--luacheck: ignore -- mountain digger fortress -- by mewmew -- require 'modules.rpg' require 'modules.biters_yield_coins' require 'modules.rocks_broken_paint_tiles' require 'modules.rocks_heal_over_time' require 'modules.rocks_yield_ore_veins' require 'modules.rocks_yield_ore' require 'modules.satellite_score' require 'modules.spawners_contain_biters' require 'modules.splice_double' require 'modules.biters_attack_moving_players' --require "modules.flashlight_toggle_button" local difficulty_factor = 4 local event = require 'utils.event' local math_random = math.random local insert = table.insert local map_functions = require 'utils.tools.map_functions' local simplex_noise = require 'utils.simplex_noise' local simplex_noise = simplex_noise.d2 local spawn_point = { x = 0, y = 2 } local disabled_for_deconstruction = { ['fish'] = true, ['huge-rock'] = true, ['big-rock'] = true, ['big-sand-rock'] = true } 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 rock_raffle = { 'big-sand-rock', 'big-sand-rock', 'big-rock', 'big-rock', 'big-rock', 'big-rock', 'big-rock', 'big-rock', 'huge-rock' } local nest_raffle = { 'biter-spawner', 'biter-spawner', 'biter-spawner', 'spitter-spawner' } 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 secret_shop(pos, surface) local secret_market_items = { { price = { { 'coin', math_random(8, 16) } }, offer = { type = 'give-item', item = 'grenade' } }, { price = { { 'coin', math_random(25, 50) } }, offer = { type = 'give-item', item = 'cluster-grenade' } }, { price = { { 'coin', math_random(5, 10) } }, offer = { type = 'give-item', item = 'defender-capsule' } }, { price = { { 'coin', math_random(25, 50) } }, offer = { type = 'give-item', item = 'distractor-capsule' } }, { price = { { 'coin', math_random(35, 70) } }, offer = { type = 'give-item', item = 'destroyer-capsule' } }, --{price = {{"coin", math_random(60,120)}}, offer = {type = 'give-item', item = 'cliff-explosives'}}, { price = { { 'coin', math_random(250, 350) } }, offer = { type = 'give-item', item = 'belt-immunity-equipment' } }, { price = { { 'coin', math_random(30, 60) } }, offer = { type = 'give-item', item = 'construction-robot' } }, { price = { { 'coin', math_random(100, 200) } }, offer = { type = 'give-item', item = 'loader' } }, { price = { { 'coin', math_random(200, 300) } }, offer = { type = 'give-item', item = 'fast-loader' } }, { price = { { 'coin', math_random(300, 500) } }, offer = { type = 'give-item', item = 'express-loader' } }, { price = { { 'coin', math_random(100, 200) } }, offer = { type = 'give-item', item = 'locomotive' } }, { price = { { 'coin', math_random(75, 150) } }, offer = { type = 'give-item', item = 'cargo-wagon' } }, { price = { { 'coin', math_random(2, 3) } }, offer = { type = 'give-item', item = 'rail' } }, --{price = {{"coin", math_random(20,40)}}, offer = {type = 'give-item', item = 'train-stop'}}, { price = { { 'coin', math_random(4, 12) } }, offer = { type = 'give-item', item = 'small-lamp' } }, { price = { { 'coin', math_random(80, 160) } }, offer = { type = 'give-item', item = 'car' } }, { price = { { 'coin', math_random(300, 600) } }, offer = { type = 'give-item', item = 'electric-furnace' } }, --{price = {{"coin", math_random(300,600)}}, offer = {type = 'give-item', item = "assembling-machine-3"}}, { price = { { 'coin', math_random(80, 160) } }, offer = { type = 'give-item', item = 'efficiency-module' } }, { price = { { 'coin', math_random(80, 160) } }, offer = { type = 'give-item', item = 'productivity-module' } }, { price = { { 'coin', math_random(80, 160) } }, offer = { type = 'give-item', item = 'speed-module' } }, { price = { { 'coin', math_random(5, 10) } }, offer = { type = 'give-item', item = 'wood', count = 50 } }, { price = { { 'coin', math_random(5, 10) } }, offer = { type = 'give-item', item = 'iron-ore', count = 50 } }, { price = { { 'coin', math_random(5, 10) } }, offer = { type = 'give-item', item = 'copper-ore', count = 50 } }, { price = { { 'coin', math_random(5, 10) } }, offer = { type = 'give-item', item = 'stone', count = 50 } }, { price = { { 'coin', math_random(5, 10) } }, offer = { type = 'give-item', item = 'coal', count = 50 } }, { price = { { 'coin', math_random(8, 16) } }, offer = { type = 'give-item', item = 'uranium-ore', count = 50 } }, { price = { { 'wood', math_random(10, 12) } }, offer = { type = 'give-item', item = 'coin' } }, { price = { { 'iron-ore', math_random(10, 12) } }, offer = { type = 'give-item', item = 'coin' } }, { price = { { 'copper-ore', math_random(10, 12) } }, offer = { type = 'give-item', item = 'coin' } }, { price = { { 'stone', math_random(10, 12) } }, offer = { type = 'give-item', item = 'coin' } }, { price = { { 'coal', math_random(10, 12) } }, offer = { type = 'give-item', item = 'coin' } }, { price = { { 'uranium-ore', math_random(8, 10) } }, offer = { type = 'give-item', item = 'coin' } } } secret_market_items = shuffle(secret_market_items) local market = surface.create_entity { name = 'market', position = pos } market.destructible = false for i = 1, math.random(6, 8), 1 do market.add_market_item(secret_market_items[i]) end end local function on_player_joined_game(event) local player = game.players[event.player_index] if not storage.surface_init_done then local map_gen_settings = {} map_gen_settings.water = 'none' map_gen_settings.height = 960 map_gen_settings.cliff_settings = { cliff_elevation_interval = 4, cliff_elevation_0 = 4 } 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' }, ['uranium-ore'] = { frequency = 'none', size = 'none', richness = 'none' }, ['crude-oil'] = { frequency = 'none', size = 'none', richness = 'none' }, ['trees'] = { frequency = '2', size = '1', richness = 0.2 }, ['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 = "normal", size = "normal", richness = "normal"} } game.create_surface('mountain_fortress', map_gen_settings) local surface = game.surfaces['mountain_fortress'] local radius = 160 game.forces.player.chart(surface, { { x = -1 * radius, y = -1 * radius }, { x = radius, y = radius } }) game.map_settings.pollution.enabled = true game.map_settings.enemy_expansion.enabled = true --default game setting values storage.enemy_evolution_destroy_factor = game.map_settings.enemy_evolution.destroy_factor storage.enemy_evolution_time_factor = game.map_settings.enemy_evolution.time_factor storage.enemy_evolution_pollution_factor = game.map_settings.enemy_evolution.pollution_factor game.map_settings.enemy_evolution.destroy_factor = storage.enemy_evolution_destroy_factor * difficulty_factor game.map_settings.enemy_evolution.time_factor = storage.enemy_evolution_time_factor * difficulty_factor game.map_settings.enemy_evolution.pollution_factor = storage.enemy_evolution_pollution_factor * difficulty_factor game.map_settings.enemy_expansion.max_expansion_distance = 15 game.map_settings.enemy_expansion.settler_group_min_size = 8 game.map_settings.enemy_expansion.settler_group_max_size = 16 game.map_settings.enemy_expansion.min_expansion_cooldown = 3600 game.map_settings.enemy_expansion.max_expansion_cooldown = 7200 surface.ticks_per_day = surface.ticks_per_day * 2 game.forces.player.technologies['steel-axe'].researched = true storage.surface_init_done = true end if player.online_time < 1 then player.insert({ name = 'pistol', count = 1 }) -- player.insert({name = "iron-axe", count = 1}) player.insert({ name = 'raw-fish', count = 3 }) player.insert({ name = 'firearm-magazine', count = 16 }) player.insert({ name = 'iron-plate', count = 32 }) end local surface = game.surfaces['mountain_fortress'] if player.online_time < 2 and surface.is_chunk_generated({ 0, 0 }) then player.teleport(surface.find_non_colliding_position('character', spawn_point, 50, 1), 'mountain_fortress') else if player.online_time < 2 then player.teleport(spawn_point, 'mountain_fortress') end 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 == 'rock_border' then noise[1] = simplex_noise(pos.x * 0.008, pos.y * 0.008, seed) --noise[2] = simplex_noise(pos.x * 0.04, pos.y * 0.04, seed) local noise = noise[1] -- + noise[2] * 0.2 return noise end end local function generate_north_chunk(area, surface) local left_top = area.left_top local tile_positions = {} for _, e in pairs(surface.find_entities_filtered({ area = area, type = 'tree' })) do e.destroy() end local tiles_to_set = {} 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_positions[#tile_positions + 1] = pos insert(tiles_to_set, { name = 'dirt-7', position = pos }) end end surface.set_tiles(tiles_to_set, true) if #tile_positions == 0 then return end local rock_amount = math.ceil(#tile_positions * 0.75) tile_positions = shuffle(tile_positions) for _, pos in pairs(tile_positions) do surface.create_entity({ name = rock_raffle[math_random(1, #rock_raffle)], position = pos }) rock_amount = rock_amount - 1 if rock_amount < 1 then break end end local waters = { 'water-green', 'deepwater-green' } if math_random(1, 8) == 1 then local pos = tile_positions[math_random(1, #tile_positions)] map_functions.draw_noise_tile_circle(pos, waters[math_random(1, #waters)], surface, math_random(2, 8)) for x = 1, math_random(2, 7), 1 do surface.create_entity({ name = 'fish', position = pos }) end end if math_random(1, 50) == 1 then local pos = tile_positions[math_random(1, #tile_positions)] local size = math_random(3, 8) map_functions.draw_noise_tile_circle(pos, 'water', surface, size - 1) map_functions.draw_noise_tile_circle(pos, 'grass-2', surface, size) secret_shop(pos, surface) end if math_random(1, 26) == 1 then map_functions.draw_noise_tile_circle(pos, 'water', surface, 5) map_functions.draw_noise_tile_circle(pos, 'sand-3', surface, 6) map_functions.draw_oil_circle(tile_positions[math_random(1, #tile_positions)], 'crude-oil', surface, math_random(1, 4), math_random(100000, 500000)) end local decorative_names = {} for k, v in pairs(prototypes.decorative) do if v.autoplace_specification then decorative_names[#decorative_names + 1] = k end end surface.regenerate_decorative(decorative_names, { { x = math.floor(left_top.x / 32), y = math.floor(left_top.y / 32) } }) end local function generate_south_chunk(event, surface) local left_top = event.area.left_top if left_top.y > 32 then for _, e in pairs(surface.find_entities_filtered({ area = event.area })) do e.destroy() end else for _, e in pairs(surface.find_entities_filtered({ area = event.area, type = 'cliff' })) do e.destroy() end end local current_depth = math.abs(left_top.y) - 32 local i = math.ceil(current_depth / 32) if i > 10 then i = 10 end if i < 1 then i = 1 end local worm_raffle = worm_raffle_table[i] local worm_amount = math.ceil(current_depth / 32) if worm_amount > 16 then worm_amount = 16 end local nests_amount = math.ceil(current_depth / 8) if nests_amount > 16 then nests_amount = 16 end local ore_patch_amount = math.floor(current_depth / 96) local tile_positions = {} 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 not surface.get_tile(pos).collides_with('player') then tile_positions[#tile_positions + 1] = pos end end end if #tile_positions == 0 then return end tile_positions = shuffle(tile_positions) for _, pos in pairs(tile_positions) do if surface.can_place_entity({ name = 'biter-spawner', position = pos, force = 'enemy' }) then surface.create_entity({ name = nest_raffle[math_random(1, #nest_raffle)], position = pos, force = 'enemy' }) nests_amount = nests_amount - 1 if nests_amount < 1 then break end end end tile_positions = shuffle(tile_positions) for _, pos in pairs(tile_positions) do if surface.can_place_entity({ name = 'big-worm-turret', position = pos, force = 'enemy' }) then surface.create_entity({ name = worm_raffle[math_random(1, #worm_raffle)], position = pos, force = 'enemy' }) worm_amount = worm_amount - 1 if worm_amount < 1 then break end end end end local function on_chunk_charted(event) if not storage.chunks_charted then storage.chunks_charted = {} end local surface = game.surfaces[event.surface_index] local position = event.position if storage.chunks_charted[tostring(position.x) .. tostring(position.y)] then return end storage.chunks_charted[tostring(position.x) .. tostring(position.y)] = true local area = { left_top = { x = position.x * 32, y = position.y * 32 }, right_bottom = { x = position.x * 32 + 31, y = position.y * 32 + 31 } } if position.y * 32 < 64 then return end if math_random(1, 3) ~= 1 then return end map_functions.draw_rainbow_patch({ x = position.x * 32 + math_random(1, 32), y = position.y * 32 + math_random(1, 32) }, surface, math_random(10, 18), 500 * position.y) game.forces.player.chart(surface, area) end local function replace_spawn_water(surface) if storage.spawn_water_replaced then return end if not surface.is_chunk_generated({ 5, 5 }) then return end local tilename = 'grass-1' for x = -160, 160, 1 do for y = -96, 90, 1 do local tile = surface.get_tile(x, y) if tile.name ~= 'water' and tile.name ~= 'deepwater' then tilename = tile.name end end end local tiles = {} for x = -128, 128, 1 do for y = -128, 128, 1 do local tile = surface.get_tile(x, y) if tile.name == 'water' or tile.name == 'deepwater' then insert(tiles, { name = tilename, position = { x = tile.position.x, y = tile.position.y } }) end end end surface.set_tiles(tiles, true) storage.spawn_water_replaced = true end local function on_chunk_generated(event) local surface = game.surfaces['mountain_fortress'] if event.surface.name ~= surface.name then return end local left_top = event.area.left_top replace_spawn_water(surface) if left_top.y < 0 then generate_north_chunk(event.area, surface) return end if left_top.y > 0 then generate_south_chunk(event, surface) return end for _, e in pairs(surface.find_entities_filtered({ area = event.area, type = 'cliff' })) do e.destroy() end local trees = { 'dead-grey-trunk', 'dead-grey-trunk', 'dry-tree' } for x = 0, 31, 1 do for y = 5, 31, 1 do local pos = { x = left_top.x + x, y = left_top.y + y } if math_random(1, math.ceil(y + y) + 64) == 1 then surface.create_entity({ name = trees[math_random(1, #trees)], position = pos }) end end 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 math_random(1, y + 2) == 1 then surface.create_decoratives { check_collision = false, decoratives = { { name = 'medium-rock', position = pos, amount = math_random(1, 1 + math.ceil(20 - y / 2)) } } } end if math_random(1, y + 2) == 1 then surface.create_decoratives { check_collision = false, decoratives = { { name = 'small-rock', position = pos, amount = math_random(1, 1 + math.ceil(20 - y / 2)) } } } end if math_random(1, y + 2) == 1 then surface.create_decoratives { check_collision = false, decoratives = { { name = 'tiny-rock', position = pos, amount = math_random(1, 1 + math.ceil(20 - y / 2)) } } } end --[[ local noise = get_noise("rock_border", {x = pos.x, y = 0}) if math.abs(noise * 6) > y then if math_random(1, 3) ~= 1 then surface.create_entity({name = rock_raffle[math_random(1, #rock_raffle)], position = pos}) end surface.set_tiles({{name = "dirt-7", position = pos}}, true) end]] if math_random(1, math.ceil(y + y) + 2) == 1 then surface.create_entity({ name = rock_raffle[math_random(1, #rock_raffle)], position = pos }) end end end if left_top.y ~= 0 then return end if left_top.x ~= 96 then return end for _, e in pairs(surface.find_entities_filtered({ area = { { spawn_point.x - 0.5, spawn_point.y - 0.5 }, { spawn_point.x + 0.5, spawn_point.y + 0.5 } } })) do if e.force.name ~= 'player' then e.destroy() end end for _, e in pairs(surface.find_entities_filtered({ area = { { spawn_point.x - 40, spawn_point.y - 40 }, { spawn_point.x + 40, spawn_point.y + 40 } }, force = 'enemy' })) do e.destroy() end end local function on_entity_damaged(event) local entity = event.entity if not entity.valid then return end if entity.type == 'simple-entity' then if event.force.name == 'player' then event.entity.health = event.entity.health + (event.final_damage_amount * 0.5) if event.entity.health <= event.final_damage_amount then event.entity.die('player') end end end 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 end --[[ local function on_tick(event) if game.tick % 3600 ~= 1 then return end if math_random(1,8) ~= 1 then return end local surface = game.surfaces["mountain_fortress"] local spawners = surface.find_entities_filtered({force = "enemy", type = "unit-spawner"}) if not spawners[1] then return end local target = surface.find_nearest_enemy({position = spawners[math_random(1, #spawners)].position, max_distance=1500, force="enemy"}) if not target then return end surface.set_multi_command({ command={ type=defines.command.attack_area, destination=target.position, radius=16, distraction=defines.distraction.by_anything }, unit_count = math_random(6,12), force = "enemy", unit_search_distance=1024 }) end event.add(defines.events.on_tick, on_tick)--]] event.add(defines.events.on_chunk_charted, on_chunk_charted) event.add(defines.events.on_entity_damaged, on_entity_damaged) event.add(defines.events.on_marked_for_deconstruction, on_marked_for_deconstruction) event.add(defines.events.on_chunk_generated, on_chunk_generated) event.add(defines.events.on_player_joined_game, on_player_joined_game)