--luacheck: ignore require 'functions.maze' local event = require 'utils.event' local function init_surface() if game.surfaces['maze_challenge'] then return game.surfaces['maze_challenge'] end local map_gen_settings = {} map_gen_settings.water = '0' map_gen_settings.starting_area = '2.5' map_gen_settings.cliff_settings = {cliff_elevation_interval = 0, cliff_elevation_0 = 0} map_gen_settings.autoplace_controls = { ['coal'] = {frequency = '0', size = '7', richness = '1'}, ['stone'] = {frequency = '0', size = '2.0', richness = '0.5'}, ['iron-ore'] = {frequency = '0', size = '2.0', richness = '0.5'}, ['copper-ore'] = {frequency = '0', size = '2.0', richness = '0.5'}, ['uranium-ore'] = {frequency = '0', size = '1', richness = '0.5'}, ['crude-oil'] = {frequency = '0', size = '1', richness = '1'}, ['trees'] = {frequency = '0', size = '0.75', richness = '1'}, ['enemy-base'] = {frequency = '0', size = '1', richness = '1'} } game.map_settings.enemy_expansion.enabled = false game.difficulty_settings.technology_price_multiplier = 2 local surface = game.create_surface('maze_challenge', map_gen_settings) surface.request_to_generate_chunks({x = 0, y = 0}, 2) surface.force_generate_chunk_requests() surface.daytime = 0.7 surface.freeze_daytime = 1 game.forces['player'].set_spawn_position({0, 0}, game.surfaces['maze_challenge']) global.highscores = {} global.maze_size = 3 global.grid_size = 3 return surface end local tiles = {'sand-1', 'sand-2', 'sand-3', 'grass-1', 'grass-2', 'grass-3', 'grass-4', 'dirt-1', 'dirt-2', 'dirt-3'} local function maze(event) --local position = event.area.left_top local position = {x = event.position.x * 32, y = event.position.y * 32} if position.y ~= 0 then return end if position.x < 32 then return end --local surface = event.surface local surface = game.surfaces[event.surface_index] local r = global.maze_size * (global.grid_size - 1) + 8 if surface.count_entities_filtered({force = 'enemy', area = {{position.x - r, position.y - r}, {position.x + r, position.y + r}}}) ~= 0 then return end surface.request_to_generate_chunks(position, math.ceil((global.maze_size * global.grid_size * 2) / 32)) surface.force_generate_chunk_requests() local tile_name = tiles[math.random(1, #tiles)] for x = global.maze_size * -1 * (global.grid_size - 1) - 1, global.maze_size * (global.grid_size - 1) + 1, 1 do for y = global.maze_size * -1 * (global.grid_size - 1) - 1, global.maze_size * (global.grid_size - 1) + 1, 1 do surface.set_tiles({{name = tile_name, position = {position.x + x, position.y + y}}}, true) end end create_maze(surface, position, global.maze_size, global.grid_size, 'stone-wall', 'enemy') global.maze_size = global.maze_size + 1 for _, e in pairs(surface.find_entities_filtered({force = 'player', name = 'character', area = {{position.x - r, position.y - r}, {position.x + r, position.y + r}}})) do e.player.teleport(surface.find_non_colliding_position('stone-furnace', e.position, 2048, 1), 'maze_challenge') end end local function on_player_joined_game(event) local surface = init_surface() local player = game.players[event.player_index] if not global.highscores[player.index] then global.highscores[player.index] = player.position.x end if player.online_time == 0 then player.teleport({0, 0}, 'maze_challenge') end end local function on_player_respawned(event) local player = game.players[event.player_index] local surface = player.surface for _, e in pairs(surface.find_entities_filtered({name = 'character-corpse'})) do if e.character_corpse_player_index == player.index then player.teleport(surface.find_non_colliding_position('character', e.position, 1024, 1), 'maze_challenge') return end end end local function on_chunk_generated(event) for _, e in pairs(event.surface.find_entities_filtered({area = event.area, force = 'neutral'})) do e.destroy() end for _, t in pairs(event.surface.find_tiles_filtered({area = event.area})) do if t.position.y < -3 or t.position.y > 3 or t.position.x < -3 then event.surface.set_tiles({{name = 'out-of-map', position = t.position}}, true) else if t.name == 'water' or t.name == 'deepwater' then event.surface.set_tiles({{name = 'sand-1', position = t.position}}, true) end end end end local function on_chunk_charted(event) if not global.chunks_charted then global.chunks_charted = {} end local position = event.position if global.chunks_charted[tostring(position.x) .. tostring(position.y)] then return end global.chunks_charted[tostring(position.x) .. tostring(position.y)] = true maze(event) end local function on_player_changed_position(event) local player = game.players[event.player_index] if not player.character then return end if player.character.driving == true then return end if player.position.x > global.highscores[player.index] then global.highscores[player.index] = math.floor(player.position.x) end end local function tick() local scores = {} for _, player in pairs(game.players) do scores[#scores + 1] = {name = player.name, score = global.highscores[player.index]} end for x = 1, #scores, 1 do for y = 1, #scores, 1 do if not scores[y + 1] then break end if scores[y]['score'] < scores[y + 1]['score'] then local key = scores[y] scores[y] = scores[y + 1] scores[y + 1] = key end end end for _, p in pairs(game.connected_players) do if p.gui.left.maze_score then p.gui.left.maze_score.destroy() end local frame = p.gui.left.add({type = 'frame', caption = 'Score', name = 'maze_score'}) local t = frame.add({type = 'table', column_count = 2}) for i = 1, 16, 1 do if scores[i] then local l = t.add({type = 'label', caption = scores[i].name}) local color = game.players[scores[i].name].color color = {r = color.r * 0.6 + 0.4, g = color.g * 0.6 + 0.4, b = color.b * 0.6 + 0.4, a = 1} l.style.font_color = color l.style.font = 'default-bold' t.add({type = 'label', caption = scores[i].score}) end end end end event.on_nth_tick(120, tick) event.add(defines.events.on_chunk_charted, on_chunk_charted) event.add(defines.events.on_chunk_generated, on_chunk_generated) event.add(defines.events.on_player_joined_game, on_player_joined_game) event.add(defines.events.on_player_respawned, on_player_respawned) event.add(defines.events.on_player_changed_position, on_player_changed_position)