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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-09-16 09:06:21 +02:00

tweaks to choppy_dx

This commit is contained in:
Gerkiz
2020-08-15 00:45:06 +02:00
parent 40b5b241b5
commit f6642c03f1
2 changed files with 399 additions and 232 deletions

View File

@@ -84,6 +84,7 @@ require 'modules.autostash'
--require 'maps.lumberjack.main'
--require 'maps.dungeons.main'
--require 'maps.dungeons.tiered_dungeon'
--require 'maps.choppy_dx'
--require 'maps.island_troopers.main'
--require 'maps.biter_hatchery.main'
--require 'maps.junkyard_pvp.main'

View File

@@ -1,60 +1,79 @@
--choppy-- mewmew made this --
--neko barons attempt to mix up map gen--
require "modules.dynamic_landfill"
require "modules.satellite_score"
require "modules.spawners_contain_biters"
require "functions.create_entity_chain"
require "functions.create_tile_chain"
require "tools.map_functions"
require 'modules.dynamic_landfill'
require 'modules.satellite_score'
require 'modules.spawners_contain_biters'
require 'functions.create_entity_chain'
require 'functions.create_tile_chain'
require 'tools.map_functions'
--require "maps.choppy_map_intro"
local Map = require "modules.map_info"
local unearthing_worm = require "functions.unearthing_worm"
local unearthing_biters = require "functions.unearthing_biters"
local tick_tack_trap = require "functions.tick_tack_trap"
local Map = require 'modules.map_info'
local unearthing_worm = require 'functions.unearthing_worm'
local unearthing_biters = require 'functions.unearthing_biters'
local tick_tack_trap = require 'functions.tick_tack_trap'
local simplex_noise = require 'utils.simplex_noise'.d2
local Event = require 'utils.event'
local table_insert = table.insert
local math_random = math.random
--global.choppy_nightmare = true
local disabled_for_deconstruction = {
["fish"] = true,
["rock-huge"] = true,
["rock-big"] = true,
["sand-rock-big"] = true,
["mineable-wreckage"] = true
}
local tile_replacements = {
["dirt-1"] = "grass-1",
["dirt-2"] = "grass-2",
["dirt-3"] = "grass-3",
["dirt-4"] = "grass-4",
["dirt-5"] = "grass-1",
["sand-1"] = "grass-1",
["sand-2"] = "grass-2",
["sand-3"] = "grass-3",
["dry-dirt"] = "grass-2",
["red-desert-0"] = "grass-1",
["red-desert-1"] = "grass-2",
["red-desert-2"] = "grass-3",
["red-desert-3"] = "grass-4",
['fish'] = true,
['rock-huge'] = true,
['rock-big'] = true,
['sand-rock-big'] = true,
['mineable-wreckage'] = true
}
local rocks = {"rock-big", "rock-big", "rock-huge"}
local decos = {"green-hairy-grass", "green-hairy-grass", "green-hairy-grass", "green-hairy-grass", "green-hairy-grass", "green-hairy-grass", "green-carpet-grass", "green-carpet-grass","green-pita"}
local tile_replacements = {
['dirt-1'] = 'grass-1',
['dirt-2'] = 'grass-2',
['dirt-3'] = 'grass-3',
['dirt-4'] = 'grass-4',
['dirt-5'] = 'grass-1',
['sand-1'] = 'grass-1',
['sand-2'] = 'grass-2',
['sand-3'] = 'grass-3',
['dry-dirt'] = 'grass-2',
['red-desert-0'] = 'grass-1',
['red-desert-1'] = 'grass-2',
['red-desert-2'] = 'grass-3',
['red-desert-3'] = 'grass-4'
}
local rocks = {'rock-big', 'rock-big', 'rock-huge'}
local decos = {
'green-hairy-grass',
'green-hairy-grass',
'green-hairy-grass',
'green-hairy-grass',
'green-hairy-grass',
'green-hairy-grass',
'green-carpet-grass',
'green-carpet-grass',
'green-pita'
}
-- local decos_inside_forest = {"brown-asterisk","brown-asterisk", "brown-carpet-grass","brown-hairy-grass"} // unused?
local noises = {
--["forest_location"] = {{modifier = 0.006, weight = 1}, {modifier = 0.01, weight = 0.25}, {modifier = 0.05, weight = 0.15}, {modifier = 0.1, weight = 0.05}},
["forest_location"] = {{modifier = 0.006, weight = 0.60}, {modifier = 0.01, weight = 0.20}, {modifier = 0.05, weight = 0.12}, {modifier = 0.1, weight = 0.08}},
["forest_density"] = {{modifier = 0.01, weight = 0.8}, {modifier = 0.05, weight = 0.4}},
['forest_location'] = {
{modifier = 0.006, weight = 0.60},
{modifier = 0.01, weight = 0.20},
{modifier = 0.05, weight = 0.12},
{modifier = 0.1, weight = 0.08}
},
['forest_density'] = {{modifier = 0.01, weight = 0.8}, {modifier = 0.05, weight = 0.4}},
--["forest_region"] = {{modifier = 0.001, weight = 1}, {modifier = 0.025, weight = 0.5}, {modifier = 0.02, weight = 0.025}}
["forest_region"] = {{modifier = 0.0005, weight = 0.85}, {modifier = 0.005, weight = 0.25}, {modifier = 0.01, weight = 0.15}, {modifier = 0.05, weight = 0.05}}
['forest_region'] = {
{modifier = 0.0005, weight = 0.85},
{modifier = 0.005, weight = 0.25},
{modifier = 0.01, weight = 0.15},
{modifier = 0.05, weight = 0.05}
}
}
local function get_noise(name, pos, seed)
local noise = 0
@@ -66,51 +85,55 @@ local function get_noise(name, pos, seed)
end
local entities_to_convert = {
["coal"] = true,
["copper-ore"] = true,
["iron-ore"] = true,
["uranium-ore"] = true,
["stone"] = true,
["angels-ore1"] = true,
["angels-ore2"] = true,
["angels-ore3"] = true,
["angels-ore4"] = true,
["angels-ore5"] = true,
["angels-ore6"] = true,
["thorium-ore"] = true
['coal'] = true,
['copper-ore'] = true,
['iron-ore'] = true,
['uranium-ore'] = true,
['stone'] = true,
['angels-ore1'] = true,
['angels-ore2'] = true,
['angels-ore3'] = true,
['angels-ore4'] = true,
['angels-ore5'] = true,
['angels-ore6'] = true,
['thorium-ore'] = true
}
local trees_to_remove = {
["dead-dry-hairy-tree"] = true,
["dead-grey-trunk"] = true,
["dead-tree-desert"] = true,
["dry-hairy-tree"] = true,
["dry-tree"] = true,
["tree-01"] = true,
["tree-02"] = true,
["tree-02-red"] = true,
["tree-03"] = true,
["tree-04"] = true,
["tree-05"] = true,
["tree-06"] = true,
["tree-06-brown"] = true,
["tree-07"] = true,
["tree-08"] = true,
["tree-08-brown"] = true,
["tree-08-red"] = true,
["tree-09"] = true,
["tree-09-brown"] = true,
["tree-09-red"] = true
['dead-dry-hairy-tree'] = true,
['dead-grey-trunk'] = true,
['dead-tree-desert'] = true,
['dry-hairy-tree'] = true,
['dry-tree'] = true,
['tree-01'] = true,
['tree-02'] = true,
['tree-02-red'] = true,
['tree-03'] = true,
['tree-04'] = true,
['tree-05'] = true,
['tree-06'] = true,
['tree-06-brown'] = true,
['tree-07'] = true,
['tree-08'] = true,
['tree-08-brown'] = true,
['tree-08-red'] = true,
['tree-09'] = true,
['tree-09-brown'] = true,
['tree-09-red'] = true
}
local function process_entity(e)
if not e.valid then return end
if not e.valid then
return
end
if trees_to_remove[e.name] then
e.destroy()
return
end
if entities_to_convert[e.name] then
if math_random(1,100) > 33 then e.surface.create_entity({name = rocks[math_random(1, #rocks)], position = e.position}) end
if math_random(1, 100) > 33 then
e.surface.create_entity({name = rocks[math_random(1, #rocks)], position = e.position})
end
e.destroy()
return
end
@@ -118,16 +141,23 @@ end
-- local nightmare_trees = {"tree-08-brown","tree-01","tree-04","tree-02-red"} // unused?
local function process_tile(surface, pos, tile, seed)
if tile.collides_with("player-layer") then return end
if not surface.can_place_entity({name = "tree-01", position = pos}) then return end
local function process_tile(surface, pos, tile, entities, seed)
if tile.collides_with('player-layer') then
return
end
if not surface.can_place_entity({name = 'tree-01', position = pos}) then
return
end
if math_random(1, 100000) == 1 then
local wrecks = {"big-ship-wreck-1", "big-ship-wreck-2", "big-ship-wreck-3"}
local e = surface.create_entity{name = wrecks[math_random(1,#wrecks)], position = pos, force = "neutral"}
e.insert({name = "raw-fish", count = math_random(3, 25)})
if math_random(1, 3) == 1 then e.insert({name = "wood", count = math_random(11, 44)}) end
local wrecks = {'big-ship-wreck-1', 'big-ship-wreck-2', 'big-ship-wreck-3'}
local e = surface.create_entity {name = wrecks[math_random(1, #wrecks)], position = pos, force = 'neutral'}
e.insert({name = 'raw-fish', count = math_random(3, 25)})
if math_random(1, 3) == 1 then
e.insert({name = 'wood', count = math_random(11, 44)})
end
end
--
--[[
local noise_forest_location = get_noise("forest_location", pos, seed)
@@ -159,74 +189,85 @@ local function process_tile(surface, pos, tile, seed)
surface.create_decoratives({check_collision=false, decoratives={{name = decos_inside_forest[math_random(1, #decos_inside_forest)], position = pos, amount = math_random(1, 2)}}})
return
end
]]--
]] local density =
75
local density = 75
local noise_forest_regionA = get_noise('forest_region', pos, seed)
local noise_forest_regionB = get_noise('forest_region', pos, seed + 197)
local noise_forest_area = get_noise('forest_location', pos, seed + 872)
local noise_forest_dense = get_noise('forest_density', pos, seed + 1625)
local noise_forest_regionA = get_noise("forest_region", pos, seed)
local noise_forest_regionB = get_noise("forest_region", pos, seed+197)
local noise_forest_area = get_noise("forest_location", pos, seed+872)
local noise_forest_dense = get_noise("forest_density", pos, seed+1625)
density = density + math.ceil(noise_forest_dense*20)
density = density + math.ceil(noise_forest_dense * 20)
if noise_forest_regionA > 0.05 then
if noise_forest_regionB > 0.05 then
if noise_forest_area > 0.1 then
if math_random(1,100) > density then surface.create_entity({name = "tree-02-red", position = pos}) end
elseif noise_forest_area < - 0.1 then
--else
if math_random(1,100) > density then surface.create_entity({name = "tree-09-brown", position = pos}) end
if math_random(1, 100) > density then
entities[#entities + 1] = {name = 'tree-02-red', position = pos}
end
elseif noise_forest_regionB < - 0.05 then
elseif noise_forest_area < -0.1 then
--else
if math_random(1, 100) > density then
entities[#entities + 1] = {name = 'tree-09-brown', position = pos}
end
end
elseif noise_forest_regionB < -0.05 then
if noise_forest_area > 0.1 then
if math_random(1,100) > density then surface.create_entity({name = "tree-04", position = pos}) end
elseif noise_forest_area < - 0.1 then
if math_random(1, 100) > density then
entities[#entities + 1] = {name = 'tree-04', position = pos}
end
elseif noise_forest_area < -0.1 then
--else
if math_random(1,100) > density then surface.create_entity({name = "tree-08-red", position = pos}) end
if math_random(1, 100) > density then
entities[#entities + 1] = {name = 'tree-08-red', position = pos}
end
end
elseif noise_forest_regionA < - 0.05 then
end
elseif noise_forest_regionA < -0.05 then
if noise_forest_regionB > 0.05 then
if noise_forest_area > 0.1 then
if math_random(1,100) > density then surface.create_entity({name = "tree-01", position = pos}) end
elseif noise_forest_area < - 0.1 then
--else
if math_random(1,100) > density then surface.create_entity({name = "tree-05", position = pos}) end
if math_random(1, 100) > density then
entities[#entities + 1] = {name = 'tree-01', position = pos}
end
elseif noise_forest_regionB < - 0.05 then
if noise_forest_area > 0.1 then
if math_random(1,100) > density then surface.create_entity({name = "tree-08-brown", position = pos}) end
elseif noise_forest_area < - 0.1 then
elseif noise_forest_area < -0.1 then
--else
if math_random(1,100) > density then surface.create_entity({name = "tree-03", position = pos}) end
if math_random(1, 100) > density then
entities[#entities + 1] = {name = 'tree-05', position = pos}
end
end
elseif noise_forest_regionB < -0.05 then
if noise_forest_area > 0.1 then
if math_random(1, 100) > density then
entities[#entities + 1] = {name = 'tree-08-brown', position = pos}
end
elseif noise_forest_area < -0.1 then
--else
if math_random(1, 100) > density then
entities[#entities + 1] = {name = 'tree-03', position = pos}
end
end
end
end
if math_random(1, 3) == 1 then
surface.create_decoratives({check_collision=false, decoratives={{name = decos[math_random(1, #decos)], position = pos, amount = math_random(1, 2)}}})
surface.create_decoratives(
{
check_collision = false,
decoratives = {{name = decos[math_random(1, #decos)], position = pos, amount = math_random(1, 2)}}
}
)
end
end
local function get_ore_from_entpos(entity)
local seed = game.surfaces[1].map_gen_settings.seed
local noise_forest_location = get_noise("forest_location", entity.position, seed)
if noise_forest_location < -0.6 then return "tree-04" end
if noise_forest_location < -0.095 then return "tree-02-red" end
if noise_forest_location < 0.6 then return "tree-01" end
return "tree-08-brown"
end
local function on_chunk_generated(event)
local surface = event.surface
local left_top = event.area.left_top
local function process_chunk(area)
local left_top = area.left_top
local tiles = {}
local entities = {}
local seed = game.surfaces[1].map_gen_settings.seed
local surface = game.surfaces['nauvis']
--surface.destroy_decoratives({area = event.area})
for _, e in pairs(surface.find_entities_filtered({area = event.area})) do
for _, e in pairs(surface.find_entities_filtered({area = area})) do
process_entity(e)
end
@@ -236,37 +277,89 @@ local function on_chunk_generated(event)
local tile = surface.get_tile(pos)
if tile_replacements[tile.name] then
table_insert(tiles, {name = tile_replacements[tile.name], position = pos})
tiles[#tiles + 1] = {name = tile_replacements[tile.name], position = pos}
end
process_tile(surface, pos, tile, seed)
process_tile(surface, pos, tile, entities, seed)
end
end
surface.set_tiles(tiles, true)
for _, e in pairs(surface.find_entities_filtered({area = event.area, type = "unit-spawner"})) do
for _, entity in pairs (e.surface.find_entities_filtered({area = {{e.position.x - 7, e.position.y - 7},{e.position.x + 7, e.position.y + 7}}, force = "neutral"})) do
if entity.valid then entity.destroy() end
for _, e in pairs(surface.find_entities_filtered({area = area, type = 'unit-spawner'})) do
for _, entity in pairs(
e.surface.find_entities_filtered(
{area = {{e.position.x - 7, e.position.y - 7}, {e.position.x + 7, e.position.y + 7}}, force = 'neutral'}
)
) do
if entity.valid then
entity.destroy()
end
end
end
if global.spawn_generated then return end
if left_top.x < 96 then return end
for _, e in ipairs(entities) do
local pos = e.position
local name = e.name
surface.create_entity {name = name, position = pos}
end
if global.spawn_generated then
return
end
if left_top.x < 96 then
return
end
for _, e in pairs (surface.find_entities_filtered({area = {{-50, -50},{50, 50}}})) do
local distance_to_center = math.sqrt(e.position.x^2 + e.position.y^2)
for _, e in pairs(surface.find_entities_filtered({area = {{-50, -50}, {50, 50}}})) do
local distance_to_center = math.sqrt(e.position.x ^ 2 + e.position.y ^ 2)
if e.valid then
if distance_to_center < 12 and e.type == "tree" and math_random(1,5) ~= 1 then e.destroy() end
if distance_to_center < 12 and e.type == 'tree' and math_random(1, 5) ~= 1 then
e.destroy()
end
end
end
global.spawn_generated = true
end
local function process_chunk_queue()
for k, area in pairs(global.chunk_queue) do
process_chunk(area)
table.remove(global.chunk_queue, k)
return
end
end
local function get_ore_from_entpos(entity)
local seed = game.surfaces[1].map_gen_settings.seed
local noise_forest_location = get_noise('forest_location', entity.position, seed)
if noise_forest_location < -0.6 then
return 'tree-04'
end
if noise_forest_location < -0.095 then
return 'tree-02-red'
end
if noise_forest_location < 0.6 then
return 'tree-01'
end
return 'tree-08-brown'
end
local function on_chunk_generated(event)
if game.surfaces.nauvis.index ~= event.surface.index then return end
local area = event.area
if game.tick == 0 then
process_chunk(area)
else
table.insert(global.chunk_queue, area)
end
end
local function on_marked_for_deconstruction(event)
if disabled_for_deconstruction[event.entity.name] then
event.entity.cancel_deconstruction(game.players[event.player_index].force.name)
end
if event.entity.type == "tree" then
if event.entity.type == 'tree' then
event.entity.cancel_deconstruction(game.players[event.player_index].force.name)
end
end
@@ -274,13 +367,15 @@ end
local function on_player_joined_game(event)
local player = game.players[event.player_index]
if player.online_time == 0 then
player.insert({name = "pistol", count = 1})
player.insert({name = "firearm-magazine", count = 8})
player.insert({name = 'pistol', count = 1})
player.insert({name = 'firearm-magazine', count = 8})
end
game.print({"comfy.welcome"})
-- game.print({"comfy.welcome"})
if global.map_init_done then return end
if global.map_init_done then
return
end
--game.map_settings.pollution.min_pollution_to_damage_trees = 1000000
--game.map_settings.pollution.pollution_per_tree_damage = 0
@@ -289,32 +384,30 @@ local function on_player_joined_game(event)
--game.surfaces["nauvis"].ticks_per_day = game.surfaces["nauvis"].ticks_per_day * 2
global.entity_yield = {
["tree-01"] = {"iron-ore"},
["tree-02-red"] = {"copper-ore"},
["tree-04"] = {"coal"},
["tree-08-brown"] = {"stone"},
["rock-big"] = {"uranium-ore"},
["rock-huge"] = {"uranium-ore"},
["tree-09-brown"] = {"stone","coal"},
["tree-08-red"] = {"copper-ore","iron-ore"},
["tree-03"] = {"coal","iron-ore"},
["tree-05"] = {"copper-ore","stone"}
['tree-01'] = {'iron-ore'},
['tree-02-red'] = {'copper-ore'},
['tree-04'] = {'coal'},
['tree-08-brown'] = {'stone'},
['rock-big'] = {'uranium-ore'},
['rock-huge'] = {'uranium-ore'},
['tree-09-brown'] = {'stone', 'coal'},
['tree-08-red'] = {'copper-ore', 'iron-ore'},
['tree-03'] = {'coal', 'iron-ore'},
['tree-05'] = {'copper-ore', 'stone'}
}
if game.item_prototypes["angels-ore1"] then
global.entity_yield["tree-01"] = {"angels-ore1", "angels-ore2"}
global.entity_yield["tree-02-red"] = {"angels-ore5", "angels-ore6"}
global.entity_yield["tree-04"] = {"coal"}
global.entity_yield["tree-08-brown"] = {"angels-ore3", "angels-ore4"}
if game.item_prototypes['angels-ore1'] then
global.entity_yield['tree-01'] = {'angels-ore1', 'angels-ore2'}
global.entity_yield['tree-02-red'] = {'angels-ore5', 'angels-ore6'}
global.entity_yield['tree-04'] = {'coal'}
global.entity_yield['tree-08-brown'] = {'angels-ore3', 'angels-ore4'}
--else
--game.map_settings.pollution.ageing = 0
end
if game.item_prototypes["thorium-ore"] then
global.entity_yield["rock-big"] = {"uranium-ore", "thorium-ore"}
global.entity_yield["rock-huge"] = {"uranium-ore", "thorium-ore"}
if game.item_prototypes['thorium-ore'] then
global.entity_yield['rock-big'] = {'uranium-ore', 'thorium-ore'}
global.entity_yield['rock-huge'] = {'uranium-ore', 'thorium-ore'}
end
local surface = player.surface
@@ -333,39 +426,54 @@ local function on_player_joined_game(event)
end
function choppy_debug()
if not global.choppy_loaderswon then global.choppy_loaderswon = 0 end
if not global.choppy_veinsfound then global.choppy_veinsfound = 0 end
if not global.choppy_wormsdugup then global.choppy_wormsdugup = 0 end
game.print("veins found :" .. global.choppy_veinsfound)
game.print("loaders found :" .. global.choppy_loaderswon)
game.print("worms dug up :" .. global.choppy_wormsdugup)
if not global.choppy_loaderswon then
global.choppy_loaderswon = 0
end
if not global.choppy_veinsfound then
global.choppy_veinsfound = 0
end
if not global.choppy_wormsdugup then
global.choppy_wormsdugup = 0
end
game.print('veins found :' .. global.choppy_veinsfound)
game.print('loaders found :' .. global.choppy_loaderswon)
game.print('worms dug up :' .. global.choppy_wormsdugup)
end
local function get_amount(entity)
local distance_to_center = math.sqrt(entity.position.x^2 + entity.position.y^2)
local distance_to_center = math.sqrt(entity.position.x ^ 2 + entity.position.y ^ 2)
local amount = 15 + (distance_to_center * 0.07)
if global.choppy_nightmare then
amount = 20 + (distance_to_center * 0.09)
end
if amount > 1000 then amount = 1000 end
if amount > 1000 then
amount = 1000
end
amount = math.random(math.ceil(amount * 0.8), math.ceil(amount * 1.2))
return amount
end
local function trap(entity)
if math_random(1,1024) == 1 then tick_tack_trap(entity.surface, entity.position) return end
if math_random(1,256) == 1 then unearthing_worm(entity.surface, entity.position)
if not global.choppy_wormsdugup then global.choppy_wormsdugup = 0 end
if math_random(1, 1024) == 1 then
tick_tack_trap(entity.surface, entity.position)
return
end
if math_random(1, 256) == 1 then
unearthing_worm(entity.surface, entity.position)
if not global.choppy_wormsdugup then
global.choppy_wormsdugup = 0
end
global.choppy_wormsdugup = global.choppy_wormsdugup + 1
end
if math_random(1,128) == 1 then unearthing_biters(entity.surface, entity.position, math_random(4,8)) end
if math_random(1, 128) == 1 then
unearthing_biters(entity.surface, entity.position, math_random(4, 8))
end
end
local function treasure(player, amount)
local prizes = {"loader"}
local prizes = {'loader'}
--if amount > 80 then prizes = {"loader","loader","fast-loader"} end
--if amount > 160 then prizes = {"loader","fast-loader","fast-loader"} end
@@ -374,30 +482,43 @@ local function treasure(player, amount)
--if amount > 360 then prizes = {"fast-loader","express-loader"} end
--if amount > 420 then prizes = {"fast-loader","express-loader","express-loader"} end
--if amount > 500 then prizes = {"express-loader"} end
if amount > 500 then prizes = {"express-loader"}
elseif amount > 420 then prizes = {"fast-loader","express-loader","express-loader"}
elseif amount > 360 then prizes = {"fast-loader","express-loader"}
elseif amount > 300 then prizes = {"fast-loader","fast-loader","express-loader"}
elseif amount > 240 then prizes = {"fast-loader"}
elseif amount > 160 then prizes = {"loader","fast-loader","fast-loader"}
elseif amount > 80 then prizes = {"loader","loader","fast-loader"} end
if amount > 500 then
prizes = {'express-loader'}
elseif amount > 420 then
prizes = {'fast-loader', 'express-loader', 'express-loader'}
elseif amount > 360 then
prizes = {'fast-loader', 'express-loader'}
elseif amount > 300 then
prizes = {'fast-loader', 'fast-loader', 'express-loader'}
elseif amount > 240 then
prizes = {'fast-loader'}
elseif amount > 160 then
prizes = {'loader', 'fast-loader', 'fast-loader'}
elseif amount > 80 then
prizes = {'loader', 'loader', 'fast-loader'}
end
local prize = prizes[math_random(1,#prizes)]
local prize = prizes[math_random(1, #prizes)]
local give = 1
local inserted_count = player.insert({name = prize, count = give})
give = give - inserted_count
if give > 0 then
player.surface.spill_item_stack(player.position,{name = prize, count = give}, true)
player.surface.spill_item_stack(player.position, {name = prize, count = give}, true)
end
if not global.choppy_loaderswon then global.choppy_loaderswon = 0 end
if not global.choppy_loaderswon then
global.choppy_loaderswon = 0
end
global.choppy_loaderswon = global.choppy_loaderswon + 1
player.print("You notice a strange device underneath the roots of the tree. It's a " .. prize .. ", talk about lucky!!", { r=0.98, g=0.66, b=0.22})
player.print(
"You notice a strange device underneath the roots of the tree. It's a " .. prize .. ', talk about lucky!!',
{r = 0.98, g = 0.66, b = 0.22}
)
end
local function generate_treevein(entity,player)
local function generate_treevein(entity, player)
local surface = entity.surface
--player.print("hmmmmmmm")
local p = entity.position
@@ -405,33 +526,42 @@ local function generate_treevein(entity,player)
local ore_count = get_amount(entity)
local mined_loot
if not global.choppy_nightmare then
mined_loot = global.entity_yield[entity.name][math_random(1,#global.entity_yield[entity.name])]
mined_loot = global.entity_yield[entity.name][math_random(1, #global.entity_yield[entity.name])]
else
local ore = get_ore_from_entpos(entity)
--game.print(ore)
mined_loot = global.entity_yield[ore][math_random(1,#global.entity_yield[ore])]
mined_loot = global.entity_yield[ore][math_random(1, #global.entity_yield[ore])]
end
--if ore_count > 40 then
local radius = 28
--player.print("checking")
if surface.count_entities_filtered{area={{p.x - radius,p.y - radius},{p.x + radius,p.y + radius}}, name = {"iron-ore", "copper-ore", "coal", "stone","uranium-ore"}, limit=1} == 0 then
if
surface.count_entities_filtered {
area = {{p.x - radius, p.y - radius}, {p.x + radius, p.y + radius}},
name = {'iron-ore', 'copper-ore', 'coal', 'stone', 'uranium-ore'},
limit = 1
} == 0
then
--player.print("yes")
--local size_raffle = {{"huge", 24, 40},{"big", 16, 28},{"small", 8, 18},{"tiny", 5, 10}}
local size_raffle = {{"huge", 24, 40},{"big", 16, 28},{"small", 8, 18}}
local size = size_raffle[math_random(1,#size_raffle)]
player.print("You notice something underneath the roots of the tree. It's a " .. size[1] .. " vein of " .. mined_loot .. "!!", { r=0.98, g=0.66, b=0.22})
local size_raffle = {{'huge', 24, 40}, {'big', 16, 28}, {'small', 8, 18}}
local size = size_raffle[math_random(1, #size_raffle)]
player.print(
"You notice something underneath the roots of the tree. It's a " ..
size[1] .. ' vein of ' .. mined_loot .. '!!',
{r = 0.98, g = 0.66, b = 0.22}
)
--tile_distance_to_center = math.sqrt(tile_distance_to_center)
local ore_entities_placed = 0
local modifier_raffle = {{0,-1},{-1,0},{1,0},{0,1}}
local ores_to_place = math_random(size[2],size[3]) + math.floor(ore_count * 0.040)
local modifier_raffle = {{0, -1}, {-1, 0}, {1, 0}, {0, 1}}
local ores_to_place = math_random(size[2], size[3]) + math.floor(ore_count * 0.040)
while ore_entities_placed < ores_to_place do
local a = math.ceil(math_random(ore_count*14, ore_count*20) + ore_entities_placed * 8, 0)
local a = math.ceil(math_random(ore_count * 14, ore_count * 20) + ore_entities_placed * 8, 0)
for x = 1, 150, 1 do
local m = modifier_raffle[math_random(1,#modifier_raffle)]
local m = modifier_raffle[math_random(1, #modifier_raffle)]
local pos = {x = p.x + m[1], y = p.y + m[2]}
if surface.can_place_entity({name=mined_loot, position=pos, amount=a}) then
surface.create_entity {name=mined_loot, position=pos, amount=a}
if surface.can_place_entity({name = mined_loot, position = pos, amount = a}) then
surface.create_entity {name = mined_loot, position = pos, amount = a}
p = pos
break
end
@@ -439,7 +569,9 @@ local function generate_treevein(entity,player)
ore_entities_placed = ore_entities_placed + 1
end
if not global.choppy_veinsfound then global.choppy_veinsfound = 0 end
if not global.choppy_veinsfound then
global.choppy_veinsfound = 0
end
global.choppy_veinsfound = global.choppy_veinsfound + 1
return true
@@ -451,69 +583,83 @@ end
local function on_player_mined_entity(event)
local entity = event.entity
if not entity.valid then return end
if not entity.valid then
return
end
if entity.type == "tree" then
if entity.type == 'tree' then
trap(entity)
end
if global.entity_yield[entity.name] then
if event.buffer then event.buffer.clear() end
if not event.player_index then return end
if event.buffer then
event.buffer.clear()
end
if not event.player_index then
return
end
local amount = get_amount(entity)
local second_item_amount = math_random(2,5)
local second_item = "wood"
local second_item_amount = math_random(2, 5)
local second_item = 'wood'
local main_item
if not global.choppy_nightmare then
main_item = global.entity_yield[entity.name][math_random(1,#global.entity_yield[entity.name])]
main_item = global.entity_yield[entity.name][math_random(1, #global.entity_yield[entity.name])]
else
local ore = get_ore_from_entpos(entity)
--game.print(ore)
main_item = global.entity_yield[ore][math_random(1,#global.entity_yield[ore])]
main_item = global.entity_yield[ore][math_random(1, #global.entity_yield[ore])]
end
if entity.type == "simple-entity" then
main_item = "uranium-ore"
if entity.type == 'simple-entity' then
main_item = 'uranium-ore'
amount = amount * 2
second_item_amount = math_random(8,16)
second_item = "stone"
second_item_amount = math_random(8, 16)
second_item = 'stone'
end
local player = game.players[event.player_index]
if math_random(1,200) == 1 then
if math_random(1, 200) == 1 then
if amount > 22 then
if generate_treevein(entity,player) then return end
if generate_treevein(entity, player) then
return
end
end
else
local chance = math.ceil(1600 - amount*0.60)
if chance < 1100 then chance = 1100 end
if math_random(1,chance) == 1 then
local chance = math.ceil(1600 - amount * 0.60)
if chance < 1100 then
chance = 1100
end
if math_random(1, chance) == 1 then
if amount > 28 then
treasure(player,amount)
treasure(player, amount)
end
end
end
--local main_item = global.entity_yield[entity.name][math_random(1,#global.entity_yield[entity.name])]
entity.surface.create_entity({
name = "flying-text",
entity.surface.create_entity(
{
name = 'flying-text',
position = entity.position,
text = "+" .. amount .. " [item=" .. main_item .. "] +" .. second_item_amount .. " [item=" .. second_item .. "]",
color = {r=0.8,g=0.8,b=0.8}})
text = '+' ..
amount .. ' [item=' .. main_item .. '] +' .. second_item_amount .. ' [item=' .. second_item .. ']',
color = {r = 0.8, g = 0.8, b = 0.8}
}
)
local inserted_count = player.insert({name = main_item, count = amount})
amount = amount - inserted_count
if amount > 0 then
entity.surface.spill_item_stack(entity.position,{name = main_item, count = amount}, true)
entity.surface.spill_item_stack(entity.position, {name = main_item, count = amount}, true)
end
local inserted_count = player.insert({name = second_item, count = second_item_amount})
second_item_amount = second_item_amount - inserted_count
if second_item_amount > 0 then
entity.surface.spill_item_stack(entity.position,{name = second_item, count = second_item_amount}, true)
entity.surface.spill_item_stack(entity.position, {name = second_item, count = second_item_amount}, true)
end
end
end
@@ -529,29 +675,46 @@ local function on_research_finished(event)
--character_resource_reach_distance_bonus is bonus in tile distance
--event.research.force.print(game.forces.player.mining_drill_productivity_bonus)
--event.research.force.print(event.research.force.get_ammo_damage_modifier("bullet"))
team.character_resource_reach_distance_bonus = math.ceil(team.get_gun_speed_modifier("bullet") * 7)
team.character_resource_reach_distance_bonus = math.ceil(team.get_gun_speed_modifier('bullet') * 7)
team.character_inventory_slots_bonus = math.ceil(team.mining_drill_productivity_bonus * 500)
if not team.technologies["steel-axe"].researched then return end
if not team.technologies['steel-axe'].researched then
return
end
--event.research.force.manual_mining_speed_modifier = 1 + game.forces.player.mining_drill_productivity_bonus * 2
team.manual_mining_speed_modifier = 1 + team.get_ammo_damage_modifier("bullet")
team.manual_mining_speed_modifier = 1 + team.get_ammo_damage_modifier('bullet')
end
local function on_entity_died(event)
on_player_mined_entity(event)
if not event.entity.valid then return end
if event.entity.type == "tree" then
for _, entity in pairs (event.entity.surface.find_entities_filtered({area = {{event.entity.position.x - 4, event.entity.position.y - 4},{event.entity.position.x + 4, event.entity.position.y + 4}}, name = "fire-flame-on-tree"})) do
if entity.valid then entity.destroy() end
if not event.entity.valid then
return
end
if event.entity.type == 'tree' then
for _, entity in pairs(
event.entity.surface.find_entities_filtered(
{
area = {
{event.entity.position.x - 4, event.entity.position.y - 4},
{event.entity.position.x + 4, event.entity.position.y + 4}
},
name = 'fire-flame-on-tree'
}
)
) do
if entity.valid then
entity.destroy()
end
end
end
end
local on_init = function()
local T = Map.Pop_info()
T.main_caption = "Choppy"
T.sub_caption = ""
T.text = [[
T.main_caption = 'Choppy'
T.sub_caption = ''
T.text =
[[
You are a lumberjack with a passion to chop.
Different kinds of trees yield different kinds of ore and wood.
@@ -573,9 +736,12 @@ local on_init = function()
T.main_caption_color = {r = 0, g = 120, b = 0}
T.sub_caption_color = {r = 255, g = 0, b = 255}
global.chunk_queue = {}
game.difficulty_settings.recipe_difficulty = 4
end
Event.on_init(on_init)
Event.on_nth_tick(25, process_chunk_queue)
Event.add(defines.events.on_research_finished, on_research_finished)
Event.add(defines.events.on_marked_for_deconstruction, on_marked_for_deconstruction)
Event.add(defines.events.on_player_joined_game, on_player_joined_game)