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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-22 03:38:48 +02:00

Merge pull request #216 from ComfyFactory/lab_fix

Map update and module fix
This commit is contained in:
Gerkiz 2022-02-22 21:27:36 +01:00 committed by GitHub
commit e4e7b6c015
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GPG Key ID: 4AEE18F83AFDEB23
3 changed files with 284 additions and 139 deletions

View File

@ -159,13 +159,18 @@ local function reset_forces(new_surface, old_surface)
end
end
local function teleport_players(surface)
local function teleport_players(surface, small_force_chunk)
for _, player in pairs(game.connected_players) do
local spawn = player.force.get_spawn_position(surface)
local chunk = {math.floor(spawn.x / 32), math.floor(spawn.y / 32)}
if not surface.is_chunk_generated(chunk) then
if not small_force_chunk then
surface.request_to_generate_chunks(spawn, 1)
surface.force_generate_chunk_requests()
else
surface.request_to_generate_chunks({0, 0}, 0.1)
surface.force_generate_chunk_requests()
end
end
local pos = surface.find_non_colliding_position('character', spawn, 3, 0.5)
player.teleport(pos, surface)
@ -199,15 +204,20 @@ local function clear_robots(new_surface)
end
end
function Public.soft_reset_map(old_surface, map_gen_settings, player_starting_items)
function Public.soft_reset_map(old_surface, map_gen_settings, player_starting_items, small_force_chunk)
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)
if not small_force_chunk then
new_surface.request_to_generate_chunks({0, 0}, 1)
new_surface.force_generate_chunk_requests()
else
new_surface.request_to_generate_chunks({0, 0}, 0.1)
new_surface.force_generate_chunk_requests()
end
reset_forces(new_surface, old_surface)
teleport_players(new_surface)

View File

@ -1,17 +1,37 @@
--luacheck: ignore
--labyrinth-- mewmew made this --
-- modified by gerkiz
require 'maps.labyrinth_map_intro'
require 'modules.teleporters'
require 'modules.satellite_score'
--require "modules.landfill_reveals_nauvis"
local Event = require 'utils.event'
local Server = require 'utils.server'
local Global = require 'utils.global'
local map_functions = require 'tools.map_functions'
local simplex_noise = require 'utils.simplex_noise'.d2
local event = require 'utils.event'
local unique_rooms = require 'maps.labyrinth_unique_rooms'
local Score = require 'comfy_panel.score'
local unique_rooms = require 'maps.labyrinth_unique_rooms'
local SoftReset = require 'functions.soft_reset'
local Autostash = require 'modules.autostash'
local BottomFrame = require 'comfy_panel.bottom_frame'
local this = {
settings = {
labyrinth_size = 1,
surface_index = nil,
check_landfill = true
}
}
Global.register(
this,
function(tbl)
this = tbl
end
)
local labyrinth_difficulty_curve = 333 --- How much size the labyrinth needs to have the highest difficulty.
local mapkeeper = '[color=blue]Mapkeeper:[/color]'
local threat_values = {
['small-biter'] = 1,
@ -28,10 +48,10 @@ local function create_labyrinth_difficulty_gui(player)
if player.gui.top['labyrinth_difficulty'] then
player.gui.top['labyrinth_difficulty'].destroy()
end
if not global.labyrinth_size then
if not this.settings.labyrinth_size then
return
end
local str = tostring(math.ceil((global.labyrinth_size / labyrinth_difficulty_curve) * 100, 0)) .. '%'
local str = tostring(math.ceil((this.settings.labyrinth_size / labyrinth_difficulty_curve) * 100, 0)) .. '%'
local b = player.gui.top.add({type = 'button', name = 'labyrinth_difficulty', caption = 'Difficulty: ' .. str})
b.style.minimal_height = 38
b.style.minimal_width = 38
@ -119,6 +139,51 @@ local function is_canditate_chunk_valid(chunk, surface)
end
end
local starting_items = {['pistol'] = 1, ['firearm-magazine'] = 64, ['raw-fish'] = 3}
local function init_map()
local seed = game.surfaces[1].map_gen_settings.seed
local map_gen_settings = {}
map_gen_settings.water = '0.01'
map_gen_settings.cliff_settings = {cliff_elevation_interval = 50, cliff_elevation_0 = 50}
map_gen_settings.autoplace_controls = {
['coal'] = {frequency = 'none', size = 'none', richness = 'none'},
['stone'] = {frequency = 'none', size = 'none', richness = 'none'},
['copper-ore'] = {frequency = 'none', size = 'none', richness = 'none'},
['iron-ore'] = {frequency = 'none', size = 'none', richness = 'none'},
['crude-oil'] = {frequency = 'none', size = 'none', richness = 'none'},
['trees'] = {frequency = 'none', size = 'none', richness = 'none'},
['enemy-base'] = {frequency = 'none', size = 'none', richness = 'none'}
}
if not this.settings.surface_index then
this.settings.surface_index = game.create_surface('labyrinth', map_gen_settings).index
else
this.settings.surface_index = SoftReset.soft_reset_map(game.surfaces[this.settings.surface_index], map_gen_settings, starting_items, true).index
end
this.settings.labyrinth_size = 1
local surface = game.get_surface(this.settings.surface_index)
game.map_settings.pollution.pollution_restored_per_tree_damage = 0
game.forces['player'].set_spawn_position({16, 0}, surface)
surface.create_entity {name = 'rock-big', position = {16, -16}}
this.settings.seed = seed
game.forces['player'].technologies['artillery'].enabled = false
game.forces['player'].technologies['artillery-shell-range-1'].enabled = false
game.forces['player'].technologies['artillery-shell-speed-1'].enabled = false
game.forces['player'].technologies['atomic-bomb'].enabled = false
global.satellites_in_space = 0
Autostash.insert_into_furnace(true)
Autostash.insert_into_wagon(true)
Autostash.bottom_button(true)
BottomFrame.reset()
BottomFrame.activate_custom_buttons(true)
end
local worm_raffle = {}
worm_raffle[1] = {'small-worm-turret', 'small-worm-turret', 'small-worm-turret', 'small-worm-turret', 'small-worm-turret', 'small-worm-turret'}
worm_raffle[2] = {'small-worm-turret', 'small-worm-turret', 'small-worm-turret', 'small-worm-turret', 'small-worm-turret', 'medium-worm-turret'}
@ -133,26 +198,11 @@ worm_raffle[10] = {'medium-worm-turret', 'medium-worm-turret', 'medium-worm-turr
local rock_weights = {{'sand-rock-big', 9}, {'rock-big', 32}, {'rock-huge', 1}}
local rock_raffle = {}
for _, t in pairs(rock_weights) do
for x = 1, t[2], 1 do
for _ = 1, t[2], 1 do
table.insert(rock_raffle, t[1])
end
end
local ore_spawn_raffle = {
'iron-ore',
'iron-ore',
'iron-ore',
'iron-ore',
'iron-ore',
'copper-ore',
'copper-ore',
'copper-ore',
'coal',
'coal',
'stone',
'stone',
'uranium-ore',
'crude-oil'
}
local room_layouts = {'quad_rocks', 'single_center_rock', 'three_horizontal_rocks', 'three_vertical_rocks', 'tree_and_lake', 'forest', 'forest_fence'}
local biter_raffle = {
{'small-biter'},
@ -193,12 +243,12 @@ local room_enemy_weights = {
local unique_room_raffle = {'forgotten_place', 'flamethrower_cross', 'railway_roundabout', 'big_worm_crossing', 'deadly_crossing', 'mini_labyrinth'}
for _, t in pairs(room_enemy_weights) do
for x = 1, t[2], 1 do
for _ = 1, t[2], 1 do
table.insert(room_enemies, t[1])
end
end
local function grow_cell(chunk_position, surface)
local function grow_cell(chunk_position, surface) -- luacheck: ignore
local math_random = math.random
local modifier_raffle = {{0, -1}, {-1, 0}, {1, 0}, {0, 1}}
modifier_raffle = shuffle(modifier_raffle)
@ -252,9 +302,9 @@ local function grow_cell(chunk_position, surface)
end
if #valid_chunks > 0 then
global.labyrinth_size = global.labyrinth_size + 1
this.settings.labyrinth_size = this.settings.labyrinth_size + 1
end
local evolution = global.labyrinth_size / labyrinth_difficulty_curve
local evolution = this.settings.labyrinth_size / labyrinth_difficulty_curve
if evolution > 1 then
evolution = 1
end
@ -264,10 +314,10 @@ local function grow_cell(chunk_position, surface)
end
for x = 1, math_random(1, #valid_chunks), 1 do
local chunk_position = valid_chunks[x]
local chunk_position = valid_chunks[x] --luacheck: ignore
local left_top_x = chunk_position.x * 32
local left_top_y = chunk_position.y * 32
local tile_to_insert = false
local tile_to_insert
local tiles = {}
local entities_to_place = {
rocks = {},
@ -287,8 +337,8 @@ local function grow_cell(chunk_position, surface)
local layout = room_layouts[math_random(1, #room_layouts)]
local enemies = room_enemies[math_random(1, #room_enemies)]
local unique_room = true
if global.labyrinth_size > 12 and math_random(1, 50) == 1 then
local unique_room
if this.settings.labyrinth_size > 12 and math_random(1, 50) == 1 then
layout = nil
enemies = nil
unique_room = unique_room_raffle[math_random(1, #unique_room_raffle)]
@ -382,29 +432,29 @@ local function grow_cell(chunk_position, surface)
allied_entity = allied_entity_raffle[math_random(1, #allied_entity_raffle)]
end
if global.labyrinth_size < 16 then
if this.settings.labyrinth_size < 16 then
while enemies == 'gun_turrets' or enemies == 'only_worms' or enemies == 'worms_and_spawners' do
enemies = room_enemies[math_random(1, #room_enemies)]
end
end
local placed_enemies = 0
local enemy_counter = global.labyrinth_size
local enemy_counter = this.settings.labyrinth_size
if enemy_counter > 2000 then
enemy_counter = 2000
end
local random_max = 400
if global.labyrinth_size > 50 then
if this.settings.labyrinth_size > 50 then
random_max = 200
end
if global.labyrinth_size > 100 then
if this.settings.labyrinth_size > 100 then
random_max = 100
end
while placed_enemies < enemy_counter do
if not enemies then
break
end
for x = 0, 31, 1 do
for x = 0, 31, 1 do --luacheck: ignore
for y = 0, 31, 1 do
local pos = {x = left_top_x + x, y = left_top_y + y}
if enemies == 'spawners' then
@ -473,7 +523,7 @@ local function grow_cell(chunk_position, surface)
#entities_to_place.allied_entities
end
for x = 0, 31, 1 do
for x = 0, 31, 1 do --luacheck: ignore
for y = 0, 31, 1 do
local pos = {x = left_top_x + x, y = left_top_y + y}
tile_to_insert = 'dirt-5'
@ -557,10 +607,10 @@ local function grow_cell(chunk_position, surface)
local entity = surface.create_entity {name = e.name, position = e.position, force = e.force, direction = e.direction}
if entity.name == 'gun-turret' then
local ammo = 'firearm-magazine'
if global.labyrinth_size > 100 then
if this.settings.labyrinth_size > 100 then
ammo = 'piercing-rounds-magazine'
end
if global.labyrinth_size > 300 then
if this.settings.labyrinth_size > 300 then
ammo = 'uranium-rounds-magazine'
end
entity.insert({name = ammo, count = math.random(50, 150)})
@ -583,19 +633,19 @@ local function grow_cell(chunk_position, surface)
end
for _, p in pairs(entities_to_place.worms) do
local evolution = math.ceil(game.forces.enemy.evolution_factor * 10, 0)
local raffle = worm_raffle[evolution]
local ev = math.ceil(game.forces.enemy.evolution_factor * 10, 0)
local raffle = worm_raffle[ev]
local n = raffle[math.random(1, #raffle)]
if surface.can_place_entity({name = n, position = p}) then
surface.create_entity {name = n, position = p}
end
end
local threat_amount = global.labyrinth_size * 4
local threat_amount = this.settings.labyrinth_size * 4
for _, p in pairs(entities_to_place.biters) do
local evolution = math.ceil(game.forces.enemy.evolution_factor * 10, 0)
local raffle = biter_raffle[evolution]
local ev = math.ceil(game.forces.enemy.evolution_factor * 10, 0)
local raffle = biter_raffle[ev]
local n = raffle[math.random(1, #raffle)]
if threat_values[n] then
threat_amount = threat_amount - threat_values[n]
@ -609,8 +659,8 @@ local function grow_cell(chunk_position, surface)
end
for _, p in pairs(entities_to_place.spitters) do
local evolution = math.ceil(game.forces.enemy.evolution_factor * 10, 0)
local raffle = spitter_raffle[evolution]
local ev = math.ceil(game.forces.enemy.evolution_factor * 10, 0)
local raffle = spitter_raffle[ev]
local n = raffle[math.random(1, #raffle)]
if threat_values[n] then
threat_amount = threat_amount - threat_values[n]
@ -626,10 +676,10 @@ local function grow_cell(chunk_position, surface)
for _, p in pairs(entities_to_place.gun_turrets) do
local e = surface.create_entity {name = 'gun-turret', position = p, force = 'enemy'}
local ammo = 'firearm-magazine'
if global.labyrinth_size > 100 then
if this.settings.labyrinth_size > 100 then
ammo = 'piercing-rounds-magazine'
end
if global.labyrinth_size > 300 then
if this.settings.labyrinth_size > 300 then
ammo = 'uranium-rounds-magazine'
end
e.insert({name = ammo, count = math.random(50, 150)})
@ -716,6 +766,7 @@ local function treasure_chest(position, surface)
{{name = 'explosives', count = math_random(25, 50)}, weight = 1, evolution_min = 0.2, evolution_max = 0.6},
{{name = 'lubricant-barrel', count = math_random(4, 10)}, weight = 1, evolution_min = 0.3, evolution_max = 0.5},
{{name = 'rocket-fuel', count = math_random(4, 10)}, weight = 2, evolution_min = 0.3, evolution_max = 0.7},
{{name = 'player-port', count = 1}, weight = 1, evolution_min = 0.2, evolution_max = 1},
{{name = 'steel-plate', count = math_random(50, 100)}, weight = 2, evolution_min = 0.1, evolution_max = 0.3},
{{name = 'nuclear-fuel', count = 1}, weight = 2, evolution_min = 0.7, evolution_max = 1},
{{name = 'burner-inserter', count = math_random(8, 16)}, weight = 3, evolution_min = 0.0, evolution_max = 0.1},
@ -792,7 +843,7 @@ local function treasure_chest(position, surface)
{{name = 'gun-turret', count = math_random(2, 4)}, weight = 3, evolution_min = 0.2, evolution_max = 0.9}
}
for _, t in pairs(chest_loot) do
for x = 1, t.weight, 1 do
for _ = 1, t.weight, 1 do
if t.evolution_min <= game.forces.enemy.evolution_factor and t.evolution_max >= game.forces.enemy.evolution_factor then
table.insert(chest_raffle, t[1])
end
@ -801,12 +852,97 @@ local function treasure_chest(position, surface)
local chest_type_raffle = {'steel-chest', 'iron-chest', 'wooden-chest'}
local e = surface.create_entity {name = chest_type_raffle[math_random(1, #chest_type_raffle)], position = position, force = 'player'}
local i = e.get_inventory(defines.inventory.chest)
for x = 1, math_random(3, 4), 1 do
for _ = 1, math_random(3, 4), 1 do
local loot = chest_raffle[math_random(1, #chest_raffle)]
i.insert(loot)
end
end
commands.add_command(
'scenario',
'Usable only for admins - controls the scenario!',
function(cmd)
local p
local player = game.player
if not player or not player.valid then
p = log
else
p = player.print
if not player.admin then
return
end
end
local param = cmd.parameter
if param == 'restart' or param == 'shutdown' or param == 'reset' or param == 'restartnow' then
goto continue
else
p('[ERROR] Arguments are:\nrestart\nshutdown\nreset\nrestartnow')
return
end
::continue::
if not this.settings.reset_are_you_sure then
this.settings.reset_are_you_sure = true
p('[WARNING] This command will disable the soft-reset feature, run this command again if you really want to do this!')
return
end
if param == 'restart' then
if this.settings.restart then
this.settings.reset_are_you_sure = nil
this.settings.restart = false
this.settings.soft_reset = true
p('[SUCCESS] Soft-reset is enabled.')
return
else
this.settings.reset_are_you_sure = nil
this.settings.restart = true
this.settings.soft_reset = false
if this.settings.shutdown then
this.settings.shutdown = false
end
p('[WARNING] Soft-reset is disabled! Server will restart from scenario to load new changes.')
return
end
elseif param == 'restartnow' then
this.settings.reset_are_you_sure = nil
Server.start_scenario('Labyrinth')
return
elseif param == 'shutdown' then
if this.settings.shutdown then
this.settings.reset_are_you_sure = nil
this.settings.shutdown = false
this.settings.soft_reset = true
p('[SUCCESS] Soft-reset is enabled.')
return
else
this.settings.reset_are_you_sure = nil
this.settings.shutdown = true
this.settings.soft_reset = false
if this.settings.restart then
this.settings.restart = false
end
p('[WARNING] Soft-reset is disabled! Server will shutdown. Most likely because of updates.')
return
end
elseif param == 'reset' then
this.settings.reset_are_you_sure = nil
if player and player.valid then
game.print(mapkeeper .. ' ' .. player.name .. ', has reset the game!', {r = 0.98, g = 0.66, b = 0.22})
else
game.print(mapkeeper .. ' server, has reset the game!', {r = 0.98, g = 0.66, b = 0.22})
end
init_map()
p('[WARNING] Game has been reset!')
return
end
end
)
local function spawn_infinity_chest(pos, surface)
local math_random = math.random
local infinity_chests = {
@ -856,17 +992,48 @@ local entity_drop_amount = {
['spitter-spawner'] = {low = 50, high = 100}
}
local ore_spill_raffle = {'iron-ore', 'iron-ore', 'iron-ore', 'copper-ore', 'copper-ore', 'coal', 'coal', 'stone', 'landfill'}
local ore_spawn_raffle = {'iron-ore', 'iron-ore', 'iron-ore', 'iron-ore', 'copper-ore', 'copper-ore', 'copper-ore', 'coal', 'coal', 'stone', 'uranium-ore', 'crude-oil'}
local ore_spawn_raffle = {
'iron-ore',
'iron-ore',
'iron-ore',
'iron-ore',
'copper-ore',
'copper-ore',
'copper-ore',
'coal',
'coal',
'stone',
'uranium-ore',
'crude-oil'
}
local function restrict_landfill(surface, tiles)
for _, t in pairs(tiles) do
local check_position = t.position
if check_position.y > 100 then
surface.set_tiles({{name = t.old_tile.name, position = t.position}}, true)
end
end
end
local function on_player_built_tile(event)
if not this.settings.check_landfill then
return
end
local player = game.get_player(event.player_index)
local tiles = event.tiles
restrict_landfill(player.surface, tiles)
end
local function on_entity_died(event)
for _, fragment in pairs(biter_fragmentation) do
if event.entity.name == fragment[1] then
for x = 1, math.random(fragment[3], fragment[4]), 1 do
for _ = 1, math.random(fragment[3], fragment[4]), 1 do
local p = event.entity.surface.find_non_colliding_position(fragment[2], event.entity.position, 2, 1)
if p then
event.entity.surface.create_entity {name = fragment[2], position = p}
end
p = nil
end
return
end
@ -875,7 +1042,7 @@ local function on_entity_died(event)
if event.entity.name == 'biter-spawner' or event.entity.name == 'spitter-spawner' then
local e = math.ceil(game.forces.enemy.evolution_factor * 10, 0)
for _, t in pairs(biter_building_inhabitants[e]) do
for x = 1, math.random(t[2], t[3]), 1 do
for _ = 1, math.random(t[2], t[3]), 1 do
local p = event.entity.surface.find_non_colliding_position(t[1], event.entity.position, 6, 1)
if p then
event.entity.surface.create_entity {name = t[1], position = p}
@ -888,7 +1055,8 @@ local function on_entity_died(event)
if game.forces.enemy.evolution_factor < 0.5 then
local evolution_drop_modifier = (0.1 - game.forces.enemy.evolution_factor) * 10
if evolution_drop_modifier > 0 then
local amount = math.ceil(math.random(entity_drop_amount[event.entity.name].low, entity_drop_amount[event.entity.name].high) * evolution_drop_modifier)
local amount =
math.ceil(math.random(entity_drop_amount[event.entity.name].low, entity_drop_amount[event.entity.name].high) * evolution_drop_modifier)
event.entity.surface.spill_item_stack(event.entity.position, {name = ore_spill_raffle[math.random(1, #ore_spill_raffle)], count = amount}, true)
end
end
@ -906,7 +1074,7 @@ local function on_entity_died(event)
end
if event.entity.name == 'sand-rock-big' then
local n = ore_spawn_raffle[math.random(1, #ore_spawn_raffle)]
--local amount_modifier = 1 + ((global.labyrinth_size / labyrinth_difficulty_curve) * 10)
--local amount_modifier = 1 + ((this.settings.labyrinth_size / labyrinth_difficulty_curve) * 10)
local amount_modifier = math.ceil(1 + game.forces.enemy.evolution_factor * 5)
if n == 'crude-oil' then
@ -936,21 +1104,23 @@ local function get_noise(name, pos)
local noise_seed_add = 25000
if name == 'ocean' then
noise[1] = simplex_noise(pos.x * 0.01, pos.y * 0.01, seed)
seed = seed + noise_seed_add
local noise = noise[1]
noise = noise[1]
return noise
end
seed = seed + noise_seed_add
if name == 'island' then
noise[1] = simplex_noise(pos.x * 0.002, pos.y * 0.002, seed)
seed = seed + noise_seed_add
local noise = noise[1]
noise = noise[1]
return noise
end
end
local function on_chunk_generated(event)
local surface = game.surfaces['labyrinth']
local index = this.settings.surface_index
local surface = game.get_surface(index)
if not surface or not surface.valid then
return
end
if event.surface.name ~= surface.name then
return
end
@ -963,19 +1133,11 @@ local function on_chunk_generated(event)
fish = {},
shipwrecks = {}
}
local decoratives = {}
local tiles = {}
local tile_to_insert = false
local tile_to_insert
local chunk_position_x = event.area.left_top.x / 32
local chunk_position_y = event.area.left_top.y / 32
--if not global.spawn_ores_generated then
-- if event.area.left_top.x > 96 then
-- map_functions.draw_rainbow_patch({x = 16, y = 16}, surface, 9, 1000)
-- global.spawn_ores_generated = true
-- end
--end
for x = 0, 31, 1 do
for y = 0, 31, 1 do
tile_to_insert = false
@ -988,7 +1150,7 @@ local function on_chunk_generated(event)
end
if pos.y >= 196 + noise * 20 then
local noise = get_noise('island', pos)
noise = get_noise('island', pos)
if noise > 0.85 then
tile_to_insert = 'grass-1'
end
@ -1039,53 +1201,17 @@ end
local function on_player_joined_game(event)
local player = game.players[event.player_index]
if not global.map_init_done then
local map_gen_settings = {}
map_gen_settings.water = '0.01'
map_gen_settings.cliff_settings = {cliff_elevation_interval = 50, cliff_elevation_0 = 50}
map_gen_settings.autoplace_controls = {
['coal'] = {frequency = 'none', size = 'none', richness = 'none'},
['stone'] = {frequency = 'none', size = 'none', richness = 'none'},
['copper-ore'] = {frequency = 'none', size = 'none', richness = 'none'},
['iron-ore'] = {frequency = 'none', size = 'none', richness = 'none'},
['crude-oil'] = {frequency = 'none', size = 'none', richness = 'none'},
['trees'] = {frequency = 'none', size = 'none', richness = 'none'},
['enemy-base'] = {frequency = 'none', size = 'none', richness = 'none'}
}
game.map_settings.pollution.pollution_restored_per_tree_damage = 0
game.create_surface('labyrinth', map_gen_settings)
game.forces['player'].set_spawn_position({16, 0}, game.surfaces['labyrinth'])
local surface = game.surfaces['labyrinth']
surface.create_entity {name = 'rock-big', position = {16, -16}}
--game.forces["player"].technologies["gun-turret-damage-1"].enabled = false
--game.forces["player"].technologies["gun-turret-damage-2"].enabled = false
--game.forces["player"].technologies["gun-turret-damage-3"].enabled = false
--game.forces["player"].technologies["gun-turret-damage-4"].enabled = false
--game.forces["player"].technologies["gun-turret-damage-5"].enabled = false
--game.forces["player"].technologies["gun-turret-damage-6"].enabled = false
--game.forces["player"].technologies["gun-turret-damage-7"].enabled = false
game.forces['player'].technologies['artillery'].enabled = false
game.forces['player'].technologies['artillery-shell-range-1'].enabled = false
game.forces['player'].technologies['artillery-shell-speed-1'].enabled = false
game.forces['player'].technologies['atomic-bomb'].enabled = false
--game.forces["player"].set_ammo_damage_modifier("flamethrower", -0.95)
--game.forces["player"].set_turret_attack_modifier("flamethrower-turret", -0.95)
--game.forces["player"].set_turret_attack_modifier("gun-turret", -0.25)
--game.forces["player"].set_turret_attack_modifier("laser-turret", -0.75)
if not global.labyrinth_size then
global.labyrinth_size = 1
local index = this.settings.surface_index
local surface = game.get_surface(index)
if not surface or not surface.valid then
return
end
global.map_init_done = true
end
local surface = game.surfaces['labyrinth']
if player.online_time < 5 and surface.is_chunk_generated({0, 0}) then
player.teleport(surface.find_non_colliding_position('character', {16, 0}, 2, 1), 'labyrinth')
player.teleport(surface.find_non_colliding_position('character', {16, 0}, 2, 1), surface.name)
else
if player.online_time < 5 then
player.teleport({16, 0}, 'labyrinth')
player.teleport({16, 0}, surface.name)
end
end
if player.online_time < 10 then
@ -1112,7 +1238,7 @@ local function on_built_entity(event)
if not chest[1] then
return
end
local a = {
local _ = {
left_top = {x = chest[1].position.x - 2, y = chest[1].position.y - 2},
right_bottom = {x = chest[1].position.x + 2, y = chest[1].position.y + 2}
}
@ -1165,7 +1291,8 @@ local function on_built_entity(event)
if get_score then
if get_score[player.force.name] then
if get_score[player.force.name].players[player.name] then
get_score[player.force.name].players[player.name].built_entities = get_score[player.force.name].players[player.name].built_entities - 1
get_score[player.force.name].players[player.name].built_entities =
get_score[player.force.name].players[player.name].built_entities - 1
end
end
end
@ -1186,7 +1313,10 @@ local function on_built_entity(event)
surface.count_entities_filtered(
{
name = {'spitter-spawner', 'biter-spawner'},
area = {{event.created_entity.position.x - 18, event.created_entity.position.y - 18}, {event.created_entity.position.x + 18, event.created_entity.position.y + 18}},
area = {
{event.created_entity.position.x - 18, event.created_entity.position.y - 18},
{event.created_entity.position.x + 18, event.created_entity.position.y + 18}
},
force = 'enemy',
limit = 1
}
@ -1220,12 +1350,8 @@ end
local function on_entity_damaged(event)
if event.entity.name == 'rock-huge' or event.entity.name == 'rock-big' or event.entity.name == 'sand-rock-big' then
local rock_is_alive = true
if event.force.name == 'enemy' then
event.entity.health = event.entity.health + event.final_damage_amount
if event.entity.health <= event.final_damage_amount then
rock_is_alive = false
end
end
end
end
@ -1238,12 +1364,16 @@ local attack_messages = {
'These noises, this can´t be good..'
}
local function on_tick(event)
local function on_tick()
if game.tick % 4600 == 0 then
if math.random(1, 6) ~= 1 then
return
end
local surface = game.surfaces['labyrinth']
local index = this.settings.surface_index
local surface = game.get_surface(index)
if not surface or not surface.valid then
return
end
local area = {{-10000, -10000}, {10000, 0}}
local biters = surface.find_entities_filtered({type = 'unit', force = 'enemy', area = area})
for _, biter in pairs(biters) do
@ -1255,12 +1385,14 @@ local function on_tick(event)
end
end
event.add(defines.events.on_tick, on_tick)
event.add(defines.events.on_robot_built_entity, on_robot_built_entity)
event.add(defines.events.on_entity_damaged, on_entity_damaged)
event.add(defines.events.on_built_entity, on_built_entity)
event.add(defines.events.on_entity_died, on_entity_died)
event.add(defines.events.on_player_mined_entity, on_player_mined_entity)
event.add(defines.events.on_robot_mined_entity, on_player_mined_entity)
event.add(defines.events.on_chunk_generated, on_chunk_generated)
event.add(defines.events.on_player_joined_game, on_player_joined_game)
Event.on_init(init_map)
Event.add(defines.events.on_tick, on_tick)
Event.add(defines.events.on_robot_built_entity, on_robot_built_entity)
Event.add(defines.events.on_entity_damaged, on_entity_damaged)
Event.add(defines.events.on_built_entity, on_built_entity)
Event.add(defines.events.on_entity_died, on_entity_died)
Event.add(defines.events.on_player_mined_entity, on_player_mined_entity)
Event.add(defines.events.on_player_built_tile, on_player_built_tile)
Event.add(defines.events.on_robot_mined_entity, on_player_mined_entity)
Event.add(defines.events.on_chunk_generated, on_chunk_generated)
Event.add(defines.events.on_player_joined_game, on_player_joined_game)

View File

@ -1,5 +1,5 @@
local Event = require 'utils.event'
local key_item = 'computer'
local key_item = 'player-port'
local blacklisted_tiles = {'out-of-map', 'water', 'deepwater', 'water-green', 'lab-white', 'lab-dark-1'}
local teleporter_names = {
'Stuedrik',
@ -211,7 +211,10 @@ local function gui_teleporter(player, visited_teleporter_index)
{
type = 'label',
caption = tostring(
math.ceil(math.sqrt((global.teleporters[x].position.x - player.position.x) ^ 2 + (global.teleporters[x].position.y - player.position.y) ^ 2), 0)
math.ceil(
math.sqrt((global.teleporters[x].position.x - player.position.x) ^ 2 + (global.teleporters[x].position.y - player.position.y) ^ 2),
0
)
) .. ' Units'
}
)