mirror of
https://github.com/ComfyFactory/ComfyFactorio.git
synced 2025-01-06 00:23:49 +02:00
363 lines
12 KiB
Lua
363 lines
12 KiB
Lua
--choppy-- mewmew made this --
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require "on_tick_schedule"
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require "modules.dynamic_landfill"
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require "modules.satellite_score"
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require "modules.spawners_contain_biters"
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local Map = require "modules.map_info"
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local unearthing_worm = require "functions.unearthing_worm"
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local unearthing_biters = require "functions.unearthing_biters"
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local tick_tack_trap = require "functions.tick_tack_trap"
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local create_entity_chain = require "functions.create_entity_chain"
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local create_tile_chain = require "functions.create_tile_chain"
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local simplex_noise = require 'utils.simplex_noise'.d2
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local event = require 'utils.event'
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local table_insert = table.insert
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local math_random = math.random
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local map_functions = require "tools.map_functions"
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local disabled_for_deconstruction = {
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["fish"] = true,
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["rock-huge"] = true,
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["rock-big"] = true,
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["sand-rock-big"] = true,
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["mineable-wreckage"] = true
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}
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local tile_replacements = {
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["dirt-1"] = "grass-1",
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["dirt-2"] = "grass-2",
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["dirt-3"] = "grass-3",
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["dirt-4"] = "grass-4",
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["dirt-5"] = "grass-1",
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["sand-1"] = "grass-1",
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["sand-2"] = "grass-2",
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["sand-3"] = "grass-3",
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["dry-dirt"] = "grass-2",
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["red-desert-0"] = "grass-1",
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["red-desert-1"] = "grass-2",
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["red-desert-2"] = "grass-3",
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["red-desert-3"] = "grass-4",
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}
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local rocks = {"rock-big", "rock-big", "rock-huge"}
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local decos = {"green-hairy-grass", "green-hairy-grass", "green-hairy-grass", "green-hairy-grass", "green-hairy-grass", "green-hairy-grass", "green-carpet-grass", "green-carpet-grass","green-pita"}
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local decos_inside_forest = {"brown-asterisk","brown-asterisk", "brown-carpet-grass","brown-hairy-grass"}
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local noises = {
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["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}},
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["forest_density"] = {{modifier = 0.01, weight = 1}, {modifier = 0.05, weight = 0.5}, {modifier = 0.1, weight = 0.025}}
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}
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local function get_noise(name, pos, seed)
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local noise = 0
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for _, n in pairs(noises[name]) do
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noise = noise + simplex_noise(pos.x * n.modifier, pos.y * n.modifier, seed) * n.weight
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seed = seed + 10000
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end
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return noise
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end
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local function shuffle(tbl)
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local size = #tbl
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for i = size, 1, -1 do
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local rand = math_random(size)
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tbl[i], tbl[rand] = tbl[rand], tbl[i]
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end
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return tbl
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end
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local entities_to_convert = {
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["coal"] = true,
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["copper-ore"] = true,
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["iron-ore"] = true,
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["uranium-ore"] = true,
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["stone"] = true,
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["angels-ore1"] = true,
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["angels-ore2"] = true,
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["angels-ore3"] = true,
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["angels-ore4"] = true,
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["angels-ore5"] = true,
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["angels-ore6"] = true,
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["thorium-ore"] = true
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}
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local trees_to_remove = {
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["dead-dry-hairy-tree"] = true,
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["dead-grey-trunk"] = true,
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["dead-tree-desert"] = true,
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["dry-hairy-tree"] = true,
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["dry-tree"] = true,
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["tree-01"] = true,
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["tree-02"] = true,
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["tree-02-red"] = true,
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["tree-03"] = true,
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["tree-04"] = true,
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["tree-05"] = true,
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["tree-06"] = true,
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["tree-06-brown"] = true,
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["tree-07"] = true,
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["tree-08"] = true,
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["tree-08-brown"] = true,
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["tree-08-red"] = true,
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["tree-09"] = true,
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["tree-09-brown"] = true,
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["tree-09-red"] = true
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}
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local function process_entity(e)
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if not e.valid then return end
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if trees_to_remove[e.name] then
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e.destroy()
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return
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end
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if entities_to_convert[e.name] then
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if math_random(1,100) > 33 then e.surface.create_entity({name = rocks[math_random(1, #rocks)], position = e.position}) end
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e.destroy()
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return
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end
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end
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local function process_tile(surface, pos, tile, seed)
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if tile.collides_with("player-layer") then return end
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if not surface.can_place_entity({name = "tree-01", position = pos}) then return end
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if math_random(1, 100000) == 1 then
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local wrecks = {"big-ship-wreck-1", "big-ship-wreck-2", "big-ship-wreck-3"}
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local e = surface.create_entity{name = wrecks[math_random(1,#wrecks)], position = pos, force = "neutral"}
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e.insert({name = "raw-fish", count = math_random(3, 25)})
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if math_random(1, 3) == 1 then e.insert({name = "wood", count = math_random(11, 44)}) end
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end
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local noise_forest_location = get_noise("forest_location", pos, seed)
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--local r = math.ceil(math.abs(get_noise("forest_density", pos, seed + 4096)) * 10)
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--local r = 5 - math.ceil(math.abs(noise_forest_location) * 3)
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--r = 2
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if noise_forest_location > 0.095 then
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if noise_forest_location > 0.6 then
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if math_random(1,100) > 42 then surface.create_entity({name = "tree-08-brown", position = pos}) end
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else
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if math_random(1,100) > 42 then surface.create_entity({name = "tree-01", position = pos}) end
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end
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surface.create_decoratives({check_collision=false, decoratives={{name = decos_inside_forest[math_random(1, #decos_inside_forest)], position = pos, amount = math_random(1, 2)}}})
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return
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end
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if noise_forest_location < -0.095 then
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if noise_forest_location < -0.6 then
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if math_random(1,100) > 42 then surface.create_entity({name = "tree-04", position = pos}) end
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else
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if math_random(1,100) > 42 then surface.create_entity({name = "tree-02-red", position = pos}) end
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end
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surface.create_decoratives({check_collision=false, decoratives={{name = decos_inside_forest[math_random(1, #decos_inside_forest)], position = pos, amount = math_random(1, 2)}}})
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return
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end
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surface.create_decoratives({check_collision=false, decoratives={{name = decos[math_random(1, #decos)], position = pos, amount = math_random(1, 2)}}})
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end
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local function on_chunk_generated(event)
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local surface = event.surface
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local left_top = event.area.left_top
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local tiles = {}
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local entities = {}
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local seed = game.surfaces[1].map_gen_settings.seed
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--surface.destroy_decoratives({area = event.area})
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for _, e in pairs(surface.find_entities_filtered({area = event.area})) do
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process_entity(e)
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end
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for x = 0.5, 31.5, 1 do
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for y = 0.5, 31.5, 1 do
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local tile_to_insert = false
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local pos = {x = left_top.x + x, y = left_top.y + y}
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local tile = surface.get_tile(pos)
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if tile_replacements[tile.name] then
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table_insert(tiles, {name = tile_replacements[tile.name], position = pos})
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end
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process_tile(surface, pos, tile, seed)
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end
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end
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surface.set_tiles(tiles, true)
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for _, e in pairs(surface.find_entities_filtered({area = event.area, type = "unit-spawner"})) do
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for _, entity in pairs (e.surface.find_entities_filtered({area = {{e.position.x - 7, e.position.y - 7},{e.position.x + 7, e.position.y + 7}}, force = "neutral"})) do
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if entity.valid then entity.destroy() end
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end
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end
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if global.spawn_generated then return end
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if left_top.x < 96 then return end
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for _, e in pairs (surface.find_entities_filtered({area = {{-50, -50},{50, 50}}})) do
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local distance_to_center = math.sqrt(e.position.x^2 + e.position.y^2)
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if e.valid then
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if distance_to_center < 8 and e.type == "tree" and math_random(1,5) ~= 1 then e.destroy() end
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end
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end
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global.spawn_generated = true
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end
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local function on_marked_for_deconstruction(event)
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if disabled_for_deconstruction[event.entity.name] then
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event.entity.cancel_deconstruction(game.players[event.player_index].force.name)
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end
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if event.entity.type == "tree" then
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event.entity.cancel_deconstruction(game.players[event.player_index].force.name)
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end
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end
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local function on_player_joined_game(event)
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local player = game.players[event.player_index]
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if player.online_time == 0 then
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player.insert({name = "pistol", count = 1})
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player.insert({name = "firearm-magazine", count = 8})
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end
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if global.map_init_done then return end
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--game.map_settings.pollution.min_pollution_to_damage_trees = 1000000
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--game.map_settings.pollution.pollution_per_tree_damage = 0
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--game.map_settings.pollution.pollution_restored_per_tree_damage = 0
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game.surfaces["nauvis"].ticks_per_day = game.surfaces["nauvis"].ticks_per_day * 2
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global.entity_yield = {
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["tree-01"] = {"iron-ore"},
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["tree-02-red"] = {"copper-ore"},
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["tree-04"] = {"coal"},
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["tree-08-brown"] = {"stone"},
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["rock-big"] = {"uranium-ore"},
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["rock-huge"] = {"uranium-ore"}
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}
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if game.item_prototypes["angels-ore1"] then
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global.entity_yield["tree-01"] = {"angels-ore1", "angels-ore2"}
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global.entity_yield["tree-02-red"] = {"angels-ore5", "angels-ore6"}
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global.entity_yield["tree-04"] = {"coal"}
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global.entity_yield["tree-08-brown"] = {"angels-ore3", "angels-ore4"}
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else
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game.map_settings.pollution.ageing = 0
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end
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if game.item_prototypes["thorium-ore"] then
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global.entity_yield["rock-big"] = {"uranium-ore", "thorium-ore"}
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global.entity_yield["rock-huge"] = {"uranium-ore", "thorium-ore"}
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end
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global.map_init_done = true
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end
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local function get_amount(entity)
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local distance_to_center = math.sqrt(entity.position.x^2 + entity.position.y^2)
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local amount = 25 + (distance_to_center * 0.1)
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if amount > 1000 then amount = 1000 end
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amount = math.random(math.ceil(amount * 0.5), math.ceil(amount * 1.5))
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return amount
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end
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local function trap(entity)
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if math_random(1,1024) == 1 then tick_tack_trap(entity.surface, entity.position) return end
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if math_random(1,256) == 1 then unearthing_worm(entity.surface, entity.position) end
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if math_random(1,128) == 1 then unearthing_biters(entity.surface, entity.position, math_random(4,8)) end
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end
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local function on_player_mined_entity(event)
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local entity = event.entity
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if not entity.valid then return end
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if entity.type == "tree" then
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trap(entity)
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end
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if global.entity_yield[entity.name] then
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if event.buffer then event.buffer.clear() end
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if not event.player_index then return end
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local amount = get_amount(entity)
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local second_item_amount = math_random(2,5)
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local second_item = "wood"
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if entity.type == "simple-entity" then
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amount = amount * 2
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second_item_amount = math_random(8,16)
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second_item = "stone"
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end
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local main_item = global.entity_yield[entity.name][math_random(1,#global.entity_yield[entity.name])]
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entity.surface.create_entity({
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name = "flying-text",
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position = entity.position,
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text = "+" .. amount .. " [item=" .. main_item .. "] +" .. second_item_amount .. " [item=" .. second_item .. "]",
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color = {r=0.8,g=0.8,b=0.8}})
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local player = game.players[event.player_index]
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local inserted_count = player.insert({name = main_item, count = amount})
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amount = amount - inserted_count
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if amount > 0 then
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entity.surface.spill_item_stack(entity.position,{name = main_item, count = amount}, true)
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end
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local inserted_count = player.insert({name = second_item, count = second_item_amount})
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second_item_amount = second_item_amount - inserted_count
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if second_item_amount > 0 then
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entity.surface.spill_item_stack(entity.position,{name = second_item, count = second_item_amount}, true)
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end
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end
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end
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local function on_research_finished(event)
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event.research.force.character_inventory_slots_bonus = game.forces.player.mining_drill_productivity_bonus * 500
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if not event.research.force.technologies["steel-axe"].researched then return end
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event.research.force.manual_mining_speed_modifier = 1 + game.forces.player.mining_drill_productivity_bonus * 2
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end
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local function on_entity_died(event)
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on_player_mined_entity(event)
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if not event.entity.valid then return end
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if event.entity.type == "tree" then
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for _, entity in pairs (event.entity.surface.find_entities_filtered({area = {{event.entity.position.x - 4, event.entity.position.y - 4},{event.entity.position.x + 4, event.entity.position.y + 4}}, name = "fire-flame-on-tree"})) do
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if entity.valid then entity.destroy() end
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end
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end
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end
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local on_init = function()
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local T = Map.Pop_info()
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T.main_caption = "Choppy"
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T.sub_caption = ""
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T.text = [[
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You are a lumberjack with a passion to chop.
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Different kinds of trees, yield different kinds of ore and wood.
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Yes, they seem to draw minerals out of the ground and manifesting it as "fruit".
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Their yield increases with distance. Mining Productivity Research will increase chopping speed and backpack size.
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Beware, sometimes there are some bugs hiding underneath the trees.
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Even dangerous traps have been encountered before.
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Also, these mysterious ore trees don't burn very well, so do not worry if some of them catch on fire.
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Choppy Choppy Wood
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]]
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T.main_caption_color = {r = 0, g = 120, b = 0}
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T.sub_caption_color = {r = 255, g = 0, b = 255}
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end
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event.on_init(on_init)
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event.add(defines.events.on_research_finished, on_research_finished)
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event.add(defines.events.on_marked_for_deconstruction, on_marked_for_deconstruction)
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event.add(defines.events.on_player_joined_game, on_player_joined_game)
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event.add(defines.events.on_player_mined_entity, on_player_mined_entity)
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event.add(defines.events.on_entity_died, on_entity_died)
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event.add(defines.events.on_chunk_generated, on_chunk_generated) |