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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2024-12-24 22:14:44 +02:00
ComfyFactorio/maps/mountain_fortress.lua
danielmartin0 358160c247 v1
Revert "Fix 'player' shadowing in flying_texts.lua"

This reverts commit 40805e68e3c0bf588b40f510d5c32b66ecca4717.

Fix 'player' shadowing in flying_texts.lua

all_central_positions_within_area

utils/math/raffle
2024-10-22 21:47:11 +02:00

518 lines
22 KiB
Lua

--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.math.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)