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ComfyFactorio/maps/mountain_fortress.lua

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 'tools.map_functions'
local simplex_noise = require 'utils.simplex_noise'
local simplex_noise = simplex_noise.d2
local spawn_point = {x = 0, y = 2}
local disabled_for_deconstruction = {
['fish'] = true,
['rock-huge'] = true,
['rock-big'] = true,
['sand-rock-big'] = 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 = {'sand-rock-big', 'sand-rock-big', 'rock-big', 'rock-big', 'rock-big', 'rock-big', 'rock-big', 'rock-big', 'rock-huge'}
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 = 'effectivity-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 global.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
global.enemy_evolution_destroy_factor = game.map_settings.enemy_evolution.destroy_factor
global.enemy_evolution_time_factor = game.map_settings.enemy_evolution.time_factor
global.enemy_evolution_pollution_factor = game.map_settings.enemy_evolution.pollution_factor
game.map_settings.enemy_evolution.destroy_factor = global.enemy_evolution_destroy_factor * difficulty_factor
game.map_settings.enemy_evolution.time_factor = global.enemy_evolution_time_factor * difficulty_factor
game.map_settings.enemy_evolution.pollution_factor = global.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
global.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(game.decorative_prototypes) 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-layer') 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 global.chunks_charted then
global.chunks_charted = {}
end
local surface = game.surfaces[event.surface_index]
local position = event.position
if global.chunks_charted[tostring(position.x) .. tostring(position.y)] then
return
end
global.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 global.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)
global.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 = 'rock-medium', 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 = 'rock-small', 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 = 'rock-tiny', 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)