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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2024-12-26 22:56:43 +02:00
ComfyFactorio/maps/biter_battles_v2/init.lua
Gerkiz e91b6a352f 2.0 changes
Change global -> storage
Rework how rendering works
Game prototypes are now stored inside 'prototypes.#'
Renamed entity names
2024-10-22 21:47:11 +02:00

276 lines
11 KiB
Lua

--luacheck:ignore
local Terrain = require 'maps.biter_battles_v2.terrain'
local Force_health_booster = require 'modules.force_health_booster'
local Score = require 'utils.gui.score'
local Public = {}
function Public.initial_setup()
game.map_settings.enemy_evolution.time_factor = 0
game.map_settings.enemy_evolution.destroy_factor = 0
game.map_settings.enemy_evolution.pollution_factor = 0
game.map_settings.pollution.enabled = false
game.map_settings.enemy_expansion.enabled = false
game.create_force('north')
game.create_force('south')
game.create_force('north_biters')
game.create_force('south_biters')
game.create_force('spectator')
game.forces.spectator.research_all_technologies()
game.permissions.get_group('Default').set_allows_action(defines.input_action.open_blueprint_library_gui, false)
game.permissions.get_group('Default').set_allows_action(defines.input_action.import_blueprint_string, false)
local p = game.permissions.create_group('spectator')
for action_name, _ in pairs(defines.input_action) do
p.set_allows_action(defines.input_action[action_name], false)
end
local defs = {
defines.input_action.activate_copy,
defines.input_action.activate_cut,
defines.input_action.activate_paste,
defines.input_action.change_active_quick_bar,
defines.input_action.clear_cursor,
defines.input_action.edit_permission_group,
defines.input_action.gui_click,
defines.input_action.gui_confirmed,
defines.input_action.gui_elem_changed,
defines.input_action.gui_location_changed,
defines.input_action.gui_selected_tab_changed,
defines.input_action.gui_selection_state_changed,
defines.input_action.gui_switch_state_changed,
defines.input_action.gui_text_changed,
defines.input_action.gui_value_changed,
defines.input_action.open_character_gui,
defines.input_action.open_kills_gui,
defines.input_action.quick_bar_set_selected_page,
defines.input_action.quick_bar_set_slot,
defines.input_action.rotate_entity,
defines.input_action.set_filter,
defines.input_action.set_player_color,
defines.input_action.start_walking,
defines.input_action.toggle_show_entity_info,
defines.input_action.write_to_console
}
for _, d in pairs(defs) do
p.set_allows_action(d, true)
end
storage.gui_refresh_delay = 0
storage.game_lobby_active = true
storage.bb_debug = false
storage.bb_settings = {
--TEAM SETTINGS--
['team_balancing'] = true, --Should players only be able to join a team that has less or equal members than the opposing team?
['only_admins_vote'] = false --Are only admins able to vote on the global difficulty?
}
--Disable Nauvis
local surface = game.surfaces[1]
local map_gen_settings = surface.map_gen_settings
map_gen_settings.height = 3
map_gen_settings.width = 3
surface.map_gen_settings = map_gen_settings
for chunk in surface.get_chunks() do
surface.delete_chunk({ chunk.x, chunk.y })
end
--Playground Surface
local map_gen_settings = {
['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 }
},
autoplace_controls = {
['coal'] = { frequency = 0, size = 0, richness = 0 },
['stone'] = { frequency = 0, size = 0, richness = 0 },
['copper-ore'] = { frequency = 0, size = 0, richness = 0 },
['iron-ore'] = { frequency = 0, size = 0, richness = 0 },
['uranium-ore'] = { frequency = 0, size = 0, richness = 0 },
['crude-oil'] = { frequency = 0, size = 0, richness = 0 },
['trees'] = { frequency = 0, size = 0, richness = 0 },
['enemy-base'] = { frequency = 0, size = 0, richness = 0 }
}
}
local surface = game.create_surface('biter_battles', map_gen_settings)
end
--Terrain Source Surface
function Public.source_surface()
local map_gen_settings = {}
map_gen_settings.seed = math.random(1, 99999999)
map_gen_settings.water = math.random(15, 65) * 0.01
map_gen_settings.starting_area = 2.5
map_gen_settings.terrain_segmentation = math.random(30, 40) * 0.1
map_gen_settings.cliff_settings = { cliff_elevation_interval = 0, cliff_elevation_0 = 0 }
map_gen_settings.autoplace_controls = {
['coal'] = { frequency = 2.5, size = 0.65, richness = 0.5 },
['stone'] = { frequency = 2.5, size = 0.65, richness = 0.5 },
['copper-ore'] = { frequency = 3.5, size = 0.65, richness = 0.5 },
['iron-ore'] = { frequency = 3.5, size = 0.65, richness = 0.5 },
['uranium-ore'] = { frequency = 2, size = 1, richness = 1 },
['crude-oil'] = { frequency = 3, size = 1, richness = 0.75 },
['trees'] = { frequency = math.random(4, 32) * 0.1, size = math.random(4, 16) * 0.1, richness = math.random(1, 10) * 0.1 },
['enemy-base'] = { frequency = 0, size = 0, richness = 0 }
}
local surface = game.create_surface('bb_source', map_gen_settings)
surface.request_to_generate_chunks({ x = 0, y = -256 }, 8)
surface.force_generate_chunk_requests()
Terrain.fill_water_tiles(surface)
Terrain.draw_spawn_area(surface)
Terrain.generate_additional_spawn_ore(surface)
Terrain.generate_additional_rocks(surface)
Terrain.generate_silo(surface)
Terrain.draw_spawn_circle(surface)
--Terrain.generate_spawn_goodies(surface)
end
function Public.tables()
local get_score = Score.get_table()
Force_health_booster.reset_tables()
get_score.score_table = {}
storage.science_logs_text = nil
storage.science_logs_total_north = nil
storage.science_logs_total_south = nil
storage.active_biters = {}
storage.bb_evolution = {}
storage.bb_game_won_by_team = nil
storage.bb_threat = {}
storage.bb_threat_income = {}
storage.chosen_team = {}
storage.combat_balance = {}
storage.difficulty_player_votes = {}
storage.evo_raise_counter = 1
storage.force_area = {}
storage.main_attack_wave_amount = 0
storage.map_pregen_message_counter = {}
storage.rocket_silo = {}
storage.spectator_rejoin_delay = {}
storage.spy_fish_timeout = {}
storage.target_entities = {}
storage.terrain_gen = {}
storage.terrain_gen.chunk_copy = {}
storage.terrain_gen.chunk_mirror = {}
storage.terrain_gen.counter = 0
storage.terrain_gen.size_of_chunk_copy = 0
storage.terrain_gen.size_of_chunk_mirror = 0
storage.tm_custom_name = {}
storage.total_passive_feed_redpotion = 0
storage.unit_groups = {}
storage.unit_spawners = {}
storage.unit_spawners.north_biters = {}
storage.unit_spawners.south_biters = {}
storage.next_attack = 'north'
if math.random(1, 2) == 1 then
storage.next_attack = 'south'
end
end
function Public.load_spawn()
local surface = game.surfaces['biter_battles']
surface.request_to_generate_chunks({ x = 0, y = 0 }, 1)
surface.force_generate_chunk_requests()
surface.request_to_generate_chunks({ x = 0, y = 0 }, 2)
surface.force_generate_chunk_requests()
for y = 0, 576, 32 do
surface.request_to_generate_chunks({ x = 80, y = y + 16 }, 0)
surface.request_to_generate_chunks({ x = 48, y = y + 16 }, 0)
surface.request_to_generate_chunks({ x = 16, y = y + 16 }, 0)
surface.request_to_generate_chunks({ x = -16, y = y - 16 }, 0)
surface.request_to_generate_chunks({ x = -48, y = y - 16 }, 0)
surface.request_to_generate_chunks({ x = -80, y = y - 16 }, 0)
surface.request_to_generate_chunks({ x = 80, y = y * -1 + 16 }, 0)
surface.request_to_generate_chunks({ x = 48, y = y * -1 + 16 }, 0)
surface.request_to_generate_chunks({ x = 16, y = y * -1 + 16 }, 0)
surface.request_to_generate_chunks({ x = -16, y = y * -1 - 16 }, 0)
surface.request_to_generate_chunks({ x = -48, y = y * -1 - 16 }, 0)
surface.request_to_generate_chunks({ x = -80, y = y * -1 - 16 }, 0)
end
end
function Public.forces()
for _, force in pairs(game.forces) do
if force.name ~= 'spectator' then
force.reset()
force.reset_evolution()
end
end
local surface = game.surfaces['biter_battles']
local f = game.forces['north']
f.set_spawn_position({ 0, -44 }, surface)
f.set_cease_fire('player', true)
f.set_friend('spectator', true)
f.set_friend('south_biters', true)
f.share_chart = true
local f = game.forces['south']
f.set_spawn_position({ 0, 44 }, surface)
f.set_cease_fire('player', true)
f.set_friend('spectator', true)
f.set_friend('north_biters', true)
f.share_chart = true
local f = game.forces['north_biters']
f.set_friend('south_biters', true)
f.set_friend('south', true)
f.set_friend('player', true)
f.set_friend('spectator', true)
f.share_chart = false
local f = game.forces['south_biters']
f.set_friend('north_biters', true)
f.set_friend('north', true)
f.set_friend('player', true)
f.set_friend('spectator', true)
f.share_chart = false
local f = game.forces['spectator']
f.set_spawn_position({ 0, 0 }, surface)
f.technologies['toolbelt'].researched = true
f.set_cease_fire('north_biters', true)
f.set_cease_fire('south_biters', true)
f.set_friend('north', true)
f.set_friend('south', true)
f.set_cease_fire('player', true)
f.share_chart = true
local f = game.forces['player']
f.set_spawn_position({ 0, 0 }, surface)
f.set_cease_fire('spectator', true)
f.set_cease_fire('north_biters', true)
f.set_cease_fire('south_biters', true)
f.set_cease_fire('north', true)
f.set_cease_fire('south', true)
f.share_chart = false
for _, force in pairs(game.forces) do
game.forces[force.name].technologies['artillery'].enabled = false
game.forces[force.name].technologies['artillery-shell-range-1'].enabled = false
game.forces[force.name].technologies['artillery-shell-speed-1'].enabled = false
game.forces[force.name].technologies['atomic-bomb'].enabled = false
game.forces[force.name].research_queue_enabled = true
storage.target_entities[force.index] = {}
storage.spy_fish_timeout[force.name] = 0
storage.active_biters[force.name] = {}
storage.bb_evolution[force.name] = 0
storage.bb_threat_income[force.name] = 0
storage.bb_threat[force.name] = 0
end
end
return Public