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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-08 00:39:30 +02:00
ComfyFactorio/maps/railway_troopers/main.lua
2021-03-24 20:14:55 +01:00

363 lines
12 KiB
Lua

require 'modules.sticky_landfill'
require 'modules.dynamic_player_spawn'
require 'modules.biters_yield_ore'
local math_random = math.random
local math_floor = math.floor
local table_insert = table.insert
local math_abs = math.abs
local map_height = 96
local infini_ores = {'iron-ore', 'iron-ore', 'copper-ore', 'coal', 'stone'}
local function on_player_joined_game(event)
local surface = game.surfaces['railway_troopers']
local player = game.players[event.player_index]
if player.online_time == 0 then
player.teleport(surface.find_non_colliding_position('character', game.forces.player.get_spawn_position(surface), 32, 0.5), surface)
end
end
local function set_commands(unit_group)
local surface = unit_group.surface
local position = unit_group.position
local commands = {}
for x = position.x, -8196, -32 do
if surface.is_chunk_generated({math_floor(x / 32), math_floor(position.y / 32)}) then
if math_random(1, 16) == 1 then
commands[#commands + 1] = {
type = defines.command.build_base,
destination = {x = x, y = position.y},
distraction = defines.distraction.by_anything,
ignore_planner = true
}
else
commands[#commands + 1] = {
type = defines.command.attack_area,
destination = {x = x, y = position.y},
radius = 16,
distraction = defines.distraction.by_anything
}
end
else
break
end
end
if #commands == 0 then
return
end
unit_group.set_command(
{
type = defines.command.compound,
structure_type = defines.compound_command.return_last,
commands = commands
}
)
end
local function send_wave(spawner, search_radius)
local biters = spawner.surface.find_enemy_units(spawner.position, search_radius, 'player')
if biters[1] then
local unit_group = spawner.surface.create_unit_group({position = {x = spawner.position.x, y = -42 + math_random(0, 84)}, force = 'enemy'})
for _, unit in pairs(biters) do
unit_group.add_member(unit)
end
set_commands(unit_group)
end
end
local function on_entity_spawned(event)
global.on_entity_spawned_counter = global.on_entity_spawned_counter + 1
local c = global.on_entity_spawned_counter * 0.5
if c % 2 ~= 0 then
return
end
for a = 14, 6, -2 do
local b = 2 ^ a
if c % b == 0 then
send_wave(event.spawner, a ^ 2 - 28)
return
end
end
end
local function on_entity_died(event)
local entity = event.entity
if not entity.valid then
return
end
if entity.type == 'unit' and entity.spawner then
entity.spawner.damage(20, game.forces[1])
end
end
local function is_out_of_map(p)
local a = p.x + 1960
local b = math_abs(p.y)
if a * 0.025 >= b then
return
end
if a * -0.025 > b then
return
end
return true
end
local function draw_west_side(surface, left_top)
local entities = {}
for x = 0, 31, 1 do
for y = 0, 31, 1 do
local position = {x = left_top.x + x, y = left_top.y + y}
if math_abs(position.y) > map_height * 0.5 then
surface.set_tiles({{name = 'out-of-map', position = position}}, true)
else
surface.set_tiles({{name = 'deepwater-green', position = position}}, true)
if math_random(1, 64) == 1 then
table_insert(entities, {name = 'fish', position = position})
end
if math_random(1, 8196) == 1 and position.x < -64 then
table_insert(entities, {name = 'crude-oil', position = position, amount = 200000 + math_abs(left_top.x * 500)})
end
end
end
end
for _, entity in pairs(entities) do
surface.create_entity(entity)
end
end
local function draw_east_side(surface, left_top)
local entities = {}
if left_top.y == 0 and left_top.x < 64 then
for x = 0, 30, 2 do
surface.create_entity({name = 'straight-rail', position = {left_top.x + x, 0}, direction = 2, force = 'player'})
end
if left_top.x == -32 then
local entity = surface.create_entity({name = 'cargo-wagon', position = {-24, 0}, force = 'player', direction = 2})
entity.get_inventory(defines.inventory.cargo_wagon).insert({name = 'firearm-magazine', count = 600})
entity.get_inventory(defines.inventory.cargo_wagon).insert({name = 'shotgun', count = 2})
entity.get_inventory(defines.inventory.cargo_wagon).insert({name = 'shotgun-shell', count = 64})
entity.get_inventory(defines.inventory.cargo_wagon).insert({name = 'light-armor', count = 5})
entity.get_inventory(defines.inventory.cargo_wagon).insert({name = 'grenade', count = 32})
entity.get_inventory(defines.inventory.cargo_wagon).insert({name = 'pistol', count = 10})
entity.get_inventory(defines.inventory.cargo_wagon).insert({name = 'rail', count = 100})
entity = surface.create_entity({name = 'locomotive', position = {-18, 0}, force = 'player', direction = 2})
entity.get_inventory(defines.inventory.fuel).insert({name = 'wood', count = 25})
end
end
for x = 0, 31, 1 do
for y = 0, 31, 1 do
local position = {x = left_top.x + x, y = left_top.y + y}
if is_out_of_map(position) then
surface.set_tiles({{name = 'out-of-map', position = position}}, true)
else
if math_random(1, 4096) == 1 and left_top.x > -32 and math_abs(left_top.y) > 2 then
table_insert(entities, {name = infini_ores[math_random(1, #infini_ores)], position = position, amount = 99999999})
table_insert(entities, {name = 'electric-mining-drill', position = position, force = 'enemy'})
end
end
end
end
for _, entity in pairs(entities) do
local e = surface.create_entity(entity)
if e.name == 'electric-mining-drill' then
if e.position.y < 0 then
e.direction = 4
else
e.direction = 0
end
e.minable = false
e.destructible = false
--e.insert({name = "coal", count = math_random(8, 36)})
end
end
end
local function on_chunk_generated(event)
local surface = event.surface
local left_top = event.area.left_top
if left_top.x < -32 then
draw_west_side(surface, left_top)
else
draw_east_side(surface, left_top)
end
end
local type_whitelist = {
['artillery-wagon'] = true,
['car'] = true,
['cargo-wagon'] = true,
['construction-robot'] = true,
['container'] = true,
['curved-rail'] = true,
['electric-pole'] = true,
['entity-ghost'] = true,
['fluid-wagon'] = true,
['heat-pipe'] = true,
['inserter'] = true,
['lamp'] = true,
['locomotive'] = true,
['logistic-robot'] = true,
['rail-chain-signal'] = true,
['rail-signal'] = true,
['splitter'] = true,
['straight-rail'] = true,
['tile-ghost'] = true,
['train-stop'] = true,
['transport-belt'] = true,
['underground-belt'] = true,
['wall'] = true,
['gate'] = true,
['beacon'] = true
}
local function deny_building(event)
local entity = event.created_entity
if not entity.valid then
return
end
if type_whitelist[event.created_entity.type] then
return
end
if entity.position.x < -32 then
return
end
if event.player_index then
game.players[event.player_index].insert({name = entity.name, count = 1})
else
local inventory = event.robot.get_inventory(defines.inventory.robot_cargo)
inventory.insert({name = entity.name, count = 1})
end
event.created_entity.surface.create_entity(
{
name = 'flying-text',
position = entity.position,
text = 'Can only be built west!',
color = {r = 0.98, g = 0.66, b = 0.22}
}
)
entity.destroy()
end
local function on_built_entity(event)
deny_building(event)
end
local function on_robot_built_entity(event)
deny_building(event)
end
local function on_research_finished(event)
event.research.force.character_inventory_slots_bonus = game.forces.player.mining_drill_productivity_bonus * 200
event.research.force.character_item_pickup_distance_bonus = game.forces.player.mining_drill_productivity_bonus * 10
end
local function send_tick_wave()
if game.tick % 54000 ~= 3600 then
return
end
local surface = game.surfaces['railway_troopers']
local spawners = surface.find_entities_filtered({type = 'unit-spawner'})
if not spawners[1] then
return
end
local search_radius = 16
for _, player in pairs(game.connected_players) do
if player.position.x * 0.5 > search_radius then
search_radius = math_floor(player.position.x * 0.5)
end
end
if search_radius > 256 then
search_radius = 256
end
send_wave(spawners[math_random(1, #spawners)], search_radius)
end
local function on_tick()
send_tick_wave()
end
local function on_init()
global.drop_schedule = {}
global.on_entity_spawned_counter = 0
game.map_settings.enemy_evolution.destroy_factor = 0.001
--game.map_settings.enemy_evolution.pollution_factor = 0
--game.map_settings.enemy_evolution.time_factor = 0
game.map_settings.enemy_expansion.enabled = true
game.map_settings.enemy_expansion.max_expansion_cooldown = 900
game.map_settings.enemy_expansion.min_expansion_cooldown = 900
game.map_settings.enemy_expansion.settler_group_max_size = 128
game.map_settings.enemy_expansion.settler_group_min_size = 32
game.map_settings.enemy_expansion.max_expansion_distance = 16
game.map_settings.pollution.enemy_attack_pollution_consumption_modifier = 0.25
local map_gen_settings = {
['water'] = 0,
['starting_area'] = 0.60,
['cliff_settings'] = {cliff_elevation_interval = 0, cliff_elevation_0 = 0},
['autoplace_controls'] = {
['coal'] = {frequency = 0, size = 0.65, richness = 0.5},
['stone'] = {frequency = 0, size = 0.65, richness = 0.5},
['copper-ore'] = {frequency = 0, size = 0.65, richness = 0.5},
['iron-ore'] = {frequency = 0, size = 0.65, richness = 0.5},
['uranium-ore'] = {frequency = 0, size = 1, richness = 1},
['crude-oil'] = {frequency = 0, size = 1, richness = 0.75},
['trees'] = {frequency = 2, size = 0.15, richness = 1},
['enemy-base'] = {frequency = 256, size = 2, richness = 1}
}
}
local surface = game.create_surface('railway_troopers', map_gen_settings)
surface.request_to_generate_chunks({0, 0}, 4)
surface.force_generate_chunk_requests()
local force = game.forces.player
force.set_spawn_position({-30, 0}, surface)
force.technologies['landfill'].researched = true
force.technologies['railway'].researched = true
force.technologies['engine'].researched = true
local types_to_disable = {
['ammo'] = true,
['armor'] = true,
['car'] = true,
['gun'] = true,
['capsule'] = true
}
for _, recipe in pairs(game.recipe_prototypes) do
if types_to_disable[recipe.subgroup.name] then
force.set_hand_crafting_disabled_for_recipe(recipe.name, true)
end
end
end
local Event = require 'utils.event'
Event.on_init(on_init)
Event.add(defines.events.on_research_finished, on_research_finished)
Event.add(defines.events.on_tick, on_tick)
Event.add(defines.events.on_built_entity, on_built_entity)
Event.add(defines.events.on_robot_built_entity, on_robot_built_entity)
Event.add(defines.events.on_entity_died, on_entity_died)
Event.add(defines.events.on_entity_spawned, on_entity_spawned)
Event.add(defines.events.on_player_joined_game, on_player_joined_game)
Event.add(defines.events.on_chunk_generated, on_chunk_generated)