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ComfyFactorio/maps/dungeons/biome_red_desert.lua
2021-03-24 20:23:53 +01:00

104 lines
3.9 KiB
Lua

local Functions = require 'maps.dungeons.functions'
local DungeonsTable = require 'maps.dungeons.table'
local table_shuffle_table = table.shuffle_table
local math_random = math.random
local math_sqrt = math.sqrt
local math_floor = math.floor
local trees = {'dead-dry-hairy-tree', 'dead-grey-trunk', 'dead-tree-desert', 'dry-hairy-tree', 'dry-tree'}
local ores = {'stone', 'stone', 'coal'}
local size_of_trees = #trees
local function add_enemy_units(surface, room)
for _, tile in pairs(room.room_border_tiles) do
if math_random(1, 24) == 1 then
Functions.spawn_random_biter(surface, tile.position)
end
end
for _, tile in pairs(room.room_tiles) do
if math_random(1, 24) == 1 then
Functions.spawn_random_biter(surface, tile.position)
end
end
end
local function red_desert(surface, room)
local dungeontable = DungeonsTable.get_dungeontable()
for _, tile in pairs(room.path_tiles) do
surface.set_tiles({{name = 'red-desert-0', position = tile.position}}, true)
end
if #room.room_tiles > 1 then
table_shuffle_table(room.room_tiles)
end
for key, tile in pairs(room.room_tiles) do
surface.set_tiles({{name = 'dry-dirt', position = tile.position}}, true)
if math_random(1, 32) == 1 then
surface.create_entity({name = ores[math_random(1, #ores)], position = tile.position, amount = Functions.get_common_resource_amount(surface.index)})
else
if math_random(1, 4) == 1 and surface.can_place_entity({name = trees[math_random(1, size_of_trees)], position = tile.position}) then
surface.create_entity({name = trees[math_random(1, size_of_trees)], position = tile.position})
end
end
if key % 16 == 0 and math_random(1, 32) == 1 then
Functions.set_spawner_tier(
surface.create_entity({name = Functions.roll_spawner_name(), position = tile.position, force = dungeontable.enemy_forces[surface.index]}),
surface.index
)
end
if math_random(1, 256) == 1 then
surface.create_entity({name = Functions.roll_worm_name(surface.index), position = tile.position, force = dungeontable.enemy_forces[surface.index]})
end
if math_random(1, 32) == 1 then
surface.create_entity({name = 'rock-huge', position = tile.position})
end
end
Functions.add_room_loot_crates(surface, room)
if room.center then
if math_random(1, 8) == 1 then
local r = math_floor(math_sqrt(#room.room_tiles) * 0.15) + 1
for x = r * -1, r, 1 do
for y = r * -1, r, 1 do
local p = {room.center.x + x, room.center.y + y}
surface.set_tiles({{name = 'water', position = p}})
if math_random(1, 8) == 1 then
surface.create_entity({name = 'fish', position = p})
end
end
end
end
end
if #room.room_border_tiles > 1 then
table_shuffle_table(room.room_border_tiles)
end
for key, tile in pairs(room.room_border_tiles) do
surface.set_tiles({{name = 'red-desert-1', position = tile.position}}, true)
end
for key, tile in pairs(room.room_border_tiles) do
if key % 8 == 1 then
Functions.place_border_rock(surface, tile.position)
else
if math_random(1, 3) > 1 then
surface.create_entity({name = 'rock-huge', position = tile.position})
end
end
end
if room.entrance_tile then
local p = room.entrance_tile.position
local area = {{p.x - 0.5, p.y - 0.5}, {p.x + 0.5, p.y + 0.5}}
for _, entity in pairs(surface.find_entities_filtered({area = area})) do
entity.destroy()
end
end
add_enemy_units(surface, room)
end
return red_desert