driver = nil
end
]]
local function spawn_acumulators()
function spawn_acumulators()
local x = -28
local y = -252
local yy = global.objective.acuupgradetier * 2
@ -137,51 +142,13 @@ local market_offers = {
{price = {{"coin", 50}}, offer = {type = 'give-item', item = 'stone', count = 50}},
{price = {{"coin", 50}}, offer = {type = 'give-item', item = 'coal', count = 50}},
{price = {{"coin", 200}}, offer = {type = 'give-item', item = 'uranium-ore', count = 50}},
{price = {{"coin", 25}}, offer = {type = 'give-item', item = 'crude-oil-barrel', count = 1}},
{price = {{"coin", 25}, {"empty-barrel", 1}}, offer = {type = 'give-item', item = 'crude-oil-barrel', count = 1}},
{price = {{"coin", 200}, {"steel-plate", 20}, {"electronic-circuit", 20}}, offer = {type = 'give-item', item = 'loader', count = 1}},
{price = {{"coin", 400}, {"steel-plate", 40}, {"advanced-circuit", 10}, {"loader", 1}}, offer = {type = 'give-item', item = 'fast-loader', count = 1}},
{price = {{"coin", 600}, {"express-transport-belt", 10}, {"fast-loader", 1}}, offer = {type = 'give-item', item = 'express-loader', count = 1}},
--{price = {{"coin", 5}, {"stone", 100}}, offer = {type = 'give-item', item = 'landfill', count = 1}},
{price = {{"coin", 1}, {"steel-plate", 1}, {"explosives", 10}}, offer = {type = 'give-item', item = 'land-mine', count = 1}}
}
local market_offers2 = {
[1] = function ()
if global.objective.hpupgradetier >= 18 then return end
global.objective.max_health = global.objective.max_health + 5000
global.objective.hpupgradetier = global.objective.hpupgradetier + 1
rendering.set_text(global.objective.health_text, "HP: " .. global.objective.health .. " / " .. global.objective.max_health)
end,
[2] = function ()
if global.objective.acuupgradetier >= 24 then return end
global.objective.acuupgradetier = global.objective.acuupgradetier + 1
spawn_acumulators()
end,
[3] = function ()
if global.objective.filterupgradetier >= 14 then return end
global.objective.filterupgradetier = global.objective.filterupgradetier + 1
end,
}
local function setup_upgrade_shop(market2)
local special_offers = {}
if global.objective.hpupgradetier < 18 then
special_offers[1] = {{{"coin", 2500}}, "Upgrade Train's Health. Current max health: " .. global.objective.max_health }
else
special_offers[1] = {{{"computer", 1}}, "Maximum Health upgrades reached!"}
end
if global.objective.acuupgradetier < 24 then
special_offers[2] = {{{"coin", 2500}}, "Upgrade Acumulator capacity"}
else
special_offers[2] = {{{"computer", 1}}, "Maximum Acumulators reached!"}
end
if global.objective.filterupgradetier < 14 then
special_offers[3] = {{{"coin", 2500}}, "Upgrade Pollution filter. Actual pollution from train: " .. math_floor(400/(global.objective.filterupgradetier/2+1)) .. "%"}
else
special_offers[3] = {{{"computer", 1}}, "Best filter reached! Actual pollution from train: " .. math_floor(400/(global.objective.filterupgradetier/2+1)) .. "%"}
end
local market_items = {}
for _, offer in pairs(special_offers) do
table.insert(market_items, {price = offer[1], offer = {type = 'nothing', effect_description = offer[2]}})
end
for _, offer in pairs(market_items) do market2.add_market_item(offer) end
end
local function create_wagon_room()
local width = 64
@ -190,7 +157,7 @@ local function create_wagon_room()
if not global.acumulators then global.acumulators = {} end
local map_gen_settings = {
["width"] = width,
["height"] = height,
["height"] = height + 128,
["water"] = 0,
["starting_area"] = 1,
["cliff_settings"] = {cliff_elevation_interval = 0, cliff_elevation_0 = 0},
@ -208,6 +175,12 @@ local function create_wagon_room()
surface.force_generate_chunk_requests()
for x = width * -0.5, width * 0.5 - 1, 1 do
for y = height * 0.5, height * 0.7, 1 do
surface.set_tiles({{name = "out-of-map", position = {x,y}}})
end
for y = height * -0.7, height * -0.5, 1 do
surface.set_tiles({{name = "out-of-map", position = {x,y}}})
end
for y = height * -0.5 + 3, height * 0.5 - 4, 1 do
surface.set_tiles({{name = "tutorial-grid", position = {x,y}}})
end
@ -290,19 +263,51 @@ local function create_wagon_room()
powerpole.destructible = false
local market = surface.create_entity({name = "market", position = {-5, height * -0.5 + 13}, force="neutral", create_build_effect_smoke = false})
local market2 = surface.create_entity({name = "market", position = {4, height * -0.5 + 13}, force="neutral", create_build_effect_smoke = false})
local repairchest = surface.create_entity({name = "compilatron-chest", position = {0, height * -0.5 + 13}, force = "player"})
local hpchest = surface.create_entity({name = "compilatron-chest", position = {3, height * -0.5 + 12}, force = "player"})
local filterchest = surface.create_entity({name = "compilatron-chest", position = {4, height * -0.5 + 12}, force = "player"})
local acuchest = surface.create_entity({name = "compilatron-chest", position = {5, height * -0.5 + 12}, force = "player"})
local playerchest = surface.create_entity({name = "compilatron-chest", position = {3, height * -0.5 + 13}, force = "player"})
local invchest = surface.create_entity({name = "compilatron-chest", position = {4, height * -0.5 + 13}, force = "player"})
local toolschest = surface.create_entity({name = "compilatron-chest", position = {5, height * -0.5 + 13}, force = "player"})
local waterchest = surface.create_entity({name = "compilatron-chest", position = {3, height * -0.5 + 14}, force = "player"})
local outchest = surface.create_entity({name = "compilatron-chest", position = {4, height * -0.5 + 14}, force = "player"})
local boxchest = surface.create_entity({name = "compilatron-chest", position = {5, height * -0.5 + 14}, force = "player"})
repairchest.minable = false
repairchest.destructible = false
hpchest.minable = false
hpchest.destructible = false
filterchest.minable = false
filterchest.destructible = false
acuchest.minable = false
acuchest.destructible = false
playerchest.minable = false
playerchest.destructible = false
invchest.minable = false
invchest.destructible = false
toolschest.minable = false
toolschest.destructible = false
waterchest.minable = false
waterchest.destructible = false
outchest.minable = false
outchest.destructible = false
boxchest.minable = false
boxchest.destructible = false
market.minable = false
market.destructible = false
market2.minable = false
market2.destructible = false
global.upgrademarket = market2
global.repairchest = repairchest
global.hpchest = hpchest
global.filterchest = filterchest
global.acuchest = acuchest
global.playerchest = playerchest
global.invchest = invchest
global.toolschest = toolschest
global.waterchest = waterchest
global.outchest = outchest
global.boxchest = boxchest
local repair_text = rendering.draw_text{
text = "Insert repair tools to repair train",
text = "Repair chest",
surface = surface,
target = global.repairchest,
target_offset = {0, -2.5},
@ -323,10 +328,10 @@ local function create_wagon_room()
alignment = "center",
scale_with_zoom = false
}
local market2_text = rendering.draw_text{
local upgrade_text = rendering.draw_text{
text = "Upgrades",
surface = surface,
target = market2,
target = filterchest,
target_offset = {0, -3.5},
color = global.locomotive.color,
scale = 1.00,
@ -334,23 +339,91 @@ local function create_wagon_room()
alignment = "center",
scale_with_zoom = false
}
local upgrade_sub_text = rendering.draw_text{
text = "Click [Upgrades] on top of screen",
surface = surface,
target = filterchest,
target_offset = {0, -2.5},
color = global.locomotive.color,
scale = 0.80,
font = "default-game",
alignment = "center",
scale_with_zoom = false
}
local upgrade1_text = rendering.draw_sprite{
sprite = "virtual-signal/signal-1",
surface = surface,
target = hpchest,
target_offset = {0, -0.1},
font = "default-game",
visible = true
}
local upgrade2_text = rendering.draw_sprite{
sprite = "virtual-signal/signal-2",
surface = surface,
target = filterchest,
target_offset = {0, -0.1},
font = "default-game",
visible = true
}
local upgrade3_text = rendering.draw_sprite{
sprite = "virtual-signal/signal-3",
surface = surface,
target = acuchest,
target_offset = {0, -0.1},
font = "default-game",
visible = true
}
local upgrade4_text = rendering.draw_sprite{
sprite = "virtual-signal/signal-4",
surface = surface,
target = playerchest,
target_offset = {0, -0.1},
font = "default-game",
visible = true
}
local upgrade5_text = rendering.draw_sprite{
sprite = "virtual-signal/signal-5",
surface = surface,
target = invchest,
target_offset = {0, -0.1},
font = "default-game",
visible = true
}
local upgrade6_text = rendering.draw_sprite{
sprite = "virtual-signal/signal-6",
surface = surface,
target = toolschest,
target_offset = {0, -0.1},
font = "default-game",
visible = true
}
local upgrade7_text = rendering.draw_sprite{
sprite = "virtual-signal/signal-7",
surface = surface,
target = waterchest,
target_offset = {0, -0.1},
font = "default-game",
visible = true
}
local upgrade8_text = rendering.draw_sprite{
sprite = "virtual-signal/signal-8",
surface = surface,
target = outchest,
target_offset = {0, -0.1},
font = "default-game",
visible = true
}
local upgrade9_text = rendering.draw_sprite{
sprite = "virtual-signal/signal-9",
surface = surface,
target = boxchest,
target_offset = {0, -0.1},
font = "default-game",
visible = true
}
-- for x = -6, 5, 1 do
-- for y = height * -0.5 + 11, height * -0.5 + 15, 4 do
-- local wall = surface.create_entity({name = "stone-wall", position = {x,y}, force="neutral", create_build_effect_smoke = false})
-- wall.minable = false
-- wall.destructible = false
-- end
-- end
-- for y = height * -0.5 + 11, height * -0.5 + 15, 1 do
-- for x = -7, 6, 13 do
-- local wall = surface.create_entity({name = "stone-wall", position = {x,y}, force="neutral", create_build_effect_smoke = false})
-- wall.minable = false
-- wall.destructible = false
-- end
-- end
for _, offer in pairs(market_offers) do market.add_market_item(offer) end
setup_upgrade_shop(market2)
--generate cars--
for _, x in pairs({width * -0.5 -0.5, width * 0.5 + 0.5}) do
@ -375,11 +448,6 @@ local function create_wagon_room()
e.operable = false
end
--local e = Public.spawn_comfylatron(surface.index, 0, height * -0.5 + 13)
--local e = surface.create_entity({name = "compilatron", position = {0, height * -0.5 + 13}, force = "player", create_build_effect_smoke = false})
--e.ai_settings.allow_destroy_when_commands_fail = false
--generate chests inside south wagon--
local positions = {}
for x = width * -0.5 + 2, width * 0.5 - 1, 1 do
@ -507,6 +575,7 @@ function Public.enter_cargo_wagon(player, vehicle)
player.teleport(surface.find_non_colliding_position("character", position, 128, 0.5), surface)
end
if player.surface.name == "cargo_wagon" and vehicle.type == "car" then
global.flame_boots[player.index].steps = {}
local surface = global.locomotive_cargo.surface
local x_vector = (vehicle.position.x / math.abs(vehicle.position.x)) * 2
local y_vector = vehicle.position.y / 16
@ -517,40 +586,40 @@ function Public.enter_cargo_wagon(player, vehicle)
end
end
local function clear_offers(market)
for i = 1, 256, 1 do
local a = market.remove_market_item(1)
if a == false then return end
end
end
-- local function clear_offers(market)
-- for i = 1, 256, 1 do
-- local a = market.remove_market_item(1)
-- if a == false then return end
-- end
-- end
function Public.refresh_offers(event)
-- function Public.refresh_offers(event)
--
-- local market = event.entity or event.market
-- if not market then return end
-- if not market.valid then return end
-- if market.name ~= "market" then return end
-- if market ~= global.upgrademarket then return end
-- clear_offers(market)
-- setup_upgrade_shop(market)
-- end
local market = event.entity or event.market
if not market then return end
if not market.valid then return end
if market.name ~= "market" then return end
if market ~= global.upgrademarket then return end
clear_offers(market)
setup_upgrade_shop(market)
end
function Public.offer_purchased(event)
local offer_index = event.offer_index
if not market_offers2[offer_index] then return end
local market = event.market
if not market.name == "market" then return end
market_offers2[offer_index]()
count = event.count
if count > 1 then
local offers = market.get_market_items()
local price = offers[offer_index].price[1].amount
game.players[event.player_index].insert({name = "coin", count = price * (count - 1)})
end
Public.refresh_offers(event)
end
-- function Public.offer_purchased(event)
-- local offer_index = event.offer_index
-- if not market_offers2[offer_index] then return end
-- local market = event.market
-- if not market.name == "market" then return end
--
-- market_offers2[offer_index]()
--
-- count = event.count
-- if count > 1 then
-- local offers = market.get_market_items()
-- local price = offers[offer_index].price[1].amount
-- game.players[event.player_index].insert({name = "coin", count = price * (count - 1)})
-- end
-- Public.refresh_offers(event)
-- end

View File

@ -22,7 +22,6 @@ local chronobuble = require "maps.chronosphere.chronobubles"
local level_depth = require "maps.chronosphere.terrain"
local Reset = require "functions.soft_reset"
local Map = require "modules.map_info"
local WD = require "modules.wave_defense.table"
local Locomotive = require "maps.chronosphere.locomotive"
local Modifier = require "player_modifiers"
local update_gui = require "maps.chronosphere.gui"
@ -31,8 +30,9 @@ local math_floor = math.floor
local math_sqrt = math.sqrt
local chests = {}
local Public = {}
local acus = {}
--local acus = {}
global.objective = {}
global.flame_boots = {}
local choppy_entity_yield = {
["tree-01"] = {"iron-ore"},
@ -42,25 +42,8 @@ local choppy_entity_yield = {
}
local starting_items = {['pistol'] = 1, ['firearm-magazine'] = 16, ['rail'] = 16, ['wood'] = 16}
-- function roll_planet()
-- for i = 1, 100, 1 do
-- local planet = chronobuble.determine_planet()
-- log("Planet number " .. i .. " stats:")
-- log("Name: " .. planet[1].name.name)
-- log("Speed of day: " .. planet[1].day_speed.name)
-- log("Time of day: " .. planet[1].time)
-- log("Ore richness: " .. planet[1].ore_richness.name .. ", multiplier: " .. planet[1].ore_richness.factor)
-- end
-- end
--
-- function roll_planet2()
-- for i = 1, 100, 1 do
-- local planet = chronobuble.determine_planet()
-- log("#" .. i .. "#" .. planet[1].name.id .. "#" .. planet[1].day_speed.timer .. "#" .. planet[1].time .. "#" .. planet[1].ore_richness.factor)
-- end
-- end
local starting_items = {['pistol'] = 1, ['firearm-magazine'] = 16, ['grenade'] = 1, ['raw-fish'] = 4, ['rail'] = 16, ['wood'] = 16}
local starting_cargo = {['firearm-magazine'] = 16, ['iron-plate'] = 16, ['wood'] = 16, ['burner-mining-drill'] = 8}
function generate_overworld(surface, optplanet)
local planet = nil
@ -73,6 +56,8 @@ function generate_overworld(surface, optplanet)
end
if planet[1].name.name == "choppy planet" then
game.print("Comfylatron: OwO what are those strange trees?!? They have ore fruits! WTF!", {r=0.98, g=0.66, b=0.22})
elseif planet[1].name.name == "lava planet" then
game.print("Comfylatron: OOF this one is a bit hot. And have seen those biters? They BATHE in fire!", {r=0.98, g=0.66, b=0.22})
end
surface.min_brightness = 0
surface.brightness_visual_weights = {1, 1, 1}
@ -95,12 +80,17 @@ function generate_overworld(surface, optplanet)
end
if planet[1].name.name == "water planet" then
local mgs = surface.map_gen_settings
mgs.water = 0.6
mgs.water = 0.8
surface.map_gen_settings = mgs
end
if planet[1].name.name == "lava planet" then
local mgs = surface.map_gen_settings
mgs.water = 0
surface.map_gen_settings = mgs
end
if planet[1].name.name ~= "choppy planet" then
local mgs = surface.map_gen_settings
mgs.water = 0.6
mgs.water = 0.2
surface.map_gen_settings = mgs
end
--log(timer)
@ -167,7 +157,6 @@ end
function Public.reset_map()
local wave_defense_table = WD.get_table()
global.chunk_queue = {}
if game.surfaces["chronosphere"] then game.delete_surface(game.surfaces["chronosphere"]) end
if game.surfaces["cargo_wagon"] then game.delete_surface(game.surfaces["cargo_wagon"]) end
@ -194,12 +183,21 @@ function Public.reset_map()
objective.hpupgradetier = 0
objective.acuupgradetier = 0
objective.filterupgradetier = 0
objective.pickupupgradetier = 0
objective.invupgradetier = 0
objective.toolsupgradetier = 0
objective.waterupgradetier = 0
objective.outupgradetier = 0
objective.boxupgradetier = 0
objective.chronojumps = 0
objective.chronotimer = 0
objective.chrononeeds = 2000
objective.active_biters = {}
objective.unit_groups = {}
objective.biter_raffle = {}
global.outchests = {}
game.difficulty_settings.technology_price_multiplier = 0.5
@ -218,15 +216,10 @@ function Public.reset_map()
game.forces.player.technologies["railway"].researched = true
game.forces.player.set_spawn_position({12, 10}, surface)
Locomotive.locomotive_spawn(surface, {x = 16, y = 10})
Locomotive.locomotive_spawn(surface, {x = 16, y = 10}, starting_cargo, starting_cargo)
render_train_hp()
WD.reset_wave_defense()
wave_defense_table.surface_index = global.active_surface_index
wave_defense_table.target = global.locomotive_cargo
wave_defense_table.nest_building_density = 32
wave_defense_table.game_lost = false
game.reset_time_played()
objective.game_lost = false
@ -237,6 +230,8 @@ end
local function on_player_joined_game(event)
local player_modifiers = Modifier.get_table()
local player = game.players[event.player_index]
global.flame_boots[event.player_index] = {fuel = 1}
if not global.flame_boots[event.player_index].steps then global.flame_boots[event.player_index].steps = {} end
--log(chronobuble.determine_planet())
--set_difficulty()
@ -273,19 +268,311 @@ end
local function repair_train()
local objective = global.objective
if not game.surfaces["cargo_wagon"] then return end
if WD.get_table().game_lost == true then return end
if objective.game_lost == true then return end
if objective.health < objective.max_health then
if global.repairchest.get_inventory(defines.inventory.chest).get_item_count("repair-pack") > 1 then
global.repairchest.get_inventory(defines.inventory.chest).remove({name = "repair-pack", count = 1})
local inv = global.repairchest.get_inventory(defines.inventory.chest)
local count = inv.get_item_count("repair-pack")
if count >= 5 and objective.toolsupgradetier == 4 and objective.health + 750 <= objective.max_health then
inv.remove({name = "repair-pack", count = 5})
set_objective_health(-750)
elseif count >= 4 and objective.toolsupgradetier == 3 and objective.health + 600 <= objective.max_health then
inv.remove({name = "repair-pack", count = 4})
set_objective_health(-600)
elseif count >= 3 and objective.toolsupgradetier == 2 and objective.health + 450 <= objective.max_health then
inv.remove({name = "repair-pack", count = 3})
set_objective_health(-450)
elseif count >= 2 and objective.toolsupgradetier == 1 and objective.health + 300 <= objective.max_health then
inv.remove({name = "repair-pack", count = 2})
set_objective_health(-300)
elseif count >= 1 then
inv.remove({name = "repair-pack", count = 1})
set_objective_health(-150)
end
end
end
local function check_upgrades()
local objective = global.objective
if not game.surfaces["cargo_wagon"] then return end
if objective.game_lost == true then return end
if global.hpchest and global.hpchest.valid then
local inv = global.hpchest.get_inventory(defines.inventory.chest)
local countcoins = inv.get_item_count("coin")
local count2 = inv.get_item_count("copper-plate")
if countcoins >= 2500 and count2 >= 3000 and objective.hpupgradetier < 18 then
inv.remove({name = "coin", count = 2500})
inv.remove({name = "copper-plate", count = 3000})
game.print("Comfylatron: Train's max HP was upgraded.", {r=0.98, g=0.66, b=0.22})
objective.hpupgradetier = objective.hpupgradetier + 1
objective.max_health = 10000 + 5000 * objective.hpupgradetier
rendering.set_text(global.objective.health_text, "HP: " .. global.objective.health .. " / " .. global.objective.max_health)
end
end
if global.filterchest and global.filterchest.valid then
local inv = global.filterchest.get_inventory(defines.inventory.chest)
local countcoins = inv.get_item_count("coin")
local count2 = inv.get_item_count("electronic-circuit")
if countcoins >= 4000 and count2 >= 1000 and objective.filterupgradetier < 9 then
inv.remove({name = "coin", count = 4000})
inv.remove({name = "electronic-circuit", count = 1000})
game.print("Comfylatron: Train's pollution filter was upgraded.", {r=0.98, g=0.66, b=0.22})
objective.filterupgradetier = objective.filterupgradetier + 1
end
end
if global.acuchest and global.acuchest.valid then
local inv = global.acuchest.get_inventory(defines.inventory.chest)
local countcoins = inv.get_item_count("coin")
local count2 = inv.get_item_count("battery")
if countcoins >= 2500 and count2 >= 200 and objective.acuupgradetier < 24 then
inv.remove({name = "coin", count = 2500})
inv.remove({name = "battery", count = 200})
game.print("Comfylatron: Train's acumulator capacity was upgraded.", {r=0.98, g=0.66, b=0.22})
objective.acuupgradetier = objective.acuupgradetier + 1
spawn_acumulators()
end
end
if global.playerchest and global.playerchest.valid then
local inv = global.playerchest.get_inventory(defines.inventory.chest)
local countcoins = inv.get_item_count("coin")
local count2 = inv.get_item_count("long-handed-inserter")
if countcoins >= 1000 and count2 >= 400 and objective.pickupupgradetier < 4 then
inv.remove({name = "coin", count = 1000})
inv.remove({name = "long-handed-inserter", count = 400})
game.print("Comfylatron: Players now have additional red inserter installed on shoulders, increasing their item pickup range.", {r=0.98, g=0.66, b=0.22})
objective.pickupupgradetier = objective.pickupupgradetier + 1
game.forces.player.character_item_pickup_distance_bonus = game.forces.player.character_item_pickup_distance_bonus + 1
end
end
if global.invchest and global.invchest.valid then
local inv = global.invchest.get_inventory(defines.inventory.chest)
local countcoins = inv.get_item_count("coin")
local item = "computer"
if objective.invupgradetier == 0 then
item = "wooden-chest"
elseif objective.invupgradetier == 1 then
item = "iron-chest"
elseif objective.invupgradetier == 2 then
item = "steel-chest"
elseif objective.invupgradetier == 3 then
item = "logistic-chest-storage"
end
local count2 = inv.get_item_count(item)
if countcoins >= 2000 and count2 >= 250 and objective.invupgradetier < 4 and objective.chronojumps >= (objective.invupgradetier + 1) * 5 then
inv.remove({name = "coin", count = 2000})
inv.remove({name = item, count = 250})
game.print("Comfylatron: Players now can carry more trash in their unsorted inventories.", {r=0.98, g=0.66, b=0.22})
objective.invupgradetier = objective.invupgradetier + 1
game.forces.player.character_inventory_slots_bonus = game.forces.player.character_inventory_slots_bonus + 10
end
end
if global.toolschest and global.toolschest.valid then
local inv = global.toolschest.get_inventory(defines.inventory.chest)
local countcoins = inv.get_item_count("coin")
local count2 = inv.get_item_count("repair-pack")
if countcoins >= 1000 and count2 >= 200 and objective.toolsupgradetier < 4 then
inv.remove({name = "coin", count = 1000})
inv.remove({name = "repair-pack", count = 200})
game.print("Comfylatron: Train now gets repaired with additional repair kit at once.", {r=0.98, g=0.66, b=0.22})
objective.toolsupgradetier = objective.toolsupgradetier + 1
end
end
if global.waterchest and global.waterchest.valid and game.surfaces["cargo_wagon"].valid then
local inv = global.waterchest.get_inventory(defines.inventory.chest)
local countcoins = inv.get_item_count("coin")
local count2 = inv.get_item_count("pipe")
if countcoins >= 2000 and count2 >= 500 and objective.waterupgradetier < 1 then
inv.remove({name = "coin", count = 2000})
inv.remove({name = "pipe", count = 500})
game.print("Comfylatron: Train now has piping system for additional water sources.", {r=0.98, g=0.66, b=0.22})
objective.waterupgradetier = objective.waterupgradetier + 1
local e1 = game.surfaces["cargo_wagon"].create_entity({name = "offshore-pump", position = {28,66}, force="player"})
local e2 = game.surfaces["cargo_wagon"].create_entity({name = "offshore-pump", position = {28,-62}, force = "player"})
local e3 = game.surfaces["cargo_wagon"].create_entity({name = "offshore-pump", position = {-29,66}, force = "player"})
local e4 = game.surfaces["cargo_wagon"].create_entity({name = "offshore-pump", position = {-29,-62}, force = "player"})
e1.destructible = false
e1.minable = false
e2.destructible = false
e2.minable = false
e3.destructible = false
e3.minable = false
e4.destructible = false
e4.minable = false
end
end
if global.outchest and global.outchest.valid and game.surfaces["cargo_wagon"].valid then
local inv = global.outchest.get_inventory(defines.inventory.chest)
local countcoins = inv.get_item_count("coin")
local count2 = inv.get_item_count("fast-inserter")
if countcoins >= 2000 and count2 >= 100 and objective.outupgradetier < 1 then
inv.remove({name = "coin", count = 2000})
inv.remove({name = "fast-inserter", count = 100})
game.print("Comfylatron: Train now has output chests.", {r=0.98, g=0.66, b=0.22})
objective.outupgradetier = objective.outupgradetier + 1
local e = {}
e[1] = game.surfaces["cargo_wagon"].create_entity({name="compilatron-chest", position= {-16,-62}, force = "player"})
e[2] = game.surfaces["cargo_wagon"].create_entity({name="compilatron-chest", position= {15,-62}, force = "player"})
e[3] = game.surfaces["cargo_wagon"].create_entity({name="compilatron-chest", position= {-16,66}, force = "player"})
e[4] = game.surfaces["cargo_wagon"].create_entity({name="compilatron-chest", position= {15,66}, force = "player"})
local out = {}
for i = 1, 4, 1 do
e[i].destructible = false
e[i].minable = false
global.outchests[i] = e[i]
out[i] = rendering.draw_text{
text = "Output",
surface = e[i].surface,
target = e[i],
target_offset = {0, -1.5},
color = global.locomotive.color,
scale = 0.80,
font = "default-game",
alignment = "center",
scale_with_zoom = false
}
end
end
end
if global.boxchest and global.boxchest.valid and game.surfaces["cargo_wagon"].valid then
local inv = global.boxchest.get_inventory(defines.inventory.chest)
local countcoins = inv.get_item_count("coin")
local item = "computer"
if objective.boxupgradetier == 0 then
item = "wooden-chest"
elseif objective.boxupgradetier == 1 then
item = "iron-chest"
elseif objective.boxupgradetier == 2 then
item = "steel-chest"
elseif objective.boxupgradetier == 3 then
item = "logistic-chest-storage"
end
local count2 = inv.get_item_count(item)
if countcoins >= 5000 and count2 >= 250 and objective.boxupgradetier < 4 and objective.chronojumps >= (objective.boxupgradetier + 1) * 5 then
inv.remove({name = "coin", count = 5000})
inv.remove({name = item, count = 250})
game.print("Comfylatron: Cargo wagons now have enlargened storage.", {r=0.98, g=0.66, b=0.22})
objective.boxupgradetier = objective.boxupgradetier + 1
local chests = {}
for i = 1, 58, 1 do
if objective.boxupgradetier == 1 then
chests[#chests + 1] = {name="wooden-chest", position= {-33 ,-189 + i}, force = "player"}
chests[#chests + 1] = {name="wooden-chest", position= {32 ,-189 + i}, force = "player"}
elseif objective.boxupgradetier == 2 then
chests[#chests + 1] = {name="iron-chest", position= {-33 ,-189 + i}, force = "player", fast_replace = true, player = "Hanakocz"}
chests[#chests + 1] = {name="iron-chest", position= {32 ,-189 + i}, force = "player", fast_replace = true, player = "Hanakocz"}
elseif objective.boxupgradetier == 3 then
chests[#chests + 1] = {name="steel-chest", position= {-33 ,-189 + i}, force = "player", fast_replace = true, player = "Hanakocz"}
chests[#chests + 1] = {name="steel-chest", position= {32 ,-189 + i}, force = "player", fast_replace = true, player = "Hanakocz"}
elseif objective.boxupgradetier == 4 then
chests[#chests + 1] = {name="logistic-chest-storage", position= {-33 ,-189 + i}, force = "player", fast_replace = true, player = "Hanakocz"}
chests[#chests + 1] = {name="logistic-chest-storage", position= {32 ,-189 + i}, force = "player", fast_replace = true, player = "Hanakocz"}
end
end
for i = 1, 58, 1 do
if objective.boxupgradetier == 1 then
chests[#chests + 1] = {name="wooden-chest", position= {-33 ,-127 + i}, force = "player"}
chests[#chests + 1] = {name="wooden-chest", position= {32 ,-127 + i}, force = "player"}
elseif objective.boxupgradetier == 2 then
chests[#chests + 1] = {name="iron-chest", position= {-33 ,-127 + i}, force = "player", fast_replace = true, player = "Hanakocz"}
chests[#chests + 1] = {name="iron-chest", position= {32 ,-127 + i}, force = "player", fast_replace = true, player = "Hanakocz"}
elseif objective.boxupgradetier == 3 then
chests[#chests + 1] = {name="steel-chest", position= {-33 ,-127 + i}, force = "player", fast_replace = true, player = "Hanakocz"}
chests[#chests + 1] = {name="steel-chest", position= {32 ,-127 + i}, force = "player", fast_replace = true, player = "Hanakocz"}
elseif objective.boxupgradetier == 4 then
chests[#chests + 1] ={name="logistic-chest-storage", position= {-33 ,-127 + i}, force = "player", fast_replace = true, player = "Hanakocz"}
chests[#chests + 1] ={name="logistic-chest-storage", position= {32 ,-127 + i}, force = "player", fast_replace = true, player = "Hanakocz"}
end
end
for i = 1, 58, 1 do
if objective.boxupgradetier == 1 then
chests[#chests + 1] = {name="wooden-chest", position= {-33 ,-61 + i}, force = "player"}
chests[#chests + 1] = {name="wooden-chest", position= {32 ,-61 + i}, force = "player"}
elseif objective.boxupgradetier == 2 then
chests[#chests + 1] = {name="iron-chest", position= {-33 ,-61 + i}, force = "player", fast_replace = true, player = "Hanakocz"}
chests[#chests + 1] = {name="iron-chest", position= {32 ,-61 + i}, force = "player", fast_replace = true, player = "Hanakocz"}
elseif objective.boxupgradetier == 3 then
chests[#chests + 1] = {name="steel-chest", position= {-33 ,-61 + i}, force = "player", fast_replace = true, player = "Hanakocz"}
chests[#chests + 1] = {name="steel-chest", position= {32 ,-61 + i}, force = "player", fast_replace = true, player = "Hanakocz"}
elseif objective.boxupgradetier == 4 then
chests[#chests + 1] = {name="logistic-chest-storage", position= {-33 ,-61 + i}, force = "player", fast_replace = true, player = "Hanakocz"}
chests[#chests + 1] = {name="logistic-chest-storage", position= {32 ,-61 + i}, force = "player", fast_replace = true, player = "Hanakocz"}
end
end
for i = 1, 58, 1 do
if objective.boxupgradetier == 1 then
chests[#chests + 1] = {name="wooden-chest", position= {-33 ,1 + i}, force = "player"}
chests[#chests + 1] = {name="wooden-chest", position= {32 ,1 + i}, force = "player"}
elseif objective.boxupgradetier == 2 then
chests[#chests + 1] = {name="iron-chest", position= {-33 ,1 + i}, force = "player", fast_replace = true, player = "Hanakocz"}
chests[#chests + 1] = {name="iron-chest", position= {32 ,1 + i}, force = "player", fast_replace = true, player = "Hanakocz"}
elseif objective.boxupgradetier == 3 then
chests[#chests + 1] = {name="steel-chest", position= {-33 ,1 + i}, force = "player", fast_replace = true, player = "Hanakocz"}
chests[#chests + 1] = {name="steel-chest", position= {32 ,1 + i}, force = "player", fast_replace = true, player = "Hanakocz"}
elseif objective.boxupgradetier == 4 then
chests[#chests + 1] = {name="logistic-chest-storage", position= {-33 ,1 + i}, force = "player", fast_replace = true, player = "Hanakocz"}
chests[#chests + 1] = {name="logistic-chest-storage", position= {32 ,1 + i}, force = "player", fast_replace = true, player = "Hanakocz"}
end
end
for i = 1, 58, 1 do
if objective.boxupgradetier == 1 then
chests[#chests + 1] = {name="wooden-chest", position= {-33 ,67 + i}, force = "player"}
chests[#chests + 1] = {name="wooden-chest", position= {32 ,67 + i}, force = "player"}
elseif objective.boxupgradetier == 2 then
chests[#chests + 1] = {name="iron-chest", position= {-33 ,67 + i}, force = "player", fast_replace = true, player = "Hanakocz"}
chests[#chests + 1] = {name="iron-chest", position= {32 ,67 + i}, force = "player", fast_replace = true, player = "Hanakocz"}
elseif objective.boxupgradetier == 3 then
chests[#chests + 1] = {name="steel-chest", position= {-33 ,67 + i}, force = "player", fast_replace = true, player = "Hanakocz"}
chests[#chests + 1] = {name="steel-chest", position= {32 ,67 + i}, force = "player", fast_replace = true, player = "Hanakocz"}
elseif objective.boxupgradetier == 4 then
chests[#chests + 1] = {name="logistic-chest-storage", position= {-33 ,67 + i}, force = "player", fast_replace = true, player = "Hanakocz"}
chests[#chests + 1] = {name="logistic-chest-storage", position= {32 ,67 + i}, force = "player", fast_replace = true, player = "Hanakocz"}
end
end
for i = 1, 58, 1 do
if objective.boxupgradetier == 1 then
chests[#chests + 1] = {name="wooden-chest", position= {-33 ,129 + i}, force = "player"}
chests[#chests + 1] = {name="wooden-chest", position= {32 ,129 + i}, force = "player"}
elseif objective.boxupgradetier == 2 then
chests[#chests + 1] = {name="iron-chest", position= {-33 ,129 + i}, force = "player", fast_replace = true, player = "Hanakocz"}
chests[#chests + 1] = {name="iron-chest", position= {32 ,129 + i}, force = "player", fast_replace = true, player = "Hanakocz"}
elseif objective.boxupgradetier == 3 then
chests[#chests + 1] = {name="steel-chest", position= {-33 ,129 + i}, force = "player", fast_replace = true, player = "Hanakocz"}
chests[#chests + 1] = {name="steel-chest", position= {32 ,129 + i}, force = "player", fast_replace = true, player = "Hanakocz"}
elseif objective.boxupgradetier == 4 then
chests[#chests + 1] = {name="logistic-chest-storage", position= {-33 ,129 + i}, force = "player", fast_replace = true, player = "Hanakocz"}
chests[#chests + 1] = {name="logistic-chest-storage", position= {32 ,129 + i}, force = "player", fast_replace = true, player = "Hanakocz"}
end
end
local surface = game.surfaces["cargo_wagon"]
for i = 1, #chests, 1 do
surface.set_tiles({{name = "tutorial-grid", position = chests[i].position}})
local e = surface.create_entity(chests[i])
local old = nil
if e.name == "iron-chest" then old = surface.find_entity("wooden-chest", e.position)
elseif e.name == "steel-chest" then old = surface.find_entity("iron-chest", e.position)
elseif e.name == "logistic-chest-storage" then old = surface.find_entity("steel-chest", e.position)
end
if old then
local items = old.get_inventory(defines.inventory.chest).get_contents()
for item, count in pairs(items) do
e.insert({name = item, count = count})
end
old.destroy()
end
e.destructible = false
e.minable = false
end
end
end
end
local function move_items()
if not global.comfychests then return end
if not global.comfychests2 then return end
if WD.get_table().game_lost == true then return end
if global.objective.game_lost == true then return end
local input = global.comfychests
local output = global.comfychests2
for i = 1, 24, 1 do
@ -312,10 +599,36 @@ local function move_items()
end
end
local function output_items()
if global.objective.game_lost == true then return end
if not global.outchests then return end
if not global.locomotive_cargo2 then return end
if not global.locomotive_cargo3 then return end
if global.objective.outupgradetier ~= 1 then return end
for i = 1, 4, 1 do
if not global.outchests[i].valid then return end
local inv = global.outchests[i].get_inventory(defines.inventory.chest)
inv.sort_and_merge()
local items = inv.get_contents()
for item, count in pairs(items) do
local inserted = nil
if i <= 2 then
inserted = global.locomotive_cargo2.get_inventory(defines.inventory.cargo_wagon).insert({name = item, count = count})
else
inserted = global.locomotive_cargo3.get_inventory(defines.inventory.cargo_wagon).insert({name = item, count = count})
end
if inserted > 0 then
local removed = inv.remove({name = item, count = inserted})
end
end
end
end
function chronojump(choice)
local objective = global.objective
if objective.game_lost then return end
objective.chronojumps = objective.chronojumps + 1
objective.chrononeeds = objective.chrononeeds + 2000
objective.chrononeeds = 2000 + 800 * objective.chronojumps
objective.chronotimer = 0
game.print("Comfylatron: Wheeee! Time Jump Active! This is Jump number " .. global.objective.chronojumps, {r=0.98, g=0.66, b=0.22})
local oldsurface = game.surfaces[global.active_surface_index]
@ -338,7 +651,9 @@ function chronojump(choice)
end
generate_overworld(surface, planet)
game.forces.player.set_spawn_position({12, 10}, surface)
Locomotive.locomotive_spawn(surface, {x = 16, y = 10})
local items = global.locomotive_cargo2.get_inventory(defines.inventory.cargo_wagon).get_contents()
local items2 = global.locomotive_cargo2.get_inventory(defines.inventory.cargo_wagon).get_contents()
Locomotive.locomotive_spawn(surface, {x = 16, y = 10}, items, items2)
render_train_hp()
game.delete_surface(oldsurface)
if objective.chronojumps <= 40 then
@ -346,10 +661,7 @@ function chronojump(choice)
else
game.forces["enemy"].evolution_factor = 1
end
game.map_settings.enemy_evolution.time_factor = 4e-05 + 1e-06 * objective.chronojumps
game.map_settings.enemy_evolution.time_factor = 4e-05 + 2e-06 * objective.chronojumps
end
local function check_chronoprogress()
@ -378,7 +690,7 @@ local function charge_chronosphere()
for i = 1, #acus, 1 do
if not acus[i].valid then return end
local energy = acus[i].energy
if energy > 3000000 and objective.chronotimer < objective.chrononeeds - 62 then
if energy > 3000000 and objective.chronotimer < objective.chrononeeds - 62 and objective.chronotimer > 130 then
acus[i].energy = acus[i].energy - 3000000
objective.chronotimer = objective.chronotimer + 1
game.surfaces[global.active_surface_index].pollute(global.locomotive.position, 100 * (4 / (objective.filterupgradetier / 2 + 1)))
@ -390,7 +702,7 @@ end
local function transfer_pollution()
local surface = game.surfaces["cargo_wagon"]
if not surface then return end
local pollution = surface.get_total_pollution() * (4 / (global.objective.filterupgradetier / 2 + 1))
local pollution = surface.get_total_pollution() * (3 / (global.objective.filterupgradetier / 3 + 1))
game.surfaces[global.active_surface_index].pollute(global.locomotive.position, pollution)
surface.clear_pollution()
end
@ -401,7 +713,9 @@ local tick_minute_functions = {
[300 * 3 + 30 * 0] = Ai.pre_main_attack, -- setup for main_attack
[300 * 3 + 30 * 1] = Ai.perform_main_attack,
[300 * 3 + 30 * 2] = Ai.perform_main_attack,
[300 * 3 + 30 * 3] = Ai.perform_main_attack, -- call perform_main_attack 7 times on different ticks
[300 * 3 + 30 * 3] = Ai.perform_main_attack,
[300 * 3 + 30 * 4] = Ai.perform_main_attack,
[300 * 3 + 30 * 5] = Ai.perform_main_attack, -- call perform_main_attack 7 times on different ticks
[300 * 4] = Ai.send_near_biters_to_objective,
[300 * 5] = Ai.wake_up_sleepy_groups
@ -424,16 +738,7 @@ local function tick()
if tick % 1800 == 0 then
Locomotive.set_player_spawn_and_refill_fish()
repair_train()
--local surface = game.surfaces[global.active_surface_index]
--local last_position = global.map_collapse.last_position
--local position = surface.find_non_colliding_position("stone-furnace", {last_position.x, last_position.y - 32}, 128, 4)
--if position then
-- local wave_defense_table = WD.get_table()
-- wave_defense_table.spawn_position = position
--end
--if tick % 216000 == 0 then
-- Collapse.delete_out_of_map_chunks(surface)
--end
check_upgrades()
end
local key = tick % 3600
if tick_minute_functions[key] then tick_minute_functions[key]() end
@ -443,6 +748,7 @@ local function tick()
end
if tick % 120 == 0 then
move_items()
output_items()
end
if global.game_reset_tick then
if global.game_reset_tick < tick then
@ -463,7 +769,7 @@ local function on_init()
T.localised_category = "chronosphere"
T.main_caption_color = {r = 150, g = 150, b = 0}
T.sub_caption_color = {r = 0, g = 150, b = 0}
global.objective.game_lost = true
--global.rocks_yield_ore_maximum_amount = 999
--global.rocks_yield_ore_base_amount = 50
@ -478,8 +784,7 @@ function set_objective_health(final_damage_amount)
if objective.health > objective.max_health then objective.health = objective.max_health end
if objective.health <= 0 then
local wave_defense_table = WD.get_table()
if wave_defense_table.game_lost == true then return end
if objective.game_lost == true then return end
objective.health = 0
local surface = objective.surface
game.print("The chronotrain was destroyed!")
@ -501,8 +806,7 @@ function set_objective_health(final_damage_amount)
global.ores_queue = {}
global.entities_queue = {}
global.acumulators = {}
wave_defense_table.game_lost = true
wave_defense_table.target = nil
objective.game_lost = true
global.game_reset_tick = game.tick + 1800
for _, player in pairs(game.connected_players) do
player.play_sound{path="utility/game_lost", volume_modifier=0.75}
@ -551,6 +855,17 @@ local function on_entity_damaged(event)
if not event.entity.valid then return end
if not event.entity.health then return end
biters_chew_rocks_faster(event)
if global.objective.planet[1].name.name == "lava planet" and event.entity.force.name == "enemy" then
if event.damage_type.name == "fire" then
event.entity.health = event.entity.health + event.final_damage_amount
local fire = event.entity.stickers
if fire and #fire > 0 then
for i = 1, #fire, 1 do
if fire[i].sticked_to == event.entity and fire[i].name == "fire-sticker" then fire[i].destroy() break end
end
end
end
end
end
@ -561,8 +876,8 @@ local function trap(entity)
end
local function get_choppy_amount(entity)
local distance_to_center = math_sqrt(entity.position.x^2 + entity.position.y^2) + 50 * global.objective.chronojumps
local amount = (25 + distance_to_center * 0.1) * (1 + game.forces.player.mining_drill_productivity_bonus)
local distance_to_center = 20 * global.objective.chronojumps
local amount = (40 + distance_to_center ) * (1 + game.forces.player.mining_drill_productivity_bonus)
if amount > 1000 then amount = 1000 end
amount = math_random(math_floor(amount * 0.5), math_floor(amount * 1.5))
return amount
@ -577,7 +892,7 @@ local function pre_player_mined_item(event)
trap(event.entity)
local rock_position = {x = event.entity.position.x, y = event.entity.position.y}
event.entity.destroy()
local tile_distance_to_center = math_sqrt(rock_position.x^2 + rock_position.y^2) + 50 * objective.chronojumps
local tile_distance_to_center = 40 + 40 * objective.chronojumps * (1 + game.forces.player.mining_drill_productivity_bonus)
if tile_distance_to_center > 1450 then tile_distance_to_center = 1450 end
surface.spill_item_stack(player.position,{name = "raw-fish", count = math_random(1,3)},true)
local bonus_amount = math_floor((tile_distance_to_center) + 1)
@ -695,8 +1010,7 @@ local function on_entity_died(event)
end
local function on_research_finished(event)
event.research.force.character_inventory_slots_bonus = game.forces.player.mining_drill_productivity_bonus * 100
refresh_gui()
event.research.force.character_inventory_slots_bonus = game.forces.player.mining_drill_productivity_bonus * 100 + global.objective.invupgradetier * 5
if not event.research.force.technologies["steel-axe"].researched then return end
event.research.force.manual_mining_speed_modifier = 1 + game.forces.player.mining_drill_productivity_bonus * 4
end
@ -707,8 +1021,64 @@ local function on_player_driving_changed_state(event)
Locomotive.enter_cargo_wagon(player, vehicle)
end
local function on_market_item_purchased(event)
Locomotive.offer_purchased(event)
-- function deny_building(event)
-- local entity = event.created_entity
-- if not entity.valid then return end
-- local surface = event.created_entity.surface
--
-- if event.player_index then
-- game.players[event.player_index].insert({name = entity.name, count = 1})
-- else
-- local inventory = event.robot.get_inventory(defines.inventory.robot_cargo)
-- inventory.insert({name = entity.name, count = 1})
-- end
--
-- surface.create_entity({
-- name = "flying-text",
-- position = entity.position,
-- text = "Private Comfylatron's area!",
-- color = {r=0.98, g=0.66, b=0.22}
-- })
--
-- entity.destroy()
-- end
-- local function on_built_entity(event)
-- if event.surface.name == "cargo_wagon" and event.position.y < -190 then
-- deny_building(event)
-- end
-- end
--
-- local function on_robot_built_entity(event)
-- if event.surface.name == "cargo_wagon" and event.position.y < -190 then
-- deny_building(event)
-- end
-- Terrain.deny_construction_bots(event)
-- end
-- local function on_market_item_purchased(event)
-- Locomotive.offer_purchased(event)
-- end
local function on_player_changed_position(event)
if global.objective.planet[1].name.name ~= "lava planet" then return end
local player = game.players[event.player_index]
if not player.character then return end
if player.character.driving then return end
if player.surface.name == "cargo_wagon" then return end
if not global.flame_boots[player.index].steps then global.flame_boots[player.index].steps = {} end
local steps = global.flame_boots[player.index].steps
local elements = #steps
steps[elements + 1] = {x = player.position.x, y = player.position.y}
if elements > 10 then
player.surface.create_entity({name = "fire-flame", position = steps[elements - 1], })
for i = 1, elements, 1 do
steps[i] = steps[i+1]
end
steps[elements + 1] = nil
end
end
local event = require 'utils.event'
@ -721,8 +1091,8 @@ event.add(defines.events.on_player_joined_game, on_player_joined_game)
event.add(defines.events.on_pre_player_mined_item, pre_player_mined_item)
event.add(defines.events.on_player_mined_entity, on_player_mined_entity)
event.add(defines.events.on_research_finished, on_research_finished)
event.add(defines.events.on_market_item_purchased, on_market_item_purchased)
--event.add(defines.events.on_market_item_purchased, on_market_item_purchased)
event.add(defines.events.on_player_driving_changed_state, on_player_driving_changed_state)
event.add(defines.events.on_player_changed_position, on_player_changed_position)
return Public

View File

@ -75,15 +75,15 @@ local function get_size_of_ore(ore, planet)
local base_size = math_random(5, 10) + math_floor(planet[1].ore_richness.factor * 3)
local final_size = 1
if planet[1].name.name == "iron planet" and ore == "iron-ore" then
final_size = base_size * 2
final_size = math_floor(base_size * 1.5)
elseif planet[1].name.name == "copper planet" and ore == "copper-ore" then
final_size = base_size * 2
final_size = math_floor(base_size * 1.5)
elseif planet[1].name.name == "stone planet" and ore == "stone" then
final_size = base_size * 2
final_size = math_floor(base_size * 1.5)
elseif planet[1].name.name == "coal planet" and ore == "coal" then
final_size = base_size * 2
final_size = math_floor(base_size * 1.5)
elseif planet[1].name.name == "uranium planet" and ore == "uranium-ore" then
final_size = base_size * 2
final_size = math_floor(base_size * 1.5)
elseif planet[1].name.name == "mixed planet" then
final_size = base_size
else
@ -94,64 +94,13 @@ end
local function get_oil_amount(pos, oil_w)
local hundred_percent = 300000
return (hundred_percent / 50) * (1+global.objective.chronojumps) * oil_w
return (hundred_percent / 20) * (1+global.objective.chronojumps) * oil_w
end
-- function spawn_ores(surface, planet)
--
-- --local r = 480
-- --local area = {{r * -1, r * -1}, {r, r}}
-- local ores = {}
-- if planet[1].name.name == "rocky planet" then return end
-- local oil_amount = planet[1].name.oil
-- if oil_amount > 0 then
-- for a = 1, oil_amount, 1 do
-- local poso = {x = math_random(-50,50) + math_random(250, 350) * math_random(-1,1), y = math_random(-50,50) + math_random(250, 350) * math_random(-1,1)}
-- for a=1, math_random(2, 3 + oil_amount * 2), 1 do
-- local posoo = {x = poso.x + math_random(-10,10), y = poso.y + math_random(-10,10)}
-- --if surface.can_place_entity{name = "crude-oil", position = posoo} then
-- --if not global.ores_queue[posoo.x] then global.ores_queue[posoo.x] = {} end
-- global.entities_queue[pos_to_key(posoo)] = {name = "crude-oil", position = posoo, amount = get_oil_amount(posoo) * oil_amount }
-- --end
-- end
-- end
-- end
-- if planet[1].name.name == "choppy planet" then return end
-- local uranium_amount = planet[1].name.uranium
-- if uranium_amount > 0 then
-- for a = 1, uranium_amount, 1 do
-- local posu = {x = 0 + math_random(350, 450) * math_random(-1,1), y = 0 + math_random(350, 450) * math_random(-1,1)}
-- if posu.x ~= 0 or posu.y ~= 0 then
-- --if surface.can_place_entity({name = "uranium-ore", position = posu, amount = 1}) then
-- draw_noise_ore_patch(posu, "uranium-ore", surface, get_size_of_ore("uranium-ore", planet), math_random(200, 300) * planet[1].ore_richness.factor)
-- --break
-- --end
-- end
-- end
-- end
-- 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
-- if ore_count < 1000 or ore_count == nil then
-- local pos = {}
-- for a = 1, 8, 1 do
-- pos = {x = -300 + math_random(0, 600), y = -300 + math_random(0, 600)}
-- --if surface.can_place_entity({name = ore, position = pos, amount = 1}) then
-- draw_noise_ore_patch(pos, ore, surface, get_size_of_ore(ore, planet), math_random(400, 500) * planet[1].ore_richness.factor)
-- --break
-- --end
-- end
-- --draw_noise_ore_patch(pos, ore, surface, get_size_of_ore(ore, planet), math_random(400, 500) * planet[1].ore_richness.factor)
-- end
-- end
-- end
function spawn_ore_vein(surface, pos, planet)
local mixed = false
if planet[1].name.name == "mixed planet" then mixed = true end
local richness = math_random(50 + 10 * global.objective.chronojumps, 100 + 10 * global.objective.chronojumps) * planet[1].ore_richness.factor
local richness = math_random(50 + 30 * global.objective.chronojumps, 100 + 30 * global.objective.chronojumps) * planet[1].ore_richness.factor
local iron = {w = planet[1].name.iron, t = planet[1].name.iron}
local copper = {w = planet[1].name.copper, t = iron.t + planet[1].name.copper}
local stone = {w = planet[1].name.stone, t = copper.t + planet[1].name.stone}

View File

@ -194,11 +194,11 @@ end
local function process_river_position(p, seed, tiles, entities, treasure, planet)
local biters = planet[1].name.biters
local richness = math_random(50 + 10 * global.objective.chronojumps, 100 + 10 * global.objective.chronojumps) * planet[1].ore_richness.factor^2
local iron_size = get_size_of_ore("iron-ore", planet)
local copper_size = get_size_of_ore("copper-ore", planet)
local stone_size = get_size_of_ore("stone", planet)
local coal_size = get_size_of_ore("coal", planet)
local richness = math_random(50 + 20 * global.objective.chronojumps, 100 + 20 * global.objective.chronojumps) * planet[1].ore_richness.factor
local iron_size = get_size_of_ore("iron-ore", planet) * 3
local copper_size = get_size_of_ore("copper-ore", planet) * 3
local stone_size = get_size_of_ore("stone", planet) * 3
local coal_size = get_size_of_ore("coal", planet) * 4
if not biters then biters = 4 end
local large_caves = get_noise("large_caves", p, seed)
local cave_rivers = get_noise("cave_rivers", p, seed)
@ -223,7 +223,7 @@ local function process_river_position(p, seed, tiles, entities, treasure, planet
tiles[#tiles + 1] = {name = "water-green", position = p}
if math_random(1,128) == 1 then entities[#entities + 1] = {name="fish", position=p} end
return
elseif large_caves > -0.15 and large_caves < 0.15 and cave_rivers <0.35 then
elseif large_caves > -0.20 and large_caves < 0.20 and math_abs(cave_rivers) < 0.95 then
if ores > -coal_size and ores < coal_size then
entities[#entities + 1] = {name = "coal", position = p, amount = richness}
end
@ -266,15 +266,20 @@ local function process_biter_position(p, seed, tiles, entities, treasure, planet
local large_caves = get_noise("large_caves", p, seed)
local biters = planet[1].name.biters
local ore_size = planet[1].ore_richness.factor
local handicap = 0
if global.objective.chronojumps < 5 then handicap = 150 end
if scrapyard < -0.75 or scrapyard > 0.75 then
if math_random(1,52 - biters) == 1 and math_sqrt(p.x * p.x + p.y * p.y) > 200 then entities[#entities + 1] = {name = spawner_raffle[math_random(1, 4)], position = p} end
if math_random(1,52 - biters) == 1 and math_sqrt(p.x * p.x + p.y * p.y) > 150 + handicap then entities[#entities + 1] = {name = spawner_raffle[math_random(1, 4)], position = p} end
end
if scrapyard > -0.05 - 0.01 * ore_size and scrapyard < 0.05 + 0.01 * ore_size then
if math_random(1,20) == 1 then entities[#entities + 1] = {name = rock_raffle[math_random(1, size_of_rock_raffle)], position = p} end
end
if scrapyard + 0.5 > -0.05 - 0.1 * planet[1].name.moisture and scrapyard + 0.5 < 0.05 + 0.1 * planet[1].name.moisture then
if math_random(1,100) > 42 then entities[#entities + 1] = {name = tree_raffle[math_random(1, s_tree_raffle)], position = p} end
if scrapyard + 0.5 > -0.1 - 0.1 * planet[1].name.moisture and scrapyard + 0.5 < 0.1 + 0.1 * planet[1].name.moisture then
local treetypes = tree_raffle[math_random(1, s_tree_raffle)]
if planet[1].name.name == "lava planet" then treetypes = dead_tree_raffle[math_random(1, 5)] end
if math_random(1,100) > 42 - handicap / 6 then entities[#entities + 1] = {name = treetypes , position = p} end
end
if scrapyard > -0.10 and scrapyard < 0.10 then
@ -282,11 +287,13 @@ local function process_biter_position(p, seed, tiles, entities, treasure, planet
local jumps = global.objective.chronojumps * 5
if global.objective.chronojumps > 20 then jumps = 100 end
local roll = math_random(1,200 - jumps - biters)
if math_sqrt(p.x * p.x + p.y * p.y) > 300 then
if math_sqrt(p.x * p.x + p.y * p.y) > 200 + handicap then
if roll == 1 then
entities[#entities + 1] = {name = spawner_raffle[math_random(1, 4)], position = p}
elseif roll == 2 then
entities[#entities + 1] = {name = worm_raffle[math_random(1 + math_floor(game.forces["enemy"].evolution_factor * 8), math_floor(1 + game.forces["enemy"].evolution_factor * 16))], position = p}
elseif roll == 3 then
--if math_random(1, 1024) == 1 then treasure[#treasure + 1] = p end
end
return
end
@ -318,7 +325,7 @@ local function process_scrapyard_position(p, seed, tiles, entities, treasure, pl
end
tiles[#tiles + 1] = {name = "dirt-7", position = p}
if scrapyard < -0.55 or scrapyard > 0.55 then
if math_random(1,40) == 1 and math_sqrt(p.x * p.x + p.y * p.y) > 100 then entities[#entities + 1] = {name = spawner_raffle[math_random(1, 4)], position = p} end
if math_random(1,40) == 1 and math_sqrt(p.x * p.x + p.y * p.y) > 150 then entities[#entities + 1] = {name = spawner_raffle[math_random(1, 4)], position = p} end
return
end
if scrapyard + 0.5 > -0.05 - 0.1 * planet[1].name.moisture and scrapyard + 0.5 < 0.05 + 0.1 * planet[1].name.moisture then
@ -349,7 +356,7 @@ local function process_scrapyard_position(p, seed, tiles, entities, treasure, pl
tiles[#tiles + 1] = {name = "dirt-7", position = p}
local jumps = global.objective.chronojumps * 5
if global.objective.chronojumps > 20 then jumps = 100 end
if math_random(1,200 - jumps) == 1 and math_sqrt(p.x * p.x + p.y * p.y) > 100 then entities[#entities + 1] = {name = spawner_raffle[math_random(1, 4)], position = p} end
if math_random(1,200 - jumps) == 1 and math_sqrt(p.x * p.x + p.y * p.y) > 150 then entities[#entities + 1] = {name = spawner_raffle[math_random(1, 4)], position = p} end
return
end
end
@ -445,6 +452,11 @@ local function biter_chunk(surface, left_top, level, planet)
process_level(p, seed, tiles, entities, treasure, planet)
end
end
for _, p in pairs(treasure) do
local name = "wooden-chest"
if math_random(1, 6) == 1 then name = "iron-chest" end
Treasure(surface, p, name)
end
surface.set_tiles(tiles, true)
for _, entity in pairs(entities) do
if surface.can_place_entity(entity) then
@ -547,9 +559,11 @@ local function process_chunk(surface, left_top)
elseif planet[1].name.name == "rocky planet" then
if math_abs(left_top.y) <= 31 and math_abs(left_top.x) <= 31 then empty_chunk(surface, left_top, 4, planet) return end
if math_abs(left_top.y) > 31 or math_abs(left_top.x) > 31 then normal_chunk(surface, left_top, 4, planet) return end
-- elseif planet[1].name.name == "lava planet" then
-- if math_abs(left_top.y) <= 31 and math_abs(left_top.x) <= 31 then empty_chunk(surface, left_top, 4, planet) return end
-- if math_abs(left_top.y) > 31 and math_abs(left_top.x) > 31 then empty_chunk(surface, left_top, 4, planet) return end
elseif planet[1].name.name == "lava planet" then
if math_abs(left_top.y) <= 31 and math_abs(left_top.x) <= 31 then empty_chunk(surface, left_top, 7, planet) end
if math_abs(left_top.y) > 31 or math_abs(left_top.x) > 31 then biter_chunk(surface, left_top, 7, planet) end
replace_water(surface, left_top)
return
else
if math_abs(left_top.y) <= 31 and math_abs(left_top.x) <= 31 then empty_chunk(surface, left_top, 7, planet) return end
if math_abs(left_top.y) > 31 or math_abs(left_top.x) > 31 then biter_chunk(surface, left_top, 7, planet) return end

View File

@ -160,7 +160,7 @@ function Public.treasure_chest(surface, position, container_name)
}
local jumps = 0
if global.objective.chronojumps then jumps = global.objective.chronojumps end
local distance_to_center = math_sqrt(position.y * position.y + position.x * position.x) * (1 + jumps / 50) * 0.0002
local distance_to_center = (jumps / 50)
if distance_to_center > 1 then distance_to_center = 1 end
for _, t in pairs (chest_loot) do