-- Deep dark dungeons by mewmew -- require "modules.mineable_wreckage_yields_scrap" require "modules.satellite_score" require 'modules.charging_station' local MapInfo = require "modules.map_info" local Room_generator = require "functions.room_generator" require "modules.rpg.main" local RPG_F = require "modules.rpg.functions" local RPG_T = require 'modules.rpg.table' local BiterHealthBooster = require "modules.biter_health_booster_v2" local BiterRaffle = require "functions.biter_raffle" local Functions = require "maps.dungeons.functions" local Get_noise = require "utils.get_noise" local Alert = require 'utils.alert' local DungeonsTable = require 'maps.dungeons.table' require 'maps.dungeons.boss_arena' local Biomes = {} Biomes.dirtlands = require "maps.dungeons.biome_dirtlands" Biomes.desert = require "maps.dungeons.biome_desert" Biomes.red_desert = require "maps.dungeons.biome_red_desert" Biomes.grasslands = require "maps.dungeons.biome_grasslands" Biomes.concrete = require "maps.dungeons.biome_concrete" Biomes.doom = require "maps.dungeons.biome_doom" Biomes.deepblue = require "maps.dungeons.biome_deepblue" Biomes.glitch = require "maps.dungeons.biome_glitch" Biomes.acid_zone = require "maps.dungeons.biome_acid_zone" Biomes.rainbow = require "maps.dungeons.biome_rainbow" Biomes.treasure = require "maps.dungeons.biome_treasure" Biomes.market = require "maps.dungeons.biome_market" Biomes.laboratory = require "maps.dungeons.biome_laboratory" local table_shuffle_table = table.shuffle_table local table_insert = table.insert local table_remove = table.remove local math_random = math.random local math_abs = math.abs local math_floor = math.floor local math_round = math.round local disabled_for_deconstruction = { ["fish"] = true, ["rock-huge"] = true, ["rock-big"] = true, ["sand-rock-big"] = true, ["crash-site-spaceship-wreck-small-1"] = true, ["crash-site-spaceship-wreck-small-2"] = true, ["crash-site-spaceship-wreck-small-3"] = true, ["crash-site-spaceship-wreck-small-4"] = true, ["crash-site-spaceship-wreck-small-5"] = true, ["crash-site-spaceship-wreck-small-6"] = true } local function get_biome(position, surface_index) --if not a then return "concrete" end if position.x ^ 2 + position.y ^ 2 < 6400 then return "dirtlands" end local seed = game.surfaces[surface_index].map_gen_settings.seed local seed_addition = 100000 local a = 1 if Get_noise("dungeons", position, seed + seed_addition * a) > 0.66 then return "glitch" end a = a + 1 if Get_noise("dungeons", position, seed + seed_addition * a) > 0.60 then return "doom" end a = a + 1 if Get_noise("dungeons", position, seed + seed_addition * a) > 0.62 then return "acid_zone" end a = a + 1 if Get_noise("dungeons", position, seed + seed_addition * a) > 0.60 then return "concrete" end a = a + 1 if Get_noise("dungeons", position, seed + seed_addition * a) > 0.71 then return "rainbow" end a = a + 1 if Get_noise("dungeons", position, seed + seed_addition * a) > 0.53 then return "deepblue" end a = a + 1 if Get_noise("dungeons", position, seed + seed_addition * a) > 0.22 then return "grasslands" end a = a + 1 if Get_noise("dungeons", position, seed + seed_addition * a) > 0.22 then return "desert" end a = a + 1 if Get_noise("dungeons", position, seed + seed_addition * a) > 0.22 then return "red_desert" end return "dirtlands" end local locked_researches = { [0] = "steel-axe", [1] = "heavy-armor", [2] = "military-2", [3] = "physical-projectile-damage-2", [4] = "oil-processing", [5] = "stronger-explosives-2", [6] = "military-science-pack", [7] = "rocketry", [8] = "chemical-science-pack", [9] = "military-3", [10] = "flamethrower", [11] = "distractor", [12] = "laser", [13] = "laser-shooting-speed-3", [14] = "power-armor", [15] = "nuclear-power", [16] = "production-science-pack", [17] = "energy-weapons-damage-3", [18] = "utility-science-pack", [19] = "kovarex-enrichment-process", [20] = "power-armor-mk2", [22] = "fusion-reactor-equipment", [24] = "discharge-defense-equipment", [30] = "atomic-bomb", [35] = "spidertron" } local function draw_arrows_gui() for _, player in pairs(game.connected_players) do if not player.gui.top.dungeon_down then player.gui.top.add({type = "sprite-button", name = "dungeon_down", sprite = "utility/editor_speed_down", tooltip = {"dungeons_tiered.descend"}}) end if not player.gui.top.dungeon_up then player.gui.top.add({type = "sprite-button", name = "dungeon_up", sprite = "utility/editor_speed_up", tooltip = {"dungeons_tiered.ascend"}}) end end end local function get_surface_research(index) local dungeontable = DungeonsTable.get_dungeontable() return locked_researches[index - dungeontable.original_surface_index] end local function draw_depth_gui() local dungeontable = DungeonsTable.get_dungeontable() local forceshp = BiterHealthBooster.get("biter_health_boost_forces") for _, player in pairs(game.connected_players) do local surface = player.surface local techs = 0 if get_surface_research(surface.index) and game.forces.player.technologies[get_surface_research(surface.index)].enabled == false then techs = 1 end local enemy_force = dungeontable.enemy_forces[surface.index] if player.gui.top.dungeon_depth then player.gui.top.dungeon_depth.destroy() end if surface.name == "gulag" or surface.name == "nauvis" or surface.name == "dungeons_floor_arena" then return end local element = player.gui.top.add({type = "sprite-button", name = "dungeon_depth"}) element.caption = {"dungeons_tiered.depth", surface.index - dungeontable.original_surface_index, dungeontable.depth[surface.index]} element.tooltip = { "dungeons_tiered.depth_tooltip", Functions.get_dungeon_evolution_factor(surface.index) * 100, forceshp[enemy_force.index] * 100, math_round(enemy_force.get_ammo_damage_modifier("melee") * 100 + 100, 1), Functions.get_dungeon_evolution_factor(surface.index) * 2000, dungeontable.treasures[surface.index], techs } local style = element.style style.minimal_height = 38 style.maximal_height = 38 style.minimal_width = 236 style.top_padding = 2 style.left_padding = 4 style.right_padding = 4 style.bottom_padding = 2 style.font_color = {r = 0, g = 0, b = 0} style.font = "default-large-bold" end end local function unlock_researches(surface_index) local dungeontable = DungeonsTable.get_dungeontable() local tech = game.forces.player.technologies if get_surface_research(surface_index) and tech[get_surface_research(surface_index)].enabled == false then tech[get_surface_research(surface_index)].enabled = true game.print({"dungeons_tiered.tech_unlock", "[technology=" .. get_surface_research(surface_index) .. "]", surface_index - dungeontable.original_surface_index}) end end local function expand(surface, position) local dungeontable = DungeonsTable.get_dungeontable() local forceshp = BiterHealthBooster.get("biter_health_boost_forces") local room local roll = math_random(1,100) if roll > 96 then room = Room_generator.get_room(surface, position, "big") elseif roll > 88 then room = Room_generator.get_room(surface, position, "wide") elseif roll > 80 then room = Room_generator.get_room(surface, position, "tall") elseif roll > 50 then room = Room_generator.get_room(surface, position, "rect") else room = Room_generator.get_room(surface, position, "square") end if not room then return end if dungeontable.treasures[surface.index] < 5 and dungeontable.surface_size[surface.index] >= 225 and math.random(1,50) == 1 then Biomes["treasure"](surface, room) if room.room_tiles[1] then dungeontable.treasures[surface.index] = dungeontable.treasures[surface.index] + 1 game.print({"dungeons_tiered.treasure_room", surface.index - dungeontable.original_surface_index}, {r = 0.88, g = 0.22, b = 0}) end elseif dungeontable.surface_size[surface.index] >= 225 and math.random(1,50) == 1 and get_surface_research(surface.index) and game.forces.player.technologies[get_surface_research(surface.index)].enabled == false then Biomes["laboratory"](surface, room) if room.room_tiles[1] then unlock_researches(surface.index) end elseif math_random(1,256) == 1 then Biomes["market"](surface, room) else local name = get_biome(position, surface.index) Biomes[name](surface, room) end if not room.room_tiles[1] then return end dungeontable.depth[surface.index] = dungeontable.depth[surface.index] + 1 dungeontable.surface_size[surface.index] = 200 + (dungeontable.depth[surface.index] - 100 * (surface.index - dungeontable.original_surface_index)) / 4 local evo = Functions.get_dungeon_evolution_factor(surface.index) local force = dungeontable.enemy_forces[surface.index] force.evolution_factor = evo if evo > 1 then forceshp[force.index] = 3 + ((evo - 1) * 4) local damage_mod = (evo - 1) * 0.35 force.set_ammo_damage_modifier("melee", damage_mod) force.set_ammo_damage_modifier("biological", damage_mod) force.set_ammo_damage_modifier("artillery-shell", damage_mod) force.set_ammo_damage_modifier("flamethrower", damage_mod) force.set_ammo_damage_modifier("laser", damage_mod) else forceshp[force.index] = 1 + evo * 2 end forceshp[force.index] = math_round(forceshp[force.index], 2) draw_depth_gui() end local function draw_light(player) if not player.character then return end local rpg = RPG_T.get("rpg_t") local magicka = rpg[player.index].magicka local scale = 1 if magicka < 50 then return end if magicka >= 100 then scale = 2 end if magicka >= 150 then scale = 3 end if magicka >= 200 then scale = 4 end rendering.draw_light({ sprite = "utility/light_medium", scale = scale * 5, intensity = scale, minimum_darkness = 0, oriented = false, color = {255,255,255}, target = player.character, surface = player.surface, visible = true, only_in_alt_mode = false, }) if player.character.is_flashlight_enabled() then player.character.disable_flashlight() end end local function init_player(player, surface) if surface == game.surfaces["dungeons_floor0"] then if player.character then player.disassociate_character(player.character) player.character.destroy() end player.set_controller({type=defines.controllers.god}) player.create_character() player.teleport(surface.find_non_colliding_position("character", {0, 0}, 50, 0.5), surface) player.insert({name = "raw-fish", count = 8}) player.set_quick_bar_slot(1, "raw-fish") player.insert({name = "pistol", count = 1}) player.insert({name = "firearm-magazine", count = 16}) else if player.surface == surface then player.teleport(surface.find_non_colliding_position("character", {0,0}, 50, 0.5), surface) end end end local function on_entity_spawned(event) local dungeontable = DungeonsTable.get_dungeontable() local forceshp = BiterHealthBooster.get("biter_health_boost_forces") local spawner = event.spawner local unit = event.entity local surface = spawner.surface local force = unit.force local spawner_tier = dungeontable.spawner_tier if not spawner_tier[spawner.unit_number] then Functions.set_spawner_tier(spawner, surface.index) end local e = Functions.get_dungeon_evolution_factor(surface.index) for _ = 1, spawner_tier[spawner.unit_number], 1 do local name = BiterRaffle.roll("mixed", e) local non_colliding_position = surface.find_non_colliding_position(name, unit.position, 16, 1) local bonus_unit if non_colliding_position then bonus_unit = surface.create_entity({name = name, position = non_colliding_position, force = force}) else bonus_unit = surface.create_entity({name = name, position = unit.position, force = force}) end bonus_unit.ai_settings.allow_try_return_to_spawner = true bonus_unit.ai_settings.allow_destroy_when_commands_fail = true if math_random(1, 256) == 1 then BiterHealthBooster.add_boss_unit(bonus_unit, forceshp[force.index] * 8, 0.25) end end if math_random(1, 256) == 1 then BiterHealthBooster.add_boss_unit(unit, forceshp[force.index] * 8, 0.25) end end local function on_chunk_generated(event) local surface = event.surface if surface.name == "nauvis" or surface.name == "gulag" or surface.name == "dungeons_floor_arena" then return end local left_top = event.area.left_top local tiles = {} local i = 1 for x = 0, 31, 1 do for y = 0, 31, 1 do local position = {x = left_top.x + x, y = left_top.y + y} tiles[i] = {name = "out-of-map", position = position} i = i + 1 end end surface.set_tiles(tiles, true) local rock_positions = {} local set_tiles = surface.set_tiles local nauvis_seed = game.surfaces[surface.index].map_gen_settings.seed local s = math_floor(nauvis_seed * 0.1) + 100 -- for a = 1, 7, 1 do -- local b = a * s -- local c = 0.0035 + a * 0.0035 -- local d = c * 0.5 -- local seed = nauvis_seed + b -- if math_abs(Get_noise("dungeon_sewer", {x = left_top.x + 16, y = left_top.y + 16}, seed)) < 0.12 then -- for x = 0, 31, 1 do -- for y = 0, 31, 1 do -- local position = {x = left_top.x + x, y = left_top.y + y} -- local noise = math_abs(Get_noise("dungeon_sewer", position, seed)) -- if noise < c then -- local tile_name = surface.get_tile(position).name -- if noise > d and tile_name ~= "deepwater-green" then -- set_tiles({{name = "water-green", position = position}}, true) -- if math_random(1, 320) == 1 and noise > c - 0.001 then table_insert(rock_positions, position) end -- else -- set_tiles({{name = "deepwater-green", position = position}}, true) -- if math_random(1, 64) == 1 then -- surface.create_entity({name = "fish", position = position}) -- end -- end -- end -- end -- end -- end -- end for _, p in pairs(rock_positions) do Functions.place_border_rock(surface, p) end if left_top.x == 32 and left_top.y == 32 then Functions.draw_spawn(surface) for _, p in pairs(game.connected_players) do init_player(p, surface) end game.forces.player.chart(surface, {{-128, -128}, {128, 128}}) end end local function on_player_joined_game(event) draw_arrows_gui() draw_depth_gui() if game.tick == 0 then return end local player = game.players[event.player_index] if player.online_time == 0 then init_player(player, game.surfaces["dungeons_floor0"]) end draw_light(player) end local function spawner_death(entity) local dungeontable = DungeonsTable.get_dungeontable() local tier = dungeontable.spawner_tier[entity.unit_number] if not tier then Functions.set_spawner_tier(entity, entity.surface.index) tier = dungeontable.spawner_tier[entity.unit_number] end for _ = 1, tier * 2, 1 do Functions.spawn_random_biter(entity.surface, entity.position) end dungeontable.spawner_tier[entity.unit_number] = nil end --make expansion rocks very durable against biters local function on_entity_damaged(event) local dungeontable = DungeonsTable.get_dungeontable() local entity = event.entity if not entity.valid then return end if entity.surface.name == "nauvis" or entity.surface.name == "dungeons_floor_arena" then return end local size = dungeontable.surface_size[entity.surface.index] if size < math.abs(entity.position.y) or size < math.abs(entity.position.x) then if entity.name == "rock-big" then entity.health = entity.health + event.final_damage_amount end return end if entity.force.index ~= 3 then return end --Neutral Force if not event.cause then return end if not event.cause.valid then return end if event.cause.force.index ~= 2 then return end --Enemy Force if math_random(1, 256) == 1 then return end if entity.name ~= "rock-big" then return end entity.health = entity.health + event.final_damage_amount end local function on_player_mined_entity(event) local dungeontable = DungeonsTable.get_dungeontable() local entity = event.entity if not entity.valid then return end local player = game.players[event.player_index] if entity.name == "rock-big" then local size = dungeontable.surface_size[entity.surface.index] if size < math.abs(entity.position.y) or size < math.abs(entity.position.x) then entity.surface.create_entity({name = entity.name, position = entity.position}) entity.destroy() RPG_F.gain_xp(player, -10) Alert.alert_player_warning(player, 30, {"dungeons_tiered.too_small"}, {r=0.98,g=0.22,b=0}) event.buffer.clear() return end end if entity.type == "simple-entity" then Functions.mining_events(entity) Functions.rocky_loot(event) end if entity.name ~= "rock-big" then return end expand(entity.surface, entity.position) end local function on_entity_died(event) local rpg_extra = RPG_T.get("rpg_extra") local hp_units = BiterHealthBooster.get('biter_health_boost_units') local entity = event.entity if not entity.valid then return end if entity.type == "unit-spawner" then spawner_death(entity) end if entity.name ~= "rock-big" then return end expand(entity.surface, entity.position) end local function on_marked_for_deconstruction(event) if event.entity and event.entity.valid then if disabled_for_deconstruction[event.entity.name] then event.entity.cancel_deconstruction(game.players[event.player_index].force.name) end end end local function map_gen_settings() local map_gen_settings = { ["seed"] = math_random(1, 1000000), ["water"] = 0, ["starting_area"] = 1, ["cliff_settings"] = {cliff_elevation_interval = 0, cliff_elevation_0 = 0}, ["default_enable_all_autoplace_controls"] = false, ["autoplace_settings"] = { ["entity"] = {treat_missing_as_default = false}, ["tile"] = {treat_missing_as_default = false}, ["decorative"] = {treat_missing_as_default = false}, }, } return map_gen_settings end local function get_lowest_safe_floor(player) local dungeontable = DungeonsTable.get_dungeontable() local rpg = RPG_T.get("rpg_t") local level = rpg[player.index].level local sizes = dungeontable.surface_size local safe = dungeontable.original_surface_index for key, size in pairs(sizes) do if size > 215 and level >= (key + 1 - dungeontable.original_surface_index) * 10 and game.surfaces[key + 1] then safe = key + 1 else break end end if safe >= dungeontable.original_surface_index + 50 then safe = dungeontable.original_surface_index + 50 end return safe end local function descend(player, button, shift) local dungeontable = DungeonsTable.get_dungeontable() local rpg = RPG_T.get("rpg_t") if player.surface.index >= dungeontable.original_surface_index + 50 then player.print({"dungeons_tiered.max_depth"}) return end if player.position.x^2 + player.position.y^2 > 400 then player.print({"dungeons_tiered.only_on_spawn"}) return end if rpg[player.index].level < (player.surface.index - dungeontable.original_surface_index) * 10 + 10 then player.print({"dungeons_tiered.level_required", (player.surface.index - dungeontable.original_surface_index) * 10 + 10}) return end local surface = game.surfaces[player.surface.index + 1] if not surface then if dungeontable.surface_size[player.surface.index] < 215 then player.print({"dungeons_tiered.floor_size_required"}) return end surface = game.create_surface("dungeons_floor" .. player.surface.index - dungeontable.original_surface_index + 1, map_gen_settings()) if surface.index % 5 == dungeontable.original_surface_index then dungeontable.spawn_size = 60 else dungeontable.spawn_size = 42 end surface.request_to_generate_chunks({0,0}, 2) surface.force_generate_chunk_requests() surface.daytime = 0.25 + 0.30 * (surface.index / (dungeontable.original_surface_index + 50)) surface.freeze_daytime = true surface.min_brightness = 0 surface.brightness_visual_weights = {1, 1, 1} dungeontable.surface_size[surface.index] = 200 dungeontable.treasures[surface.index] = 0 game.print({"dungeons_tiered.first_visit", player.name, rpg[player.index].level, surface.index - dungeontable.original_surface_index}, {r = 0.8, g = 0.5, b = 0}) --Alert.alert_all_players(15, {"dungeons_tiered.first_visit", player.name, rpg[player.index].level, surface.index - 2}, {r=0.8,g=0.2,b=0},"recipe/artillery-targeting-remote", 0.7) end if button == defines.mouse_button_type.right then surface = game.surfaces[math.min(get_lowest_safe_floor(player), player.surface.index + 5)] end if shift then surface = game.surfaces[get_lowest_safe_floor(player)] end player.teleport(surface.find_non_colliding_position("character", {0, 0}, 50, 0.5), surface) --player.print({"dungeons_tiered.travel_down"}) end local function ascend(player, button, shift) local dungeontable = DungeonsTable.get_dungeontable() if player.surface.index <= dungeontable.original_surface_index then player.print({"dungeons_tiered.min_depth"}) return end if player.position.x^2 + player.position.y^2 > 400 then player.print({"dungeons_tiered.only_on_spawn"}) return end local surface = game.surfaces[player.surface.index - 1] if button == defines.mouse_button_type.right then surface = game.surfaces[math.max(dungeontable.original_surface_index, player.surface.index - 5)] end if shift then surface = game.surfaces[dungeontable.original_surface_index] end player.teleport(surface.find_non_colliding_position("character", {0, 0}, 50, 0.5), surface) --player.print({"dungeons_tiered.travel_up"}) end local function on_built_entity(event) local dungeontable = DungeonsTable.get_dungeontable() local entity = event.created_entity if not entity or not entity.valid then return end if entity.name == "spidertron" then if entity.surface.index < dungeontable.original_surface_index + 20 then local player = game.players[event.player_index] local try_mine = player.mine_entity(entity, true) if not try_mine then if entity.valid then entity.destroy() player.insert({name = "spidertron", count = 1}) end end Alert.alert_player_warning(player, 8, {"dungeons_tiered.spidertron_not_allowed"}) end end end local function on_gui_click(event) if not event then return end if not event.element then return end if not event.element.valid then return end local button = event.button local shift = event.shift local player = game.players[event.element.player_index] if event.element.name == "dungeon_down" then descend(player, button, shift) return elseif event.element.name == "dungeon_up" then ascend(player, button, shift) return end end local function on_surface_created(event) local dungeontable = DungeonsTable.get_dungeontable() local forceshp = BiterHealthBooster.get("biter_health_boost_forces") local force = game.create_force("enemy" .. event.surface_index) dungeontable.enemy_forces[event.surface_index] = force forceshp[force.index] = 1 dungeontable.depth[event.surface_index] = 100 * event.surface_index - (dungeontable.original_surface_index * 100) BiterHealthBooster.set_surface_activity(game.surfaces[event.surface_index].name, true) end local function on_player_changed_surface(event) draw_depth_gui() draw_light(game.players[event.player_index]) end local function on_player_respawned(event) draw_light(game.players[event.player_index]) end -- local function on_player_changed_position(event) -- local player = game.players[event.player_index] -- local position = player.position -- local surface = player.surface -- if surface.index < 2 then return end -- local size = dungeontable.surface_size[surface.index] -- if (size >= math.abs(player.position.y) and size < math.abs(player.position.y) + 1) or (size >= math.abs(player.position.x) and size < math.abs(player.position.x) + 1) then -- Alert.alert_player_warning(player, 30, {"dungeons_tiered.too_small"}, {r=0.98,g=0.22,b=0}) -- end -- end local function transfer_items(surface_index) local dungeontable = DungeonsTable.get_dungeontable() if surface_index > dungeontable.original_surface_index then local inputs = dungeontable.transport_chests_inputs[surface_index] local outputs = dungeontable.transport_chests_outputs[surface_index - 1] for i = 1, 2, 1 do if inputs[i].valid and outputs[i].valid then local input_inventory = inputs[i].get_inventory(defines.inventory.chest) local output_inventory = outputs[i].get_inventory(defines.inventory.chest) input_inventory.sort_and_merge() output_inventory.sort_and_merge() for ii = 1, #input_inventory, 1 do if input_inventory[ii].valid_for_read then local count = output_inventory.insert(input_inventory[ii]) input_inventory[ii].count = input_inventory[ii].count - count end end end end end end local function transfer_signals(surface_index) local dungeontable = DungeonsTable.get_dungeontable() if surface_index > dungeontable.original_surface_index then local inputs = dungeontable.transport_poles_inputs[surface_index - 1] local outputs = dungeontable.transport_poles_outputs[surface_index] for i = 1, 2, 1 do if inputs[i].valid and outputs[i].valid then local signals = inputs[i].get_merged_signals(defines.circuit_connector_id.electric_pole) local combi = outputs[i].get_or_create_control_behavior() for ii = 1, 15, 1 do if signals and signals[ii] then combi.set_signal(ii, signals[ii]) else combi.set_signal(ii, nil) end end end end end end -- local function setup_magic() -- local rpg_spells = RPG_T.get("rpg_spells") -- end local function on_init() local dungeontable = DungeonsTable.get_dungeontable() local forceshp = BiterHealthBooster.get("biter_health_boost_forces") local force = game.create_force("dungeon") force.set_friend("enemy", false) force.set_friend("player", false) local surface = game.create_surface("dungeons_floor0", map_gen_settings()) surface.request_to_generate_chunks({0,0}, 2) surface.force_generate_chunk_requests() surface.daytime = 0.25 surface.freeze_daytime = true local nauvis = game.surfaces[1] nauvis.daytime = 0.25 nauvis.freeze_daytime = true local map_gen_settings = nauvis.map_gen_settings map_gen_settings.height = 3 map_gen_settings.width = 3 nauvis.map_gen_settings = map_gen_settings for chunk in nauvis.get_chunks() do nauvis.delete_chunk({chunk.x, chunk.y}) end game.forces.player.manual_mining_speed_modifier = 0.5 game.map_settings.enemy_evolution.destroy_factor = 0 game.map_settings.enemy_evolution.pollution_factor = 0 game.map_settings.enemy_evolution.time_factor = 0 game.map_settings.enemy_expansion.enabled = true game.map_settings.enemy_expansion.max_expansion_cooldown = 18000 game.map_settings.enemy_expansion.min_expansion_cooldown = 3600 game.map_settings.enemy_expansion.settler_group_max_size = 128 game.map_settings.enemy_expansion.settler_group_min_size = 16 game.map_settings.enemy_expansion.max_expansion_distance = 16 game.map_settings.pollution.enemy_attack_pollution_consumption_modifier = 0.50 game.difficulty_settings.technology_price_multiplier = 3 dungeontable.tiered = true dungeontable.depth[surface.index] = 0 dungeontable.depth[nauvis.index] = 0 dungeontable.surface_size[surface.index] = 200 dungeontable.treasures[surface.index] = 0 dungeontable.item_blacklist = true dungeontable.original_surface_index = surface.index dungeontable.enemy_forces[nauvis.index] = game.forces.enemy dungeontable.enemy_forces[surface.index] = game.create_force("enemy" .. surface.index) forceshp[game.forces.enemy.index] = 1 forceshp[dungeontable.enemy_forces[surface.index].index] = 1 BiterHealthBooster.set_surface_activity('dungeons_floor0', true) game.forces.player.technologies["land-mine"].enabled = false game.forces.player.technologies["landfill"].enabled = false game.forces.player.technologies["cliff-explosives"].enabled = false --recipes to be unlocked through playing-- for _, tech in pairs(locked_researches) do game.forces.player.technologies[tech].enabled = false end RPG_T.set_surface_name("dungeons_floor") local rpg_table = RPG_T.get("rpg_extra") rpg_table.personal_tax_rate = 0 -- rpg_table.enable_mana = true -- setup_magic() local T = MapInfo.Pop_info() T.localised_category = "dungeons_tiered" T.main_caption_color = {r = 0, g = 0, b = 0} T.sub_caption_color = {r = 150, g = 0, b = 20} end local function on_tick() local dungeontable = DungeonsTable.get_dungeontable() if #dungeontable.transport_surfaces > 0 then for _,surface_index in pairs(dungeontable.transport_surfaces) do transfer_items(surface_index) transfer_signals(surface_index) end end --[[ if game.tick % 4 ~= 0 then return end local surface = game.surfaces["dungeons"] local entities = surface.find_entities_filtered({name = "rock-big"}) if not entities[1] then return end local entity = entities[math_random(1, #entities)] surface.request_to_generate_chunks(entity.position, 3) surface.force_generate_chunk_requests() game.forces.player.chart(surface, {{entity.position.x - 32, entity.position.y - 32}, {entity.position.x + 32, entity.position.y + 32}}) entity.die() ]] end local Event = require 'utils.event' Event.on_init(on_init) Event.on_nth_tick(60, on_tick) Event.add(defines.events.on_marked_for_deconstruction, on_marked_for_deconstruction) Event.add(defines.events.on_player_joined_game, on_player_joined_game) Event.add(defines.events.on_player_mined_entity, on_player_mined_entity) Event.add(defines.events.on_built_entity, on_built_entity) -- Event.add(defines.events.on_player_changed_position, on_player_changed_position) Event.add(defines.events.on_chunk_generated, on_chunk_generated) Event.add(defines.events.on_entity_spawned, on_entity_spawned) Event.add(defines.events.on_entity_died, on_entity_died) Event.add(defines.events.on_entity_damaged, on_entity_damaged) Event.add(defines.events.on_surface_created, on_surface_created) Event.add(defines.events.on_gui_click, on_gui_click) Event.add(defines.events.on_player_changed_surface, on_player_changed_surface) Event.add(defines.events.on_player_respawned, on_player_respawned)