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ComfyFactorio/maps/dungeons/biome_acid_zone.lua
2020-04-14 15:21:13 +02:00

74 lines
2.4 KiB
Lua

local Functions = require "maps.dungeons.functions"
local BiterRaffle = require "functions.biter_raffle"
local table_shuffle_table = table.shuffle_table
local table_insert = table.insert
local table_remove = table.remove
local math_random = math.random
local math_abs = math.abs
local math_sqrt = math.sqrt
local math_floor = math.floor
local function add_enemy_units(surface, room)
for _, tile in pairs(room.room_tiles) do
if math_random(1, 2) == 1 then
local name = BiterRaffle.roll("spitter", Functions.get_dungeon_evolution_factor() * 1.5)
local unit = surface.create_entity({name = name, position = tile.position, force = "enemy"})
end
end
end
local function acid_zone(surface, room)
for _, tile in pairs(room.path_tiles) do
surface.set_tiles({{name = "concrete", position = tile.position}}, true)
end
if not room.room_border_tiles[1] then return end
table_shuffle_table(room.room_tiles)
for key, tile in pairs(room.room_tiles) do
surface.set_tiles({{name = "green-refined-concrete", position = tile.position}}, true)
if math_random(1, 16) == 1 then
surface.create_entity({name = "uranium-ore", position = tile.position, amount = Functions.get_common_resource_amount()})
end
if math_random(1, 96) == 1 then
surface.create_entity({name = Functions.roll_worm_name(), position = tile.position})
end
if math_random(1, 128) == 1 then
Functions.crash_site_chest(surface, tile.position)
end
if key % 128 == 1 and math_random(1, 3) == 1 then
Functions.set_spawner_tier(surface.create_entity({name = "spitter-spawner", position = tile.position, force = "enemy"}))
end
end
if room.center then
if math_random(1, 4) == 1 then
local r = math_floor(math_sqrt(#room.room_tiles) * 0.125) + 1
for x = r * -1, r, 1 do
for y = r * -1, r, 1 do
local p = {room.center.x + x, room.center.y + y}
surface.set_tiles({{name = "water-green", position = p}})
if math_random(1, 12) == 1 then
surface.create_entity({name = "fish", position = p})
end
end
end
end
end
table_shuffle_table(room.room_border_tiles)
for key, tile in pairs(room.room_border_tiles) do
surface.set_tiles({{name = "refined-hazard-concrete-left", position = tile.position}}, true)
end
for key, tile in pairs(room.room_border_tiles) do
if key % 8 == 1 then
Functions.place_border_rock(surface, tile.position)
end
end
add_enemy_units(surface, room)
end
return acid_zone