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ComfyFactorio/maps/scrap_towny_ffa/nauvis.lua
2024-02-06 10:13:39 +01:00

309 lines
11 KiB
Lua

local Event = require 'utils.event'
local Server = require 'utils.server'
local ScenarioTable = require 'maps.scrap_towny_ffa.table'
local SoftReset = require 'utils.functions.soft_reset'
local Token = require 'utils.token'
local math_random = math.random
local table_shuffle = table.shuffle_table
local dataset = 'scenario_settings'
local dataset_key = 'scrap_towny_ffa'
local dataset_key_dev = 'scrap_towny_ffa_dev'
local Public = {}
local map_width = 3840
local map_height = 3840
local apply_startup_settings_token =
Token.register(
function(data)
local this = ScenarioTable.get_table()
local settings = {}
if not data or not data.value then
if this.shuffle_random_victory_time and math.random(1, 32) == 1 then
this.required_time_to_win = 48
this.required_time_to_win_in_ticks = 10368000
this.surface_terrain = 'forest'
end
else
local value = data.value
if value.required_time_to_win == 48 then
this.required_time_to_win = 72
this.required_time_to_win_in_ticks = 15552000
else
this.required_time_to_win = 48
this.required_time_to_win_in_ticks = 10368000
end
if value.surface_terrain == 'forest' then
this.surface_terrain = 'desert'
else
this.surface_terrain = 'forest'
end
end
settings.required_time_to_win = this.required_time_to_win
settings.required_time_to_win_in_ticks = this.required_time_to_win_in_ticks
settings.surface_terrain = this.surface_terrain
Server.set_data(dataset, dataset_key, settings)
end
)
local apply_startup_settings = function(this, server_name_matches)
local settings = {}
if this.required_time_to_win == 48 then
this.required_time_to_win = 72
this.required_time_to_win_in_ticks = 15552000
else
this.required_time_to_win = 48
this.required_time_to_win_in_ticks = 10368000
end
if this.surface_terrain == 'forest' then
this.surface_terrain = 'desert'
else
this.surface_terrain = 'forest'
end
settings.required_time_to_win = this.required_time_to_win
settings.required_time_to_win_in_ticks = this.required_time_to_win_in_ticks
settings.surface_terrain = this.surface_terrain
if server_name_matches then
Server.set_data(dataset, dataset_key, settings)
else
Server.set_data(dataset, dataset_key_dev, settings)
end
end
function Public.nuke(position)
local this = ScenarioTable.get_table()
local map_surface = game.get_surface(this.active_surface_index)
if not map_surface or not map_surface.valid then
return
end
map_surface.create_entity({name = 'atomic-rocket', position = position, target = position, speed = 0.5})
end
function Public.armageddon()
local targets = {}
local offset = 1
local this = ScenarioTable.get_table()
for _, town_center in pairs(this.town_centers) do
local market = town_center.market
if market and market.valid then
for _ = 1, 5 do
local px = market.position.x + math_random(1, 256) - 128
local py = market.position.y + math_random(1, 256) - 128
targets[offset] = {x = px, y = py}
offset = offset + 1
end
targets[offset] = {x = market.position.x, y = market.position.y}
offset = offset + 1
end
end
for _, spaceship in pairs(this.spaceships) do
local market = spaceship.market
if market and market.valid then
for _ = 1, 5 do
local px = market.position.x + math_random(1, 256) - 128
local py = market.position.y + math_random(1, 256) - 128
targets[offset] = {x = px, y = py}
offset = offset + 1
end
targets[offset] = {x = market.position.x, y = market.position.y}
offset = offset + 1
end
end
table_shuffle(targets)
for i, pos in pairs(targets) do
local position = pos
local future = game.tick + i * 60
-- schedule to run this method again with a higher radius on next tick
if not this.nuke_tick_schedule[future] then
this.nuke_tick_schedule[future] = {}
end
this.nuke_tick_schedule[future][#this.nuke_tick_schedule[future] + 1] = {
callback = 'nuke',
params = {position}
}
end
end
function Public.initialize(init)
local this = ScenarioTable.get_table()
if not init then
local server_name_matches = Server.check_server_name('Towny')
apply_startup_settings(this, server_name_matches)
end
local surface_seed = game.surfaces['nauvis']
-- this overrides what is in the map_gen_settings.json file
local mgs = surface_seed.map_gen_settings
mgs.default_enable_all_autoplace_controls = true -- don't mess with this!
mgs.autoplace_controls = {
coal = {frequency = 2, size = 0.1, richness = 0.2},
stone = {frequency = 2, size = 0.1, richness = 0.2},
['copper-ore'] = {frequency = 5, size = 0.1, richness = 0.1},
['iron-ore'] = {frequency = 5, size = 0.1, richness = 0.1},
['uranium-ore'] = {frequency = 0, size = 0.1, richness = 0.2},
['crude-oil'] = {frequency = 5, size = 0.05, richness = 0.5},
trees = {frequency = 2, size = 1, richness = 1},
['enemy-base'] = {frequency = 2, size = 2, richness = 1}
}
mgs.autoplace_settings = {
entity = {
settings = {
['rock-huge'] = {frequency = 2, size = 1, richness = 1},
['rock-big'] = {frequency = 2, size = 1, richness = 1},
['sand-rock-big'] = {frequency = 2, size = 1, richness = 1}
}
},
decorative = {
settings = {
['rock-tiny'] = {frequency = 10, size = 'normal', richness = 'normal'},
['rock-small'] = {frequency = 5, size = 'normal', richness = 'normal'},
['rock-medium'] = {frequency = 2, size = 'normal', richness = 'normal'},
['sand-rock-small'] = {frequency = 10, size = 'normal', richness = 'normal'},
['sand-rock-medium'] = {frequency = 5, size = 'normal', richness = 'normal'}
}
},
tile = {
settings = {
['deepwater'] = {frequency = 1, size = 0, richness = 1},
['deepwater-green'] = {frequency = 1, size = 0, richness = 1},
['water'] = {frequency = 1, size = 0, richness = 1},
['water-green'] = {frequency = 1, size = 0, richness = 1},
['water-mud'] = {frequency = 1, size = 0, richness = 1},
['water-shallow'] = {frequency = 1, size = 0, richness = 1}
},
treat_missing_as_default = true
}
}
mgs.cliff_settings = {
name = 'cliff',
cliff_elevation_0 = 5,
cliff_elevation_interval = 10,
richness = 0.4
}
mgs.water = 0
mgs.peaceful_mode = false
mgs.starting_area = 'none'
mgs.terrain_segmentation = 8
-- terrain size is 64 x 64 chunks, water size is 80w x 80
mgs.width = map_width
mgs.height = map_height
--mgs.starting_points = {
-- {x = 0, y = 0}
--}
if this.surface_terrain == 'forest' then
mgs.terrain_segmentation = 'very-low'
mgs.autoplace_controls.trees = {
frequency = 0.666,
richness = 2,
size = 2
}
mgs.property_expression_names = {
['control-setting:aux:bias'] = '-0.500000',
['control-setting:moisture:bias'] = '0.500000',
['control-setting:moisture:frequency:multiplier'] = '4.000000',
['starting-lake-noise-amplitude'] = 0,
-- allow enemies to get up close on spawn
['starting-area'] = 0,
['enemy-base-intensity'] = 1,
-- adjust this value to set how many nests spawn per tile
['enemy-base-frequency'] = 0.4,
-- this will make and average base radius around 12 tiles
['enemy-base-radius'] = 12
}
else
mgs.terrain_segmentation = 'very-big'
mgs.property_expression_names = {
['control-setting:aux:bias'] = '-0.500000',
['control-setting:aux:frequency:multiplier'] = '6.000000',
['control-setting:moisture:bias'] = '-0.500000',
['control-setting:moisture:frequency:multiplier'] = '6.000000',
['enemy-base-frequency'] = '0.4',
['enemy-base-intensity'] = '1',
['enemy-base-radius'] = '12',
['starting-area'] = '0',
['starting-lake-noise-amplitude'] = '0'
}
end
mgs.seed = math_random(100000, 9999999)
if not this.active_surface_index then
this.active_surface_index = game.create_surface('towny', mgs).index
else
this.active_surface_index = SoftReset.soft_reset_map(game.surfaces[this.active_surface_index], mgs, nil).index
end
local surface = game.get_surface(this.active_surface_index)
if not surface or not surface.valid then
return
end
-- Server.try_get_data(dataset, dataset_key, set_victory_length_token)
surface.map_gen_settings = mgs
surface.peaceful_mode = false
surface.always_day = false
surface.freeze_daytime = false
-- surface.map_gen_settings.water = 0.5
surface.clear(true)
surface.regenerate_entity({'rock-huge', 'rock-big', 'sand-rock-big'})
surface.regenerate_decorative()
end
local function on_tick()
local this = ScenarioTable.get_table()
if not this.nuke_tick_schedule[game.tick] then
return
end
for _, token in pairs(this.nuke_tick_schedule[game.tick]) do
local callback = token.callback
local params = token.params
if callback == 'nuke' then
Public.nuke(params[1])
end
end
this.nuke_tick_schedule[game.tick] = nil
end
function Public.clear_nuke_schedule()
local this = ScenarioTable.get_table()
this.nuke_tick_schedule = {}
end
Event.add(defines.events.on_tick, on_tick)
Event.add(
Server.events.on_server_started,
function()
local this = ScenarioTable.get_table()
if this.settings_applied then
return
end
local server_name_matches = Server.check_server_name('Towny')
this.settings_applied = true
if server_name_matches then
Server.try_get_data(dataset, dataset_key, apply_startup_settings_token)
else
Server.try_get_data(dataset, dataset_key_dev, apply_startup_settings_token)
this.test_mode = true
end
end
)
return Public