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ComfyFactorio/maps/lost_desert.lua
2021-03-24 20:14:55 +01:00

224 lines
10 KiB
Lua

--luacheck: ignore
--lost desert-- mewmew made this --
require 'modules.rocks_broken_paint_tiles'
require 'modules.rocks_heal_over_time'
require 'modules.rocks_yield_ore_veins'
require 'modules.rocks_yield_ore'
require 'modules.spawners_contain_biters'
require 'modules.spawners_contain_acid'
require 'modules.satellite_score'
require 'modules.flashlight_toggle_button'
local simplex_noise = require 'utils.simplex_noise'.d2
local event = require 'utils.event'
local map_functions = require 'tools.map_functions'
local math_random = math.random
require 'utils.table'
local noises = {
[1] = {{modifier = 0.001, weight = 1}, {modifier = 0.01, weight = 0.05}, {modifier = 0.05, weight = 0.02}, {modifier = 0.1, weight = 0.001}}
}
local sand_tiles = {'sand-1', 'sand-2', 'sand-3'}
local decorative_whitelist = {
'brown-asterisk',
'brown-carpet-grass',
'brown-fluff',
'brown-fluff-dry',
'brown-hairy-grass',
'garballo',
'garballo-mini-dry',
'green-pita',
'green-pita-mini'
}
local disabled_for_deconstruction = {
['fish'] = true,
['rock-huge'] = true,
['rock-big'] = true,
['sand-rock-big'] = true,
['mineable-wreckage'] = true
}
local function get_noise(name, pos, seed)
local noise = 0
for _, n in pairs(noises[name]) do
noise = noise + simplex_noise(pos.x * n.modifier, pos.y * n.modifier, seed) * n.weight
seed = seed + 10000
end
return noise
end
local function shipwreck(position, surface)
local wrecks = {'big-ship-wreck-1', 'big-ship-wreck-2', 'big-ship-wreck-3'}
local wreck = wrecks[math.random(1, #wrecks)]
local wreck_raffle_table = {}
local wreck_loot_weights = {}
table.insert(wreck_loot_weights, {{name = 'firearm-magazine', count = math.random(64, 128)}, 8})
table.insert(wreck_loot_weights, {{name = 'grenade', count = math.random(16, 32)}, 5})
table.insert(wreck_loot_weights, {{name = 'land-mine', count = math.random(16, 32)}, 5})
table.insert(wreck_loot_weights, {{name = 'assembling-machine-1', count = math.random(1, 4)}, 2})
table.insert(wreck_loot_weights, {{name = 'assembling-machine-2', count = math.random(1, 3)}, 2})
table.insert(wreck_loot_weights, {{name = 'assembling-machine-3', count = math.random(1, 2)}, 1})
table.insert(wreck_loot_weights, {{name = 'combat-shotgun', count = 1}, 3})
table.insert(wreck_loot_weights, {{name = 'piercing-shotgun-shell', count = math.random(16, 48)}, 5})
table.insert(wreck_loot_weights, {{name = 'flamethrower', count = 1}, 3})
table.insert(wreck_loot_weights, {{name = 'rocket-launcher', count = 1}, 4})
table.insert(wreck_loot_weights, {{name = 'flamethrower-ammo', count = math.random(16, 48)}, 5})
table.insert(wreck_loot_weights, {{name = 'rocket', count = math.random(16, 48)}, 5})
table.insert(wreck_loot_weights, {{name = 'explosive-rocket', count = math.random(16, 48)}, 5})
table.insert(wreck_loot_weights, {{name = 'uranium-rounds-magazine', count = math.random(16, 32)}, 3})
table.insert(wreck_loot_weights, {{name = 'piercing-rounds-magazine', count = math.random(64, 128)}, 5})
table.insert(wreck_loot_weights, {{name = 'exoskeleton-equipment', count = 1}, 1})
table.insert(wreck_loot_weights, {{name = 'defender-capsule', count = math.random(8, 16)}, 5})
table.insert(wreck_loot_weights, {{name = 'distractor-capsule', count = math.random(4, 8)}, 4})
table.insert(wreck_loot_weights, {{name = 'destroyer-capsule', count = math.random(4, 8)}, 3})
table.insert(wreck_loot_weights, {{name = 'atomic-bomb', count = 1}, 1})
for _, t in pairs(wreck_loot_weights) do
for x = 1, t[2], 1 do
table.insert(wreck_raffle_table, t[1])
end
end
local e = surface.create_entity {name = wreck, position = position, force = 'player'}
e.minable = false
local i = e.get_inventory(defines.inventory.chest)
for x = 1, math.random(2, 3), 1 do
local loot = wreck_raffle_table[math.random(1, #wreck_raffle_table)]
i.insert(loot)
end
end
local worm_raffle = {'small-worm-turret', 'small-worm-turret', 'small-worm-turret', 'medium-worm-turret', 'medium-worm-turret', 'big-worm-turret'}
local rock_raffle = {'sand-rock-big', 'sand-rock-big', 'rock-big', 'rock-big', 'rock-big', 'rock-big', 'rock-huge'}
local ore_spawn_raffle = {'iron-ore', 'iron-ore', 'iron-ore', 'copper-ore', 'copper-ore', 'copper-ore', 'coal', 'coal', 'stone', 'stone', 'uranium-ore', 'crude-oil'}
local function on_chunk_generated(event)
local surface = game.surfaces['lost_desert']
if event.surface.name ~= surface.name then
return
end
local left_top_x = event.area.left_top.x
local left_top_y = event.area.left_top.y
surface.destroy_decoratives {area = event.area, name = decorative_whitelist, invert = true}
for _, e in pairs(surface.find_entities_filtered({area = event.area, type = 'tree'})) do
if e.type == 'tree' then
if math_random(1, 3) ~= 1 then
e.destroy()
end
end
end
local seed = game.surfaces[1].map_gen_settings.seed
local tile_to_insert = false
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 noise = get_noise(1, pos, seed)
if noise < -0.45 then
if noise < -0.5 then
surface.set_tiles({{name = 'water', position = pos}}, true)
if math_random(1, 256) == 1 then
surface.create_entity({name = 'fish', position = pos})
end
else
surface.set_tiles({{name = 'dirt-2', position = pos}}, true)
if math_random(1, 64) == 1 then
surface.create_entity({name = 'tree-08', position = pos})
end
if math_random(1, 4096) == 1 then
local market = surface.create_entity({name = 'market', position = pos})
market.add_market_item({price = {{'wood', math.random(4, 5)}}, offer = {type = 'give-item', item = 'raw-fish'}})
end
end
else
local i = (math.floor(noise * 20) % 3) + 1
surface.set_tiles({{name = sand_tiles[i], position = pos}}, true)
if noise > 0.5 then
if math_random(1, 3) ~= 1 then
if math_random(1, 2) == 1 then
surface.create_entity({name = 'rock-big', position = pos})
else
surface.create_entity({name = 'rock-huge', position = pos})
end
else
if math_random(1, 2048) == 1 then
surface.create_entity({name = 'small-worm-turret', position = pos})
end
end
else
if noise < 0.25 and noise > -0.25 then
local distance_to_center = pos.x ^ 2 + pos.y ^ 2
if distance_to_center > 265000 then
if math_random(1, 64) == 1 and surface.can_place_entity({name = 'biter-spawner', position = pos}) then
if math_random(1, 64) == 1 then
shipwreck(pos, surface)
else
if math_random(1, 2) == 1 then
surface.create_entity({name = 'biter-spawner', position = pos})
else
surface.create_entity({name = 'spitter-spawner', position = pos})
end
end
end
end
end
end
end
end
end
end
local function on_player_joined_game(event)
local player = game.players[event.player_index]
if not global.map_init_done then
local map_gen_settings = {}
map_gen_settings.water = '0.1'
map_gen_settings.cliff_settings = {cliff_elevation_interval = 16, cliff_elevation_0 = 16}
map_gen_settings.autoplace_controls = {
['coal'] = {frequency = '0.5', size = '0.75', richness = '0.5'},
['stone'] = {frequency = '0.5', size = '0.75', richness = '0.5'},
['copper-ore'] = {frequency = '0.5', size = '0.75', richness = '0.5'},
['uranium-ore'] = {frequency = '0.5', size = '0.75', richness = '0.5'},
['iron-ore'] = {frequency = '0.5', size = '0.75', richness = '0.5'},
['crude-oil'] = {frequency = '1', size = '0.75', richness = '0.5'},
['trees'] = {frequency = '1', size = '1', richness = '0.1'},
['enemy-base'] = {frequency = 'none', size = 'none', richness = 'none'}
}
game.create_surface('lost_desert', map_gen_settings)
game.forces['player'].set_spawn_position({0, 0}, game.surfaces['lost_desert'])
local surface = game.surfaces['lost_desert']
surface.ticks_per_day = surface.ticks_per_day * 4
surface.min_brightness = 0.06
global.map_init_done = true
end
local surface = game.surfaces['lost_desert']
if player.online_time < 5 and surface.is_chunk_generated({0, 0}) then
player.teleport(surface.find_non_colliding_position('character', {0, 0}, 2, 1), 'lost_desert')
else
if player.online_time < 5 then
player.teleport({0, 0}, 'lost_desert')
end
end
if player.online_time < 10 then
player.insert {name = 'raw-fish', count = 3}
player.insert {name = 'light-armor', count = 1}
end
end
local function on_marked_for_deconstruction(event)
if disabled_for_deconstruction[event.entity.name] then
event.entity.cancel_deconstruction(game.players[event.player_index].force.name)
end
end
event.add(defines.events.on_chunk_generated, on_chunk_generated)
event.add(defines.events.on_marked_for_deconstruction, on_marked_for_deconstruction)
event.add(defines.events.on_player_joined_game, on_player_joined_game)