--luacheck: ignore -- spooky forest -- by mewmew -- require 'modules.trees_randomly_die' --require "modules.fish_respawner" --global.fish_respawner_water_tiles_per_fish = 16 require 'modules.satellite_score' require 'modules.explosives_are_explosive' require 'modules.explosive_biters' require 'modules.dynamic_landfill' require 'modules.teleporting_worms' require 'modules.splice_double' require 'modules.biters_avoid_damage' require 'modules.biters_double_damage' require 'modules.spawners_contain_biters' require 'modules.rocks_broken_paint_tiles' require 'modules.rpg' require 'modules.hunger' local shapes = require 'utils.tools.shapes' local event = require 'utils.event' local map_functions = require 'utils.tools.map_functions' local simplex_noise = require 'utils.simplex_noise' simplex_noise = simplex_noise.d2 local math_random = math.random local insert = table.insert local uncover_radius = 8 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 worm_raffle_table = { [1] = {'small-worm-turret', 'small-worm-turret', 'small-worm-turret', 'small-worm-turret', 'small-worm-turret', 'small-worm-turret'}, [2] = {'small-worm-turret', 'small-worm-turret', 'small-worm-turret', 'small-worm-turret', 'small-worm-turret', 'medium-worm-turret'}, [3] = {'small-worm-turret', 'small-worm-turret', 'small-worm-turret', 'small-worm-turret', 'medium-worm-turret', 'medium-worm-turret'}, [4] = {'small-worm-turret', 'small-worm-turret', 'small-worm-turret', 'medium-worm-turret', 'medium-worm-turret', 'medium-worm-turret'}, [5] = {'small-worm-turret', 'small-worm-turret', 'medium-worm-turret', 'medium-worm-turret', 'medium-worm-turret', 'big-worm-turret'}, [6] = {'small-worm-turret', 'medium-worm-turret', 'medium-worm-turret', 'medium-worm-turret', 'medium-worm-turret', 'big-worm-turret'}, [7] = {'medium-worm-turret', 'medium-worm-turret', 'medium-worm-turret', 'medium-worm-turret', 'big-worm-turret', 'big-worm-turret'}, [8] = {'medium-worm-turret', 'medium-worm-turret', 'medium-worm-turret', 'big-worm-turret', 'big-worm-turret', 'big-worm-turret'}, [9] = {'medium-worm-turret', 'medium-worm-turret', 'big-worm-turret', 'big-worm-turret', 'big-worm-turret', 'big-worm-turret'}, [10] = {'medium-worm-turret', 'big-worm-turret', 'big-worm-turret', 'big-worm-turret', 'big-worm-turret', 'big-worm-turret'} } local biters_in_the_trees = { [1] = {'small-biter', 'small-biter', 'small-biter', 'small-biter', 'small-spitter', 'small-spitter'}, [2] = {'small-biter', 'small-biter', 'small-biter', 'small-spitter', 'small-spitter', 'medium-biter'}, [3] = {'small-biter', 'small-biter', 'small-biter', 'small-biter', 'medium-biter', 'medium-spitter'}, [4] = {'small-biter', 'small-biter', 'small-biter', 'medium-biter', 'medium-biter', 'medium-spitter'}, [5] = {'small-biter', 'small-biter', 'medium-biter', 'medium-biter', 'medium-biter', 'medium-spitter'}, [6] = {'small-biter', 'medium-biter', 'medium-biter', 'medium-biter', 'medium-biter', 'medium-spitter'}, [7] = {'medium-biter', 'medium-biter', 'medium-biter', 'medium-biter', 'big-biter', 'medium-spitter'}, [8] = {'medium-biter', 'medium-biter', 'medium-biter', 'medium-biter', 'big-biter', 'big-spitter'}, [9] = {'medium-biter', 'medium-biter', 'medium-biter', 'big-biter', 'big-biter', 'big-spitter'}, [10] = {'medium-biter', 'medium-biter', 'medium-biter', 'big-biter', 'big-biter', 'big-spitter'}, [11] = {'medium-biter', 'medium-biter', 'big-biter', 'big-biter', 'big-biter', 'big-spitter'}, [12] = {'medium-biter', 'big-biter', 'big-biter', 'big-biter', 'big-biter', 'big-spitter'}, [13] = {'big-biter', 'big-biter', 'big-biter', 'big-biter', 'big-biter', 'big-spitter'}, [14] = {'big-biter', 'big-biter', 'big-biter', 'big-biter', 'behemoth-biter', 'big-spitter'}, [15] = {'big-biter', 'big-biter', 'big-biter', 'behemoth-biter', 'behemoth-biter', 'big-spitter'}, [16] = {'big-biter', 'big-biter', 'big-biter', 'behemoth-biter', 'behemoth-biter', 'behemoth-spitter'}, [17] = {'big-biter', 'big-biter', 'behemoth-biter', 'behemoth-biter', 'behemoth-biter', 'behemoth-spitter'}, [18] = {'big-biter', 'behemoth-biter', 'behemoth-biter', 'behemoth-biter', 'behemoth-biter', 'behemoth-spitter'}, [19] = {'behemoth-biter', 'behemoth-biter', 'behemoth-biter', 'behemoth-biter', 'behemoth-biter', 'behemoth-spitter'}, [20] = {'behemoth-biter', 'behemoth-biter', 'behemoth-biter', 'behemoth-biter', 'behemoth-spitter', 'behemoth-spitter'} } local rock_raffle = {'sand-rock-big', 'sand-rock-big', 'rock-big', 'rock-big', 'rock-big', 'rock-big', 'rock-big', 'rock-big', 'rock-big', 'rock-big', 'rock-huge'} local function secret_shop(pos, surface) local secret_market_items = { {price = {{'raw-fish', math_random(75, 125)}}, offer = {type = 'give-item', item = 'combat-shotgun'}}, {price = {{'raw-fish', math_random(40, 60)}}, offer = {type = 'give-item', item = 'rocket-launcher'}}, {price = {{'raw-fish', math_random(1, 2)}}, offer = {type = 'give-item', item = 'piercing-rounds-magazine'}}, {price = {{'raw-fish', math_random(3, 6)}}, offer = {type = 'give-item', item = 'uranium-rounds-magazine'}}, {price = {{'raw-fish', math_random(1, 4)}}, offer = {type = 'give-item', item = 'piercing-shotgun-shell'}}, {price = {{'raw-fish', math_random(1, 2)}}, offer = {type = 'give-item', item = 'rocket'}}, {price = {{'raw-fish', math_random(2, 3)}}, offer = {type = 'give-item', item = 'explosive-rocket'}}, {price = {{'raw-fish', math_random(1, 2)}}, offer = {type = 'give-item', item = 'explosive-cannon-shell'}}, {price = {{'raw-fish', math_random(3, 6)}}, offer = {type = 'give-item', item = 'explosive-uranium-cannon-shell'}}, {price = {{'raw-fish', math_random(4, 8)}}, offer = {type = 'give-item', item = 'cluster-grenade'}}, {price = {{'raw-fish', math_random(1, 2)}}, offer = {type = 'give-item', item = 'land-mine'}}, {price = {{'raw-fish', math_random(25, 50)}}, offer = {type = 'give-item', item = 'heavy-armor'}}, {price = {{'raw-fish', math_random(125, 250)}}, offer = {type = 'give-item', item = 'modular-armor'}}, {price = {{'raw-fish', math_random(300, 600)}}, offer = {type = 'give-item', item = 'power-armor'}}, {price = {{'raw-fish', math_random(300, 600)}}, offer = {type = 'give-item', item = 'fusion-reactor-equipment'}}, {price = {{'raw-fish', math_random(20, 40)}}, offer = {type = 'give-item', item = 'battery-equipment'}}, {price = {{'raw-fish', math_random(100, 150)}}, offer = {type = 'give-item', item = 'belt-immunity-equipment'}}, {price = {{'raw-fish', math_random(40, 80)}}, offer = {type = 'give-item', item = 'night-vision-equipment'}}, {price = {{'raw-fish', math_random(60, 120)}}, offer = {type = 'give-item', item = 'exoskeleton-equipment'}}, {price = {{'raw-fish', math_random(60, 120)}}, offer = {type = 'give-item', item = 'personal-roboport-equipment'}}, {price = {{'raw-fish', math_random(3, 9)}}, offer = {type = 'give-item', item = 'construction-robot'}}, {price = {{'raw-fish', math_random(100, 200)}}, offer = {type = 'give-item', item = 'energy-shield-equipment'}}, {price = {{'raw-fish', math_random(200, 400)}}, offer = {type = 'give-item', item = 'personal-laser-defense-equipment'}}, {price = {{'raw-fish', math_random(30, 60)}}, offer = {type = 'give-item', item = 'loader'}}, {price = {{'raw-fish', math_random(50, 80)}}, offer = {type = 'give-item', item = 'fast-loader'}}, {price = {{'raw-fish', math_random(70, 100)}}, offer = {type = 'give-item', item = 'express-loader'}}, {price = {{'raw-fish', math_random(30, 60)}}, offer = {type = 'give-item', item = 'locomotive'}}, {price = {{'raw-fish', math_random(15, 35)}}, offer = {type = 'give-item', item = 'cargo-wagon'}}, {price = {{'raw-fish', math_random(1, 4)}}, offer = {type = 'give-item', item = 'grenade'}}, {price = {{'raw-fish', 1}}, offer = {type = 'give-item', item = 'rail', count = 4}}, -- {price = {{"raw-fish", 1}}, offer = {type = 'give-item', item = 'rail-signal', count = 2}}, -- {price = {{"raw-fish", 1}}, offer = {type = 'give-item', item = 'rail-chain-signal', count = 2}}, {price = {{'raw-fish', 5}}, offer = {type = 'give-item', item = 'train-stop'}}, {price = {{'raw-fish', 1}}, offer = {type = 'give-item', item = 'small-lamp'}}, {price = {{'raw-fish', 2}}, offer = {type = 'give-item', item = 'firearm-magazine'}}, {price = {{'raw-fish', 1}}, offer = {type = 'give-item', item = 'wood', count = math_random(25, 75)}}, {price = {{'raw-fish', 1}}, offer = {type = 'give-item', item = 'iron-ore', count = math_random(25, 75)}}, {price = {{'raw-fish', 1}}, offer = {type = 'give-item', item = 'copper-ore', count = math_random(25, 75)}}, {price = {{'raw-fish', 1}}, offer = {type = 'give-item', item = 'stone', count = math_random(25, 75)}}, {price = {{'raw-fish', 1}}, offer = {type = 'give-item', item = 'coal', count = math_random(25, 75)}}, {price = {{'raw-fish', 1}}, offer = {type = 'give-item', item = 'uranium-ore', count = math_random(25, 75)}} } secret_market_items = shuffle(secret_market_items) local market = surface.create_entity {name = 'market', position = pos} market.destructible = false for i = 1, math.random(4, 8), 1 do market.add_market_item(secret_market_items[i]) end end local function spawn_biter(surface, position) local e = math.ceil(game.forces.enemy.evolution_factor * 20) if e < 1 then e = 1 end if e > 20 then e = 20 end local biter = biters_in_the_trees[e][math_random(1, #biters_in_the_trees[e])] local p = surface.find_non_colliding_position(biter, position, 16, 0.5) if not p then return end surface.create_entity {name = biter, position = p} 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 == 'water' then noise[1] = simplex_noise(pos.x * 0.02, pos.y * 0.02, seed) seed = seed + noise_seed_add noise[2] = simplex_noise(pos.x * 0.1, pos.y * 0.1, seed) seed = seed + noise_seed_add local noise = noise[1] + noise[2] * 0.2 return noise end seed = seed + noise_seed_add if name == 'grass' then --noise[1] = simplex_noise(pos.x * 0.1, pos.y * 0.1, seed) noise[1] = simplex_noise(pos.x * 0.08, pos.y * 0.08, seed) seed = seed + noise_seed_add local noise = noise[1] return noise end seed = seed + noise_seed_add if name == 'trees' then noise[1] = simplex_noise(pos.x * 0.045, pos.y * 0.045, seed) seed = seed + noise_seed_add local noise = noise[1] return noise end seed = seed + noise_seed_add if name == 'spawners' then noise[1] = simplex_noise(pos.x * 0.02, pos.y * 0.02, seed) seed = seed + noise_seed_add local noise = noise[1] return noise end end local function get_entity(position) local noise = get_noise('trees', position) local entity_name = false if noise > 0 then if math_random(1, 3) ~= 1 then entity_name = 'tree-04' if math_random(1, 7) == 1 then entity_name = 'dead-tree-desert' end if noise > 0.6 then entity_name = rock_raffle[math_random(1, #rock_raffle)] if math_random(1, 24) == 1 then if position.x > 32 or position.x < -32 or position.y > 32 or position.y < -32 then local e = math.ceil(game.forces.enemy.evolution_factor * 10) if e < 1 then e = 1 end entity_name = worm_raffle_table[e][math_random(1, #worm_raffle_table[e])] end end end end else if math_random(1, 2048) == 1 then entity_name = 'market' end if math_random(1, 12) == 1 then local noise_spawners = get_noise('spawners', position) if noise_spawners > 0.25 and position.x ^ 2 + position.y ^ 2 > 3000 then entity_name = 'biter-spawner' if math_random(1, 5) == 1 then entity_name = 'spitter-spawner' end end end end return entity_name end local function get_noise_tile(position) local noise = get_noise('grass', position) local tile_name if noise > 0 then tile_name = 'grass-1' if noise > 0.5 then tile_name = 'dirt-5' end else tile_name = 'grass-2' end local noise = get_noise('water', position) if noise > 0.71 then tile_name = 'water' if noise > 0.78 then tile_name = 'deepwater' end end if noise < -0.76 then tile_name = 'water-green' end return tile_name 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_for_chunk(surface, position) local chunk = get_chunk_position(position) 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}) surface.regenerate_decorative(decorative_names, {chunk}) surface.regenerate_decorative(decorative_names, {chunk}) end local function uncover_map(surface, position, radius_min, radius_max) local circles = shapes.circles local tiles = {} local fishes = {} local regenerate_decoratives = false for r = radius_min, radius_max, 1 do for _, position_modifier in pairs(circles[r]) do local pos = {x = position.x + position_modifier.x, y = position.y + position_modifier.y} if surface.get_tile(pos).name == 'out-of-map' then regenerate_decoratives = true local tile_name = get_noise_tile(pos) insert(tiles, {name = tile_name, position = pos}) if tile_name == 'water' or tile_name == 'deepwater' or tile_name == 'water-green' then if math_random(1, 24) == 1 then insert(fishes, pos) end else local entity = get_entity(pos) if entity then if entity == 'market' then local area = {{pos.x - 64, pos.y - 64}, {pos.x + 64, pos.y + 64}} if surface.count_entities_filtered({name = 'market', area = area}) == 0 then secret_shop(pos, surface) end else if entity == 'biter-spawner' or entity == 'spitter-spawner' then local area = {{pos.x - 4, pos.y - 4}, {pos.x + 4, pos.y + 4}} if surface.count_entities_filtered({name = 'biter-spawner', area = area}) == 0 then surface.create_entity({name = entity, position = pos}) end else surface.create_entity({name = entity, position = pos}) end end end end end end end if #tiles > 0 then surface.set_tiles(tiles, true) end for _, fish in pairs(fishes) do surface.create_entity({name = 'fish', position = fish}) end if regenerate_decoratives then if math_random(1, 3) == 1 then regenerate_decoratives_for_chunk(surface, position) end end end local function uncover_map_for_player(player) local position = player.position local surface = player.surface local circles = shapes.circles local tiles = {} local fishes = {} local uncover_map_schedule = {} local regenerate_decoratives = false for r = uncover_radius - 1, uncover_radius, 1 do for _, position_modifier in pairs(circles[r]) do local pos = {x = position.x + position_modifier.x, y = position.y + position_modifier.y} if surface.get_tile(pos).name == 'out-of-map' then regenerate_decoratives = true local tile_name = get_noise_tile(pos) insert(tiles, {name = tile_name, position = pos}) if tile_name == 'water' or tile_name == 'deepwater' or tile_name == 'water-green' then if math_random(1, 24) == 1 then insert(fishes, pos) end else local entity = get_entity(pos) if entity then if entity == 'market' then local area = {{pos.x - 64, pos.y - 64}, {pos.x + 64, pos.y + 64}} if surface.count_entities_filtered({name = 'market', area = area}) == 0 then secret_shop(pos, surface) end else if entity == 'biter-spawner' or entity == 'spitter-spawner' then local area = {{pos.x - 4, pos.y - 4}, {pos.x + 4, pos.y + 4}} if surface.count_entities_filtered({name = 'biter-spawner', area = area}) == 0 then surface.create_entity({name = entity, position = pos}) end else surface.create_entity({name = entity, position = pos}) end end if entity == 'biter-spawner' or entity == 'spitter-spawner' then insert(uncover_map_schedule, {x = pos.x, y = pos.y}) end end end end end end if #tiles > 0 then surface.set_tiles(tiles, true) end for _, pos in pairs(uncover_map_schedule) do uncover_map(surface, pos, 1, 16) end for _, fish in pairs(fishes) do surface.create_entity({name = 'fish', position = fish}) end if regenerate_decoratives then if math_random(1, 3) == 1 then regenerate_decoratives_for_chunk(surface, position) end end end local ore_spill_raffle = {'iron-ore', 'iron-ore', 'iron-ore', 'iron-ore', 'copper-ore', 'copper-ore', 'copper-ore', 'coal', 'coal'} local ore_spawn_raffle = { 'iron-ore', 'iron-ore', 'iron-ore', 'iron-ore', 'iron-ore', 'iron-ore', 'iron-ore', 'iron-ore', 'iron-ore', 'iron-ore', 'copper-ore', 'copper-ore', 'copper-ore', 'copper-ore', 'copper-ore', 'copper-ore', 'copper-ore', 'coal', 'coal', 'coal', 'coal', 'coal', 'stone', 'stone', 'stone', 'uranium-ore', 'crude-oil' } local function on_entity_died(event) if not event.entity.valid then return end local surface = event.entity.surface if event.entity.name == 'biter-spawner' or event.entity.name == 'spitter-spawner' then if math_random(1, 2) ~= 1 then local name = ore_spawn_raffle[math.random(1, #ore_spawn_raffle)] local pos = {x = event.entity.position.x, y = event.entity.position.y} local amount_modifier = math.ceil(1 + game.forces.enemy.evolution_factor * 10) local size_modifier = math.floor(game.forces.enemy.evolution_factor * 4) if name == 'crude-oil' then map_functions.draw_oil_circle(pos, name, surface, 4, math.ceil(100000 * amount_modifier)) else map_functions.draw_smoothed_out_ore_circle(pos, name, surface, 6 + size_modifier, math.ceil(500 * amount_modifier)) end end end if event.entity.type == 'unit' and math_random(1, 8) == 1 then surface.spill_item_stack(event.entity.position, {name = 'raw-fish', count = 1}, true) end if event.entity.type == 'tree' then spawn_biter(event.entity.surface, event.entity.position) end end local function on_player_joined_game(event) local player = game.players[event.player_index] if not global.spooky_forest_init_done then local map_gen_settings = {} map_gen_settings.water = 'small' map_gen_settings.cliff_settings = {cliff_elevation_interval = 22, cliff_elevation_0 = 22} 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'} } game.create_surface('spooky_forest', map_gen_settings) local surface = game.surfaces['spooky_forest'] surface.daytime = 0.5 surface.freeze_daytime = 1 game.forces['player'].set_spawn_position({0, 0}, surface) game.map_settings.enemy_expansion.enabled = true game.map_settings.enemy_evolution.destroy_factor = 0.0025 game.map_settings.enemy_evolution.time_factor = 0 game.map_settings.enemy_evolution.pollution_factor = 0 local turret_positions = {{6, 6}, {-5, -5}, {-5, 6}, {6, -5}} for _, pos in pairs(turret_positions) do local turret = surface.create_entity({name = 'gun-turret', position = pos, force = 'player'}) turret.insert({name = 'firearm-magazine', count = 64}) end local radius = 320 game.forces.player.chart(surface, {{x = -1 * radius, y = -1 * radius}, {x = radius, y = radius}}) global.spooky_forest_init_done = true end if player.online_time < 1 then player.insert({name = 'submachine-gun', count = 1}) player.insert({name = 'iron-plate', count = 64}) player.insert({name = 'grenade', count = 3}) player.insert({name = 'raw-fish', count = 5}) player.insert({name = 'land-mine', count = 2}) player.insert({name = 'light-armor', count = 1}) player.insert({name = 'firearm-magazine', count = 64}) end local surface = game.surfaces['spooky_forest'] if player.online_time < 2 and surface.is_chunk_generated({0, 0}) then player.teleport(surface.find_non_colliding_position('character', {0, 0}, 50, 1), 'spooky_forest') else if player.online_time < 2 then player.teleport({0, 0}, 'spooky_forest') end end end local function on_player_changed_position(event) local player = game.players[event.player_index] uncover_map_for_player(player) end local function generate_spawn_area(position_left_top) if position_left_top.x > 32 then return end if position_left_top.y > 32 then return end if position_left_top.x < -32 then return end if position_left_top.y < -32 then return end local surface = game.surfaces['spooky_forest'] local entities = {} local tiles = {} for x = 0, 31, 1 do for y = 0, 31, 1 do local tile_to_insert = false local pos = {x = position_left_top.x + x, y = position_left_top.y + y} if pos.x > -9 and pos.x < 9 and pos.y > -9 and pos.y < 9 then tile_to_insert = get_noise_tile(pos) --if math_random(1, 4) == 1 then tile_to_insert = 'stone-path' --end if pos.x <= -7 or pos.x >= 7 or pos.y <= -7 or pos.y >= 7 then if math_random(1, 3) ~= 1 then table.insert(entities, {name = 'stone-wall', position = {x = pos.x, y = pos.y}, force = 'player'}) end end end if tile_to_insert == 'water' or tile_to_insert == 'water-green' or tile_to_insert == 'deepwater' then tile_to_insert = 'grass-2' end if tile_to_insert then insert(tiles, {name = tile_to_insert, position = pos}) end end end surface.set_tiles(tiles, true) for _, entity in pairs(entities) do surface.create_entity(entity) end end local function on_chunk_generated(event) if not game.surfaces['spooky_forest'] then return end local surface = game.surfaces['spooky_forest'] if surface.name ~= event.surface.name then return end local position_left_top = event.area.left_top generate_spawn_area(position_left_top) local tiles = {} for x = 0, 31, 1 do for y = 0, 31, 1 do local tile_to_insert = 'out-of-map' local pos = {x = position_left_top.x + x, y = position_left_top.y + y} local tile_name = surface.get_tile(pos).name if tile_name ~= 'stone-path' then insert(tiles, {name = tile_to_insert, position = pos}) end end end surface.set_tiles(tiles, true) end local function on_player_mined_entity(event) local player = game.players[event.player_index] if event.entity.type == 'tree' then if math_random(1, 96) == 1 then player.print('You anger the tree, it hits you with a low branch uppercut.', {r = 0.77, g = 0, b = 0}) player.character.damage(25, 'enemy') end if math_random(1, 6) ~= 1 then return end spawn_biter(event.entity.surface, event.entity.position) end end local disabled_for_deconstruction = { ['fish'] = true, ['rock-huge'] = true, ['rock-big'] = true, ['sand-rock-big'] = true, ['tree-02'] = true, ['tree-04'] = true, ['dead-tree-desert'] = true } 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 end local function on_research_finished(event) game.forces.player.recipes['flamethrower-turret'].enabled = false end local function break_some_random_trees(surface) local trees = {} local rocks = {} local chunks = {} for chunk in surface.get_chunks() do table.insert(chunks, {x = chunk.x, y = chunk.y}) end chunks = shuffle(chunks) for _, chunk in pairs(chunks) do local area = {{chunk.x * 32, chunk.y * 32}, {chunk.x * 32 + 32, chunk.y * 32 + 32}} trees = surface.find_entities_filtered({type = 'tree', area = area}) if #trees > 1 then break end end if #trees ~= 0 then trees = shuffle(trees) for i = 1, math_random(4 + math.floor(game.forces.enemy.evolution_factor * 8), 8 + math.floor(game.forces.enemy.evolution_factor * 16)), 1 do if not trees[i] then break end trees[i].die('enemy') end end for _, chunk in pairs(chunks) do local area = {{chunk.x * 32, chunk.y * 32}, {chunk.x * 32 + 32, chunk.y * 32 + 32}} rocks = surface.find_entities_filtered({type = 'simple-entity', area = area}) if #rocks > 0 then break end end if not rocks[1] then return end local e = math.ceil(game.forces.enemy.evolution_factor * 10) if e < 1 then e = 1 end entity_name = worm_raffle_table[e][math_random(1, #worm_raffle_table[e])] surface.create_entity({name = entity_name, position = rocks[1].position, force = 'enemy'}) rocks[1].die('enemy') end local function on_tick() if game.tick % 4500 ~= 0 then return end if math_random(1, 4) ~= 1 then return end local surface = game.surfaces['spooky_forest'] break_some_random_trees(surface) local biters = surface.find_entities_filtered({type = 'unit', force = 'enemy', limit = 32}) if biters[1] then biters = shuffle(biters) for _, biter in pairs(biters) do biter.set_command({type = defines.command.attack_area, destination = {x = 0, y = 0}, radius = 64, distraction = defines.distraction.by_anything}) end end end event.add(defines.events.on_tick, on_tick) 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_mined_entity, on_player_mined_entity) event.add(defines.events.on_entity_died, on_entity_died) event.add(defines.events.on_chunk_generated, on_chunk_generated) event.add(defines.events.on_player_changed_position, on_player_changed_position) event.add(defines.events.on_player_joined_game, on_player_joined_game) require 'modules.rocks_yield_ore' global.rocks_yield_ore_base_amount = 100