mirror of
https://github.com/ComfyFactory/ComfyFactorio.git
synced 2024-12-28 23:06:38 +02:00
372 lines
12 KiB
Lua
372 lines
12 KiB
Lua
--luacheck: ignore
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require 'modules.satellite_score'
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require 'modules.thirst'
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local Map_info = require 'modules.map_info'
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local get_noise = require 'utils.get_noise'
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local table_insert = table.insert
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local math_random = math.random
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local math_floor = math.floor
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local math_abs = math.abs
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local string_sub = string.sub
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local oasis_start = 0.50
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local water_start = 0.81
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local sand_damage = oasis_start * 100 + 16
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local trees = {'tree-01', 'tree-04', 'tree-06', 'tree-08-red', 'tree-08', 'tree-09'}
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local tile_to_item = {
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['stone-path'] = 'stone-brick',
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['hazard-concrete-left'] = 'hazard-concrete',
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['hazard-concrete-right'] = 'hazard-concrete',
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['refined-hazard-concrete-left'] = 'refined-hazard-concrete',
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['refined-hazard-concrete-right'] = 'refined-hazard-concrete'
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}
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local save_tiles = {
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['stone-path'] = true,
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['concrete'] = true,
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['hazard-concrete-left'] = true,
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['hazard-concrete-right'] = true,
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['refined-concrete'] = true,
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['refined-hazard-concrete-left'] = true,
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['refined-hazard-concrete-right'] = true,
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['water'] = true,
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['grass-1'] = true,
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['grass-2'] = true,
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['grass-3'] = true,
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['water'] = true,
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['deepwater'] = true
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}
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local function get_moisture(position)
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local moisture = get_noise('oasis', position, global.desert_oasis_seed)
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moisture = moisture * 128
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moisture = math.round(moisture, 1)
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return moisture
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end
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local function moisture_meter(player, moisture)
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local moisture_meter = player.gui.top.moisture_meter
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if not moisture_meter then
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moisture_meter = player.gui.top.add({type = 'frame', name = 'moisture_meter'})
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moisture_meter.style.padding = 3
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local label = moisture_meter.add({type = 'label', caption = 'Moisture Meter:'})
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label.style.font = 'heading-2'
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label.style.font_color = {0, 150, 0}
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local label = moisture_meter.add({type = 'label', caption = 0})
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label.style.font = 'heading-2'
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label.style.font_color = {175, 175, 175}
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end
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moisture_meter.children[2].caption = moisture
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end
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local function draw_oasis(surface, left_top, seed)
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local tiles = {}
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local size_of_tiles = 0
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local entities = {}
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local size_of_entities = 0
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local left_top_x = left_top.x
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local left_top_y = left_top.y
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for x = 0, 31, 1 do
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for y = 0, 31, 1 do
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local position = {x = left_top_x + x, y = left_top_y + y}
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local noise = get_noise('oasis', position, seed)
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if noise >= oasis_start then
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if noise > water_start or noise > oasis_start + 0.035 and get_noise('cave_ponds', position, seed) > 0.72 then
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size_of_tiles = size_of_tiles + 1
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if noise > 0.85 then
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tiles[size_of_tiles] = {name = 'deepwater', position = position}
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else
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tiles[size_of_tiles] = {name = 'water', position = position}
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end
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if math_random(1, 64) == 1 then
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size_of_entities = size_of_entities + 1
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entities[size_of_entities] = {name = 'fish', position = position}
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end
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else
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size_of_tiles = size_of_tiles + 1
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tiles[size_of_tiles] = {name = 'grass-' .. math_floor(noise * 32) % 3 + 1, position = position}
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for _, cliff in pairs(surface.find_entities_filtered({type = 'cliff', position = position})) do
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cliff.destroy()
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end
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if math_random(1, 12) == 1 and surface.can_place_entity({name = 'coal', position = position, amount = 1}) then
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size_of_entities = size_of_entities + 1
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if math_abs(get_noise('n3', position, seed)) > 0.50 then
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entities[size_of_entities] = {name = trees[math_floor(get_noise('n2', position, seed) * 9) % 6 + 1], position = position}
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end
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end
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end
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end
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end
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end
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surface.set_tiles(tiles, true)
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for _, entity in pairs(entities) do
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if surface.can_place_entity(entity) then
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surface.create_entity(entity)
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end
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end
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end
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local function on_chunk_generated(event)
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local surface = event.surface
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if surface.name ~= 'desert_oasis' then
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return
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end
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local seed = global.desert_oasis_seed
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local left_top = event.area.left_top
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for _, entity in pairs(surface.find_entities_filtered({area = event.area, type = 'resource'})) do
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if get_noise('oasis', entity.position, seed) <= oasis_start then
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entity.destroy()
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else
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if game.item_prototypes[entity.name] then
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surface.create_entity(
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{name = entity.name, position = entity.position, amount = math_random(200, 300) + math.sqrt(entity.position.x ^ 2 + entity.position.y ^ 2) * 0.65}
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)
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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 _, entity in pairs(surface.find_entities_filtered({area = event.area, force = 'enemy'})) do
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if get_noise('oasis', entity.position, seed) > -0.25 then
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surface.destroy_decoratives(
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{
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area = {{entity.position.x - 10, entity.position.y - 10}, {entity.position.x + 10, entity.position.y + 10}},
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name = {'enemy-decal', 'enemy-decal-transparent', 'worms-decal', 'shroom-decal', 'lichen-decal', 'light-mud-decal'}
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}
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)
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entity.destroy()
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end
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end
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local noise = get_noise('oasis', left_top, seed)
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if noise > oasis_start - 0.35 then
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draw_oasis(surface, left_top, seed)
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return
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end
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end
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local function on_init()
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if game.surfaces['desert_oasis'] then
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return
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end
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local T = Map_info.Pop_info()
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T.localised_category = 'desert_oasis'
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T.main_caption_color = {r = 170, g = 170, b = 0}
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T.sub_caption_color = {r = 120, g = 120, b = 0}
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local map_gen_settings = {
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water = 0.0,
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property_expression_names = {
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temperature = 50,
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moisture = 0
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},
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starting_area = 1,
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terrain_segmentation = 0.1,
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cliff_settings = {cliff_elevation_interval = 8, cliff_elevation_0 = 8},
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autoplace_controls = {
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['coal'] = {frequency = 23, size = 0.5, richness = 0.5},
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['stone'] = {frequency = 20, size = 0.5, richness = 0.5},
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['copper-ore'] = {frequency = 25, size = 0.5, richness = 0.5},
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['iron-ore'] = {frequency = 35, size = 0.5, richness = 0.5},
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['uranium-ore'] = {frequency = 20, size = 0.5, richness = 0.5},
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['crude-oil'] = {frequency = 50, size = 0.55, richness = 1},
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['trees'] = {frequency = 0.75, size = 0.75, richness = 0.1},
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['enemy-base'] = {frequency = 15, size = 1, richness = 1}
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}
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}
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global.desert_oasis_seed = 0
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local noise
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local seed = 0
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local position = {x = 0, y = 0}
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for _ = 1, 1024 ^ 2, 1 do
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seed = math_random(1, 999999999)
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noise = get_noise('oasis', position, seed)
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if noise > 0.76 then
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global.desert_oasis_seed = seed
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break
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end
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end
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game.create_surface('desert_oasis', map_gen_settings)
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local surface = game.surfaces['desert_oasis']
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surface.request_to_generate_chunks({0, 0}, 5)
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surface.force_generate_chunk_requests()
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local force = game.forces.player
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force.research_queue_enabled = true
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force.technologies['landfill'].enabled = false
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force.technologies['cliff-explosives'].enabled = false
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end
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local type_whitelist = {
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['artillery-wagon'] = true,
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['car'] = true,
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['spider-vehicle'] = true,
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['cargo-wagon'] = true,
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['construction-robot'] = true,
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['entity-ghost'] = true,
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['fluid-wagon'] = true,
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['heat-pipe'] = true,
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['locomotive'] = true,
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['logistic-robot'] = true,
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['rail-chain-signal'] = true,
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['rail-signal'] = true,
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['curved-rail'] = true,
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['straight-rail'] = true,
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['train-stop'] = true
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}
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local function deny_building(event)
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local entity = event.created_entity
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if not entity.valid then
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return
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end
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if type_whitelist[event.created_entity.type] then
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return
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end
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if save_tiles[entity.surface.get_tile(entity.position).name] then
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return
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end
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if event.player_index then
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game.players[event.player_index].insert({name = entity.name, count = 1})
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else
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local inventory = event.robot.get_inventory(defines.inventory.robot_cargo)
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inventory.insert({name = entity.name, count = 1})
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end
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event.created_entity.surface.create_entity(
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{
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name = 'flying-text',
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position = entity.position,
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text = 'Can not be built in the sands!',
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color = {r = 0.98, g = 0.66, b = 0.22}
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}
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)
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entity.destroy()
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end
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local function on_built_entity(event)
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deny_building(event)
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end
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local function on_robot_built_entity(event)
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deny_building(event)
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end
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local function deny_tile_building(surface, inventory, tiles, tile)
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for _, t in pairs(tiles) do
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if not save_tiles[t.old_tile.name] then
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surface.set_tiles({{name = t.old_tile.name, position = t.position}}, true)
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if game.item_prototypes[tile.name] then
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inventory.insert({name = tile.name, count = 1})
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else
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if tile_to_item[tile.name] then
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inventory.insert({name = tile_to_item[tile.name], count = 1})
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else
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inventory.insert({name = 'stone-brick', count = 1})
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end
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end
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end
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end
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end
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local function on_player_built_tile(event)
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local player = game.players[event.player_index]
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deny_tile_building(player.surface, player, event.tiles, event.tile)
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end
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local function on_robot_built_tile(event)
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deny_tile_building(event.robot.surface, event.robot.get_inventory(defines.inventory.robot_cargo), event.tiles, event.tile)
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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 = 'raw-fish', count = 3})
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player.insert({name = 'grenade', count = 1})
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player.insert({name = 'iron-plate', count = 16})
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player.insert({name = 'iron-gear-wheel', count = 8})
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player.insert({name = 'stone', count = 5})
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player.insert({name = 'pistol', count = 1})
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player.insert({name = 'firearm-magazine', count = 16})
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player.teleport(game.surfaces['desert_oasis'].find_non_colliding_position('character', {64, 64}, 50, 0.5), 'desert_oasis')
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end
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if game.tick > 0 then
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return
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end
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local p = game.surfaces['desert_oasis'].find_non_colliding_position('stone', {80, 80}, 50, 0.5)
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if not p then
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return
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end
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local e = game.surfaces.desert_oasis.create_entity({name = 'crash-site-spaceship', position = p, force = 'player', create_build_effect_smoke = false})
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e.insert({name = 'repair-pack', count = 2})
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e.insert({name = 'water-barrel', count = 5})
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e.minable = false
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end
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local function on_player_changed_position(event)
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if math_random(1, 4) ~= 1 then
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return
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end
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local player = game.players[event.player_index]
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local moisture = get_moisture(player.position)
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moisture_meter(player, moisture)
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if not player.character then
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return
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end
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if not player.character.valid then
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return
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end
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if player.vehicle then
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return
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end
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if save_tiles[player.surface.get_tile(player.position).name] then
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return
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end
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if math_random(1, 64) == 1 then
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player.surface.create_entity({name = 'fire-flame', position = player.position})
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end
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player.character.health = player.character.health - (sand_damage - moisture) * 0.60
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if player.character.health == 0 then
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player.character.die()
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end
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end
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local Event = require 'utils.event'
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Event.on_init(on_init)
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Event.add(defines.events.on_robot_built_tile, on_robot_built_tile)
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Event.add(defines.events.on_player_built_tile, on_player_built_tile)
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Event.add(defines.events.on_robot_built_entity, on_robot_built_entity)
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Event.add(defines.events.on_built_entity, on_built_entity)
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Event.add(defines.events.on_player_joined_game, on_player_joined_game)
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Event.add(defines.events.on_player_changed_position, on_player_changed_position)
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Event.add(defines.events.on_chunk_generated, on_chunk_generated)
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