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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-08 00:39:30 +02:00
ComfyFactorio/maps/pirates/structures/structures.lua
Piratux 2728852ef6 fixes and tweaks
Changes:
- Delayed pump and red-splitter item as requirement appearance for quest structures (now they shouldn't appear on 2nd or 3rd islands).
- Increased amount of fish caught by all fishing classes.
- Made disband crew button disabled by default
- Disabled instant concrete research and enabled crafting of it (this means nuclear buildings are now craftable and obtainable).
- Blue belts in mazes (and other minor structures) now can be rotated.
- Removed discord message "Difficulty changed to ...".
- Added explanatory text that deckhand and boatswain classes don't generate ore while at sea.
- Increased respawn speed boost duration from 17.5 -> 20 secs (This change mainly targets cave island, but a welcome change to other islands too).
- Fixed rocks giving far more ore than intended in cave island.
- Fixed cave island always having the same layout.

NOTE: Some changes mentioned here are from "test_commit"
2022-11-18 22:18:16 +02:00

298 lines
9.3 KiB
Lua

-- This file is part of thesixthroc's Pirate Ship softmod, licensed under GPLv3 and stored at https://github.com/danielmartin0/ComfyFactorio-Pirates.
local Memory = require 'maps.pirates.memory'
local Math = require 'maps.pirates.math'
-- local Balance = require 'maps.pirates.balance'
-- local Common = require 'maps.pirates.common'
local Loot = require 'maps.pirates.loot'
-- local Utils = require 'maps.pirates.utils_local'
local _inspect = require 'utils.inspect'.inspect
--@add stuff from new quest structures to this file?
local Public = {}
local enum = {
BOATS = 'Boats',
ISLANDSTRUCTURES = 'IslandStructures',
}
Public.enum = enum
Public[enum.BOATS] = require 'maps.pirates.structures.boats.boats'
Public[enum.ISLANDSTRUCTURES] = require 'maps.pirates.structures.island_structures.island_structures'
function Public.configure_structure_entities(special_name, components)
local memory = Memory.get_crew_memory()
for _, c in pairs(components) do
local type = c.type
local force_name = c.force_name
-- local force
-- if force_name then force = game.forces[force_name] end
if type == 'static' then
for _, e in pairs(c.built_entities) do
if e and e.valid then
e.destructible = false
e.minable = false
e.rotatable = false
end
end
elseif type == 'static_destructible' then
for _, e in pairs(c.built_entities) do
if e and e.valid then
e.minable = false
e.rotatable = false
end
end
-- elseif type == 'plain' then
-- for _, e in pairs(c.built_entities) do
-- --
-- end
elseif type == 'static_inoperable' then
for _, e in pairs(c.built_entities) do
if e and e.valid then
e.destructible = false
e.minable = false
e.rotatable = false
e.operable = false
end
end
elseif type == 'entities' or type == 'entities_grid' then
for _, e in pairs(c.built_entities) do
if e and e.valid then
e.minable = false
-- e.rotatable = false -- don't see why it shouldn't be rotatable
e.destructible = false
end
end
elseif type == 'entities_randomlyplaced' or type == 'entities_randomlyplaced_border' then
for _, e in pairs(c.built_entities) do
if e and e.valid then
e.minable = false
e.rotatable = false
end
end
-- elseif type == 'entities_minable' then
-- for _, e in pairs(c.built_entities) do
-- --
-- end
end
for _, e in pairs(c.built_entities) do
if e and e.valid then
e.update_connections()
if e.name == 'iron-chest' then
local inv = e.get_inventory(defines.inventory.chest)
local loot = Loot.iron_chest_loot()
for i = 1, #loot do
local l = loot[i]
inv.insert(l)
end
elseif e.name == 'stone-furnace' then
local inv = e.get_inventory(defines.inventory.fuel)
local loot = Loot.stone_furnace_loot()
for i = 1, #loot do
local l = loot[i]
inv.insert(l)
end
elseif e.name == 'roboport' then
local inv = e.get_inventory(defines.inventory.roboport_robot)
local loot = Loot.roboport_bots_loot()
for i = 1, #loot do
local l = loot[i]
inv.insert(l)
end
elseif e.name == 'centrifuge' then
local inv = e.get_inventory(defines.inventory.assembling_machine_input)
e.set_recipe('kovarex-enrichment-process')
inv.insert{name = 'uranium-235', count = 20}
elseif e.name == 'gun-turret' and special_name == 'small_radioactive_centrifuge' then
e.force = memory.force
elseif e.name == 'fast-splitter' and special_name == 'small_radioactive_centrifuge' then
e.splitter_output_priority = 'left'
e.splitter_filter = 'uranium-235'
elseif e.name == 'storage-tank' and special_name == 'swamp_lonely_storage_tank' then
e.insert_fluid(Loot.swamp_storage_tank_fluid_loot())
elseif e.name == 'storage-tank' and special_name == 'small_oilrig_base' then
e.insert_fluid(Loot.storage_tank_fluid_loot('crude-oil'))
elseif e.name == 'storage-tank' and special_name == 'small_abandoned_refinery' then
e.insert_fluid(Loot.storage_tank_fluid_loot('petroleum-gas'))
elseif e.name == 'storage-tank' and (not (special_name == 'small_radioactive_reactor')) then
e.insert_fluid(Loot.storage_tank_fluid_loot())
elseif e.name == 'lab' and (special_name == 'maze_labs' or special_name == 'small_radioactive_lab') then
local inv = e.get_inventory(defines.inventory.lab_input)
local loot = Loot.lab_loot()
for i = 1, #loot do
local l = loot[i]
inv.insert(l)
end
elseif e.name == 'steel-chest' and special_name == 'maze_treasure' then
local inv = e.get_inventory(defines.inventory.chest)
local loot = Loot.maze_treasure_loot()
for i = 1, #loot do
local l = loot[i]
inv.insert(l)
end
elseif e.name == 'wooden-chest' and (special_name == 'maze_defended_camp' or special_name == 'maze_undefended_camp') then
local inv = e.get_inventory(defines.inventory.chest)
local loot = Loot.maze_camp_loot()
for i = 1, #loot do
local l = loot[i]
inv.insert(l)
end
elseif special_name == 'small_cliff_base' then
-- this is to make friendly gun turrets work
e.force = memory.force
if e.name == 'boiler' or e.name == 'burner-mining-drill' then
local inv = e.get_inventory(defines.inventory.fuel)
local loot = Loot.stone_furnace_loot()
for i = 1, #loot do
local l = loot[i]
inv.insert(l)
end
elseif e.name == 'assembling-machine-2' then
local inv = e.get_output_inventory()
local loot = Loot.assembling_machine_loot()
e.set_recipe(loot.name)
inv.insert(loot)
e.operable = false
elseif e.type == 'resource' then
e.minable = true
end
end
if force_name and string.sub(force_name, 1, 15) == 'ancient-hostile' then
if e.name == 'gun-turret' then
if memory.overworldx < 800 then
e.insert({name = "piercing-rounds-magazine", count = 64})
else
e.insert({name = "uranium-rounds-magazine", count = 64})
end
end
elseif force_name and string.sub(force_name, 1, 16) == 'ancient-friendly' then
if e.name == 'oil-refinery' then
e.set_recipe('advanced-oil-processing')
end
end
end
end
end
end
function Public.try_place(structureScope, specialsTable, left_top, areawidth, areaheight, placeability_function_strict, placeability_function_optional)
local structureData = structureScope.Data
local attempts = 3
local succeeded = false
while attempts > 0 and (not succeeded) do
attempts = attempts - 1
local structure_topleft = {
x = left_top.x + Math.random(areawidth + 1 - structureData.width) - 1,
y = left_top.y + Math.random(areaheight + 1 - structureData.height) - 1,
}
local structure_center = {
x = structure_topleft.x + structureData.width/2,
y = structure_topleft.y + structureData.height/2,
}
local structure_topright = {
x = structure_topleft.x + structureData.width,
y = structure_topleft.y,
}
local structure_bottomleft = {
x = structure_topleft.x,
y = structure_topleft.y + structureData.height,
}
local structure_bottomright = {
x = structure_topleft.x + structureData.width,
y = structure_topleft.y + structureData.height,
}
--game.print('trying: structure_yes: ' .. structureData.name .. ' at ' .. structure_center.x .. ', ' .. structure_center.y)
local positions_to_check = {structure_topleft, structure_topright, structure_bottomleft, structure_bottomright, structure_center}
local placable_strict_count = 0
for _, pos in pairs(positions_to_check) do
if placeability_function_strict(pos) then
placable_strict_count = placable_strict_count + 1
end
end
-- check if positions aren't in water
if placable_strict_count == #positions_to_check then
local placable_optional_count = 0
for _, pos in pairs(positions_to_check) do
if placeability_function_optional(pos) then
placable_optional_count = placable_optional_count + 1
end
end
-- check if at least single position is not in forest, to lower the chance of structure being completely surrounded by forest
if placable_optional_count >= 1 then
specialsTable[#specialsTable + 1] = {
position = structure_center,
components = structureData.components,
width = structureData.width,
height = structureData.height,
name = structureData.name,
}
succeeded = true
if _DEBUG then
--game.print('success: structure_yes: ' .. structureData.name .. ' at ' .. structure_center.x .. ', ' .. structure_center.y)
log('structure_yes: ' .. structureData.name .. ' at ' .. structure_center.x .. ', ' .. structure_center.y)
end
end
-- else
-- -- if _DEBUG then
-- -- log('structure_no: ' .. structureData.name .. ' at ' .. structure_center.x .. ', ' .. structure_center.y)
-- -- end
end
end
end
function Public.tryAddStructureByName(specialsTable, name, p)
local structureScope = Public[enum.ISLANDSTRUCTURES][Public[enum.ISLANDSTRUCTURES].enum.ROC][name] or Public[enum.ISLANDSTRUCTURES][Public[enum.ISLANDSTRUCTURES].enum.MATTISSO][name]
if not structureScope then
log('Couldn\'t find structure data for ' .. name)
return {}
else
local structureData = structureScope.Data
specialsTable[#specialsTable + 1] = {
position = p,
components = structureData.components,
width = structureData.width,
height = structureData.height,
name = structureData.name,
}
end
end
return Public