--labyrinth-- mewmew made this -- require "maps.labyrinth_map_intro" local simplex_noise = require 'utils.simplex_noise' simplex_noise = simplex_noise.d2 local event = require 'utils.event' local unique_rooms = require "maps.labyrinth_unique_rooms" local labyrinth_difficulty_curve = 500 --- How much size the labyrinth needs to have the highest difficulty. 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 return end local str = tostring(math.ceil((global.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 b.style.top_padding = 2 b.style.left_padding = 4 b.style.right_padding = 4 b.style.bottom_padding = 2 b.style.font = "default" b.style.font_color = {r = 0.88, g = 0.88, b = 0.88} end local function shuffle(tbl) local size = #tbl for i = size, 1, -1 do local rand = math.random(size) tbl[i], tbl[rand] = tbl[rand], tbl[i] end return tbl end local function create_cluster(name, pos, size, surface, spread, resource_amount) local p = {x = pos.x, y = pos.y} local math_random = math.random local original_pos = {x = pos.x, y = pos.y} local entity_has_been_placed = false for z = 1, size, 1 do entity_has_been_placed = false local y = 1 if spread then y = math_random(1, spread) end local modifier_raffle = {{0,y*-1},{y*-1,0},{y,0},{0,y},{y*-1,y*-1},{y,y},{y,y*-1},{y*-1,y}} modifier_raffle = shuffle(modifier_raffle) for x = 1, 8, 1 do local m = modifier_raffle[x] local pos = {x = p.x + m[1], y = p.y + m[2]} if resource_amount then if surface.can_place_entity({name=name, position=pos, amount=resource_amount}) then surface.create_entity {name=name, position=pos, amount=resource_amount} p = {x = pos.x, y = pos.y} entity_has_been_placed = true break end else if surface.can_place_entity({name=name, position=pos}) then surface.create_entity {name=name, position=pos} p = {x = pos.x, y = pos.y} entity_has_been_placed = true break end end end if entity_has_been_placed == false then p = {x = original_pos.x, y = original_pos.y} end end end local function get_entity_chunk_position(entity_position) local chunk_position = {} entity_position.x = math.floor(entity_position.x, 0) entity_position.y = math.floor(entity_position.y, 0) for x = 0, 31, 1 do if (entity_position.x - x) % 32 == 0 then chunk_position.x = (entity_position.x - x) / 32 end end for y = 0, 31, 1 do if (entity_position.y - y) % 32 == 0 then chunk_position.y = (entity_position.y - y) / 32 end end return chunk_position end local function is_chunk_allowed_to_grow(chunk_position, surface) local pos_x = chunk_position.x * 32 local pos_y = chunk_position.y * 32 local area = { left_top = {x = pos_x, y = pos_y}, right_bottom = {x = pos_x + 31, y = pos_y + 31} } if surface.count_entities_filtered{area = area, name = {"sand-rock-big", "rock-big", "rock-huge"}, limit = 1} == 0 then return true else return false end end local function is_canditate_chunk_valid(chunk, surface) local modifiers = {{-1,-1},{0,-1},{1,-1},{1,0}, {1,1},{0,1},{-1,1},{-1,0}} local invalid_places = 0 --local invalid_chunk_found = "false" for _, m in pairs(modifiers) do local testing_chunk = {x = chunk.x + m[1], y = chunk.y + m[2]} local left_top_x = testing_chunk.x * 32 local left_top_y = testing_chunk.y * 32 local tile = surface.get_tile({left_top_x, left_top_y}) if tile.name ~= "out-of-map" then invalid_places = invalid_places + 1 --[[ if invalid_chunk_found then if invalid_chunk_found == "true" then invalid_places = invalid_places - 1 ---if chunks are connected, raise the allowance of expansion one time invalid_chunk_found = nil end end if invalid_chunk_found then invalid_chunk_found = "true" end else if invalid_chunk_found then invalid_chunk_found = "false" end ]]-- end end if math.random(1,50) == 1 and chunk.y < -3 then return true end if invalid_places <= 2 then return true end if invalid_places > 2 then return false end 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"} worm_raffle[3] = {"small-worm-turret", "small-worm-turret", "small-worm-turret", "small-worm-turret", "medium-worm-turret", "medium-worm-turret"} worm_raffle[4] = {"small-worm-turret", "small-worm-turret", "small-worm-turret", "medium-worm-turret", "medium-worm-turret", "medium-worm-turret"} worm_raffle[5] = {"small-worm-turret", "small-worm-turret", "medium-worm-turret", "medium-worm-turret", "medium-worm-turret", "big-worm-turret"} worm_raffle[6] = {"small-worm-turret", "medium-worm-turret", "medium-worm-turret", "medium-worm-turret", "medium-worm-turret", "big-worm-turret"} worm_raffle[7] = {"medium-worm-turret", "medium-worm-turret", "medium-worm-turret", "medium-worm-turret", "big-worm-turret", "big-worm-turret"} worm_raffle[8] = {"medium-worm-turret", "medium-worm-turret", "medium-worm-turret", "medium-worm-turret", "big-worm-turret", "big-worm-turret"} worm_raffle[9] = {"medium-worm-turret", "medium-worm-turret", "medium-worm-turret", "big-worm-turret", "big-worm-turret", "big-worm-turret"} worm_raffle[10] = {"medium-worm-turret", "medium-worm-turret", "medium-worm-turret", "big-worm-turret", "big-worm-turret", "big-worm-turret"} local rock_raffle = {"sand-rock-big","sand-rock-big","rock-big","rock-big","rock-big","rock-big","rock-big","rock-big","rock-big","rock-huge"} local ore_spawn_raffle = {"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"}, {"small-biter","small-biter","small-biter","medium-biter"}, {"small-biter","small-biter","medium-biter","medium-biter"}, {"small-biter","medium-biter","medium-biter","medium-biter"}, {"small-biter","medium-biter","medium-biter","big-biter"}, {"medium-biter","medium-biter","medium-biter","big-biter"}, {"medium-biter","medium-biter","big-biter","big-biter"}, {"medium-biter","big-biter","big-biter","big-biter"}, {"big-biter","big-biter","big-biter","behemoth-biter"}, {"big-biter","big-biter","behemoth-biter","behemoth-biter"} } local spitter_raffle = { {"small-spitter"}, {"small-spitter","small-spitter","small-spitter","medium-spitter"}, {"small-spitter","small-spitter","medium-spitter","medium-spitter"}, {"small-spitter","medium-spitter","medium-spitter","medium-spitter"}, {"small-spitter","medium-spitter","medium-spitter","big-spitter"}, {"medium-spitter","medium-spitter","medium-spitter","big-spitter"}, {"medium-spitter","medium-spitter","big-spitter","big-spitter"}, {"medium-spitter","big-spitter","big-spitter","big-spitter"}, {"big-spitter","big-spitter","big-spitter","behemoth-spitter"}, {"big-spitter","big-spitter","behemoth-spitter","behemoth-spitter"} } local room_enemies = {} local room_enemy_weights = { {"only_biters", 10}, {"only_spitters", 10}, {"biters_and_spitters", 10}, {"spawners", 7}, {"only_worms", 5}, {"worms_and_spawners", 5}, {"gun_turrets", 4}, {"allied_entities", 2}, {"allied_entities_mixed", 2} } 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 table.insert(room_enemies, t[1]) end end local function grow_cell(chunk_position, surface) local math_random = math.random local modifier_raffle = {{0,-1},{-1,0},{1,0},{0,1}} modifier_raffle = shuffle(modifier_raffle) local canditate_chunks = {} for _, m in pairs(modifier_raffle) do local canditate_chunk = {x = chunk_position.x + m[1], y = chunk_position.y + m[2]} local left_top_x = canditate_chunk.x * 32 local left_top_y = canditate_chunk.y * 32 local tile = surface.get_tile({left_top_x, left_top_y}) if tile.name == "out-of-map" then table.insert(canditate_chunks, canditate_chunk) end end local valid_chunks = {} for _, chunk in pairs(canditate_chunks) do if is_canditate_chunk_valid(chunk, surface) == true then table.insert(valid_chunks, {x = chunk.x, y = chunk.y}) end end local tree_raffle = {} for _, e in pairs(game.entity_prototypes) do if e.type == "tree" then table.insert(tree_raffle, e.name) end end local allied_entity_raffle = {} local types = {"inserter", "inserter", "transport-belt", "transport-belt", "transport-belt","underground-belt", "electric-pole", "electric-pole", "pipe", "furnace", "assembling-machine", "splitter", "splitter", "straight-rail"} for _, e in pairs(game.entity_prototypes) do for _, t in pairs(types) do if e.type == t then table.insert(allied_entity_raffle, e.name) end end end if #valid_chunks > 0 then global.labyrinth_size = global.labyrinth_size + 1 end local evolution = global.labyrinth_size / labyrinth_difficulty_curve if evolution > 1 then evolution = 1 end game.forces.enemy.evolution_factor = evolution for _, player in pairs(game.connected_players) do create_labyrinth_difficulty_gui(player) end for x = 1, math_random(1,#valid_chunks), 1 do local chunk_position = valid_chunks[x] local left_top_x = chunk_position.x * 32 local left_top_y = chunk_position.y * 32 local tile_to_insert = false local tiles = {} local entities_to_place = { rocks = {}, worms = {}, enemy_buildings = {}, trees = {}, fish = {}, biters = {}, spitters = {}, gun_turrets = {}, misc = {}, allied_entities = {} } local tree_name = tree_raffle[math_random(1,#tree_raffle)] 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(1,40) == 1 then layout = nil enemies = nil unique_room = unique_room_raffle[math_random(1,#unique_room_raffle)] else unique_room = false end --layout = nil --enemies = nil --unique_room = "railway_roundabout" if layout == "quad_rocks" then while not entities_to_place.rocks[1] do if math_random(1,2) == 1 then table.insert(entities_to_place.rocks, {left_top_x + 8, left_top_y + 8}) end if math_random(1,2) == 1 then table.insert(entities_to_place.rocks, {left_top_x + 24, left_top_y + 8}) end if math_random(1,2) == 1 then table.insert(entities_to_place.rocks, {left_top_x + 8, left_top_y + 24}) end if math_random(1,2) == 1 then table.insert(entities_to_place.rocks, {left_top_x + 24, left_top_y + 24}) end end end if layout == "single_center_rock" then table.insert(entities_to_place.rocks, {left_top_x + 16, left_top_y + 16}) end if layout == "tree_and_lake" then table.insert(entities_to_place.rocks, {left_top_x + 16, left_top_y + 16}) end if layout == "forest_fence" then table.insert(entities_to_place.rocks, {left_top_x + 16, left_top_y + 16}) end if layout == "forest" then while not entities_to_place.rocks[1] do if math_random(1,2) == 1 then table.insert(entities_to_place.rocks, {left_top_x + 16, left_top_y + 8}) end if math_random(1,2) == 1 then table.insert(entities_to_place.rocks, {left_top_x + 8, left_top_y + 24}) end if math_random(1,2) == 1 then table.insert(entities_to_place.rocks, {left_top_x + 24, left_top_y + 24}) end end end if layout == "three_horizontal_rocks" then while not entities_to_place.rocks[1] do if math_random(1,2) == 1 then table.insert(entities_to_place.rocks, {left_top_x + 8, left_top_y + 16}) end if math_random(1,2) == 1 then table.insert(entities_to_place.rocks, {left_top_x + 16, left_top_y + 16}) end if math_random(1,2) == 1 then table.insert(entities_to_place.rocks, {left_top_x + 24, left_top_y + 16}) end end end if layout == "three_vertical_rocks" then while not entities_to_place.rocks[1] do if math_random(1,2) == 1 then table.insert(entities_to_place.rocks, {left_top_x + 16, left_top_y + 8}) end if math_random(1,2) == 1 then table.insert(entities_to_place.rocks, {left_top_x + 16, left_top_y + 16}) end if math_random(1,2) == 1 then table.insert(entities_to_place.rocks, {left_top_x + 16, left_top_y + 24}) end end end if unique_room == "flamethrower_cross" or unique_room == "railway_roundabout" then table.insert(entities_to_place.rocks, {left_top_x + 6, left_top_y + 6}) table.insert(entities_to_place.rocks, {left_top_x + 26, left_top_y + 6}) table.insert(entities_to_place.rocks, {left_top_x + 6, left_top_y + 26}) table.insert(entities_to_place.rocks, {left_top_x + 26, left_top_y + 26}) end local allied_entity if enemies == "allied_entities" then allied_entity = allied_entity_raffle[math_random(1,#allied_entity_raffle)] end if global.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 if enemy_counter > 2000 then enemy_counter = 2000 end local random_max = 400 if global.labyrinth_size > 50 then random_max = 200 end if global.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 y = 0, 31, 1 do local pos = {x = left_top_x + x, y = left_top_y + y} if enemies == "spawners" then if math_random(1,random_max) == 1 then table.insert(entities_to_place.biters, pos) end if math_random(1,random_max) == 1 then table.insert(entities_to_place.spitters, pos) end if math_random(1,random_max) == 1 then table.insert(entities_to_place.enemy_buildings, pos) end end if enemies == "worms_and_spawners" then if math_random(1,random_max) == 1 then table.insert(entities_to_place.enemy_buildings, pos) end if math_random(1,random_max) == 1 then table.insert(entities_to_place.worms, pos) end end if enemies == "only_worms" then if math_random(1,random_max) == 1 then table.insert(entities_to_place.worms, pos) end end if enemies == "only_biters" then if math_random(1,random_max) == 1 then table.insert(entities_to_place.biters, pos) end end if enemies == "only_spitters" then if math_random(1,random_max) == 1 then table.insert(entities_to_place.spitters, pos) end end if enemies == "biters_and_spitters" then if math_random(1,random_max) == 1 then table.insert(entities_to_place.biters, pos) end if math_random(1,random_max) == 1 then table.insert(entities_to_place.spitters, pos) end end if enemies == "gun_turrets" then if math_random(1,random_max) == 1 then table.insert(entities_to_place.gun_turrets, pos) end end if enemies == "allied_entities" then if math_random(1,random_max) == 1 then table.insert(entities_to_place.allied_entities, {allied_entity, pos}) end end if enemies == "allied_entities_mixed" then if math_random(1,random_max) == 1 then allied_entity = allied_entity_raffle[math_random(1,#allied_entity_raffle)] table.insert(entities_to_place.allied_entities, {allied_entity, pos}) end end end end placed_enemies = #entities_to_place.biters * 0.35 + #entities_to_place.spitters * 0.35 + #entities_to_place.enemy_buildings * 2 + #entities_to_place.worms * 3 + #entities_to_place.gun_turrets * 3 + #entities_to_place.allied_entities end for x = 0, 31, 1 do for y = 0, 31, 1 do local pos = {x = left_top_x + x, y = left_top_y + y} tile_to_insert = "dirt-5" if layout == "tree_and_lake" then if x > 12 and x < 20 and y > 12 and y < 20 then tile_to_insert = "water" end if x > 10 and x < 22 and y > 10 and y < 22 then if math_random(1,2) == 1 then table.insert(entities_to_place.trees, pos) end end end if layout == "forest" or unique_room == "railway_roundabout" then if math_random(1,6) == 1 then table.insert(entities_to_place.trees, pos) end end if layout == "forest_fence" then if x > 28 or x < 4 or y > 28 or y < 4 then if math_random(1,3) == 1 then table.insert(entities_to_place.trees, pos) end end end if unique_room then if unique_room == "mini_labyrinth" then if math_random(1,4) == 1 then table.insert(entities_to_place.biters, pos) end end local room = unique_rooms[unique_room] for _, e in pairs(room.entities) do if math.floor(e.position.x, 0) == x and math.floor(e.position.y, 0) == y then if e.name == "small-biter" or e.name == "medium-biter" or e.name == "big-biter" or e.name == "behemoth-biter" then table.insert(entities_to_place.biters, {left_top_x + e.position.x, left_top_y + e.position.y}) break end if e.name == "small-spitter" or e.name == "medium-spitter" or e.name == "big-spitter" or e.name == "behemoth-spitter" then table.insert(entities_to_place.spitters, {left_top_x + e.position.x, left_top_y + e.position.y}) break end table.insert(entities_to_place.misc, {name = e.name, position = {left_top_x + e.position.x, left_top_y + e.position.y}, direction = e.direction, force = e.force}) break end end for _, t in pairs(room.tiles) do if math.floor(t.position.x, 0) == x and math.floor(t.position.y, 0) == y then tile_to_insert = t.name break end end end table.insert(tiles, {name = tile_to_insert, position = pos}) end end surface.set_tiles(tiles, true) if unique_room == "railway_roundabout" then local e = surface.create_entity {name="big-ship-wreck-1", position={left_top_x + 16, left_top_y + 22}, force = "player"} e.insert({name = 'locomotive', count = 1}) e.insert({name = 'nuclear-fuel', count = 1}) end for _, e in pairs(entities_to_place.misc) do 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 ammo = "piercing-rounds-magazine" end if global.labyrinth_size > 300 then ammo = "uranium-rounds-magazine" end entity.insert({name = ammo, count = math.random(50,150)}) end if entity.name == "storage-tank" then entity.fluidbox[1] = {name = "crude-oil", amount = 25000} end end for _, p in pairs(entities_to_place.enemy_buildings) do 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 for _, p in pairs(entities_to_place.worms) do local i = math.ceil(global.labyrinth_size / 25, 0) local raffle = worm_raffle[i] 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 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 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 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 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 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 ammo = "piercing-rounds-magazine" end if global.labyrinth_size > 300 then ammo = "uranium-rounds-magazine" end e.insert({name = ammo, count = math.random(50,150)}) end for _, p in pairs(entities_to_place.rocks) do local e = rock_raffle[math.random(1,#rock_raffle)] surface.create_entity {name = e, position = p} end for _, p in pairs(entities_to_place.allied_entities) do local directions = {defines.direction.north, defines.direction.east, defines.direction.south, defines.direction.west} local d = directions[math_random(1,#directions)] if surface.can_place_entity({name = p[1], position = p[2], direction = d, force = "player"}) then surface.create_entity {name = p[1], position = p[2], direction = d, force = "player"} end end for _, p in pairs(entities_to_place.trees) do if surface.can_place_entity({name = tree_name, position = p}) then surface.create_entity {name = tree_name, position = p} end end end end local function treasure_chest(position, surface) local math_random = math.random local chest_raffle = {} local chest_loot = { {{name = "steel-axe", count = math_random(1,3)}, weight = 2, evolution_min = 0.0, evolution_max = 0.2}, {{name = "submachine-gun", count = math_random(1,3)}, weight = 3, evolution_min = 0.0, evolution_max = 0.1}, {{name = "slowdown-capsule", count = math_random(16,32)}, weight = 1, evolution_min = 0.0, evolution_max = 1}, {{name = "poison-capsule", count = math_random(16,32)}, weight = 3, evolution_min = 0.3, evolution_max = 1}, {{name = "uranium-cannon-shell", count = math_random(16,32)}, weight = 5, evolution_min = 0.6, evolution_max = 1}, {{name = "cannon-shell", count = math_random(16,32)}, weight = 5, evolution_min = 0.4, evolution_max = 0.7}, {{name = "explosive-uranium-cannon-shell", count = math_random(16,32)}, weight = 5, evolution_min = 0.6, evolution_max = 1}, {{name = "explosive-cannon-shell", count = math_random(16,32)}, weight = 5, evolution_min = 0.4, evolution_max = 0.8}, {{name = "shotgun", count = 1}, weight = 5, evolution_min = 0.0, evolution_max = 0.2}, {{name = "shotgun-shell", count = 1}, weight = 5, evolution_min = 0.0, evolution_max = 0.2}, {{name = "combat-shotgun", count = 1}, weight = 10, evolution_min = 0.3, evolution_max = 0.8}, {{name = "piercing-shotgun-shell", count = math_random(16,32)}, weight = 10, evolution_min = 0.2, evolution_max = 1}, {{name = "flamethrower", count = 1}, weight = 3, evolution_min = 0.3, evolution_max = 0.6}, {{name = "flamethrower-ammo", count = math_random(16,32)}, weight = 5, evolution_min = 0.3, evolution_max = 1}, {{name = "rocket-launcher", count = 1}, weight = 5, evolution_min = 0.2, evolution_max = 0.6}, {{name = "rocket", count = math_random(16,32)}, weight = 10, evolution_min = 0.2, evolution_max = 0.7}, {{name = "explosive-rocket", count = math_random(16,32)}, weight = 10, evolution_min = 0.3, evolution_max = 1}, {{name = "land-mine", count = math_random(16,32)}, weight = 10, evolution_min = 0.2, evolution_max = 0.7}, {{name = "grenade", count = math_random(16,32)}, weight = 10, evolution_min = 0.0, evolution_max = 0.5}, {{name = "cluster-grenade", count = math_random(16,32)}, weight = 5, evolution_min = 0.4, evolution_max = 1}, {{name = "firearm-magazine", count = math_random(32,128)}, weight = 10, evolution_min = 0, evolution_max = 0.3}, {{name = "piercing-rounds-magazine", count = math_random(32,128)}, weight = 10, evolution_min = 0.1, evolution_max = 0.8}, {{name = "uranium-rounds-magazine", count = math_random(32,128)}, weight = 10, evolution_min = 0.5, evolution_max = 1}, {{name = "railgun", count = 1}, weight = 1, evolution_min = 0.2, evolution_max = 1}, {{name = "railgun-dart", count = math_random(16,32)}, weight = 3, evolution_min = 0.2, evolution_max = 0.7}, {{name = "defender-capsule", count = math_random(8,16)}, weight = 10, evolution_min = 0.0, evolution_max = 0.7}, {{name = "distractor-capsule", count = math_random(8,16)}, weight = 10, evolution_min = 0.2, evolution_max = 1}, {{name = "destroyer-capsule", count = math_random(8,16)}, weight = 10, evolution_min = 0.3, evolution_max = 1}, {{name = "atomic-bomb", count = math_random(8,16)}, weight = 1, evolution_min = 0.3, evolution_max = 1}, {{name = "light-armor", count = 1}, weight = 3, evolution_min = 0, evolution_max = 0.1}, {{name = "heavy-armor", count = 1}, weight = 3, evolution_min = 0.1, evolution_max = 0.3}, {{name = "modular-armor", count = 1}, weight = 2, evolution_min = 0.2, evolution_max = 0.6}, {{name = "power-armor", count = 1}, weight = 2, evolution_min = 0.4, evolution_max = 1}, {{name = "power-armor-mk2", count = 1}, weight = 1, evolution_min = 0.8, evolution_max = 1}, {{name = "battery-equipment", count = 1}, weight = 2, evolution_min = 0.3, evolution_max = 0.7}, {{name = "battery-mk2-equipment", count = 1}, weight = 2, evolution_min = 0.6, evolution_max = 1}, {{name = "belt-immunity-equipment", count = 1}, weight = 1, evolution_min = 0.3, evolution_max = 1}, {{name = "solar-panel-equipment", count = math_random(1,4)}, weight = 5, evolution_min = 0.3, evolution_max = 0.8}, {{name = "discharge-defense-equipment", count = 1}, weight = 1, evolution_min = 0.5, evolution_max = 0.8}, {{name = "energy-shield-equipment", count = math_random(1,2)}, weight = 2, evolution_min = 0.3, evolution_max = 0.8}, {{name = "energy-shield-mk2-equipment", count = 1}, weight = 2, evolution_min = 0.7, evolution_max = 1}, {{name = "exoskeleton-equipment", count = 1}, weight = 1, evolution_min = 0.3, evolution_max = 1}, {{name = "fusion-reactor-equipment", count = 1}, weight = 1, evolution_min = 0.5, evolution_max = 1}, {{name = "night-vision-equipment", count = 1}, weight = 1, evolution_min = 0.3, evolution_max = 0.8}, {{name = "personal-laser-defense-equipment", count = 1}, weight = 2, evolution_min = 0.4, evolution_max = 1}, {{name = "exoskeleton-equipment", count = 1}, weight = 1, evolution_min = 0.3, evolution_max = 1}, {{name = "iron-gear-wheel", count = math_random(80,100)}, weight = 3, evolution_min = 0.0, evolution_max = 0.3}, {{name = "copper-cable", count = math_random(100,200)}, weight = 3, evolution_min = 0.0, evolution_max = 0.3}, {{name = "engine-unit", count = math_random(16,32)}, weight = 2, evolution_min = 0.1, evolution_max = 0.5}, {{name = "electric-engine-unit", count = math_random(16,32)}, weight = 2, evolution_min = 0.4, evolution_max = 0.8}, {{name = "battery", count = math_random(100,200)}, weight = 2, evolution_min = 0.3, evolution_max = 0.8}, {{name = "advanced-circuit", count = math_random(100,200)}, weight = 3, evolution_min = 0.4, evolution_max = 1}, {{name = "electronic-circuit", count = math_random(100,200)}, weight = 3, evolution_min = 0.0, evolution_max = 0.4}, {{name = "processing-unit", count = math_random(100,200)}, weight = 3, evolution_min = 0.7, evolution_max = 1}, {{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 = "small-plane", count = 1}, weight = 1, evolution_min = 0.7, 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(16,50)}, weight = 3, evolution_min = 0.0, evolution_max = 0.1}, {{name = "inserter", count = math_random(16,50)}, weight = 3, evolution_min = 0.0, evolution_max = 0.4}, {{name = "long-handed-inserter", count = math_random(16,50)}, weight = 3, evolution_min = 0.0, evolution_max = 0.4}, {{name = "fast-inserter", count = math_random(16,50)}, weight = 3, evolution_min = 0.1, evolution_max = 1}, {{name = "filter-inserter", count = math_random(16,50)}, weight = 1, evolution_min = 0.2, evolution_max = 1}, {{name = "stack-filter-inserter", count = math_random(8,16)}, weight = 1, evolution_min = 0.4, evolution_max = 1}, {{name = "stack-inserter", count = math_random(8,16)}, weight = 3, evolution_min = 0.3, evolution_max = 1}, {{name = "small-electric-pole", count = math_random(25,50)}, weight = 3, evolution_min = 0.0, evolution_max = 0.3}, {{name = "medium-electric-pole", count = math_random(25,50)}, weight = 3, evolution_min = 0.2, evolution_max = 1}, {{name = "big-electric-pole", count = math_random(25,50)}, weight = 3, evolution_min = 0.3, evolution_max = 1}, {{name = "substation", count = math_random(25,50)}, weight = 3, evolution_min = 0.5, evolution_max = 1}, {{name = "wooden-chest", count = math_random(25,50)}, weight = 3, evolution_min = 0.0, evolution_max = 0.2}, {{name = "iron-chest", count = math_random(25,50)}, weight = 3, evolution_min = 0.1, evolution_max = 0.4}, {{name = "steel-chest", count = math_random(25,50)}, weight = 3, evolution_min = 0.3, evolution_max = 1}, {{name = "small-lamp", count = math_random(8,50)}, weight = 3, evolution_min = 0.1, evolution_max = 0.3}, {{name = "rail", count = math_random(50,100)}, weight = 3, evolution_min = 0.1, evolution_max = 0.6}, {{name = "assembling-machine-1", count = math_random(4,16)}, weight = 3, evolution_min = 0.0, evolution_max = 0.3}, {{name = "assembling-machine-2", count = math_random(4,16)}, weight = 3, evolution_min = 0.2, evolution_max = 0.8}, {{name = "assembling-machine-3", count = math_random(4,16)}, weight = 3, evolution_min = 0.5, evolution_max = 1}, {{name = "accumulator", count = math_random(8,16)}, weight = 3, evolution_min = 0.4, evolution_max = 1}, {{name = "offshore-pump", count = math_random(4,8)}, weight = 3, evolution_min = 0.0, evolution_max = 0.1}, {{name = "beacon", count = math_random(4,8)}, weight = 3, evolution_min = 0.7, evolution_max = 1}, {{name = "boiler", count = math_random(4,8)}, weight = 3, evolution_min = 0.0, evolution_max = 0.3}, {{name = "steam-engine", count = math_random(4,8)}, weight = 3, evolution_min = 0.0, evolution_max = 0.5}, {{name = "steam-turbine", count = math_random(2,4)}, weight = 2, evolution_min = 0.5, evolution_max = 1}, {{name = "nuclear-reactor", count = 1}, weight = 2, evolution_min = 0.5, evolution_max = 1}, {{name = "centrifuge", count = math_random(2,4)}, weight = 2, evolution_min = 0.5, evolution_max = 1}, {{name = "heat-pipe", count = math_random(8,16)}, weight = 2, evolution_min = 0.5, evolution_max = 1}, {{name = "heat-exchanger", count = math_random(4,8)}, weight = 2, evolution_min = 0.5, evolution_max = 1}, {{name = "arithmetic-combinator", count = math_random(25,50)}, weight = 1, evolution_min = 0.1, evolution_max = 1}, {{name = "constant-combinator", count = math_random(25,50)}, weight = 1, evolution_min = 0.1, evolution_max = 1}, {{name = "decider-combinator", count = math_random(25,50)}, weight = 1, evolution_min = 0.1, evolution_max = 1}, {{name = "power-switch", count = math_random(25,50)}, weight = 1, evolution_min = 0.1, evolution_max = 1}, {{name = "programmable-speaker", count = math_random(8,16)}, weight = 1, evolution_min = 0.1, evolution_max = 1}, {{name = "green-wire", count = math_random(100,200)}, weight = 1, evolution_min = 0.1, evolution_max = 1}, {{name = "red-wire", count = math_random(100,200)}, weight = 1, evolution_min = 0.1, evolution_max = 1}, {{name = "chemical-plant", count = math_random(4,8)}, weight = 3, evolution_min = 0.3, evolution_max = 1}, {{name = "burner-mining-drill", count = math_random(8,16)}, weight = 3, evolution_min = 0.0, evolution_max = 0.2}, {{name = "electric-mining-drill", count = math_random(8,16)}, weight = 3, evolution_min = 0.2, evolution_max = 0.6}, {{name = "express-transport-belt", count = math_random(50,100)}, weight = 3, evolution_min = 0.5, evolution_max = 1}, {{name = "express-underground-belt", count = math_random(8,32)}, weight = 3, evolution_min = 0.5, evolution_max = 1}, {{name = "express-splitter", count = math_random(8,16)}, weight = 3, evolution_min = 0.5, evolution_max = 1}, {{name = "fast-transport-belt", count = math_random(50,100)}, weight = 3, evolution_min = 0.2, evolution_max = 0.7}, {{name = "fast-underground-belt", count = math_random(8,32)}, weight = 3, evolution_min = 0.2, evolution_max = 0.7}, {{name = "fast-splitter", count = math_random(8,16)}, weight = 3, evolution_min = 0.2, evolution_max = 0.3}, {{name = "transport-belt", count = math_random(50,100)}, weight = 3, evolution_min = 0, evolution_max = 0.3}, {{name = "underground-belt", count = math_random(8,32)}, weight = 3, evolution_min = 0, evolution_max = 0.3}, {{name = "splitter", count = math_random(8,16)}, weight = 3, evolution_min = 0, evolution_max = 0.3}, {{name = "oil-refinery", count = math_random(2,4)}, weight = 2, evolution_min = 0.3, evolution_max = 1}, {{name = "pipe", count = math_random(40,50)}, weight = 3, evolution_min = 0.0, evolution_max = 0.3}, {{name = "pipe-to-ground", count = math_random(25,50)}, weight = 1, evolution_min = 0.2, evolution_max = 0.5}, {{name = "pumpjack", count = math_random(8,16)}, weight = 1, evolution_min = 0.3, evolution_max = 0.8}, {{name = "pump", count = math_random(8,16)}, weight = 1, evolution_min = 0.3, evolution_max = 0.8}, {{name = "solar-panel", count = math_random(8,16)}, weight = 3, evolution_min = 0.4, evolution_max = 0.9}, {{name = "electric-furnace", count = math_random(4,8)}, weight = 3, evolution_min = 0.5, evolution_max = 1}, {{name = "steel-furnace", count = math_random(4,8)}, weight = 3, evolution_min = 0.2, evolution_max = 0.7}, {{name = "stone-furnace", count = math_random(8,16)}, weight = 3, evolution_min = 0.0, evolution_max = 0.1}, {{name = "radar", count = math_random(4,8)}, weight = 1, evolution_min = 0.1, evolution_max = 0.3}, {{name = "rail-signal", count = math_random(25,50)}, weight = 2, evolution_min = 0.2, evolution_max = 0.8}, {{name = "rail-chain-signal", count = math_random(25,50)}, weight = 2, evolution_min = 0.2, evolution_max = 0.8}, {{name = "stone-wall", count = math_random(50,100)}, weight = 1, evolution_min = 0.1, evolution_max = 0.5}, {{name = "gate", count = math_random(25,50)}, weight = 1, evolution_min = 0.1, evolution_max = 0.5}, {{name = "storage-tank", count = math_random(8,16)}, weight = 3, evolution_min = 0.3, evolution_max = 0.6}, {{name = "train-stop", count = math_random(2,4)}, weight = 1, evolution_min = 0.2, evolution_max = 0.7}, {{name = "express-loader", count = math_random(2,4)}, weight = 2, evolution_min = 0.5, evolution_max = 1}, {{name = "fast-loader", count = math_random(2,4)}, weight = 2, evolution_min = 0.2, evolution_max = 0.7}, {{name = "loader", count = math_random(2,4)}, weight = 2, evolution_min = 0.0, evolution_max = 0.5}, {{name = "lab", count = math_random(4,8)}, weight = 2, evolution_min = 0.0, evolution_max = 0.1}, --{{name = "roboport", count = math_random(2,4)}, weight = 2, evolution_min = 0.6, evolution_max = 1}, --{{name = "flamethrower-turret", count = math_random(4,8)}, weight = 3, evolution_min = 0.5, evolution_max = 1}, --{{name = "laser-turret", count = math_random(4,8)}, weight = 3, evolution_min = 0.5, evolution_max = 1}, {{name = "gun-turret", count = math_random(8,16)}, weight = 3, evolution_min = 0.2, evolution_max = 0.9} } for _, t in pairs (chest_loot) do for x = 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 end end 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 local loot = chest_raffle[math_random(1,#chest_raffle)] i.insert(loot) end end local function spawn_infinity_chest(pos, surface) local math_random = math.random local infinity_chests = { {"raw-wood", math_random(1,3)}, {"coal", 1}, {"coal", 1}, {"stone", math_random(1,3)}, {"stone", math_random(1,3)}, {"iron-ore", 1}, {"iron-ore", 1}, {"iron-ore", 1}, {"copper-ore", 1}, {"copper-ore", 1}, {"iron-plate", 1}, {"copper-plate", 1}, {"stone-brick", 1}, {"iron-gear-wheel", 1}, {"copper-cable", math_random(1,4)} } local x = math_random(1, #infinity_chests) local e = surface.create_entity {name = "infinity-chest", position = pos, force = "player"} e.set_infinity_filter(1, {name = infinity_chests[x][1], count = infinity_chests[x][2]}) e.minable = false e.destructible = false e.operable = false end local biter_fragmentation = { {"medium-biter","small-biter",2,3}, {"big-biter","medium-biter",2,2}, {"behemoth-biter","big-biter",2,2} } local biter_building_inhabitants = {} biter_building_inhabitants[1] = {{"small-biter",8,16}} biter_building_inhabitants[2] = {{"small-biter",12,24}} biter_building_inhabitants[3] = {{"small-biter",8,16},{"medium-biter",1,2}} biter_building_inhabitants[4] = {{"small-biter",4,8},{"medium-biter",4,8}} biter_building_inhabitants[5] = {{"small-biter",3,5},{"medium-biter",8,12}} biter_building_inhabitants[6] = {{"small-biter",3,5},{"medium-biter",5,7},{"big-biter",1,2}} biter_building_inhabitants[7] = {{"medium-biter",6,8},{"big-biter",3,5}} biter_building_inhabitants[8] = {{"medium-biter",2,4},{"big-biter",6,8}} biter_building_inhabitants[9] = {{"medium-biter",2,3},{"big-biter",7,9}} biter_building_inhabitants[10] = {{"big-biter",4,8},{"behemoth-biter",3,4}} local entity_drop_amount = { ['small-biter'] = {low = 1, high = 20}, ['small-spitter'] = {low = 1, high = 20}, ['medium-spitter'] = {low = 10, high = 30}, ['big-spitter'] = {low = 20, high = 40}, ['behemoth-spitter'] = {low = 30, high = 50}, ['biter-spawner'] = {low = 40, high = 50}, ['spitter-spawner'] = {low = 40, high = 50} } local ore_spill_raffle = {"iron-ore","iron-ore","iron-ore","iron-ore","iron-ore","copper-ore","copper-ore","copper-ore","coal","coal","stone","uranium-ore", "landfill", "landfill", "landfill"} local ore_spawn_raffle = {"iron-ore","iron-ore","iron-ore","copper-ore","copper-ore","coal","coal","stone","uranium-ore","crude-oil","crude-oil"} 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 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 end 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 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} end end end end if entity_drop_amount[event.entity.name] then event.entity.surface.spill_item_stack(event.entity.position,{name = ore_spill_raffle[math.random(1,#ore_spill_raffle)], count = math.random(entity_drop_amount[event.entity.name].low, entity_drop_amount[event.entity.name].high)},true) return end if event.entity.name == "sand-rock-big" or event.entity.name == "rock-big" or event.entity.name == "rock-huge" then local pos = {x = event.entity.position.x, y = event.entity.position.y} local surface = event.entity.surface if event.entity.name == "rock-huge" then spawn_infinity_chest(pos, surface) end if event.entity.name == "rock-big" then treasure_chest(pos, surface) 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 / 25 if n == "crude-oil" then create_cluster(n, pos, math.random(3,6), surface, 10, math.random(300000 * amount_modifier, 400000 * amount_modifier)) else create_cluster(n, pos, math.random(125,175), surface, 1, math.random(math.floor(550 * amount_modifier, 0), math.floor(650 * amount_modifier, 0))) end end event.entity.destroy() local chunk_position = get_entity_chunk_position(pos) local b = is_chunk_allowed_to_grow(chunk_position, surface) if b == true then grow_cell(chunk_position, surface) end end end local function on_player_mined_entity(event) if event.entity.name == "sand-rock-big" or event.entity.name == "rock-big" or event.entity.name == "rock-huge" then event.entity.die() end end local function get_noise(name, pos) local seed = game.surfaces[1].map_gen_settings.seed local noise = {} 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] 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] return noise end end local function on_chunk_generated(event) local surface = game.surfaces["labyrinth"] if event.surface.name ~= surface.name then return end local math_random = math.random local entities_to_place = { rocks = {}, worms = {}, enemy_buildings = {}, trees = {}, fish = {}, shipwrecks = {} } local decoratives = {} local tiles = {} local tile_to_insert = false local chunk_position_x = event.area.left_top.x / 32 local chunk_position_y = event.area.left_top.y / 32 for x = 0, 31, 1 do for y = 0, 31, 1 do tile_to_insert = false local pos = {x = event.area.left_top.x + x, y = event.area.left_top.y + y} if chunk_position_y >= 0 then tile_to_insert = "water" local noise = get_noise("ocean", pos) local x = 1 for y = -1, 1, 0.1 do if noise > y and noise < y + 0.1 and x % 2 == 1 then tile_to_insert = "deepwater" end x = x + 1 end if pos.y >= 196 + noise * 20 then local noise = get_noise("island", pos) if noise > 0.85 then tile_to_insert = "grass-1" end if noise > 0.88 then if math_random(1,15) == 1 then surface.create_entity {name="tree-05", position=pos} end end end end if chunk_position_x == 0 and chunk_position_y == 0 then tile_to_insert = "grass-1" end if chunk_position_x == 0 and chunk_position_y == -1 then tile_to_insert = "dirt-5" end if tile_to_insert == false then table.insert(tiles, {name = "out-of-map", position = pos}) else if tile_to_insert == "water" or tile_to_insert == "deepwater" then if math_random(1,180) == 1 then table.insert(entities_to_place.fish, pos) end end table.insert(tiles, {name = tile_to_insert, position = pos}) end end end surface.set_tiles(tiles,true) for _, p in pairs(entities_to_place.fish) do surface.create_entity {name="fish",position=p} end 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 = "none" 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"}, ["grass"] = {frequency = "none", size = "none", richness = "none"}, ["sand"] = {frequency = "none", size = "none", richness = "none"}, ["desert"] = {frequency = "none", size = "none", richness = "none"}, ["dirt"] = {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({16,16},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 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("player", {16,16}, 2, 1), "labyrinth") else if player.online_time < 5 then player.teleport({16,16}, "labyrinth") end end if player.online_time < 10 then player.insert {name = 'raw-fish', count = 3} player.insert {name = 'iron-axe', count = 1} player.insert {name = 'pistol', count = 1} player.insert {name = 'firearm-magazine', count = 32} end end local inserters = {"inserter", "long-handed-inserter", "burner-inserter", "fast-inserter", "filter-inserter", "stack-filter-inserter", "stack-inserter"} local function on_built_entity(event) for _, e in pairs(inserters) do if e == event.created_entity.name then local surface = event.created_entity.surface local a = { left_top = {x = event.created_entity.position.x - 2, y = event.created_entity.position.y - 2}, right_bottom = {x = event.created_entity.position.x + 2, y = event.created_entity.position.y + 2} } local chest = surface.find_entities_filtered{area = a, name = "infinity-chest", limit = 1} if not chest[1] then return end local a = { 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} } local i = surface.find_entities_filtered{area = a, name = inserters} if not i[1] then return end if #i > 1 then if math.random(1,11) == 1 then break else for _, x in pairs (i) do x.die("enemy") end if event.player_index then local player = game.players[event.player_index] player.print("The mysterious chest noticed your greed and devoured your devices.", { r=0.75, g=0.0, b=0.0}) end end end break end end local name = event.created_entity.name if name == "flamethrower-turret" or name == "laser-turret" then --or name == "gun-turret" then if event.created_entity.position.y < 0 then event.created_entity.die("enemy") if event.player_index then local player = game.players[event.player_index] player.print("The laser and flamethrower-turrets seem to be malfunctioning in this place.", { r=0.75, g=0.0, b=0.0}) end end end end local function on_robot_built_entity(event) on_built_entity(event) 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 function dump_layout() local surface = game.surfaces["labyrinth"] game.write_file("layout.lua", "" , false) local area = { left_top = {x = 0, y = 0}, right_bottom = {x = 32, y = 32} } local entities = surface.find_entities_filtered{area = area} local tiles = surface.find_tiles_filtered{area = area} for _, e in pairs(entities) do local str = "{position = {x = " .. e.position.x str = str .. ", y = " str = str .. e.position.y str = str .. '}, name = "' str = str .. e.name str = str .. '", direction = ' str = str .. tostring(e.direction) str = str .. ', force = "' str = str .. e.force.name str = str .. '"},' if e.name ~= "player" then game.write_file("layout.lua", str .. '\n' , true) end end game.write_file("layout.lua",'\n' , true) game.write_file("layout.lua",'\n' , true) game.write_file("layout.lua",'Tiles: \n' , true) for _, t in pairs(tiles) do local str = "{position = {x = " .. t.position.x str = str .. ", y = " str = str .. t.position.y str = str .. '}, name = "' str = str .. t.name str = str .. '"},' game.write_file("layout.lua", str .. '\n' , true) end end function cheat_mode() local cheat_mode_enabed = false if cheat_mode_enabed == true then local surface = game.surfaces["labyrinth"] 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 surface.freeze_daytime = 1 game.player.force.research_all_technologies() --game.forces["enemy"].evolution_factor = 0.2 local chart = 200 local surface = game.surfaces["labyrinth"] game.forces["player"].chart(surface, {lefttop = {x = chart*-1, y = chart*-1}, rightbottom = {x = chart, y = chart}}) end end 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_chunk_generated, on_chunk_generated) event.add(defines.events.on_player_joined_game, on_player_joined_game)