mirror of
https://github.com/ComfyFactory/ComfyFactorio.git
synced 2024-12-28 23:06:38 +02:00
743 lines
26 KiB
Lua
743 lines
26 KiB
Lua
--luacheck: ignore
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--choppy-- mewmew made this --
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--neko barons attempt to mix up map gen--
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require 'modules.satellite_score'
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require 'modules.spawners_contain_biters'
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require 'functions.create_entity_chain'
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require 'functions.create_tile_chain'
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require 'tools.map_functions'
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require 'modules.surrounded_by_worms'
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require 'modules.biter_noms_you'
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local Map = require 'modules.map_info'
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local unearthing_worm = require 'functions.unearthing_worm'
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local unearthing_biters = require 'functions.unearthing_biters'
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local tick_tack_trap = require 'functions.tick_tack_trap'
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local simplex_noise = require 'utils.simplex_noise'.d2
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local Event = require 'utils.event'
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local math_random = math.random
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--global.choppy_nightmare = true
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local disabled_for_deconstruction = {
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['fish'] = true,
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['rock-huge'] = true,
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['rock-big'] = true,
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['sand-rock-big'] = true,
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['mineable-wreckage'] = true
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}
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local tile_replacements = {
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['dirt-1'] = 'grass-1',
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['dirt-2'] = 'grass-2',
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['dirt-3'] = 'grass-3',
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['dirt-4'] = 'grass-4',
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['dirt-5'] = 'grass-1',
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['sand-1'] = 'grass-1',
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['sand-2'] = 'grass-2',
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['sand-3'] = 'grass-3',
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['dry-dirt'] = 'grass-2',
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['red-desert-0'] = 'grass-1',
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['red-desert-1'] = 'grass-2',
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['red-desert-2'] = 'grass-3',
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['red-desert-3'] = 'grass-4'
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}
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local rocks = {'rock-big', 'rock-big', 'rock-huge'}
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local decos = {
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'green-hairy-grass',
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'green-hairy-grass',
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'green-hairy-grass',
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'green-hairy-grass',
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'green-hairy-grass',
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'green-hairy-grass',
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'green-carpet-grass',
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'green-carpet-grass',
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'green-pita'
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}
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-- local decos_inside_forest = {"brown-asterisk","brown-asterisk", "brown-carpet-grass","brown-hairy-grass"} // unused?
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local noises = {
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--["forest_location"] = {{modifier = 0.006, weight = 1}, {modifier = 0.01, weight = 0.25}, {modifier = 0.05, weight = 0.15}, {modifier = 0.1, weight = 0.05}},
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['forest_location'] = {
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{modifier = 0.006, weight = 0.60},
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{modifier = 0.01, weight = 0.20},
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{modifier = 0.05, weight = 0.12},
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{modifier = 0.1, weight = 0.08}
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},
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['forest_density'] = {{modifier = 0.01, weight = 0.8}, {modifier = 0.05, weight = 0.4}},
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--["forest_region"] = {{modifier = 0.001, weight = 1}, {modifier = 0.025, weight = 0.5}, {modifier = 0.02, weight = 0.025}}
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['forest_region'] = {
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{modifier = 0.0005, weight = 0.85},
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{modifier = 0.005, weight = 0.25},
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{modifier = 0.01, weight = 0.15},
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{modifier = 0.05, weight = 0.05}
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}
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}
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local function get_noise(name, pos, seed)
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local noise = 0
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for _, n in pairs(noises[name]) do
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noise = noise + simplex_noise(pos.x * n.modifier, pos.y * n.modifier, seed) * n.weight
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seed = seed + 10000
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end
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return noise
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end
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local entities_to_convert = {
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['coal'] = true,
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['copper-ore'] = true,
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['iron-ore'] = true,
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['uranium-ore'] = true,
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['stone'] = true,
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['angels-ore1'] = true,
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['angels-ore2'] = true,
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['angels-ore3'] = true,
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['angels-ore4'] = true,
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['angels-ore5'] = true,
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['angels-ore6'] = true,
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['thorium-ore'] = true
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}
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local trees_to_remove = {
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['dead-dry-hairy-tree'] = true,
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['dead-grey-trunk'] = true,
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['dead-tree-desert'] = true,
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['dry-hairy-tree'] = true,
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['dry-tree'] = true,
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['tree-01'] = true,
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['tree-02'] = true,
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['tree-02-red'] = true,
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['tree-03'] = true,
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['tree-04'] = true,
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['tree-05'] = true,
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['tree-06'] = true,
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['tree-06-brown'] = true,
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['tree-07'] = true,
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['tree-08'] = true,
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['tree-08-brown'] = true,
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['tree-08-red'] = true,
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['tree-09'] = true,
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['tree-09-brown'] = true,
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['tree-09-red'] = true
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}
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local function process_entity(e)
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if not e.valid then
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return
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end
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if trees_to_remove[e.name] then
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e.destroy()
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return
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end
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if entities_to_convert[e.name] then
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if math_random(1, 100) > 33 then
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e.surface.create_entity({name = rocks[math_random(1, #rocks)], position = e.position})
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end
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e.destroy()
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return
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end
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end
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-- local nightmare_trees = {"tree-08-brown","tree-01","tree-04","tree-02-red"} // unused?
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local function process_tile(surface, pos, tile, entities, seed)
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if tile.collides_with('player-layer') then
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return
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end
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if not surface.can_place_entity({name = 'tree-01', position = pos}) then
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return
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end
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if math_random(1, 100000) == 1 then
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local wrecks = {'big-ship-wreck-1', 'big-ship-wreck-2', 'big-ship-wreck-3'}
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local e = surface.create_entity {name = wrecks[math_random(1, #wrecks)], position = pos, force = 'neutral'}
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e.insert({name = 'raw-fish', count = math_random(3, 25)})
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if math_random(1, 3) == 1 then
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e.insert({name = 'wood', count = math_random(11, 44)})
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end
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end
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--
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--[[
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local noise_forest_location = get_noise("forest_location", pos, seed)
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if noise_forest_location > 0.095 then
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if not global.choppy_nightmare then
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if noise_forest_location > 0.6 then
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if math_random(1,100) > 42 then surface.create_entity({name = "tree-08-brown", position = pos}) end
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else
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if math_random(1,100) > 42 then surface.create_entity({name = "tree-01", position = pos}) end
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end
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else
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if math_random(1,100) > 56 then surface.create_entity({name = "tree-08-brown", position = pos}) end
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end
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surface.create_decoratives({check_collision=false, decoratives={{name = decos_inside_forest[math_random(1, #decos_inside_forest)], position = pos, amount = math_random(1, 2)}}})
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return
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end
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if noise_forest_location < -0.095 then
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if not global.choppy_nightmare then
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if noise_forest_location < -0.6 then
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if math_random(1,100) > 42 then surface.create_entity({name = "tree-04", position = pos}) end
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else
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if math_random(1,100) > 42 then surface.create_entity({name = "tree-02-red", position = pos}) end
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end
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else
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if math_random(1,100) > 56 then surface.create_entity({name = "tree-08-brown", position = pos}) end
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end
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surface.create_decoratives({check_collision=false, decoratives={{name = decos_inside_forest[math_random(1, #decos_inside_forest)], position = pos, amount = math_random(1, 2)}}})
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return
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end
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]] local density =
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75
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local noise_forest_regionA = get_noise('forest_region', pos, seed)
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local noise_forest_regionB = get_noise('forest_region', pos, seed + 197)
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local noise_forest_area = get_noise('forest_location', pos, seed + 872)
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local noise_forest_dense = get_noise('forest_density', pos, seed + 1625)
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density = density + math.ceil(noise_forest_dense * 20)
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if noise_forest_regionA > 0.05 then
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if noise_forest_regionB > 0.05 then
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if noise_forest_area > 0.1 then
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if math_random(1, 100) > density then
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entities[#entities + 1] = {name = 'tree-02-red', position = pos}
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end
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elseif noise_forest_area < -0.1 then
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--else
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if math_random(1, 100) > density then
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entities[#entities + 1] = {name = 'tree-09-brown', position = pos}
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end
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end
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elseif noise_forest_regionB < -0.05 then
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if noise_forest_area > 0.1 then
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if math_random(1, 100) > density then
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entities[#entities + 1] = {name = 'tree-04', position = pos}
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end
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elseif noise_forest_area < -0.1 then
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--else
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if math_random(1, 100) > density then
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entities[#entities + 1] = {name = 'tree-08-red', position = pos}
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end
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end
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end
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elseif noise_forest_regionA < -0.05 then
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if noise_forest_regionB > 0.05 then
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if noise_forest_area > 0.1 then
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if math_random(1, 100) > density then
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entities[#entities + 1] = {name = 'tree-01', position = pos}
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end
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elseif noise_forest_area < -0.1 then
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--else
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if math_random(1, 100) > density then
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entities[#entities + 1] = {name = 'tree-05', position = pos}
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end
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end
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elseif noise_forest_regionB < -0.05 then
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if noise_forest_area > 0.1 then
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if math_random(1, 100) > density then
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entities[#entities + 1] = {name = 'tree-08-brown', position = pos}
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end
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elseif noise_forest_area < -0.1 then
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--else
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if math_random(1, 100) > density then
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entities[#entities + 1] = {name = 'tree-03', position = pos}
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end
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end
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end
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end
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if math_random(1, 3) == 1 then
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surface.create_decoratives(
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{
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check_collision = false,
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decoratives = {{name = decos[math_random(1, #decos)], position = pos, amount = math_random(1, 2)}}
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}
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)
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end
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end
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local function process_chunk(area)
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local left_top = area.left_top
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local tiles = {}
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local entities = {}
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local seed = game.surfaces[1].map_gen_settings.seed
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local surface = game.surfaces['nauvis']
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for _, e in pairs(surface.find_entities_filtered({area = area})) do
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process_entity(e)
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end
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for x = 0.5, 31.5, 1 do
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for y = 0.5, 31.5, 1 do
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local pos = {x = left_top.x + x, y = left_top.y + y}
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local tile = surface.get_tile(pos)
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if tile_replacements[tile.name] then
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tiles[#tiles + 1] = {name = tile_replacements[tile.name], position = pos}
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end
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process_tile(surface, pos, tile, entities, seed)
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end
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end
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surface.set_tiles(tiles, true)
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for _, e in pairs(surface.find_entities_filtered({area = area, type = 'unit-spawner'})) do
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for _, entity in pairs(e.surface.find_entities_filtered({area = {{e.position.x - 7, e.position.y - 7}, {e.position.x + 7, e.position.y + 7}}, force = 'neutral'})) do
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if entity.valid then
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entity.destroy()
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end
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end
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end
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for _, e in ipairs(entities) do
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local pos = e.position
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local name = e.name
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surface.create_entity {name = name, position = pos}
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end
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if global.spawn_generated then
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return
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end
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if left_top.x < 96 then
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return
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end
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for _, e in pairs(surface.find_entities_filtered({area = {{-50, -50}, {50, 50}}})) do
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local distance_to_center = math.sqrt(e.position.x ^ 2 + e.position.y ^ 2)
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if e.valid then
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if distance_to_center < 12 and e.type == 'tree' and math_random(1, 5) ~= 1 then
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e.destroy()
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end
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end
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end
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global.spawn_generated = true
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end
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local function process_chunk_queue()
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for k, area in pairs(global.chunk_queue) do
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process_chunk(area)
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table.remove(global.chunk_queue, k)
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return
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end
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end
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local function get_ore_from_entpos(entity)
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local seed = game.surfaces[1].map_gen_settings.seed
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local noise_forest_location = get_noise('forest_location', entity.position, seed)
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if noise_forest_location < -0.6 then
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return 'tree-04'
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end
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if noise_forest_location < -0.095 then
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return 'tree-02-red'
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end
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if noise_forest_location < 0.6 then
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return 'tree-01'
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end
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return 'tree-08-brown'
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end
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local function on_chunk_generated(event)
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if game.surfaces.nauvis.index ~= event.surface.index then
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return
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end
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local area = event.area
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if game.tick == 0 then
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process_chunk(area)
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else
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table.insert(global.chunk_queue, area)
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end
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end
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local function on_marked_for_deconstruction(event)
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if disabled_for_deconstruction[event.entity.name] then
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event.entity.cancel_deconstruction(game.players[event.player_index].force.name)
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end
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if event.entity.type == 'tree' then
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event.entity.cancel_deconstruction(game.players[event.player_index].force.name)
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end
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end
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local function on_player_joined_game(event)
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local player = game.players[event.player_index]
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if player.online_time == 0 then
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player.insert({name = 'pistol', count = 1})
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player.insert({name = 'firearm-magazine', count = 8})
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end
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-- game.print({"comfy.welcome"})
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if global.map_init_done then
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return
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end
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--game.map_settings.pollution.min_pollution_to_damage_trees = 1000000
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--game.map_settings.pollution.pollution_per_tree_damage = 0
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--game.map_settings.pollution.pollution_restored_per_tree_damage = 0
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--game.surfaces["nauvis"].ticks_per_day = game.surfaces["nauvis"].ticks_per_day * 2
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global.entity_yield = {
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['tree-01'] = {'iron-ore'},
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['tree-02-red'] = {'copper-ore'},
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['tree-04'] = {'coal'},
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['tree-08-brown'] = {'stone'},
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['rock-big'] = {'uranium-ore'},
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['rock-huge'] = {'uranium-ore'},
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['tree-09-brown'] = {'stone', 'coal'},
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['tree-08-red'] = {'copper-ore', 'iron-ore'},
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['tree-03'] = {'coal', 'iron-ore'},
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['tree-05'] = {'copper-ore', 'stone'}
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}
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if game.item_prototypes['angels-ore1'] then
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global.entity_yield['tree-01'] = {'angels-ore1', 'angels-ore2'}
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global.entity_yield['tree-02-red'] = {'angels-ore5', 'angels-ore6'}
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global.entity_yield['tree-04'] = {'coal'}
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global.entity_yield['tree-08-brown'] = {'angels-ore3', 'angels-ore4'}
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--else
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--game.map_settings.pollution.ageing = 0
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end
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if game.item_prototypes['thorium-ore'] then
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global.entity_yield['rock-big'] = {'uranium-ore', 'thorium-ore'}
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global.entity_yield['rock-huge'] = {'uranium-ore', 'thorium-ore'}
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end
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local surface = player.surface
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global.average_worm_amount_per_chunk = 2
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global.worm_distance = surface.map_gen_settings.starting_area * 300
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game.forces.player.technologies['landfill'].enabled = false
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game.forces.player.technologies['spidertron'].enabled = false
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if global.choppy_nightmare then
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surface.daytime = 0.5
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surface.freeze_daytime = true
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end
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game.map_settings.pollution.ageing = 0.05
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global.map_init_done = true
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end
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function choppy_debug()
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if not global.choppy_loaderswon then
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global.choppy_loaderswon = 0
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end
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if not global.choppy_veinsfound then
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global.choppy_veinsfound = 0
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end
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if not global.choppy_wormsdugup then
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global.choppy_wormsdugup = 0
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end
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game.print('veins found :' .. global.choppy_veinsfound)
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game.print('loaders found :' .. global.choppy_loaderswon)
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game.print('worms dug up :' .. global.choppy_wormsdugup)
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end
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local function get_amount(entity)
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local distance_to_center = math.sqrt(entity.position.x ^ 2 + entity.position.y ^ 2)
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local amount = 15 + (distance_to_center * 0.07)
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if global.choppy_nightmare then
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amount = 20 + (distance_to_center * 0.09)
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end
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if amount > 1000 then
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amount = 1000
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end
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amount = math.random(math.ceil(amount * 0.8), math.ceil(amount * 1.2))
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return amount
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end
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local function trap(entity)
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if math_random(1, 1024) == 1 then
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tick_tack_trap(entity.surface, entity.position)
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return
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end
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if math_random(1, 256) == 1 then
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unearthing_worm(entity.surface, entity.position)
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if not global.choppy_wormsdugup then
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global.choppy_wormsdugup = 0
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end
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global.choppy_wormsdugup = global.choppy_wormsdugup + 1
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end
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if math_random(1, 128) == 1 then
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unearthing_biters(entity.surface, entity.position, math_random(4, 8))
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end
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end
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local function treasure(player, amount)
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local prizes = {'loader'}
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--if amount > 80 then prizes = {"loader","loader","fast-loader"} end
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--if amount > 160 then prizes = {"loader","fast-loader","fast-loader"} end
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--if amount > 240 then prizes = {"fast-loader"} end
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--if amount > 300 then prizes = {"fast-loader","fast-loader","express-loader"} end
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--if amount > 360 then prizes = {"fast-loader","express-loader"} end
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--if amount > 420 then prizes = {"fast-loader","express-loader","express-loader"} end
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--if amount > 500 then prizes = {"express-loader"} end
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if amount > 500 then
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prizes = {'express-loader'}
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elseif amount > 420 then
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prizes = {'fast-loader', 'express-loader', 'express-loader'}
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elseif amount > 360 then
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prizes = {'fast-loader', 'express-loader'}
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elseif amount > 300 then
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prizes = {'fast-loader', 'fast-loader', 'express-loader'}
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elseif amount > 240 then
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prizes = {'fast-loader'}
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elseif amount > 160 then
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prizes = {'loader', 'fast-loader', 'fast-loader'}
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elseif amount > 80 then
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prizes = {'loader', 'loader', 'fast-loader'}
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end
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local prize = prizes[math_random(1, #prizes)]
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local give = 1
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local inserted_count = player.insert({name = prize, count = give})
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give = give - inserted_count
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if give > 0 then
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player.surface.spill_item_stack(player.position, {name = prize, count = give}, true)
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end
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if not global.choppy_loaderswon then
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global.choppy_loaderswon = 0
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end
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global.choppy_loaderswon = global.choppy_loaderswon + 1
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player.print("You notice a strange device underneath the roots of the tree. It's a " .. prize .. ', talk about lucky!!', {r = 0.98, g = 0.66, b = 0.22})
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end
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local function generate_treevein(entity, player)
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local surface = entity.surface
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--player.print("hmmmmmmm")
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local p = entity.position
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--local tile_distance_to_center = p.x^2 + p.y^2
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local ore_count = get_amount(entity)
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local mined_loot
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if not global.choppy_nightmare then
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mined_loot = global.entity_yield[entity.name][math_random(1, #global.entity_yield[entity.name])]
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else
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local ore = get_ore_from_entpos(entity)
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--game.print(ore)
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mined_loot = global.entity_yield[ore][math_random(1, #global.entity_yield[ore])]
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end
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--if ore_count > 40 then
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local radius = 28
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--player.print("checking")
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if
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surface.count_entities_filtered {
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area = {{p.x - radius, p.y - radius}, {p.x + radius, p.y + radius}},
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name = {'iron-ore', 'copper-ore', 'coal', 'stone', 'uranium-ore'},
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limit = 1
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} == 0
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then
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--player.print("yes")
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--local size_raffle = {{"huge", 24, 40},{"big", 16, 28},{"small", 8, 18},{"tiny", 5, 10}}
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local size_raffle = {{'huge', 24, 40}, {'big', 16, 28}, {'small', 8, 18}}
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local size = size_raffle[math_random(1, #size_raffle)]
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player.print("You notice something underneath the roots of the tree. It's a " .. size[1] .. ' vein of ' .. mined_loot .. '!!', {r = 0.98, g = 0.66, b = 0.22})
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--tile_distance_to_center = math.sqrt(tile_distance_to_center)
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local ore_entities_placed = 0
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local modifier_raffle = {{0, -1}, {-1, 0}, {1, 0}, {0, 1}}
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local ores_to_place = math_random(size[2], size[3]) + math.floor(ore_count * 0.040)
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while ore_entities_placed < ores_to_place do
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local a = math.ceil(math_random(ore_count * 14, ore_count * 20) + ore_entities_placed * 8, 0)
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for x = 1, 150, 1 do
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local m = modifier_raffle[math_random(1, #modifier_raffle)]
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local pos = {x = p.x + m[1], y = p.y + m[2]}
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if surface.can_place_entity({name = mined_loot, position = pos, amount = a}) then
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surface.create_entity {name = mined_loot, position = pos, amount = a}
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p = pos
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break
|
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end
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end
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ore_entities_placed = ore_entities_placed + 1
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end
|
|
|
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if not global.choppy_veinsfound then
|
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global.choppy_veinsfound = 0
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end
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global.choppy_veinsfound = global.choppy_veinsfound + 1
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|
|
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return true
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end
|
|
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return false
|
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--end
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end
|
|
|
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local function on_player_mined_entity(event)
|
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local entity = event.entity
|
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if not entity.valid then
|
|
return
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end
|
|
|
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if entity.type == 'tree' then
|
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trap(entity)
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|
end
|
|
|
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if global.entity_yield[entity.name] then
|
|
if event.buffer then
|
|
event.buffer.clear()
|
|
end
|
|
if not event.player_index then
|
|
return
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|
end
|
|
local amount = get_amount(entity)
|
|
local second_item_amount = math_random(2, 5)
|
|
local second_item = 'wood'
|
|
|
|
local main_item
|
|
if not global.choppy_nightmare then
|
|
main_item = global.entity_yield[entity.name][math_random(1, #global.entity_yield[entity.name])]
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|
else
|
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local ore = get_ore_from_entpos(entity)
|
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--game.print(ore)
|
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main_item = global.entity_yield[ore][math_random(1, #global.entity_yield[ore])]
|
|
end
|
|
|
|
if entity.type == 'simple-entity' then
|
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main_item = 'uranium-ore'
|
|
amount = amount * 2
|
|
second_item_amount = math_random(8, 16)
|
|
second_item = 'stone'
|
|
end
|
|
|
|
local player = game.players[event.player_index]
|
|
|
|
if math_random(1, 200) == 1 then
|
|
if amount > 22 then
|
|
if generate_treevein(entity, player) then
|
|
return
|
|
end
|
|
end
|
|
else
|
|
local chance = math.ceil(1600 - amount * 0.60)
|
|
if chance < 1100 then
|
|
chance = 1100
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end
|
|
if math_random(1, chance) == 1 then
|
|
if amount > 28 then
|
|
treasure(player, amount)
|
|
end
|
|
end
|
|
end
|
|
|
|
--local main_item = global.entity_yield[entity.name][math_random(1,#global.entity_yield[entity.name])]
|
|
|
|
entity.surface.create_entity(
|
|
{
|
|
name = 'flying-text',
|
|
position = entity.position,
|
|
text = '+' .. amount .. ' [item=' .. main_item .. '] +' .. second_item_amount .. ' [item=' .. second_item .. ']',
|
|
color = {r = 0.8, g = 0.8, b = 0.8}
|
|
}
|
|
)
|
|
|
|
local inserted_count = player.insert({name = main_item, count = amount})
|
|
amount = amount - inserted_count
|
|
if amount > 0 then
|
|
entity.surface.spill_item_stack(entity.position, {name = main_item, count = amount}, true)
|
|
end
|
|
|
|
local inserted_count = player.insert({name = second_item, count = second_item_amount})
|
|
second_item_amount = second_item_amount - inserted_count
|
|
if second_item_amount > 0 then
|
|
entity.surface.spill_item_stack(entity.position, {name = second_item, count = second_item_amount}, true)
|
|
end
|
|
end
|
|
end
|
|
|
|
local function on_research_finished(event)
|
|
local team = event.research.force
|
|
--character_resource_reach_distance_bonus
|
|
--0.1 per lvl of mining_drill_productivity
|
|
--bullet damage ammo modifier starts at 0, progresses 0.1x2 0.2x3 0.4xinfinity
|
|
--10-20-40-60-080-120-160-200+40
|
|
--20-40-60-80-100-120-140-160-180-200
|
|
--bullet speed modifier stats 10x1 20x2 30x2 40x1 10-30-50-80-110-150
|
|
--character_resource_reach_distance_bonus is bonus in tile distance
|
|
--event.research.force.print(game.forces.player.mining_drill_productivity_bonus)
|
|
--event.research.force.print(event.research.force.get_ammo_damage_modifier("bullet"))
|
|
team.character_resource_reach_distance_bonus = math.ceil(team.get_gun_speed_modifier('bullet') * 7)
|
|
team.character_inventory_slots_bonus = math.ceil(team.mining_drill_productivity_bonus * 500)
|
|
if not team.technologies['steel-axe'].researched then
|
|
return
|
|
end
|
|
--event.research.force.manual_mining_speed_modifier = 1 + game.forces.player.mining_drill_productivity_bonus * 2
|
|
team.manual_mining_speed_modifier = 1 + team.get_ammo_damage_modifier('bullet')
|
|
end
|
|
|
|
local function on_entity_died(event)
|
|
on_player_mined_entity(event)
|
|
|
|
if not event.entity.valid then
|
|
return
|
|
end
|
|
if event.entity.type == 'tree' then
|
|
for _, entity in pairs(
|
|
event.entity.surface.find_entities_filtered(
|
|
{
|
|
area = {
|
|
{event.entity.position.x - 4, event.entity.position.y - 4},
|
|
{event.entity.position.x + 4, event.entity.position.y + 4}
|
|
},
|
|
name = 'fire-flame-on-tree'
|
|
}
|
|
)
|
|
) do
|
|
if entity.valid then
|
|
entity.destroy()
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
local on_init = function()
|
|
local T = Map.Pop_info()
|
|
T.main_caption = 'Choppy'
|
|
T.sub_caption = ''
|
|
T.text =
|
|
[[
|
|
You are a lumberjack with a passion to chop.
|
|
|
|
Different kinds of trees yield different kinds of ore and wood.
|
|
Rocks seem to contain Uranium within the stone.
|
|
The yield you get increases with distance.
|
|
Sometimes you will find good things under them.
|
|
|
|
Beware, sometimes there are some bugs hiding underneath the trees.
|
|
Even dangerous traps have been encountered before.
|
|
|
|
-Research Buffs-
|
|
Bullet Damage gives a increase in mining speed
|
|
Bullet Speed gives you extra mining reach
|
|
Mining Productivity will give you extra Inventory space
|
|
|
|
-Choppy Choppy Wood-
|
|
Senario Created by MewMew - Tweeked By Neko Baron
|
|
]]
|
|
|
|
T.main_caption_color = {r = 0, g = 120, b = 0}
|
|
T.sub_caption_color = {r = 255, g = 0, b = 255}
|
|
global.chunk_queue = {}
|
|
game.difficulty_settings.technology_price_multiplier = 4
|
|
end
|
|
|
|
Event.on_init(on_init)
|
|
Event.on_nth_tick(25, process_chunk_queue)
|
|
Event.add(defines.events.on_research_finished, on_research_finished)
|
|
Event.add(defines.events.on_marked_for_deconstruction, on_marked_for_deconstruction)
|
|
Event.add(defines.events.on_player_joined_game, on_player_joined_game)
|
|
Event.add(defines.events.on_player_mined_entity, on_player_mined_entity)
|
|
Event.add(defines.events.on_entity_died, on_entity_died)
|
|
Event.add(defines.events.on_chunk_generated, on_chunk_generated)
|