1
0
mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-16 02:47:48 +02:00
ComfyFactorio/maps/native_war/init.lua
Gerkiz e91b6a352f 2.0 changes
Change global -> storage
Rework how rendering works
Game prototypes are now stored inside 'prototypes.#'
Renamed entity names
2024-10-22 21:47:11 +02:00

256 lines
11 KiB
Lua

--luacheck: ignore
local Public = {}
function Public.settings()
storage.gui_refresh_delay = 0
storage.game_lobby_active = true
storage.bb_debug = false
storage.combat_balance = {}
storage.nv_settings = {
--TEAM SETTINGS--
['team_balancing'] = true, --Should players only be able to join a team that has less or equal members than the opposing team?
['only_admins_vote'] = false, --Are only admins able to vote on the global difficulty?
--GENERAL SETTINGS--
['blueprint_library_importing'] = false, --Allow the importing of blueprints from the blueprint library?
['blueprint_string_importing'] = false --Allow the importing of blueprints via blueprint strings?
}
end
function Public.surface()
local map_gen_settings = {}
map_gen_settings.seed = math.random(1, 99999999)
map_gen_settings.water = math.random(5, 10) * 0.025
map_gen_settings.starting_area = 1
map_gen_settings.terrain_segmentation = 8
map_gen_settings.cliff_settings = { cliff_elevation_interval = 0, cliff_elevation_0 = 0 }
map_gen_settings.autoplace_controls = {
['coal'] = { frequency = 2.5, size = 0.65, richness = 0.5 },
['stone'] = { frequency = 2.5, size = 0.65, richness = 0.5 },
['copper-ore'] = { frequency = 2.5, size = 0.65, richness = 0.5 },
['iron-ore'] = { frequency = 2.5, size = 0.65, richness = 0.5 },
['uranium-ore'] = { frequency = 2, size = 1, richness = 1 },
['crude-oil'] = { frequency = 3, size = 1, richness = 0.75 },
['trees'] = { frequency = math.random(5, 12) * 0.1, size = math.random(5, 12) * 0.1, richness = math.random(1, 10) * 0.1 },
['enemy-base'] = { frequency = 0, size = 0, richness = 0 }
}
local surface = game.create_surface('mirror_terrain', map_gen_settings)
local hatchery_position = { x = 200, y = 0 }
local x = hatchery_position.x - 16
local offset = 38
surface.request_to_generate_chunks({ x, 0 }, 5)
surface.force_generate_chunk_requests()
local positions = { { x = x, y = offset }, { x = x, y = offset * -1 }, { x = x, y = offset * -2 }, { x = x, y = offset * 2 } }
table.shuffle_table(positions)
local r = 32
for x = r * -1, r, 1 do
for y = r * -1, r, 1 do
local p = { x = hatchery_position.x + x, y = hatchery_position.y + y }
if math.sqrt(x ^ 2 + y ^ 2) < r then
local tile = surface.get_tile(p)
if tile.name == 'water' or tile.name == 'deepwater' then
surface.set_tiles({ { name = 'landfill', position = p } }, true)
end
end
end
end
local map_gen_settings2 = {
['seed'] = 1,
['water'] = 1,
['starting_area'] = 1,
['cliff_settings'] = { cliff_elevation_interval = 0, cliff_elevation_0 = 0 },
['default_enable_all_autoplace_controls'] = false,
['autoplace_settings'] = {
['entity'] = { treat_missing_as_default = false },
['tile'] = { treat_missing_as_default = false },
['decorative'] = { treat_missing_as_default = false }
}
}
storage.active_surface_index = game.create_surface('native_war', map_gen_settings2)
local surface = game.surfaces['native_war']
surface.request_to_generate_chunks({ 0, 0 }, 8)
surface.force_generate_chunk_requests()
end
function Public.forces()
local surface = game.surfaces['native_war']
game.create_force('west')
game.create_force('east')
game.create_force('spectator')
game.forces.west.set_friend('spectator', true)
game.forces.west.set_spawn_position({ -205, 0 }, surface)
game.forces.west.share_chart = true
game.forces.east.set_friend('spectator', true)
game.forces.east.set_spawn_position({ 205, 0 }, surface)
game.forces.east.share_chart = true
game.forces.spectator.set_friend('west', true)
game.forces.spectator.set_friend('east', true)
game.forces.spectator.set_spawn_position({ 0, -190 }, surface)
game.forces.spectator.share_chart = false
if not storage.nv_settings.blueprint_library_importing then
game.permissions.get_group('Default').set_allows_action(defines.input_action.grab_blueprint_record, false)
end
if not storage.nv_settings.blueprint_string_importing then
game.permissions.get_group('Default').set_allows_action(defines.input_action.import_blueprint_string, false)
game.permissions.get_group('Default').set_allows_action(defines.input_action.import_blueprint, false)
end
local p = game.permissions.create_group('spectator')
for action_name, _ in pairs(defines.input_action) do
p.set_allows_action(defines.input_action[action_name], false)
end
local defs = {
defines.input_action.activate_copy,
defines.input_action.activate_cut,
defines.input_action.activate_paste,
defines.input_action.clear_cursor,
defines.input_action.edit_permission_group,
defines.input_action.gui_click,
defines.input_action.gui_confirmed,
defines.input_action.gui_elem_changed,
defines.input_action.gui_location_changed,
defines.input_action.gui_selected_tab_changed,
defines.input_action.gui_selection_state_changed,
defines.input_action.gui_switch_state_changed,
defines.input_action.gui_text_changed,
defines.input_action.gui_value_changed,
defines.input_action.open_character_gui,
defines.input_action.open_kills_gui,
defines.input_action.rotate_entity,
defines.input_action.start_walking,
defines.input_action.toggle_show_entity_info,
defines.input_action.write_to_console
}
for _, d in pairs(defs) do
p.set_allows_action(d, true)
end
storage.rocket_silo = {}
storage.spectator_rejoin_delay = {}
storage.spy_fish_timeout = {}
storage.force_area = {}
storage.unit_spawners = {}
storage.unit_spawners.north_biters = {}
storage.unit_spawners.south_biters = {}
storage.active_biters = {}
storage.biter_raffle = {}
storage.evo_raise_counter = 1
storage.next_attack = 'north'
if math.random(1, 2) == 1 then
storage.next_attack = 'south'
end
storage.bb_evolution = {}
storage.bb_threat_income = {}
storage.bb_threat = {}
storage.chunks_to_mirror = {}
storage.map_pregen_message_counter = {}
for _, force_name in pairs({ 'west', 'east' }) do
game.forces[force_name].share_chart = true
game.forces[force_name].technologies['artillery'].enabled = false
game.forces[force_name].technologies['artillery-shell-range-1'].enabled = false
game.forces[force_name].technologies['artillery-shell-speed-1'].enabled = false
game.forces[force_name].technologies['land-mine'].enabled = false
game.forces[force_name].technologies['atomic-bomb'].enabled = false
game.forces[force_name].share_chart = true
local force_index = game.forces[force_name].index
storage.map_forces[force_name].unit_health_boost = 1
storage.map_forces[force_name].unit_count = 0
storage.map_forces[force_name].units = {}
storage.map_forces[force_name].radar = {}
storage.map_forces[force_name].max_unit_count = 768
storage.map_forces[force_name].player_count = 0
storage.biter_reanimator.forces[force_index] = 0
storage.map_forces[force_name].energy = 0
storage.map_forces[force_name].modifier = { damage = 1, resistance = 1, splash = 1 }
storage.map_forces[force_name].ate_buffer_potion = {
['automation-science-pack'] = 0,
['logistic-science-pack'] = 0,
['military-science-pack'] = 0,
['chemical-science-pack'] = 0,
['production-science-pack'] = 0,
['utility-science-pack'] = 0
}
if force_name == 'west' then
storage.map_forces[force_name].worm_turrets_positions = {
[1] = { x = -127, y = -38 },
[2] = { x = -112, y = -38 },
[3] = { x = -127, y = -70 },
[4] = { x = -112, y = -70 },
[5] = { x = -127, y = -102 },
[6] = { x = -112, y = -102 },
[7] = { x = -90, y = -119 },
[8] = { x = -90, y = -136 },
[9] = { x = -70, y = -90 },
[10] = { x = -50, y = -90 },
[11] = { x = -70, y = -58 },
[12] = { x = -50, y = -58 },
[13] = { x = -70, y = -26 },
[14] = { x = -50, y = -26 },
[15] = { x = -70, y = 0 },
[16] = { x = -50, y = 0 },
[17] = { x = -70, y = 36 },
[18] = { x = -50, y = 36 },
[19] = { x = -70, y = 68 },
[20] = { x = -50, y = 68 },
[21] = { x = -70, y = 100 },
[22] = { x = -50, y = 100 },
[23] = { x = -30, y = 119 },
[24] = { x = -30, y = 136 },
[25] = { x = -9, y = 90 },
[26] = { x = 9, y = 90 },
[27] = { x = -9, y = 59 },
[28] = { x = 9, y = 59 },
[29] = { x = -9, y = 27 },
[30] = { x = 9, y = 27 }
}
storage.map_forces[force_name].spawn = { x = -137, y = 0 }
storage.map_forces[force_name].eei = { x = -200, y = 0 }
else
storage.map_forces[force_name].worm_turrets_positions = {
[1] = { x = 127, y = 38 },
[2] = { x = 112, y = 38 },
[3] = { x = 127, y = 70 },
[4] = { x = 112, y = 70 },
[5] = { x = 127, y = 102 },
[6] = { x = 112, y = 102 },
[7] = { x = 90, y = 119 },
[8] = { x = 90, y = 136 },
[9] = { x = 70, y = 90 },
[10] = { x = 50, y = 90 },
[11] = { x = 70, y = 58 },
[12] = { x = 50, y = 58 },
[13] = { x = 70, y = 26 },
[14] = { x = 50, y = 26 },
[15] = { x = 70, y = 0 },
[16] = { x = 50, y = 0 },
[17] = { x = 70, y = -36 },
[18] = { x = 50, y = -36 },
[19] = { x = 70, y = -68 },
[20] = { x = 50, y = -68 },
[21] = { x = 70, y = -100 },
[22] = { x = 50, y = -100 },
[23] = { x = 30, y = -119 },
[24] = { x = 30, y = -136 },
[25] = { x = -9, y = -90 },
[26] = { x = 9, y = -90 },
[27] = { x = 9, y = -59 },
[28] = { x = -9, y = -59 },
[29] = { x = 9, y = -27 },
[30] = { x = -9, y = -27 }
}
storage.map_forces[force_name].spawn = { x = 137, y = 0 }
storage.map_forces[force_name].eei = { x = 201, y = 0 }
end
storage.active_biters[force_name] = {}
storage.biter_raffle[force_name] = {}
end
end
return Public