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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-08 00:39:30 +02:00
ComfyFactorio/maps/quarters.lua
2019-09-29 20:09:31 +02:00

310 lines
12 KiB
Lua

require "modules.mineable_wreckage_yields_scrap"
require "modules.biters_attack_moving_players"
local difficulties_votes = {
[1] = {tick_increase = 4500, amount_modifier = 0.52, strength_modifier = 0.40, boss_modifier = 3.0},
[2] = {tick_increase = 4100, amount_modifier = 0.76, strength_modifier = 0.65, boss_modifier = 4.0},
[3] = {tick_increase = 3800, amount_modifier = 0.92, strength_modifier = 0.85, boss_modifier = 5.0},
[4] = {tick_increase = 3600, amount_modifier = 1.00, strength_modifier = 1.00, boss_modifier = 6.0},
[5] = {tick_increase = 3400, amount_modifier = 1.08, strength_modifier = 1.25, boss_modifier = 7.0},
[6] = {tick_increase = 3100, amount_modifier = 1.24, strength_modifier = 1.75, boss_modifier = 8.0},
[7] = {tick_increase = 2700, amount_modifier = 1.48, strength_modifier = 2.50, boss_modifier = 9.0}
}
local simplex_noise = require 'utils.simplex_noise'.d2
local spawn_size = 96
local wall_thickness = 3
local function clone_chunk(event, source_surface_name)
local source_surface = game.surfaces[source_surface_name]
source_surface.request_to_generate_chunks(event.area.left_top, 1)
source_surface.force_generate_chunk_requests()
source_surface.clone_area({
source_area=event.area,
destination_area=event.area,
destination_surface=game.surfaces[1],
--destination_force="neutral",
clone_tiles=true,
clone_entities=true,
clone_decoratives=true,
clear_destination=true,
expand_map=false
})
end
local function is_spawn_wall(p)
if p.y < -32 and p.x < -32 then return false end
if p.y > 32 and p.x > 32 then return false end
if p.x >= spawn_size - wall_thickness then return true end
if p.x < spawn_size * -1 + wall_thickness then return true end
if p.y >= spawn_size - wall_thickness then return true end
if p.y < spawn_size * -1 + wall_thickness then return true end
return false
end
local function spawn_area(event)
local left_top = event.area.left_top
for _, entity in pairs(event.surface.find_entities_filtered({area = event.area, force = "neutral"})) do
entity.destroy()
end
local ore = false
if left_top.x == -64 and left_top.y == -64 then ore = "coal" end
if left_top.x == 32 and left_top.y == 32 then ore = "stone" end
if left_top.x == 32 and left_top.y == -64 then ore = "iron-ore" end
if left_top.x == -64 and left_top.y == 32 then ore = "copper-ore" end
for x = 0, 31, 1 do
for y = 0, 31, 1 do
local p = {x = left_top.x + x, y = left_top.y + y}
event.surface.set_tiles({{name = "stone-path", position = p}})
if is_spawn_wall(p) then
event.surface.create_entity({name = "stone-wall", position = p, force = "player"})
else
if not ore then
if math.sqrt(p.x ^ 2 + p.y ^ 2) > 4 then
if math.random(1, 3) ~= 1 then
local noise = simplex_noise(p.x * 0.015, p.y * 0.015, game.surfaces[1].map_gen_settings.seed) + simplex_noise(p.x * 0.055, p.y * 0.055, game.surfaces[1].map_gen_settings.seed) * 0.5
if noise > 0.6 then
event.surface.create_entity({name = "mineable-wreckage", position = p, force = "neutral"})
end
if noise < -0.75 then
if math.random(1, 16) == 1 then
event.surface.create_entity({name = "rock-big", position = p, force = "neutral"})
end
end
end
end
end
end
end
end
if left_top.x == -64 and left_top.y == -64 then
local wreck = event.surface.create_entity({name = "big-ship-wreck-1", position = {0, -4}, force = "player"})
wreck.insert({name = "submachine-gun", count = 3})
wreck.insert({name = "firearm-magazine", count = 32})
wreck.insert({name = "grenade", count = 8})
end
if not ore then return end
for x = 0, 31, 1 do
for y = 0, 31, 1 do
local p = {x = left_top.x + x, y = left_top.y + y}
event.surface.create_entity({name = ore, position = p, amount = 1000})
end
end
end
local function get_quarter_name(position)
if position.x < 0 then
if position.y < 0 then
return "NW"
else
return "SW"
end
else
if position.y < 0 then
return "NE"
else
return "SE"
end
end
end
local function send_peace_quarter_biters()
local surface = game.surfaces[1]
local target = surface.find_nearest_enemy({position = {0, 0}, max_distance = 99999, force = "enemy"})
if target then
target = target.position
else
target = {x = 0, y = 0}
end
local units_nw = {}
local units_se = {}
for _, unit in pairs(surface.find_entities_filtered({type = "unit"})) do
local quarter = get_quarter_name(unit.position)
if quarter == "NW" then units_nw[#units_nw + 1] = unit end
if quarter == "SE" then units_se[#units_se + 1] = unit end
end
if #units_nw > 2 then table.shuffle_table(units_nw) end
if #units_se > 2 then table.shuffle_table(units_se) end
for i = 1, 512, 1 do
if units_nw[i] then
units_nw[i].set_command({type=defines.command.attack_area, destination=target, radius=8, distraction=defines.distraction.by_anything})
end
if units_se[i] then
units_se[i].set_command({type=defines.command.attack_area, destination=target, radius=8, distraction=defines.distraction.by_anything})
end
end
end
local function draw_borders(surface, left_top, area)
if left_top.x == 0 or left_top.x == -32 then
for x = 0, 31, 1 do
for y = 0, 31, 1 do
local p = {left_top.x + x, left_top.y + y}
surface.set_tiles({{name = "deepwater", position = p}})
end
end
surface.destroy_decoratives({area = area})
end
if left_top.y == 0 or left_top.y == -32 then
for x = 0, 31, 1 do
for y = 0, 31, 1 do
local p = {left_top.x + x, left_top.y + y}
surface.set_tiles({{name = "deepwater", position = p}})
end
end
surface.destroy_decoratives({area = area})
end
end
local function on_chunk_generated(event)
if event.surface.index ~= 1 then return end
local surface = event.surface
local left_top = event.area.left_top
if left_top.x < spawn_size and left_top.y < spawn_size and left_top.x >= spawn_size * -1 and left_top.y >= spawn_size * -1 then
spawn_area(event)
return
end
if left_top.x < 0 then
if left_top.y < 0 then
clone_chunk(event, "coal")
else
clone_chunk(event, "copper-ore")
end
else
if left_top.y < 0 then
clone_chunk(event, "iron-ore")
else
clone_chunk(event, "stone")
end
end
draw_borders(surface, left_top, event.area)
if left_top.x ^ 2 + left_top.y ^ 2 > 360000 then return end
game.forces.player.chart(surface, {{left_top.x, left_top.y},{left_top.x + 31, left_top.y + 31}})
end
local function on_player_joined_game(event)
end
local function tick(event)
local size = math.floor((8 + game.tick / difficulties_votes[global.difficulty_vote_index].tick_increase) * difficulties_votes[global.difficulty_vote_index].amount_modifier)
if size > 80 then size = 80 end
game.map_settings.enemy_expansion.settler_group_min_size = size
game.map_settings.enemy_expansion.settler_group_max_size = size * 2
game.map_settings.enemy_evolution.destroy_factor = global.enemy_evolution_destroy_factor * difficulties_votes[global.difficulty_vote_index].strength_modifier
game.map_settings.enemy_evolution.time_factor = global.enemy_evolution_time_factor * difficulties_votes[global.difficulty_vote_index].strength_modifier
game.map_settings.enemy_evolution.pollution_factor = global.enemy_evolution_pollution_factor * difficulties_votes[global.difficulty_vote_index].strength_modifier
if game.tick % 240 == 0 then
game.forces.player.chart(game.surfaces[1], {{-192, -192},{160, 160}})
end
if game.tick % 18000 == 0 then
send_peace_quarter_biters()
end
--game.map_settings.enemy_expansion.min_expansion_cooldown = difficulties_votes[global.difficulty_vote_index].tick_increase
--game.map_settings.enemy_expansion.max_expansion_cooldown = difficulties_votes[global.difficulty_vote_index].tick_increase
--local amount = 1 + game.tick / 120
--if amount > 32 then amount = 32 end
--game.surfaces[1].pollute({-1 + math.random(0, 2), -1 + math.random(0, 2)}, amount)
end
--Flamethrower Turret Nerf
local function on_research_finished(event)
local research = event.research
local force_name = research.force.name
if research.name == "flamethrower" then
if not global.flamethrower_damage then global.flamethrower_damage = {} end
global.flamethrower_damage[force_name] = -0.6
game.forces[force_name].set_turret_attack_modifier("flamethrower-turret", global.flamethrower_damage[force_name])
game.forces[force_name].set_ammo_damage_modifier("flamethrower", global.flamethrower_damage[force_name])
end
if string.sub(research.name, 0, 18) == "refined-flammables" then
global.flamethrower_damage[force_name] = global.flamethrower_damage[force_name] + 0.05
game.forces[force_name].set_turret_attack_modifier("flamethrower-turret", global.flamethrower_damage[force_name])
game.forces[force_name].set_ammo_damage_modifier("flamethrower", global.flamethrower_damage[force_name])
end
end
local function on_init()
for i, quarter in pairs({"coal", "iron-ore", "stone", "copper-ore"}) do
local map_gen_settings = {}
map_gen_settings.seed = math.random(1, 999999999)
map_gen_settings.water = math.random(25, 50) * 0.01
map_gen_settings.starting_area = 1.5
map_gen_settings.terrain_segmentation = math.random(25, 50) * 0.1
map_gen_settings.cliff_settings = {cliff_elevation_interval = 16, cliff_elevation_0 = 16}
map_gen_settings.autoplace_controls = {
["coal"] = {frequency = 0, size = 0.5, richness = 0.25},
["stone"] = {frequency = 0, size = 0.5, richness = 0.25},
["copper-ore"] = {frequency = 0, size = 0.5, richness = 0.25},
["iron-ore"] = {frequency = 0, size = 0.5, richness = 0.25},
["uranium-ore"] = {frequency = 0, size = 0.75, richness = 0.5},
["crude-oil"] = {frequency = 0, size = 1, richness = 1},
["trees"] = {frequency = 3, size = 1.5, richness = 1},
["enemy-base"] = {frequency = 0, size = 1.5, richness = 1}
}
if quarter == "coal" then
map_gen_settings.autoplace_controls["coal"].frequency = 16
map_gen_settings.autoplace_controls["iron-ore"].frequency = 16
map_gen_settings.autoplace_controls["uranium-ore"].frequency = 2
end
if quarter == "stone" then
map_gen_settings.autoplace_controls["stone"].frequency = 16
map_gen_settings.autoplace_controls["copper-ore"].frequency = 16
map_gen_settings.autoplace_controls["crude-oil"].frequency = 2
end
if quarter == "copper-ore" or quarter == "iron-ore" then
map_gen_settings.autoplace_controls["enemy-base"].frequency = 256
map_gen_settings.autoplace_controls["trees"].frequency = 3
map_gen_settings.autoplace_controls["trees"].size = 0.4
map_gen_settings.autoplace_controls["trees"].richness = 0.05
map_gen_settings.cliff_settings = {cliff_elevation_interval = 32, cliff_elevation_0 = 32}
map_gen_settings.water = math.random(15, 30) * 0.01
map_gen_settings.terrain_segmentation = math.random(50, 100) * 0.1
end
game.create_surface(quarter, map_gen_settings)
end
game.map_settings.enemy_expansion.enabled = true
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 = 2700
game.map_settings.enemy_expansion.max_expansion_cooldown = 2700
game.map_settings.pollution.enabled = true
game.map_settings.enemy_evolution.enabled = true
local modifier_factor = 2
--default game setting values
global.enemy_evolution_destroy_factor = game.map_settings.enemy_evolution.destroy_factor * modifier_factor
global.enemy_evolution_time_factor = game.map_settings.enemy_evolution.time_factor * modifier_factor
global.enemy_evolution_pollution_factor = game.map_settings.enemy_evolution.pollution_factor * modifier_factor
end
local event = require 'utils.event'
event.on_nth_tick(60, tick)
event.on_init(on_init)
event.add(defines.events.on_chunk_generated, on_chunk_generated)
event.add(defines.events.on_entity_died, on_entity_died)
event.add(defines.events.on_research_finished, on_research_finished)
event.add(defines.events.on_player_joined_game, on_player_joined_game)
require "modules.difficulty_vote"