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https://github.com/ComfyFactory/ComfyFactorio.git
synced 2025-02-07 13:31:40 +02:00
removal of on_init tasks
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@ -883,9 +883,9 @@ local function on_player_joined_game(event)
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is_game_lost()
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end
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if global.charting_done then return end
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game.forces.player.chart(game.surfaces["fish_defender"], {{-256, -512},{768, 512}})
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global.charting_done = true
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--if global.charting_done then return end
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--game.forces.player.chart(game.surfaces["fish_defender"], {{-256, -512},{768, 512}})
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--global.charting_done = true
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end
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local function on_built_entity(event)
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@ -946,7 +946,7 @@ local function on_tick()
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end
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if game.tick % 180 == 0 then
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if game.surfaces["fish_defender"] then
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game.forces.player.chart(game.surfaces["fish_defender"], {{-160, -96},{160, 64}})
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game.forces.player.chart(game.surfaces["fish_defender"], {{-160, -128},{192, 128}})
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if global.difficulty_vote_index then
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global.wave_interval = difficulties_votes[global.difficulty_vote_index].wave_interval
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end
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@ -1077,21 +1077,8 @@ local function on_init(event)
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right_bottom = {x = -80, y = 1500}
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}
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generate_spawn_area(surface)
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fish_mouth(surface)
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fish_eye(surface, {x = -2150, y = -300})
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--[[
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server_commands.to_discord_embed("Generating chunks, this could take a while...")
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print("Generating chunks, this could take a while...")
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local m = 512
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for x = 0, -5, -1 do
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surface.request_to_generate_chunks({x = x * m, y = 0}, 32)
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surface.force_generate_chunk_requests()
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end
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]]
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enemy_territory(surface)
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global.chunk_queue = {}
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end
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@ -84,9 +84,14 @@ local function is_out_of_map_tile(p)
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return true
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end
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function generate_spawn_area(surface)
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surface.request_to_generate_chunks({x = 0, y = 0}, 8)
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surface.force_generate_chunk_requests()
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local function generate_spawn_area(surface)
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surface.request_to_generate_chunks({x = 0, y = 0}, 7)
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surface.request_to_generate_chunks({x = 160, y = 0}, 5)
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--surface.force_generate_chunk_requests()
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if global.spawn_area_generated then return end
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if not surface.is_chunk_generated({-7, 0}) then return end
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if not surface.is_chunk_generated({5, 0}) then return end
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global.spawn_area_generated = true
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local spawn_position_x = -128
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@ -169,41 +174,50 @@ function generate_spawn_area(surface)
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end
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end
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function enemy_territory(surface)
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surface.request_to_generate_chunks({x = 256, y = 0}, 16)
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surface.force_generate_chunk_requests()
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local function enemy_territory(surface, left_top)
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--surface.request_to_generate_chunks({x = 256, y = 0}, 16)
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--surface.force_generate_chunk_requests()
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local area = {{160, -512},{750, 512}}
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if left_top.x < 160 then return end
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if left_top.x > 750 then return end
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if left_top.y > 512 then return end
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if left_top.y < -512 then return end
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local area = {{left_top.x, left_top.y},{left_top.x + 32, left_top.y + 32}}
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--local area = {{160, -512},{750, 512}}
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--for _, tile in pairs(surface.find_tiles_filtered({area = area})) do
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-- if is_enemy_territory(tile.position) then
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-- surface.set_tiles({{name = "water-mud", position = {tile.position.x, tile.position.y}}}, true)
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-- end
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--end
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for x = 280, area[2][1], 4 do
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for y = area[1][2], area[2][2], 4 do
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local pos = {x = x, y = y}
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if is_enemy_territory(pos) then
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if math_random(1, 64) == 1 then
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if surface.can_place_entity({name = "biter-spawner", force = "decoratives", position = pos}) then
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local entity
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if math_random(1,4) == 1 then
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entity = surface.create_entity({name = "spitter-spawner", force = "decoratives", position = pos})
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else
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entity = surface.create_entity({name = "biter-spawner", force = "decoratives", position = pos})
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--end
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if left_top.x > 256 then
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for x = 0, 31, 1 do
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for y = 0, 31, 1 do
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local pos = {x = left_top.x + x, y = left_top.y + y}
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if is_enemy_territory(pos) then
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if math_random(1, 512) == 1 then
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if surface.can_place_entity({name = "biter-spawner", force = "decoratives", position = pos}) then
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local entity
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if math_random(1,4) == 1 then
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entity = surface.create_entity({name = "spitter-spawner", force = "decoratives", position = pos})
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else
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entity = surface.create_entity({name = "biter-spawner", force = "decoratives", position = pos})
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end
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entity.active = false
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entity.destructible = false
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end
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entity.active = false
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entity.destructible = false
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end
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--if pos.x % 32 == 0 and pos.y % 32 == 0 then
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-- local decorative_names = {}
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-- for k,v in pairs(game.decorative_prototypes) do
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-- if v.autoplace_specification then
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-- decorative_names[#decorative_names+1] = k
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-- end
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-- end
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-- surface.regenerate_decorative(decorative_names, {{x=math.floor(pos.x/32),y=math.floor(pos.y/32)}})
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--end
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end
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--if pos.x % 32 == 0 and pos.y % 32 == 0 then
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-- local decorative_names = {}
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-- for k,v in pairs(game.decorative_prototypes) do
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-- if v.autoplace_specification then
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-- decorative_names[#decorative_names+1] = k
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-- end
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-- end
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-- surface.regenerate_decorative(decorative_names, {{x=math.floor(pos.x/32),y=math.floor(pos.y/32)}})
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--end
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end
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end
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end
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@ -223,14 +237,15 @@ function enemy_territory(surface)
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end
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end
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function fish_mouth(surface)
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for x = -3260, -2200, 32 do
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surface.request_to_generate_chunks({x = x, y = 0}, 1)
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surface.force_generate_chunk_requests()
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end
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for x = -3260, -2300, 1 do
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for y = -64, 64, 1 do
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local pos = {x = x, y = y}
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local function fish_mouth(surface, left_top)
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if left_top.x > -2300 then return end
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if left_top.y > 64 then return end
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if left_top.y < -64 then return end
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if left_top.x < -3260 then return end
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for x = 0, 31, 1 do
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for y = 0, 31, 1 do
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local pos = {x = left_top.x + x, y = left_top.y + y}
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local noise = simplex_noise(pos.x * 0.006, 0, game.surfaces[1].map_gen_settings.seed) * 20
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if pos.y <= 12 + noise and pos.y >= -12 + noise then surface.set_tiles({{name = "water", position = pos}}) end
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end
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@ -294,6 +309,10 @@ local function process_chunk(left_top)
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local surface = game.surfaces["fish_defender"]
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local seed = game.surfaces[1].map_gen_settings.seed
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generate_spawn_area(surface)
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enemy_territory(surface, left_top)
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fish_mouth(surface, left_top)
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for x = 0, 31, 1 do
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for y = 0, 31, 1 do
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local pos = {x = left_top.x + x, y = left_top.y + y}
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@ -303,10 +322,10 @@ local function process_chunk(left_top)
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end
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end
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if game.tick == 0 then return end
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if game.forces.player.is_chunk_charted(surface, {left_top.x / 32, left_top.y / 32}) then
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--if game.tick == 0 then return end
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--if game.forces.player.is_chunk_charted(surface, {left_top.x / 32, left_top.y / 32}) then
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game.forces.player.chart(surface, {{left_top.x, left_top.y},{left_top.x + 31, left_top.y + 31}})
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end
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--end
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end
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local function process_chunk_queue()
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