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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-10 00:43:27 +02:00
ComfyFactorio/maps/biter_battles_v2/terrain.lua
2019-11-26 04:17:23 +01:00

579 lines
20 KiB
Lua

local bb_config = require "maps.biter_battles_v2.config"
local event = require 'utils.event'
local Server = require 'utils.server'
local math_random = math.random
local math_abs = math.abs
local simplex_noise = require 'utils.simplex_noise'.d2
local create_tile_chain = require "functions.create_tile_chain"
local spawn_circle_size = 32
local ores = {"copper-ore", "iron-ore", "stone", "coal"}
local rocks = {"sand-rock-big","sand-rock-big","rock-big","rock-big","rock-big","rock-big", "rock-huge"}
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 get_noise(name, pos)
local seed = game.surfaces[1].map_gen_settings.seed
local noise_seed_add = 25000
if name == 1 then
local noise = {}
noise[1] = simplex_noise(pos.x * 0.0042, pos.y * 0.0042, seed)
seed = seed + noise_seed_add
noise[2] = simplex_noise(pos.x * 0.031, pos.y * 0.031, seed)
seed = seed + noise_seed_add
noise[3] = simplex_noise(pos.x * 0.1, pos.y * 0.1, seed)
local noise = noise[1] + noise[2] * 0.08 + noise[3] * 0.025
return noise
end
if name == 2 then
local noise = {}
noise[1] = simplex_noise(pos.x * 0.011, pos.y * 0.011, seed)
seed = seed + noise_seed_add
noise[2] = simplex_noise(pos.x * 0.08, pos.y * 0.08, seed)
local noise = noise[1] + noise[2] * 0.2
return noise
end
if name == 3 then
local noise = {}
noise[1] = simplex_noise(pos.x * 0.02, pos.y * 0.02, seed)
seed = seed + noise_seed_add
noise[2] = simplex_noise(pos.x * 0.08, pos.y * 0.08, seed)
local noise = noise[1] + noise[2] * 0.1
return noise
end
end
local function get_replacement_tile(surface, position)
for i = 1, 128, 1 do
local vectors = {{0, i}, {0, i * -1}, {i, 0}, {i * -1, 0}}
table.shuffle_table(vectors)
for k, v in pairs(vectors) do
local tile = surface.get_tile(position.x + v[1], position.y + v[2])
if not tile.collides_with("resource-layer") then
if tile.name ~= "stone-path" then
return tile.name
end
end
end
end
return "grass-1"
end
local function get_chunk_position(position)
local chunk_position = {}
position.x = math.floor(position.x, 0)
position.y = math.floor(position.y, 0)
for x = 0, 31, 1 do
if (position.x - x) % 32 == 0 then chunk_position.x = (position.x - x) / 32 end
end
for y = 0, 31, 1 do
if (position.y - y) % 32 == 0 then chunk_position.y = (position.y - y) / 32 end
end
return chunk_position
end
local function regenerate_decoratives(surface, position)
local chunk = get_chunk_position(position)
if not chunk then return end
surface.destroy_decoratives({area = {{chunk.x * 32, chunk.y * 32}, {chunk.x * 32 + 32, chunk.y * 32 + 32}}})
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, {chunk})
end
local function draw_noise_ore_patch(position, name, surface, radius, richness)
if not position then return end
if not name then return end
if not surface then return end
if not radius then return end
if not richness then return end
local seed = game.surfaces[1].map_gen_settings.seed
local noise_seed_add = 25000
local richness_part = richness / radius
for y = radius * -3, radius * 3, 1 do
for x = radius * -3, radius * 3, 1 do
local pos = {x = x + position.x + 0.5, y = y + position.y + 0.5}
local noise_1 = simplex_noise(pos.x * 0.0125, pos.y * 0.0125, seed)
local noise_2 = simplex_noise(pos.x * 0.1, pos.y * 0.1, seed + 25000)
local noise = noise_1 + noise_2 * 0.12
local distance_to_center = math.sqrt(x^2 + y^2)
local a = richness - richness_part * distance_to_center
if distance_to_center < radius - math.abs(noise * radius * 0.85) and a > 1 then
if surface.can_place_entity({name = name, position = pos, amount = a}) then
surface.create_entity{name = name, position = pos, amount = a}
local mirror_pos = {x = pos.x * -1, y = pos.y * -1}
surface.create_entity{name = name, position = mirror_pos, amount = a}
for _, e in pairs(surface.find_entities_filtered({position = pos, name = {"wooden-chest", "stone-wall", "gun-turret"}})) do
e.destroy()
end
for _, e in pairs(surface.find_entities_filtered({position = mirror_pos, name = {"wooden-chest", "stone-wall", "gun-turret"}})) do
e.destroy()
end
end
end
end
end
end
function is_within_spawn_circle(pos)
if math.abs(pos.x) > spawn_circle_size then return false end
if math.abs(pos.y) > spawn_circle_size then return false end
if math.sqrt(pos.x ^ 2 + pos.y ^ 2) > spawn_circle_size then return false end
return true
end
local river_y_1 = bb_config.border_river_width * -1.5
local river_y_2 = bb_config.border_river_width * 1.5
function is_horizontal_border_river(pos)
if pos.y < river_y_1 then return false end
if pos.y > river_y_2 then return false end
if pos.y > -5 and pos.x > -5 and pos.x < 5 then return false end
if math.floor(bb_config.border_river_width * -0.5) < pos.y + (get_noise(1, pos) * 5) then return true end
return false
end
local function generate_circle_spawn(event)
if global.bb_spawn_generated then return end
local surface = event.surface
local left_top_x = event.area.left_top.x
local left_top_y = event.area.left_top.y
if left_top_x < -320 then return end
if left_top_x > 320 then return end
if left_top_y < -320 then return end
local r = 116
for x = 0, 31, 1 do
for y = 0, 31, 1 do
local pos = {x = left_top_x + x, y = left_top_y + y}
local distance_to_center = math.sqrt(pos.x ^ 2 + pos.y ^ 2)
local noise = get_noise(2, pos) * 15
local tile = false
if distance_to_center < spawn_circle_size then
tile = "deepwater"
if math_random(1, 48) == 1 then surface.create_entity({name = "fish", position = pos}) end
end
if distance_to_center < 9.5 then tile = "refined-concrete" end
if distance_to_center < 7 then tile = "sand-1" end
if distance_to_center + noise < r - 10 and distance_to_center > spawn_circle_size and not is_horizontal_border_river(pos) then
local tile_name = surface.get_tile(pos).name
if tile_name == "water" or tile_name == "deepwater" then
surface.set_tiles({{name = get_replacement_tile(surface, pos), position = pos}}, true)
end
end
if tile then surface.set_tiles({{name = tile, position = pos}}, true) end
if surface.can_place_entity({name = "wooden-chest", position = pos}) and surface.can_place_entity({name = "coal", position = pos}) then
local noise_2 = get_noise(3, pos)
if noise_2 < 0.25 then
local spawn_wall_r = distance_to_center + noise
if noise_2 > -0.5 then
if spawn_wall_r < r and spawn_wall_r > r - 1.75 then
surface.create_entity({name = "stone-wall", position = pos, force = "north"})
end
else
if spawn_wall_r < r and spawn_wall_r > r - 1.95 then
surface.create_entity({name = "stone-wall", position = pos, force = "north"})
else
if spawn_wall_r < r + 4.5 and spawn_wall_r > r then
local name = "wooden-chest"
local r_max = math.floor(math.abs(spawn_wall_r - r)) + 2
if math_random(1,3) == 1 then name = name .. "-remnants" end
if math_random(1,r_max) == 1 then surface.create_entity({name = name, position = pos, force = "north"}) end
end
end
if spawn_wall_r < r - 3 and spawn_wall_r > r - 6 then
if math_random(1, 16) == 1 then
if surface.can_place_entity({name = "gun-turret", position = pos}) then
local t = surface.create_entity({name = "gun-turret", position = pos, force = "north"})
t.insert({name = "firearm-magazine", count = math_random(6,12)})
end
else
if math_random(1, 16) == 1 then
if surface.can_place_entity({name = "gun-turret", position = pos}) then
surface.create_entity({name = "gun-turret-remnants", position = pos, force = "north"})
end
end
end
end
end
end
end
end
end
regenerate_decoratives(surface, event.area.left_top)
end
local function generate_north_silo(surface)
local pos = {x = -12 + math.random(0, 24), y = -64 + math.random(0, 16)}
for _, t in pairs(surface.find_tiles_filtered({area = {{pos.x - 6, pos.y - 6},{pos.x + 6, pos.y + 6}}, name = {"water", "deepwater"}})) do
surface.set_tiles({{name = get_replacement_tile(surface, t.position), position = t.position}})
end
global.rocket_silo["north"] = surface.create_entity({
name = "rocket-silo",
position = pos,
force = "north"
})
global.rocket_silo["north"].minable = false
for i = 1, 32, 1 do
create_tile_chain(surface, {name = "stone-path", position = global.rocket_silo["north"].position}, 32, 10)
end
end
local function generate_river(event)
if event.area.left_top.y < -32 then return end
local surface = event.surface
local left_top_x = event.area.left_top.x
local left_top_y = event.area.left_top.y
for x = 0, 31, 1 do
for y = 0, 31, 1 do
local pos = {x = left_top_x + x, y = left_top_y + y}
local distance_to_center = math.sqrt(pos.x ^ 2 + pos.y ^ 2)
if is_horizontal_border_river(pos) then
surface.set_tiles({{name = "deepwater", position = pos}})
if math_random(1, 64) == 1 then surface.create_entity({name = "fish", position = pos}) end
end
end
end
end
local function generate_potential_spawn_ore(surface)
local r = 130
local area = {{r * -1, r * -1}, {r, 0}}
local ores = {}
ores["iron-ore"] = surface.count_entities_filtered({name = "iron-ore", area = area})
ores["copper-ore"] = surface.count_entities_filtered({name = "copper-ore", area = area})
ores["coal"] = surface.count_entities_filtered({name = "coal", area = area})
ores["stone"] = surface.count_entities_filtered({name = "stone", area = area})
for ore, ore_count in pairs(ores) do
if ore_count < 250 or ore_count == nil then
local pos = {}
for a = 1, 32, 1 do
pos = {x = -96 + math_random(0, 192), y = -20 - math_random(0, 96)}
if surface.can_place_entity({name = "coal", position = pos, amount = 1}) then
break
end
end
draw_noise_ore_patch(pos, ore, surface, math_random(16, 24), math_random(800, 1600))
end
end
end
local worm_turrets = {
[1] = "small-worm-turret",
[2] = "medium-worm-turret",
[3] = "big-worm-turret",
[4] = "behemoth-worm-turret"
}
local worm_tile_coords = {}
for x = 0, 31, 1 do
for y = 0, 31, 1 do
worm_tile_coords[#worm_tile_coords + 1] = {x, y}
end
end
local worm_chance = 15
local function generate_extra_worm_turrets(surface, left_top)
local chunk_distance_to_center = math.sqrt(left_top.x ^ 2 + left_top.y ^ 2)
if bb_config.bitera_area_distance > chunk_distance_to_center then return end
for a = 1, 256, 1 do
if math_random(1, 100) > worm_chance then break end
local coord_modifier = worm_tile_coords[math_random(1, #worm_tile_coords)]
local pos = {left_top.x + coord_modifier[1], left_top.y + coord_modifier[2]}
local position = surface.find_non_colliding_position("big-worm-turret", pos, 8, 1)
if position then
local highest_worm_tier = math.floor((chunk_distance_to_center - bb_config.bitera_area_distance) * 0.002) + 1
if highest_worm_tier > 4 then highest_worm_tier = 4 end
local name = worm_turrets[math_random(1, highest_worm_tier)]
surface.create_entity({name = name, position = position, force = "north_biters"})
end
end
end
local scrap_vectors = {}
for x = -5, 5, 1 do
for y = -5, 5, 1 do
if math.sqrt(x^2 + y^2) <= 5 then
scrap_vectors[#scrap_vectors + 1] = {x, y}
end
end
end
local function generate_scrap(event)
local distance_to_center = math.sqrt(event.area.left_top.x ^ 2 + event.area.left_top.y ^ 2)
local worms = event.surface.find_entities_filtered({area = event.area, type = "turret"})
if #worms == 0 then return end
for _, e in pairs(worms) do
if math_random(1,2) == 1 then
for c = 1, math_random(2,12), 1 do
local vector = scrap_vectors[math_random(1, #scrap_vectors)]
local position = {e.position.x + vector[1], e.position.y + vector[2]}
if e.surface.can_place_entity({name = "mineable-wreckage", position = position, force = "neutral"}) then
e.surface.create_entity({name = "mineable-wreckage", position = position, force = "neutral"})
end
end
end
end
end
local function is_biter_area(position)
--if position.x + position.y > -352 + (get_noise(3, position) * 16) then return false end
if position.y + (get_noise(3, position) * 16) > (bb_config.bitera_area_distance * -1) - (math.abs(position.x) * 0.33) then return false end
return true
end
local function builders_area_process_entity(e)
if is_biter_area(e.position) then
if e.type == "resource" then
e.destroy()
return
end
if e.type == "turret" then
e.destroy()
return
end
if e.type == "cliff" then
e.destroy()
return
end
if e.type == "tree" then
if math_random(1, 32) == 1 then e.surface.create_entity({name = "rock-big", position = e.position, force = "neutral"}) end
e.destroy()
return
end
else
if e.type == "turret" or e.type == "unit-spawner" then
e.destroy()
return
end
end
end
local function builders_area_process_tile(t, surface)
if is_horizontal_border_river(t.position) then return end
if not is_biter_area(t.position) then return end
local noise_index = math.floor(math.abs(get_noise(3, t.position)) * 7) + 1
if noise_index > 7 then noise_index = 7 end
surface.set_tiles({{name = "dirt-" .. noise_index, position = t.position}})
if math_random(1, 160) == 1 then
if t.position.x ^ 2 + t.position.y ^ 2 < 129600 then return end
local spawner_position = surface.find_non_colliding_position("biter-spawner", t.position, 8, 1)
if spawner_position then
if math_random(1, 4) == 1 then
surface.create_entity({name = "spitter-spawner", position = spawner_position, force = "north_biters"})
else
surface.create_entity({name = "biter-spawner", position = spawner_position, force = "north_biters"})
end
end
end
end
local function mixed_ore(event)
local surface = event.surface
local left_top_x = event.area.left_top.x
local left_top_y = event.area.left_top.y
--Draw noise text values to determine which chunks are valid for mixed ore.
--rendering.draw_text{text = get_noise(1, {x = left_top_x + 16, y = left_top_y + 16}), surface = surface, target = {x = left_top_x + 16, y = left_top_y + 16}, color = {255, 255, 255}, time_to_live = 3600, scale = 2, font = "default-game"}
--Skip chunks that are too far off the ore noise value.
if get_noise(1, {x = left_top_x + 16, y = left_top_y + 16}) < 0.52 then return end
--Draw the mixed ore patches.
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 surface.can_place_entity({name = "iron-ore", position = pos}) then
local noise = get_noise(1, pos)
if noise > 0.81 then
local amount = math_random(1250, 1500) + math.sqrt(pos.x ^ 2 + pos.y ^ 2) * 1.1
local m = (noise - 0.75) * 16
amount = amount * m
local i = math.ceil(math.abs(noise * 35)) % 4
if i == 0 then i = 4 end
surface.create_entity({name = ores[i], position = pos, amount = amount})
end
end
end
end
end
--[[
local cliff_vectors = {}
local cliff_brush_radius = 3.5
for x = cliff_brush_radius * -1, cliff_brush_radius, 0.5 do
for y = cliff_brush_radius * -1, cliff_brush_radius, 0.5 do
if math.sqrt(x^2 + y^2) < cliff_brush_radius then
cliff_vectors[#cliff_vectors + 1] = {x,y}
end
end
end
local function replace_cliff(surface, entity)
if surface.get_tile(entity.position).collides_with("resource-layer") then return end
for _, vector in pairs(cliff_vectors) do
if math_random(0, (math_abs(vector[1]) + math_abs(vector[2])) * 0.75) == 0 then
local position = {entity.position.x + vector[1], entity.position.y + vector[2]}
if surface.count_entities_filtered({type = "simple-entity", position = position}) == 0 then
surface.create_entity({name = rocks[math_random(1, 7)], position = position})
end
end
end
end
local function replace_cliffs_with_rocks(surface, area)
for _, cliff in pairs(surface.find_entities_filtered({area = area, type = "cliff"})) do
replace_cliff(surface, cliff)
cliff.destroy()
end
end
]]
local function on_chunk_generated(event)
if event.area.left_top.y >= 0 then return end
local surface = event.surface
local left_top = event.area.left_top
if surface.name ~= "biter_battles" then return end
for _, e in pairs(surface.find_entities_filtered({area = event.area, force = "enemy"})) do
surface.create_entity({name = e.name, position = e.position, force = "north_biters", direction = e.direction})
e.destroy()
end
--replace_cliffs_with_rocks(surface, event.area)
mixed_ore(event)
generate_river(event)
generate_circle_spawn(event)
if bb_config.builders_area then
for _, t in pairs(surface.find_tiles_filtered({area = event.area, name = {"water", "deepwater"}})) do
builders_area_process_tile(t, surface)
end
for _, e in pairs(surface.find_entities_filtered({area = event.area})) do
builders_area_process_entity(e)
end
end
generate_extra_worm_turrets(surface, left_top)
if bb_config.random_scrap then
generate_scrap(event)
end
if global.bb_spawn_generated then return end
if game.tick > 0 then
generate_potential_spawn_ore(surface)
local area = {{-10,-10},{10,10}}
for _, e in pairs(surface.find_entities_filtered({area = area})) do
if e.name ~= "character" then e.destroy() end
end
surface.destroy_decoratives({area = area})
for _, silo in pairs(global.rocket_silo) do
for _, entity in pairs(surface.find_entities({{silo.position.x - 4, silo.position.y - 4}, {silo.position.x + 4, silo.position.y + 4}})) do
if entity.type == "simple-entity" or entity.type == "tree" or entity.type == "resource" then
entity.destroy()
end
end
end
global.bb_spawn_generated = true
end
end
--Landfill Restriction
local function restrict_landfill(surface, inventory, tiles)
for _, t in pairs(tiles) do
local distance_to_center = math.sqrt(t.position.x ^ 2 + t.position.y ^ 2)
local check_position = t.position
if check_position.y > 0 then check_position = {x = check_position.x * -1, y = (check_position.y * -1) - 1} end
if is_horizontal_border_river(check_position) or distance_to_center < spawn_circle_size then
surface.set_tiles({{name = t.old_tile.name, position = t.position}}, true)
inventory.insert({name = "landfill", count = 1})
end
end
end
local function on_player_built_tile(event)
local player = game.players[event.player_index]
restrict_landfill(player.surface, player, event.tiles)
end
local function on_robot_built_tile(event)
restrict_landfill(event.robot.surface, event.robot.get_inventory(defines.inventory.robot_cargo), event.tiles)
end
--Construction Robot Restriction
local robot_build_restriction = {
["north"] = function(y)
if y >= -10 then return true end
end,
["south"] = function(y)
if y <= 10 then return true end
end
}
local function on_robot_built_entity(event)
if not robot_build_restriction[event.robot.force.name] then return end
if not robot_build_restriction[event.robot.force.name](event.created_entity.position.y) then return end
local inventory = event.robot.get_inventory(defines.inventory.robot_cargo)
inventory.insert({name = event.created_entity.name, count = 1})
event.robot.surface.create_entity({name = "explosion", position = event.created_entity.position})
game.print("Team " .. event.robot.force.name .. "'s construction drone had an accident.", {r = 200, g = 50, b = 100})
event.created_entity.destroy()
end
local function on_marked_for_deconstruction(event)
if not event.entity.valid then return end
if event.entity.name == "fish" then event.entity.cancel_deconstruction(game.players[event.player_index].force.name) end
end
local function on_init(surface)
local surface = game.surfaces["biter_battles"]
if bb_config.on_init_pregen then
Server.to_discord_embed("Generating chunks...")
print("Generating chunks...")
surface.request_to_generate_chunks({x = 0, y = -512}, 16)
surface.request_to_generate_chunks({x = 1024, y = -512}, 16)
surface.request_to_generate_chunks({x = -1024, y = -512}, 16)
surface.force_generate_chunk_requests()
else
surface.request_to_generate_chunks({x = 0, y = -256}, 8)
surface.force_generate_chunk_requests()
end
generate_north_silo(surface)
end
event.on_init(on_init)
event.add(defines.events.on_marked_for_deconstruction, on_marked_for_deconstruction)
event.add(defines.events.on_entity_damaged, on_entity_damaged)
event.add(defines.events.on_robot_built_entity, on_robot_built_entity)
event.add(defines.events.on_robot_built_tile, on_robot_built_tile)
event.add(defines.events.on_player_built_tile, on_player_built_tile)
event.add(defines.events.on_chunk_generated, on_chunk_generated)