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ComfyFactorio/maps/expanse/functions.lua
2021-03-24 19:18:46 +01:00

287 lines
9.7 KiB
Lua

local Price_raffle = require 'maps.expanse.price_raffle'
local Public = {}
local ores = {'copper-ore', 'iron-ore', 'stone', 'coal'}
local price_modifiers = {
['unit-spawner'] = -256,
['unit'] = -16,
['turret'] = -128,
['tree'] = -8,
['simple-entity'] = 2,
['cliff'] = -128,
['water'] = -5,
['water-green'] = -5,
['deepwater'] = -5,
['deepwater-green'] = -5,
['water-mud'] = -6,
['water-shallow'] = -6
}
local function reward_tokens(expanse, entity)
local chance = expanse.token_chance % 1
local count = math.floor(expanse.token_chance)
if chance > 0 then
chance = math.floor(chance * 1000)
if math.random(1, 1000) <= chance then
entity.surface.spill_item_stack(entity.position, {name = 'small-plane', count = 1}, true, nil, false)
end
end
if count > 0 then
for _ = 1, count, 1 do
entity.surface.spill_item_stack(entity.position, {name = 'small-plane', count = 1}, true, nil, false)
end
end
end
local function get_cell_value(expanse, left_top)
local square_size = expanse.square_size
local value = square_size ^ 2
value = value * 8
local source_surface = game.surfaces[expanse.source_surface]
local area = {{left_top.x, left_top.y}, {left_top.x + square_size, left_top.y + square_size}}
local entities = source_surface.find_entities(area)
local tiles = source_surface.find_tiles_filtered({area = area})
for _, tile in pairs(tiles) do
if price_modifiers[tile.name] then
value = value + price_modifiers[tile.name]
end
end
for _, entity in pairs(entities) do
if price_modifiers[entity.type] then
value = value + price_modifiers[entity.type]
end
end
local distance = math.sqrt(left_top.x ^ 2 + left_top.y ^ 2)
value = value * (distance * expanse.price_distance_modifier)
local ore_modifier = distance * (expanse.price_distance_modifier / 20)
if ore_modifier > expanse.max_ore_price_modifier then
ore_modifier = expanse.max_ore_price_modifier
end
for _, entity in pairs(entities) do
if entity.type == 'resource' then
if entity.prototype.resource_category == 'basic-fluid' then
value = value + (entity.amount * ore_modifier * 0.01)
else
value = value + (entity.amount * ore_modifier)
end
end
end
value = math.floor(value)
if value < 16 then
value = 16
end
return value
end
local function get_left_top(expanse, position)
local vectors = {{-1, 0}, {1, 0}, {0, 1}, {0, -1}}
table.shuffle_table(vectors)
local surface = game.surfaces.expanse
for _, v in pairs(vectors) do
local tile = surface.get_tile({position.x + v[1], position.y + v[2]})
if tile.name == 'out-of-map' then
local left_top = tile.position
left_top.x = left_top.x - left_top.x % expanse.square_size
left_top.y = left_top.y - left_top.y % expanse.square_size
if not expanse.grid[tostring(left_top.x .. '_' .. left_top.y)] then
return left_top
end
end
end
return false
end
local function is_container_position_valid(expanse, position)
if game.tick == 0 then
return true
end
local left_top = get_left_top(expanse, position)
if not left_top then
return false
end
if
game.surfaces.expanse.count_entities_filtered(
{
name = 'logistic-chest-requester',
force = 'neutral',
area = {{left_top.x - 1, left_top.y - 1}, {left_top.x + expanse.square_size + 1, left_top.y + expanse.square_size + 1}}
}
) > 0
then
return false
end
return true
end
function Public.expand(expanse, left_top)
expanse.grid[tostring(left_top.x .. '_' .. left_top.y)] = true
local source_surface = game.surfaces[expanse.source_surface]
if not source_surface then
return
end
source_surface.request_to_generate_chunks(left_top, 3)
source_surface.force_generate_chunk_requests()
local square_size = expanse.square_size
local area = {{left_top.x, left_top.y}, {left_top.x + square_size, left_top.y + square_size}}
local surface = game.surfaces.expanse
source_surface.clone_area(
{
source_area = area,
destination_area = area,
destination_surface = surface,
clone_tiles = true,
clone_entities = true,
clone_decoratives = true,
clear_destination_entities = false,
clear_destination_decoratives = true,
expand_map = true
}
)
for _, e in pairs(source_surface.find_entities(area)) do
e.destroy()
end
local positions = {
{x = left_top.x + math.random(1, square_size - 2), y = left_top.y},
{x = left_top.x, y = left_top.y + math.random(1, square_size - 2)},
{x = left_top.x + math.random(1, square_size - 2), y = left_top.y + (square_size - 1)},
{x = left_top.x + (square_size - 1), y = left_top.y + math.random(1, square_size - 2)}
}
for _, position in pairs(positions) do
if is_container_position_valid(expanse, position) then
local e = surface.create_entity({name = 'logistic-chest-requester', position = position, force = 'neutral'})
e.destructible = false
e.minable = false
end
end
if game.tick == 0 then
local a = math.floor(expanse.square_size * 0.5)
for x = 1, 3, 1 do
for y = 1, 3, 1 do
surface.set_tiles({{name = 'water', position = {a + x, a + y - 2}}}, true)
end
end
surface.create_entity({name = 'crude-oil', position = {a - 3, a}, amount = 1500000})
surface.create_entity({name = 'rock-big', position = {a, a}})
surface.create_entity({name = 'tree-0' .. math.random(1, 9), position = {a, a - 1}})
surface.spill_item_stack({a, a + 2}, {name = 'small-plane', count = 1}, false, nil, false)
surface.spill_item_stack({a + 0.5, a + 2.5}, {name = 'small-plane', count = 1}, false, nil, false)
surface.spill_item_stack({a - 0.5, a + 2.5}, {name = 'small-plane', count = 1}, false, nil, false)
for x = 0, square_size, 1 do
for y = 0, square_size, 1 do
if surface.can_place_entity({name = 'wooden-chest', position = {x, y}}) and surface.can_place_entity({name = 'coal', position = {x, y}, amount = 1}) then
surface.create_entity({name = ores[(x + y) % 4 + 1], position = {x, y}, amount = 1500})
end
end
end
end
end
local function init_container(expanse, entity)
local left_top = get_left_top(expanse, entity.position)
if not left_top then
return
end
local cell_value = get_cell_value(expanse, left_top)
local item_stacks = {}
local roll_count = 2
for _ = 1, roll_count, 1 do
for _, stack in pairs(Price_raffle.roll(math.floor(cell_value / roll_count), 2)) do
if not item_stacks[stack.name] then
item_stacks[stack.name] = stack.count
else
item_stacks[stack.name] = item_stacks[stack.name] + stack.count
end
end
end
local price = {}
for k, v in pairs(item_stacks) do
table.insert(price, {name = k, count = v})
end
local containers = expanse.containers
containers[entity.unit_number] = {entity = entity, left_top = left_top, price = price}
end
function Public.set_container(expanse, entity)
if entity.name ~= 'logistic-chest-requester' then
return
end
if not expanse.containers[entity.unit_number] then
init_container(expanse, entity)
end
local container = expanse.containers[entity.unit_number]
local inventory = container.entity.get_inventory(defines.inventory.chest)
if not inventory.is_empty() then
local contents = inventory.get_contents()
if contents['small-plane'] then
local count_removed = inventory.remove({name = 'small-plane', count = 1})
if count_removed > 0 then
init_container(expanse, entity)
container = expanse.containers[entity.unit_number]
game.print("The hungry chest has renewed it's offer! [gps=" .. math.floor(entity.position.x) .. ',' .. math.floor(entity.position.y) .. ',expanse]')
end
end
end
for key, item_stack in pairs(container.price) do
local count_removed = inventory.remove(item_stack)
container.price[key].count = container.price[key].count - count_removed
if container.price[key].count <= 0 then
table.remove(container.price, key)
end
end
if #container.price == 0 then
Public.expand(expanse, container.left_top)
local a = math.floor(expanse.square_size * 0.5)
local expansion_position = {x = expanse.containers[entity.unit_number].left_top.x + a, y = expanse.containers[entity.unit_number].left_top.y + a}
expanse.containers[entity.unit_number] = nil
if not inventory.is_empty() then
for name, count in pairs(inventory.get_contents()) do
entity.surface.spill_item_stack(entity.position, {name = name, count = count}, true, nil, false)
end
end
reward_tokens(expanse, entity)
entity.destructible = true
entity.die()
return expansion_position
end
for slot = 1, 30, 1 do
entity.clear_request_slot(slot)
end
for slot, item_stack in pairs(container.price) do
container.entity.set_request_slot(item_stack, slot)
end
end
return Public