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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-08 00:39:30 +02:00
ComfyFactorio/maps/chronosphere/world_functions.lua
2021-03-25 03:39:07 +01:00

235 lines
9.7 KiB
Lua

local Treasure = require 'maps.chronosphere.treasure'
local Simplex_noise = require 'utils.simplex_noise'.d2
local Raffle = require 'maps.chronosphere.raffles'
local Chrono_table = require 'maps.chronosphere.table'
local Blueprints = require 'maps.chronosphere.worlds.blueprints'
local abs = math.abs
local random = math.random
local sqrt = math.sqrt
local min = math.min
local floor = math.floor
local Public = {}
local noises = {
['no_rocks'] = {{modifier = 0.0033, weight = 1}, {modifier = 0.01, weight = 0.22}, {modifier = 0.05, weight = 0.05}, {modifier = 0.1, weight = 0.04}},
['no_rocks_2'] = {{modifier = 0.013, weight = 1}, {modifier = 0.1, weight = 0.1}},
['large_caves'] = {{modifier = 0.0033, weight = 1}, {modifier = 0.01, weight = 0.22}, {modifier = 0.05, weight = 0.05}, {modifier = 0.1, weight = 0.04}},
['small_caves'] = {{modifier = 0.008, weight = 1}, {modifier = 0.03, weight = 0.15}, {modifier = 0.25, weight = 0.05}},
['small_caves_2'] = {{modifier = 0.009, weight = 1}, {modifier = 0.05, weight = 0.25}, {modifier = 0.25, weight = 0.05}},
['cave_ponds'] = {{modifier = 0.01, weight = 1}, {modifier = 0.1, weight = 0.06}},
['cave_rivers'] = {{modifier = 0.005, weight = 1}, {modifier = 0.01, weight = 0.25}, {modifier = 0.05, weight = 0.01}},
['cave_rivers_2'] = {{modifier = 0.003, weight = 1}, {modifier = 0.01, weight = 0.21}, {modifier = 0.05, weight = 0.01}},
['cave_rivers_3'] = {{modifier = 0.002, weight = 1}, {modifier = 0.01, weight = 0.15}, {modifier = 0.05, weight = 0.01}},
['cave_rivers_4'] = {{modifier = 0.001, weight = 1}, {modifier = 0.01, weight = 0.11}, {modifier = 0.05, weight = 0.01}},
['scrapyard'] = {{modifier = 0.005, weight = 1}, {modifier = 0.01, weight = 0.35}, {modifier = 0.05, weight = 0.23}, {modifier = 0.1, weight = 0.11}},
['forest_location'] = {{modifier = 0.006, weight = 1}, {modifier = 0.01, weight = 0.25}, {modifier = 0.05, weight = 0.15}, {modifier = 0.1, weight = 0.05}},
['forest_density'] = {{modifier = 0.01, weight = 1}, {modifier = 0.05, weight = 0.5}, {modifier = 0.1, weight = 0.025}},
['ores'] = {{modifier = 0.05, weight = 1}, {modifier = 0.02, weight = 0.55}, {modifier = 0.05, weight = 0.05}},
['hedgemaze'] = {{modifier = 0.001, weight = 1}}
}
local entity_functions = {
['turret'] = function(surface, entity)
surface.create_entity(entity)
end,
['simple-entity'] = function(surface, entity)
surface.create_entity(entity)
end,
['simple-entity-with-owner'] = function(surface, entity)
surface.create_entity(entity)
end,
['ammo-turret'] = function(surface, entity)
local e = surface.create_entity(entity)
e.insert({name = 'uranium-rounds-magazine', count = random(16, 64)})
end,
['container'] = function(surface, entity)
Treasure(surface, entity.position, entity.name)
end,
['lab'] = function(surface, entity)
local objective = Chrono_table.get_table()
local e = surface.create_entity(entity)
local evo = 1 + min(floor(objective.chronojumps / 5), 4)
local research = {
{'automation-science-pack', 'logistic-science-pack'},
{'automation-science-pack', 'logistic-science-pack', 'military-science-pack'},
{'automation-science-pack', 'logistic-science-pack', 'military-science-pack', 'chemical-science-pack'},
{'automation-science-pack', 'logistic-science-pack', 'military-science-pack', 'chemical-science-pack', 'production-science-pack'},
{'automation-science-pack', 'logistic-science-pack', 'military-science-pack', 'chemical-science-pack', 'production-science-pack', 'utility-science-pack'}
}
for _, science in pairs(research[evo]) do
e.insert({name = science, count = random(min(30 + objective.chronojumps * 5, 100), min(60 + objective.chronojumps * 5, 200))})
end
end
}
local function get_replacement_tile(surface, position)
local objective = Chrono_table.get_table()
for i = 1, 128, 1 do
local vectors = {{0, i}, {0, i * -1}, {i, 0}, {i * -1, 0}}
table.shuffle_table(vectors)
for k, v in pairs(vectors) do
local tile = surface.get_tile(position.x + v[1], position.y + v[2])
if not tile.collides_with('resource-layer') then
return tile.name
end
end
end
return objective.world.default_tile or 'grass-1'
end
function Public.get_noise(name, pos, seed)
local noise = 0
local d = 0
for _, n in pairs(noises[name]) do
noise = noise + Simplex_noise(pos.x * n.modifier, pos.y * n.modifier, seed) * n.weight
d = d + n.weight
seed = seed + 10000
end
noise = noise / d
return noise
end
function Public.replace_water(surface, left_top)
local tiles = {}
for x = 0, 31, 1 do
for y = 0, 31, 1 do
local p = {x = left_top.x + x, y = left_top.y + y}
local tile = surface.get_tile(p)
if tile.hidden_tile then
surface.set_hidden_tile(p, get_replacement_tile(surface, p).name)
elseif tile.collides_with('resource-layer') then
tiles[#tiles + 1] = {name = get_replacement_tile(surface, p), position = p}
end
end
end
surface.set_tiles(tiles, true)
end
function Public.spawn_entities(surface, entities)
local objective = Chrono_table.get_table()
for _, entity in pairs(entities) do
if entity_functions[game.entity_prototypes[entity.name].type] then
entity_functions[game.entity_prototypes[entity.name].type](surface, entity)
else
if surface.can_place_entity(entity) then
local e = surface.create_entity(entity)
if (e.type == 'unit-spawner' or e.type == 'turret') and objective.world.id ~= 7 then
if abs(e.position.x) > 420 or abs(e.position.y) > 420 then
e.destructible = false
end
end
end
end
end
end
function Public.spawn_decoratives(surface, decoratives)
surface.create_decoratives {check_collision = false, decoratives = decoratives}
end
function Public.spawn_treasures(surface, treasures)
for _, p in pairs(treasures) do
local name = 'wooden-chest'
if random(1, 6) == 1 then
name = 'iron-chest'
end
if surface.can_place_entity({name = name, position = p}) then
Treasure(surface, p, name)
end
end
end
function Public.distance(x, y)
return sqrt(x * x + y * y)
end
function Public.is_scrap(name)
for i = 1, #Raffle.scraps, 1 do
if name == Raffle.scraps[i] then
return true
end
end
for i = 1, #Raffle.scraps_inv, 1 do
if name == Raffle.scraps_inv[i] then
return true
end
end
return false
end
--LABYRINTH--
local modifiers = {
{x = 0, y = -1},
{x = -1, y = 0},
{x = 1, y = 0},
{x = 0, y = 1}
}
local modifiers_diagonal = {
{diagonal = {x = -1, y = 1}, connection_1 = {x = -1, y = 0}, connection_2 = {x = 0, y = 1}},
{diagonal = {x = 1, y = -1}, connection_1 = {x = 1, y = 0}, connection_2 = {x = 0, y = -1}},
{diagonal = {x = 1, y = 1}, connection_1 = {x = 1, y = 0}, connection_2 = {x = 0, y = 1}},
{diagonal = {x = -1, y = -1}, connection_1 = {x = -1, y = 0}, connection_2 = {x = 0, y = -1}}
}
local function get_path_connections_count(cell_pos)
local scheduletable = Chrono_table.get_schedule_table()
local connections = 0
for _, m in pairs(modifiers) do
if scheduletable.lab_cells[tostring(cell_pos.x + m.x) .. '_' .. tostring(cell_pos.y + m.y)] then
connections = connections + 1
end
end
return connections
end
function Public.process_labyrinth_cell(pos, seed)
local scheduletable = Chrono_table.get_schedule_table()
local lake_noise_value = -0.85
local cell_position = {x = pos.x / 32, y = pos.y / 32}
local mazenoise = Public.get_noise('hedgemaze', cell_position, seed)
if mazenoise < lake_noise_value and Public.distance(pos.x / 32, pos.y / 32) > 65 then
return false
end
scheduletable.lab_cells[tostring(cell_position.x) .. '_' .. tostring(cell_position.y)] = false
for _, modifier in pairs(modifiers_diagonal) do
if scheduletable.lab_cells[tostring(cell_position.x + modifier.diagonal.x) .. '_' .. tostring(cell_position.y + modifier.diagonal.y)] then
local connection_1 = scheduletable.lab_cells[tostring(cell_position.x + modifier.connection_1.x) .. '_' .. tostring(cell_position.y + modifier.connection_1.y)]
local connection_2 = scheduletable.lab_cells[tostring(cell_position.x + modifier.connection_2.x) .. '_' .. tostring(cell_position.y + modifier.connection_2.y)]
if not connection_1 and not connection_2 then
return false
end
end
end
for _, m in pairs(modifiers) do
if get_path_connections_count({x = cell_position.x + m.x, y = cell_position.y + m.y}) >= random(2, 3) then
return false
end
end
if get_path_connections_count(cell_position) >= random(2, 3) then
return false
end
scheduletable.lab_cells[tostring(cell_position.x) .. '_' .. tostring(cell_position.y)] = true
return true
end
function Public.build_blueprint(surface, position, id, force)
local item = surface.create_entity{name = "item-on-ground", position = position, stack = {name = "blueprint", count = 1}}
local success = item.stack.import_stack(Blueprints[id])
if success <= 0 then
local ghosts = item.stack.build_blueprint{surface = surface, force = force, position = position, force_build = true}
for _, ghost in pairs(ghosts) do
ghost.silent_revive({raise_revive = true})
end
end
if item.valid then item.destroy() end
end
return Public