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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-03-11 14:49:24 +02:00

food module update, labyrinth update

This commit is contained in:
MewMew 2018-12-15 04:38:45 +01:00
parent 205199dfda
commit a33f9f960d
6 changed files with 82 additions and 56 deletions

View File

@ -13,7 +13,7 @@ require "score"
--require "maps.tools.cheat_mode"
---- enable maps here ----
require "maps.biter_battles"
--require "maps.biter_battles"
--require "maps.cave_miner"
--require "maps.deep_jungle"
--require "maps.lost_desert"
@ -22,7 +22,7 @@ require "maps.biter_battles"
--require "maps.spiral_troopers"
--require "maps.fish_defender"
--require "maps.crossing"
--require "maps.spooky_forest"
require "maps.spooky_forest"
--require "maps.atoll"
--require "maps.empty_map"
-----------------------------

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@ -74,7 +74,7 @@ local function on_chunk_generated(event)
local entities = {}
if not global.spawn_generated and left_top.x <= -160 then
map_functions.draw_noise_tile_circle({x = 0, y = 0}, "grass-1", surface, 80)
map_functions.draw_noise_tile_circle({x = 0, y = 0}, "grass-1", surface, 20)
map_functions.draw_smoothed_out_ore_circle({x = -32, y = -32}, "copper-ore", surface, 15, 2500)
map_functions.draw_smoothed_out_ore_circle({x = -32, y = 32}, "iron-ore", surface, 15, 2500)
map_functions.draw_smoothed_out_ore_circle({x = 32, y = 32}, "coal", surface, 15, 2500)
@ -95,26 +95,6 @@ local function on_chunk_generated(event)
surface.set_tiles(tiles, true)
end
function cheat_mode()
local cheat_mode_enabed = true
if cheat_mode_enabed == true then
local surface = game.surfaces["atoll"]
game.player.cheat_mode=true
game.players[1].insert({name="power-armor-mk2"})
game.players[1].insert({name="fusion-reactor-equipment", count=4})
game.players[1].insert({name="personal-laser-defense-equipment", count=8})
game.players[1].insert({name="rocket-launcher"})
game.players[1].insert({name="explosive-rocket", count=200})
game.speed = 2
surface.daytime = 1
game.player.force.research_all_technologies()
game.forces["enemy"].evolution_factor = 0.2
local chart = 300
local surface = game.surfaces["atoll"]
game.forces["player"].chart(surface, {lefttop = {x = chart*-1, y = chart*-1}, rightbottom = {x = chart, y = chart}})
end
end
event.add(defines.events.on_entity_died, on_entity_died)
event.add(defines.events.on_marked_for_deconstruction, on_marked_for_deconstruction)

View File

@ -1308,12 +1308,12 @@ local function on_tick()
if global.market_age then
if not global.game_restart_timer then
global.game_restart_timer = 7200
global.game_restart_timer = 18000
else
if global.game_restart_timer < 0 then return end
global.game_restart_timer = global.game_restart_timer - 30
end
if global.game_restart_timer % 900 == 0 then
if global.game_restart_timer % 1800 == 0 then
if global.game_restart_timer > 0 then game.print("Map will restart in " .. global.game_restart_timer / 60 .. " seconds!", { r=0.22, g=0.88, b=0.22}) end
if global.game_restart_timer == 0 then
game.print("Map is restarting!", { r=0.22, g=0.88, b=0.22})

View File

@ -659,13 +659,14 @@ end
local function spawn_infinity_chest(pos, surface)
local math_random = math.random
local infinity_chests = {
{"raw-wood", math_random(1,3)},
--{"raw-wood", math_random(1,3)},
{"coal", 1},
{"stone", math_random(2,4)},
{"stone", math_random(2,4)},
{"stone", math_random(2,4)},
{"stone", math_random(2,4)},
{"stone", math_random(2,4)},
{"stone", math_random(3,5)},
{"stone", math_random(3,5)},
{"stone", math_random(3,5)},
{"stone", math_random(3,5)},
{"stone", math_random(3,5)},
{"stone", math_random(3,5)},
{"iron-ore", 1},
{"copper-ore", 1},
}
@ -808,6 +809,25 @@ local function on_chunk_generated(event)
local tile_to_insert = false
local chunk_position_x = event.area.left_top.x / 32
local chunk_position_y = event.area.left_top.y / 32
if not global.spawn_ores_generated then
if event.area.left_top.x > 96 then
map_functions.draw_entity_circle({x = 16, y = 16}, "coal", surface, 9, false, 750)
map_functions.draw_entity_circle({x = 16, y = 16}, "iron-ore", surface, 9, false, 750)
map_functions.draw_entity_circle({x = 16, y = 16}, "copper-ore", surface, 9, false, 750)
map_functions.draw_entity_circle({x = 16, y = 16}, "tree-05", surface, 9, true)
--map_functions.draw_smoothed_out_ore_circle({x = 16, y = 8}, "coal", surface, 7, 750)
--map_functions.draw_smoothed_out_ore_circle({x = 16, y = 8}, "coal", surface, 7, 750)
--map_functions.draw_smoothed_out_ore_circle({x = 8, y = 24}, "iron-ore", surface, 7, 750)
--map_functions.draw_smoothed_out_ore_circle({x = 24, y = 24}, "copper-ore", surface, 7, 750)
--surface.create_entity({name = "tree-05", position = {16, 24}})
--surface.create_entity({name = "tree-05", position = {24, 12}})
--surface.create_entity({name = "tree-05", position = {8, 12}})
global.spawn_ores_generated = true
end
end
for x = 0, 31, 1 do
for y = 0, 31, 1 do
tile_to_insert = false
@ -845,7 +865,7 @@ local function on_chunk_generated(event)
end
end
if chunk_position_x == 0 and chunk_position_y == 0 then
tile_to_insert = "grass-1"
tile_to_insert = "grass-1"
end
if chunk_position_x == 0 and chunk_position_y == -1 then
tile_to_insert = "dirt-5"
@ -887,7 +907,7 @@ local function on_player_joined_game(event)
}
game.map_settings.pollution.pollution_restored_per_tree_damage = 0
game.create_surface("labyrinth", map_gen_settings)
game.forces["player"].set_spawn_position({16,16},game.surfaces["labyrinth"])
game.forces["player"].set_spawn_position({16, 0},game.surfaces["labyrinth"])
local surface = game.surfaces["labyrinth"]
surface.create_entity {name="rock-big",position={16,-16}}
@ -913,10 +933,10 @@ local function on_player_joined_game(event)
end
local surface = game.surfaces["labyrinth"]
if player.online_time < 5 and surface.is_chunk_generated({0,0}) then
player.teleport(surface.find_non_colliding_position("player", {16,16}, 2, 1), "labyrinth")
player.teleport(surface.find_non_colliding_position("player", {16, 0}, 2, 1), "labyrinth")
else
if player.online_time < 5 then
player.teleport({16,16}, "labyrinth")
player.teleport({16, 0}, "labyrinth")
end
end
if player.online_time < 10 then

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@ -4,6 +4,7 @@ local event = require 'utils.event'
local math_random = math.random
local respawn_fish = true
local player_hunger_fish_food_value = 10
local player_hunger_spawn_value = 80
local player_hunger_stages = {}
@ -97,27 +98,20 @@ local function hunger_update(player, food_value)
create_hunger_gui(player)
end
local function respawn_fishes()
if not global.respawn_fish_cake_piece then global.respawn_fish_cake_piece = 1 end
if global.respawn_fish_cake_piece > 4 then global.respawn_fish_cake_piece = 1 end
local r = 1000000
local area = {{0, r * -1}, {r, 0}}
if global.respawn_fish_cake_piece == 2 then area = {{0, 0}, {r, r}} end
if global.respawn_fish_cake_piece == 3 then area = {{r * -1, 0}, {0, r}} end
if global.respawn_fish_cake_piece == 4 then area = {{r * -1, r * -1}, {0, 0}} end
global.respawn_fish_cake_piece = global.respawn_fish_cake_piece + 1
for _, surface in pairs(game.surfaces) do
local water_tiles = surface.find_tiles_filtered({name = {"water", "deepwater", "water-green"}, area = area})
for _, tile in pairs(water_tiles) do
if math_random(1, 64) == 1 then
local area_entities = {{tile.position.x - 2, tile.position.y - 2},{tile.position.x + 2, tile.position.y + 2}}
local area_tiles = {{tile.position.x - 1, tile.position.y - 1},{tile.position.x + 1, tile.position.y + 1}}
if surface.count_entities_filtered({area = area_entities, name = "fish"}) == 0 and surface.count_tiles_filtered({area = area_tiles, name = {"water", "deepwater", "water-green"}}) > 3 then
surface.create_entity({name = "water-splash", position = tile.position})
surface.create_entity({name = "fish", position = tile.position})
local function respawn_fishes()
local surface = game.players[1].surface
for chunk in surface.get_chunks() do
if math_random(1, 4) == 1 then
local area = {{chunk.x * 32, chunk.y * 32}, {chunk.x * 32 + 32, chunk.y * 32 + 32}}
local water_tiles = surface.find_tiles_filtered({name = {"water", "deepwater", "water-green"}, area = area})
for _, tile in pairs(water_tiles) do
if math_random(1, 32) == 1 then
local area_entities = {{tile.position.x - 2, tile.position.y - 2},{tile.position.x + 2, tile.position.y + 2}}
local area_tiles = {{tile.position.x - 1, tile.position.y - 1},{tile.position.x + 1, tile.position.y + 1}}
if surface.count_entities_filtered({area = area_entities, name = "fish"}) == 0 and surface.count_tiles_filtered({area = area_tiles, name = {"water", "deepwater", "water-green"}}) > 3 then
surface.create_entity({name = "water-splash", position = tile.position})
surface.create_entity({name = "fish", position = tile.position})
end
end
end
end

View File

@ -1,6 +1,38 @@
local simplex_noise = require 'utils.simplex_noise'
simplex_noise = simplex_noise.d2
local f = {}
local math_random = math.random
local insert = table.insert
f.draw_entity_circle = function(position, name, surface, radius, check_collision, amount)
if not position then return end
if not name then return end
if not surface then return end
if not radius then return end
for y = radius * -1, radius, 1 do
for x = radius * -1, radius, 1 do
local pos = {x = x + position.x, y = y + position.y}
local distance_to_center = math.sqrt(x^2 + y^2)
if distance_to_center <= radius then
if check_collision then
if surface.can_place_entity({name = name, position = pos}) then
if amount then
surface.create_entity({name = name, position = pos, amount = amount})
else
surface.create_entity({name = name, position = pos})
end
end
else
if amount then
surface.create_entity({name = name, position = pos, amount = amount})
else
surface.create_entity({name = name, position = pos})
end
end
end
end
end
end
f.draw_noise_tile_circle = function(position, name, surface, radius)
if not position then return end