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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-10 00:43:27 +02:00
ComfyFactorio/maps/dungeons/tiered_dungeon.lua
Gerkiz 77b331dc4d 1.1 fixes
removal of crash-site entities
removal of scrap
removal of plane
removal of railgun
rename techs
rename defines
2020-11-23 22:10:32 +01:00

760 lines
28 KiB
Lua

-- Deep dark dungeons by mewmew --
require "modules.mineable_wreckage_yields_scrap"
require "modules.satellite_score"
require 'modules.charging_station'
local MapInfo = require "modules.map_info"
local Room_generator = require "functions.room_generator"
require "modules.rpg.main"
local RPG_F = require "modules.rpg.functions"
local RPG_T = require 'modules.rpg.table'
local BiterHealthBooster = require "modules.biter_health_booster"
local BiterRaffle = require "functions.biter_raffle"
local Functions = require "maps.dungeons.functions"
local Get_noise = require "utils.get_noise"
local Alert = require 'utils.alert'
require 'maps.dungeons.boss_arena'
local Biomes = {}
Biomes.dirtlands = require "maps.dungeons.biome_dirtlands"
Biomes.desert = require "maps.dungeons.biome_desert"
Biomes.red_desert = require "maps.dungeons.biome_red_desert"
Biomes.grasslands = require "maps.dungeons.biome_grasslands"
Biomes.concrete = require "maps.dungeons.biome_concrete"
Biomes.doom = require "maps.dungeons.biome_doom"
Biomes.deepblue = require "maps.dungeons.biome_deepblue"
Biomes.glitch = require "maps.dungeons.biome_glitch"
Biomes.acid_zone = require "maps.dungeons.biome_acid_zone"
Biomes.rainbow = require "maps.dungeons.biome_rainbow"
Biomes.treasure = require "maps.dungeons.biome_treasure"
Biomes.market = require "maps.dungeons.biome_market"
Biomes.laboratory = require "maps.dungeons.biome_laboratory"
local table_shuffle_table = table.shuffle_table
local table_insert = table.insert
local table_remove = table.remove
local math_random = math.random
local math_abs = math.abs
local math_floor = math.floor
local math_round = math.round
local disabled_for_deconstruction = {
["fish"] = true,
["rock-huge"] = true,
["rock-big"] = true,
["sand-rock-big"] = true,
["mineable-wreckage"] = true
}
local function get_biome(position, surface_index)
--if not a then return "concrete" end
if position.x ^ 2 + position.y ^ 2 < 6400 then return "dirtlands" end
local seed = game.surfaces[surface_index].map_gen_settings.seed
local seed_addition = 100000
local a = 1
if Get_noise("dungeons", position, seed + seed_addition * a) > 0.66 then return "glitch" end
a = a + 1
if Get_noise("dungeons", position, seed + seed_addition * a) > 0.60 then return "doom" end
a = a + 1
if Get_noise("dungeons", position, seed + seed_addition * a) > 0.62 then return "acid_zone" end
a = a + 1
if Get_noise("dungeons", position, seed + seed_addition * a) > 0.60 then return "concrete" end
a = a + 1
if Get_noise("dungeons", position, seed + seed_addition * a) > 0.71 then return "rainbow" end
a = a + 1
if Get_noise("dungeons", position, seed + seed_addition * a) > 0.53 then return "deepblue" end
a = a + 1
if Get_noise("dungeons", position, seed + seed_addition * a) > 0.22 then return "grasslands" end
a = a + 1
if Get_noise("dungeons", position, seed + seed_addition * a) > 0.22 then return "desert" end
a = a + 1
if Get_noise("dungeons", position, seed + seed_addition * a) > 0.22 then return "red_desert" end
return "dirtlands"
end
local locked_researches = {
[0] = "steel-axe",
[1] = "heavy-armor",
[2] = "military-2",
[3] = "physical-projectile-damage-2",
[4] = "oil-processing",
[5] = "stronger-explosives-2",
[6] = "military-science-pack",
[7] = "rocketry",
[8] = "chemical-science-pack",
[9] = "military-3",
[10] = "flamethrower",
[11] = "distractor",
[12] = "laser",
[13] = "laser-shooting-speed-3",
[14] = "power-armor",
[15] = "nuclear-power",
[16] = "production-science-pack",
[17] = "energy-weapons-damage-3",
[18] = "utility-science-pack",
[19] = "kovarex-enrichment-process",
[20] = "power-armor-mk2",
[22] = "fusion-reactor-equipment",
[24] = "discharge-defense-equipment",
[30] = "atomic-bomb",
[35] = "spidertron"
}
local function draw_arrows_gui()
for _, player in pairs(game.connected_players) do
if not player.gui.top.dungeon_down then
player.gui.top.add({type = "sprite-button", name = "dungeon_down", sprite = "utility/editor_speed_down", tooltip = {"dungeons_tiered.descend"}})
end
if not player.gui.top.dungeon_up then
player.gui.top.add({type = "sprite-button", name = "dungeon_up", sprite = "utility/editor_speed_up", tooltip = {"dungeons_tiered.ascend"}})
end
end
end
local function get_surface_research(index)
return locked_researches[index - global.dungeons.original_surface_index]
end
local function draw_depth_gui()
for _, player in pairs(game.connected_players) do
local surface = player.surface
local techs = 0
if get_surface_research(surface.index) and game.forces.player.technologies[get_surface_research(surface.index)].enabled == false then techs = 1 end
local enemy_force = global.enemy_forces[surface.index]
if player.gui.top.dungeon_depth then player.gui.top.dungeon_depth.destroy() end
if surface.name == "gulag" or surface.name == "nauvis" then return end
local element = player.gui.top.add({type = "sprite-button", name = "dungeon_depth"})
element.caption = {"dungeons_tiered.depth", surface.index - global.dungeons.original_surface_index, global.dungeons.depth[surface.index]}
element.tooltip = {
"dungeons_tiered.depth_tooltip",
Functions.get_dungeon_evolution_factor(surface.index) * 100,
global.biter_health_boost_forces[enemy_force.index] * 100,
math_round(enemy_force.get_ammo_damage_modifier("melee") * 100 + 100, 1),
Functions.get_dungeon_evolution_factor(surface.index) * 2000,
global.dungeons.treasures[surface.index],
techs
}
local style = element.style
style.minimal_height = 38
style.maximal_height = 38
style.minimal_width = 236
style.top_padding = 2
style.left_padding = 4
style.right_padding = 4
style.bottom_padding = 2
style.font_color = {r = 0, g = 0, b = 0}
style.font = "default-large-bold"
end
end
local function unlock_researches(surface_index)
local tech = game.forces.player.technologies
if get_surface_research(surface_index) and tech[get_surface_research(surface_index)].enabled == false then
tech[get_surface_research(surface_index)].enabled = true
game.print({"dungeons_tiered.tech_unlock", "[technology=" .. get_surface_research(surface_index) .. "]", surface_index - global.dungeons.original_surface_index})
end
end
local function expand(surface, position)
local room
local roll = math_random(1,100)
if roll > 96 then
room = Room_generator.get_room(surface, position, "big")
elseif roll > 88 then
room = Room_generator.get_room(surface, position, "wide")
elseif roll > 80 then
room = Room_generator.get_room(surface, position, "tall")
elseif roll > 50 then
room = Room_generator.get_room(surface, position, "rect")
else
room = Room_generator.get_room(surface, position, "square")
end
if not room then return end
if global.dungeons.treasures[surface.index] < 5 and global.dungeons.surface_size[surface.index] >= 225 and math.random(1,50) == 1 then
Biomes["treasure"](surface, room)
if room.room_tiles[1] then
global.dungeons.treasures[surface.index] = global.dungeons.treasures[surface.index] + 1
game.print({"dungeons_tiered.treasure_room", surface.index - global.dungeons.original_surface_index}, {r = 0.88, g = 0.22, b = 0})
end
elseif global.dungeons.surface_size[surface.index] >= 225 and math.random(1,50) == 1 and get_surface_research(surface.index) and game.forces.player.technologies[get_surface_research(surface.index)].enabled == false then
Biomes["laboratory"](surface, room)
if room.room_tiles[1] then
unlock_researches(surface.index)
end
elseif math_random(1,256) == 1 then
Biomes["market"](surface, room)
else
local name = get_biome(position, surface.index)
Biomes[name](surface, room)
end
if not room.room_tiles[1] then return end
global.dungeons.depth[surface.index] = global.dungeons.depth[surface.index] + 1
global.dungeons.surface_size[surface.index] = 200 + (global.dungeons.depth[surface.index] - 100 * (surface.index - global.dungeons.original_surface_index)) / 4
local evo = Functions.get_dungeon_evolution_factor(surface.index)
local force = global.enemy_forces[surface.index]
force.evolution_factor = evo
if evo > 1 then
global.biter_health_boost_forces[force.index] = 3 + ((evo - 1) * 4)
local damage_mod = (evo - 1) * 0.35
force.set_ammo_damage_modifier("melee", damage_mod)
force.set_ammo_damage_modifier("biological", damage_mod)
force.set_ammo_damage_modifier("artillery-shell", damage_mod)
force.set_ammo_damage_modifier("flamethrower", damage_mod)
force.set_ammo_damage_modifier("laser-turret", damage_mod)
else
global.biter_health_boost_forces[force.index] = 1 + evo * 2
end
global.biter_health_boost_forces[force.index] = math_round(global.biter_health_boost_forces[force.index], 2)
draw_depth_gui()
end
local function draw_light(player)
if not player.character then return end
local rpg = RPG_T.get("rpg_t")
local magicka = rpg[player.index].magicka
local scale = 1
if magicka < 50 then return end
if magicka >= 100 then scale = 2 end
if magicka >= 150 then scale = 3 end
if magicka >= 200 then scale = 4 end
rendering.draw_light({
sprite = "utility/light_medium", scale = scale * 5, intensity = scale, minimum_darkness = 0,
oriented = false, color = {255,255,255}, target = player.character,
surface = player.surface, visible = true, only_in_alt_mode = false,
})
if player.character.is_flashlight_enabled() then
player.character.disable_flashlight()
end
end
local function init_player(player, surface)
if surface == game.surfaces["dungeons_floor0"] then
if player.character then
player.disassociate_character(player.character)
player.character.destroy()
end
player.set_controller({type=defines.controllers.god})
player.create_character()
player.teleport(surface.find_non_colliding_position("character", {0, 0}, 50, 0.5), surface)
player.insert({name = "raw-fish", count = 8})
player.set_quick_bar_slot(1, "raw-fish")
player.insert({name = "pistol", count = 1})
player.insert({name = "firearm-magazine", count = 16})
else
if player.surface == surface then
player.teleport(surface.find_non_colliding_position("character", {0,0}, 50, 0.5), surface)
end
end
end
local function on_entity_spawned(event)
local spawner = event.spawner
local unit = event.entity
local surface = spawner.surface
local force = unit.force
local spawner_tier = global.dungeons.spawner_tier
if not spawner_tier[spawner.unit_number] then
Functions.set_spawner_tier(spawner, surface.index)
end
local e = Functions.get_dungeon_evolution_factor(surface.index)
for _ = 1, spawner_tier[spawner.unit_number], 1 do
local name = BiterRaffle.roll("mixed", e)
local non_colliding_position = surface.find_non_colliding_position(name, unit.position, 16, 1)
local bonus_unit
if non_colliding_position then
bonus_unit = surface.create_entity({name = name, position = non_colliding_position, force = force})
else
bonus_unit = surface.create_entity({name = name, position = unit.position, force = force})
end
bonus_unit.ai_settings.allow_try_return_to_spawner = true
bonus_unit.ai_settings.allow_destroy_when_commands_fail = true
if math_random(1, 256) == 1 then
BiterHealthBooster.add_boss_unit(bonus_unit, global.biter_health_boost_forces[force.index] * 8, 0.25)
end
end
if math_random(1, 256) == 1 then
BiterHealthBooster.add_boss_unit(unit, global.biter_health_boost_forces[force.index] * 8, 0.25)
end
end
local function on_chunk_generated(event)
local surface = event.surface
if surface.name == "nauvis" or surface.name == "gulag" then return end
local left_top = event.area.left_top
local tiles = {}
local i = 1
for x = 0, 31, 1 do
for y = 0, 31, 1 do
local position = {x = left_top.x + x, y = left_top.y + y}
tiles[i] = {name = "out-of-map", position = position}
i = i + 1
end
end
surface.set_tiles(tiles, true)
local rock_positions = {}
local set_tiles = surface.set_tiles
local nauvis_seed = game.surfaces[surface.index].map_gen_settings.seed
local s = math_floor(nauvis_seed * 0.1) + 100
-- for a = 1, 7, 1 do
-- local b = a * s
-- local c = 0.0035 + a * 0.0035
-- local d = c * 0.5
-- local seed = nauvis_seed + b
-- if math_abs(Get_noise("dungeon_sewer", {x = left_top.x + 16, y = left_top.y + 16}, seed)) < 0.12 then
-- for x = 0, 31, 1 do
-- for y = 0, 31, 1 do
-- local position = {x = left_top.x + x, y = left_top.y + y}
-- local noise = math_abs(Get_noise("dungeon_sewer", position, seed))
-- if noise < c then
-- local tile_name = surface.get_tile(position).name
-- if noise > d and tile_name ~= "deepwater-green" then
-- set_tiles({{name = "water-green", position = position}}, true)
-- if math_random(1, 320) == 1 and noise > c - 0.001 then table_insert(rock_positions, position) end
-- else
-- set_tiles({{name = "deepwater-green", position = position}}, true)
-- if math_random(1, 64) == 1 then
-- surface.create_entity({name = "fish", position = position})
-- end
-- end
-- end
-- end
-- end
-- end
-- end
for _, p in pairs(rock_positions) do Functions.place_border_rock(surface, p) end
if left_top.x == 32 and left_top.y == 32 then
Functions.draw_spawn(surface)
for _, p in pairs(game.connected_players) do init_player(p, surface) end
game.forces.player.chart(surface, {{-128, -128}, {128, 128}})
end
end
local function on_player_joined_game(event)
draw_arrows_gui()
draw_depth_gui()
if game.tick == 0 then return end
local player = game.players[event.player_index]
if player.online_time == 0 then
init_player(player, game.surfaces["dungeons_floor0"])
end
draw_light(player)
end
local function spawner_death(entity)
local tier = global.dungeons.spawner_tier[entity.unit_number]
if not tier then
Functions.set_spawner_tier(entity, entity.surface.index)
tier = global.dungeons.spawner_tier[entity.unit_number]
end
for _ = 1, tier * 2, 1 do
Functions.spawn_random_biter(entity.surface, entity.position)
end
global.dungeons.spawner_tier[entity.unit_number] = nil
end
--make expansion rocks very durable against biters
local function on_entity_damaged(event)
local entity = event.entity
if not entity.valid then return end
if entity.surface.name == "nauvis" then return end
local size = global.dungeons.surface_size[entity.surface.index]
if size < math.abs(entity.position.y) or size < math.abs(entity.position.x) then
if entity.name == "rock-big" then
entity.health = entity.health + event.final_damage_amount
end
return
end
if entity.force.index ~= 3 then return end --Neutral Force
if not event.cause then return end
if not event.cause.valid then return end
if event.cause.force.index ~= 2 then return end --Enemy Force
if math_random(1, 256) == 1 then return end
if entity.name ~= "rock-big" then return end
entity.health = entity.health + event.final_damage_amount
end
local function on_player_mined_entity(event)
local entity = event.entity
if not entity.valid then return end
local player = game.players[event.player_index]
if entity.name == "rock-big" then
local size = global.dungeons.surface_size[entity.surface.index]
if size < math.abs(entity.position.y) or size < math.abs(entity.position.x) then
entity.surface.create_entity({name = entity.name, position = entity.position})
entity.destroy()
RPG_F.gain_xp(player, -10)
Alert.alert_player_warning(player, 30, {"dungeons_tiered.too_small"}, {r=0.98,g=0.22,b=0})
event.buffer.clear()
return
end
end
if entity.type == "simple-entity" then
Functions.mining_events(entity)
end
if entity.name ~= "rock-big" then return end
expand(entity.surface, entity.position)
end
local function on_entity_died(event)
local entity = event.entity
if not entity.valid then return end
if entity.type == "unit-spawner" then
spawner_death(entity)
end
if entity.name ~= "rock-big" then return end
expand(entity.surface, entity.position)
end
local function on_marked_for_deconstruction(event)
if event.entity and event.entity.valid then
if disabled_for_deconstruction[event.entity.name] then
event.entity.cancel_deconstruction(game.players[event.player_index].force.name)
end
end
end
local function map_gen_settings()
local map_gen_settings = {
["seed"] = math_random(1, 1000000),
["water"] = 0,
["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},
},
}
return map_gen_settings
end
local function get_lowest_safe_floor(player)
local rpg = RPG_T.get("rpg_t")
local level = rpg[player.index].level
local sizes = global.dungeons.surface_size
local safe = global.dungeons.original_surface_index
for key, size in pairs(sizes) do
if size > 215 and level >= (key + 1 - global.dungeons.original_surface_index) * 10 and game.surfaces[key + 1] then
safe = key + 1
else
break
end
end
if safe >= global.dungeons.original_surface_index + 50 then safe = global.dungeons.original_surface_index + 50 end
return safe
end
local function descend(player, button, shift)
local rpg = RPG_T.get("rpg_t")
if player.surface.index >= global.dungeons.original_surface_index + 50 then
player.print({"dungeons_tiered.max_depth"})
return
end
if player.position.x^2 + player.position.y^2 > 400 then
player.print({"dungeons_tiered.only_on_spawn"})
return
end
if rpg[player.index].level < (player.surface.index - global.dungeons.original_surface_index) * 10 + 10 then
player.print({"dungeons_tiered.level_required", (player.surface.index - global.dungeons.original_surface_index) * 10 + 10})
return
end
local surface = game.surfaces[player.surface.index + 1]
if not surface then
if global.dungeons.surface_size[player.surface.index] < 215 then
player.print({"dungeons_tiered.floor_size_required"})
return
end
surface = game.create_surface("dungeons_floor" .. player.surface.index - global.dungeons.original_surface_index + 1, map_gen_settings())
if surface.index % 5 == global.dungeons.original_surface_index then global.dungeons.spawn_size = 60 else global.dungeons.spawn_size = 42 end
surface.request_to_generate_chunks({0,0}, 2)
surface.force_generate_chunk_requests()
surface.daytime = 0.25 + 0.30 * (surface.index / (global.dungeons.original_surface_index + 50))
surface.freeze_daytime = true
surface.min_brightness = 0
surface.brightness_visual_weights = {1, 1, 1}
global.dungeons.surface_size[surface.index] = 200
global.dungeons.treasures[surface.index] = 0
game.print({"dungeons_tiered.first_visit", player.name, rpg[player.index].level, surface.index - global.dungeons.original_surface_index}, {r = 0.8, g = 0.5, b = 0})
--Alert.alert_all_players(15, {"dungeons_tiered.first_visit", player.name, rpg[player.index].level, surface.index - 2}, {r=0.8,g=0.2,b=0},"recipe/artillery-targeting-remote", 0.7)
end
if button == defines.mouse_button_type.right then surface = game.surfaces[math.min(get_lowest_safe_floor(player), player.surface.index + 5)] end
if shift then surface = game.surfaces[get_lowest_safe_floor(player)] end
player.teleport(surface.find_non_colliding_position("character", {0, 0}, 50, 0.5), surface)
--player.print({"dungeons_tiered.travel_down"})
end
local function ascend(player, button, shift)
if player.surface.index <= global.dungeons.original_surface_index then
player.print({"dungeons_tiered.min_depth"})
return
end
if player.position.x^2 + player.position.y^2 > 400 then
player.print({"dungeons_tiered.only_on_spawn"})
return
end
local surface = game.surfaces[player.surface.index - 1]
if button == defines.mouse_button_type.right then surface = game.surfaces[math.max(global.dungeons.original_surface_index, player.surface.index - 5)] end
if shift then surface = game.surfaces[global.dungeons.original_surface_index] end
player.teleport(surface.find_non_colliding_position("character", {0, 0}, 50, 0.5), surface)
--player.print({"dungeons_tiered.travel_up"})
end
local function on_built_entity(event)
local entity = event.created_entity
if not entity or not entity.valid then return end
if entity.name == "spidertron" then
if entity.surface.index < global.dungeons.original_surface_index + 20 then
entity.destroy()
local player = game.players[event.player_index]
Alert.alert_player_warning(player, 8, {"dungeons_tiered.spidertron_not_allowed"})
player.insert({name = "spidertron", count = 1})
end
end
end
local function on_gui_click(event)
if not event then return end
if not event.element then return end
if not event.element.valid then return end
local button = event.button
local shift = event.shift
local player = game.players[event.element.player_index]
if event.element.name == "dungeon_down" then
descend(player, button, shift)
return
elseif event.element.name == "dungeon_up" then
ascend(player, button, shift)
return
end
end
local function on_surface_created(event)
local force = game.create_force("enemy" .. event.surface_index)
global.enemy_forces[event.surface_index] = force
global.biter_health_boost_forces[force.index] = 1
global.dungeons.depth[event.surface_index] = 100 * event.surface_index - (global.dungeons.original_surface_index * 100)
end
local function on_player_changed_surface(event)
draw_depth_gui()
draw_light(game.players[event.player_index])
end
local function on_player_respawned(event)
draw_light(game.players[event.player_index])
end
-- local function on_player_changed_position(event)
-- local player = game.players[event.player_index]
-- local position = player.position
-- local surface = player.surface
-- if surface.index < 2 then return end
-- local size = global.dungeons.surface_size[surface.index]
-- if (size >= math.abs(player.position.y) and size < math.abs(player.position.y) + 1) or (size >= math.abs(player.position.x) and size < math.abs(player.position.x) + 1) then
-- Alert.alert_player_warning(player, 30, {"dungeons_tiered.too_small"}, {r=0.98,g=0.22,b=0})
-- end
-- end
local function transfer_items(surface_index)
if surface_index > global.dungeons.original_surface_index then
local inputs = global.dungeons.transport_chests_inputs[surface_index]
local outputs = global.dungeons.transport_chests_outputs[surface_index - 1]
for i = 1, 2, 1 do
if inputs[i].valid and outputs[i].valid then
local input_inventory = inputs[i].get_inventory(defines.inventory.chest)
local output_inventory = outputs[i].get_inventory(defines.inventory.chest)
input_inventory.sort_and_merge()
output_inventory.sort_and_merge()
for ii = 1, #input_inventory, 1 do
if input_inventory[ii].valid_for_read then
local count = output_inventory.insert(input_inventory[ii])
input_inventory[ii].count = input_inventory[ii].count - count
end
end
end
end
end
end
local function transfer_signals(surface_index)
if surface_index > global.dungeons.original_surface_index then
local inputs = global.dungeons.transport_poles_inputs[surface_index - 1]
local outputs = global.dungeons.transport_poles_outputs[surface_index]
for i = 1, 2, 1 do
if inputs[i].valid and outputs[i].valid then
local signals = inputs[i].get_merged_signals(defines.circuit_connector_id.electric_pole)
local combi = outputs[i].get_or_create_control_behavior()
for ii = 1, 15, 1 do
if signals and signals[ii] then
combi.set_signal(ii, signals[ii])
else
combi.set_signal(ii, nil)
end
end
end
end
end
end
-- local function setup_magic()
-- local rpg_spells = RPG_T.get("rpg_spells")
-- end
local function on_init()
local force = game.create_force("dungeon")
force.set_friend("enemy", false)
force.set_friend("player", false)
local surface = game.create_surface("dungeons_floor0", map_gen_settings())
surface.request_to_generate_chunks({0,0}, 2)
surface.force_generate_chunk_requests()
surface.daytime = 0.25
surface.freeze_daytime = true
local nauvis = game.surfaces[1]
nauvis.daytime = 0.25
nauvis.freeze_daytime = true
local map_gen_settings = nauvis.map_gen_settings
map_gen_settings.height = 3
map_gen_settings.width = 3
nauvis.map_gen_settings = map_gen_settings
for chunk in nauvis.get_chunks() do
nauvis.delete_chunk({chunk.x, chunk.y})
end
game.forces.player.manual_mining_speed_modifier = 0.5
game.map_settings.enemy_evolution.destroy_factor = 0
game.map_settings.enemy_evolution.pollution_factor = 0
game.map_settings.enemy_evolution.time_factor = 0
game.map_settings.enemy_expansion.enabled = true
game.map_settings.enemy_expansion.max_expansion_cooldown = 18000
game.map_settings.enemy_expansion.min_expansion_cooldown = 3600
game.map_settings.enemy_expansion.settler_group_max_size = 128
game.map_settings.enemy_expansion.settler_group_min_size = 16
game.map_settings.enemy_expansion.max_expansion_distance = 16
game.map_settings.pollution.enemy_attack_pollution_consumption_modifier = 0.50
game.difficulty_settings.technology_price_multiplier = 3
global.dungeons = {}
global.dungeons.tiered = true
global.dungeons.depth = {}
global.dungeons.depth[surface.index] = 0
global.dungeons.depth[nauvis.index] = 0
global.dungeons.spawn_size = 42
global.dungeons.spawner_tier = {}
global.dungeons.transport_chests_inputs = {}
global.dungeons.transport_chests_outputs = {}
global.dungeons.transport_poles_inputs = {}
global.dungeons.transport_poles_outputs = {}
global.dungeons.transport_surfaces = {}
global.dungeons.surface_size = {}
global.dungeons.surface_size[surface.index] = 200
global.dungeons.treasures = {}
global.dungeons.treasures[surface.index] = 0
global.dungeons.item_blacklist = true
global.dungeons.original_surface_index = surface.index
global.enemy_forces = {}
global.enemy_forces[nauvis.index] = game.forces.enemy
global.enemy_forces[surface.index] = game.create_force("enemy" .. surface.index)
global.biter_health_boost_forces[game.forces.enemy.index] = 1
global.biter_health_boost_forces[global.enemy_forces[surface.index].index] = 1
global.rocks_yield_ore_base_amount = 50
global.rocks_yield_ore_distance_modifier = 0.001
game.forces.player.technologies["land-mine"].enabled = false
game.forces.player.technologies["landfill"].enabled = false
game.forces.player.technologies["cliff-explosives"].enabled = false
--recipes to be unlocked through playing--
for _, tech in pairs(locked_researches) do
game.forces.player.technologies[tech].enabled = false
end
RPG_T.set_surface_name("dungeons_floor")
local rpg_table = RPG_T.get("rpg_extra")
rpg_table.personal_tax_rate = 0
-- rpg_table.enable_mana = true
-- setup_magic()
local T = MapInfo.Pop_info()
T.localised_category = "dungeons_tiered"
T.main_caption_color = {r = 0, g = 0, b = 0}
T.sub_caption_color = {r = 150, g = 0, b = 20}
end
local function on_tick()
if game.tick % 60 == 0 then
if #global.dungeons.transport_surfaces > 0 then
for _,surface_index in pairs(global.dungeons.transport_surfaces) do
transfer_items(surface_index)
transfer_signals(surface_index)
end
end
end
--[[
if game.tick % 4 ~= 0 then return end
local surface = game.surfaces["dungeons"]
local entities = surface.find_entities_filtered({name = "rock-big"})
if not entities[1] then return end
local entity = entities[math_random(1, #entities)]
surface.request_to_generate_chunks(entity.position, 3)
surface.force_generate_chunk_requests()
game.forces.player.chart(surface, {{entity.position.x - 32, entity.position.y - 32}, {entity.position.x + 32, entity.position.y + 32}})
entity.die()
]]
end
local Event = require 'utils.event'
Event.on_init(on_init)
Event.add(defines.events.on_tick, on_tick)
Event.add(defines.events.on_marked_for_deconstruction, on_marked_for_deconstruction)
Event.add(defines.events.on_player_joined_game, on_player_joined_game)
Event.add(defines.events.on_player_mined_entity, on_player_mined_entity)
Event.add(defines.events.on_built_entity, on_built_entity)
-- Event.add(defines.events.on_player_changed_position, on_player_changed_position)
Event.add(defines.events.on_chunk_generated, on_chunk_generated)
Event.add(defines.events.on_entity_spawned, on_entity_spawned)
Event.add(defines.events.on_entity_died, on_entity_died)
Event.add(defines.events.on_entity_damaged, on_entity_damaged)
Event.add(defines.events.on_surface_created, on_surface_created)
Event.add(defines.events.on_gui_click, on_gui_click)
Event.add(defines.events.on_player_changed_surface, on_player_changed_surface)
Event.add(defines.events.on_player_respawned, on_player_respawned)
require "modules.rocks_yield_ore"