--optionals require "modules.satellite_score" require "modules.dynamic_landfill" require "modules.dangerous_goods" require "modules.spawners_contain_biters" require "modules.manual_mining_booster" --essentials require "modules.biters_yield_coins" require "modules.rocks_yield_ore" require "modules.mineable_wreckage_yields_scrap" require "modules.biter_evasion_hp_increaser" require 'utils.table' require 'maps.stone_maze.global_functions' local event = require 'utils.event' local table_insert = table.insert local math_random = math.random local disabled_for_deconstruction = { ["fish"] = true, ["rock-huge"] = true, ["rock-big"] = true, ["sand-rock-big"] = true, ["mineable-wreckage"] = true } local rooms_1x1 = require 'maps.stone_maze.1x1_rooms' local multirooms = {} multirooms["2x2"] = require 'maps.stone_maze.2x2_rooms' multirooms["3x3"] = require 'maps.stone_maze.3x3_rooms' map_functions = require "tools.map_functions" grid_size = 24 --manual_mining_speed_modifier = 1 main_ground_tile = "dirt-3" rock_raffle = {"rock-huge", "rock-big", "rock-big", "rock-big"} tree_raffle = {"tree-01", "tree-02", "tree-03", "tree-04", "tree-05", "tree-06", "tree-07", "tree-08", "tree-09", "tree-02-red", "tree-06-brown", "tree-08-brown", "tree-08-red","tree-09-brown","tree-09-red","dead-dry-hairy-tree","dry-hairy-tree","dry-tree","dead-tree-desert","dead-grey-trunk"} local visited_tile_translation = { --["dirt-7"] = "grass-2", ["dirt-3"] = "dirt-7", ["dirt-5"] = "dirt-7", --["stone-path"] = "concrete", --["grass-2"] = "grass-1" } local function draw_depth_gui() for _, player in pairs(game.connected_players) do if player.gui.top.evolution_gui then player.gui.top.evolution_gui.destroy() end local element = player.gui.top.add({type = "sprite-button", name = "evolution_gui", caption = "Depth: " .. global.maze_depth, tooltip = "Delve deep and face increased dangers."}) local style = element.style style.minimal_height = 38 style.maximal_height = 38 style.minimal_width = 146 style.top_padding = 2 style.left_padding = 4 style.right_padding = 4 style.bottom_padding = 2 style.font_color = {r = 125, g = 75, b = 25} style.font = "default-large-bold" end end local function increase_depth() global.maze_depth = global.maze_depth + 1 global.biter_evasion_health_increase_factor = 1 + (global.maze_depth * 0.0025) draw_depth_gui() global.enemy_appearances[2].chance = global.enemy_appearances[2].chance + 0.2 if global.maze_depth > 250 then global.enemy_appearances[3].chance = global.enemy_appearances[3].chance + 0.5 end if global.maze_depth > 500 then global.enemy_appearances[4].chance = global.enemy_appearances[4].chance + 1 end local evo = global.maze_depth * 0.001 if evo > 1 then evo = 1 end game.forces.enemy.evolution_factor = evo end local function coord_to_string(pos) local x = pos[1] local y = pos[2] if pos.x then x = pos.x end if pos.y then y = pos.y end return tostring(x .. "_" .. y) end local cells = { ["2x2"] = { size_x = 2, size_y = 2, ["0_-1"] = {{-1, -1}, {0, -1}}, ["0_1"] = {{0, 0}, {-1, 0}}, ["-1_0"] = {{-1, -1}, {-1, 0}}, ["1_0"] = {{0, 0}, {0, -1}} }, ["3x3"] = { size_x = 3, size_y = 3, ["0_-1"] = {{-2, -2}, {-1, -2}, {0, -2}}, ["0_1"] = {{0, 0}, {-1, 0}, {-2, 0}}, ["-1_0"] = {{-2, -2}, {-2, -1}, {-2, 0}}, ["1_0"] = {{0, 0}, {0, -1}, {0, -2}} } } local cells_1x1 = { --["0_-1"] = {core = {{0, 0}}, border = {{-1, 0}, {1, 0}, {-1, -1}, {1, -1}, {0, -1}}}, --["0_1"] = {core = {{0, 0}}, border = {{-1, 0}, {1, 0}, {1, 1}, {-1, 1}, {0, 1}}}, --["-1_0"] = {core = {{0, 0}}, border = {{-1, 0}, {-1, -1}, {-1, 1}, {0, -1}, {0, 1}}}, --["1_0"] = {core = {{0, 0}}, border = {{1, 0}, {1, 1}, {1, -1}, {0, -1}, {0, 1}}} ["0_-1"] = {{0, 0}, {-1, 0}, {1, 0}, {-1, -1}, {1, -1}}, ["0_1"] = {{0, 0}, {-1, 0}, {1, 0}, {1, 1}, {-1, 1}}, ["-1_0"] = {{0, 0}, {-1, -1}, {-1, 1}, {0, -1}, {0, 1}}, ["1_0"] = {{0, 0}, {1, 1}, {1, -1}, {0, -1}, {0, 1}} } local function init_cell(cell_position) if global.maze_cells[coord_to_string(cell_position)] then return end if not global.maze_cells[coord_to_string(cell_position)] then global.maze_cells[coord_to_string(cell_position)] = {} end global.maze_cells[coord_to_string(cell_position)].visited = false global.maze_cells[coord_to_string(cell_position)].occupied = false end local function get_chunk_position(position) local chunk_position = {} position.x = math.floor(position.x, 0) position.y = math.floor(position.y, 0) for x = 0, 31, 1 do if (position.x - x) % 32 == 0 then chunk_position.x = (position.x - x) / 32 end end for y = 0, 31, 1 do if (position.y - y) % 32 == 0 then chunk_position.y = (position.y - y) / 32 end end return chunk_position end local function regenerate_decoratives(surface, position) local chunk = get_chunk_position(position) if not chunk then return end surface.destroy_decoratives({area = {{chunk.x * 32, chunk.y * 32}, {chunk.x * 32 + 32, chunk.y * 32 + 32}}}) 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, {chunk}) end local function set_cell_tiles(surface, cell_position, tile_name) local left_top = {x = cell_position.x * grid_size, y = cell_position.y * grid_size} for x = 0, grid_size - 1, 1 do for y = 0, grid_size - 1, 1 do local pos = {left_top.x + x, left_top.y + y} surface.set_tiles({{name = tile_name, position = pos}}, true) end end regenerate_decoratives(surface, left_top) end local function set_visted_cell_tiles(surface, cell_position) local left_top = {x = cell_position.x * grid_size, y = cell_position.y * grid_size} local remnants = {} for _, e in pairs(surface.find_entities_filtered({type = "corpse", area = {{left_top.x, left_top.y},{left_top.x + grid_size, left_top.y + grid_size}}})) do remnants[#remnants + 1] = {name = e.name, position = e.position, direction = e.direction} end for x = 0, grid_size - 1, 1 do for y = 0, grid_size - 1, 1 do local pos = {left_top.x + x, left_top.y + y} local tile_name = surface.get_tile(pos).name if visited_tile_translation[tile_name] then surface.set_tiles({{name = visited_tile_translation[tile_name], position = pos}}, true) end end end for _, e in pairs(remnants) do surface.create_entity({name = e.name, position = e.position, direction = e.direction}) end regenerate_decoratives(surface, left_top) end local function can_multicell_expand(cell_position, direction, cell_type) local left_top_index = {} for i = 1, #cells[cell_type][coord_to_string(direction)], 1 do left_top_index[#left_top_index + 1] = i end table.shuffle_table(left_top_index) for i = 1, #left_top_index, 1 do local left_top = cells[cell_type][coord_to_string(direction)][left_top_index[i]] local failures = 0 local cell_left_top = {x = cell_position.x + left_top[1], y = cell_position.y + left_top[2]} for x = -1, cells[cell_type].size_x, 1 do for y = -1, cells[cell_type].size_y, 1 do local p = {x = cell_left_top.x + x, y = cell_left_top.y + y} if global.maze_cells[coord_to_string(p)] then if global.maze_cells[coord_to_string(p)].occupied then failures = failures + 1 end end end end if failures < 2 then return cell_left_top end end return false end local function can_1x1_expand(cell_position, direction) for _, v in pairs(cells_1x1[coord_to_string(direction)]) do local p = {x = cell_position.x + v[1], y = cell_position.y + v[2]} if global.maze_cells[coord_to_string(p)] then if global.maze_cells[coord_to_string(p)].occupied then return false end end end return true end local multi_cell_chances = { "3x3", "2x2", "2x2", "2x2" } local function set_cell(surface, cell_position, direction) local multi_cell_type = multi_cell_chances[math_random(1, #multi_cell_chances)] if math_random(1,3) == 1 then local cell_left_top = can_multicell_expand(cell_position, direction, multi_cell_type) if cell_left_top then if cells_to_open == 0 then return end cells_to_open = cells_to_open - 1 for x = 0, cells[multi_cell_type].size_x - 1, 1 do for y = 0, cells[multi_cell_type].size_y - 1, 1 do local p = {x = cell_left_top.x + x, y = cell_left_top.y + y} set_cell_tiles(surface, p, main_ground_tile) init_cell(p) global.maze_cells[coord_to_string(p)].occupied = true increase_depth() end end multirooms[multi_cell_type][math_random(1,#multirooms[multi_cell_type])](surface, cell_left_top, direction) return end end if can_1x1_expand(cell_position, direction) then if cells_to_open == 0 then return end cells_to_open = cells_to_open - 1 set_cell_tiles(surface, cell_position, main_ground_tile) rooms_1x1[math_random(1,#rooms_1x1)](surface, cell_position, direction) init_cell(cell_position) global.maze_cells[coord_to_string(cell_position)].occupied = true increase_depth() end end local function set_cells(surface, cell_position) local directions = {{-1, 0}, {1, 0}, {0, 1}, {0, -1}} table.shuffle_table(directions) cells_to_open = math.random(1,2) for _, d in pairs(directions) do local p = {x = cell_position.x + d[1], y = cell_position.y + d[2]} set_cell(surface, p, d) end end local function on_player_changed_position(event) local position = game.players[event.player_index].position local surface = game.players[event.player_index].surface local cell_x = math.floor(position.x / grid_size) local cell_y = math.floor(position.y / grid_size) if position.x / grid_size - cell_x < 0.05 then return end if position.x / grid_size - cell_x > 0.95 then return end if position.y / grid_size - cell_y < 0.05 then return end if position.y / grid_size - cell_y > 0.95 then return end local cell_position = {x = cell_x, y = cell_y} init_cell(cell_position) if global.maze_cells[coord_to_string(cell_position)].visited then return end set_cells(surface, cell_position) global.maze_cells[coord_to_string(cell_position)].visited = true set_visted_cell_tiles(surface, cell_position) end local function on_chunk_generated(event) local surface = event.surface local left_top = event.area.left_top local tiles = {} if left_top.x == 0 and left_top.y == 0 then for x = 0, 31, 1 do for y = 0, 31, 1 do local tile_name = "out-of-map" if x < grid_size and y < grid_size then tile_name = "stone-path" end local p = {x = left_top.x + x, y = left_top.y + y} surface.set_tiles({{name = tile_name, position = p}}, true) end end for _, e in pairs(surface.find_entities_filtered({force = "neutral"})) do e.destroy() end spawn_market(surface, {x = math.random(4, grid_size - 4), y = math.random(4, grid_size - 4)}) init_cell({0,0}) global.maze_cells[coord_to_string({0,0})].occupied = true return end for x = 0, 31, 1 do for y = 0, 31, 1 do local p = {x = left_top.x + x, y = left_top.y + y} surface.set_tiles({{name = "out-of-map", position = p}}, true) end end 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 = 64} end draw_depth_gui() end --local function on_research_finished(event) --if not event.research.force.technologies["steel-axe"].researched then return end --event.research.force.manual_mining_speed_modifier = manual_mining_speed_modifier + 2 --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 event.entity.cancel_deconstruction(game.players[event.player_index].force.name) end end local function on_init(event) global.maze_cells = {} global.maze_depth = 0 global.enemy_appearances = { {biter = "small-biter", spitter = "small-spitter", worm = "small-worm-turret", ammo = "firearm-magazine", chance = 100}, {biter = "medium-biter", spitter = "medium-spitter", worm = "medium-worm-turret", ammo = "piercing-rounds-magazine", chance = 0}, {biter = "big-biter", spitter = "big-spitter", worm = "big-worm-turret", ammo = "uranium-rounds-magazine", chance = 0}, {biter = "behemoth-biter", spitter = "behemoth-spitter", worm = "behemoth-worm-turret", ammo = "uranium-rounds-magazine", chance = 0} } game.forces["player"].set_spawn_position({x = 2, y = 2}, game.surfaces.nauvis) --game.forces["player"].manual_mining_speed_modifier = manual_mining_speed_modifier game.map_settings.enemy_evolution.time_factor = 0 game.map_settings.enemy_evolution.destroy_factor = 0 game.map_settings.enemy_evolution.pollution_factor = 0 end event.on_init(on_init) event.add(defines.events.on_marked_for_deconstruction, on_marked_for_deconstruction) event.add(defines.events.on_player_changed_position, on_player_changed_position) event.add(defines.events.on_player_joined_game, on_player_joined_game) event.add(defines.events.on_chunk_generated, on_chunk_generated) --event.add(defines.events.on_research_finished, on_research_finished)