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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-04 00:15:45 +02:00
ComfyFactorio/maps/mountain_fortress.lua
2019-02-19 04:31:55 +01:00

472 lines
19 KiB
Lua

-- mountain digger fortress -- by mewmew --
require "maps.modules.backpack_research"
require "maps.modules.biters_double_damage"
require "maps.modules.biters_double_hp"
require "maps.modules.biters_yield_coins"
require "maps.modules.dynamic_landfill"
require "maps.modules.dynamic_player_spawn"
require "maps.modules.explosive_biters"
require "maps.modules.rocks_broken_paint_tiles"
require "maps.modules.rocks_heal_over_time"
require "maps.modules.rocks_yield_ore_veins"
require "maps.modules.rocks_yield_ore"
require "maps.modules.satellite_score"
require "maps.modules.spawners_contain_biters"
require "maps.modules.spitters_spit_biters"
require "maps.modules.splice_double"
local event = require 'utils.event'
local math_random = math.random
local insert = table.insert
local map_functions = require "maps.tools.map_functions"
local simplex_noise = require 'utils.simplex_noise'
local simplex_noise = simplex_noise.d2
local spawn_point = {x = 0, y = 2}
local disabled_for_deconstruction = {
["fish"] = true,
["rock-huge"] = true,
["rock-big"] = true,
["sand-rock-big"] = true,
}
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", "big-worm-turret", "big-worm-turret", "big-worm-turret"},
[9] = {"medium-worm-turret", "medium-worm-turret", "big-worm-turret", "big-worm-turret", "big-worm-turret", "big-worm-turret"},
[10] = {"medium-worm-turret", "big-worm-turret", "big-worm-turret", "big-worm-turret", "big-worm-turret", "big-worm-turret"}
}
local rock_raffle = {"sand-rock-big","sand-rock-big","rock-big","rock-big","rock-big","rock-big","rock-big","rock-big","rock-huge"}
local nest_raffle = {"biter-spawner", "biter-spawner", "biter-spawner", "spitter-spawner"}
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 secret_shop(pos, surface)
local secret_market_items = {
{price = {{"coin", math_random(8,16)}}, offer = {type = 'give-item', item = 'grenade'}},
{price = {{"coin", math_random(25,50)}}, offer = {type = 'give-item', item = 'cluster-grenade'}},
{price = {{"coin", math_random(5,10)}}, offer = {type = 'give-item', item = 'defender-capsule'}},
{price = {{"coin", math_random(25,50)}}, offer = {type = 'give-item', item = 'distractor-capsule'}},
{price = {{"coin", math_random(35,70)}}, offer = {type = 'give-item', item = 'destroyer-capsule'}},
--{price = {{"coin", math_random(60,120)}}, offer = {type = 'give-item', item = 'cliff-explosives'}},
{price = {{"coin", math_random(250,350)}}, offer = {type = 'give-item', item = 'belt-immunity-equipment'}},
{price = {{"coin", math_random(30,60)}}, offer = {type = 'give-item', item = 'construction-robot'}},
{price = {{"coin", math_random(100,200)}}, offer = {type = 'give-item', item = 'loader'}},
{price = {{"coin", math_random(200,300)}}, offer = {type = 'give-item', item = 'fast-loader'}},
{price = {{"coin", math_random(300,500)}}, offer = {type = 'give-item', item = 'express-loader'}},
{price = {{"coin", math_random(100,200)}}, offer = {type = 'give-item', item = 'locomotive'}},
{price = {{"coin", math_random(75,150)}}, offer = {type = 'give-item', item = 'cargo-wagon'}},
{price = {{"coin", math_random(2,3)}}, offer = {type = 'give-item', item = 'rail'}},
--{price = {{"coin", math_random(20,40)}}, offer = {type = 'give-item', item = 'train-stop'}},
{price = {{"coin", math_random(4,12)}}, offer = {type = 'give-item', item = 'small-lamp'}},
{price = {{"coin", math_random(80,160)}}, offer = {type = 'give-item', item = 'car'}},
{price = {{"coin", math_random(300,600)}}, offer = {type = 'give-item', item = 'electric-furnace'}},
--{price = {{"coin", math_random(300,600)}}, offer = {type = 'give-item', item = "assembling-machine-3"}},
{price = {{"coin", math_random(80,160)}}, offer = {type = 'give-item', item = 'effectivity-module'}},
{price = {{"coin", math_random(80,160)}}, offer = {type = 'give-item', item = 'productivity-module'}},
{price = {{"coin", math_random(80,160)}}, offer = {type = 'give-item', item = 'speed-module'}},
{price = {{"coin", math_random(5,10)}}, offer = {type = 'give-item', item = 'raw-wood', count = 50}},
{price = {{"coin", math_random(5,10)}}, offer = {type = 'give-item', item = 'iron-ore', count = 50}},
{price = {{"coin", math_random(5,10)}}, offer = {type = 'give-item', item = 'copper-ore', count = 50}},
{price = {{"coin", math_random(5,10)}}, offer = {type = 'give-item', item = 'stone', count = 50}},
{price = {{"coin", math_random(5,10)}}, offer = {type = 'give-item', item = 'coal', count = 50}},
{price = {{"coin", math_random(8,16)}}, offer = {type = 'give-item', item = 'uranium-ore', count = 50}},
{price = {{'raw-wood', math_random(10,12)}}, offer = {type = 'give-item', item = "coin"}},
{price = {{'iron-ore', math_random(10,12)}}, offer = {type = 'give-item', item = "coin"}},
{price = {{'copper-ore', math_random(10,12)}}, offer = {type = 'give-item', item = "coin"}},
{price = {{'stone', math_random(10,12)}}, offer = {type = 'give-item', item = "coin"}},
{price = {{'coal', math_random(10,12)}}, offer = {type = 'give-item', item = "coin"}},
{price = {{'uranium-ore', math_random(8,10)}}, offer = {type = 'give-item', item = "coin"}}
}
secret_market_items = shuffle(secret_market_items)
local market = surface.create_entity {name = "market", position = pos}
market.destructible = false
for i = 1, math.random(6, 8), 1 do
market.add_market_item(secret_market_items[i])
end
end
local function on_player_joined_game(event)
local player = game.players[event.player_index]
if not global.surface_init_done then
local map_gen_settings = {}
map_gen_settings.water = "none"
map_gen_settings.height = 960
map_gen_settings.cliff_settings = {cliff_elevation_interval = 4, cliff_elevation_0 = 4}
map_gen_settings.autoplace_controls = {
["coal"] = {frequency = "none", size = "none", richness = "none"},
["stone"] = {frequency = "none", size = "none", richness = "none"},
["copper-ore"] = {frequency = "none", size = "none", richness = "none"},
["iron-ore"] = {frequency = "none", size = "none", richness = "none"},
["uranium-ore"] = {frequency = "none", size = "none", richness = "none"},
["crude-oil"] = {frequency = "none", size = "none", richness = "none"},
["trees"] = {frequency = "normal", size = "normal", richness = "normal"},
["enemy-base"] = {frequency = "none", size = "none", richness = "none"},
["grass"] = {frequency = "none", size = "none", richness = "none"},
["sand"] = {frequency = "none", size = "none", richness = "none"},
["desert"] = {frequency = "none", size = "none", richness = "none"},
["dirt"] = {frequency = "normal", size = "normal", richness = "normal"}
}
game.create_surface("mountain_fortress", map_gen_settings)
local surface = game.surfaces["mountain_fortress"]
local radius = 160
game.forces.player.chart(surface, {{x = -1 * radius, y = -1 * radius}, {x = radius, y = radius}})
game.map_settings.pollution.enabled = true
game.map_settings.enemy_expansion.enabled = true
game.map_settings.enemy_evolution.destroy_factor = 0.005
game.map_settings.enemy_evolution.time_factor = 0.00002
game.map_settings.enemy_evolution.pollution_factor = 0.00004
game.map_settings.enemy_expansion.max_expansion_distance = 15
game.map_settings.enemy_expansion.settler_group_min_size = 8
game.map_settings.enemy_expansion.settler_group_max_size = 16
game.map_settings.enemy_expansion.min_expansion_cooldown = 3600
game.map_settings.enemy_expansion.max_expansion_cooldown = 7200
surface.ticks_per_day = surface.ticks_per_day * 2
game.forces.player.manual_mining_speed_modifier = 1.75
global.surface_init_done = true
end
if player.online_time < 1 then
player.insert({name = "pistol", count = 1})
player.insert({name = "iron-axe", count = 1})
player.insert({name = "raw-fish", count = 3})
player.insert({name = "firearm-magazine", count = 16})
player.insert({name = "iron-plate", count = 32})
if global.show_floating_killscore then global.show_floating_killscore[player.name] = false end
end
local surface = game.surfaces["mountain_fortress"]
if player.online_time < 2 and surface.is_chunk_generated({0,0}) then
player.teleport(surface.find_non_colliding_position("player", spawn_point, 50, 1), "mountain_fortress")
else
if player.online_time < 2 then
player.teleport(spawn_point, "mountain_fortress")
end
end
end
local function get_noise(name, pos)
local seed = game.surfaces[1].map_gen_settings.seed
local noise = {}
--local noise_seed_add = 25000
if name == "rock_border" then
noise[1] = simplex_noise(pos.x * 0.008, pos.y * 0.008, seed)
--noise[2] = simplex_noise(pos.x * 0.04, pos.y * 0.04, seed)
local noise = noise[1]-- + noise[2] * 0.2
return noise
end
end
local function generate_north_chunk(area, surface)
local left_top = area.left_top
local tile_positions = {}
for _, e in pairs(surface.find_entities_filtered({area = area, type = "tree"})) do
e.destroy()
end
local tiles_to_set = {}
for x = 0, 31, 1 do
for y = 0, 31, 1 do
local pos = {x = left_top.x + x, y = left_top.y + y}
tile_positions[#tile_positions + 1] = pos
insert(tiles_to_set, {name = "dirt-7", position = pos})
end
end
surface.set_tiles(tiles_to_set, true)
if #tile_positions == 0 then return end
local rock_amount = math.ceil(#tile_positions * 0.75)
tile_positions = shuffle(tile_positions)
for _, pos in pairs(tile_positions) do
surface.create_entity({name = rock_raffle[math_random(1, #rock_raffle)], position = pos})
rock_amount = rock_amount - 1
if rock_amount < 1 then break end
end
local waters = {"water-green", "deepwater-green"}
if math_random(1,8) == 1 then
local pos = tile_positions[math_random(1, #tile_positions)]
map_functions.draw_noise_tile_circle(pos, waters[math_random(1, #waters)], surface, math_random(2, 8))
for x = 1, math_random(2,7), 1 do
surface.create_entity({name = "fish", position = pos})
end
end
if math_random(1,50) == 1 then
local pos = tile_positions[math_random(1, #tile_positions)]
local size = math_random(3, 8)
map_functions.draw_noise_tile_circle(pos, "water", surface, size - 1)
map_functions.draw_noise_tile_circle(pos, "grass-2", surface, size)
secret_shop(pos, surface)
end
if math_random(1,26) == 1 then
map_functions.draw_noise_tile_circle(pos, "water", surface, 5)
map_functions.draw_noise_tile_circle(pos, "sand-3", surface, 6)
map_functions.draw_oil_circle(tile_positions[math_random(1, #tile_positions)], "crude-oil", surface, math_random(1, 4), math_random(100000, 500000))
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(left_top.x/32),y=math.floor(left_top.y/32)}})
end
local function generate_south_chunk(event, surface)
local left_top = event.area.left_top
if left_top.y > 32 then
for _, e in pairs(surface.find_entities_filtered({area = event.area})) do
e.destroy()
end
else
for _, e in pairs(surface.find_entities_filtered({area = event.area, type = "cliff"})) do
e.destroy()
end
end
local current_depth = math.abs(left_top.y) - 32
local i = math.ceil(current_depth / 32)
if i > 10 then i = 10 end
if i < 1 then i = 1 end
local worm_raffle = worm_raffle_table[i]
local worm_amount = math.ceil(current_depth / 32)
if worm_amount > 16 then worm_amount = 16 end
local nests_amount = math.ceil(current_depth / 8)
if nests_amount > 16 then nests_amount = 16 end
local ore_patch_amount = math.floor(current_depth / 96)
local tile_positions = {}
for x = 0, 31, 1 do
for y = 0, 31, 1 do
local pos = {x = left_top.x + x, y = left_top.y + y}
if not surface.get_tile(pos).collides_with("player-layer") then
tile_positions[#tile_positions + 1] = pos
end
end
end
if #tile_positions == 0 then return end
tile_positions = shuffle(tile_positions)
for _, pos in pairs(tile_positions) do
if surface.can_place_entity({name = "biter-spawner", position = pos, force = "enemy"}) then
surface.create_entity({name = nest_raffle[math_random(1, #nest_raffle)], position = pos, force = "enemy"})
nests_amount = nests_amount - 1
if nests_amount < 1 then break end
end
end
tile_positions = shuffle(tile_positions)
for _, pos in pairs(tile_positions) do
if surface.can_place_entity({name = "big-worm-turret", position = pos, force = "enemy"}) then
surface.create_entity({name = worm_raffle[math_random(1, #worm_raffle)], position = pos, force = "enemy"})
worm_amount = worm_amount - 1
if worm_amount < 1 then break end
end
end
end
local function on_chunk_charted(event)
if not global.chunks_charted then global.chunks_charted = {} end
local surface = game.surfaces[event.surface_index]
local position = event.position
if global.chunks_charted[tostring(position.x) .. tostring(position.y)] then return end
global.chunks_charted[tostring(position.x) .. tostring(position.y)] = true
local area = {
left_top = {x = position.x * 32, y = position.y * 32},
right_bottom = {x = position.x * 32 + 31, y = position.y * 32 + 31}
}
if position.y * 32 < 96 then return end
if math_random(1,3) ~= 1 then return end
map_functions.draw_rainbow_patch({x = position.x * 32 + math_random(1,32), y = position.y * 32 + math_random(1,32)}, surface, math_random(8, 16), 500 * position.y)
game.forces.player.chart(surface, area)
end
local function replace_spawn_water(surface)
if global.spawn_water_replaced then return end
if not surface.is_chunk_generated({5,5}) then return end
local tilename = "grass-1"
for x = -160, 160, 1 do
for y = -96, 90, 1 do
local tile = surface.get_tile(x, y)
if tile.name ~= "water" and tile.name ~= "deepwater" then
tilename = tile.name
end
end
end
local tiles = {}
for x = -128, 128, 1 do
for y = -128, 128, 1 do
local tile = surface.get_tile(x, y)
if tile.name == "water" or tile.name == "deepwater" then
insert(tiles, {name = tilename, position = {x = tile.position.x, y = tile.position.y}})
end
end
end
surface.set_tiles(tiles, true)
global.spawn_water_replaced = true
end
local function on_chunk_generated(event)
local surface = game.surfaces["mountain_fortress"]
if event.surface.name ~= surface.name then return end
local left_top = event.area.left_top
replace_spawn_water(surface)
if left_top.y < 0 then
generate_north_chunk(event.area, surface)
return
end
if left_top.y > 0 then
generate_south_chunk(event, surface)
return
end
for _, e in pairs(surface.find_entities_filtered({area = event.area, type = "cliff"})) do
e.destroy()
end
local trees = {"dead-grey-trunk", "dead-grey-trunk", "dry-tree"}
for x = 0, 31, 1 do
for y = 5, 31, 1 do
local pos = {x = left_top.x + x, y = left_top.y + y}
if math_random(1, math.ceil(y + y) + 64) == 1 then
surface.create_entity({name = trees[math_random(1, #trees)], position = pos})
end
end
end
for x = 0, 31, 1 do
for y = 0, 31, 1 do
local pos = {x = left_top.x + x, y = left_top.y + y}
if math_random(1, y + 2) == 1 then
surface.create_decoratives{
check_collision=false,
decoratives={
{name = "rock-medium", position = pos, amount = math_random(1, 1 + math.ceil(20 - y / 2))}
}
}
end
if math_random(1, y + 2) == 1 then
surface.create_decoratives{
check_collision=false,
decoratives={
{name = "rock-small", position = pos, amount = math_random(1, 1 + math.ceil(20 - y / 2))}
}
}
end
if math_random(1, y + 2) == 1 then
surface.create_decoratives{
check_collision=false,
decoratives={
{name = "rock-tiny", position = pos, amount = math_random(1, 1 + math.ceil(20 - y / 2))}
}
}
end
--[[
local noise = get_noise("rock_border", {x = pos.x, y = 0})
if math.abs(noise * 6) > y then
if math_random(1, 3) ~= 1 then surface.create_entity({name = rock_raffle[math_random(1, #rock_raffle)], position = pos}) end
surface.set_tiles({{name = "dirt-7", position = pos}}, true)
end]]
if math_random(1, math.ceil(y + y) + 2) == 1 then
surface.create_entity({name = rock_raffle[math_random(1, #rock_raffle)], position = pos})
end
end
end
if left_top.y ~= 0 then return end
if left_top.x ~= 96 then return end
for _, e in pairs(surface.find_entities_filtered({area = {{spawn_point.x - 0.5, spawn_point.y - 0.5},{spawn_point.x + 0.5, spawn_point.y + 0.5}}})) do
if e.force.name ~= "player" then
e.destroy()
end
end
for _, e in pairs(surface.find_entities_filtered({area = {{spawn_point.x - 40, spawn_point.y - 40},{spawn_point.x + 40, spawn_point.y + 40}}, force = "enemy"})) do
e.destroy()
end
end
local function on_entity_damaged(event)
local entity = event.entity
if not entity.valid then return end
if entity.type == "simple-entity" then
if event.force.name == "player" then
event.entity.health = event.entity.health + (event.final_damage_amount * 0.5)
if event.entity.health <= event.final_damage_amount then
event.entity.die("player")
end
end
end
end
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 function on_tick(event)
if game.tick % 3600 ~= 1 then return end
if math_random(1,8) ~= 1 then return end
local surface = game.surfaces["mountain_fortress"]
local target = surface.find_entities_filtered({force = "player"})
if not target[1] then return end
target = target[math_random(1, #target)]
surface.set_multi_command({
command={
type=defines.command.attack_area,
destination=target.position,
radius=16,
distraction=defines.distraction.by_anything
},
unit_count = math_random(6,10),
force = "enemy",
unit_search_distance=1024
})
end
event.add(defines.events.on_tick, on_tick)
event.add(defines.events.on_chunk_charted, on_chunk_charted)
event.add(defines.events.on_entity_damaged, on_entity_damaged)
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_player_joined_game, on_player_joined_game)