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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-02-03 13:12:11 +02:00
2019-03-14 22:50:09 +01:00

199 lines
7.1 KiB
Lua

-- Terrain for Biter Battles -- by MewMew
local event = require 'utils.event'
local math_random = math.random
local simplex_noise = require 'utils.simplex_noise'.d2
local create_tile_chain = require "functions.create_tile_chain"
local biter_territory_starting_radius = 1024
local spawn_circle_size = 28
local worms = {
[1] = {"small-worm-turret"},
[2] = {"medium-worm-turret", "small-worm-turret"},
[3] = {"medium-worm-turret"},
[4] = {"big-worm-turret", "medium-worm-turret"},
[5] = {"big-worm-turret"},
[6] = {"behemoth-worm-turret","big-worm-turret"},
[7] = {"behemoth-worm-turret"}
}
local spawners = {"biter-spawner", "biter-spawner", "spitter-spawner"}
local function get_noise(name, pos)
local seed = game.surfaces[1].map_gen_settings.seed
local noise_seed_add = 25000
if name == 1 then
local noise = {}
noise[1] = simplex_noise(pos.x * 0.005, pos.y * 0.005, seed)
seed = seed + noise_seed_add
noise[2] = simplex_noise(pos.x * 0.05, pos.y * 0.05, seed)
seed = seed + noise_seed_add
local noise = noise[1] + noise[2] * 0.1
--noise = noise * 0.5
return noise
end
end
local function get_worm(distance_to_center)
local index = math.ceil((distance_to_center - biter_territory_starting_radius) * 0.01)
if index < 1 then index = 1 end
if index > 7 then index = 7 end
local worm = worms[index][math_random(1, #worms[index])]
return worm
end
local function generate_biters(surface, pos, distance_to_center)
if distance_to_center < biter_territory_starting_radius then return end
if pos.y > -16 then return end
if distance_to_center < biter_territory_starting_radius + 32 then
if math_random(1, 128) == 1 and surface.can_place_entity({name = "behemoth-worm-turret", position = pos}) then
surface.create_entity({name = get_worm(distance_to_center), position = pos, force = "north_biters"})
end
return
end
local noise = get_noise(1, pos)
if noise > 0.5 or noise < -0.5 then
if math_random(1,12) == 1 and surface.can_place_entity({name = "rocket-silo", position = pos}) then
surface.create_entity({name = spawners[math_random(1,3)], position = pos, force = "north_biters"})
end
return
end
if noise > 0.4 or noise < -0.4 then
if math_random(1,48) == 1 then
if surface.can_place_entity({name = "behemoth-worm-turret", position = pos}) then
surface.create_entity({name = get_worm(distance_to_center), position = pos, force = "north_biters"})
end
end
return
end
end
local function generate_horizontal_river(surface, pos)
if pos.y < -32 then return false end
if pos.y > -3 and pos.x > -3 and pos.x < 3 then return false end
if -14 < pos.y + (get_noise(1, pos) * 5) then return true end
return false
end
local function generate_circle_spawn(event)
if event.area.left_top.y < -64 then return end
if event.area.left_top.x < -64 then return end
if event.area.left_top.x > 64 then return end
local surface = event.surface
local left_top_x = event.area.left_top.x
local left_top_y = event.area.left_top.y
for x = 0, 31, 1 do
for y = 0, 31, 1 do
local pos = {x = left_top_x + x, y = left_top_y + y}
local distance_to_center = math.sqrt(pos.x ^ 2 + pos.y ^ 2)
local tile = false
if distance_to_center < spawn_circle_size then tile = "deepwater" end
if distance_to_center < 9 then tile = "refined-concrete" end
if distance_to_center < 6 then tile = "sand-1" end
if tile then surface.set_tiles({{name = tile, position = pos}}, true) end
end
end
end
local function generate_silos(event)
if global.rocket_silo then return end
if event.area.left_top.y < -128 then return end
if event.area.left_top.x < -128 then return end
if event.area.left_top.x > 128 then return end
global.rocket_silo = {}
local surface = event.surface
global.rocket_silo["north"] =surface.create_entity({
name = "rocket-silo",
position = surface.find_non_colliding_position("rocket-silo", {0,-64}, 128, 1),
force = "north"
})
global.rocket_silo["north"].minable = false
for i = 1, 32, 1 do
create_tile_chain(surface, {name = "stone-path", position = global.rocket_silo["north"].position}, 32, 10)
end
end
local function on_chunk_generated(event)
if event.area.left_top.y >= 0 then return end
local surface = event.surface
if surface.name ~= "biter_battles" then return end
for _, e in pairs(surface.find_entities_filtered({area = event.area, force = "enemy"})) do
e.destroy()
end
local left_top_x = event.area.left_top.x
local left_top_y = event.area.left_top.y
for x = 0, 31, 1 do
for y = 0, 31, 1 do
local pos = {x = left_top_x + x, y = left_top_y + y}
local distance_to_center = math.sqrt(pos.x ^ 2 + pos.y ^ 2)
if generate_horizontal_river(surface, pos) then surface.set_tiles({{name = "deepwater", position = pos}}) end
generate_biters(surface, pos, distance_to_center)
end
end
generate_circle_spawn(event)
generate_silos(event)
if event.area.left_top.y == -256 and event.area.left_top.x == -256 then
global.terrain_generation_complete = true
end
end
--Landfill Restriction
local function restrict_landfill(surface, inventory, tiles)
for _, t in pairs(tiles) do
local distance_to_center = math.sqrt(t.position.x ^ 2 + t.position.y ^ 2)
local check_position = t.position
if check_position.y > 0 then check_position = {x = check_position.x * -1, y = (check_position.y * -1) - 1} end
if generate_horizontal_river(surface, check_position) or distance_to_center < spawn_circle_size then
surface.set_tiles({{name = t.old_tile.name, position = t.position}}, true)
inventory.insert({name = "landfill", count = 1})
end
end
end
local function on_player_built_tile(event)
local player = game.players[event.player_index]
restrict_landfill(player.surface, player, event.tiles)
end
local function on_robot_built_tile(event)
restrict_landfill(event.robot.surface, event.robot.get_inventory(defines.inventory.robot_cargo), event.tiles)
end
--Construction Robot Restriction
local function on_robot_built_entity(event)
local deny_building = false
local force_name = event.robot.force.name
if force_name == "north" then
if event.created_entity.position.y >= -10 then deny_building = true end
end
if force_name == "player" then
if event.created_entity.position.y <= 10 then deny_building = true end
end
if not deny_building then return end
local inventory = event.robot.get_inventory(defines.inventory.robot_cargo)
inventory.insert({name = event.created_entity.name, count = 1})
event.robot.surface.create_entity({name = "explosion", position = event.created_entity.position})
event.created_entity.destroy()
end
--Prevent Players from damaging the Rocket Silo
local function on_entity_damaged(event)
if event.cause then
if event.cause.type == "unit" then return end
end
if event.entity.name ~= "rocket-silo" then return end
event.entity.health = event.entity.health + event.final_damage_amount
end
event.add(defines.events.on_entity_damaged, on_entity_damaged)
event.add(defines.events.on_robot_built_entity, on_robot_built_entity)
event.add(defines.events.on_robot_built_tile, on_robot_built_tile)
event.add(defines.events.on_player_built_tile, on_player_built_tile)
event.add(defines.events.on_chunk_generated, on_chunk_generated)