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https://github.com/ComfyFactory/ComfyFactorio.git
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68 lines
2.5 KiB
Lua
68 lines
2.5 KiB
Lua
local Functions = require 'maps.dungeons.functions'
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local BiterRaffle = require 'utils.functions.biter_raffle'
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local DungeonsTable = require 'maps.dungeons.table'
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local table_shuffle_table = table.shuffle_table
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local math_random = math.random
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local function add_enemy_units(surface, room)
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local dungeontable = DungeonsTable.get_dungeontable()
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for _, tile in pairs(room.room_tiles) do
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if math_random(1, 2) == 1 then
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local name = BiterRaffle.roll('biter', Functions.get_dungeon_evolution_factor(surface.index) * 1.5)
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surface.create_entity({name = name, position = tile.position, force = dungeontable.enemy_forces[surface.index]})
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end
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end
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end
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local function concrete(surface, room)
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local dungeontable = DungeonsTable.get_dungeontable()
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for _, tile in pairs(room.path_tiles) do
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surface.set_tiles({{name = 'concrete', position = tile.position}}, true)
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end
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if not room.room_border_tiles[1] then
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return
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end
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table_shuffle_table(room.room_tiles)
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for key, tile in pairs(room.room_tiles) do
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surface.set_tiles({{name = 'stone-path', position = tile.position}}, true)
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if math_random(1, 16) == 1 then
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surface.create_entity({name = 'iron-ore', position = tile.position, amount = Functions.get_common_resource_amount(surface.index)})
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end
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if math_random(1, 128) == 1 then
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Functions.crash_site_chest(surface, tile.position)
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end
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if key % 128 == 1 and math_random(1, 3) == 1 then
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Functions.set_spawner_tier(surface.create_entity({name = 'biter-spawner', position = tile.position, force = dungeontable.enemy_forces[surface.index]}), surface.index)
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end
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end
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table_shuffle_table(room.room_border_tiles)
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for key, tile in pairs(room.room_border_tiles) do
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surface.set_tiles({{name = 'refined-concrete', position = tile.position}}, true)
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end
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for key, tile in pairs(room.room_border_tiles) do
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if key % 8 == 1 then
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Functions.place_border_rock(surface, tile.position)
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else
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surface.create_entity({name = 'stone-wall', position = tile.position, force = 'dungeon'})
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end
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end
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if room.entrance_tile then
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local p = room.entrance_tile.position
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local area = {{p.x - 1, p.y - 1}, {p.x + 1.5, p.y + 1.5}}
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for _, entity in pairs(surface.find_entities_filtered({area = area})) do
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entity.destroy()
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end
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end
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add_enemy_units(surface, room)
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end
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return concrete
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