mirror of
https://github.com/ComfyFactory/ComfyFactorio.git
synced 2025-01-10 00:43:27 +02:00
340 lines
13 KiB
Lua
340 lines
13 KiB
Lua
local get_noise = require 'maps.stone_maze.noise'
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local room = {}
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room.empty = function(surface, cell_left_top, direction)
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end
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room.worms = function(surface, cell_left_top, direction)
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local amount = math.ceil(get_biter_amount() * 0.1)
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local tile_positions = {}
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local left_top = {x = cell_left_top.x * grid_size, y = cell_left_top.y * grid_size}
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for x = 0.5, grid_size - 0.5, 1 do
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for y = 0.5, grid_size - 0.5, 1 do
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local pos = {left_top.x + x, left_top.y + y}
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tile_positions[#tile_positions + 1] = pos
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end
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end
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table.shuffle_table(tile_positions)
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for _, pos in pairs(tile_positions) do
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local worm = get_worm()
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if surface.can_place_entity({name = worm, position = pos}) and math.random(1,4) == 1 then
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surface.create_entity({name = worm, position = pos, force = "enemy"})
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amount = amount - 1
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end
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if amount < 1 then break end
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end
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end
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room.nests = function(surface, cell_left_top, direction)
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local amount = math.ceil(get_biter_amount() * 0.1)
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local tile_positions = {}
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local left_top = {x = cell_left_top.x * grid_size, y = cell_left_top.y * grid_size}
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for x = 0.5, grid_size - 0.5, 1 do
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for y = 0.5, grid_size - 0.5, 1 do
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local pos = {left_top.x + x, left_top.y + y}
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tile_positions[#tile_positions + 1] = pos
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end
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end
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table.shuffle_table(tile_positions)
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for _, pos in pairs(tile_positions) do
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if surface.can_place_entity({name = "spitter-spawner", position = pos}) then
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if math.random(1,4) == 1 then
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surface.create_entity({name = "spitter-spawner", position = pos, force = "enemy"})
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else
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surface.create_entity({name = "biter-spawner", position = pos, force = "enemy"})
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end
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amount = amount - 1
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end
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if amount < 1 then break end
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end
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end
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room.biters = function(surface, cell_left_top, direction)
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local amount = get_biter_amount()
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local tile_positions = {}
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local left_top = {x = cell_left_top.x * grid_size, y = cell_left_top.y * grid_size}
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for x = 0.5, grid_size - 0.5, 1 do
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for y = 0.5, grid_size - 0.5, 1 do
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local pos = {left_top.x + x, left_top.y + y}
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tile_positions[#tile_positions + 1] = pos
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end
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end
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table.shuffle_table(tile_positions)
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for _, pos in pairs(tile_positions) do
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local enemy = get_biter()
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if surface.can_place_entity({name = enemy, position = pos}) then
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surface.create_entity({name = enemy, position = pos, force = "enemy"})
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amount = amount - 1
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end
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if amount < 1 then break end
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end
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end
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room.spitters = function(surface, cell_left_top, direction)
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local amount = get_biter_amount()
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local tile_positions = {}
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local left_top = {x = cell_left_top.x * grid_size, y = cell_left_top.y * grid_size}
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for x = 0.5, grid_size - 0.5, 1 do
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for y = 0.5, grid_size - 0.5, 1 do
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local pos = {left_top.x + x, left_top.y + y}
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tile_positions[#tile_positions + 1] = pos
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end
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end
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table.shuffle_table(tile_positions)
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for _, pos in pairs(tile_positions) do
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local enemy = get_spitter()
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if surface.can_place_entity({name = enemy, position = pos}) then
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surface.create_entity({name = enemy, position = pos, force = "enemy"})
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amount = amount - 1
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end
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if amount < 1 then break end
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end
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end
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room.spitters_and_biters = function(surface, cell_left_top, direction)
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local amount = get_biter_amount()
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local tile_positions = {}
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local left_top = {x = cell_left_top.x * grid_size, y = cell_left_top.y * grid_size}
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for x = 0.5, grid_size - 0.5, 1 do
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for y = 0.5, grid_size - 0.5, 1 do
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local pos = {left_top.x + x, left_top.y + y}
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tile_positions[#tile_positions + 1] = pos
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end
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end
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table.shuffle_table(tile_positions)
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for _, pos in pairs(tile_positions) do
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local enemy = get_biter()
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if math.random(1,3) == 1 then enemy = get_spitter() end
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if surface.can_place_entity({name = enemy, position = pos, force = "enemy"}) then
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surface.create_entity({name = enemy, position = pos, force = "enemy"})
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amount = amount - 1
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end
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if amount < 1 then break end
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end
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end
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room.checkerboard_ore = function(surface, cell_left_top, direction)
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local ores = {"coal", "iron-ore", "copper-ore", "stone"}
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table.shuffle_table(ores)
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local left_top = {x = cell_left_top.x * grid_size, y = cell_left_top.y * grid_size}
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for x = 1, grid_size - 2, 1 do
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for y = 1, grid_size - 2, 1 do
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local pos = {left_top.x + x, left_top.y + y}
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if x % 2 == y % 2 then
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surface.create_entity({name = ores[1], position = pos, force = "neutral", amount = 256 + global.maze_depth * 4})
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else
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surface.create_entity({name = ores[2], position = pos, force = "neutral", amount = 256 + global.maze_depth * 4})
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end
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surface.set_tiles({{name = "grass-2", position = pos}}, true)
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end
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end
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end
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room.single_oil = function(surface, cell_left_top, direction)
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local left_top = {x = cell_left_top.x * grid_size, y = cell_left_top.y * grid_size}
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surface.create_entity({name = "crude-oil", position = {left_top.x + grid_size * 0.5, left_top.y + grid_size * 0.5}, amount = 100000 + global.maze_depth * 4000})
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room.spitters(surface, cell_left_top, direction)
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room.biters(surface, cell_left_top, direction)
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end
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room.tree_ring = function(surface, cell_left_top, direction)
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local left_top = {x = cell_left_top.x * grid_size, y = cell_left_top.y * grid_size}
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local tree = tree_raffle[math.random(1, #tree_raffle)]
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map_functions.draw_noise_tile_circle({x = left_top.x + grid_size * 0.5, y = left_top.y + grid_size * 0.5}, "grass-2", surface, grid_size * 0.35)
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map_functions.draw_noise_entity_ring(surface, {x = left_top.x + grid_size * 0.5, y = left_top.y + grid_size * 0.5}, tree, "neutral", grid_size * 0.25, grid_size * 0.33)
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surface.spill_item_stack({x = left_top.x + grid_size * 0.5, y = left_top.y + grid_size * 0.5}, get_loot_item_stack(), true, nil, true)
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room.spitters(surface, cell_left_top, direction)
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end
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room.tons_of_trees = function(surface, cell_left_top, direction)
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local tree = tree_raffle[math.random(1, #tree_raffle)]
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local left_top = {x = cell_left_top.x * grid_size, y = cell_left_top.y * grid_size}
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local seed = math.random(1000, 1000000)
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for x = 0.5, grid_size - 0.5, 1 do
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for y = 0.5, grid_size - 0.5, 1 do
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local pos = {left_top.x + x, left_top.y + y}
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local noise = get_noise("trees_01", pos, seed)
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if math.random(1,3) == 1 then
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if noise > 0.25 or noise < -0.25 then
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surface.create_entity({name = tree, position = pos, force = "neutral"})
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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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room.loot_crate = function(surface, cell_left_top, direction)
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local left_top = {x = cell_left_top.x * grid_size, y = cell_left_top.y * grid_size}
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map_functions.draw_noise_tile_circle({x = left_top.x + grid_size * 0.5, y = left_top.y + grid_size * 0.5}, "stone-path", surface, grid_size * 0.2)
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local chest = surface.create_entity({name = "wooden-chest", position = {left_top.x + grid_size * 0.5, left_top.y + grid_size * 0.5}, force = "neutral"})
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chest.destructible = false
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chest.insert(get_loot_item_stack())
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if math.random(1,2) == 1 then chest.insert(get_loot_item_stack()) end
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room.spitters_and_biters(surface, cell_left_top, direction)
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end
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room.single_rock = function(surface, cell_left_top, direction)
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local left_top = {x = cell_left_top.x * grid_size, y = cell_left_top.y * grid_size}
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surface.create_entity({name = rock_raffle[math.random(1, #rock_raffle)], position = {left_top.x + grid_size * 0.5, left_top.y + grid_size * 0.5}, force = "neutral"})
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room.biters(surface, cell_left_top, direction)
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end
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room.three_rocks = function(surface, cell_left_top, direction)
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local left_top = {x = cell_left_top.x * grid_size, y = cell_left_top.y * grid_size}
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if math.random(1,2) == 1 then
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local position = surface.find_non_colliding_position("market", {x = left_top.x + grid_size * 0.5, y = left_top.y + grid_size * 0.5}, grid_size * 0.5, 1)
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if position then super_market(surface, position, math.floor(global.maze_depth * 0.01) + 1) end
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end
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surface.create_entity({name = rock_raffle[math.random(1, #rock_raffle)], position = {left_top.x + grid_size * 0.2, left_top.y + grid_size * 0.8}, force = "neutral"})
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surface.create_entity({name = rock_raffle[math.random(1, #rock_raffle)], position = {left_top.x + grid_size * 0.8, left_top.y + grid_size * 0.8}, force = "neutral"})
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surface.create_entity({name = rock_raffle[math.random(1, #rock_raffle)], position = {left_top.x + grid_size * 0.5, left_top.y + grid_size * 0.2}, force = "neutral"})
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room.biters(surface, cell_left_top, direction)
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end
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room.quad_rocks = function(surface, cell_left_top, direction)
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local left_top = {x = cell_left_top.x * grid_size, y = cell_left_top.y * grid_size}
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if math.random(1,2) == 1 then
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local position = surface.find_non_colliding_position("market", {x = left_top.x + grid_size * 0.5, y = left_top.y + grid_size * 0.5}, grid_size * 0.5, 1)
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if position then super_market(surface, position, math.floor(global.maze_depth * 0.01) + 1) end
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end
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surface.create_entity({name = rock_raffle[math.random(1, #rock_raffle)], position = {left_top.x + grid_size * 0.15, left_top.y + grid_size * 0.15}, force = "neutral"})
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surface.create_entity({name = rock_raffle[math.random(1, #rock_raffle)], position = {left_top.x + grid_size * 0.15, left_top.y + grid_size * 0.85}, force = "neutral"})
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surface.create_entity({name = rock_raffle[math.random(1, #rock_raffle)], position = {left_top.x + grid_size * 0.85, left_top.y + grid_size * 0.15}, force = "neutral"})
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surface.create_entity({name = rock_raffle[math.random(1, #rock_raffle)], position = {left_top.x + grid_size * 0.85, left_top.y + grid_size * 0.85}, force = "neutral"})
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room.spitters_and_biters(surface, cell_left_top, direction)
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end
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room.tons_of_rocks = function(surface, cell_left_top, direction)
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local left_top = {x = cell_left_top.x * grid_size, y = cell_left_top.y * grid_size}
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local seed = game.surfaces[1].map_gen_settings.seed
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for x = 0.5, grid_size - 0.5, 1 do
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for y = 0.5, grid_size - 0.5, 1 do
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local pos = {left_top.x + x, left_top.y + y}
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local noise = get_noise("trees_01", pos, seed)
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if math.random(1,3) ~= 1 then
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if noise > 0.2 or noise < -0.2 then
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surface.create_entity({name = rock_raffle[math.random(1, #rock_raffle)], position = pos, force = "neutral"})
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if math.random(1, 512) == 1 then
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surface.create_entity({name = get_worm(), position = pos, force = "enemy"})
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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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room.some_scrap = function(surface, cell_left_top, direction)
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local left_top = {x = cell_left_top.x * grid_size, y = cell_left_top.y * grid_size}
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for x = math.floor(grid_size * 0.15), math.floor(grid_size * 0.85) - 1, 1 do
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for y = math.floor(grid_size * 0.15), math.floor(grid_size * 0.85) - 1, 1 do
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local pos = {left_top.x + x, left_top.y + y}
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if math.random(1,16) == 1 then
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surface.create_entity({name = get_scrap(), position = pos, force = "neutral"})
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end
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end
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end
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room.worms(surface, cell_left_top, direction)
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end
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room.tons_of_scrap = function(surface, cell_left_top, direction)
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local left_top = {x = cell_left_top.x * grid_size, y = cell_left_top.y * grid_size}
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local seed = game.surfaces[1].map_gen_settings.seed + 10000
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for x = 0.5, grid_size - 0.5, 1 do
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for y = 0.5, grid_size - 0.5, 1 do
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local pos = {left_top.x + x, left_top.y + y}
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local noise = get_noise("scrap_01", pos, seed)
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if math.random(1,2) == 1 and noise > 0 then
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surface.create_entity({name = get_scrap(), position = pos, force = "neutral"})
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end
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end
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end
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end
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room.pond = function(surface, cell_left_top, direction)
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local tree = tree_raffle[math.random(1, #tree_raffle)]
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local left_top = {x = cell_left_top.x * grid_size, y = cell_left_top.y * grid_size}
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map_functions.draw_noise_tile_circle({x = left_top.x + grid_size * 0.5, y = left_top.y + grid_size * 0.5}, "water", surface, grid_size * 0.3)
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for x = 0.5, grid_size - 0.5, 1 do
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for y = 0.5, grid_size - 0.5, 1 do
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local pos = {left_top.x + x, left_top.y + y}
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if math.random(1,16) == 1 then
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if surface.can_place_entity({name = "fish", position = pos, force = "neutral"}) then
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surface.create_entity({name = "fish", position = pos, force = "neutral"})
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end
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end
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if math.random(1,40) == 1 then
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if surface.can_place_entity({name = tree, position = pos, force = "neutral"}) then
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surface.create_entity({name = tree, position = pos, force = "neutral"})
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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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room.maze = function(surface, cell_left_top, direction)
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local tree = tree_raffle[math.random(1, #tree_raffle)]
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local left_top = {x = cell_left_top.x * grid_size, y = cell_left_top.y * grid_size}
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create_maze(
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surface,
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{x = left_top.x + grid_size * 0.5, y = left_top.y + grid_size * 0.5},
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math.floor(grid_size * 0.25),
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3,
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"stone-wall",
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"enemy",
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true
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)
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surface.spill_item_stack({x = left_top.x + grid_size * 0.5, y = left_top.y + grid_size * 0.5}, get_loot_item_stack(), true, nil, true)
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end
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local room_weights = {
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{func = room.worms, weight = 12},
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{func = room.nests, weight = 8},
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{func = room.tons_of_trees, weight = 15},
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{func = room.tons_of_rocks, weight = 35},
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{func = room.quad_rocks, weight = 7},
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{func = room.three_rocks, weight = 3},
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{func = room.single_rock, weight = 8},
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{func = room.checkerboard_ore, weight = 7},
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{func = room.single_oil, weight = 5},
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--{func = room.some_scrap, weight = 10},
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{func = room.tons_of_scrap, weight = 15},
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--{func = room.empty, weight = 1},
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{func = room.pond, weight = 8},
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{func = room.loot_crate, weight = 9},
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{func = room.tree_ring, weight = 9},
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{func = room.maze, weight = 4},
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}
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local room_shuffle = {}
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for _, r in pairs(room_weights) do
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for c = 1, r.weight, 1 do
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room_shuffle[#room_shuffle + 1] = r.func
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end
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end
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return room_shuffle |