mirror of
https://github.com/ComfyFactory/ComfyFactorio.git
synced 2025-01-04 00:15:45 +02:00
315 lines
12 KiB
Lua
315 lines
12 KiB
Lua
local Difficulty = require 'modules.difficulty_vote'
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require 'modules.satellite_score'
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require 'modules.biters_yield_ore'
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local difficulties_votes = {
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[1] = 32,
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[2] = 16,
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[3] = 8,
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[4] = 6,
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[5] = 4,
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[6] = 2,
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[7] = 1
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}
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local Get_noise = require 'utils.get_noise'
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local Immersive_cargo_wagons = require 'modules.immersive_cargo_wagons.main'
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local LootRaffle = require 'functions.loot_raffle'
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local map_height = 64
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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 function place_spawn_entities(surface)
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for x = 0, 96, 2 do
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surface.create_entity({name = 'straight-rail', position = {-96 + x, 0}, direction = 2, force = 'player'})
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end
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local entity = surface.create_entity({name = 'cargo-wagon', position = {-24, 1}, force = 'player', direction = 2})
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entity.get_inventory(defines.inventory.cargo_wagon).insert({name = 'submachine-gun', count = 3})
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entity.get_inventory(defines.inventory.cargo_wagon).insert({name = 'firearm-magazine', count = 600})
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entity.get_inventory(defines.inventory.cargo_wagon).insert({name = 'shotgun', count = 2})
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entity.get_inventory(defines.inventory.cargo_wagon).insert({name = 'shotgun-shell', count = 128})
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entity.get_inventory(defines.inventory.cargo_wagon).insert({name = 'light-armor', count = 5})
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entity.get_inventory(defines.inventory.cargo_wagon).insert({name = 'grenade', count = 32})
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entity.get_inventory(defines.inventory.cargo_wagon).insert({name = 'pistol', count = 10})
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entity.get_inventory(defines.inventory.cargo_wagon).insert({name = 'rail', count = 200})
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Immersive_cargo_wagons.register_wagon(entity)
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entity = surface.create_entity({name = 'locomotive', position = {-18, 0}, force = 'player', direction = 2})
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entity.get_inventory(defines.inventory.fuel).insert({name = 'wood', count = 25})
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Immersive_cargo_wagons.register_wagon(entity)
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end
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local function treasure_chest(surface, position)
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local budget = 32 + math_abs(position.x) * 2
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budget = budget * math_random(25, 175) * 0.01
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if math_random(1, 200) == 1 then
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budget = budget * 10
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end
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budget = math_floor(budget) + 1
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local item_stacks = LootRaffle.roll(budget, 16)
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local container = surface.create_entity({name = 'wooden-chest', position = position, force = 'neutral'})
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for _, item_stack in pairs(item_stacks) do
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container.insert(item_stack)
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end
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container.minable = false
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end
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local function on_player_joined_game(event)
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local surface = game.surfaces['railway_troopers']
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local player = game.players[event.player_index]
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player.teleport(surface.find_non_colliding_position('character', game.forces.player.get_spawn_position(surface), 32, 0.5), surface)
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end
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local function on_entity_died(event)
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local entity = event.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 entity.type == 'unit' and entity.spawner then
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entity.spawner.damage(20, game.forces[1])
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end
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end
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local function is_out_of_map(p)
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local b = math_abs(p.y)
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if b > map_height then
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return true
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end
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end
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local function map_reset()
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local Diff = Difficulty.get()
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game.reset_time_played()
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Immersive_cargo_wagons.reset()
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global.drop_schedule = {}
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global.on_entity_spawned_counter = 0
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global.collapse_x = -96
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global.collapse_tiles = {}
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Difficulty.reset_difficulty_poll()
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Diff.difficulty_poll_closing_timeout = game.tick + 7200
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game.difficulty_settings.technology_price_multiplier = 0.5
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game.map_settings.enemy_evolution.destroy_factor = 0.001
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game.map_settings.enemy_evolution.pollution_factor = 0
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game.map_settings.enemy_evolution.time_factor = 0
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game.map_settings.enemy_expansion.enabled = true
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game.map_settings.enemy_expansion.max_expansion_cooldown = 3600
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game.map_settings.enemy_expansion.min_expansion_cooldown = 3600
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game.map_settings.enemy_expansion.settler_group_max_size = 96
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game.map_settings.enemy_expansion.settler_group_min_size = 16
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game.map_settings.enemy_expansion.max_expansion_distance = 16
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game.map_settings.pollution.enemy_attack_pollution_consumption_modifier = 0.25
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local surface = game.surfaces.railway_troopers
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local map_gen_settings = surface.map_gen_settings
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map_gen_settings.seed = math_random(1, 999999999)
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surface.map_gen_settings = map_gen_settings
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surface.clear(true)
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surface.request_to_generate_chunks({0, 0}, 8)
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surface.force_generate_chunk_requests()
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for _, force in pairs(game.forces) do
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force.reset()
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force.reset_evolution()
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end
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local force = game.forces.player
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force.set_spawn_position({-30, 0}, surface)
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force.technologies['railway'].researched = true
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force.technologies['engine'].researched = true
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force.technologies['fluid-wagon'].researched = true
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local types_to_disable = {
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['ammo'] = true,
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['armor'] = true,
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['car'] = true,
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['gun'] = true,
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['capsule'] = true
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}
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for _, recipe in pairs(game.recipe_prototypes) do
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if types_to_disable[recipe.subgroup.name] then
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force.set_hand_crafting_disabled_for_recipe(recipe.name, true)
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end
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end
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end
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local function draw_west_side(surface, left_top)
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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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surface.set_tiles({{name = 'out-of-map', position = position}}, true)
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end
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end
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end
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local function draw_east_side(surface, left_top)
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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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if is_out_of_map(position) then
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surface.set_tiles({{name = 'out-of-map', position = position}}, true)
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else
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if math_random(1, 256) == 1 and surface.can_place_entity({name = 'wooden-chest', position = position}) then
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treasure_chest(surface, position)
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end
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if math_random(1, 4096) == 1 and surface.can_place_entity({name = 'wooden-chest', position = position}) then
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surface.create_entity({name = 'crude-oil', position = position, amount = math_abs(position.x) * 10000 + 1000000})
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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_chunk_generated(event)
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local surface = event.surface
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if surface.name ~= 'railway_troopers' then
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return
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end
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local left_top = event.area.left_top
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if left_top.x <= 0 then
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for _, e in pairs(surface.find_entities_filtered({force = 'enemy', area = event.area})) do
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e.destroy()
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end
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else
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local seed = game.surfaces['railway_troopers'].map_gen_settings.seed
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for _, e in pairs(surface.find_entities_filtered({force = 'enemy', area = event.area})) do
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local noise = Get_noise('n3', e.position, seed)
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if noise > 0.05 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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if left_top.x < -96 then
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draw_west_side(surface, left_top)
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else
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draw_east_side(surface, left_top)
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end
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end
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local function on_research_finished(event)
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event.research.force.character_inventory_slots_bonus = game.forces.player.mining_drill_productivity_bonus * 200
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event.research.force.character_item_pickup_distance_bonus = game.forces.player.mining_drill_productivity_bonus * 10
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end
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local negative_map_height = map_height * -1
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local function on_tick()
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local Diff = Difficulty.get()
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local tick = game.ticks_played
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local surface = game.surfaces.railway_troopers
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if tick % 3600 == 60 then
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if global.reset_railway_troopers then
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if global.reset_railway_troopers == 1 then
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global.reset_railway_troopers = 2
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map_reset()
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for _, player in pairs(game.players) do
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if player.character and player.character.valid then
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player.character.die()
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else
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player.clear_items_inside()
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player.teleport({-30, 0}, surface)
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end
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end
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return
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end
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if global.reset_railway_troopers == 2 then
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place_spawn_entities(surface)
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global.reset_railway_troopers = nil
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return
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end
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return
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end
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local wagons = surface.find_entities_filtered({name = {'locomotive', 'cargo-wagon', 'fluid-wagon', 'artillery-wagon'}, limit = 1})
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if not wagons[1] then
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game.print('All the choos have have been destroyed! Game Over!', {200, 0, 0})
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global.reset_railway_troopers = 1
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return
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else
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game.forces.player.set_spawn_position(wagons[1].position, game.surfaces.railway_troopers)
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end
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end
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local speed = difficulties_votes[Diff.difficulty_vote_index]
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if tick % speed ~= 0 then
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return
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end
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if not global.collapse_tiles then
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local area = {{global.collapse_x - 1, negative_map_height}, {global.collapse_x, map_height + 1}}
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game.forces.player.chart(surface, area)
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global.collapse_tiles = surface.find_tiles_filtered({area = area})
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global.size_of_collapse_tiles = #global.collapse_tiles
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global.collapse_x = global.collapse_x + 1
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if global.size_of_collapse_tiles == 0 then
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global.collapse_tiles = nil
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return
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end
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table.shuffle_table(global.collapse_tiles)
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end
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for _ = 1, 2, 1 do
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local tile = global.collapse_tiles[global.size_of_collapse_tiles]
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if not tile then
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global.collapse_tiles = nil
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return
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end
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global.size_of_collapse_tiles = global.size_of_collapse_tiles - 1
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local position = tile.position
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for _, e in pairs(surface.find_entities_filtered({area = {{position.x, position.y - 1}, {position.x + 2, position.y + 1}}})) do
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e.die()
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end
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surface.set_tiles({{name = 'out-of-map', position = tile.position}}, true)
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end
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end
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local function on_init()
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local surface = game.surfaces[1]
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local map_gen_settings = surface.map_gen_settings
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map_gen_settings.height = 3
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map_gen_settings.width = 3
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surface.map_gen_settings = map_gen_settings
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for chunk in surface.get_chunks() do
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surface.delete_chunk({chunk.x, chunk.y})
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end
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local new_map_gen_settings = {
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['water'] = 0.50,
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['starting_area'] = 0.60,
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terrain_segmentation = 20,
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['cliff_settings'] = {cliff_elevation_interval = 0, cliff_elevation_0 = 0},
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['autoplace_controls'] = {
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['coal'] = {frequency = 15, size = 0.20, richness = 0.25},
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['stone'] = {frequency = 15, size = 0.20, richness = 0.25},
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['copper-ore'] = {frequency = 15, size = 0.20, richness = 0.25},
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['iron-ore'] = {frequency = 15, size = 0.20, richness = 0.25},
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['uranium-ore'] = {frequency = 15, size = 0.20, richness = 0.25},
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['crude-oil'] = {frequency = 15, size = 0.20, richness = 10},
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['trees'] = {frequency = 5, size = 0.30, richness = 1},
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['enemy-base'] = {frequency = 256, size = 2, richness = 1}
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}
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}
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game.create_surface('railway_troopers', new_map_gen_settings)
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global.reset_railway_troopers = 2
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map_reset()
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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_tick, on_tick)
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Event.add(defines.events.on_research_finished, on_research_finished)
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Event.add(defines.events.on_entity_died, on_entity_died)
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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_chunk_generated, on_chunk_generated)
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