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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-04 00:15:45 +02:00
ComfyFactorio/maps/expanse/functions.lua
2024-10-22 21:47:11 +02:00

493 lines
19 KiB
Lua

local Price_raffle = require 'maps.expanse.price_raffle'
local BiterRaffle = require 'utils.functions.biter_raffle'
local Task = require 'utils.task'
local Token = require 'utils.token'
local Public = {}
local ores = { 'copper-ore', 'iron-ore', 'stone', 'coal' }
local price_modifiers = {
['unit-spawner'] = -256,
['unit'] = -16,
['turret'] = -128,
['tree'] = -8,
['simple-entity'] = 2,
['cliff'] = -128,
['water'] = -5,
['water-green'] = -5,
['deepwater'] = -5,
['deepwater-green'] = -5,
['water-mud'] = -6,
['water-shallow'] = -6
}
--- Some mods like to destroy the infini tree.
--- So we solve it by delaying the creation.
local delay_infini_tree_token =
Token.register(
function (event)
local surface = event.surface
local position = event.position
surface.create_entity({ name = 'tree-0' .. math.random(1, 9), position = position })
end
)
local function reward_tokens(expanse, entity)
local chance = expanse.token_chance % 1
local count = math.floor(expanse.token_chance)
if chance > 0 then
chance = math.floor(chance * 1000)
if math.random(1, 1000) <= chance then
entity.surface.spill_item_stack({position = entity.position, stack = { name = 'coin', count = 1 }, enable_looted = true, allow_belts = false})
end
end
if count > 0 then
for _ = 1, count, 1 do
entity.surface.spill_item_stack({position = entity.position, stack = { name = 'coin', count = 1 }, enable_looted = true, allow_belts = false})
end
end
end
local function get_cell_value(expanse, left_top)
local square_size = expanse.square_size
local value = square_size ^ 2
value = value * 8
local source_surface = game.surfaces[expanse.source_surface]
local area = { { left_top.x, left_top.y }, { left_top.x + square_size, left_top.y + square_size } }
local entities = source_surface.find_entities(area)
local tiles = source_surface.find_tiles_filtered({ area = area })
for _, tile in pairs(tiles) do
if price_modifiers[tile.name] then
value = value + price_modifiers[tile.name]
end
end
for _, entity in pairs(entities) do
if price_modifiers[entity.type] then
value = value + price_modifiers[entity.type]
end
end
local distance = math.sqrt(left_top.x ^ 2 + left_top.y ^ 2)
value = value * ((distance ^ 1.1) * expanse.price_distance_modifier)
local ore_modifier = distance * (expanse.price_distance_modifier / 20)
if ore_modifier > expanse.max_ore_price_modifier then
ore_modifier = expanse.max_ore_price_modifier
end
for _, entity in pairs(entities) do
if entity.type == 'resource' then
if entity.prototype.resource_category == 'basic-fluid' then
value = value + (entity.amount * ore_modifier * 0.01)
else
value = value + (entity.amount * ore_modifier)
end
end
end
value = math.floor(value)
if value < 16 then
value = 16
end
return value
end
local function get_left_top(expanse, position)
local vectors = { { -1, 0 }, { 1, 0 }, { 0, 1 }, { 0, -1 } }
table.shuffle_table(vectors)
local surface = game.surfaces.expanse
for _, v in pairs(vectors) do
local tile = surface.get_tile(position.x + v[1], position.y + v[2])
if tile.name == 'out-of-map' then
local left_top = tile.position
left_top.x = left_top.x - left_top.x % expanse.square_size
left_top.y = left_top.y - left_top.y % expanse.square_size
if not expanse.grid[tostring(left_top.x .. '_' .. left_top.y)] then
return left_top
end
end
end
return false
end
local function is_container_position_valid(expanse, position)
if game.tick == 0 then
return true
end
local left_top = get_left_top(expanse, position)
if not left_top then
return false
end
if
game.surfaces.expanse.count_entities_filtered(
{
name = 'requester-chest',
force = 'neutral',
area = { { left_top.x - 1, left_top.y - 1 }, { left_top.x + expanse.square_size + 1, left_top.y + expanse.square_size + 1 } }
}
) > 0
then
return false
end
return true
end
local function create_costs_render(entity, name, offset)
local id =
rendering.draw_sprite {
sprite = 'virtual-signal/signal-grey',
surface = entity.surface,
target = {
entity = entity,
offset = { offset, -1.5 }
},
x_scale = 1.1,
y_scale = 1.1,
render_layer = '190',
only_in_alt_mode = true
}
local id2 =
rendering.draw_sprite {
sprite = 'item/' .. name,
surface = entity.surface,
target = {
entity = entity,
offset = { offset, -1.5 }
},
x_scale = 0.75,
y_scale = 0.75,
render_layer = '191',
only_in_alt_mode = true
}
return { id, id2 }
end
local function remove_one_render(container, key)
if container.price[key].render[1].valid then
container.price[key].render[1].destroy()
end
if container.price[key].render[2].valid then
container.price[key].render[2].destroy()
end
end
local function remove_old_renders(container)
for key, _ in pairs(container.price) do
remove_one_render(container, key)
end
end
function Public.spawn_units(spawner)
local evolution = game.forces.enemy.get_evolution_factor(spawner.surface)
local position = spawner.position
for i = 1, 4 + math.floor(8 * evolution), 1 do
local biter_roll = BiterRaffle.roll('mixed', evolution)
local free_pos = spawner.surface.find_non_colliding_position(biter_roll, { x = position.x + math.random(-8, 8), y = position.y + math.random(-8, 8) }, 12, 0.05)
spawner.surface.create_entity({ name = biter_roll, position = free_pos or position, force = 'enemy' })
end
end
function Public.get_item_tooltip(name)
return { 'expanse.stats_item_tooltip', prototypes.item[name].localised_name, Price_raffle.get_item_worth(name) }
end
function Public.invasion_numbers()
local evo = game.forces.enemy.get_evolution_factor(game.surfaces.expanse)
return { candidates = 3 + math.floor(evo * 10), groups = 1 + math.floor(evo * 4) }
end
function Public.invasion_warn(event)
local seconds = (120 * 60 - (event.delay or 0)) / 60
game.print({ 'expanse.biters_invasion_warning', seconds, event.size }, { r = 0.88, g = 0.22, b = 0.22 })
end
function Public.invasion_detonate(event)
local surface = event.surface
local position = event.position
local entities_close = surface.find_entities_filtered { position = position, radius = 8 }
for _, entity in pairs(entities_close) do
if entity.valid then
entity.die('enemy')
end
end
local entities_nearby = surface.find_entities_filtered { position = position, radius = 16 }
for _, entity in pairs(entities_nearby) do
if entity.valid and entity.is_entity_with_health then
entity.damage(entity.prototype.max_health * 0.75, 'enemy')
end
end
surface.create_entity({ name = 'nuke-explosion', position = position })
end
function Public.invasion_trigger(event)
local surface = event.surface
local position = event.position
local round = event.round
local evolution = game.forces.enemy.get_evolution_factor(surface)
local biters = {}
for i = 1, 5 + math.floor(30 * evolution) + round * 5, 1 do
local biter_roll = BiterRaffle.roll('mixed', evolution)
local free_pos = surface.find_non_colliding_position(biter_roll, { x = position.x + math.random(-8, 8), y = position.y + math.random(-8, 8) }, 12, 0.05)
biters[#biters + 1] = surface.create_entity({ name = biter_roll, position = free_pos or position, force = 'enemy' })
end
local group = surface.create_unit_group { position = position, force = 'enemy' }
for _, biter in pairs(biters) do
group.add_member(biter)
end
group.set_command({ type = defines.command.attack_area, destination = position, radius = 80, distraction = defines.distraction.by_anything })
group.start_moving()
local worm_roll = BiterRaffle.roll('worm', evolution)
for i = 1, 3 + math.floor(7 * evolution), 1 do
local worm_pos = surface.find_non_colliding_position(worm_roll, { x = position.x + math.random(-12, 12), y = position.y + math.random(-12, 12) }, 12, 0.1)
if worm_pos then
surface.create_entity({ name = worm_roll, position = worm_pos, force = 'enemy' })
end
end
local nest = { 'biter-spawner', 'biter-spawner', 'biter-spawner', 'spitter-spawner' }
local nest_roll = nest[math.random(1, 4)]
local nest_pos = surface.find_non_colliding_position(nest_roll, position, 12, 0.1)
if nest_pos then
surface.create_entity({ name = nest_roll, position = nest_pos, force = 'enemy' })
end
end
local function schedule_detonation(expanse, surface, position)
table.insert(expanse.schedule, { tick = game.tick + 120 * 60, event = 'invasion_detonate', parameters = { surface = surface, position = position } })
end
local function schedule_warning(expanse, size, delay)
table.insert(expanse.schedule, { tick = game.tick + 2 * 60 + delay, event = 'invasion_warn', parameters = { size = size, delay = delay } })
end
local function schedule_biters(expanse, surface, position, delay, round)
table.insert(expanse.schedule, { tick = game.tick + delay + 120 * 60, event = 'invasion_trigger', parameters = { surface = surface, position = position, round = round } })
end
local function plan_invasion(expanse, invasion_numbers)
local candidates = expanse.invasion_candidates
table.shuffle_table(candidates)
schedule_warning(expanse, invasion_numbers.groups, 0)
schedule_warning(expanse, invasion_numbers.groups, 60 * 60)
schedule_warning(expanse, invasion_numbers.groups, 90 * 60)
local rounds = 4 + math.random(1, 8)
for i = 1, invasion_numbers.groups, 1 do
local surface_index = candidates[i].surface_index
if not surface_index then break end
local surface = game.get_surface(surface_index)
local position = candidates[i].position
schedule_detonation(expanse, surface, position)
for ii = 1, rounds, 1 do
schedule_biters(expanse, surface, position, 120 + (ii - 1) * 300, ii)
end
candidates[i].render.time_to_live = ( 122 * 60 + rounds * 300)
end
for j = invasion_numbers.groups + 1, #candidates, 1 do
candidates[j].render.time_to_live = ( 122 * 60)
end
expanse.invasion_candidates = {}
end
function Public.check_invasion(expanse)
local invasion_numbers = Public.invasion_numbers()
if #expanse.invasion_candidates >= invasion_numbers.candidates then
plan_invasion(expanse, invasion_numbers)
end
end
function Public.expand(expanse, left_top)
expanse.grid[tostring(left_top.x .. '_' .. left_top.y)] = true
local source_surface = game.surfaces[expanse.source_surface]
if not source_surface then
return
end
source_surface.request_to_generate_chunks(left_top, 3)
source_surface.force_generate_chunk_requests()
local square_size = expanse.square_size
local area = { { left_top.x, left_top.y }, { left_top.x + square_size, left_top.y + square_size } }
local surface = game.surfaces.expanse
source_surface.clone_area(
{
source_area = area,
destination_area = area,
destination_surface = surface,
clone_tiles = true,
clone_entities = true,
clone_decoratives = true,
clear_destination_entities = false,
clear_destination_decoratives = true,
expand_map = true
}
)
local positions = {
{ x = left_top.x + math.random(1, square_size - 2), y = left_top.y },
{ x = left_top.x, y = left_top.y + math.random(1, square_size - 2) },
{ x = left_top.x + math.random(1, square_size - 2), y = left_top.y + (square_size - 1) },
{ x = left_top.x + (square_size - 1), y = left_top.y + math.random(1, square_size - 2) }
}
for _, position in pairs(positions) do
if is_container_position_valid(expanse, position) then
local e = surface.create_entity({ name = 'requester-chest', position = position, force = 'neutral' })
e.destructible = false
e.minable = false
end
end
if game.tick == 0 then
local a = math.floor(expanse.square_size * 0.5)
for x = 1, 3, 1 do
for y = 1, 3, 1 do
surface.set_tiles({ { name = 'water', position = { a + x + 2, a + y + 2 } } }, true)
end
end
surface.create_entity({ name = 'crude-oil', position = { a - 4, a - 4 }, amount = 1500000 })
Task.set_timeout_in_ticks(30, delay_infini_tree_token, { surface = surface, position = { a - 4, a + 4 } })
surface.create_entity({ name = 'big-rock', position = { a + 4, a - 4 } })
surface.spill_item_stack({position = {a, a + 2}, stack = { name = 'coin', count = 1 }, enable_looted = false, allow_belts = false})
surface.spill_item_stack({position = { a + 0.5, a + 2.5 }, stack = { name = 'coin', count = 1 }, enable_looted = false, allow_belts = false})
surface.spill_item_stack({position = { a - 0.5, a + 2.5 }, stack = { name = 'coin', count = 1 }, enable_looted = false, allow_belts = false})
for x = 0, square_size, 1 do
for y = 0, square_size, 1 do
if surface.can_place_entity({ name = 'wooden-chest', position = { x, y } }) and surface.can_place_entity({ name = 'coal', position = { x, y }, amount = 1 }) then
surface.create_entity({ name = ores[(x + y) % 4 + 1], position = { x, y }, amount = 1500 })
end
end
end
end
end
local function init_container(expanse, entity, budget)
local left_top = get_left_top(expanse, entity.position)
if not left_top then
return
end
local cell_value = budget or get_cell_value(expanse, left_top)
local item_stacks = {}
local roll_count = 3
for _ = 1, roll_count, 1 do
for _, stack in pairs(Price_raffle.roll(math.floor(cell_value / roll_count), 3, nil, math.max(4, cell_value / (roll_count * 6)))) do
if not item_stacks[stack.name] then
item_stacks[stack.name] = stack.count
else
item_stacks[stack.name] = item_stacks[stack.name] + stack.count
end
end
end
local price = {}
local offset = -3
for k, v in pairs(item_stacks) do
table.insert(price, { name = k, count = v, render = create_costs_render(entity, k, offset) })
offset = offset + 1
end
local containers = expanse.containers
containers[entity.unit_number] = { entity = entity, left_top = left_top, price = price }
end
local function get_remaining_budget(container)
local budget = 0
for _, item_stack in pairs(container.price) do
budget = budget + (item_stack.count * Price_raffle.get_item_worth(item_stack.name))
end
return budget
end
function Public.set_container(expanse, entity)
if entity.name ~= 'requester-chest' then
return
end
if not expanse.containers[entity.unit_number] then
init_container(expanse, entity)
end
local container = expanse.containers[entity.unit_number]
if not container or not container.entity or not container.entity.valid then
expanse.containers[entity.unit_number] = nil
return
end
local inventory = container.entity.get_inventory(defines.inventory.chest)
if not inventory.is_empty() then
if inventory.get_item_count('coin') > 0 then
local count_removed = inventory.remove({ name = 'coin', count = 1 })
if count_removed > 0 then
expanse.cost_stats['coin'] = (expanse.cost_stats['coin'] or 0) + count_removed
script.raise_event(expanse.events.gui_update, { item = 'coin' })
remove_old_renders(container)
init_container(expanse, entity, get_remaining_budget(container))
container = expanse.containers[entity.unit_number]
game.print({ 'expanse.chest_reset', { 'expanse.gps', math.floor(entity.position.x), math.floor(entity.position.y), 'expanse' } })
end
end
if inventory.get_item_count('infinity-chest') > 0 then
remove_old_renders(container)
container.price = {}
end
end
for key, item_stack in pairs(container.price) do
local name = item_stack.name
local count_removed = inventory.remove({ name = name, count = item_stack.count })
container.price[key].count = container.price[key].count - count_removed
expanse.cost_stats[name] = (expanse.cost_stats[name] or 0) + count_removed
script.raise_event(expanse.events.gui_update, { item = name })
if container.price[key].count <= 0 then
remove_one_render(container, key)
table.remove(container.price, key)
end
end
if #container.price == 0 then
Public.expand(expanse, container.left_top)
local a = math.floor(expanse.square_size * 0.5)
local expansion_position = { x = expanse.containers[entity.unit_number].left_top.x + a, y = expanse.containers[entity.unit_number].left_top.y + a }
expanse.containers[entity.unit_number] = nil
if not inventory.is_empty() then
for index = 1, #inventory, 1 do
local slot = inventory[index]
if slot.valid_for_read then
entity.surface.spill_item_stack({position = entity.position, stack = slot, enable_looted = true, allow_belts = false})
end
end
end
reward_tokens(expanse, entity)
entity.destructible = true
entity.die()
return expansion_position
end
local logi = container.entity.get_logistic_point(0)
for i = 1, 256, 1 do
if logi.get_section(i) then
logi.remove_section(i)
end
end
logi.add_section()
local section = logi.get_section(1)
for slot = 1, #container.price, 1 do
if #container.price >= slot then
local item = container.price[slot]
section.set_slot(slot, {value = item.name, min = item.count, import_from = 'nauvis'})
end
end
end
return Public