diff --git a/control.lua b/control.lua index 2c977835..8dbc06a2 100644 --- a/control.lua +++ b/control.lua @@ -7,7 +7,7 @@ require "score" ---- enable maps here ---- -require "maps.cave_miner" +require "maps.deep_jungle" ----------------------------- diff --git a/maps/deep_jungle.lua b/maps/deep_jungle.lua new file mode 100644 index 00000000..f3620948 --- /dev/null +++ b/maps/deep_jungle.lua @@ -0,0 +1,438 @@ +--Factorio Cave Miner -- mewmew made this -- +--You can use /c map_pregen() command to pre-generate the world before playing to avoid any possible microstutter while playing.-- +--Use /c spaghetti() to play without bots. + +local simplex_noise = require 'utils.simplex_noise' +local event = require 'utils.event' + +local function treasure_chest(position) + local p = game.surfaces["deep_jungle"].find_non_colliding_position("wooden-chest",position, 2,0.5) + if not p then return end + + treasure_chest_raffle_table = {} + treasure_chest_loot_weights = {} + table.insert(treasure_chest_loot_weights, {{name = 'iron-gear-wheel', count = math.random(16,48)},10}) + table.insert(treasure_chest_loot_weights, {{name = 'coal', count = math.random(16,48)},2}) + table.insert(treasure_chest_loot_weights, {{name = 'copper-cable', count = math.random(64,128)},10}) + table.insert(treasure_chest_loot_weights, {{name = 'inserter', count = math.random(8,16)},4}) + table.insert(treasure_chest_loot_weights, {{name = 'fast-inserter', count = math.random(4,8)},3}) + table.insert(treasure_chest_loot_weights, {{name = 'stack-filter-inserter', count = math.random(2,4)},1}) + table.insert(treasure_chest_loot_weights, {{name = 'stack-inserter', count = math.random(2,4)},1}) + table.insert(treasure_chest_loot_weights, {{name = 'burner-inserter', count = math.random(16,32)},6}) + table.insert(treasure_chest_loot_weights, {{name = 'electric-engine-unit', count = math.random(1,16)},3}) + table.insert(treasure_chest_loot_weights, {{name = 'rocket-fuel', count = math.random(1,5)},3}) + table.insert(treasure_chest_loot_weights, {{name = 'empty-barrel', count = math.random(1,10)},7}) + table.insert(treasure_chest_loot_weights, {{name = 'lubricant-barrel', count = math.random(1,10)},3}) + table.insert(treasure_chest_loot_weights, {{name = 'crude-oil-barrel', count = math.random(1,10)},3}) + table.insert(treasure_chest_loot_weights, {{name = 'iron-stick', count = math.random(1,100)},8}) + table.insert(treasure_chest_loot_weights, {{name = "small-electric-pole", count = math.random(8,32)},9}) + table.insert(treasure_chest_loot_weights, {{name = "firearm-magazine", count = math.random(16,48)},8}) + table.insert(treasure_chest_loot_weights, {{name = 'grenade', count = math.random(16,32)},5}) + table.insert(treasure_chest_loot_weights, {{name = 'land-mine', count = math.random(24,48)},5}) + table.insert(treasure_chest_loot_weights, {{name = 'light-armor', count = 1},1}) + table.insert(treasure_chest_loot_weights, {{name = 'heavy-armor', count = 1},2}) + table.insert(treasure_chest_loot_weights, {{name = 'pipe', count = math.random(10,100)},6}) + table.insert(treasure_chest_loot_weights, {{name = 'wooden-chest', count = 1},1}) + table.insert(treasure_chest_loot_weights, {{name = 'burner-mining-drill', count = 1},1}) + table.insert(treasure_chest_loot_weights, {{name = 'iron-axe', count = 1},1}) + table.insert(treasure_chest_loot_weights, {{name = 'steel-axe', count = 1},3}) + table.insert(treasure_chest_loot_weights, {{name = 'raw-wood', count = math.random(5,50)},2}) + table.insert(treasure_chest_loot_weights, {{name = 'sulfur', count = math.random(20,50)},7}) + table.insert(treasure_chest_loot_weights, {{name = 'explosives', count = math.random(20,50)},6}) + table.insert(treasure_chest_loot_weights, {{name = 'shotgun', count = 1},2}) + table.insert(treasure_chest_loot_weights, {{name = 'stone-brick', count = math.random(80,100)},4}) + table.insert(treasure_chest_loot_weights, {{name = 'small-lamp', count = math.random(3,10)},4}) + table.insert(treasure_chest_loot_weights, {{name = 'rail', count = math.random(32,100)},4}) + table.insert(treasure_chest_loot_weights, {{name = 'coin', count = math.random(32,100)},1}) + table.insert(treasure_chest_loot_weights, {{name = 'assembling-machine-1', count = math.random(1,4)},2}) + table.insert(treasure_chest_loot_weights, {{name = 'assembling-machine-2', count = math.random(1,3)},2}) + table.insert(treasure_chest_loot_weights, {{name = 'assembling-machine-3', count = math.random(1,2)},1}) + for _, t in pairs (treasure_chest_loot_weights) do + for x = 1, t[2], 1 do + table.insert(treasure_chest_raffle_table, t[1]) + end + end + + + local e = game.surfaces["deep_jungle"].create_entity {name="wooden-chest",position=p, force="player"} + e.minable = false + local i = e.get_inventory(defines.inventory.chest) + for x = 1, math.random(3,7), 1 do + local loot = treasure_chest_raffle_table[math.random(1,#treasure_chest_raffle_table)] + i.insert(loot) + end +end + +function rare_treasure_chest(position) + local p = game.surfaces["deep_jungle"].find_non_colliding_position("steel-chest",position, 2,0.5) + if not p then return end + + local rare_treasure_chest_raffle_table = {} + local rare_treasure_chest_loot_weights = {} + table.insert(rare_treasure_chest_loot_weights, {{name = 'combat-shotgun', count = 1},5}) + table.insert(rare_treasure_chest_loot_weights, {{name = 'piercing-shotgun-shell', count = math.random(16,48)},5}) + table.insert(rare_treasure_chest_loot_weights, {{name = 'rocket-launcher', count = 1},5}) + table.insert(rare_treasure_chest_loot_weights, {{name = 'rocket', count = math.random(16,48)},5}) + table.insert(rare_treasure_chest_loot_weights, {{name = 'explosive-rocket', count = math.random(16,48)},5}) + table.insert(rare_treasure_chest_loot_weights, {{name = 'modular-armor', count = 1},3}) + table.insert(rare_treasure_chest_loot_weights, {{name = 'power-armor', count = 1},1}) + table.insert(rare_treasure_chest_loot_weights, {{name = 'uranium-rounds-magazine', count = math.random(16,48)},3}) + table.insert(rare_treasure_chest_loot_weights, {{name = 'piercing-rounds-magazine', count = math.random(64,128)},3}) + table.insert(rare_treasure_chest_loot_weights, {{name = 'railgun', count = 1},4}) + table.insert(rare_treasure_chest_loot_weights, {{name = 'railgun-dart', count = math.random(16,48)},4}) + table.insert(rare_treasure_chest_loot_weights, {{name = 'exoskeleton-equipment', count = 1},2}) + table.insert(rare_treasure_chest_loot_weights, {{name = 'defender-capsule', count = math.random(8,16)},5}) + table.insert(rare_treasure_chest_loot_weights, {{name = 'distractor-capsule', count = math.random(4,8)},4}) + table.insert(rare_treasure_chest_loot_weights, {{name = 'destroyer-capsule', count = math.random(4,8)},3}) + table.insert(rare_treasure_chest_loot_weights, {{name = 'atomic-bomb', count = 1},1}) + for _, t in pairs (rare_treasure_chest_loot_weights) do + for x = 1, t[2], 1 do + table.insert(rare_treasure_chest_raffle_table, t[1]) + end + end + + local e = game.surfaces["deep_jungle"].create_entity {name="steel-chest",position=p, force="player"} + e.minable = false + local i = e.get_inventory(defines.inventory.chest) + for x = 1, math.random(2,3), 1 do + local loot = rare_treasure_chest_raffle_table[math.random(1,#rare_treasure_chest_raffle_table)] + i.insert(loot) + end +end + +local function secret_shop(pos) + local secret_market_items = { + {price = {{"raw-fish", math.random(250,450)}}, offer = {type = 'give-item', item = 'combat-shotgun'}}, + {price = {{"raw-fish", math.random(75,125)}}, offer = {type = 'give-item', item = 'rocket-launcher'}}, + {price = {{"raw-fish", math.random(2,4)}}, offer = {type = 'give-item', item = 'piercing-rounds-magazine'}}, + {price = {{"raw-fish", math.random(8,16)}}, offer = {type = 'give-item', item = 'uranium-rounds-magazine'}}, + {price = {{"raw-fish", math.random(8,16)}}, offer = {type = 'give-item', item = 'piercing-shotgun-shell'}}, + {price = {{"raw-fish", math.random(8,16)}}, offer = {type = 'give-item', item = 'rocket'}}, + {price = {{"raw-fish", math.random(10,20)}}, offer = {type = 'give-item', item = 'explosive-rocket'}}, + {price = {{"raw-fish", math.random(15,30)}}, offer = {type = 'give-item', item = 'explosive-cannon-shell'}}, + {price = {{"raw-fish", math.random(25,35)}}, offer = {type = 'give-item', item = 'explosive-uranium-cannon-shell'}}, + {price = {{"raw-fish", math.random(20,40)}}, offer = {type = 'give-item', item = 'cluster-grenade'}}, + {price = {{"raw-fish", math.random(1,3)}}, offer = {type = 'give-item', item = 'land-mine'}}, + {price = {{"raw-fish", math.random(250,500)}}, offer = {type = 'give-item', item = 'modular-armor'}}, + {price = {{"raw-fish", math.random(1500,3000)}}, offer = {type = 'give-item', item = 'power-armor'}}, + {price = {{"raw-fish", math.random(18000,23000)}}, offer = {type = 'give-item', item = 'power-armor-mk2'}}, + {price = {{"raw-fish", math.random(4000,7000)}}, offer = {type = 'give-item', item = 'fusion-reactor-equipment'}}, + {price = {{"raw-fish", math.random(50,100)}}, offer = {type = 'give-item', item = 'battery-equipment'}}, + {price = {{"raw-fish", math.random(700,1100)}}, offer = {type = 'give-item', item = 'battery-mk2-equipment'}}, + {price = {{"raw-fish", math.random(400,700)}}, offer = {type = 'give-item', item = 'belt-immunity-equipment'}}, + {price = {{"raw-fish", math.random(12000,16000)}}, offer = {type = 'give-item', item = 'night-vision-equipment'}}, + {price = {{"raw-fish", math.random(300,500)}}, offer = {type = 'give-item', item = 'exoskeleton-equipment'}}, + {price = {{"raw-fish", math.random(350,500)}}, offer = {type = 'give-item', item = 'personal-roboport-equipment'}}, + {price = {{"raw-fish", math.random(25,50)}}, offer = {type = 'give-item', item = 'construction-robot'}}, + {price = {{"raw-fish", math.random(250,450)}}, offer = {type = 'give-item', item = 'energy-shield-equipment'}}, + {price = {{"raw-fish", math.random(350,550)}}, offer = {type = 'give-item', item = 'personal-laser-defense-equipment'}}, + {price = {{"raw-fish", math.random(125,250)}}, offer = {type = 'give-item', item = 'railgun'}}, + {price = {{"raw-fish", math.random(2,4)}}, offer = {type = 'give-item', item = 'railgun-dart'}}, + {price = {{"raw-fish", math.random(100,175)}}, offer = {type = 'give-item', item = 'loader'}}, + {price = {{"raw-fish", math.random(200,350)}}, offer = {type = 'give-item', item = 'fast-loader'}}, + {price = {{"raw-fish", math.random(400,600)}}, offer = {type = 'give-item', item = 'express-loader'}} + } + local surface = game.surfaces["deep_jungle"] + local market = surface.create_entity {name = "market", position = pos} + market.destructible = false + local market_items_to_add = math.random(8,12) + while market_items_to_add >= 0 do + local i = math.random(1,#secret_market_items) + if secret_market_items[i] then + market.add_market_item(secret_market_items[i]) + market_items_to_add = market_items_to_add - 1 + secret_market_items[i] = nil + end + end +end + +local function get_noise(name, pos) + local seed = game.surfaces[1].map_gen_settings.seed + local noise_seed_add = 25000 + seed = seed + noise_seed_add + if name == 1 then + local noise = {} + noise[1] = simplex_noise.d2(pos.x * 0.01, pos.y * 0.01, seed) + seed = seed + noise_seed_add + noise[2] = simplex_noise.d2(pos.x * 0.1, pos.y * 0.1, seed) + local noise = noise[1] + noise[2] * 0.1 + return noise + end + seed = seed + noise_seed_add + seed = seed + noise_seed_add + if name == 2 then + local noise = {} + noise[1] = simplex_noise.d2(pos.x * 0.01, pos.y * 0.01, seed) + seed = seed + noise_seed_add + noise[2] = simplex_noise.d2(pos.x * 0.1, pos.y * 0.1, seed) + local noise = noise[1] + noise[2] * 0.1 + return noise + end + seed = seed + noise_seed_add + seed = seed + noise_seed_add + if name == 3 then + local noise = {} + noise[1] = simplex_noise.d2(pos.x * 0.001, pos.y * 0.001, seed) + seed = seed + noise_seed_add + noise[2] = simplex_noise.d2(pos.x * 0.01, pos.y * 0.01, seed) + local noise = noise[1] + noise[2] * 0.1 + return noise + end + seed = seed + noise_seed_add + seed = seed + noise_seed_add + if name == 4 then + local noise = {} + noise[1] = simplex_noise.d2(pos.x * 0.01, pos.y * 0.01, seed) + seed = seed + noise_seed_add + noise[2] = simplex_noise.d2(pos.x * 0.1, pos.y * 0.1, seed) + local noise = noise[1] + noise[2] * 0.2 + return noise + end +end + +local function on_chunk_generated(event) + local surface = game.surfaces["deep_jungle"] + local tiles = {} + local enemy_building_positions = {} + local enemy_worm_positions = {} + local worm_raffle = {"small-worm-turret", "small-worm-turret", "small-worm-turret", "medium-worm-turret", "medium-worm-turret", "big-worm-turret"} + local rock_raffle = {"sand-rock-big","sand-rock-big","rock-big","rock-big","rock-big","rock-big","rock-huge"} + local rock_positions = {} + local fish_positions = {} + local rare_treasure_chest_positions = {} + local treasure_chest_positions = {} + local secret_shop_locations = {} + local tree_positions = {} + + local entities = surface.find_entities(event.area) + for _, e in pairs(entities) do + if e.type == "tree" or e.force.name == "enemy" then + e.destroy() + end + end + + local tile_to_insert = false + for x = 0, 31, 1 do + for y = 0, 31, 1 do + local pos_x = event.area.left_top.x + x + local pos_y = event.area.left_top.y + y + local pos = {x = pos_x, y = pos_y} + tile_distance_to_center = pos_x^2 + pos_y^2 + tile_to_insert = false + --game.print(#tree_pool) + local noise_3 = get_noise(3, pos) + if noise_3 > -0.1 and noise_3 < 0.1 then + if noise_3 > -0.05 and noise_3 < 0.05 then + tile_to_insert = "water" + table.insert(fish_positions, pos) + end + if noise_3 > -0.03 and noise_3 < 0.03 then + tile_to_insert = "deepwater" + table.insert(fish_positions, pos) + end + else + local noise_1 = get_noise(1, pos) + local noise_2 = get_noise(2, pos) + local noise_4 = get_noise(4, pos) + if tile_distance_to_center > 8000 then + table.insert(enemy_worm_positions, pos) + if noise_4 > -0.1 and noise_4 < 0.1 and noise_1 > 0.3 and noise_2 > 0.3 then + table.insert(rock_positions, pos) + end + end + if noise_4 < -0.8 or noise_4 > 0.8 then tile_to_insert = "dirt-6" end + if noise_3 < -0.1 then + if noise_1 > 0.2 then + table.insert(tree_positions, {"tree-02", pos}) + table.insert(rare_treasure_chest_positions, pos) + table.insert(treasure_chest_positions, pos) + if noise_1 > 0.8 and tile_distance_to_center > 8000 then + tile_to_insert = "water-green" + end + end + if noise_1 < -0.2 then + table.insert(tree_positions, {"tree-04", pos}) + table.insert(rare_treasure_chest_positions, pos) + table.insert(treasure_chest_positions, pos) + if noise_1 < -0.8 and tile_distance_to_center > 8000 then + table.insert(enemy_building_positions, pos) + end + end + else + if noise_2 > 0.2 then + table.insert(tree_positions, {"tree-07", pos}) + table.insert(rare_treasure_chest_positions, pos) + table.insert(treasure_chest_positions, pos) + if noise_2 > 0.8 and tile_distance_to_center > 8000 then + table.insert(enemy_building_positions, pos) + end + end + if noise_2 < -0.2 then + table.insert(tree_positions, {"tree-09", pos}) + table.insert(rare_treasure_chest_positions, pos) + table.insert(treasure_chest_positions, pos) + if noise_2 < -0.8 and tile_distance_to_center > 8000 then + tile_to_insert = "water-green" + end + end + end + end + + + if tile_to_insert == false then + table.insert(tiles, {name = "grass-1", position = {pos_x,pos_y}}) + else + table.insert(tiles, {name = tile_to_insert, position = {pos_x,pos_y}}) + end + end + end + surface.set_tiles(tiles,true) + + + for _, p in pairs(enemy_building_positions) do + if math.random(1,40)==1 then + if math.random(1,3) == 1 then + if surface.can_place_entity({name="spitter-spawner", position=p}) then surface.create_entity {name="spitter-spawner", position=p} end + else + if surface.can_place_entity({name="biter-spawner", position=p}) then surface.create_entity {name="biter-spawner", position=p} end + end + end + end + for _, p in pairs(enemy_worm_positions) do + if math.random(1,500)==1 then + local e = worm_raffle[math.random(1,#worm_raffle)] + if surface.can_place_entity({name=e, position=p}) then surface.create_entity {name=e, position=p} end + end + end + for _, p in pairs(rock_positions) do + if math.random(1,8)==1 then + local e = rock_raffle[math.random(1,#rock_raffle)] + surface.create_entity {name=e, position=p} + end + end + for _, p in pairs(tree_positions) do + if math.random(1,4)==1 then + if surface.can_place_entity({name=p[1], position=p[2]}) then surface.create_entity {name=p[1], position=p[2]} end + end + end + for _, p in pairs(treasure_chest_positions) do + if math.random(1,1000)==1 then + treasure_chest(p) + end + end + for _, p in pairs(rare_treasure_chest_positions) do + if math.random(1,10000)==1 then + rare_treasure_chest(p) + end + end + + for _, p in pairs(fish_positions) do + if math.random(1,50)==1 then + if surface.can_place_entity({name="fish",position=p}) then + surface.create_entity {name="fish",position=p} + end + end + end + + local decorative_names = {} + for k,v in pairs(game.decorative_prototypes) do + if v.autoplace_specification then + decorative_names[#decorative_names+1] = k + end + end + surface.regenerate_decorative(decorative_names, {{x=math.floor(event.area.left_top.x/32),y=math.floor(event.area.left_top.y/32)}}) +end + +local function on_player_joined_game(event) + local player = game.players[event.player_index] + if not global.map_init_done then + game.forces["player"].technologies["flamethrower"].enabled = false + local map_gen_settings = {} + map_gen_settings.water = "none" + map_gen_settings.cliff_settings = {cliff_elevation_interval = 4, cliff_elevation_0 = 0.1} + map_gen_settings.autoplace_controls = { + ["coal"] = {frequency = "normal", size = "normal", richness = "normal"}, + ["stone"] = {frequency = "normal", size = "normal", richness = "normal"}, + ["copper-ore"] = {frequency = "normal", size = "normal", richness = "normal"}, + ["iron-ore"] = {frequency = "normal", size = "normal", richness = "normal"}, + ["crude-oil"] = {frequency = "normal", size = "normal", richness = "good"}, + ["trees"] = {frequency = "normal", size = "normal", richness = "normal"}, + ["enemy-base"] = {frequency = "normal", size = "normal", richness = "good"} + } + game.map_settings.pollution.pollution_restored_per_tree_damage = 0 + game.create_surface("deep_jungle", map_gen_settings) + game.forces["player"].set_spawn_position({0,0},game.surfaces["deep_jungle"]) + global.map_init_done = true + end + local surface = game.surfaces["deep_jungle"] + if player.online_time < 5 and surface.is_chunk_generated({0,0}) then + player.teleport(surface.find_non_colliding_position("player", {0,0}, 2, 1), "deep_jungle") + else + player.teleport({0,0}, "deep_jungle") + end + + if player.online_time < 10 then + player.insert {name = 'submachine-gun', count = 1} + player.insert {name = 'raw-fish', count = 12} + player.insert {name = 'firearm-magazine', count = 32} + player.insert {name = 'steel-axe', count = 1} + player.insert {name = 'light-armor', count = 1} + end +end + +local function on_tick(event) + if global.map_pregeneration_is_active then + if game.tick % 600 == 0 then + local r = 1 + for x = 1,32,1 do + if game.forces.map_pregen.is_chunk_charted(game.surfaces["deep_jungle"], {x,x}) then r = x end + end + game.print("Map chunks are generating... current radius " .. r, { r=0.22, g=0.99, b=0.99}) + if game.forces.map_pregen.is_chunk_charted(game.surfaces["deep_jungle"], {32,32}) then + game.print("Map generation done!", { r=0.22, g=0.99, b=0.99}) + + game.players[1].force = game.forces["player"] + global.map_pregeneration_is_active = nil + end + end + end +end + +local function on_marked_for_deconstruction(event) + if event.entity.name == "rock-huge" or event.entity.name == "rock-big" or event.entity.name == "sand-rock-big" or event.entity.name == "fish" or event.entity.type == "tree" then + event.entity.cancel_deconstruction(game.players[event.player_index].force.name) + end +end + +function map_pregen() + local radius = 1024 + if not game.forces.map_pregen then game.create_force("map_pregen") end + game.players[1].force = game.forces["map_pregen"] + game.forces.map_pregen.chart(game.surfaces["deep_jungle"],{{x = -1 * radius, y = -1 * radius}, {x = radius, y = radius}}) + global.map_pregeneration_is_active = true +end + +function cheat_mode() + local cheat_mode_enabed = false + if cheat_mode_enabed == true then + local surface = game.surfaces["deep_jungle"] + game.player.cheat_mode=true + game.players[1].insert({name="power-armor-mk2"}) + game.players[1].insert({name="fusion-reactor-equipment", count=4}) + game.players[1].insert({name="personal-laser-defense-equipment", count=8}) + game.players[1].insert({name="rocket-launcher"}) + game.players[1].insert({name="explosive-rocket", count=200}) + game.speed = 2 + surface.daytime = 1 + game.player.force.research_all_technologies() + game.forces["enemy"].evolution_factor = 0.2 + local chart = 200 + local surface = game.surfaces["deep_jungle"] + game.forces["player"].chart(surface, {lefttop = {x = chart*-1, y = chart*-1}, rightbottom = {x = chart, y = chart}}) + end +end + +event.add(defines.events.on_marked_for_deconstruction, on_marked_for_deconstruction) +event.add(defines.events.on_chunk_generated, on_chunk_generated) +event.add(defines.events.on_tick, on_tick) +event.add(defines.events.on_player_joined_game, on_player_joined_game) \ No newline at end of file