1
0
mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2024-12-28 23:06:38 +02:00
ComfyFactorio/maps/cave_miner.lua
2021-03-24 20:14:55 +01:00

1394 lines
70 KiB
Lua

--luacheck: ignore
-- Cave Miner -- mewmew made this --
require 'modules.rocks_heal_over_time'
require 'modules.rocks_broken_paint_tiles'
require 'modules.rocks_yield_ore_veins'
require 'maps.cave_miner_kaboomsticks'
require 'modules.satellite_score'
require 'modules.spawners_contain_biters'
require 'modules.biter_noms_you'
require 'modules.rpg'
require 'modules.hunger'
local enable_fishbank_terminal = false
local simplex_noise = require 'utils.simplex_noise'
local market_items = require 'maps.cave_miner_market_items'
local math_random = math.random
local spawn_dome_size = 10000
local darkness_messages = {
'Something is lurking in the dark...',
'A shadow moves. I doubt it is friendly...',
'The silence grows louder...',
'Trust not your eyes. They are useless in the dark.',
'The darkness hides only death. Turn back now.',
'You hear noises...',
'They chitter as if laughing, hungry for their next foolish meal...',
'Despite what the radars tell you, it is not safe here...',
'The shadows are moving...',
'You feel like, something is watching you...'
}
local rocks = {
['rock-big'] = true,
['rock-huge'] = true,
['sand-rock-big'] = true
}
local rock_inhabitants = {
[1] = {'small-biter'},
[2] = {'small-biter', 'small-biter', 'small-biter', 'small-biter', 'small-biter', 'medium-biter'},
[3] = {'small-biter', 'small-biter', 'small-biter', 'small-biter', 'medium-biter', 'medium-biter'},
[4] = {'small-biter', 'small-biter', 'small-biter', 'medium-biter', 'medium-biter', 'small-spitter'},
[5] = {'small-biter', 'small-biter', 'medium-biter', 'medium-biter', 'medium-biter', 'small-spitter'},
[6] = {'small-biter', 'small-biter', 'medium-biter', 'medium-biter', 'big-biter', 'small-spitter'},
[7] = {'small-biter', 'small-biter', 'medium-biter', 'medium-biter', 'big-biter', 'medium-spitter'},
[8] = {'small-biter', 'medium-biter', 'medium-biter', 'medium-biter', 'big-biter', 'medium-spitter'},
[9] = {'small-biter', 'medium-biter', 'medium-biter', 'big-biter', 'big-biter', 'medium-spitter'},
[10] = {'medium-biter', 'medium-biter', 'medium-biter', 'big-biter', 'big-biter', 'big-spitter'},
[11] = {'medium-biter', 'medium-biter', 'big-biter', 'big-biter', 'big-biter', 'big-spitter'},
[12] = {'medium-biter', 'big-biter', 'big-biter', 'big-biter', 'big-biter', 'big-spitter'},
[13] = {'big-biter', 'big-biter', 'big-biter', 'big-biter', 'big-biter', 'big-spitter'},
[14] = {'big-biter', 'big-biter', 'big-biter', 'big-biter', 'behemoth-biter', 'big-spitter'},
[15] = {'big-biter', 'big-biter', 'big-biter', 'behemoth-biter', 'behemoth-biter', 'big-spitter'},
[16] = {'big-biter', 'big-biter', 'big-biter', 'behemoth-biter', 'behemoth-biter', 'behemoth-spitter'},
[17] = {'big-biter', 'big-biter', 'behemoth-biter', 'behemoth-biter', 'behemoth-biter', 'behemoth-spitter'},
[18] = {'big-biter', 'behemoth-biter', 'behemoth-biter', 'behemoth-biter', 'behemoth-biter', 'behemoth-spitter'},
[19] = {'behemoth-biter', 'behemoth-biter', 'behemoth-biter', 'behemoth-biter', 'behemoth-biter', 'behemoth-spitter'},
[20] = {'behemoth-biter', 'behemoth-biter', 'behemoth-biter', 'behemoth-biter', 'behemoth-spitter', 'behemoth-spitter'}
}
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', 'medium-worm-turret', 'big-worm-turret', 'big-worm-turret'},
[9] = {'medium-worm-turret', 'medium-worm-turret', 'medium-worm-turret', 'big-worm-turret', 'big-worm-turret', 'big-worm-turret'},
[10] = {'medium-worm-turret', 'medium-worm-turret', 'medium-worm-turret', 'big-worm-turret', 'big-worm-turret', 'big-worm-turret'}
}
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 create_cave_miner_button(player)
if player.gui.top['caver_miner_stats_toggle_button'] then
player.gui.top['caver_miner_stats_toggle_button'].destroy()
end
local b = player.gui.top.add({type = 'sprite-button', name = 'caver_miner_stats_toggle_button', sprite = 'item/dummy-steel-axe'})
b.style.minimal_height = 38
b.style.minimal_width = 38
b.style.padding = 1
end
local function create_cave_miner_info(player)
local frame = player.gui.left.add {type = 'frame', name = 'cave_miner_info', direction = 'vertical'}
local t = frame.add {type = 'table', column_count = 1}
local tt = t.add {type = 'table', column_count = 3}
local l = tt.add {type = 'label', caption = ' --Cave Miner-- '}
l.style.font = 'default-game'
l.style.font_color = {r = 0.6, g = 0.3, b = 0.99}
l.style.top_padding = 6
l.style.bottom_padding = 6
local l = tt.add {type = 'label', caption = ' *diggy diggy hole* '}
l.style.font = 'default'
l.style.font_color = {r = 0.99, g = 0.99, b = 0.2}
l.style.minimal_width = 340
local b = tt.add {type = 'button', caption = 'X', name = 'close_cave_miner_info', align = 'right'}
b.style.font = 'default'
b.style.minimal_height = 30
b.style.minimal_width = 30
b.style.top_padding = 2
b.style.left_padding = 4
b.style.right_padding = 4
b.style.bottom_padding = 2
local tt = t.add {type = 'table', column_count = 1}
local frame = t.add {type = 'frame'}
local l = frame.add {type = 'label', caption = global.cave_miner_map_info}
l.style.single_line = false
l.style.font_color = {r = 0.95, g = 0.95, b = 0.95}
end
local function create_cave_miner_stats_gui(player)
if not player.character then
return
end
if player.gui.top['caver_miner_stats_frame'] then
player.gui.top['caver_miner_stats_frame'].destroy()
end
local captions = {}
local caption_style = {
{'font', 'default-bold'},
{'font_color', {r = 0.63, g = 0.63, b = 0.63}},
{'top_padding', 2},
{'left_padding', 0},
{'right_padding', 0},
{'minimal_width', 0}
}
local stat_numbers = {}
local stat_number_style = {
{'font', 'default-bold'},
{'font_color', {r = 0.77, g = 0.77, b = 0.77}},
{'top_padding', 2},
{'left_padding', 0},
{'right_padding', 0},
{'minimal_width', 0}
}
local separators = {}
local separator_style = {
{'font', 'default-bold'},
{'font_color', {r = 0.15, g = 0.15, b = 0.89}},
{'top_padding', 2},
{'left_padding', 2},
{'right_padding', 2},
{'minimal_width', 0}
}
local frame = player.gui.top.add {type = 'frame', name = 'caver_miner_stats_frame'}
local t = frame.add {type = 'table', column_count = 11}
captions[1] = t.add {type = 'label', caption = 'Ores mined:'}
global.total_ores_mined =
global.stats_ores_found + game.forces.player.item_production_statistics.get_input_count('coal') + game.forces.player.item_production_statistics.get_input_count('iron-ore') +
game.forces.player.item_production_statistics.get_input_count('copper-ore') +
game.forces.player.item_production_statistics.get_input_count('uranium-ore')
stat_numbers[1] = t.add {type = 'label', caption = global.rocks_yield_ore['ores_mined']}
separators[1] = t.add {type = 'label', caption = '|'}
captions[2] = t.add {type = 'label', caption = 'Rocks broken:'}
stat_numbers[2] = t.add {type = 'label', caption = global.rocks_yield_ore['rocks_broken']}
separators[2] = t.add {type = 'label', caption = '|'}
captions[3] = t.add {type = 'label', caption = 'Efficiency'}
local x = math.floor(game.forces.player.manual_mining_speed_modifier * 100 + player.character_mining_speed_modifier * 100)
local str = ''
if x > 0 then
str = str .. '+'
end
str = str .. tostring(x)
str = str .. '%'
stat_numbers[3] = t.add {type = 'label', caption = str}
if game.forces.player.manual_mining_speed_modifier > 0 or game.forces.player.mining_drill_productivity_bonus > 0 then
separators[3] = t.add {type = 'label', caption = '|'}
captions[5] = t.add {type = 'label', caption = 'Fortune'}
local str = '+'
str = str .. tostring(game.forces.player.mining_drill_productivity_bonus * 100)
str = str .. '%'
stat_numbers[4] = t.add {type = 'label', caption = str}
end
for _, s in pairs(caption_style) do
for _, l in pairs(captions) do
l.style[s[1]] = s[2]
end
end
for _, s in pairs(stat_number_style) do
for _, l in pairs(stat_numbers) do
l.style[s[1]] = s[2]
end
end
for _, s in pairs(separator_style) do
for _, l in pairs(separators) do
l.style[s[1]] = s[2]
end
end
stat_numbers[1].style.minimal_width = 9 * string.len(tostring(global.rocks_yield_ore['ores_mined']))
stat_numbers[2].style.minimal_width = 9 * string.len(tostring(global.rocks_yield_ore['rocks_broken']))
end
local function refresh_gui()
for _, player in pairs(game.connected_players) do
local frame = player.gui.top['caver_miner_stats_frame']
if (frame) then
create_cave_miner_button(player)
create_cave_miner_stats_gui(player)
end
end
end
local function treasure_chest(position, distance_to_center)
local chest_raffle = {}
local chest_loot = {
--{{name = "steel-axe", count = math_random(1,3)}, weight = 2, evolution_min = 0.0, evolution_max = 0.5},
{{name = 'submachine-gun', count = math_random(1, 3)}, weight = 3, evolution_min = 0.0, evolution_max = 0.1},
{{name = 'slowdown-capsule', count = math_random(16, 32)}, weight = 1, evolution_min = 0.3, evolution_max = 0.7},
{{name = 'poison-capsule', count = math_random(16, 32)}, weight = 3, evolution_min = 0.3, evolution_max = 1},
{{name = 'uranium-cannon-shell', count = math_random(16, 32)}, weight = 5, evolution_min = 0.6, evolution_max = 1},
{{name = 'cannon-shell', count = math_random(16, 32)}, weight = 5, evolution_min = 0.4, evolution_max = 0.7},
{{name = 'explosive-uranium-cannon-shell', count = math_random(16, 32)}, weight = 5, evolution_min = 0.6, evolution_max = 1},
{{name = 'explosive-cannon-shell', count = math_random(16, 32)}, weight = 5, evolution_min = 0.4, evolution_max = 0.8},
{{name = 'shotgun', count = 1}, weight = 2, evolution_min = 0.0, evolution_max = 0.2},
{{name = 'shotgun-shell', count = math_random(16, 32)}, weight = 5, evolution_min = 0.0, evolution_max = 0.2},
{{name = 'combat-shotgun', count = 1}, weight = 3, evolution_min = 0.3, evolution_max = 0.8},
{{name = 'piercing-shotgun-shell', count = math_random(16, 32)}, weight = 10, evolution_min = 0.2, evolution_max = 1},
{{name = 'flamethrower', count = 1}, weight = 3, evolution_min = 0.3, evolution_max = 0.6},
{{name = 'flamethrower-ammo', count = math_random(16, 32)}, weight = 5, evolution_min = 0.3, evolution_max = 1},
{{name = 'rocket-launcher', count = 1}, weight = 3, evolution_min = 0.2, evolution_max = 0.6},
{{name = 'rocket', count = math_random(16, 32)}, weight = 5, evolution_min = 0.2, evolution_max = 0.7},
{{name = 'explosive-rocket', count = math_random(16, 32)}, weight = 5, evolution_min = 0.3, evolution_max = 1},
{{name = 'land-mine', count = math_random(16, 32)}, weight = 5, evolution_min = 0.2, evolution_max = 0.7},
{{name = 'grenade', count = math_random(16, 32)}, weight = 5, evolution_min = 0.0, evolution_max = 0.5},
{{name = 'cluster-grenade', count = math_random(16, 32)}, weight = 5, evolution_min = 0.4, evolution_max = 1},
{{name = 'firearm-magazine', count = math_random(32, 128)}, weight = 5, evolution_min = 0, evolution_max = 0.3},
{{name = 'piercing-rounds-magazine', count = math_random(32, 128)}, weight = 5, evolution_min = 0.1, evolution_max = 0.8},
{{name = 'uranium-rounds-magazine', count = math_random(32, 128)}, weight = 5, evolution_min = 0.5, evolution_max = 1},
{{name = 'railgun', count = 1}, weight = 1, evolution_min = 0.2, evolution_max = 1},
{{name = 'railgun-dart', count = math_random(16, 32)}, weight = 3, evolution_min = 0.2, evolution_max = 0.7},
{{name = 'defender-capsule', count = math_random(8, 16)}, weight = 2, evolution_min = 0.0, evolution_max = 0.7},
{{name = 'distractor-capsule', count = math_random(8, 16)}, weight = 2, evolution_min = 0.2, evolution_max = 1},
{{name = 'destroyer-capsule', count = math_random(8, 16)}, weight = 2, evolution_min = 0.3, evolution_max = 1},
--{{name = "atomic-bomb", count = math_random(8,16)}, weight = 1, evolution_min = 0.3, evolution_max = 1},
{{name = 'light-armor', count = 1}, weight = 3, evolution_min = 0, evolution_max = 0.1},
{{name = 'heavy-armor', count = 1}, weight = 3, evolution_min = 0.1, evolution_max = 0.3},
{{name = 'modular-armor', count = 1}, weight = 2, evolution_min = 0.2, evolution_max = 0.6},
{{name = 'power-armor', count = 1}, weight = 2, evolution_min = 0.4, evolution_max = 1},
--{{name = "power-armor-mk2", count = 1}, weight = 1, evolution_min = 0.9, evolution_max = 1},
{{name = 'battery-equipment', count = 1}, weight = 2, evolution_min = 0.3, evolution_max = 0.7},
{{name = 'battery-mk2-equipment', count = 1}, weight = 2, evolution_min = 0.6, evolution_max = 1},
{{name = 'belt-immunity-equipment', count = 1}, weight = 1, evolution_min = 0.3, evolution_max = 1},
--{{name = "solar-panel-equipment", count = math_random(1,4)}, weight = 5, evolution_min = 0.3, evolution_max = 0.8},
{{name = 'discharge-defense-equipment', count = 1}, weight = 1, evolution_min = 0.5, evolution_max = 0.8},
{{name = 'energy-shield-equipment', count = math_random(1, 2)}, weight = 2, evolution_min = 0.3, evolution_max = 0.8},
{{name = 'energy-shield-mk2-equipment', count = 1}, weight = 2, evolution_min = 0.7, evolution_max = 1},
{{name = 'exoskeleton-equipment', count = 1}, weight = 1, evolution_min = 0.3, evolution_max = 1},
{{name = 'fusion-reactor-equipment', count = 1}, weight = 1, evolution_min = 0.5, evolution_max = 1},
--{{name = "night-vision-equipment", count = 1}, weight = 1, evolution_min = 0.3, evolution_max = 0.8},
{{name = 'personal-laser-defense-equipment', count = 1}, weight = 2, evolution_min = 0.5, evolution_max = 1},
{{name = 'exoskeleton-equipment', count = 1}, weight = 1, evolution_min = 0.3, evolution_max = 1},
{{name = 'iron-gear-wheel', count = math_random(80, 100)}, weight = 3, evolution_min = 0.0, evolution_max = 0.3},
{{name = 'copper-cable', count = math_random(100, 200)}, weight = 3, evolution_min = 0.0, evolution_max = 0.3},
{{name = 'engine-unit', count = math_random(16, 32)}, weight = 2, evolution_min = 0.1, evolution_max = 0.5},
{{name = 'electric-engine-unit', count = math_random(16, 32)}, weight = 2, evolution_min = 0.4, evolution_max = 0.8},
{{name = 'battery', count = math_random(50, 150)}, weight = 2, evolution_min = 0.3, evolution_max = 0.8},
{{name = 'advanced-circuit', count = math_random(50, 150)}, weight = 3, evolution_min = 0.4, evolution_max = 1},
{{name = 'electronic-circuit', count = math_random(50, 150)}, weight = 3, evolution_min = 0.0, evolution_max = 0.4},
{{name = 'processing-unit', count = math_random(50, 150)}, weight = 3, evolution_min = 0.7, evolution_max = 1},
{{name = 'explosives', count = math_random(40, 50)}, weight = 10, evolution_min = 0.0, evolution_max = 1},
{{name = 'lubricant-barrel', count = math_random(4, 10)}, weight = 1, evolution_min = 0.3, evolution_max = 0.5},
{{name = 'rocket-fuel', count = math_random(4, 10)}, weight = 2, evolution_min = 0.3, evolution_max = 0.7},
{{name = 'steel-plate', count = math_random(25, 75)}, weight = 2, evolution_min = 0.1, evolution_max = 0.3},
{{name = 'nuclear-fuel', count = 1}, weight = 2, evolution_min = 0.7, evolution_max = 1},
{{name = 'burner-inserter', count = math_random(8, 16)}, weight = 3, evolution_min = 0.0, evolution_max = 0.1},
{{name = 'inserter', count = math_random(8, 16)}, weight = 3, evolution_min = 0.0, evolution_max = 0.4},
{{name = 'long-handed-inserter', count = math_random(8, 16)}, weight = 3, evolution_min = 0.0, evolution_max = 0.4},
{{name = 'fast-inserter', count = math_random(8, 16)}, weight = 3, evolution_min = 0.1, evolution_max = 1},
{{name = 'filter-inserter', count = math_random(8, 16)}, weight = 1, evolution_min = 0.2, evolution_max = 1},
{{name = 'stack-filter-inserter', count = math_random(4, 8)}, weight = 1, evolution_min = 0.4, evolution_max = 1},
{{name = 'stack-inserter', count = math_random(4, 8)}, weight = 3, evolution_min = 0.3, evolution_max = 1},
{{name = 'small-electric-pole', count = math_random(16, 24)}, weight = 3, evolution_min = 0.0, evolution_max = 0.3},
{{name = 'medium-electric-pole', count = math_random(8, 16)}, weight = 3, evolution_min = 0.2, evolution_max = 1},
{{name = 'big-electric-pole', count = math_random(4, 8)}, weight = 3, evolution_min = 0.3, evolution_max = 1},
{{name = 'substation', count = math_random(2, 4)}, weight = 3, evolution_min = 0.5, evolution_max = 1},
{{name = 'wooden-chest', count = math_random(16, 24)}, weight = 3, evolution_min = 0.0, evolution_max = 0.2},
{{name = 'iron-chest', count = math_random(4, 8)}, weight = 3, evolution_min = 0.1, evolution_max = 0.4},
{{name = 'steel-chest', count = math_random(4, 8)}, weight = 3, evolution_min = 0.3, evolution_max = 1},
{{name = 'small-lamp', count = math_random(16, 32)}, weight = 3, evolution_min = 0.1, evolution_max = 0.3},
{{name = 'rail', count = math_random(25, 75)}, weight = 3, evolution_min = 0.1, evolution_max = 0.6},
{{name = 'assembling-machine-1', count = math_random(2, 4)}, weight = 3, evolution_min = 0.0, evolution_max = 0.3},
{{name = 'assembling-machine-2', count = math_random(2, 4)}, weight = 3, evolution_min = 0.2, evolution_max = 0.8},
{{name = 'assembling-machine-3', count = math_random(1, 2)}, weight = 3, evolution_min = 0.5, evolution_max = 1},
{{name = 'accumulator', count = math_random(4, 8)}, weight = 3, evolution_min = 0.4, evolution_max = 1},
{{name = 'offshore-pump', count = math_random(1, 3)}, weight = 2, evolution_min = 0.0, evolution_max = 0.1},
{{name = 'beacon', count = math_random(1, 2)}, weight = 3, evolution_min = 0.7, evolution_max = 1},
{{name = 'boiler', count = math_random(4, 8)}, weight = 3, evolution_min = 0.0, evolution_max = 0.3},
{{name = 'steam-engine', count = math_random(2, 4)}, weight = 3, evolution_min = 0.0, evolution_max = 0.5},
{{name = 'steam-turbine', count = math_random(1, 2)}, weight = 2, evolution_min = 0.6, evolution_max = 1},
--{{name = "nuclear-reactor", count = 1}, weight = 1, evolution_min = 0.6, evolution_max = 1},
{{name = 'centrifuge', count = math_random(1, 2)}, weight = 1, evolution_min = 0.6, evolution_max = 1},
{{name = 'heat-pipe', count = math_random(4, 8)}, weight = 2, evolution_min = 0.5, evolution_max = 1},
{{name = 'heat-exchanger', count = math_random(2, 4)}, weight = 2, evolution_min = 0.5, evolution_max = 1},
{{name = 'arithmetic-combinator', count = math_random(8, 16)}, weight = 1, evolution_min = 0.1, evolution_max = 1},
{{name = 'constant-combinator', count = math_random(8, 16)}, weight = 1, evolution_min = 0.1, evolution_max = 1},
{{name = 'decider-combinator', count = math_random(8, 16)}, weight = 1, evolution_min = 0.1, evolution_max = 1},
{{name = 'power-switch', count = math_random(1, 2)}, weight = 1, evolution_min = 0.1, evolution_max = 1},
{{name = 'programmable-speaker', count = math_random(4, 8)}, weight = 1, evolution_min = 0.1, evolution_max = 1},
{{name = 'green-wire', count = math_random(50, 99)}, weight = 1, evolution_min = 0.1, evolution_max = 1},
{{name = 'red-wire', count = math_random(50, 99)}, weight = 1, evolution_min = 0.1, evolution_max = 1},
{{name = 'chemical-plant', count = math_random(1, 3)}, weight = 3, evolution_min = 0.3, evolution_max = 1},
{{name = 'burner-mining-drill', count = math_random(2, 4)}, weight = 3, evolution_min = 0.0, evolution_max = 0.2},
{{name = 'electric-mining-drill', count = math_random(2, 4)}, weight = 3, evolution_min = 0.2, evolution_max = 0.6},
{{name = 'express-transport-belt', count = math_random(25, 75)}, weight = 3, evolution_min = 0.5, evolution_max = 1},
{{name = 'express-underground-belt', count = math_random(4, 8)}, weight = 3, evolution_min = 0.5, evolution_max = 1},
{{name = 'express-splitter', count = math_random(2, 4)}, weight = 3, evolution_min = 0.5, evolution_max = 1},
{{name = 'fast-transport-belt', count = math_random(25, 75)}, weight = 3, evolution_min = 0.2, evolution_max = 0.7},
{{name = 'fast-underground-belt', count = math_random(4, 8)}, weight = 3, evolution_min = 0.2, evolution_max = 0.7},
{{name = 'fast-splitter', count = math_random(2, 4)}, weight = 3, evolution_min = 0.2, evolution_max = 0.3},
{{name = 'transport-belt', count = math_random(25, 75)}, weight = 3, evolution_min = 0, evolution_max = 0.3},
{{name = 'underground-belt', count = math_random(4, 8)}, weight = 3, evolution_min = 0, evolution_max = 0.3},
{{name = 'splitter', count = math_random(2, 4)}, weight = 3, evolution_min = 0, evolution_max = 0.3},
--{{name = "oil-refinery", count = math_random(2,4)}, weight = 2, evolution_min = 0.3, evolution_max = 1},
{{name = 'pipe', count = math_random(30, 50)}, weight = 3, evolution_min = 0.0, evolution_max = 0.3},
{{name = 'pipe-to-ground', count = math_random(4, 8)}, weight = 1, evolution_min = 0.2, evolution_max = 0.5},
{{name = 'pumpjack', count = math_random(1, 3)}, weight = 1, evolution_min = 0.3, evolution_max = 0.8},
{{name = 'pump', count = math_random(1, 2)}, weight = 1, evolution_min = 0.3, evolution_max = 0.8},
--{{name = "solar-panel", count = math_random(8,16)}, weight = 3, evolution_min = 0.4, evolution_max = 0.9},
{{name = 'electric-furnace', count = math_random(2, 4)}, weight = 3, evolution_min = 0.5, evolution_max = 1},
{{name = 'steel-furnace', count = math_random(4, 8)}, weight = 3, evolution_min = 0.2, evolution_max = 0.7},
{{name = 'stone-furnace', count = math_random(8, 16)}, weight = 3, evolution_min = 0.0, evolution_max = 0.1},
{{name = 'radar', count = math_random(1, 2)}, weight = 1, evolution_min = 0.1, evolution_max = 0.3},
{{name = 'rail-signal', count = math_random(8, 16)}, weight = 2, evolution_min = 0.2, evolution_max = 0.8},
{{name = 'rail-chain-signal', count = math_random(8, 16)}, weight = 2, evolution_min = 0.2, evolution_max = 0.8},
{{name = 'stone-wall', count = math_random(25, 75)}, weight = 1, evolution_min = 0.1, evolution_max = 0.5},
{{name = 'gate', count = math_random(4, 8)}, weight = 1, evolution_min = 0.1, evolution_max = 0.5},
{{name = 'storage-tank', count = math_random(1, 4)}, weight = 3, evolution_min = 0.3, evolution_max = 0.6},
{{name = 'train-stop', count = math_random(1, 2)}, weight = 1, evolution_min = 0.2, evolution_max = 0.7},
--{{name = "express-loader", count = math_random(1,3)}, weight = 1, evolution_min = 0.5, evolution_max = 1},
--{{name = "fast-loader", count = math_random(1,3)}, weight = 1, evolution_min = 0.2, evolution_max = 0.7},
--{{name = "loader", count = math_random(1,3)}, weight = 1, evolution_min = 0.0, evolution_max = 0.5},
{{name = 'lab', count = math_random(1, 2)}, weight = 2, evolution_min = 0.0, evolution_max = 0.1},
--{{name = "roboport", count = math_random(2,4)}, weight = 2, evolution_min = 0.6, evolution_max = 1},
--{{name = "flamethrower-turret", count = math_random(1,3)}, weight = 3, evolution_min = 0.5, evolution_max = 1},
--{{name = "laser-turret", count = math_random(4,8)}, weight = 3, evolution_min = 0.5, evolution_max = 1},
{{name = 'gun-turret', count = math_random(2, 6)}, weight = 3, evolution_min = 0.2, evolution_max = 0.9}
}
distance_to_center = distance_to_center - spawn_dome_size
if distance_to_center < 1 then
distance_to_center = 0.1
else
distance_to_center = math.sqrt(distance_to_center) / 1250
end
if distance_to_center > 1 then
distance_to_center = 1
end
for _, t in pairs(chest_loot) do
for x = 1, t.weight, 1 do
if t.evolution_min <= distance_to_center and t.evolution_max >= distance_to_center then
table.insert(chest_raffle, t[1])
end
end
end
local n = 'wooden-chest'
if distance_to_center > 750 then
n = 'iron-chest'
end
if distance_to_center > 1250 then
n = 'steel-chest'
end
local e = game.surfaces[1].create_entity({name = n, position = position, force = 'neutral'})
e.minable = false
local i = e.get_inventory(defines.inventory.chest)
for x = 1, math_random(3, 5), 1 do
local loot = chest_raffle[math_random(1, #chest_raffle)]
i.insert(loot)
end
end
function rare_treasure_chest(position)
local p = game.surfaces[1].find_non_colliding_position('steel-chest', position, 2, 0.5)
if not p then
return
end
local rare_treasure_chest_raffle_table = {}
local rare_treasure_chest_loot_weights = {}
table.insert(rare_treasure_chest_loot_weights, {{name = 'combat-shotgun', count = 1}, 5})
table.insert(rare_treasure_chest_loot_weights, {{name = 'piercing-shotgun-shell', count = math_random(16, 48)}, 5})
table.insert(rare_treasure_chest_loot_weights, {{name = 'flamethrower', count = 1}, 5})
table.insert(rare_treasure_chest_loot_weights, {{name = 'rocket-launcher', count = 1}, 5})
table.insert(rare_treasure_chest_loot_weights, {{name = 'flamethrower-ammo', count = math_random(16, 48)}, 5})
table.insert(rare_treasure_chest_loot_weights, {{name = 'rocket', count = math_random(16, 48)}, 5})
table.insert(rare_treasure_chest_loot_weights, {{name = 'explosive-rocket', count = math_random(16, 48)}, 5})
table.insert(rare_treasure_chest_loot_weights, {{name = 'modular-armor', count = 1}, 3})
table.insert(rare_treasure_chest_loot_weights, {{name = 'power-armor', count = 1}, 1})
table.insert(rare_treasure_chest_loot_weights, {{name = 'uranium-rounds-magazine', count = math_random(16, 48)}, 3})
table.insert(rare_treasure_chest_loot_weights, {{name = 'piercing-rounds-magazine', count = math_random(64, 128)}, 3})
table.insert(rare_treasure_chest_loot_weights, {{name = 'exoskeleton-equipment', count = 1}, 2})
table.insert(rare_treasure_chest_loot_weights, {{name = 'defender-capsule', count = math_random(8, 16)}, 5})
table.insert(rare_treasure_chest_loot_weights, {{name = 'distractor-capsule', count = math_random(4, 8)}, 4})
table.insert(rare_treasure_chest_loot_weights, {{name = 'destroyer-capsule', count = math_random(4, 8)}, 3})
table.insert(rare_treasure_chest_loot_weights, {{name = 'atomic-bomb', count = 1}, 1})
for _, t in pairs(rare_treasure_chest_loot_weights) do
for x = 1, t[2], 1 do
table.insert(rare_treasure_chest_raffle_table, t[1])
end
end
local e = game.surfaces[1].create_entity {name = 'steel-chest', position = p, force = 'player'}
e.minable = false
local i = e.get_inventory(defines.inventory.chest)
for x = 1, math_random(2, 3), 1 do
local loot = rare_treasure_chest_raffle_table[math_random(1, #rare_treasure_chest_raffle_table)]
i.insert(loot)
end
end
local function secret_shop(pos)
local secret_market_items = {
{price = {{'raw-fish', math_random(250, 450)}}, offer = {type = 'give-item', item = 'combat-shotgun'}},
{price = {{'raw-fish', math_random(250, 450)}}, offer = {type = 'give-item', item = 'flamethrower'}},
{price = {{'raw-fish', math_random(75, 125)}}, offer = {type = 'give-item', item = 'rocket-launcher'}},
{price = {{'raw-fish', math_random(2, 4)}}, offer = {type = 'give-item', item = 'piercing-rounds-magazine'}},
{price = {{'raw-fish', math_random(8, 16)}}, offer = {type = 'give-item', item = 'uranium-rounds-magazine'}},
{price = {{'raw-fish', math_random(8, 16)}}, offer = {type = 'give-item', item = 'piercing-shotgun-shell'}},
{price = {{'raw-fish', math_random(6, 12)}}, offer = {type = 'give-item', item = 'flamethrower-ammo'}},
{price = {{'raw-fish', math_random(8, 16)}}, offer = {type = 'give-item', item = 'rocket'}},
{price = {{'raw-fish', math_random(10, 20)}}, offer = {type = 'give-item', item = 'explosive-rocket'}},
{price = {{'raw-fish', math_random(15, 30)}}, offer = {type = 'give-item', item = 'explosive-cannon-shell'}},
{price = {{'raw-fish', math_random(25, 35)}}, offer = {type = 'give-item', item = 'explosive-uranium-cannon-shell'}},
{price = {{'raw-fish', math_random(20, 40)}}, offer = {type = 'give-item', item = 'cluster-grenade'}},
{price = {{'raw-fish', math_random(1, 3)}}, offer = {type = 'give-item', item = 'land-mine'}},
{price = {{'raw-fish', math_random(250, 500)}}, offer = {type = 'give-item', item = 'modular-armor'}},
{price = {{'raw-fish', math_random(1500, 3000)}}, offer = {type = 'give-item', item = 'power-armor'}},
{price = {{'raw-fish', math_random(15000, 20000)}}, offer = {type = 'give-item', item = 'power-armor-mk2'}},
{price = {{'raw-fish', math_random(4000, 7000)}}, offer = {type = 'give-item', item = 'fusion-reactor-equipment'}},
{price = {{'raw-fish', math_random(50, 100)}}, offer = {type = 'give-item', item = 'battery-equipment'}},
{price = {{'raw-fish', math_random(700, 1100)}}, offer = {type = 'give-item', item = 'battery-mk2-equipment'}},
{price = {{'raw-fish', math_random(400, 700)}}, offer = {type = 'give-item', item = 'belt-immunity-equipment'}},
{price = {{'raw-fish', math_random(12000, 16000)}}, offer = {type = 'give-item', item = 'night-vision-equipment'}},
{price = {{'raw-fish', math_random(300, 500)}}, offer = {type = 'give-item', item = 'exoskeleton-equipment'}},
{price = {{'raw-fish', math_random(350, 500)}}, offer = {type = 'give-item', item = 'personal-roboport-equipment'}},
{price = {{'raw-fish', math_random(25, 50)}}, offer = {type = 'give-item', item = 'construction-robot'}},
{price = {{'raw-fish', math_random(250, 450)}}, offer = {type = 'give-item', item = 'energy-shield-equipment'}},
{price = {{'raw-fish', math_random(350, 550)}}, offer = {type = 'give-item', item = 'personal-laser-defense-equipment'}},
{price = {{'raw-fish', math_random(125, 250)}}, offer = {type = 'give-item', item = 'railgun'}},
{price = {{'raw-fish', math_random(100, 175)}}, offer = {type = 'give-item', item = 'loader'}},
{price = {{'raw-fish', math_random(200, 350)}}, offer = {type = 'give-item', item = 'fast-loader'}},
{price = {{'raw-fish', math_random(400, 600)}}, offer = {type = 'give-item', item = 'express-loader'}}
}
secret_market_items = shuffle(secret_market_items)
local surface = game.surfaces[1]
local market = surface.create_entity {name = 'market', position = pos}
market.destructible = false
if enable_fishbank_terminal then
market.add_market_item({price = {}, offer = {type = 'nothing', effect_description = 'Deposit Fish'}})
market.add_market_item({price = {}, offer = {type = 'nothing', effect_description = 'Withdraw Fish - 1% Bank Fee'}})
market.add_market_item({price = {}, offer = {type = 'nothing', effect_description = 'Show Account Balance'}})
end
for i = 1, math_random(8, 12), 1 do
market.add_market_item(secret_market_items[i])
end
end
local function on_chunk_generated(event)
if not global.noise_seed then
global.noise_seed = math_random(1, 5000000)
end
local surface = game.surfaces[1]
local noise = {}
local tiles = {}
local enemy_building_positions = {}
local enemy_worm_positions = {}
local enemy_can_place_worm_positions = {}
local rock_positions = {}
local fish_positions = {}
local rare_treasure_chest_positions = {}
local treasure_chest_positions = {}
local secret_shop_locations = {}
local extra_tree_positions = {}
local spawn_tree_positions = {}
local tile_to_insert = false
local entity_has_been_placed = false
local pos_x = 0
local pos_y = 0
local tile_distance_to_center = 0
local entities = surface.find_entities(event.area)
for _, e in pairs(entities) do
if e.type == 'resource' or e.type == 'tree' or e.force.name == 'enemy' then
e.destroy()
end
end
local noise_seed_add = 25000
local current_noise_seed_add = noise_seed_add
local m1 = 0.13
local m2 = 0.13 --10
local m3 = 0.10 --07
for x = 0, 31, 1 do
for y = 0, 31, 1 do
pos_x = event.area.left_top.x + x
pos_y = event.area.left_top.y + y
tile_distance_to_center = pos_x ^ 2 + pos_y ^ 2
noise[1] = simplex_noise.d2(pos_x / 350, pos_y / 350, global.noise_seed + current_noise_seed_add)
current_noise_seed_add = current_noise_seed_add + noise_seed_add
noise[2] = simplex_noise.d2(pos_x / 200, pos_y / 200, global.noise_seed + current_noise_seed_add)
current_noise_seed_add = current_noise_seed_add + noise_seed_add
noise[3] = simplex_noise.d2(pos_x / 50, pos_y / 50, global.noise_seed + current_noise_seed_add)
current_noise_seed_add = current_noise_seed_add + noise_seed_add
noise[4] = simplex_noise.d2(pos_x / 20, pos_y / 20, global.noise_seed + current_noise_seed_add)
current_noise_seed_add = current_noise_seed_add + noise_seed_add
local cave_noise = noise[1] + noise[2] * 0.35 + noise[3] * 0.05 + noise[4] * 0.015
noise[1] = simplex_noise.d2(pos_x / 120, pos_y / 120, global.noise_seed + current_noise_seed_add)
current_noise_seed_add = current_noise_seed_add + noise_seed_add
noise[2] = simplex_noise.d2(pos_x / 60, pos_y / 60, global.noise_seed + current_noise_seed_add)
current_noise_seed_add = current_noise_seed_add + noise_seed_add
noise[3] = simplex_noise.d2(pos_x / 40, pos_y / 40, global.noise_seed + current_noise_seed_add)
current_noise_seed_add = current_noise_seed_add + noise_seed_add
noise[4] = simplex_noise.d2(pos_x / 20, pos_y / 20, global.noise_seed + current_noise_seed_add)
current_noise_seed_add = current_noise_seed_add + noise_seed_add
local cave_noise_2 = noise[1] + noise[2] * 0.30 + noise[3] * 0.20 + noise[4] * 0.09
noise[1] = simplex_noise.d2(pos_x / 50, pos_y / 50, global.noise_seed + current_noise_seed_add)
current_noise_seed_add = current_noise_seed_add + noise_seed_add
noise[2] = simplex_noise.d2(pos_x / 30, pos_y / 30, global.noise_seed + current_noise_seed_add)
current_noise_seed_add = current_noise_seed_add + noise_seed_add
noise[3] = simplex_noise.d2(pos_x / 20, pos_y / 20, global.noise_seed + current_noise_seed_add)
current_noise_seed_add = current_noise_seed_add + noise_seed_add
noise[4] = simplex_noise.d2(pos_x / 10, pos_y / 10, global.noise_seed + current_noise_seed_add)
current_noise_seed_add = current_noise_seed_add + noise_seed_add
local cave_noise_3 = noise[1] + noise[2] * 0.5 + noise[3] * 0.25 + noise[4] * 0.1
current_noise_seed_add = noise_seed_add
tile_to_insert = false
if tile_distance_to_center > spawn_dome_size then
if tile_distance_to_center > (spawn_dome_size + 5000) * (cave_noise_3 * 0.05 + 1.1) then
if cave_noise > 1 then
tile_to_insert = 'deepwater'
table.insert(fish_positions, {pos_x, pos_y})
else
if cave_noise > 0.98 then
tile_to_insert = 'water'
else
if cave_noise > 0.82 then
tile_to_insert = 'grass-1'
table.insert(enemy_building_positions, {pos_x, pos_y})
table.insert(enemy_can_place_worm_positions, {pos_x, pos_y})
--tile_to_insert = "grass-4"
--if cave_noise > 0.88 then tile_to_insert = "grass-2" end
if cave_noise > 0.94 then
table.insert(extra_tree_positions, {pos_x, pos_y})
table.insert(secret_shop_locations, {pos_x, pos_y})
end
else
if cave_noise > 0.72 then
tile_to_insert = 'dirt-6'
if cave_noise < 0.79 then
table.insert(rock_positions, {pos_x, pos_y})
end
end
end
end
if cave_noise < -0.80 then
tile_to_insert = 'dirt-6'
if noise[3] > 0.18 or noise[3] < -0.18 then
table.insert(rock_positions, {pos_x, pos_y})
table.insert(enemy_worm_positions, {pos_x, pos_y})
table.insert(enemy_worm_positions, {pos_x, pos_y})
table.insert(enemy_worm_positions, {pos_x, pos_y})
else
tile_to_insert = 'sand-3'
table.insert(treasure_chest_positions, {{pos_x, pos_y}, tile_distance_to_center})
table.insert(treasure_chest_positions, {{pos_x, pos_y}, tile_distance_to_center})
table.insert(treasure_chest_positions, {{pos_x, pos_y}, tile_distance_to_center})
table.insert(treasure_chest_positions, {{pos_x, pos_y}, tile_distance_to_center})
table.insert(rare_treasure_chest_positions, {pos_x, pos_y})
end
else
if cave_noise < -0.75 then
tile_to_insert = 'dirt-6'
if cave_noise > -0.78 then
table.insert(rock_positions, {pos_x, pos_y})
end
end
end
end
end
if tile_to_insert == false then
if cave_noise < m1 and cave_noise > m1 * -1 then
tile_to_insert = 'dirt-7'
if cave_noise < 0.06 and cave_noise > -0.06 and noise[1] > 0.4 and tile_distance_to_center > spawn_dome_size + 5000 then
table.insert(enemy_can_place_worm_positions, {pos_x, pos_y})
table.insert(enemy_can_place_worm_positions, {pos_x, pos_y})
table.insert(enemy_can_place_worm_positions, {pos_x, pos_y})
table.insert(enemy_can_place_worm_positions, {pos_x, pos_y})
table.insert(enemy_building_positions, {pos_x, pos_y})
table.insert(enemy_building_positions, {pos_x, pos_y})
table.insert(enemy_building_positions, {pos_x, pos_y})
table.insert(enemy_building_positions, {pos_x, pos_y})
table.insert(enemy_building_positions, {pos_x, pos_y})
else
table.insert(rock_positions, {pos_x, pos_y})
if math_random(1, 3) == 1 then
table.insert(enemy_worm_positions, {pos_x, pos_y})
end
end
if cave_noise_2 > 0.85 and tile_distance_to_center > spawn_dome_size + 25000 then
if math_random(1, 48) == 1 then
local p = surface.find_non_colliding_position('crude-oil', {pos_x, pos_y}, 5, 1)
if p then
surface.create_entity {
name = 'crude-oil',
position = p,
amount = math.floor(math_random(25000 + tile_distance_to_center * 0.5, 50000 + tile_distance_to_center), 0)
}
end
end
end
else
if cave_noise_2 < m2 and cave_noise_2 > m2 * -1 then
tile_to_insert = 'dirt-4'
table.insert(rock_positions, {pos_x, pos_y})
table.insert(treasure_chest_positions, {{pos_x, pos_y}, tile_distance_to_center})
else
if cave_noise_3 < m3 and cave_noise_3 > m3 * -1 and cave_noise_2 < m2 + 0.3 and cave_noise_2 > (m2 * -1) - 0.3 then
tile_to_insert = 'dirt-2'
table.insert(rock_positions, {pos_x, pos_y})
table.insert(treasure_chest_positions, {{pos_x, pos_y}, tile_distance_to_center})
table.insert(treasure_chest_positions, {{pos_x, pos_y}, tile_distance_to_center})
table.insert(treasure_chest_positions, {{pos_x, pos_y}, tile_distance_to_center})
end
end
end
end
if tile_distance_to_center < spawn_dome_size * (cave_noise_3 * 0.05 + 1.1) then
if tile_to_insert == false then
table.insert(rock_positions, {pos_x, pos_y})
end
tile_to_insert = 'dirt-7'
end
else
if tile_distance_to_center < 750 * (1 + cave_noise_3 * 0.8) then
tile_to_insert = 'water'
table.insert(fish_positions, {pos_x, pos_y})
else
tile_to_insert = 'grass-1'
if cave_noise_3 > 0 and tile_distance_to_center + 3000 < spawn_dome_size then
table.insert(spawn_tree_positions, {pos_x, pos_y})
end
end
end
if tile_distance_to_center < spawn_dome_size and tile_distance_to_center > spawn_dome_size - 500 and tile_to_insert == 'grass-1' then
table.insert(rock_positions, {pos_x, pos_y})
end
if tile_to_insert == false then
table.insert(tiles, {name = 'out-of-map', position = {pos_x, pos_y}})
else
table.insert(tiles, {name = tile_to_insert, position = {pos_x, pos_y}})
end
end
end
surface.set_tiles(tiles, true)
for _, k in pairs(treasure_chest_positions) do
if math_random(1, 800) == 1 then
treasure_chest(k[1], k[2])
end
end
for _, p in pairs(rare_treasure_chest_positions) do
if math_random(1, 100) == 1 then
rare_treasure_chest(p)
end
end
for _, p in pairs(rock_positions) do
local x = math_random(1, 100)
if x < global.rock_density then
surface.create_entity {name = global.rock_raffle[math_random(1, #global.rock_raffle)], position = p}
end
--[[
local z = 1
if p[2] % 2 == 1 then z = 0 end
if p[1] % 2 == z then
surface.create_entity {name=global.rock_raffle[math_random(1,#global.rock_raffle)], position=p}
end
]]
--
end
for _, p in pairs(enemy_building_positions) do
if math_random(1, 50) == 1 then
local pos = surface.find_non_colliding_position('biter-spawner', p, 8, 1)
if pos then
if math_random(1, 3) == 1 then
surface.create_entity {name = 'spitter-spawner', position = pos}
else
surface.create_entity {name = 'biter-spawner', position = pos}
end
end
end
end
for _, p in pairs(enemy_worm_positions) do
if math_random(1, 300) == 1 then
local tile_distance_to_center = math.sqrt(p[1] ^ 2 + p[2] ^ 2)
if tile_distance_to_center > global.worm_free_zone_radius then
local raffle_index = math.ceil((tile_distance_to_center - global.worm_free_zone_radius) * 0.01, 0)
if raffle_index < 1 then
raffle_index = 1
end
if raffle_index > 10 then
raffle_index = 10
end
local entity_name = worm_raffle_table[raffle_index][math_random(1, #worm_raffle_table[raffle_index])]
surface.create_entity {name = entity_name, position = p}
end
end
end
for _, p in pairs(enemy_can_place_worm_positions) do
if math_random(1, 30) == 1 then
local tile_distance_to_center = math.sqrt(p[1] ^ 2 + p[2] ^ 2)
if tile_distance_to_center > global.worm_free_zone_radius then
local raffle_index = math.ceil((tile_distance_to_center - global.worm_free_zone_radius) * 0.01, 0)
if raffle_index < 1 then
raffle_index = 1
end
if raffle_index > 10 then
raffle_index = 10
end
local entity_name = worm_raffle_table[raffle_index][math_random(1, #worm_raffle_table[raffle_index])]
if surface.can_place_entity({name = entity_name, position = p}) then
surface.create_entity {name = entity_name, position = p}
end
end
end
end
for _, p in pairs(fish_positions) do
if math_random(1, 16) == 1 then
if surface.can_place_entity({name = 'fish', position = p}) then
surface.create_entity {name = 'fish', position = p}
end
end
end
for _, p in pairs(secret_shop_locations) do
if math_random(1, 10) == 1 then
if surface.count_entities_filtered {area = {{p[1] - 125, p[2] - 125}, {p[1] + 125, p[2] + 125}}, name = 'market', limit = 1} == 0 then
secret_shop(p)
end
end
end
for _, p in pairs(spawn_tree_positions) do
if math_random(1, 6) == 1 then
surface.create_entity {name = 'tree-04', position = p}
end
end
for _, p in pairs(extra_tree_positions) do
if math_random(1, 20) == 1 then
surface.create_entity {name = 'tree-02', position = p}
end
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(event.area.left_top.x / 32), y = math.floor(event.area.left_top.y / 32)}})
end
local function on_player_joined_game(event)
local surface = game.surfaces[1]
local player = game.players[event.player_index]
if not global.cave_miner_init_done then
local p = surface.find_non_colliding_position('character', {0, -40}, 10, 1)
game.forces['player'].set_spawn_position(p, surface)
player.teleport(p)
surface.daytime = 0.5
surface.freeze_daytime = 1
surface.min_brightness = 0.3
surface.brightness_visual_weights = {1, 1, 1}
game.forces['player'].technologies['landfill'].enabled = false
game.forces['player'].technologies['night-vision-equipment'].enabled = false
game.forces['player'].technologies['artillery-shell-range-1'].enabled = false
game.forces['player'].technologies['artillery-shell-speed-1'].enabled = false
game.forces['player'].technologies['artillery'].enabled = false
game.forces['player'].technologies['atomic-bomb'].enabled = false
game.map_settings.enemy_evolution.destroy_factor = 0.004
global.cave_miner_map_info =
[[
Delve deep for greater treasures, but also face increased dangers.
Mining productivity research, will overhaul your mining equipment,
reinforcing your pickaxe as well as increasing the size of your backpack.
Breaking rocks is exhausting and might make you hungry.
So don´t forget to eat some fish once in a while to stay well fed.
But be careful, eating too much might have it´s consequences too.
As you dig, you will encounter black bedrock that is just too solid for your pickaxe.
Some explosives could even break through the impassable dark rock.
All they need is a container and a well aimed shot.
Darkness is a hazard in the mines, stay near your lamps..
]]
global.biter_spawn_amount_weights = {}
global.biter_spawn_amount_weights[1] = {64, 1}
global.biter_spawn_amount_weights[2] = {32, 4}
global.biter_spawn_amount_weights[3] = {16, 8}
global.biter_spawn_amount_weights[4] = {8, 16}
global.biter_spawn_amount_weights[5] = {4, 32}
global.biter_spawn_amount_weights[6] = {2, 64}
global.biter_spawn_amount_raffle = {}
for _, t in pairs(global.biter_spawn_amount_weights) do
for x = 1, t[2], 1 do
table.insert(global.biter_spawn_amount_raffle, t[1])
end
end
global.rock_density = 62 ---- insert value up to 100
global.rock_raffle = {'sand-rock-big', 'sand-rock-big', 'rock-big', 'rock-big', 'rock-big', 'rock-big', 'rock-big', 'rock-big', 'rock-huge'}
global.worm_free_zone_radius = math.sqrt(spawn_dome_size) + 40
global.biter_spawn_schedule = {}
global.stats_ores_found = 0
global.total_ores_mined = 0
global.rock_mining_chance_weights = {}
global.rock_mining_chance_weights[1] = {'iron-ore', 25}
global.rock_mining_chance_weights[2] = {'copper-ore', 18}
global.rock_mining_chance_weights[3] = {'coal', 14}
global.rock_mining_chance_weights[4] = {'uranium-ore', 3}
global.rock_mining_raffle_table = {}
for _, t in pairs(global.rock_mining_chance_weights) do
for x = 1, t[2], 1 do
table.insert(global.rock_mining_raffle_table, t[1])
end
end
global.darkness_threat_level = {}
game.forces.player.chart(surface, {{-160, -160}, {160, 160}})
global.cave_miner_init_done = true
end
if player.online_time < 10 then
create_cave_miner_info(player)
global.darkness_threat_level[player.name] = 0
player.insert {name = 'pistol', count = 1}
player.insert {name = 'firearm-magazine', count = 16}
end
create_cave_miner_button(player)
create_cave_miner_stats_gui(player)
end
local function spawn_cave_inhabitant(pos, target_position)
if not pos.x then
return nil
end
if not pos.y then
return nil
end
local surface = game.surfaces[1]
local tile_distance_to_center = math.sqrt(pos.x ^ 2 + pos.y ^ 2)
local rock_inhabitants_index = math.ceil((tile_distance_to_center - math.sqrt(spawn_dome_size)) * 0.015, 0)
if rock_inhabitants_index < 1 then
rock_inhabitants_index = 1
end
if rock_inhabitants_index > #rock_inhabitants then
rock_inhabitants_index = #rock_inhabitants
end
local entity_name = rock_inhabitants[rock_inhabitants_index][math_random(1, #rock_inhabitants[rock_inhabitants_index])]
local p = surface.find_non_colliding_position(entity_name, pos, 6, 0.5)
local biter = 1
if p then
biter = surface.create_entity {name = entity_name, position = p}
end
if target_position then
biter.set_command({type = defines.command.attack_area, destination = target_position, radius = 5, distraction = defines.distraction.by_anything})
end
if not target_position then
biter.set_command(
{type = defines.command.attack_area, destination = game.forces['player'].get_spawn_position(surface), radius = 5, distraction = defines.distraction.by_anything}
)
end
end
local function find_first_entity_spiral_scan(pos, entities, range)
if not pos then
return
end
if not entities then
return
end
if not range then
return
end
local surface = game.surfaces[1]
local out_of_map_count = 0
local out_of_map_cap = 1
for z = 2, range, 2 do
pos.y = pos.y - 1
pos.x = pos.x - 1
for modifier = 1, -1, -2 do
for x = 1, z, 1 do
pos.x = pos.x + modifier
local t = surface.get_tile(pos)
if t.name == 'out-of-map' then
out_of_map_count = out_of_map_count + 1
end
if out_of_map_count > out_of_map_cap then
return
end
local e = surface.find_entities_filtered {position = pos, name = entities}
if e[1] then
return e[1].position
end
end
for y = 1, z, 1 do
pos.y = pos.y + modifier
local t = surface.get_tile(pos)
if t.name == 'out-of-map' then
out_of_map_count = out_of_map_count + 1
end
if out_of_map_count > out_of_map_cap then
return
end
local e = surface.find_entities_filtered {position = pos, name = entities}
if e[1] then
return e[1].position
end
end
if out_of_map_count > out_of_map_cap then
return
end
end
if out_of_map_count > out_of_map_cap then
return
end
end
end
local function biter_attack_event()
local surface = game.surfaces[1]
local valid_positions = {}
for _, player in pairs(game.connected_players) do
if player.character then
if player.character.driving == false then
local position = {x = player.position.x, y = player.position.y}
local p = find_first_entity_spiral_scan(position, {'rock-huge', 'rock-big', 'sand-rock-big'}, 32)
if p then
if p.x ^ 2 + p.y ^ 2 > spawn_dome_size then
table.insert(valid_positions, p)
end
end
end
end
end
if valid_positions[1] then
if #valid_positions == 1 then
for x = 1, global.biter_spawn_amount_raffle[math_random(1, #global.biter_spawn_amount_raffle)], 1 do
table.insert(global.biter_spawn_schedule, {game.tick + 20 * x, valid_positions[1]})
end
end
if #valid_positions > 1 then
for y = math_random(1, 2), #valid_positions, 2 do
if y > #valid_positions then
break
end
for x = 1, global.biter_spawn_amount_raffle[math_random(1, #global.biter_spawn_amount_raffle)], 1 do
table.insert(global.biter_spawn_schedule, {game.tick + 20 * x, valid_positions[y]})
end
end
end
end
end
local function darkness_events()
for _, p in pairs(game.connected_players) do
if global.darkness_threat_level[p.name] > 4 then
for x = 1, 2 + global.darkness_threat_level[p.name], 1 do
spawn_cave_inhabitant(p.position)
end
local biters_found = game.surfaces[1].find_enemy_units(p.position, 12, 'player')
if p.character then
for _, biter in pairs(biters_found) do
biter.set_command({type = defines.command.attack, target = p.character, distraction = defines.distraction.none})
end
p.character.damage(math_random(global.darkness_threat_level[p.name] * 2, global.darkness_threat_level[p.name] * 3), 'enemy')
end
end
if global.darkness_threat_level[p.name] == 2 then
p.print(darkness_messages[math_random(1, #darkness_messages)], {r = 0.65, g = 0.0, b = 0.0})
end
global.darkness_threat_level[p.name] = global.darkness_threat_level[p.name] + 1
end
end
local function darkness_checks()
for _, p in pairs(game.connected_players) do
if p.character then
p.character.disable_flashlight()
end
local tile_distance_to_center = math.sqrt(p.position.x ^ 2 + p.position.y ^ 2)
if tile_distance_to_center < math.sqrt(spawn_dome_size) then
global.darkness_threat_level[p.name] = 0
else
if p.character and p.character.driving == true then
global.darkness_threat_level[p.name] = 0
else
local light_source_entities =
game.surfaces[1].find_entities_filtered {area = {{p.position.x - 12, p.position.y - 12}, {p.position.x + 12, p.position.y + 12}}, name = 'small-lamp'}
for _, lamp in pairs(light_source_entities) do
local circuit = lamp.get_or_create_control_behavior()
if circuit then
if lamp.energy > 50 and circuit.disabled == false then
global.darkness_threat_level[p.name] = 0
break
end
else
if lamp.energy > 50 then
global.darkness_threat_level[p.name] = 0
break
end
end
end
end
end
end
end
local function on_tick(event)
if game.tick % 30 == 0 then
if global.biter_spawn_schedule then
for x = 1, #global.biter_spawn_schedule, 1 do
if global.biter_spawn_schedule[x] then
if game.tick >= global.biter_spawn_schedule[x][1] then
local pos = {x = global.biter_spawn_schedule[x][2].x, y = global.biter_spawn_schedule[x][2].y}
global.biter_spawn_schedule[x] = nil
spawn_cave_inhabitant(pos)
end
end
end
end
if game.tick % 300 == 0 then
refresh_gui()
end
end
if game.tick % 240 == 0 then
darkness_checks()
darkness_events()
end
if game.tick % 5400 == 2700 then
if math_random(1, 2) == 1 then
biter_attack_event()
end
end
if game.tick == 30 then
local surface = game.surfaces[1]
local p = game.surfaces[1].find_non_colliding_position('market', {0, -15}, 60, 0.5)
local market = surface.create_entity {name = 'market', position = p}
market.destructible = false
if enable_fishbank_terminal then
market.add_market_item({price = {}, offer = {type = 'nothing', effect_description = 'Deposit Fish'}})
market.add_market_item({price = {}, offer = {type = 'nothing', effect_description = 'Withdraw Fish - 1% Bank Fee'}})
market.add_market_item({price = {}, offer = {type = 'nothing', effect_description = 'Show Account Balance'}})
end
for _, item in pairs(market_items.spawn) do
market.add_market_item(item)
end
surface.regenerate_entity({'rock-big', 'rock-huge'})
end
end
local disabled_for_deconstruction = {
['fish'] = true,
['rock-huge'] = true,
['rock-big'] = true,
['sand-rock-big'] = true,
['tree-02'] = true,
['tree-04'] = true
}
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 treasure_chest_messages = {
"You notice an old crate within the rubble. It's filled with treasure!",
"You find a chest underneath the broken rocks. It's filled with goodies!",
'We has found the precious!'
}
local function on_pre_player_mined_item(event)
local surface = game.surfaces[1]
local player = game.players[event.player_index]
if math_random(1, 12) == 1 then
if event.entity.name == 'rock-huge' or event.entity.name == 'rock-big' or event.entity.name == 'sand-rock-big' then
for x = 1, math_random(6, 10), 1 do
table.insert(global.biter_spawn_schedule, {game.tick + 30 * x, event.entity.position})
end
end
end
if event.entity.type == 'tree' then
surface.spill_item_stack(player.position, {name = 'raw-fish', count = math.random(1, 2)}, true)
end
if event.entity.name == 'rock-huge' or event.entity.name == 'rock-big' or event.entity.name == 'sand-rock-big' then
local rock_position = {x = event.entity.position.x, y = event.entity.position.y}
local distance_to_center = rock_position.x ^ 2 + rock_position.y ^ 2
if math_random(1, 250) == 1 then
treasure_chest(rock_position, distance_to_center)
player.print(treasure_chest_messages[math_random(1, #treasure_chest_messages)], {r = 0.98, g = 0.66, b = 0.22})
end
local tile_distance_to_center = math.sqrt(rock_position.x ^ 2 + rock_position.y ^ 2)
if tile_distance_to_center > 1450 then
tile_distance_to_center = 1450
end
if math_random(1, 3) == 1 then
hunger_update(player, -1)
end
surface.spill_item_stack(player.position, {name = 'raw-fish', count = math_random(1, 3)}, true)
end
end
local function on_player_mined_entity(event)
if event.entity.name == 'fish' then
if math_random(1, 2) == 1 then
local player = game.players[event.player_index]
local health = player.character.health
player.character.damage(math_random(50, 150), 'enemy')
if not player.character then
game.print(player.name .. ' should have kept their hands out of the foggy lake waters.', {r = 0.75, g = 0.0, b = 0.0})
else
if health > 200 then
player.print('You got bitten by an angry cave piranha.', {r = 0.75, g = 0.0, b = 0.0})
else
local messages = {'Ouch.. That hurt! Better be careful now.', 'Just a fleshwound.', 'Better keep those hands to yourself or you might loose them.'}
player.print(messages[math_random(1, #messages)], {r = 0.75, g = 0.0, b = 0.0})
end
end
end
end
end
local function biters_chew_rocks_slower(event)
local entity = event.entity
if not entity.valid then
return
end
if entity.force.index ~= 3 then
return
end --Neutral Force
if not event.cause then
return
end
if not event.cause.valid then
return
end
if event.cause.force.index ~= 2 then
return
end --Enemy Force
if math_random(1, 32) == 1 then
return
end
entity.health = entity.health + event.final_damage_amount
end
local function on_entity_damaged(event)
biters_chew_rocks_slower(event)
end
local function on_entity_died(event)
if not rocks[event.entity.name] then
return
end
if math_random(1, 8) ~= 1 then
return
end
for x = 1, math_random(6, 12), 1 do
table.insert(global.biter_spawn_schedule, {game.tick + 20 * x, event.entity.position})
end
end
local function on_player_respawned(event)
local player = game.players[event.player_index]
player.character.disable_flashlight()
refresh_gui()
end
local function on_research_finished(event)
event.research.force.character_inventory_slots_bonus = game.forces.player.mining_drill_productivity_bonus * 100
refresh_gui()
if not event.research.force.technologies['steel-axe'].researched then
return
end
event.research.force.manual_mining_speed_modifier = 1 + game.forces.player.mining_drill_productivity_bonus * 4
end
local function on_gui_click(event)
if not event then
return
end
if not event.element then
return
end
if not event.element.valid then
return
end
local player = game.players[event.element.player_index]
local name = event.element.name
local frame = player.gui.top['caver_miner_stats_frame']
if name == 'caver_miner_stats_toggle_button' and frame == nil then
create_cave_miner_stats_gui(player)
end
if name == 'caver_miner_stats_toggle_button' and frame then
if player.gui.left['cave_miner_info'] then
frame.destroy()
player.gui.left['cave_miner_info'].destroy()
else
create_cave_miner_info(player)
end
end
if name == 'close_cave_miner_info' then
player.gui.left['cave_miner_info'].destroy()
end
end
local bank_messages = {
'Caves are dangerous. Did you hear about our insurance programs?',
'Get your wealth flowing today with Fishbank!',
'Hungry? Take a look at our credit offers! No questions asked.',
'Fishbank. The only choice.',
'Smart miners use Fishbank!',
'Your wealth is safe with Fishbank!',
'Fishbank, because inventory space matters!',
"Have you heard of our Caviar Card? Don't ask, we will ask you..",
'9 out of 10 felines only trust in Fishbank.'
}
local function on_market_item_purchased(event)
if not enable_fishbank_terminal then
return
end
local player = game.players[event.player_index]
local market = event.market
local offer_index = event.offer_index
local count = event.count
local offers = market.get_market_items()
local bought_offer = offers[offer_index].offer
if bought_offer.type ~= 'nothing' then
return
end
if not global.fish_bank then
global.fish_bank = {}
end
if not global.fish_bank[player.name] then
global.fish_bank[player.name] = 0
end
if offer_index == 1 then
local fish_removed = player.remove_item({name = 'raw-fish', count = 999999})
if fish_removed == 0 then
return
end
global.fish_bank[player.name] = global.fish_bank[player.name] + fish_removed
player.print(fish_removed .. ' Fish deposited into your account. Your balance is ' .. global.fish_bank[player.name] .. '.', {r = 0.10, g = 0.75, b = 0.5})
player.print(bank_messages[math_random(1, #bank_messages)], {r = 0.77, g = 0.77, b = 0.77})
player.surface.create_entity({name = 'flying-text', position = player.position, text = tostring(fish_removed .. ' Fish deposited'), color = {r = 0.10, g = 0.75, b = 0.5}})
end
if offer_index == 2 then
if global.fish_bank[player.name] == 0 then
player.print('No fish in your Bank account :(', {r = 0.10, g = 0.75, b = 0.5})
return
end
local requested_withdraw_amount = 500
local fee = 10
if global.fish_bank[player.name] < requested_withdraw_amount + fee then
fee = math.ceil(global.fish_bank[player.name] * 0.01, 0)
if global.fish_bank[player.name] < 10 then
fee = 0
end
requested_withdraw_amount = global.fish_bank[player.name] - fee
end
local fish_withdrawn = player.insert({name = 'raw-fish', count = requested_withdraw_amount})
if fish_withdrawn ~= requested_withdraw_amount then
if fish_withdrawn <= 0 then
return
end
player.remove_item({name = 'raw-fish', count = fish_withdrawn})
return
end
global.fish_bank[player.name] = global.fish_bank[player.name] - (fish_withdrawn + fee)
player.print(fish_withdrawn .. ' Fish withdrawn from your account. Your balance is ' .. global.fish_bank[player.name] .. '.', {r = 0.10, g = 0.75, b = 0.5})
player.print(bank_messages[math_random(1, #bank_messages)], {r = 0.77, g = 0.77, b = 0.77})
player.surface.create_entity(
{name = 'flying-text', position = player.position, text = tostring(fish_withdrawn .. ' Fish withdrawn'), color = {r = 0.10, g = 0.75, b = 0.5}}
)
end
if offer_index == 3 then
player.print('Your balance is ' .. global.fish_bank[player.name] .. ' Fish.', {r = 0.10, g = 0.75, b = 0.5})
end
end
local function on_player_used_capsule(event)
if event.item.name == 'raw-fish' then
refresh_gui()
end
end
local function on_init()
global.rocks_yield_ore_maximum_amount = 512
global.rocks_yield_ore_base_amount = 35
global.rocks_yield_ore_distance_modifier = 0.1
global.rocks_yield_ore_veins.chance = 512
end
local Event = require 'utils.event'
Event.on_init(on_init)
Event.add(defines.events.on_market_item_purchased, on_market_item_purchased)
Event.add(defines.events.on_gui_click, on_gui_click)
Event.add(defines.events.on_player_used_capsule, on_player_used_capsule)
Event.add(defines.events.on_research_finished, on_research_finished)
Event.add(defines.events.on_player_respawned, on_player_respawned)
Event.add(defines.events.on_player_mined_entity, on_player_mined_entity)
Event.add(defines.events.on_entity_damaged, on_entity_damaged)
Event.add(defines.events.on_pre_player_mined_item, on_pre_player_mined_item)
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_tick, on_tick)
Event.add(defines.events.on_player_joined_game, on_player_joined_game)
Event.add(defines.events.on_entity_died, on_entity_died)
require 'modules.rocks_yield_ore'