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@ -1,3 +1,6 @@
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require 'modules.biters_yield_ore'
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require "modules.rocks_yield_ore_veins"
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local Collapse = require "modules.collapse"
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local Immersive_cargo_wagons = require "modules.immersive_cargo_wagons.main"
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local Terrain = require 'maps.mountain_race.terrain'
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@ -17,7 +20,7 @@ local function on_chunk_generated(event)
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local surface = event.surface
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if surface.index ~= 1 then return end
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local left_top = event.area.left_top
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if left_top.y >= mountain_race.playfield_height or left_top.y < mountain_race.playfield_height * -1 or left_top.x < 0 then
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if left_top.y >= mountain_race.playfield_height or left_top.y < 0 or left_top.x < 0 then
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Terrain.draw_out_of_map_chunk(surface, left_top)
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return
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end
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@ -42,9 +45,15 @@ local function on_entity_died(event)
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return
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end
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end
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if entity.name == "character" then
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Team.update_spawn_positions(mountain_race)
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end
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end
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local function on_player_joined_game(event)
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Team.update_spawn_positions(mountain_race)
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local player = game.players[event.player_index]
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if game.tick == 0 then
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@ -59,17 +68,25 @@ local function on_player_joined_game(event)
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end
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Team.setup_player(mountain_race, player)
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local surface = game.surfaces.nauvis
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local tile = surface.get_tile(player.position)
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if tile.valid then
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if tile.name == "out-of-map" then
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player.teleport(surface.find_non_colliding_position("character", player.force.get_spawn_position(surface), 64, 0.5), surface)
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end
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end
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end
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local function init(mountain_race)
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if game.ticks_played % 60 ~= 30 then return end
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if game.ticks_played % 120 ~= 30 then return end
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game.print("game resetting..")
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Immersive_cargo_wagons.reset()
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Collapse.set_kill_entities(true)
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Collapse.set_speed(1)
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Collapse.set_amount(4)
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Collapse.set_speed(4)
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Collapse.set_amount(0)
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Collapse.set_max_line_size(mountain_race.border_width + mountain_race.playfield_height * 2)
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Collapse.set_surface(surface)
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Collapse.set_position({0, 0})
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@ -86,10 +103,10 @@ local function init(mountain_race)
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end
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local function prepare_terrain(mountain_race)
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if game.ticks_played % 30 ~= 0 then return end
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if game.ticks_played % 60 ~= 30 then return end
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Terrain.clone_south_to_north(mountain_race)
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if mountain_race.clone_x < 4 then return end
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if mountain_race.clone_x < 6 then return end
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game.print("preparing spawn..")
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mountain_race.gamestate = "prepare_spawn"
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end
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@ -118,13 +135,38 @@ local function spawn_players(mountain_race)
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mountain_race.gamestate = "game_in_progress"
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end
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local function set_collapse_speed(mountain_race)
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if not mountain_race.locomotives.north then return end
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if not mountain_race.locomotives.south then return end
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local amount = math.abs(mountain_race.locomotives.north.position.x - mountain_race.locomotives.south.position.x) - 8
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amount = math.floor(amount / 32)
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if amount < 0 then amount = 0 end
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Collapse.set_amount(amount)
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end
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local function chart(mountain_race)
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local surface = game.surfaces.nauvis
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local north = game.forces.north
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local south = game.forces.south
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local r = 128
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local p = north.get_spawn_position(surface)
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south.chart(surface, {{p.x - r, p.y - r}, {p.x + r, p.y + r}})
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local p = south.get_spawn_position(surface)
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north.chart(surface, {{p.x - r, p.y - r}, {p.x + r, p.y + r}})
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end
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local game_tasks = {
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[30] = set_collapse_speed,
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[60] = Terrain.clone_south_to_north,
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[90] = chart,
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}
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local function game_in_progress(mountain_race)
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local tick = game.ticks_played
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if tick % 120 == 0 then
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Terrain.clone_south_to_north(mountain_race)
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end
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if tick % 30 ~= 0 then return end
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local task = tick % 120
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if not game_tasks[task] then return end
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game_tasks[task](mountain_race)
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end
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local function game_over(mountain_race)
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@ -133,6 +175,7 @@ local function game_over(mountain_race)
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if not mountain_race.reset_countdown then
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mountain_race.reset_countdown = 10
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Collapse.set_amount(0)
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local message = "Team " .. mountain_race.victorious_team .. " has won the race!"
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game.print(message, {255, 155, 0})
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Server.to_discord_bold(table.concat{'*** ', message, ' ***'})
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@ -149,6 +192,7 @@ end
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local gamestates = {
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["init"] = init,
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["reroll_terrain"] = Terrain.reroll_terrain,
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["generate_chunks"] = Terrain.generate_chunks,
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["prepare_terrain"] = prepare_terrain,
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["prepare_spawn"] = prepare_spawn,
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["spawn_players"] = spawn_players,
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@ -161,6 +205,7 @@ local function on_tick()
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end
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local function on_init()
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game.difficulty_settings.technology_price_multiplier = 0.5
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mountain_race.reset_counter = 0
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mountain_race.gamestate = "init"
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mountain_race.border_width = 4
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@ -177,4 +222,6 @@ Event.add(defines.events.on_tick, on_tick)
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Event.add(defines.events.on_chunk_generated, on_chunk_generated)
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Event.add(defines.events.on_entity_damaged, on_entity_damaged)
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Event.add(defines.events.on_entity_died, on_entity_died)
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Event.add(defines.events.on_player_joined_game, on_player_joined_game)
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Event.add(defines.events.on_player_joined_game, on_player_joined_game)
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require "modules.rocks_yield_ore"
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@ -1,7 +1,7 @@
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local Public = {}
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local math_random = math.random
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local starting_items = {['iron-plate'] = 32, ['iron-gear-wheel'] = 16, ['stone'] = 20, ['pistol'] = 1, ['firearm-magazine'] = 16}
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local starting_items = {['iron-plate'] = 32, ['iron-gear-wheel'] = 16, ['stone'] = 20, ['pistol'] = 1, ['firearm-magazine'] = 128, ['rail'] = 16}
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function Public.init_teams()
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game.create_force("north")
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@ -21,6 +21,7 @@ function Public.configure_teams(mountain_race)
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force.technologies["artillery-shell-range-1"].enabled = false
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force.technologies["artillery-shell-speed-1"].enabled = false
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force.technologies["land-mine"].enabled = false
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force.technologies["railway"].researched = true
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end
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game.forces.north.set_friend("spectator", true)
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game.forces.south.set_friend("spectator", true)
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@ -76,4 +77,17 @@ function Public.setup_player(mountain_race, player)
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end
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end
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function Public.update_spawn_positions(mountain_race)
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if not mountain_race.locomotives.north then return end
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if not mountain_race.locomotives.south then return end
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local surface = game.surfaces.nauvis
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for _, force_name in pairs({"north", "south"}) do
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local force = game.forces[force_name]
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local p = mountain_race.locomotives[force_name].position
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force.set_spawn_position({p.x, p.y + 2}, surface)
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end
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end
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return Public
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@ -65,7 +65,7 @@ function Public.generate_spawn(mountain_race, force_name)
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["south"] = {255, 65, 65},
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}
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for x = 0, 32, 2 do
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for x = 0, 48, 2 do
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surface.create_entity({name = 'straight-rail', position = {p.x + x, p.y}, direction = 2, force = force_name})
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for k, tile in pairs(surface.find_tiles_filtered({area = {{p.x + x, p.y}, {p.x + x + 2, p.y + 2}}})) do
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if tile.collides_with("resource-layer") then surface.set_tiles({{name = "landfill", position = tile.position}}, true) end
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@ -73,7 +73,7 @@ function Public.generate_spawn(mountain_race, force_name)
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end
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local entity = surface.create_entity({name = 'locomotive', position = {p.x + 6, p.y}, force = force_name, direction = 2})
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entity.minable = false
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entity.color = teams[force_name]
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rendering.draw_text({
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@ -94,6 +94,15 @@ function Public.generate_spawn(mountain_race, force_name)
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wagon.entity_count = 999
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end
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function Public.generate_chunks(mountain_race)
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if game.ticks_played % 60 ~= 0 then return end
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local surface = game.surfaces.nauvis
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surface.request_to_generate_chunks({0, 0}, 10)
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if not surface.is_chunk_generated({9, 0}) then return end
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game.print("preparing terrain..")
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mountain_race.gamestate = "prepare_terrain"
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end
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function Public.reroll_terrain(mountain_race)
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if game.ticks_played % 60 ~= 0 then return end
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@ -110,19 +119,19 @@ function Public.reroll_terrain(mountain_race)
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local surface = game.surfaces.nauvis
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local mgs = surface.map_gen_settings
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mgs.seed = math_random(1, 99999999)
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mgs.water = 1
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mgs.water = 0.75
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mgs.starting_area = 1
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mgs.terrain_segmentation = 2
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mgs.terrain_segmentation = 8
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mgs.cliff_settings = {cliff_elevation_interval = 0, cliff_elevation_0 = 0}
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mgs.autoplace_controls = {
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["coal"] = {frequency = 8, size = 0.7, richness = 0.5,},
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["stone"] = {frequency = 8, size = 0.7, richness = 0.5,},
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["copper-ore"] = {frequency = 8, size = 0.7, richness = 0.75,},
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["iron-ore"] = {frequency = 8, size = 0.7, richness = 1,},
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["uranium-ore"] = {frequency = 5, size = 0.5, richness = 0.5,},
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["crude-oil"] = {frequency = 5, size = 1, richness = 1,},
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["coal"] = {frequency = 16, size = 1, richness = 0.5,},
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["stone"] = {frequency = 16, size = 1, richness = 0.5,},
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["copper-ore"] = {frequency = 16, size = 1, richness = 0.75,},
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["iron-ore"] = {frequency = 16, size = 1, richness = 1,},
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["uranium-ore"] = {frequency = 8, size = 0.5, richness = 0.5,},
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["crude-oil"] = {frequency = 32, size = 1, richness = 1,},
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["trees"] = {frequency = math.random(4, 32) * 0.1, size = math.random(4, 16) * 0.1, richness = math.random(1, 10) * 0.1},
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["enemy-base"] = {frequency = 0, size = 0, richness = 0}
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["enemy-base"] = {frequency = 16, size = 1, richness = 1}
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}
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surface.map_gen_settings = mgs
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surface.clear(false)
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@ -130,8 +139,8 @@ function Public.reroll_terrain(mountain_race)
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surface.delete_chunk({chunk.x, chunk.y})
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end
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game.print("preparing terrain..")
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mountain_race.gamestate = "prepare_terrain"
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game.print("generating chunks..")
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mountain_race.gamestate = "generate_chunks"
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end
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return Public
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