mirror of
https://github.com/ComfyFactory/ComfyFactorio.git
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158 lines
5.2 KiB
Lua
158 lines
5.2 KiB
Lua
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local Memory = require 'maps.pirates.memory'
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local Math = require 'maps.pirates.math'
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local Balance = require 'maps.pirates.balance'
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local Structures = require 'maps.pirates.structures.structures'
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local Common = require 'maps.pirates.common'
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local CoreData = require 'maps.pirates.coredata'
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local Utils = require 'maps.pirates.utils_local'
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local inspect = require 'utils.inspect'.inspect
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local Data = require 'maps.pirates.surfaces.islands.walkways.data'
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local Ores = require 'maps.pirates.ores'
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local IslandsCommon = require 'maps.pirates.surfaces.islands.common'
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local Hunt = require 'maps.pirates.surfaces.islands.hunt'
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local Public = {}
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Public.Data = require 'maps.pirates.surfaces.islands.walkways.data'
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function Public.noises(args)
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local ret = {}
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ret.height = IslandsCommon.island_height_1(args)
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ret.walkways = function (p) return Math.abs(args.noise_generator.walkways(p)) end
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ret.rock = args.noise_generator.rock
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ret.rock_abs = function (p) return Math.abs(ret.rock(p)) end
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ret.mood = args.noise_generator.mood
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ret.farness = IslandsCommon.island_farness_1(args) --isn't available on the iconized pass, only on actual generation; check args.iconized_generation before you use this
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return ret
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end
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function Public.terrain(args)
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local memory = Memory.get_crew_memory()
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local noises = Public.noises(args)
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local p = args.p
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if IslandsCommon.place_water_tile(args) then return end
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if noises.height(p) < 0.05 then
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args.tiles[#args.tiles + 1] = {name = 'water-mud', position = p}
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elseif noises.height(p) < 0.1 then
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args.tiles[#args.tiles + 1] = {name = 'landfill', position = p}
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if Math.random() < 1/50 then
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args.decoratives[#args.decoratives + 1] = {name = 'brown-asterisk', position = p, amount = 1}
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end
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else
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if noises.walkways(p) < 0.34 then
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args.tiles[#args.tiles + 1] = {name = 'landfill', position = p}
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if noises.walkways(p) <= 0.01 then
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if Math.random(40) == 1 then
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args.entities[#args.entities + 1] = {name = 'big-scorchmark-tintable', position = p}
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end
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elseif noises.walkways(p) <= 0.02 then
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if Math.random(40) == 1 then
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args.entities[#args.entities + 1] = {name = 'medium-scorchmark-tintable', position = p}
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end
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end
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if Math.abs(noises.rock(p)) < 0.3 then
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if Math.random() < 1/20 then
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args.decoratives[#args.decoratives + 1] = {name = 'red-pita', position = p, amount = 1}
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end
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end
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if noises.rock(p) > 0.2 then
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if Math.random() < (0.25 - noises.walkways(p))/8 then
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args.entities[#args.entities + 1] = IslandsCommon.random_rock_1(p)
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end
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elseif Math.random() < -(noises.rock(p) + 0.3)/2 then
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args.decoratives[#args.decoratives + 1] = {name = 'red-croton', position = p, amount = 1}
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end
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if noises.height(p) > 0.12 and noises.walkways(p) < 0.1 and noises.rock_abs(p) < 0.07 then
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args.entities[#args.entities + 1] = {name = 'coal', position = args.p, amount = 14}
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end
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else
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args.tiles[#args.tiles + 1] = {name = 'water-shallow', position = p}
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end
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end
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end
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function Public.chunk_structures(args)
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local spec = function(p)
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local noises = Public.noises{p = p, noise_generator = args.noise_generator, static_params = args.static_params, seed = args.seed}
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return {
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placeable = noises.walkways(p) < 0.30,
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density_perchunk = 20 * (noises.farness(p) - 0.1)^3 * args.biter_base_density_scale,
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spawners_indestructible = true,
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}
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end
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IslandsCommon.enemies_1(args, spec)
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-- local spec2 = function(p)
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-- local noises = Public.noises{p = p, noise_generator = args.noise_generator, static_params = args.static_params, seed = args.seed}
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-- return {
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-- placeable = noises.height(p) > 0.1 and noises.walkways(p) < 0.3,
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-- chanceper4chunks = 1/2,
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-- }
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-- end
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-- IslandsCommon.assorted_structures_1(args, spec2)
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end
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function Public.generate_silo_setup_position()
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local memory = Memory.get_crew_memory()
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local destination = Common.current_destination()
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local surface = game.surfaces[destination.surface_name]
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local p_silo = Hunt.silo_setup_position(0.2)
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local tiles = {}
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for x = -6.5, 6.5, 1 do
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for y = -6.5, 6.5, 1 do
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tiles[#tiles + 1] = {name = CoreData.world_concrete_tile, position = {x = p_silo.x + x, y = p_silo.y + y}}
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end
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end
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Common.ensure_chunks_at(surface, p_silo, 1)
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surface.set_tiles(tiles, true)
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return p_silo
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end
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function Public.break_rock(surface, p, entity_name)
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return Ores.try_ore_spawn(surface, p, entity_name)
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end
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local function walkways_tick()
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for _, id in pairs(Memory.get_global_memory().crew_active_ids) do
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Memory.set_working_id(id)
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local memory = Memory.get_crew_memory()
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local destination = Common.current_destination()
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if destination.subtype and destination.subtype == IslandsCommon.enum.WALKWAYS then
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for _, player in pairs(game.connected_players) do
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if player.force.name == memory.force_name and player.surface == game.surfaces[destination.surface_name] and player.character and player.character.valid and game.surfaces[destination.surface_name].get_tile(player.position).name == 'water-shallow' then
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player.character.damage(12, game.forces['environment'], 'fire')
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if not (player.character and player.character.valid) then
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Common.notify_force(player.force, player.name .. ' froze to death.')
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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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end
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local event = require 'utils.event'
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event.on_nth_tick(20, walkways_tick)
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return Public |