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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2026-04-24 20:56:04 +02:00
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2025-03-06 22:24:55 +01:00

477 lines
22 KiB
Lua

local Chrono_table = require 'maps.chronosphere.table'
local Balance = require 'maps.chronosphere.balance'
local Score = require 'utils.gui.score'
local Difficulty = require 'modules.difficulty_vote'
local Upgrades = require 'maps.chronosphere.upgrade_list'
local List = require 'maps.chronosphere.production_list'
local Public = {}
local Server = require 'utils.server'
local math_random = math.random
local math_max = math.max
function Public.get_map_gen_settings(_)
local seed = math_random(1, 1000000)
local map_gen_settings = prototypes.space_location['nauvis'].map_gen_settings
-- if planet_name then
-- map_gen_settings = prototypes.space_location[planet_name].map_gen_settings
-- else
-- map_gen_settings = {
-- ['water'] = 0.1,
-- ['default_enable_all_autoplace_controls'] = true,
-- ['autoplace_settings'] = {
-- ['entity'] = {treat_missing_as_default = false},
-- ['tile'] = {treat_missing_as_default = true},
-- ['decorative'] = {treat_missing_as_default = true}
-- }
-- }
-- end
map_gen_settings.autoplace_settings.entity = {treat_missing_as_default = true}
map_gen_settings.autoplace_controls['water'] = {frequency = 1, richness = 1, size = 0.1}
map_gen_settings.autoplace_controls['rocks'] = nil
map_gen_settings.autoplace_controls['trees'] = nil
map_gen_settings.autoplace_controls['enemy-base'] = nil
map_gen_settings.seed = seed
map_gen_settings.width = 960
map_gen_settings.height = 960
map_gen_settings.starting_area = 1
map_gen_settings.cliff_settings = { control = 'nauvis_cliff', name = 'cliff', cliff_elevation_interval = 0, cliff_elevation_0 = 0, cliff_smoothing = 0.5, richness = 0 }
map_gen_settings.default_enable_all_autoplace_controls = false
return map_gen_settings
end
function Public.reset_chests()
-- for i = 1001, 1024, 1 do
-- local inv = game.forces.player.get_linked_inventory("linked-chest", i)
-- if inv and inv.valid then inv.clear() end
-- end
end
function Public.reset_surfaces()
local objective = Chrono_table.get_table()
for _, player in pairs(game.players) do
if player.controller_type == defines.controllers.editor then
player.toggle_map_editor()
end
end
--if game.surfaces["chronosphere"] then game.delete_surface(game.surfaces["chronosphere"]) end
if game.surfaces['cargo_wagon'] then
game.delete_surface(game.surfaces['cargo_wagon'])
end
for i = 13, 16, 1 do
objective.upgrades[i] = 0
end
objective.computermessage = 0
objective.chronojumps = 0
end
function Public.restart_settings()
local get_score = Score.get_table()
local objective = Chrono_table.get_table()
local playertable = Chrono_table.get_player_table()
local bitertable = Chrono_table.get_biter_table()
local production = Chrono_table.get_production_table()
Difficulty.reset_difficulty_poll()
Difficulty.set_poll_closing_timeout(game.tick + 240 * 60 * 60)
objective.max_health = Balance.Chronotrain_max_HP
objective.health = Balance.Chronotrain_max_HP
objective.poisontimeout = 0
objective.chronocharges = 0
objective.chronochargesneeded = Balance.MJ_needed_for_full_charge(Difficulty.get().difficulty_vote_value, 0)
objective.passive_chronocharge_rate = Balance.MJ_needed_for_full_charge(Difficulty.get().difficulty_vote_value, 0) / Balance.passive_planet_jumptime(0) --per second rate
objective.accumulator_energy_history = {}
objective.passivetimer = 0
objective.overstaycount = 0
objective.jump_countdown_start_time = -1
objective.mainscore = 0
objective.warmup = true
bitertable.active_biters = {}
bitertable.unit_groups = {}
bitertable.biter_raffle = {}
objective.dangertimer = 1200
objective.dangers = {}
objective.looted_nukes = 0
playertable.offline_players = {}
objective.nextsurface = nil
for i = 1, Upgrades.upgrade_count(), 1 do
objective.upgrades[i] = 0
end
objective.upgrades[10] = 2 --poison
objective.outchests = {}
objective.outcombinators = {}
objective.upgradechest = {}
objective.fishchest = {}
objective.accumulators = {}
objective.comfychests = {}
objective.comfychests2 = {}
objective.comfychest_invs = {}
objective.comfychest_invs2 = {}
objective.locomotive_cargo = {}
objective.laser_battery = {}
objective.last_artillery_event = 0
objective.poison_mastery_unlocked = 0
objective.giftmas_lamps = {}
objective.giftmas_delivered = 0
for token, _ in pairs(objective.research_tokens) do
objective.research_tokens[token] = 0
end
production.assemblers = {}
production.train_assemblers = {}
production.experience = {}
for key, _ in pairs(List) do
production.experience[key] = 0
end
for _, player in pairs(game.connected_players) do
playertable.flame_boots[player.index] = { fuel = 1, steps = {} }
end
storage.friendly_fire_history = {}
storage.landfill_history = {}
storage.mining_history = {}
get_score.score_table = {}
game.difficulty_settings.technology_price_multiplier = Balance.Tech_price_multiplier
game.map_settings.enemy_evolution.destroy_factor = 0.005
game.map_settings.enemy_evolution.pollution_factor = 0
game.map_settings.enemy_evolution.time_factor = 7e-05
game.map_settings.enemy_expansion.enabled = false
-- game.map_settings.enemy_expansion.max_expansion_cooldown = 3600
-- game.map_settings.enemy_expansion.min_expansion_cooldown = 3600
-- game.map_settings.enemy_expansion.settler_group_max_size = 30
-- game.map_settings.enemy_expansion.settler_group_min_size = 10
-- game.map_settings.enemy_expansion.max_expansion_distance = 9
game.map_settings.pollution.enabled = true
game.map_settings.pollution.expected_max_per_chunk = 400
game.map_settings.pollution.min_to_show_per_chunk = 40
game.map_settings.pollution.pollution_restored_per_tree_damage = 0.02
game.map_settings.pollution.min_pollution_to_damage_trees = 1
game.map_settings.pollution.max_pollution_to_restore_trees = 0
game.map_settings.pollution.pollution_with_max_forest_damage = 10
game.map_settings.pollution.pollution_per_tree_damage = 0.1
game.map_settings.pollution.ageing = 0.1
game.map_settings.pollution.diffusion_ratio = 0.1
game.map_settings.pollution.enemy_attack_pollution_consumption_modifier = 5
game.map_settings.unit_group.min_group_gathering_time = 1800
game.map_settings.unit_group.max_group_gathering_time = 18000
game.map_settings.unit_group.max_wait_time_for_late_members = 600
game.map_settings.path_finder.general_entity_collision_penalty = 1
game.map_settings.path_finder.general_entity_subsequent_collision_penalty = 1
game.map_settings.path_finder.short_cache_size = 20
game.map_settings.path_finder.long_cache_size = 100
game.map_settings.unit_group.max_gathering_unit_groups = 10
game.forces.neutral.character_inventory_slots_bonus = 500
game.forces.enemy.set_evolution_factor(0.0001)
game.forces.scrapyard.set_friend('enemy', true)
game.forces.enemy.set_friend('scrapyard', true)
game.forces.enemy.set_ammo_damage_modifier('rocket', -0.5)
game.forces.player.technologies['land-mine'].enabled = false
game.forces.player.technologies['landfill'].enabled = false
game.forces.player.technologies['cliff-explosives'].enabled = false
game.forces.player.technologies['fission-reactor-equipment'].enabled = false
game.forces.player.technologies['power-armor-mk2'].enabled = false
game.forces.player.technologies['railway'].researched = true
game.forces.player.recipes['pistol'].enabled = false
--game.forces.player.ghost_time_to_live = 15 * 60 * 60
end
function Public.set_difficulty_settings()
local objective = Chrono_table.get_table()
local difficulty_tooltips = {
[1] = { 'chronosphere.difficulty1' },
[2] = { 'chronosphere.difficulty2' },
[3] = { 'chronosphere.difficulty3' },
[4] = { 'chronosphere.difficulty4' },
[5] = { 'chronosphere.difficulty5' },
[6] = { 'chronosphere.difficulty6' },
[7] = { 'chronosphere.difficulty7' }
}
local difficulty_names = {
[1] = { name = { 'chronosphere.difficulty1name' }, value = 0.25, color = { r = 0.00, g = 0.45, b = 0.00 }, print_color = { r = 0.00, g = 0.8, b = 0.00 }, enabled = true },
[2] = { name = { 'chronosphere.difficulty2name' }, value = 0.50, color = { r = 0.00, g = 0.35, b = 0.00 }, print_color = { r = 0.00, g = 0.6, b = 0.00 }, enabled = true },
[3] = { name = { 'chronosphere.difficulty3name' }, value = 0.75, color = { r = 0.00, g = 0.25, b = 0.00 }, print_color = { r = 0.00, g = 0.4, b = 0.00 }, enabled = true },
[4] = { name = { 'chronosphere.difficulty4name' }, value = 1.00, color = { r = 0.00, g = 0.00, b = 0.25 }, print_color = { r = 0.00, g = 0.0, b = 0.50 }, enabled = true },
[5] = { name = { 'chronosphere.difficulty5name' }, value = 1.50, color = { r = 0.25, g = 0.00, b = 0.00 }, print_color = { r = 0.40, g = 0.0, b = 0.00 }, enabled = true },
[6] = { name = { 'chronosphere.difficulty6name' }, value = 3.00, color = { r = 0.35, g = 0.00, b = 0.00 }, print_color = { r = 0.60, g = 0.0, b = 0.00 }, enabled = true },
[7] = { name = { 'chronosphere.difficulty7name' }, value = 5.00, color = { r = 0.45, g = 0.00, b = 0.00 }, print_color = { r = 0.80, g = 0.0, b = 0.00 }, enabled = true }
}
if objective.config.lock_difficulties then
difficulty_names[1].enabled = false
difficulty_names[2].enabled = false
end
if objective.config.lock_hard_difficulties then
difficulty_names[6].enabled = false
difficulty_names[7].enabled = false
end
Difficulty.set_tooltip(difficulty_tooltips)
Difficulty.set_difficulties(difficulty_names)
end
function Public.objective_died()
local objective = Chrono_table.get_table()
if objective.game_lost == true then
return
end
objective.health = 0
local surface = objective.surface
game.print({ 'chronosphere.message_game_lost1' })
game.print({ 'chronosphere.message_game_lost2' })
for i = 1, 3, 1 do
surface.create_entity({ name = 'big-artillery-explosion', position = objective.locomotive_cargo[i].position })
objective.locomotive_cargo[i].destroy()
objective.locomotive_cargo[i] = nil
end
for i = 1, #objective.comfychests, 1 do
--surface.create_entity({name = "big-artillery-explosion", position = objective.comfychests[i].position})
objective.comfychests[i].destroy()
if objective.comfychests2 then
objective.comfychests2[i].destroy()
end
--objective.comfychests = {}
end
objective.accumulators = {}
objective.game_lost = true
objective.game_reset_tick = game.tick + 1800
game.play_sound { path = 'utility/game_lost', volume_modifier = 0.75 }
end
local function check_nuke_silos()
local objective = Chrono_table.get_table()
if objective.dangers and #objective.dangers > 1 then
for i = 1, #objective.dangers, 1 do
if objective.dangers[i].destroyed == true then
objective.looted_nukes = objective.looted_nukes + Balance.nukes_looted_per_silo(Difficulty.get().difficulty_vote_value)
end
end
end
objective.dangers = {}
end
function Public.process_jump()
local objective = Chrono_table.get_table()
local bitertable = Chrono_table.get_biter_table()
objective.chronojumps = objective.chronojumps + 1
objective.passivetimer = 0
objective.chronochargesneeded = Balance.MJ_needed_for_full_charge(Difficulty.get().difficulty_vote_value, objective.chronojumps)
objective.passive_chronocharge_rate = Balance.MJ_needed_for_full_charge(Difficulty.get().difficulty_vote_value, objective.chronojumps) / Balance.passive_planet_jumptime(objective.chronojumps)
bitertable.active_biters = {}
bitertable.unit_groups = {}
bitertable.biter_raffle = {}
bitertable.free_biters = 0
objective.chronocharges = 0
objective.giftmas_delivered = 0
objective.jump_countdown_start_time = -1
objective.dangertimer = 1200
game.print({ 'chronosphere.message_jump', objective.chronojumps }, { color = { r = 0.98, g = 0.66, b = 0.22 }})
Server.to_discord_embed({ 'chronosphere.message_jump', objective.chronojumps }, true)
if objective.chronojumps == Balance.jumps_until_overstay_is_on(Difficulty.get().difficulty_vote_value) then
game.print({ 'chronosphere.message_evolve' }, { color = { r = 0.98, g = 0.36, b = 0.22 }})
elseif objective.chronojumps == 7 then
game.print({ 'chronosphere.message_quest_research' }, { color = { r = 0.98, g = 0.36, b = 0.22 }})
elseif objective.chronojumps >= 15 and objective.computermessage == 0 then
game.print({ 'chronosphere.message_quest1' }, { color = { r = 0.98, g = 0.36, b = 0.22 }})
objective.computermessage = 1
game.play_sound { path = 'utility/new_objective', volume_modifier = 0.85 }
elseif objective.chronojumps >= 20 and objective.computermessage == 2 then
game.print({ 'chronosphere.message_quest3' }, { color = { r = 0.98, g = 0.36, b = 0.22 }})
objective.computermessage = 3
game.play_sound { path = 'utility/new_objective', volume_modifier = 0.85 }
elseif objective.chronojumps >= 25 and objective.computermessage == 4 then
game.print({ 'chronosphere.message_quest5' }, { color = { r = 0.98, g = 0.36, b = 0.22 }})
objective.computermessage = 5
game.play_sound { path = 'utility/new_objective', volume_modifier = 0.85 }
end
if (objective.passivetimer - 180) * objective.passive_chronocharge_rate > objective.chronochargesneeded * 0.75 and objective.chronojumps >= Balance.jumps_until_overstay_is_on(Difficulty.get().difficulty_vote_value) then
game.print({ 'chronosphere.message_overstay' }, { color = { r = 0.98, g = 0.36, b = 0.22 }})
end
if objective.world.id == 2 and objective.world.variant.id == 2 then
check_nuke_silos()
end
end
function Public.get_wagons(start)
local objective = Chrono_table.get_table()
local wagons = {}
wagons[1] = { inventory = {}, bar = 0, filters = {} }
wagons[2] = { inventory = {}, bar = 0, filters = {} }
wagons[3] = { inventory = {}, bar = 0, filters = {} }
if start then
wagons[1].inventory[1] = { name = 'raw-fish', count = 100 }
for i = 21, 37, 1 do
wagons[1].filters[i] = 'atomic-bomb'
end
wagons[1].filters[38] = 'space-science-pack'
wagons[1].filters[39] = 'coin'
wagons[1].filters[40] = 'coin'
for i = 2, 3, 1 do
for j = 1, #Balance.wagon_starting_items do
wagons[i].inventory[j] = Balance.wagon_starting_items[j]
end
end
else
local inventories = {
one = objective.locomotive_cargo[1].get_inventory(defines.inventory.cargo_wagon),
two = objective.locomotive_cargo[2].get_inventory(defines.inventory.cargo_wagon),
three = objective.locomotive_cargo[3].get_inventory(defines.inventory.cargo_wagon)
}
inventories.one.sort_and_merge()
--inventories.two.sort_and_merge()
wagons[1].bar = inventories.one.get_bar()
wagons[2].bar = inventories.two.get_bar()
wagons[3].bar = inventories.three.get_bar()
for i = 1, 40, 1 do
wagons[1].filters[i] = inventories.one.get_filter(i)
wagons[1].inventory[i] = inventories.one[i]
wagons[2].filters[i] = inventories.two.get_filter(i)
wagons[2].inventory[i] = inventories.two[i]
wagons[3].filters[i] = inventories.three.get_filter(i)
wagons[3].inventory[i] = inventories.three[i]
end
end
return wagons
end
function Public.post_jump()
local objective = Chrono_table.get_table()
local playertable = Chrono_table.get_player_table()
local difficulty = Difficulty.get().difficulty_vote_value
game.forces.enemy.reset_evolution()
local surface = game.get_surface(objective.active_surface_index)
if objective.chronojumps + objective.overstaycount <= 40 and objective.world.id ~= 7 then
game.forces.enemy.set_evolution_factor(0 + 0.025 * (objective.chronojumps + objective.overstaycount), surface)
else
game.forces.enemy.set_evolution_factor(1, surface)
end
if objective.world.id == 7 then
objective.locomotive_cargo[1].insert({ name = 'space-science-pack', count = 1000 })
if objective.looted_nukes > 0 then
objective.locomotive_cargo[1].insert({ name = 'atomic-bomb', count = objective.looted_nukes })
game.print({ 'chronosphere.message_fishmarket3' }, { color = { r = 0.98, g = 0.66, b = 0.22 }})
end
objective.chronochargesneeded = 200000000
elseif objective.world.id == 2 and objective.world.variant.id == 2 then
objective.chronocharges = objective.chronochargesneeded - 1500
objective.passive_chronocharge_rate = 1
if objective.chronojumps == 19 then
--first encounter gives one free rocket defense
objective.upgrades[17] = 1
end
end
if objective.world.id >= 2 and objective.world.id <= 5 then
objective.gen_speed = 1
else
objective.gen_speed = 2
end
for _, player in pairs(game.connected_players) do
playertable.flame_boots[player.index] = { fuel = 1, steps = {} }
end
game.map_settings.enemy_evolution.time_factor = 7e-05 + 3e-06 * (objective.chronojumps + objective.overstaycount)
game.forces.scrapyard.set_ammo_damage_modifier('bullet', difficulty * 0.01 * objective.chronojumps + 0.02 * math_max(0, objective.chronojumps - 20))
game.forces.scrapyard.set_turret_attack_modifier('gun-turret', difficulty * 0.01 * objective.chronojumps + 0.02 * math_max(0, objective.chronojumps - 20))
game.forces.enemy.set_ammo_damage_modifier('melee', 0.1 * objective.overstaycount)
game.forces.enemy.set_ammo_damage_modifier('biological', 0.1 * objective.overstaycount)
game.map_settings.pollution.enemy_attack_pollution_consumption_modifier = Balance.defaultai_attack_pollution_consumption_modifier(difficulty)
--game.map_settings.pollution.max_unit_group_size = Balance.max_new_attack_group_size(difficulty)
if objective.chronojumps == 1 then
if difficulty < 1 then
game.forces.player.technologies['fission-reactor-equipment'].enabled = true
game.forces.player.technologies['power-armor-mk2'].enabled = true
end
end
script.raise_event(Chrono_table.events['update_upgrades_gui'], {})
script.raise_event(Chrono_table.events['update_world_gui'], {})
end
function Public.message_on_arrival()
local objective = Chrono_table.get_table()
local world = objective.world
game.print({ 'chronosphere.map_jump', world.variant.name, world.ores.name, world.dayspeed.name }, { color = { r = 0.98, g = 0.66, b = 0.22 }})
Server.to_discord_embed({ 'chronosphere.map_jump', world.variant.name, world.ores.name, world.dayspeed.name }, true)
if world.id == 4 then
game.print({ 'chronosphere.message_choppy' }, { color = { r = 0.98, g = 0.66, b = 0.22 }})
elseif world.id == 1 and world.variant.id == 11 then
game.print({ 'chronosphere.message_lava' }, { r = 0.98, g = 0.66, b = 0.22 })
elseif world.id == 7 then
game.print({ 'chronosphere.message_fishmarket1' }, { color = { r = 0.98, g = 0.66, b = 0.22 }})
game.print({ 'chronosphere.message_fishmarket2' }, { color = { r = 0.98, g = 0.66, b = 0.22 }})
end
end
local function create_chunk_list(surface)
local schedule = Chrono_table.get_schedule_table()
schedule.chunks_to_generate = {}
local chunks = {}
for x = -464, 464, 32 do
for y = -464, 464, 32 do
chunks[#chunks + 1] = { pos = { x, y }, generated = surface.is_chunk_generated({ x, y }), distance = math.sqrt(x * x + y * y) }
end
end
for k, v in table.spairs(
chunks,
function (t, a, b)
return t[b].distance > t[a].distance
end
) do
if v.generated == false then
schedule.chunks_to_generate[#schedule.chunks_to_generate + 1] = v
end
end
end
function Public.setup_world(surface)
local objective = Chrono_table.get_table()
local world = objective.world
if objective.chronojumps <= 2 then
surface.min_brightness = 0.5
else
surface.min_brightness = 0
end
surface.brightness_visual_weights = { 1, 1, 1 }
objective.surface = surface
surface.daytime = world.daytime
local timer = world.dayspeed.timer
if timer == 0 then
surface.freeze_daytime = true
timer = timer + 1
else
surface.freeze_daytime = false
end
surface.ticks_per_day = timer * 250
local moisture = world.variant.moisture
if moisture ~= 0 then
local mgs = surface.map_gen_settings
mgs.property_expression_names['control:moisture:bias'] = moisture
surface.map_gen_settings = mgs
end
if world.id == 1 and world.variant.id == 11 then --lava planet
local mgs = surface.map_gen_settings
mgs.water = 0
surface.map_gen_settings = mgs
end
if world.id == 4 then --choppy planet
local mgs = surface.map_gen_settings
mgs.water = 0.2
surface.map_gen_settings = mgs
end
if world.id == 7 then --fish market
local mgs = surface.map_gen_settings
mgs.width = 2176
surface.map_gen_settings = mgs
surface.request_to_generate_chunks({ -960, -64 }, 0.5)
surface.force_generate_chunk_requests()
else
create_chunk_list(surface)
end
end
return Public