local Event = require 'utils.event' local ScenarioTable = require 'maps.scrap_towny_ffa.table' local SoftReset = require 'functions.soft_reset' local math_random = math.random local table_shuffle = table.shuffle_table local Public = {} --local Server = require 'utils.server' local map_width = 2560 local map_height = 2560 function Public.nuke(position) local this = ScenarioTable.get_table() local map_surface = game.get_surface(this.active_surface_index) if not map_surface or not map_surface.valid then return end map_surface.create_entity({name = 'atomic-rocket', position = position, target = position, speed = 0.5}) end function Public.armageddon() local targets = {} local offset = 1 local this = ScenarioTable.get_table() for _, town_center in pairs(this.town_centers) do local market = town_center.market if market and market.valid then for _ = 1, 5 do local px = market.position.x + math_random(1, 256) - 128 local py = market.position.y + math_random(1, 256) - 128 targets[offset] = {x = px, y = py} offset = offset + 1 end targets[offset] = {x = market.position.x, y = market.position.y} offset = offset + 1 end end for _, spaceship in pairs(this.spaceships) do local market = spaceship.market if market and market.valid then for _ = 1, 5 do local px = market.position.x + math_random(1, 256) - 128 local py = market.position.y + math_random(1, 256) - 128 targets[offset] = {x = px, y = py} offset = offset + 1 end targets[offset] = {x = market.position.x, y = market.position.y} offset = offset + 1 end end table_shuffle(targets) for i, pos in pairs(targets) do local position = pos local future = game.tick + i * 60 -- schedule to run this method again with a higher radius on next tick if not this.nuke_tick_schedule[future] then this.nuke_tick_schedule[future] = {} end this.nuke_tick_schedule[future][#this.nuke_tick_schedule[future] + 1] = { callback = 'nuke', params = {position} } end end function Public.initialize() local this = ScenarioTable.get_table() local surface_seed = game.surfaces['nauvis'] -- this overrides what is in the map_gen_settings.json file local mgs = surface_seed.map_gen_settings mgs.default_enable_all_autoplace_controls = true -- don't mess with this! mgs.autoplace_controls = { coal = {frequency = 2, size = 0.1, richness = 0.2}, stone = {frequency = 2, size = 0.1, richness = 0.2}, ['copper-ore'] = {frequency = 5, size = 0.1, richness = 0.1}, ['iron-ore'] = {frequency = 5, size = 0.1, richness = 0.1}, ['uranium-ore'] = {frequency = 0, size = 0.1, richness = 0.2}, ['crude-oil'] = {frequency = 5, size = 0.05, richness = 0.5}, trees = {frequency = 2, size = 1, richness = 1}, ['enemy-base'] = {frequency = 2, size = 2, richness = 1} } mgs.autoplace_settings = { entity = { settings = { ['rock-huge'] = {frequency = 2, size = 1, richness = 1}, ['rock-big'] = {frequency = 2, size = 1, richness = 1}, ['sand-rock-big'] = {frequency = 2, size = 1, richness = 1} } }, decorative = { settings = { ['rock-tiny'] = {frequency = 10, size = 'normal', richness = 'normal'}, ['rock-small'] = {frequency = 5, size = 'normal', richness = 'normal'}, ['rock-medium'] = {frequency = 2, size = 'normal', richness = 'normal'}, ['sand-rock-small'] = {frequency = 10, size = 'normal', richness = 'normal'}, ['sand-rock-medium'] = {frequency = 5, size = 'normal', richness = 'normal'} } } } mgs.cliff_settings = { name = 'cliff', cliff_elevation_0 = 5, cliff_elevation_interval = 10, richness = 0.4 } mgs.water = 0.5 mgs.peaceful_mode = false mgs.starting_area = 'none' mgs.terrain_segmentation = 8 -- terrain size is 64 x 64 chunks, water size is 80 x 80 mgs.width = map_width mgs.height = map_height --mgs.starting_points = { -- {x = 0, y = 0} --} mgs.property_expression_names = { ['starting-lake-noise-amplitude'] = 0, -- allow enemies to get up close on spawn ['starting-area'] = 0, ['enemy-base-intensity'] = 1, -- adjust this value to set how many nests spawn per tile ['enemy-base-frequency'] = 0.4, -- this will make and average base radius around 12 tiles ['enemy-base-radius'] = 12 } mgs.seed = math_random(10000, 999999) if not this.active_surface_index then this.active_surface_index = game.create_surface('towny', mgs).index else this.active_surface_index = SoftReset.soft_reset_map(game.surfaces[this.active_surface_index], mgs, nil).index end local surface = game.get_surface(this.active_surface_index) if not surface or not surface.valid then return end if this.shuffle_random_victory_time and math.random(1, 32) == 1 then this.required_time_to_win = 48 this.required_time_to_win_in_ticks = 10368000 end surface.map_gen_settings = mgs surface.peaceful_mode = false surface.always_day = false surface.freeze_daytime = false surface.clear(true) surface.regenerate_entity({'rock-huge', 'rock-big', 'sand-rock-big'}) surface.regenerate_decorative() end local function on_tick() local this = ScenarioTable.get_table() if not this.nuke_tick_schedule[game.tick] then return end for _, token in pairs(this.nuke_tick_schedule[game.tick]) do local callback = token.callback local params = token.params if callback == 'nuke' then Public.nuke(params[1]) end end this.nuke_tick_schedule[game.tick] = nil end function Public.clear_nuke_schedule() local this = ScenarioTable.get_table() this.nuke_tick_schedule = {} end Event.add(defines.events.on_tick, on_tick) return Public