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308
maps/amap/basic_markets.lua Normal file
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local Public = {}
local market = {}
local random = math.random
local floor = math.floor
local blacklist = {
['cargo-wagon'] = true,
['locomotive'] = true,
['artillery-wagon'] = true,
['artillery-turret'] = true,
['fluid-wagon'] = true,
['land-mine'] = true,
['car'] = true,
['tank'] = true,
['spidertron'] = true
}
market.weapons = {
['pistol'] = {value = 10, rarity = 1},
['submachine-gun'] = {value = 50, rarity = 2},
['shotgun'] = {value = 40, rarity = 2},
['combat-shotgun'] = {value = 400, rarity = 5},
['rocket-launcher'] = {value = 500, rarity = 6},
['flamethrower'] = {value = 750, rarity = 6},
['land-mine'] = {value = 3, rarity = 5}
}
market.ammo = {
['firearm-magazine'] = {value = 3, rarity = 1},
['piercing-rounds-magazine'] = {value = 6, rarity = 4},
['uranium-rounds-magazine'] = {value = 20, rarity = 8},
['shotgun-shell'] = {value = 3, rarity = 1},
['piercing-shotgun-shell'] = {value = 8, rarity = 5},
['cannon-shell'] = {value = 8, rarity = 4},
['explosive-cannon-shell'] = {value = 12, rarity = 5},
['uranium-cannon-shell'] = {value = 16, rarity = 7},
['explosive-uranium-cannon-shell'] = {value = 20, rarity = 8},
['artillery-shell'] = {value = 64, rarity = 7},
['rocket'] = {value = 45, rarity = 7},
['explosive-rocket'] = {value = 50, rarity = 7},
['atomic-bomb'] = {value = 11000, rarity = 10},
['flamethrower-ammo'] = {value = 20, rarity = 6},
['explosives'] = {value = 3, rarity = 1}
}
market.caspules = {
['grenade'] = {value = 16, rarity = 2},
['cluster-grenade'] = {value = 64, rarity = 5},
['poison-capsule'] = {value = 32, rarity = 6},
['slowdown-capsule'] = {value = 8, rarity = 1},
['defender-capsule'] = {value = 8, rarity = 1},
['distractor-capsule'] = {value = 20, rarity = 9},
['destroyer-capsule'] = {value = 32, rarity = 12},
['discharge-defense-remote'] = {value = 2000, rarity = 8},
['artillery-targeting-remote'] = {value = 32, rarity = 7},
['raw-fish'] = {value = 6, rarity = 1}
}
market.armor = {
['light-armor'] = {value = 25, rarity = 1},
['heavy-armor'] = {value = 250, rarity = 4},
['modular-armor'] = {value = 750, rarity = 5},
['power-armor'] = {value = 2500, rarity = 6},
['power-armor-mk2'] = {value = 20000, rarity = 10}
}
market.equipment = {
['solar-panel-equipment'] = {value = 240, rarity = 3},
['fusion-reactor-equipment'] = {value = 9000, rarity = 7},
['energy-shield-equipment'] = {value = 400, rarity = 6},
['energy-shield-mk2-equipment'] = {value = 4000, rarity = 8},
['battery-equipment'] = {value = 160, rarity = 2},
['battery-mk2-equipment'] = {value = 2000, rarity = 8},
['personal-laser-defense-equipment'] = {value = 2500, rarity = 7},
['discharge-defense-equipment'] = {value = 8000, rarity = 7},
['belt-immunity-equipment'] = {value = 200, rarity = 1},
['exoskeleton-equipment'] = {value = 800, rarity = 3},
['personal-roboport-equipment'] = {value = 500, rarity = 3},
['personal-roboport-mk2-equipment'] = {value = 5000, rarity = 8},
['night-vision-equipment'] = {value = 250, rarity = 1}
}
market.defense = {
['stone-wall'] = {value = 4, rarity = 1},
['gate'] = {value = 8, rarity = 1},
['repair-pack'] = {value = 8, rarity = 1},
['gun-turret'] = {value = 64, rarity = 1},
['laser-turret'] = {value = 1024, rarity = 6},
['flamethrower-turret'] = {value = 2048, rarity = 6},
['artillery-turret'] = {value = 8192, rarity = 8},
['rocket-silo'] = {value = 64000, rarity = 10}
}
market.logistic = {
['wooden-chest'] = {value = 3, rarity = 1},
['iron-chest'] = {value = 10, rarity = 2},
['steel-chest'] = {value = 24, rarity = 3},
['storage-tank'] = {value = 32, rarity = 4},
['transport-belt'] = {value = 4, rarity = 1},
['fast-transport-belt'] = {value = 8, rarity = 4},
['express-transport-belt'] = {value = 24, rarity = 7},
['underground-belt'] = {value = 8, rarity = 1},
['fast-underground-belt'] = {value = 32, rarity = 4},
['express-underground-belt'] = {value = 64, rarity = 7},
['splitter'] = {value = 16, rarity = 1},
['fast-splitter'] = {value = 48, rarity = 4},
['express-splitter'] = {value = 128, rarity = 7},
['loader'] = {value = 256, rarity = 2},
['fast-loader'] = {value = 512, rarity = 5},
['express-loader'] = {value = 768, rarity = 8},
['burner-inserter'] = {value = 4, rarity = 1},
['inserter'] = {value = 8, rarity = 1},
['long-handed-inserter'] = {value = 12, rarity = 2},
['fast-inserter'] = {value = 16, rarity = 4},
['filter-inserter'] = {value = 24, rarity = 5},
['stack-inserter'] = {value = 96, rarity = 6},
['stack-filter-inserter'] = {value = 128, rarity = 7},
['small-electric-pole'] = {value = 2, rarity = 1},
['medium-electric-pole'] = {value = 12, rarity = 4},
['big-electric-pole'] = {value = 24, rarity = 5},
['substation'] = {value = 96, rarity = 8},
['pipe'] = {value = 2, rarity = 1},
['pipe-to-ground'] = {value = 8, rarity = 1},
['pump'] = {value = 16, rarity = 4},
['logistic-robot'] = {value = 28, rarity = 5},
['construction-robot'] = {value = 28, rarity = 3},
['logistic-chest-active-provider'] = {value = 128, rarity = 7},
['logistic-chest-passive-provider'] = {value = 128, rarity = 6},
['logistic-chest-storage'] = {value = 128, rarity = 6},
['logistic-chest-buffer'] = {value = 128, rarity = 7},
['logistic-chest-requester'] = {value = 128, rarity = 7},
['roboport'] = {value = 4096, rarity = 8}
}
market.vehicles = {
['rail'] = {value = 4, rarity = 1},
['train-stop'] = {value = 32, rarity = 3},
['rail-signal'] = {value = 8, rarity = 5},
['rail-chain-signal'] = {value = 8, rarity = 5},
['locomotive'] = {value = 400, rarity = 4},
['cargo-wagon'] = {value = 200, rarity = 4},
['fluid-wagon'] = {value = 300, rarity = 5},
['artillery-wagon'] = {value = 8192, rarity = 8},
['car'] = {value = 80, rarity = 1},
['tank'] = {value = 1800, rarity = 5}
}
market.wire = {
['small-lamp'] = {value = 4, rarity = 1},
['red-wire'] = {value = 4, rarity = 1},
['green-wire'] = {value = 4, rarity = 1},
['arithmetic-combinator'] = {value = 16, rarity = 1},
['decider-combinator'] = {value = 16, rarity = 1},
['constant-combinator'] = {value = 16, rarity = 1},
['power-switch'] = {value = 16, rarity = 1},
['programmable-speaker'] = {value = 24, rarity = 1}
}
local function get_types()
local types = {}
for k, _ in pairs(market) do
types[#types + 1] = k
end
return types
end
local function get_resource_market_sells()
local sells = {
{price = {{'coin', random(5, 10)}}, offer = {type = 'give-item', item = 'wood', count = 50}},
{price = {{'coin', random(5, 10)}}, offer = {type = 'give-item', item = 'iron-ore', count = 50}},
{price = {{'coin', random(5, 10)}}, offer = {type = 'give-item', item = 'copper-ore', count = 50}},
{price = {{'coin', random(5, 10)}}, offer = {type = 'give-item', item = 'stone', count = 50}},
{price = {{'coin', random(5, 10)}}, offer = {type = 'give-item', item = 'coal', count = 50}},
{price = {{'coin', random(8, 16)}}, offer = {type = 'give-item', item = 'uranium-ore', count = 50}},
{price = {{'coin', random(2, 4)}}, offer = {type = 'give-item', item = 'crude-oil-barrel', count = 1}}
}
table.shuffle_table(sells)
return sells
end
local function get_resource_market_buys()
local buys = {
{price = {{'wood', random(10, 12)}}, offer = {type = 'give-item', item = 'coin'}},
{price = {{'iron-ore', random(10, 12)}}, offer = {type = 'give-item', item = 'coin'}},
{price = {{'copper-ore', random(10, 12)}}, offer = {type = 'give-item', item = 'coin'}},
{price = {{'stone', random(10, 12)}}, offer = {type = 'give-item', item = 'coin'}},
{price = {{'coal', random(10, 12)}}, offer = {type = 'give-item', item = 'coin'}},
{price = {{'uranium-ore', random(8, 10)}}, offer = {type = 'give-item', item = 'coin'}},
{price = {{'water-barrel', 1}}, offer = {type = 'give-item', item = 'coin', count = random(1, 2)}},
{price = {{'lubricant-barrel', 1}}, offer = {type = 'give-item', item = 'coin', count = random(3, 6)}},
{price = {{'sulfuric-acid-barrel', 1}}, offer = {type = 'give-item', item = 'coin', count = random(4, 8)}},
{price = {{'light-oil-barrel', 1}}, offer = {type = 'give-item', item = 'coin', count = random(2, 4)}},
{price = {{'heavy-oil-barrel', 1}}, offer = {type = 'give-item', item = 'coin', count = random(2, 4)}},
{price = {{'petroleum-gas-barrel', 1}}, offer = {type = 'give-item', item = 'coin', count = random(3, 5)}}
}
table.shuffle_table(buys)
return buys
end
local function get_market_item_list(rarity)
if rarity < 1 then
rarity = 1
end
if rarity > 10 then
rarity = 10
end
local types = get_types()
local list = {}
for i = 1, 9 do
local branch = market[types[i]]
for k, item in pairs(branch) do
--if item.rarity <= rarity and item.rarity + 7 >= rarity then
if item.rarity <= rarity then
local price = random(floor(item.value * 0.75), floor(item.value * 1.25))
if price < 1 then
price = 1
end
if price > 64000 then
price = 64000
end
list[#list + 1] = {price = {{'coin', price}}, offer = {type = 'give-item', item = k}}
end
end
end
if #list == 0 then
return false
end
return list
end
function Public.get_random_item(rarity, sell, buy)
rarity = rarity or 0
local items = get_market_item_list(rarity)
if not items then
return
end
if #items > 0 then
table.shuffle_table(items)
end
local items_return = {}
for i = 1, 25, 1 do
local item = items[i]
if not item then
break
end
if not blacklist[item.offer.item] then
items_return[#items_return + 1] = items[i]
end
end
if sell then
local sells = get_resource_market_sells()
for i = 1, random(1, 25), 1 do
items_return[#items_return + 1] = sells[i]
end
end
if buy then
local buys = get_resource_market_buys()
for i = 1, random(1, 25), 1 do
items_return[#items_return + 1] = buys[i]
end
end
return items_return
end
function Public.mountain_market(surface, position, rarity, buy)
local types = get_types()
table.shuffle_table(types)
local items = get_market_item_list(rarity)
if not items then
return
end
if #items > 0 then
table.shuffle_table(items)
end
local mrk = surface.create_entity({name = 'market', position = position, force = 'neutral'})
for i = 1, random(5, 10), 1 do
local item = items[i]
if not item then
break
end
if not blacklist[item.offer.item] then
mrk.add_market_item(items[i])
end
end
local sells = get_resource_market_sells()
for i = 1, random(1, 3), 1 do
mrk.add_market_item(sells[i])
end
if buy then
local buys = get_resource_market_buys()
for i = 1, random(1, 3), 1 do
mrk.add_market_item(buys[i])
end
end
return mrk
end
return Public

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maps/amap/biter_pets.lua Normal file
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local WPT = require 'maps.amap.table'
local nom_msg = {'munch', 'munch', 'yum'}
local Public = {}
local random = math.random
local floor = math.floor
local function feed_floaty_text(unit)
unit.surface.create_entity(
{
name = 'flying-text',
position = unit.position,
text = nom_msg[random(1, #nom_msg)],
color = {random(50, 100), 0, 255}
}
)
end
local function floaty_hearts(entity, c)
local position = {x = entity.position.x - 0.75, y = entity.position.y - 1}
local b = 1.35
for _ = 1, c, 1 do
local p = {
(position.x + 0.4) + (b * -1 + random(0, b * 20) * 0.1),
position.y + (b * -1 + random(0, b * 20) * 0.1)
}
entity.surface.create_entity({name = 'flying-text', position = p, text = '', color = {random(150, 255), 0, 255}})
end
end
local function tame_unit_effects(player, entity)
floaty_hearts(entity, 7)
rendering.draw_text {
text = '~' .. player.name .. "'s pet~",
surface = player.surface,
target = entity,
target_offset = {0, -2.6},
color = {
r = player.color.r * 0.6 + 0.25,
g = player.color.g * 0.6 + 0.25,
b = player.color.b * 0.6 + 0.25,
a = 1
},
scale = 1.05,
font = 'default-large-semibold',
alignment = 'center',
scale_with_zoom = false
}
end
local function find_unit(player, entity)
local units =
player.surface.find_entities_filtered(
{
type = 'unit',
area = {{entity.position.x - 1, entity.position.y - 1}, {entity.position.x + 1, entity.position.y + 1}},
limit = 1
}
)
return units[1]
end
local function feed_pet(unit)
if unit.prototype.max_health == unit.health then
return
end
unit.health = unit.health + 8 + floor(unit.prototype.max_health * 0.05)
feed_floaty_text(unit)
floaty_hearts(unit, random(1, 2))
return true
end
local function is_valid_player(player, unit)
if not player.character then
return
end
if not player.character.valid then
return
end
if player.surface.index ~= unit.surface.index then
return
end
return true
end
function Public.biter_pets_tame_unit(player, unit, forced)
local biter_pets = WPT.get('biter_pets')
if biter_pets[player.index] then
return false
end
if not forced then
if random(1, floor(unit.prototype.max_health * 0.01) + 1) ~= 1 then
feed_floaty_text(unit)
return true
end
end
if unit.force.index == player.force.index then
return false
end
unit.ai_settings.allow_destroy_when_commands_fail = false
unit.ai_settings.allow_try_return_to_spawner = false
unit.force = player.force
unit.set_command({type = defines.command.wander, distraction = defines.distraction.by_enemy})
biter_pets[player.index] = {last_command = 0, entity = unit}
tame_unit_effects(player, unit)
return true
end
function Public.tame_unit_for_closest_player(unit)
local valid_players = {}
for _, player in pairs(game.connected_players) do
if is_valid_player(player, unit) then
table.insert(valid_players, player)
end
end
local nearest_player = valid_players[1]
if not nearest_player then
return
end
Public.biter_pets_tame_unit(nearest_player, unit, true)
end
local function command_unit(entity, player)
if entity.surface ~= player.surface then
return
end
local square_distance = (player.position.x - entity.position.x) ^ 2 + (player.position.y - entity.position.y) ^ 2
--Pet will follow, if the player is between a distance of 8 to 160 tiles away from it.
if square_distance < 64 or square_distance > 25600 then
entity.set_command({type = defines.command.wander, distraction = defines.distraction.by_enemy})
else
entity.set_command(
{
type = defines.command.go_to_location,
destination_entity = player.character,
radius = 4,
distraction = defines.distraction.by_damage
}
)
end
end
local function on_player_changed_position(event)
local biter_pets = WPT.get('biter_pets')
if random(1, 100) ~= 1 then
return
end
local player = game.players[event.player_index]
if not biter_pets[player.index] then
return
end
if not biter_pets[player.index].entity then
biter_pets[player.index] = nil
return
end
if not biter_pets[player.index].entity.valid then
biter_pets[player.index] = nil
return
end
if not player.character then
return
end
if biter_pets[player.index].last_command + 600 > game.tick then
return
end
biter_pets[player.index].last_command = game.tick
command_unit(biter_pets[player.index].entity, player)
end
local function on_player_dropped_item(event)
local player = game.players[event.player_index]
if event.entity.stack.name ~= 'raw-fish' then
return
end
local unit = find_unit(player, event.entity)
if not unit then
return
end
if Public.biter_pets_tame_unit(player, unit, false) then
event.entity.destroy()
return
end
if unit.force.index == player.force.index then
feed_pet(unit)
end
end
local event = require 'utils.event'
event.add(defines.events.on_player_dropped_item, on_player_dropped_item)
event.add(defines.events.on_player_changed_position, on_player_changed_position)
return Public

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local Event = require 'utils.event'
local Global = require 'utils.global'
local BiterRolls = require 'modules.wave_defense.biter_rolls'
local BiterHealthBooster = require 'modules.biter_health_booster'
local WD = require 'modules.wave_defense.table'
local WPT = require 'maps.amap.table'
local traps = {}
Global.register(
traps,
function(t)
traps = t
end
)
local Public = {}
local floor = math.floor
local random = math.random
local abs = math.abs
local sqrt = math.sqrt
local spawn_amount_rolls = {}
for a = 48, 1, -1 do
spawn_amount_rolls[#spawn_amount_rolls + 1] = floor(a ^ 5)
end
local random_particles = {
'dirt-2-stone-particle-medium',
'dirt-4-dust-particle',
'coal-particle'
}
local s_random_particles = #random_particles
local function create_particles(data)
local surface = data.surface
local position = data.position
local amount = data.amount
if not surface or not surface.valid then
return
end
for i = 1, amount, 1 do
local m = random(6, 12)
local m2 = m * 0.005
surface.create_particle(
{
name = random_particles[random(1, s_random_particles)],
position = position,
frame_speed = 0.1,
vertical_speed = 0.1,
height = 0.1,
movement = {m2 - (random(0, m) * 0.01), m2 - (random(0, m) * 0.01)}
}
)
end
end
local function spawn_biters(data)
local surface = data.surface
if not (surface and surface.valid) then
return
end
local position = data.position
local h = floor(abs(position.y))
local wave_number = WD.get('wave_number')
local max_biters = WPT.get('biters')
if max_biters.amount >= max_biters.limit then
return
end
if not position then
position = surface.find_non_colliding_position('small-biter', position, 10, 1)
if not position then
return
end
end
local function trigger_health()
local m = 0.0015
m = m * 1.05
local boosted_health = 1.25
if wave_number <= 10 then
wave_number = 10
end
boosted_health = boosted_health * (wave_number * 0.02)
local sum = boosted_health * 5
sum = sum + m
if sum >= 100 then
sum = 100
end
return sum
end
BiterRolls.wave_defense_set_unit_raffle(h * 0.20)
local unit
if random(1, 3) == 1 then
unit = surface.create_entity({name = BiterRolls.wave_defense_roll_spitter_name(), position = position})
max_biters.amount = max_biters.amount + 1
else
unit = surface.create_entity({name = BiterRolls.wave_defense_roll_biter_name(), position = position})
max_biters.amount = max_biters.amount + 1
end
if random(1, 32) == 1 then
local sum = trigger_health()
max_biters.amount = max_biters.amount + 1
BiterHealthBooster.add_boss_unit(unit, sum, 0.38)
end
end
local function spawn_worms(data)
local max_biters = WPT.get('biters')
if max_biters.amount >= max_biters.limit then
return
end
local surface = data.surface
if not (surface and surface.valid) then
return
end
local position = data.position
BiterRolls.wave_defense_set_worm_raffle(sqrt(position.x ^ 2 + position.y ^ 2) * 0.20)
surface.create_entity({name = BiterRolls.wave_defense_roll_worm_name(), position = position})
max_biters.amount = max_biters.amount + 1
end
function Public.buried_biter(surface, position, max)
if not (surface and surface.valid) then
return
end
if not position then
return
end
if not position.x then
return
end
if not position.y then
return
end
local amount = 8
local a = 0
max = max or random(4, 6)
local ticks = amount * 30
ticks = ticks + 90
for t = 1, ticks, 1 do
if not traps[game.tick + t] then
traps[game.tick + t] = {}
end
traps[game.tick + t][#traps[game.tick + t] + 1] = {
callback = 'create_particles',
data = {surface = surface, position = {x = position.x, y = position.y}, amount = 4}
}
if t > 90 then
if t % 30 == 29 then
a = a + 1
traps[game.tick + t][#traps[game.tick + t] + 1] = {
callback = 'spawn_biters',
data = {surface = surface, position = {x = position.x, y = position.y}}
}
if a >= max then
break
end
end
end
end
end
function Public.buried_worm(surface, position)
if not (surface and surface.valid) then
return
end
if not position then
return
end
if not position.x then
return
end
if not position.y then
return
end
local amount = 8
local ticks = amount * 30
ticks = ticks + 90
local a = false
for t = 1, ticks, 1 do
if not traps[game.tick + t] then
traps[game.tick + t] = {}
end
traps[game.tick + t][#traps[game.tick + t] + 1] = {
callback = 'create_particles',
data = {surface = surface, position = {x = position.x, y = position.y}, amount = 4}
}
if not a then
traps[game.tick + t][#traps[game.tick + t] + 1] = {
callback = 'spawn_worms',
data = {surface = surface, position = {x = position.x, y = position.y}}
}
a = true
end
end
end
local callbacks = {
['create_particles'] = create_particles,
['spawn_biters'] = spawn_biters,
['spawn_worms'] = spawn_worms
}
local function on_tick()
local t = game.tick
if not traps[t] then
return
end
for _, token in pairs(traps[t]) do
local callback = token.callback
local data = token.data
local cbl = callbacks[callback]
if callbacks[callback] then
cbl(data)
end
end
traps[t] = nil
end
function Public.reset()
for k, _ in pairs(traps) do
traps[k] = nil
end
end
Event.add(defines.events.on_tick, on_tick)
return Public

251
maps/amap/caves.lua Normal file
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--[[
Exchange Strings
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aEEj4yCOKkScCIzm081XplVwNQcktT1leCH9xo/CJZ1Rk2b7SfKR
M0JwPPnzLV+EcxobVOmRrEX45fZ5NCQz6S4h3qIRV18Vpu32sQNs
8kwoXSdIr1kvNPjEJXfhPwM3fGG70zbN7n+hUH+/4j8HgVljp7wD
VXdsJuZ76VsGvWeHyfNjW7REoyhvvvAetn9CzJb1cQ=<<<
]]
local random = math.random
local Alert = require 'utils.alert'
require "player_modifiers"
require "modules.rocks_broken_paint_tiles"
require "modules.rocks_heal_over_time"
require "modules.rocks_yield_ore_veins"
require "modules.no_deconstruction_of_neutral_entities"
local MT = require "maps.amap.basic_markets"
local asdasd = require 'modules.rpg.table'
local Loot = require "maps.amap.loot"
local get_noise = require "utils.get_noise"
local Player_modifiers = require "player_modifiers"
local math_random = math.random
local math_floor = math.floor
local math_abs = math.abs
local Public = {}
local BiterRolls = require 'modules.wave_defense.biter_rolls'
local rock_raffle = {"sand-rock-big","sand-rock-big", "rock-big","rock-big","rock-big","rock-big","rock-big","rock-big","rock-big","rock-huge"}
local size_of_rock_raffle = #rock_raffle
local Pets = require 'maps.amap.biter_pets'
local function place_entity(surface, position)
if math_random(1, 3) ~= 1 then
surface.create_entity({name = rock_raffle[math_random(1, size_of_rock_raffle)], position = position, force = "neutral"})
end
end
local function is_scrap_area(noise)
if noise > 0.63 then return end
if noise < -0.63 then return end
if noise > 0.35 then return true end
if noise < -0.35 then return true end
end
local function hidden_treasure(player, entity)
local rpg = asdasd.get('rpg_t')
local magic = rpg[player.index].magicka
local msg = '哦,看啊,你找到了一个宝藏!'
Alert.alert_player(player, 5, msg)
Loot.add_rare(entity.surface, entity.position, 'wooden-chest', magic)
end
local function move_away_things(surface, area)
for _, e in pairs(surface.find_entities_filtered({type = {"unit-spawner", "turret", "unit", "tree"}, area = area})) do
local position = surface.find_non_colliding_position(e.name, e.position, 128, 4)
if position then
surface.create_entity({name = e.name, position = position, force = "enemy"})
e.destroy()
end
end
end
local vectors = {{0,0}, {1,0}, {-1,0}, {0,1}, {0,-1}}
local function hidden_biter_pet(player, entity)
local pos = entity.position
BiterRolls.wave_defense_set_unit_raffle(math.sqrt(pos.x ^ 2 + pos.y ^ 2) * 0.25)
local unit
if random(1, 3) == 1 then
unit = entity.surface.create_entity({name = BiterRolls.wave_defense_roll_spitter_name(), position = pos})
else
unit = entity.surface.create_entity({name = BiterRolls.wave_defense_roll_biter_name(), position = pos})
end
Pets.biter_pets_tame_unit(game.players[player.index], unit, true)
end
local function hidden_biter(player, entity)
local pos = entity.position
BiterRolls.wave_defense_set_unit_raffle(math.sqrt(pos.x ^ 2 + pos.y ^ 2) * 0.25)
local unit
if random(1, 3) == 1 then
unit = entity.surface.create_entity({name = BiterRolls.wave_defense_roll_spitter_name(), position = pos})
else
unit = entity.surface.create_entity({name = BiterRolls.wave_defense_roll_biter_name(), position = pos})
end
end
local function on_player_mined_entity(event)
local entity = event.entity
if not entity.valid then return end
if entity.type ~= "simple-entity" then return end
local surface = entity.surface
for _, v in pairs(vectors) do
local position = {entity.position.x + v[1], entity.position.y + v[2]}
if not surface.get_tile(position).collides_with("resource-layer") then
surface.set_tiles({{name = "landfill", position = position}}, true)
end
end
if event.player_index then game.players[event.player_index].insert({name = "coin", count = 1}) end
local player = game.players[event.player_index]
--修复挖矿石路
local rpg = asdasd.get('rpg_t')
local rpg_char = rpg[player.index]
if rpg_char.stone_path then
entity.surface.set_tiles({{name = 'stone-path', position = entity.position}}, true)
end
--挖出汽车
if random(1,712) < 2 then
local position = {entity.position.x , entity.position.y }
--local player = game.players[event.player_index]
surface.create_entity({name = 'car', position = position, force = 'player'})
Public.unstuck_player(player.index)
local msg = ({'found a car', 'you'})
Alert.alert_player(player, 15, msg)
end
--挖出虫巢
if random(1,120) < 2 then
local position = {entity.position.x , entity.position.y }
local player = game.players[event.player_index]
surface.create_entity({name = 'biter-spawner', position = position, force = 'enemy'})
Public.unstuck_player(player.index)
end
--挖出宝藏
if random(1,150) < 2 then
local player = game.players[event.player_index]
hidden_treasure(player,entity)
end
--挖出宠物
if random(1,170) < 3 then
local player = game.players[event.player_index]
hidden_biter_pet(player,entity)
end
--来挖个虫子
if random(1,100) < 3 then
local player = game.players[event.player_index]
hidden_biter(player,entity)
end
end
local function on_entity_died(event)
if not event.entity.valid then return end
on_player_mined_entity(event)
end
--图块生成时
local function on_chunk_generated(event)
local surface = event.surface
local seed = surface.map_gen_settings.seed
local left_top_x = event.area.left_top.x
local left_top_y = event.area.left_top.y
local set_tiles = surface.set_tiles
local get_tile = surface.get_tile
local position
local noise
for x = 0, 31, 1 do
for y = 0, 31, 1 do
position = {x = left_top_x + x, y = left_top_y + y}
if not get_tile(position).collides_with("resource-layer") then
noise = get_noise("scrapyard", position, seed)
if is_scrap_area(noise) then
set_tiles({{name = "dirt-" .. math_floor(math_abs(noise) * 12) % 4 + 3, position = position}}, true)
if x+y > 33 and x+y < 40 then
local b = math_random(1,200)
--宝藏
if b < 3 then
local chest = 'iron-chest'
Loot.add(surface, position, chest)
end
--中立建筑
--在我上面添加代码
end
--商店代码
if y == 1 then
if x == 1 then
local a = math_random(1,8)
if a == 1 then
local q =math_abs(position.x)/20
local w =math_abs(position.y)/20
local maxs =q+w+15
-- game.print(maxs)
MT.mountain_market(surface,position,maxs)
end
end
end
place_entity(surface, position)
end
end
end
end
move_away_things(surface, event.area)
end
local function on_player_joined_game(event)
local player = game.players[event.player_index]
local modifiers = Player_modifiers.get_table()
--modifiers[player.index].character_mining_speed_modifier["caves"] = 3
Player_modifiers.update_player_modifiers(player)
end
function Public.unstuck_player(index)
local player = game.get_player(index)
local surface = player.surface
local position = surface.find_non_colliding_position('character', player.position, 32, 0.5)
if not position then
return
end
player.teleport(position, surface)
end
local function on_init()
global.rocks_yield_ore_maximum_amount = 999
global.rocks_yield_ore_base_amount = 100
global.rocks_yield_ore_distance_modifier = 0.025
end
local Event = require 'utils.event'
Event.on_init(on_init)
Event.add(defines.events.on_chunk_generated, on_chunk_generated)
Event.add(defines.events.on_player_joined_game, on_player_joined_game)
Event.add(defines.events.on_player_mined_entity, on_player_mined_entity)
Event.add(defines.events.on_entity_died, on_entity_died)
require "modules.rocks_yield_ore"

1382
maps/amap/entities.lua Normal file

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794
maps/amap/functions.lua Normal file
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local Token = require 'utils.token'
local Task = require 'utils.task'
local Event = require 'utils.event'
local Global = require 'utils.global'
local Alert = require 'utils.alert'
local WPT = require 'maps.amap.table'
local WD = require 'modules.wave_defense.table'
local math2d = require 'math2d'
local Commands = require 'commands.misc'
local RPG = require 'modules.rpg.table'
local this = {
power_sources = {index = 1},
refill_turrets = {index = 1},
magic_crafters = {index = 1},
magic_fluid_crafters = {index = 1},
art_table = {index = 1},
surface_cleared = false
}
local starting_items = {['pistol'] = 1, ['firearm-magazine'] = 16, ['car'] = 1}
Global.register(
this,
function(t)
this = t
end
)
local Public = {}
local random = math.random
local floor = math.floor
local remove = table.remove
local sqrt = math.sqrt
local magic_crafters_per_tick = 3
local magic_fluid_crafters_per_tick = 8
local tile_damage = 50
local artillery_target_entities = {
'character',
'tank',
'car',
'radar',
'lab',
'furnace',
'locomotive',
'cargo-wagon',
'fluid-wagon',
'artillery-wagon',
'artillery-turret',
'laser-turret',
'gun-turret',
'flamethrower-turret',
'silo',
'spidertron'
}
function Public.get_player_data(player, remove_user_data)
local players = WPT.get('players')
if remove_user_data then
if players[player.index] then
players[player.index] = nil
end
end
if not players[player.index] then
players[player.index] = {}
end
return players[player.index]
end
local get_player_data = Public.get_player_data
local function debug_str(msg)
local debug = WPT.get('debug')
if not debug then
return
end
print('Mtn: ' .. msg)
end
local function show_text(msg, pos, color, surface)
if color == nil then
surface.create_entity({name = 'flying-text', position = pos, text = msg})
else
surface.create_entity({name = 'flying-text', position = pos, text = msg, color = color})
end
end
local function fast_remove(tbl, index)
local count = #tbl
if index > count then
return
elseif index < count then
tbl[index] = tbl[count]
end
tbl[count] = nil
end
local function do_refill_turrets()
local refill_turrets = this.refill_turrets
local index = refill_turrets.index
if index > #refill_turrets then
refill_turrets.index = 1
return
end
local turret_data = refill_turrets[index]
local turret = turret_data.turret
if not turret.valid then
fast_remove(refill_turrets, index)
return
end
refill_turrets.index = index + 1
local data = turret_data.data
if data.liquid then
turret.fluidbox[1] = data
elseif data then
turret.insert(data)
end
end
local function do_turret_energy()
local power_sources = this.power_sources
for index = 1, #power_sources do
local ps_data = power_sources[index]
if not (ps_data and ps_data.valid) then
fast_remove(power_sources, index)
return
end
ps_data.energy = 0xfffff
end
end
local function do_magic_crafters()
local magic_crafters = this.magic_crafters
local limit = #magic_crafters
if limit == 0 then
return
end
local index = magic_crafters.index
for i = 1, magic_crafters_per_tick do
if index > limit then
index = 1
end
local data = magic_crafters[index]
local entity = data.entity
if not entity.valid then
fast_remove(magic_crafters, index)
limit = limit - 1
if limit == 0 then
return
end
else
index = index + 1
local tick = game.tick
local last_tick = data.last_tick
local rate = data.rate
local count = (tick - last_tick) * rate
local fcount = floor(count)
if fcount > 1 then
fcount = 1
end
if fcount > 0 then
entity.get_output_inventory().insert {name = data.item, count = fcount}
data.last_tick = tick - (count - fcount) / rate
end
end
end
magic_crafters.index = index
end
local function do_magic_fluid_crafters()
local magic_fluid_crafters = this.magic_fluid_crafters
local limit = #magic_fluid_crafters
if limit == 0 then
return
end
local index = magic_fluid_crafters.index
for i = 1, magic_fluid_crafters_per_tick do
if index > limit then
index = 1
end
local data = magic_fluid_crafters[index]
local entity = data.entity
if not entity.valid then
fast_remove(magic_fluid_crafters, index)
limit = limit - 1
if limit == 0 then
return
end
else
index = index + 1
local tick = game.tick
local last_tick = data.last_tick
local rate = data.rate
local count = (tick - last_tick) * rate
local fcount = floor(count)
if fcount > 0 then
local fluidbox_index = data.fluidbox_index
local fb = entity.fluidbox
local fb_data = fb[fluidbox_index] or {name = data.item, amount = 0}
fb_data.amount = fb_data.amount + fcount
fb[fluidbox_index] = fb_data
data.last_tick = tick - (count - fcount) / rate
end
end
end
magic_fluid_crafters.index = index
end
local function tick()
do_magic_crafters()
do_magic_fluid_crafters()
end
Public.deactivate_callback =
Token.register(
function(entity)
if entity and entity.valid then
entity.active = false
entity.operable = false
entity.destructible = false
end
end
)
Public.neutral_force =
Token.register(
function(entity)
if entity and entity.valid then
entity.force = 'neutral'
end
end
)
Public.enemy_force =
Token.register(
function(entity)
if entity and entity.valid then
entity.force = 'enemy'
end
end
)
Public.active_not_destructible_callback =
Token.register(
function(entity)
if entity and entity.valid then
entity.active = true
entity.operable = false
entity.destructible = false
end
end
)
Public.disable_minable_callback =
Token.register(
function(entity)
if entity and entity.valid then
entity.minable = false
end
end
)
Public.disable_minable_and_ICW_callback =
Token.register(
function(entity)
if entity and entity.valid then
entity.minable = false
ICW.register_wagon(entity, true)
end
end
)
Public.disable_destructible_callback =
Token.register(
function(entity)
if entity and entity.valid then
entity.destructible = false
entity.minable = false
end
end
)
Public.disable_active_callback =
Token.register(
function(entity)
if entity and entity.valid then
entity.active = false
end
end
)
local disable_active_callback = Public.disable_active_callback
Public.power_source_callback =
Token.register(
function(turret)
local power_sources = this.power_sources
power_sources[#power_sources + 1] = turret
end
)
Public.magic_item_crafting_callback =
Token.register(
function(entity, data)
local callback_data = data.callback_data
if not (entity and entity.valid) then
return
end
entity.minable = false
entity.destructible = false
entity.operable = false
local force = game.forces.player
local tech = callback_data.tech
if tech then
if not force.technologies[tech].researched then
entity.destroy()
return
end
end
local recipe = callback_data.recipe
if recipe then
entity.set_recipe(recipe)
else
local furance_item = callback_data.furance_item
if furance_item then
local inv = entity.get_inventory(defines.inventory.furnace_result)
inv.insert(furance_item)
end
end
local p = entity.position
local x, y = p.x, p.y
local distance = sqrt(x * x + y * y)
local output = callback_data.output
if #output == 0 then
add_magic_crafter_output(entity, output, distance)
else
for i = 1, #output do
local o = output[i]
add_magic_crafter_output(entity, o, distance)
end
end
if not callback_data.keep_active then
Task.set_timeout_in_ticks(2, disable_active_callback, entity) -- causes problems with refineries.
end
end
)
Public.magic_item_crafting_callback_weighted =
Token.register(
function(entity, data)
local callback_data = data.callback_data
if not (entity and entity.valid) then
return
end
entity.minable = false
entity.destructible = false
entity.operable = false
local weights = callback_data.weights
local loot = callback_data.loot
local p = entity.position
local i = random() * weights.total
local index = table.binary_search(weights, i)
if (index < 0) then
index = bit32.bnot(index)
end
local stack = loot[index].stack
if not stack then
return
end
local force = game.forces.player
local tech = stack.tech
if tech then
if force.technologies[tech] then
if not force.technologies[tech].researched then
entity.destroy()
return
end
end
end
local recipe = stack.recipe
if recipe then
entity.set_recipe(recipe)
else
local furance_item = stack.furance_item
if furance_item then
local inv = entity.get_inventory(defines.inventory.furnace_result)
inv.insert(furance_item)
end
end
local x, y = p.x, p.y
local distance = sqrt(x * x + y * y)
local output = stack.output
if #output == 0 then
add_magic_crafter_output(entity, output, distance)
else
for o_i = 1, #output do
local o = output[o_i]
add_magic_crafter_output(entity, o, distance)
end
end
if not callback_data.keep_active then
Task.set_timeout_in_ticks(2, disable_active_callback, entity) -- causes problems with refineries.
end
end
)
function Public.prepare_weighted_loot(loot)
local total = 0
local weights = {}
for i = 1, #loot do
local v = loot[i]
total = total + v.weight
weights[#weights + 1] = total
end
weights.total = total
return weights
end
function Public.do_random_loot(entity, weights, loot)
if not entity.valid then
return
end
entity.operable = false
--entity.destructible = false
local i = random() * weights.total
local index = table.binary_search(weights, i)
if (index < 0) then
index = bit32.bnot(index)
end
local stack = loot[index].stack
if not stack then
return
end
local df = stack.distance_factor
local count
if df then
local p = entity.position
local x, y = p.x, p.y
local d = sqrt(x * x + y * y)
count = stack.count + d * df
else
count = stack.count
end
entity.insert {name = stack.name, count = count}
end
function Public.remove_offline_players()
local offline_players_enabled = WPT.get('offline_players_enabled')
if not offline_players_enabled then
return
end
local offline_players = WPT.get('offline_players')
local active_surface_index = WPT.get('active_surface_index')
local surface = game.surfaces[active_surface_index]
local player_inv = {}
local items = {}
if #offline_players > 0 then
local later = {}
for i = 1, #offline_players, 1 do
if offline_players[i] and game.players[offline_players[i].index] and game.players[offline_players[i].index].connected then
offline_players[i] = nil
else
if offline_players[i] and game.players[offline_players[i].index] and offline_players[i].tick < game.tick - 54000 then
local name = offline_players[i].name
player_inv[1] = game.players[offline_players[i].index].get_inventory(defines.inventory.character_main)
player_inv[2] = game.players[offline_players[i].index].get_inventory(defines.inventory.character_armor)
player_inv[3] = game.players[offline_players[i].index].get_inventory(defines.inventory.character_guns)
player_inv[4] = game.players[offline_players[i].index].get_inventory(defines.inventory.character_ammo)
player_inv[5] = game.players[offline_players[i].index].get_inventory(defines.inventory.character_trash)
local pos = game.forces.player.get_spawn_position(surface)
local e =
surface.create_entity(
{
name = 'character',
position = pos,
force = 'neutral'
}
)
local inv = e.get_inventory(defines.inventory.character_main)
e.character_inventory_slots_bonus = #player_inv[1]
for ii = 1, 5, 1 do
if player_inv[ii].valid then
for iii = 1, #player_inv[ii], 1 do
if player_inv[ii][iii].valid then
items[#items + 1] = player_inv[ii][iii]
end
end
end
end
if #items > 0 then
for item = 1, #items, 1 do
if items[item].valid then
inv.insert(items[item])
end
end
local message = ({'main.cleaner', name})
local data = {
position = pos
}
Alert.alert_all_players_location(data, message)
e.die('neutral')
else
e.destroy()
end
for ii = 1, 5, 1 do
if player_inv[ii].valid then
player_inv[ii].clear()
end
end
offline_players[i] = nil
else
later[#later + 1] = offline_players[i]
end
end
end
for k, _ in pairs(offline_players) do
offline_players[k] = nil
end
if #later > 0 then
for i = 1, #later, 1 do
offline_players[#offline_players + 1] = later[i]
end
end
end
end
local function calc_players()
local players = game.connected_players
local check_afk_players = WPT.get('check_afk_players')
if not check_afk_players then
return #players
end
local total = 0
for i = 1, #players do
local player = players[i]
if player.afk_time < 36000 then
total = total + 1
end
end
if total <= 0 then
total = 1
end
return total
end
function Public.on_player_joined_game(event)
local active_surface_index = WPT.get('active_surface_index')
local player = game.players[event.player_index]
local surface = game.surfaces[active_surface_index]
player.print('保护火箭发射井,当火箭发射被摧毁时游戏则失败。抵御虫子进攻,建造产线,通过发射火箭来赢得游戏!')
player.print('地图纪录: \n 通关纪录:无 \n 最久存活:290波 \n 瓶子科技:红绿灰蓝瓶 \n 最高等级:117级 \n 纪录编写时间:1.7')
player.print('QQ群:701077913')
local reward = require 'maps.amap.main'.reward
local player_data = get_player_data(player)
if not player_data.first_join then
for item, amount in pairs(starting_items) do
player.insert({name = item, count = amount})
end
player_data.first_join = true
end
if player.surface.index ~= active_surface_index then
player.teleport({x=0,y=0}, surface)
else
local p = {x = player.position.x, y = player.position.y}
local get_tile = surface.get_tile(p)
if get_tile.valid and get_tile.name == 'out-of-map' then
player.teleport({x=0,y=0}, surface)
end
end
end
function Public.is_creativity_mode_on()
local creative_enabled = Commands.get('creative_enabled')
if creative_enabled then
WD.set('next_wave', 1000)
Collapse.start_now(true)
Public.set_difficulty()
end
end
function Public.disable_creative()
local creative_enabled = Commands.get('creative_enabled')
if creative_enabled then
Commands.set('creative_enabled', false)
end
end
function Public.on_pre_player_left_game(event)
local offline_players_enabled = WPT.get('offline_players_enabled')
if not offline_players_enabled then
return
end
local offline_players = WPT.get('offline_players')
local player = game.players[event.player_index]
local ticker = game.tick
if player.character then
offline_players[#offline_players + 1] = {
index = event.player_index,
name = player.name,
tick = ticker
}
end
end
function Public.on_player_respawned(event)
local player = game.get_player(event.player_index)
if not (player and player.valid) then
return
end
local player_data = get_player_data(player)
if player_data.died then
player_data.died = nil
end
end
function Public.on_player_died(event)
local player = game.get_player(event.player_index)
if not (player and player.valid) then
return
end
local player_data = get_player_data(player)
player_data.died = true
end
function Public.on_player_changed_position(event)
local active_surface_index = WPT.get('active_surface_index')
if not active_surface_index then
return
end
local player = game.players[event.player_index]
local map_name = 'amap'
if string.sub(player.surface.name, 0, #map_name) ~= map_name then
return
end
local position = player.position
local surface = game.surfaces[active_surface_index]
local p = {x = player.position.x, y = player.position.y}
local get_tile = surface.get_tile(p)
local config_tile = WPT.get('void_or_tile')
if config_tile == 'lab-dark-2' then
if get_tile.valid and get_tile.name == 'lab-dark-2' then
if random(1, 2) == 1 then
if random(1, 2) == 1 then
show_text('This path is not for players!', p, {r = 0.98, g = 0.66, b = 0.22}, surface)
end
player.surface.create_entity({name = 'fire-flame', position = player.position})
player.character.health = player.character.health - tile_damage
if player.character.health == 0 then
player.character.die()
local message = ({'main.death_message_' .. random(1, 7), player.name})
game.print(message, {r = 0.98, g = 0.66, b = 0.22})
end
end
end
end
if position.y >= 74 then
player.teleport({position.x, position.y - 1}, surface)
player.print(({'main.forcefield'}), {r = 0.98, g = 0.66, b = 0.22})
if player.character then
player.character.health = player.character.health - 5
player.character.surface.create_entity({name = 'water-splash', position = position})
if player.character.health <= 0 then
player.character.die('enemy')
end
end
end
end
local disable_recipes = function()
local force = game.forces.player
force.recipes['car'].enabled = false
force.recipes['tank'].enabled = false
force.recipes['pistol'].enabled = false
force.recipes['spidertron-remote'].enabled = false
end
function Public.disable_tech()
game.forces.player.technologies['landfill'].enabled = false
game.forces.player.technologies['spidertron'].enabled = false
game.forces.player.technologies['spidertron'].researched = false
disable_recipes()
end
local disable_tech = Public.disable_tech
Public.firearm_magazine_ammo = {name = 'firearm-magazine', count = 200}
Public.piercing_rounds_magazine_ammo = {name = 'piercing-rounds-magazine', count = 200}
Public.uranium_rounds_magazine_ammo = {name = 'uranium-rounds-magazine', count = 200}
Public.light_oil_ammo = {name = 'light-oil', amount = 100}
Public.artillery_shell_ammo = {name = 'artillery-shell', count = 15}
Public.laser_turrent_power_source = {buffer_size = 2400000, power_production = 40000}
function Public.reset_table()
this.power_sources = {index = 1}
this.refill_turrets = {index = 1}
this.magic_crafters = {index = 1}
this.magic_fluid_crafters = {index = 1}
end
local on_player_joined_game = Public.on_player_joined_game
local on_player_respawned = Public.on_player_respawned
local on_player_died = Public.on_player_died
local on_player_changed_position = Public.on_player_changed_position
local on_pre_player_left_game = Public.on_pre_player_left_game
Event.add(defines.events.on_player_joined_game, on_player_joined_game)
Event.add(defines.events.on_player_respawned, on_player_respawned)
Event.add(defines.events.on_player_died, on_player_died)
--Event.add(defines.events.on_player_changed_position, on_player_changed_position)
Event.add(defines.events.on_pre_player_left_game, on_pre_player_left_game)
Event.on_nth_tick(10, tick)
Event.on_nth_tick(5, do_turret_energy)
return Public

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maps/amap/loot.lua Normal file
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local LootRaffle = require 'functions.loot_raffle'
local Public = {}
local random = math.random
local abs = math.abs
local floor = math.floor
local sqrt = math.sqrt
local blacklist = {
['atomic-bomb'] = true,
['cargo-wagon'] = true,
['car'] = true,
['tank'] = true,
['spidertron'] = true,
['locomotive'] = true,
['artillery-wagon'] = true,
['artillery-turret'] = true,
['landfill'] = true,
['discharge-defense-equipment'] = true,
['discharge-defense-remote'] = true,
['fluid-wagon'] = true,
['pistol'] = true
}
function Public.get_distance(position)
local difficulty = sqrt(position.x ^ 2 + position.y ^ 2) * 0.0001
return difficulty
end
function Public.add(surface, position, chest)
local budget = 48 + abs(position.y) * 1.75
budget = budget * random(25, 175) * 0.01
if random(1, 128) == 1 then
budget = budget * 4
chest = 'crash-site-chest-' .. random(1, 2)
end
if random(1, 256) == 1 then
budget = budget * 4
chest = 'crash-site-chest-' .. random(1, 2)
end
budget = floor(budget) + 1
local amount = random(1, 5)
local base_amount = 12 * amount
local distance_mod = Public.get_distance(position)
local result = base_amount + budget + distance_mod
local c = game.entity_prototypes[chest]
local slots = c.get_inventory_size(defines.inventory.chest)
local item_stacks = LootRaffle.roll(result, slots, blacklist)
local container = surface.create_entity({name = chest, position = position, force = 'neutral'})
for _, item_stack in pairs(item_stacks) do
container.insert(item_stack)
end
container.minable = false
if random(1, 8) == 1 then
container.insert({name = 'coin', count = random(1, 32)})
elseif random(1, 32) == 1 then
container.insert({name = 'coin', count = random(1, 128)})
elseif random(1, 128) == 1 then
container.insert({name = 'coin', count = random(1, 256)})
end
for _ = 1, 3, 1 do
if random(1, 8) == 1 then
container.insert({name = 'explosives', count = random(25, 50)})
else
break
end
end
end
function Public.add_rare(surface, position, chest, magic)
local budget = magic * 48 + abs(position.y) * 1.75
budget = budget * random(25, 175) * 0.01
if random(1, 128) == 1 then
budget = budget * 6
chest = 'crash-site-chest-' .. random(1, 2)
end
if random(1, 128) == 1 then
budget = budget * 6
chest = 'crash-site-chest-' .. random(1, 2)
end
local amount = random(1, 5)
local base_amount = 12 * amount
local distance_mod = Public.get_distance(position)
budget = floor(budget) + 1
local result = base_amount + budget + distance_mod
local c = game.entity_prototypes[chest]
local slots = c.get_inventory_size(defines.inventory.chest)
local item_stacks = LootRaffle.roll(result, slots, blacklist)
local container = surface.create_entity({name = chest, position = position, force = 'neutral'})
for _, item_stack in pairs(item_stacks) do
container.insert(item_stack)
end
container.minable = false
for _ = 1, 3, 1 do
if random(1, 8) == 1 then
container.insert({name = 'explosives', count = random(25, 50)})
else
break
end
end
end
function Public.cool(surface, position, chest, magic)
local budget = magic * 48 + abs(position.y) * 1.75
budget = budget * random(25, 175) * 0.01
if random(1, 128) == 1 then
budget = budget * 6
chest = 'crash-site-chest-' .. random(1, 2)
end
if random(1, 128) == 1 then
budget = budget * 6
chest = 'crash-site-chest-' .. random(1, 2)
end
local amount = random(1, 5)
local base_amount = 12 * amount
local distance_mod = Public.get_distance(position)
budget = floor(budget) + 1
local result = base_amount + budget + distance_mod
local c = game.entity_prototypes[chest]
local slots = c.get_inventory_size(defines.inventory.chest)
local item_stacks = LootRaffle.roll(result, slots, blacklist)
local container = surface.create_entity({name = chest, position = position, force = 'neutral'})
for _, item_stack in pairs(item_stacks) do
container.insert(item_stack)
end
for _ = 1, 3, 1 do
if random(1, 8) == 1 then
container.insert({name = 'explosives', count = random(25, 50)})
else
break
end
end
end
return Public

403
maps/amap/main.lua Normal file
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require 'modules.rpg.main'
local Functions = require 'maps.amap.functions'
local IC = require 'maps.amap.ic.table'
local CS = require 'maps.amap.surface'
local Event = require 'utils.event'
local WD = require 'modules.wave_defense.table'
local Map = require 'modules.map_info'
local AntiGrief = require 'antigrief'
local Explosives = require 'modules.explosives'
local WPT = require 'maps.amap.table'
local Autostash = require 'modules.autostash'
local BuriedEnemies = require 'maps.amap.buried_enemies'
local RPG_Settings = require 'modules.rpg.table'
local RPG_Func = require 'modules.rpg.functions'
local Commands = require 'commands.misc'
local Task = require 'utils.task'
local Token = require 'utils.token'
local Alert = require 'utils.alert'
local rock = require 'maps.amap.rock'
local RPG = require 'modules.rpg.table'
biter = {}
local h = 1
local k = 10
local last = 0
require 'modules.burden'
require "modules.spawners_contain_biters"
require 'modules.biters_yield_coins'
require 'maps.amap.sort'
local Public = {}
local floor = math.floor
local remove = table.remove
--加载地形
require 'maps.amap.caves'
require 'maps.amap.ic.main'
require 'modules.shotgun_buff'
require 'modules.no_deconstruction_of_neutral_entities'
require 'modules.spawners_contain_biters'
require 'modules.wave_defense.main'
require 'modules.charging_station'
local init_new_force = function()
local new_force = game.forces.protectors
local enemy = game.forces.enemy
if not new_force then
new_force = game.create_force('protectors')
end
new_force.set_friend('enemy', true)
enemy.set_friend('protectors', true)
end
function Public.reward()
return(k)
end
function Public.reset_map()
local this = WPT.get()
local wave_defense_table = WD.get_table()
--创建一个地表
this.active_surface_index = CS.create_surface()
Autostash.insert_into_furnace(true)
Autostash.bottom_button(true)
BuriedEnemies.reset()
IC.reset()
IC.allowed_surface('amap')
game.reset_time_played()
WPT.reset_table()
--记得后面改为失去一半经验!并且修订技能!
local rpg_t = RPG.get('rpg_t')
for k, p in pairs(game.connected_players) do
local player = game.connected_players[k]
rpg_t[player.index].xp = rpg_t[player.index].xp / 3
rpg_t[player.index].level = 1
rpg_t[player.index].strength = 10
rpg_t[player.index].magicka = 10
rpg_t[player.index].dexterity = 10
rpg_t[player.index].vitality = 10
rpg_t[player.index].mana_max = 0
rpg_t[player.index].points_to_distribute = 0
if rpg_t[player.index].xp > 5000 then
rpg_t[player.index].xp = 5000
end
end
RPG_Settings.set_surface_name('amap')
RPG_Settings.enable_health_and_mana_bars(true)
RPG_Settings.enable_wave_defense(true)
RPG_Settings.enable_mana(true)
RPG_Settings.enable_flame_boots(true)
RPG_Settings.enable_stone_path(true)
RPG_Settings.enable_one_punch(true)
RPG_Settings.enable_one_punch_globally(false)
RPG_Settings.enable_auto_allocate(true)
RPG_Settings.disable_cooldowns_on_spells()
--初始化部队
init_new_force()
local surface = game.surfaces[this.active_surface_index]
Explosives.set_surface_whitelist({[surface.name] = true})
game.forces.player.set_spawn_position({0, 0}, surface)
local players = game.connected_players
for i = 1, #players do
local player = players[i]
Commands.insert_all_items(player)
end
--生产火箭发射井
rock.spawn(surface,{x=0,y=10})
rock.market(surface)
WD.reset_wave_defense()
wave_defense_table.surface_index = this.active_surface_index
--记得修改目标!
wave_defense_table.target = this.rock
wave_defense_table.nest_building_density = 32
wave_defense_table.game_lost = false
--生成随机位置!
local positions = {x = 200, y = 200}
positions.x = math.random(-200,200)
positions.y = math.random(-200,200)
if positions.y < 75 and positions.y > -75 then
if positions.y < 0 then
positions.y = positions.y - 100
else
positions.y = positions.y + 100
end
end
if positions.x < 75 and positions.x > -75 then
if positions.x < 0 then
positions.x = positions.x - 100
else
positions.x = positions.x + 100
end
end
wave_defense_table.spawn_position = positions
--game.print(positions)
WD.alert_boss_wave(true)
WD.clear_corpses(false)
WD.remove_entities(true)
WD.enable_threat_log(true)
WD.set_disable_threat_below_zero(true)
WD.set_biter_health_boost(2.5)
WD.set().next_wave = game.tick + 7000* 15
--初始化虫子科技
biter.d=false
biter.c=false
biter.b=false
biter.a=false
Functions.disable_tech()
game.forces.player.set_spawn_position({0, 0}, surface)
Task.start_queue()
Task.set_queue_speed(16)
this.chunk_load_tick = game.tick + 1200
this.game_lost = false
last = 0
k=0
--setting()
end
local setting = function()
local map_gen_settings = {}
game.map_settings.enemy_evolution.destroy_factor = 0.001
game.map_settings.enemy_evolution.pollution_factor = 0.000001
game.map_settings.enemy_expansion.enabled = true
game.map_settings.enemy_expansion.min_expansion_cooldown = 6000
game.map_settings.enemy_expansion.max_expansion_cooldown = 24000
game.map_settings.enemy_evolution.time_factor = 0.00006
game.map_settings.enemy_expansion.max_expansion_distance = 20
game.map_settings.enemy_expansion.settler_group_min_size = 20
game.map_settings.enemy_expansion.settler_group_max_size = 50
end
local on_init = function()
Public.reset_map()
local T = Map.Pop_info()
T.localised_category = 'amap'
T.main_caption_color = {r = 150, g = 150, b = 0}
T.sub_caption_color = {r = 0, g = 150, b = 0}
Explosives.set_whitelist_entity('character')
Explosives.set_whitelist_entity('spidertron')
Explosives.set_whitelist_entity('car')
Explosives.set_whitelist_entity('tank')
--地图设置
setting()
end
local is_player_valid = function()
local players = game.connected_players
for _, player in pairs(players) do
if player.connected and not player.character or not player.character.valid then
if not player.admin then
local player_data = Functions.get_player_data(player)
if player_data.died then
return
end
player.set_controller {type = defines.controllers.god}
player.create_character()
end
end
end
end
local has_the_game_ended = function()
local game_reset_tick = WPT.get('game_reset_tick')
if game_reset_tick then
if game_reset_tick < 0 then
return
end
local this = WPT.get()
this.game_reset_tick = this.game_reset_tick - 30
if this.game_reset_tick % 1800 == 0 then
if this.game_reset_tick > 0 then
local cause_msg
if this.restart then
cause_msg = 'restart'
end
game.print(({'main.reset_in', cause_msg, this.game_reset_tick / 60}), {r = 0.22, g = 0.88, b = 0.22})
end
if this.soft_reset and this.game_reset_tick == 0 then
this.game_reset_tick = nil
Public.reset_map()
return
end
end
end
end
local chunk_load = function()
local chunk_load_tick = WPT.get('chunk_load_tick')
if chunk_load_tick then
if chunk_load_tick < game.tick then
WPT.get().chunk_load_tick = nil
Task.set_queue_speed(2)
end
end
end
local biterbuff = function()
if h ~= 5 then
h=h+0.2
WD.set_biter_health_boost(h)
game.print('虫子已获得增强,强度系数为:' .. h .. '.')
end
end
local rondom = function(player)
local rpg_t = RPG.get('rpg_t')
local q = math.random(0,8)
if q == 7 then
player.print('你的数字为7,哦,很抱歉,什么都没有。')
elseif q == 6 then
rpg_t[player.index].strength = rpg_t[player.index].strength + 15
player.print('你的数字为6,你获得了15点力量点奖励!')
elseif q == 5 then
player.print('你的数字为5,你获得了15点魔法点奖励!')
rpg_t[player.index].magicka =rpg_t[player.index].magicka +15
elseif q == 4 then
player.print('你的数字为4,你获得了15点敏捷点奖励!')
rpg_t[player.index].dexterity = rpg_t[player.index].dexterity+15
elseif q == 3 then
player.print('你的数字为3,你获得了15点活力点奖励!')
rpg_t[player.index].vitality = rpg_t[player.index].vitality+15
elseif q == 2 then
player.print('你的数字为2,你获得了10点技能点奖励!')
rpg_t[player.index].points_to_distribute = rpg_t[player.index].points_to_distribute+10
elseif q == 1 then
player.print('你的数字为1,你获得了2000金币奖励!')
player.insert{name='coin', count = '2000'}
elseif q == 0 then
player.print('你的数字为0,哦,你真倒霉,你失去了1000金币!如果你连1K都没有,我就不拿了吧。')
player.remove_item{name='coin', count = '1000'}
else
player.print('?发生什么事了(你因为开小差没有参与转盘抽奖!)')
end
end
local timereward = function()
local wave_number = WD.get('wave_number')
if last < wave_number then
if wave_number % 25 == 0 then
game.print('是时候转动命运之轮了,看看你会获得什么吧!',{r = 0.22, g = 0.88, b = 0.22})
--biterbuff()
for k, p in pairs(game.connected_players) do
local player = game.connected_players[k]
rondom(player)
k=k+1
end
last = wave_number
end
end
end
local biterup = function()
local wave_number = WD.get('wave_number')
if wave_number == 100 and biter.a == false then
WD.set_biter_health_boost(3)
game.print('虫族护甲科技研究完成,获得50%的生命值提升!', {r = 0.22, g = 0.88, b = 0.22})
biter.a = true
end
if wave_number == 250 and biter.b == false then
local wave_defense_table = WD.get_table()
local positions = {x = 500, y = 500}
positions.x = math.random(-555,555)
positions.y = math.random(-555,555)
if positions.y < 350 and positions.y > -350 then
if positions.y < 0 then
positions.y = positions.y - 350
else
positions.y = positions.y + 350
end
end
if positions.x < 350 and positions.x > -350 then
if positions.x < 0 then
positions.x = positions.x - 350
else
positions.x = positions.x + 350
end
end
wave_defense_table.spawn_position = positions
game.print('虫族经过讨论决定更换进攻地点!', {r = 0.22, g = 0.88, b = 0.22})
biter.b=true
end
if wave_number == 400 and biter.c == false then
game.map_settings.enemy_evolution.time_factor = 0.006
game.print('虫族地热循环技术研究成功,时间进化因子提升100%!', {r = 0.22, g = 0.88, b = 0.22})
biter.c=true
end
if wave_number == 550 and biter.d == false then
WD.set_biter_health_boost(4)
game.print('虫族启用新型护甲进行战斗', {r = 0.22, g = 0.88, b = 0.22})
biter.d=true
end
end
--时钟任务
local on_tick = function()
local tick = game.tick
if tick % 40 == 0 then
timereward()
is_player_valid()
has_the_game_ended()
chunk_load()
-- biterup()
end
end
function on_research_finished(Event)
local rpg_t = RPG.get('rpg_t')
for k, p in pairs(game.connected_players) do
local player = game.connected_players[k]
rpg_t[player.index].points_to_distribute = rpg_t[player.index].points_to_distribute+3
player.insert{name='coin', count = '100'}
game.print('科技研发完成,所有玩家奖励3技能点,100金币。', {r = 0.22, g = 0.88, b = 0.22})
k=k+1
end
end
Event.on_init(on_init)
Event.on_nth_tick(10, on_tick)
Event.add(defines.events.on_research_finished, on_research_finished)
return Public

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local WPT = require 'maps.amap.table'
local Event = require 'utils.event'
local Public = {}
local Alert = require 'utils.alert'
local WD = require 'modules.wave_defense.table'
local RPG = require 'modules.rpg.table'
local wave_defense_table = WD.get_table()
local Task = require 'utils.task'
function Public.spawn(surface, position)
local this = WPT.get()
this.rock = surface.create_entity{name = "rocket-silo", position = position, force=game.forces.player}
this.rock.minable = false
game.forces.player.set_spawn_position({0,0}, surface)
end
function Public.market(surface)
local market = surface.create_entity{name = "market", position = {x=0, y=-10}, force=game.forces.player}
local market_items = {
{price = {{"coin", 10}}, offer = {type = 'give-item', item = "raw-fish", count = 1}},
{price = {{"coin", 1000}}, offer = {type = 'give-item', item = 'car', count = 1}},
{price = {{"coin", 5000}}, offer = {type = 'give-item', item = 'tank', count = 1}},
{price = {{"coin", 20000}}, offer = {type = 'give-item', item = 'spidertron', count = 1}}
--{price = {{"coin", 5000}}, offer = {type = 'give-item', item = 'locomotive', count = 1}},
--{price = {{"coin", 5000}}, offer = {type = 'give-item', item = 'cargo-wagon', count = 1}},
--{price = {{"coin", 5000}}, offer = {type = 'give-item', item = 'fluid-wagon', count = 1}}
}
market.last_user = nil
if market ~= nil then
market.destructible = false
if market ~= nil then
for _, item in pairs(market_items) do
market.add_market_item(item)
end
end
end
end
local function abc ()
local this = WPT.get()
wave_defense_table.game_lost = true
wave_defense_table.target = nil
this.game_lost = true
game.forces.enemy.set_friend('player', true)
game.print('设置敌军友好')
game.forces.player.set_friend('enemy', true)
game.print('设置敌军友好')
--reset_map()
this.game_reset_tick=5400
end
local function on_rocket_launched(Event)
local wave_number = WD.get('wave_number')
for _, p in pairs(game.connected_players) do
Alert.alert_player(player, 25, '你通关了,你一定是第一个通关的吧?通关波数:' .. wave_number .. '。NB 就完事了')
end
local rpg_t = RPG.get('rpg_t')
for k, p in pairs(game.connected_players) do
local player = game.connected_players[k]
rpg_t[player.index].points_to_distribute = rpg_t[player.index].points_to_distribute+100
player.insert{name='coin', count = '3000'}
game.print('科技研发完成,所有玩家奖励100技能点,3000金币。', {r = 0.22, g = 0.88, b = 0.22})
end
end
local function on_entity_died(Event)
local this = WPT.get()
if Event.entity == this.rock then
game.print('游戏失败!游戏稍后将自动重启',{r = 1, g = 0, b = 0, a = 0.5})
local wave_number = WD.get('wave_number')
for _, p in pairs(game.connected_players) do
Alert.alert_player(p, 25, '火箭发射井被摧毁了,游戏失败!你存活了' .. wave_number .. '波,下次好运。')
end
local Reset_map = require 'maps.amap.main'.reset_map
wave_defense_table.game_lost = true
wave_defense_table.target = nil
game.forces.enemy.set_friend('player', true)
--game.print('设置右军友好')
game.forces.player.set_friend('enemy', true)
--game.print('设置敌军友好')
Reset_map()
--abc()
end
end
Event.add(defines.events.on_rocket_launched, on_rocket_launched)
Event.add(defines.events.on_entity_died, on_entity_died)
return Public

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local Server = require 'utils.server'
local Session = require 'utils.datastore.session_data'
local Modifers = require 'player_modifiers'
local WPT = require 'maps.mountain_fortress_v3.table'
local mapkeeper = '[color=blue]Mapkeeper:[/color]'
local Public = {}
local function reset_forces(new_surface, old_surface)
for _, f in pairs(game.forces) do
local spawn = {
x = game.forces.player.get_spawn_position(old_surface).x,
y = game.forces.player.get_spawn_position(old_surface).y
}
f.reset()
f.reset_evolution()
f.set_spawn_position(spawn, new_surface)
end
for _, tech in pairs(game.forces.player.technologies) do
tech.researched = false
game.forces.player.set_saved_technology_progress(tech, 0)
end
end
local function teleport_players(surface)
game.forces.player.set_spawn_position({-27, 25}, surface)
for _, player in pairs(game.connected_players) do
player.teleport(
surface.find_non_colliding_position('character', game.forces.player.get_spawn_position(surface), 3, 0, 5),
surface
)
end
end
local function equip_players(player_starting_items, data)
for k, player in pairs(game.players) do
if player.character and player.character.valid then
player.character.destroy()
end
if player.connected then
if not player.character then
player.set_controller({type = defines.controllers.god})
player.create_character()
end
player.clear_items_inside()
Modifers.update_player_modifiers(player)
for item, amount in pairs(player_starting_items) do
player.insert({name = item, count = amount})
end
else
data.players[player.index] = nil
Session.clear_player(player)
game.remove_offline_players({player.index})
end
end
end
function Public.soft_reset_map(old_surface, map_gen_settings, player_starting_items)
local this = WPT.get()
if not this.soft_reset_counter then
this.soft_reset_counter = 0
end
if not this.original_surface_name then
this.original_surface_name = old_surface.name
end
this.soft_reset_counter = this.soft_reset_counter + 1
local new_surface =
game.create_surface(this.original_surface_name .. '_' .. tostring(this.soft_reset_counter), map_gen_settings)
new_surface.request_to_generate_chunks({0, 0}, 0.5)
new_surface.force_generate_chunk_requests()
reset_forces(new_surface, old_surface)
teleport_players(new_surface)
equip_players(player_starting_items, this)
game.delete_surface(old_surface)
local radius = 512
local area = {{x = -radius, y = -radius}, {x = radius, y = radius}}
for _, entity in pairs(new_surface.find_entities_filtered {area = area, type = 'logistic-robot'}) do
entity.destroy()
end
for _, entity in pairs(new_surface.find_entities_filtered {area = area, type = 'construction-robot'}) do
entity.destroy()
end
local message = table.concat({mapkeeper .. ' Welcome to ', this.original_surface_name, '!'})
local message_to_discord = table.concat({'** Welcome to ', this.original_surface_name, '! **'})
if this.soft_reset_counter > 1 then
message =
table.concat(
{
mapkeeper,
' The world has been reshaped, welcome to ',
this.original_surface_name,
' number ',
tostring(this.soft_reset_counter),
'!'
}
)
end
game.print(message, {r = 0.98, g = 0.66, b = 0.22})
Server.to_discord_embed(message_to_discord)
return new_surface
end
return Public

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--this adds a button that stashes/sorts your inventory into nearby chests in some kind of intelligent way - mewmew
-- modified by gerkiz
local Global = require 'utils.global'
local Event = require 'utils.event'
local math_floor = math.floor
local print_color = {r = 120, g = 255, b = 0}
local autostash = {
floating_text_y_offsets = {},
whitelist = {},
insert_into_wagon = false
}
local Public = {}
Global.register(
autostash,
function(t)
autostash = t
end
)
local function create_floaty_text(surface, position, name, count)
if autostash.floating_text_y_offsets[position.x .. '_' .. position.y] then
autostash.floating_text_y_offsets[position.x .. '_' .. position.y] =
autostash.floating_text_y_offsets[position.x .. '_' .. position.y] - 0.5
else
autostash.floating_text_y_offsets[position.x .. '_' .. position.y] = 0
end
surface.create_entity(
{
name = 'flying-text',
position = {
position.x,
position.y + autostash.floating_text_y_offsets[position.x .. '_' .. position.y]
},
text = {'', '-', count, ' ', game.item_prototypes[name].localised_name},
color = {r = 255, g = 255, b = 255}
}
)
end
local function chest_is_valid(chest)
if chest.type == 'cargo-wagon' then
local t = {}
local chest_inventory = chest.get_inventory(defines.inventory.cargo_wagon)
for index = 1, 40 do
if chest_inventory.get_filter(index) ~= nil then
local n = chest_inventory.get_filter(index)
t[n] = true
end
end
if not next(t) then
return false, {}
end
return true, t
end
for _, e in pairs(
chest.surface.find_entities_filtered(
{
type = {'inserter', 'loader'},
area = {{chest.position.x - 1, chest.position.y - 1}, {chest.position.x + 1, chest.position.y + 1}}
}
)
) do
if e.name ~= 'long-handed-inserter' then
if e.position.x == chest.position.x then
if e.direction == 0 or e.direction == 4 then
return false
end
end
if e.position.y == chest.position.y then
if e.direction == 2 or e.direction == 6 then
return false
end
end
end
end
local i1 = chest.surface.find_entity('long-handed-inserter', {chest.position.x - 2, chest.position.y})
if i1 then
if i1.direction == 2 or i1.direction == 6 then
return false
end
end
local i2 = chest.surface.find_entity('long-handed-inserter', {chest.position.x + 2, chest.position.y})
if i2 then
if i2.direction == 2 or i2.direction == 6 then
return false
end
end
local i3 = chest.surface.find_entity('long-handed-inserter', {chest.position.x, chest.position.y - 2})
if i3 then
if i3.direction == 0 or i3.direction == 4 then
return false
end
end
local i4 = chest.surface.find_entity('long-handed-inserter', {chest.position.x, chest.position.y + 2})
if i4 then
if i4.direction == 0 or i4.direction == 4 then
return false
end
end
return true
end
local function sort_entities_by_distance(position, entities)
local t = {}
local distance
local index
local size_of_entities = #entities
if size_of_entities < 2 then
return
end
for _, entity in pairs(entities) do
distance = (entity.position.x - position.x) ^ 2 + (entity.position.y - position.y) ^ 2
index = math_floor(distance) + 1
if not t[index] then
t[index] = {}
end
table.insert(t[index], entity)
end
local i = 0
for _, range in pairs(t) do
for _, entity in pairs(range) do
i = i + 1
entities[i] = entity
end
end
end
local function get_nearby_chests(player, a)
local r = player.force.character_reach_distance_bonus + 10
local r_square = r * r
local chests = {}
local size_of_chests = 0
local area = {{player.position.x - r, player.position.y - r}, {player.position.x + r, player.position.y + r}}
area = a or area
local container_type = {'container', 'logistic-container', 'furnace'}
local containers = {}
local i = 0
if autostash.insert_into_wagon then
table.insert(container_type, 'cargo-wagon')
end
for _, e in pairs(player.surface.find_entities_filtered({type = container_type, area = area, force = 'player'})) do
if ((player.position.x - e.position.x) ^ 2 + (player.position.y - e.position.y) ^ 2) <= r_square then
i = i + 1
containers[i] = e
end
end
sort_entities_by_distance(player.position, containers)
for _, entity in pairs(containers) do
size_of_chests = size_of_chests + 1
chests[size_of_chests] = entity
end
return chests
end
local function does_inventory_contain_item_type(inventory, item_subgroup)
for name, _ in pairs(inventory.get_contents()) do
local t = game.item_prototypes[name]
if t and t.subgroup.name == item_subgroup then
return true
end
end
return false
end
local function insert_item_into_chest(player_inventory, chests, filtered_chests, name, count, wagon)
local container = {
['container'] = true,
['logistic-container'] = true
}
local to_insert = math.floor(count / #chests)
local variator = count % #chests
if wagon then
-- Attempt to load filtered cargo wagon
for _, chest in pairs(chests) do
if chest.type == 'cargo-wagon' then
local chest_inventory = chest.get_inventory(defines.inventory.cargo_wagon)
if chest_inventory.can_insert({name = name, count = count}) then
local inserted_count = chest_inventory.insert({name = name, count = count})
player_inventory.remove({name = name, count = inserted_count})
create_floaty_text(chest.surface, chest.position, name, inserted_count)
count = count - inserted_count
if count <= 0 then
return
end
end
end
end
end
--Attempt to store into furnaces.
for _, chest in pairs(chests) do
local chest_inventory = chest.get_inventory(defines.inventory.furnace_source)
if chest_inventory and chest.type == 'furnace' then
if chest_inventory.can_insert({name = name, count = count}) then
local inserted_count = chest_inventory.insert({name = name, count = count})
player_inventory.remove({name = name, count = inserted_count})
create_floaty_text(chest.surface, chest.position, name, inserted_count)
count = count - inserted_count
if count <= 0 then
return
end
end
end
end
for _, chest in pairs(chests) do
if chest.type == 'furnace' then
local amount = to_insert
if variator > 0 then
amount = amount + 1
variator = variator - 1
end
if amount <= 0 then
return
end
local chest_inventory = chest.get_inventory(defines.inventory.chest)
if chest_inventory.can_insert({name = name, count = amount}) then
local inserted_count = chest_inventory.insert({name = name, count = amount})
player_inventory.remove({name = name, count = inserted_count})
create_floaty_text(chest.surface, chest.position, name, inserted_count)
end
end
end
--Attempt to store in chests that already have the same item.
for _, chest in pairs(chests) do
if container[chest.type] then
local chest_inventory = chest.get_inventory(defines.inventory.chest)
if chest_inventory.can_insert({name = name, count = count}) then
if chest_inventory.find_item_stack(name) then
local inserted_count = chest_inventory.insert({name = name, count = count})
player_inventory.remove({name = name, count = inserted_count})
create_floaty_text(chest.surface, chest.position, name, inserted_count)
count = count - inserted_count
if count <= 0 then
return
end
end
end
end
end
--Attempt to store in empty chests.
for _, chest in pairs(filtered_chests) do
if container[chest.type] then
local chest_inventory = chest.get_inventory(defines.inventory.chest)
if chest_inventory.can_insert({name = name, count = count}) then
if chest_inventory.is_empty() then
local inserted_count = chest_inventory.insert({name = name, count = count})
player_inventory.remove({name = name, count = inserted_count})
create_floaty_text(chest.surface, chest.position, name, inserted_count)
count = count - inserted_count
if count <= 0 then
return
end
end
end
end
end
--Attempt to store in chests with same item subgroup.
local item_subgroup = game.item_prototypes[name].subgroup.name
if item_subgroup then
for _, chest in pairs(filtered_chests) do
if container[chest.type] then
local chest_inventory = chest.get_inventory(defines.inventory.chest)
if chest_inventory.can_insert({name = name, count = count}) then
if does_inventory_contain_item_type(chest_inventory, item_subgroup) then
local inserted_count = chest_inventory.insert({name = name, count = count})
player_inventory.remove({name = name, count = inserted_count})
create_floaty_text(chest.surface, chest.position, name, inserted_count)
count = count - inserted_count
if count <= 0 then
return
end
end
end
end
end
end
--Attempt to store in mixed chests.
for _, chest in pairs(filtered_chests) do
if container[chest.type] then
local chest_inventory = chest.get_inventory(defines.inventory.chest)
if chest_inventory.can_insert({name = name, count = count}) then
local inserted_count = chest_inventory.insert({name = name, count = count})
player_inventory.remove({name = name, count = inserted_count})
create_floaty_text(chest.surface, chest.position, name, inserted_count)
count = count - inserted_count
if count <= 0 then
return
end
end
end
end
end
local function auto_stash(player, event)
local button = event.button
local shift = event.shift
if not player.character then
player.print('It seems that you are not in the realm of the living.', print_color)
return
end
if not player.character.valid then
player.print('It seems that you are not in the realm of the living.', print_color)
return
end
local inventory = player.get_inventory(defines.inventory.character_main)
if inventory.is_empty() then
player.print('Inventory is empty.', print_color)
return
end
local chests
local r = 1
local area = {{player.position.x - r, player.position.y - r}, {player.position.x + r, player.position.y + r}}
if shift then
if
button == defines.mouse_button_type.right or
button == defines.mouse_button_type.left and autostash.insert_into_wagon
then
chests = get_nearby_chests(player, area)
end
else
chests = get_nearby_chests(player)
end
if not chests[1] then
player.print('No valid nearby containers found.', print_color)
return
end
local filtered_chests = {}
local filtered_allowed
for _, e in pairs(chests) do
local is_valid, t = chest_is_valid(e)
filtered_allowed = t
if is_valid then
filtered_chests[#filtered_chests + 1] = e
end
end
autostash.floating_text_y_offsets = {}
local hotbar_items = {}
for i = 1, 100, 1 do
local prototype = player.get_quick_bar_slot(i)
if prototype then
hotbar_items[prototype.name] = true
end
end
for name, count in pairs(inventory.get_contents()) do
local is_resource = autostash.whitelist[name]
if not inventory.find_item_stack(name).grid and not hotbar_items[name] then
if shift and autostash.insert_into_wagon then
if button == defines.mouse_button_type.left then
if is_resource then
insert_item_into_chest(inventory, chests, filtered_chests, name, count, true)
end
end
if button == defines.mouse_button_type.right then
if filtered_allowed and is_resource and filtered_allowed[name] then
insert_item_into_chest(inventory, chests, filtered_chests, name, count, true)
end
end
elseif button == defines.mouse_button_type.right then
if is_resource then
insert_item_into_chest(inventory, chests, filtered_chests, name, count)
end
elseif button == defines.mouse_button_type.left then
insert_item_into_chest(inventory, chests, filtered_chests, name, count)
end
end
end
local c = autostash.floating_text_y_offsets
for k, _ in pairs(c) do
autostash.floating_text_y_offsets[k] = nil
end
end
local function create_gui_button(player)
if player.gui.top.auto_stash then
return
end
local tooltip
if autostash.insert_into_wagon then
tooltip =
'Sort your inventory into nearby chests.\nLMB: Everything, excluding quickbar items.\nRMB: Only ores.\nSHIFT+LMB: Only ores to wagon\nSHIFT+RMB: Only ores onto filtered slots to wagon.'
else
tooltip = 'Sort your inventory into nearby chests.\nLMB: Everything, excluding quickbar items.\nRMB: Only ores.'
end
local b =
player.gui.top.add(
{
type = 'sprite-button',
sprite = 'item/wooden-chest',
name = 'auto_stash',
tooltip = tooltip
}
)
b.style.font_color = {r = 0.11, g = 0.8, b = 0.44}
b.style.font = 'heading-1'
b.style.minimal_height = 38
b.style.minimal_width = 38
b.style.maximal_height = 38
b.style.maximal_width = 38
b.style.padding = 1
b.style.margin = 0
end
local function do_whitelist()
local resources = game.entity_prototypes
autostash.whitelist = {}
for k, _ in pairs(resources) do
if resources[k] and resources[k].type == 'resource' and resources[k].mineable_properties then
if resources[k].mineable_properties.products[1] then
local r = resources[k].mineable_properties.products[1].name
autostash.whitelist[r] = true
elseif resources[k].mineable_properties.products[2] then
local r = resources[k].mineable_properties.products[2].name
autostash.whitelist[r] = true
end
end
end
end
local function on_player_joined_game(event)
create_gui_button(game.players[event.player_index])
end
local function on_gui_click(event)
if not event.element then
return
end
if not event.element.valid then
return
end
if event.element.name == 'auto_stash' then
auto_stash(game.players[event.player_index], event)
end
end
function Public.insert_into_wagon(value)
if value then
autostash.insert_into_wagon = value or false
end
end
Event.on_configuration_changed = function()
do_whitelist()
log('[Autostash] on_configuration_changed was called, rebuilding resource whitelist.')
end
Event.on_init(do_whitelist)
Event.add(defines.events.on_player_joined_game, on_player_joined_game)
Event.add(defines.events.on_gui_click, on_gui_click)
return Public

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local Global = require 'utils.global'
local surface_name = 'amap'
local WPT = require 'maps.amap.table'
local Reset = require 'maps.amap.soft_reset'
local Public = {}
local this = {
active_surface_index = nil,
surface_name = surface_name
}
Global.register(
this,
function(tbl)
this = tbl
end
)
local starting_items = {['pistol'] = 1, ['firearm-magazine'] = 16, ['car'] = 1}
function Public.create_surface()
local map_gen_settings = {
['seed'] = math.random(10000, 99999),
['starting_area'] = 1.1,
['default_enable_all_autoplace_controls'] = true
}
map_gen_settings.autoplace_controls = {
["coal"] = {frequency = "1", size = "1", richness = "0.7"},
["stone"] = {frequency = "1", size = "1", richness = "0.7"},
["copper-ore"] = {frequency = "1", size = "2", richness = "0.7"},
["iron-ore"] = {frequency = "1", size = "2", richness = "0.7"},
["crude-oil"] = {frequency = "1", size = "2", richness = "1"},
["trees"] = {frequency = "1", size = "0.5", richness = "0.7"},
["enemy-base"] = {frequency = "4", size = "2", richness = "1"},
--["starting_area"] = 1.2,
}
if not this.active_surface_index then
this.active_surface_index = game.create_surface(surface_name, map_gen_settings).index
else
this.active_surface_index = Reset.soft_reset_map(game.surfaces[this.active_surface_index], map_gen_settings, starting_items).index
end
if not this.cleared_nauvis then
local mgs = game.surfaces['nauvis'].map_gen_settings
mgs.width = 16
mgs.height = 16
game.surfaces['nauvis'].map_gen_settings = mgs
game.surfaces['nauvis'].clear()
this.cleared_nauvis = true
end
return this.active_surface_index
end
function Public.get_active_surface()
return this.active_surface
end
function Public.get_surface_name()
return this.surface_name
end
function Public.get(key)
if key then
return this[key]
else
return this
end
end
return Public

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local Global = require 'utils.global'
local Event = require 'utils.event'
local this = {
players = {},
traps = {}
}
local Public = {}
Global.register(
this,
function(tbl)
this = tbl
end
)
Public.level_depth = 704
Public.level_width = 512
function Public.reset_table()
-- @start
-- these 3 are in case of stop/start/reloading the instance.
this.rock = nil
this.soft_reset = true
this.restart = false
this.shutdown = false
this.announced_message = false
this.game_saved = false
-- @end
this.icw_locomotive = nil
this.debug = false
this.game_lost = false
this.fullness_enabled = true
this.locomotive_health = 10000
this.locomotive_max_health = 10000
this.gap_between_zones = {
set = false,
gap = 900,
neg_gap = -500,
highest_pos = 0
}
this.force_chunk = false
this.train_upgrades = 0
this.biter_pets = {}
this.flamethrower_damage = {}
this.mined_scrap = 0
this.biters_killed = 0
this.cleared_nauvis = false
this.locomotive_xp_aura = 40
this.locomotive_pos = {tbl = {}}
this.trusted_only_car_tanks = true
this.xp_points = 0
this.xp_points_upgrade = 0
--!grief prevention
this.enable_arties = 6 -- default to callback 6
--!snip
this.poison_deployed = false
this.upgrades = {
showed_text = false,
landmine = {
limit = 25,
bought = 0,
built = 0
},
flame_turret = {
limit = 6,
bought = 0,
built = 0
},
unit_number = {
landmine = {},
flame_turret = {}
}
}
this.aura_upgrades = 0
this.pickaxe_tier = 1
this.pickaxe_speed_per_purchase = 0.10
this.health_upgrades = 0
this.breached_wall = 1
this.left_top = {
x = 0,
y = 0
}
this.biters = {
amount = 0,
limit = 512
}
this.traps = {}
this.munch_time = true
this.coin_amount = 1
this.difficulty_set = false
this.bonus_xp_on_join = 250
this.main_market_items = {}
this.spill_items_to_surface = false
this.outside_chests = {}
this.chests_linked_to = {}
this.chest_limit_outside_upgrades = 1
this.placed_trains_in_zone = {
placed = 0,
positions = {},
limit = 2,
randomized = false
}
this.marked_fixed_prices = {
chest_limit_cost = 3000,
health_cost = 10000,
pickaxe_cost = 3000,
aura_cost = 4000,
xp_point_boost_cost = 5000,
explosive_bullets_cost = 20000,
flamethrower_turrets_cost = 3000,
land_mine_cost = 2,
skill_reset_cost = 100000
}
this.collapse_grace = true
this.explosive_bullets = false
this.locomotive_biter = nil
this.disconnect_wagon = false
this.offline_players_enabled = true
this.offline_players = {}
this.collapse_amount = false
this.collapse_speed = false
this.spawn_near_collapse = {
active = true,
total_pos = 35,
compare = -150,
compare_next = 200,
distance_from = 2
}
this.spidertron_unlocked_at_wave = 11
-- this.void_or_tile = 'lab-dark-2'
this.void_or_tile = 'out-of-map'
this.validate_spider = {}
this.check_afk_players = true
this.winter_mode = false
this.sent_to_discord = false
this.difficulty = {
multiply = 0.25,
highest = 10
}
--!reset player tables
for _, player in pairs(this.players) do
player.died = false
end
end
function Public.get(key)
if key then
return this[key]
else
return this
end
end
function Public.set(key, value)
if key and (value or value == false) then
this[key] = value
return this[key]
elseif key then
return this[key]
else
return this
end
end
local on_init = function()
Public.reset_table()
end
Event.on_init(on_init)
return Public