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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-02-03 13:12:11 +02:00
2024-09-09 16:02:28 +01:00

178 lines
6.4 KiB
Lua

-- This file is part of thesixthroc's Pirate Ship softmod, licensed under GPLv3 and stored at https://github.com/danielmartin0/ComfyFactorio-Pirates.
local Memory = require 'maps.pirates.memory'
local Math = require 'maps.pirates.math'
local Balance = require 'maps.pirates.balance'
-- local Structures = require 'maps.pirates.structures.structures'
local Common = require 'maps.pirates.common'
local CoreData = require 'maps.pirates.coredata'
-- local Utils = require 'maps.pirates.utils_local'
local _inspect = require 'utils.inspect'.inspect
-- local Data = require 'maps.pirates.surfaces.islands.walkways.data'
local Ores = require 'maps.pirates.ores'
local IslandsCommon = require 'maps.pirates.surfaces.islands.common'
local IslandEnum = require 'maps.pirates.surfaces.islands.island_enum'
local Hunt = require 'maps.pirates.surfaces.islands.hunt'
local Public = {}
Public.Data = require 'maps.pirates.surfaces.islands.walkways.data'
function Public.noises(args)
local ret = {}
ret.height = IslandsCommon.island_height_1(args)
ret.walkways = function (p) return Math.abs(args.noise_generator.walkways(p)) end
ret.rock = args.noise_generator.rock
ret.rock_abs = function (p) return Math.abs(ret.rock(p)) end
ret.mood = args.noise_generator.mood
ret.farness = IslandsCommon.island_farness_1(args) --isn't available on the iconized pass, only on actual generation; check args.iconized_generation before you use this
return ret
end
function Public.terrain(args)
local memory = Memory.get_crew_memory()
local noises = Public.noises(args)
local p = args.p
if IslandsCommon.place_water_tile(args) then return end
if noises.height(p) < 0.05 then
args.tiles[#args.tiles + 1] = {name = 'water-mud', position = p}
elseif noises.height(p) < 0.1 then
args.tiles[#args.tiles + 1] = {name = 'landfill', position = p}
if Math.random() < 1/50 then
args.decoratives[#args.decoratives + 1] = {name = 'brown-asterisk', position = p, amount = 1}
end
else
if noises.walkways(p) < 0.34 then
args.tiles[#args.tiles + 1] = {name = 'landfill', position = p}
if noises.walkways(p) <= 0.01 then
if Math.random(40) == 1 then
args.entities[#args.entities + 1] = {name = 'big-scorchmark-tintable', position = p}
end
elseif noises.walkways(p) <= 0.02 then
if Math.random(40) == 1 then
args.entities[#args.entities + 1] = {name = 'medium-scorchmark-tintable', position = p}
end
end
if Math.abs(noises.rock(p)) < 0.3 then
if Math.random() < 1/20 then
args.decoratives[#args.decoratives + 1] = {name = 'red-pita', position = p, amount = 1}
end
end
if noises.rock(p) > 0.2 then
if Math.random() < (0.25 - noises.walkways(p))/8 then
args.entities[#args.entities + 1] = IslandsCommon.random_rock_1(p)
end
elseif Math.random() < -(noises.rock(p) + 0.3)/2 then
args.decoratives[#args.decoratives + 1] = {name = 'red-croton', position = p, amount = 1}
end
if noises.height(p) > 0.12 and noises.walkways(p) < 0.1 and noises.rock_abs(p) < 0.07 then
local amount = Math.ceil(360 * Math.min(noises.height(p), 0.2) * Balance.game_resources_scale(args.overworldx) / (1 + Balance.builtin_mining_productivity_scale(args.overworldx)) * Math.random_float_in_range(0.8, 1.2))
args.entities[#args.entities + 1] = {name = 'coal', position = args.p, amount = amount}
end
else
args.tiles[#args.tiles + 1] = {name = 'water-shallow', position = p}
if math.random(1, 512) == 1 then
local name = Common.get_random_worm_type(memory.evolution_factor)
local force = memory.enemy_force_name
args.entities[#args.entities + 1] = {name = name, position = p, force = force}
elseif math.random(1, 256) == 1 then
args.entities[#args.entities + 1] = {name = 'fish', position = p}
end
end
end
end
function Public.chunk_structures(args)
local spec = function(p)
local noises = Public.noises{p = p, noise_generator = args.noise_generator, static_params = args.static_params, seed = args.seed}
return {
placeable = noises.walkways(p) < 0.30,
density_perchunk = 15 * (noises.farness(p) - 0.1)^3 * args.biter_base_density_scale,
spawners_indestructible = true,
}
end
IslandsCommon.enemies_1(args, spec)
-- local spec2 = function(p)
-- local noises = Public.noises{p = p, noise_generator = args.noise_generator, static_params = args.static_params, seed = args.seed}
-- return {
-- -- placeable = noises.height(p) > 0.1 and noises.walkways(p) < 0.3,
-- placeable_strict = noises.height(p) > 0.1 and noises.walkways(p) < 0.3,
-- placeable_optional = true,
-- chanceper4chunks = 1/2,
-- }
-- end
-- IslandsCommon.assorted_structures_1(args, spec2)
end
function Public.generate_silo_setup_position(points_to_avoid)
-- local memory = Memory.get_crew_memory()
local destination = Common.current_destination()
local surface = game.surfaces[destination.surface_name]
local first_silo_pos = Hunt.silo_setup_position(points_to_avoid, 0.2)
local silo_count = Balance.silo_count()
if first_silo_pos then
for i = 1, silo_count do
local tiles = {}
local silo_pos = {x = first_silo_pos.x + 9 * (i-1), y = first_silo_pos.y}
for x = -7.5, 7.5, 1 do
for y = -7.5, 7.5, 1 do
tiles[#tiles + 1] = {name = CoreData.world_concrete_tile, position = {x = silo_pos.x + x, y = silo_pos.y + y}}
end
end
Common.ensure_chunks_at(surface, first_silo_pos, 1)
surface.set_tiles(tiles, true)
end
return first_silo_pos
end
end
function Public.break_rock(surface, p, entity_name)
return Ores.try_ore_spawn(surface, p, entity_name)
end
local function walkways_tick()
for _, id in pairs(Memory.get_global_memory().crew_active_ids) do
Memory.set_working_id(id)
local memory = Memory.get_crew_memory()
local destination = Common.current_destination()
if destination.subtype == IslandEnum.enum.WALKWAYS then
for _, player in pairs(game.connected_players) do
if player.force.name == memory.force_name and player.surface == game.surfaces[destination.surface_name] and player.character and player.character.valid and game.surfaces[destination.surface_name].get_tile(player.position).name == 'water-shallow' then
player.character.damage(Balance.walkways_frozen_pool_damage, game.forces['environment'], 'fire')
if not (player.character and player.character.valid) then
Common.notify_force(player.force, {'pirates.death_froze',player.name})
end
end
end
end
end
end
local event = require 'utils.event'
event.on_nth_tick(20, walkways_tick)
return Public