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ComfyFactorio/maps/deep_jungle_old.lua
Gerkiz 0e8c2dc760 player > character
these were all what I could find.
2019-05-02 21:17:22 +02:00

416 lines
19 KiB
Lua

--deep jungle-- mewmew made this --
local map_functions = require "tools.map_functions"
local simplex_noise = require 'utils.simplex_noise'
simplex_noise = simplex_noise.d2
local event = require 'utils.event'
local math_random = math.random
local function treasure_chest(position)
local p = game.surfaces["deep_jungle"].find_non_colliding_position("wooden-chest",position, 2,0.5)
if not p then return end
treasure_chest_raffle_table = {}
treasure_chest_loot_weights = {}
table.insert(treasure_chest_loot_weights, {{name = 'iron-gear-wheel', count = math_random(16,48)},10})
table.insert(treasure_chest_loot_weights, {{name = 'coal', count = math_random(16,48)},2})
table.insert(treasure_chest_loot_weights, {{name = 'copper-cable', count = math_random(64,128)},10})
table.insert(treasure_chest_loot_weights, {{name = 'inserter', count = math_random(8,16)},4})
table.insert(treasure_chest_loot_weights, {{name = 'fast-inserter', count = math_random(4,8)},3})
table.insert(treasure_chest_loot_weights, {{name = 'stack-filter-inserter', count = math_random(2,4)},1})
table.insert(treasure_chest_loot_weights, {{name = 'stack-inserter', count = math_random(2,4)},1})
table.insert(treasure_chest_loot_weights, {{name = 'burner-inserter', count = math_random(16,32)},6})
table.insert(treasure_chest_loot_weights, {{name = 'electric-engine-unit', count = math_random(1,16)},3})
table.insert(treasure_chest_loot_weights, {{name = 'engine-unit', count = math_random(1,16)},3})
table.insert(treasure_chest_loot_weights, {{name = 'rocket-fuel', count = math_random(1,5)},3})
table.insert(treasure_chest_loot_weights, {{name = 'empty-barrel', count = math_random(1,10)},7})
table.insert(treasure_chest_loot_weights, {{name = 'lubricant-barrel', count = math_random(1,10)},3})
table.insert(treasure_chest_loot_weights, {{name = 'crude-oil-barrel', count = math_random(1,10)},3})
table.insert(treasure_chest_loot_weights, {{name = 'iron-stick', count = math_random(1,100)},8})
table.insert(treasure_chest_loot_weights, {{name = "small-electric-pole", count = math_random(8,32)},9})
table.insert(treasure_chest_loot_weights, {{name = "firearm-magazine", count = math_random(16,48)},8})
table.insert(treasure_chest_loot_weights, {{name = 'grenade', count = math_random(16,32)},5})
table.insert(treasure_chest_loot_weights, {{name = 'land-mine', count = math_random(24,48)},5})
table.insert(treasure_chest_loot_weights, {{name = 'light-armor', count = 1},1})
table.insert(treasure_chest_loot_weights, {{name = 'heavy-armor', count = 1},2})
table.insert(treasure_chest_loot_weights, {{name = 'pipe', count = math_random(10,100)},6})
table.insert(treasure_chest_loot_weights, {{name = 'wooden-chest', count = 1},1})
table.insert(treasure_chest_loot_weights, {{name = 'burner-mining-drill', count = 1},1})
table.insert(treasure_chest_loot_weights, {{name = 'iron-axe', count = 1},1})
table.insert(treasure_chest_loot_weights, {{name = 'steel-axe', count = 1},3})
table.insert(treasure_chest_loot_weights, {{name = 'raw-wood', count = math_random(5,50)},2})
table.insert(treasure_chest_loot_weights, {{name = 'sulfur', count = math_random(20,50)},7})
table.insert(treasure_chest_loot_weights, {{name = 'explosives', count = math_random(20,50)},6})
table.insert(treasure_chest_loot_weights, {{name = 'shotgun', count = 1},2})
table.insert(treasure_chest_loot_weights, {{name = 'stone-brick', count = math_random(80,100)},4})
table.insert(treasure_chest_loot_weights, {{name = 'small-lamp', count = math_random(3,10)},4})
table.insert(treasure_chest_loot_weights, {{name = 'rail', count = math_random(32,100)},4})
table.insert(treasure_chest_loot_weights, {{name = 'coin', count = math_random(32,100)},1})
table.insert(treasure_chest_loot_weights, {{name = 'assembling-machine-1', count = math_random(1,4)},2})
table.insert(treasure_chest_loot_weights, {{name = 'assembling-machine-2', count = math_random(1,3)},2})
table.insert(treasure_chest_loot_weights, {{name = 'assembling-machine-3', count = math_random(1,2)},1})
for _, t in pairs (treasure_chest_loot_weights) do
for x = 1, t[2], 1 do
table.insert(treasure_chest_raffle_table, t[1])
end
end
local e = game.surfaces["deep_jungle"].create_entity {name="wooden-chest",position=p, force="player"}
e.minable = false
local i = e.get_inventory(defines.inventory.chest)
for x = 1, math_random(3,7), 1 do
local loot = treasure_chest_raffle_table[math_random(1,#treasure_chest_raffle_table)]
i.insert(loot)
end
end
local function rare_treasure_chest(position)
local p = game.surfaces["deep_jungle"].find_non_colliding_position("steel-chest",position, 2,0.5)
if not p then return end
local rare_treasure_chest_raffle_table = {}
local rare_treasure_chest_loot_weights = {}
table.insert(rare_treasure_chest_loot_weights, {{name = 'combat-shotgun', count = 1},5})
table.insert(rare_treasure_chest_loot_weights, {{name = 'piercing-shotgun-shell', count = math_random(16,48)},5})
table.insert(rare_treasure_chest_loot_weights, {{name = 'rocket-launcher', count = 1},5})
table.insert(rare_treasure_chest_loot_weights, {{name = 'rocket', count = math_random(16,48)},5})
table.insert(rare_treasure_chest_loot_weights, {{name = 'explosive-rocket', count = math_random(16,48)},5})
table.insert(rare_treasure_chest_loot_weights, {{name = 'modular-armor', count = 1},3})
table.insert(rare_treasure_chest_loot_weights, {{name = 'power-armor', count = 1},1})
table.insert(rare_treasure_chest_loot_weights, {{name = 'uranium-rounds-magazine', count = math_random(16,48)},3})
table.insert(rare_treasure_chest_loot_weights, {{name = 'piercing-rounds-magazine', count = math_random(64,128)},3})
table.insert(rare_treasure_chest_loot_weights, {{name = 'railgun', count = 1},4})
table.insert(rare_treasure_chest_loot_weights, {{name = 'railgun-dart', count = math_random(16,48)},4})
table.insert(rare_treasure_chest_loot_weights, {{name = 'exoskeleton-equipment', count = 1},2})
table.insert(rare_treasure_chest_loot_weights, {{name = 'defender-capsule', count = math_random(8,16)},5})
table.insert(rare_treasure_chest_loot_weights, {{name = 'distractor-capsule', count = math_random(4,8)},4})
table.insert(rare_treasure_chest_loot_weights, {{name = 'destroyer-capsule', count = math_random(4,8)},3})
table.insert(rare_treasure_chest_loot_weights, {{name = 'atomic-bomb', count = 1},1})
for _, t in pairs (rare_treasure_chest_loot_weights) do
for x = 1, t[2], 1 do
table.insert(rare_treasure_chest_raffle_table, t[1])
end
end
local e = game.surfaces["deep_jungle"].create_entity {name="steel-chest",position=p, force="player"}
e.minable = false
local i = e.get_inventory(defines.inventory.chest)
for x = 1, math_random(2,3), 1 do
local loot = rare_treasure_chest_raffle_table[math_random(1,#rare_treasure_chest_raffle_table)]
i.insert(loot)
end
end
local function get_noise(name, pos)
local seed = game.surfaces[1].map_gen_settings.seed
local noise_seed_add = 25000
seed = seed + noise_seed_add
if name == 1 then
local noise = {}
noise[1] = simplex_noise(pos.x * 0.01, pos.y * 0.01, seed)
seed = seed + noise_seed_add
noise[2] = simplex_noise(pos.x * 0.1, pos.y * 0.1, seed)
local noise = noise[1] + noise[2] * 0.1
return noise
end
seed = seed + noise_seed_add
seed = seed + noise_seed_add
if name == 2 then
local noise = {}
noise[1] = simplex_noise(pos.x * 0.01, pos.y * 0.01, seed)
seed = seed + noise_seed_add
noise[2] = simplex_noise(pos.x * 0.1, pos.y * 0.1, seed)
local noise = noise[1] + noise[2] * 0.1
return noise
end
seed = seed + noise_seed_add
seed = seed + noise_seed_add
if name == 3 then
local noise = {}
noise[1] = simplex_noise(pos.x * 0.001, pos.y * 0.001, seed)
seed = seed + noise_seed_add
noise[2] = simplex_noise(pos.x * 0.01, pos.y * 0.01, seed)
local noise = noise[1] + noise[2] * 0.1
return noise
end
seed = seed + noise_seed_add
seed = seed + noise_seed_add
if name == 4 then
local noise = {}
noise[1] = simplex_noise(pos.x * 0.01, pos.y * 0.01, seed)
seed = seed + noise_seed_add
noise[2] = simplex_noise(pos.x * 0.1, pos.y * 0.1, seed)
local noise = noise[1] + noise[2] * 0.2
return noise
end
seed = seed + noise_seed_add
seed = seed + noise_seed_add
if name == 5 then
local noise = {}
noise[1] = simplex_noise(pos.x * 0.05, pos.y * 0.05, seed)
local noise = noise[1]
return noise
end
seed = seed + noise_seed_add
seed = seed + noise_seed_add
if name == 6 then
local noise = {}
noise[1] = simplex_noise(pos.x * 0.05, pos.y * 0.05, seed)
local noise = noise[1]
return noise
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 function on_chunk_generated(event)
local surface = game.surfaces["deep_jungle"]
if event.surface.name ~= surface.name then return end
local chunk_pos_x = event.area.left_top.x
local chunk_pos_y = event.area.left_top.y
local tiles = {}
local entities_to_place = {
rocks = {},
worms = {},
enemy_buildings = {},
trees = {},
fish = {},
treasure_chests = {},
rare_treasure_chests = {}
}
local decoratives = {}
local entities = surface.find_entities(event.area)
for _, e in pairs(entities) do
if e.type == "tree" or e.force.name == "enemy" then
e.destroy()
end
end
local tile_to_insert = false
for x = 0, 31, 1 do
for y = 0, 31, 1 do
local pos_x = chunk_pos_x + x
local pos_y = chunk_pos_y + y
local pos = {x = pos_x, y = pos_y}
tile_to_insert = false
local noise_3 = get_noise(3, pos)
if noise_3 > -0.1 and noise_3 < 0.1 then
if noise_3 > -0.05 and noise_3 < 0.05 then
tile_to_insert = "water"
if math_random(1,40) == 1 then table.insert(entities_to_place.fish, pos) end
end
if noise_3 > -0.03 and noise_3 < 0.03 then
tile_to_insert = "deepwater"
if math_random(1,40) == 1 then table.insert(entities_to_place.fish, pos) end
end
else
local tile_distance_to_center = pos_x^2 + pos_y^2
local noise_1 = get_noise(1, pos)
local noise_2 = get_noise(2, pos)
local noise_4 = get_noise(4, pos)
if tile_distance_to_center > 10000 then
if math_random(1,500) == 1 then table.insert(entities_to_place.worms, pos) end
if noise_4 > -0.1 and noise_4 < 0.1 and noise_1 > 0.3 and noise_2 > 0.3 then
if math_random(1,8) == 1 then table.insert(entities_to_place.rocks, pos) end
end
end
if noise_4 < -0.8 or noise_4 > 0.8 then tile_to_insert = "dirt-6" end
if noise_3 < -0.1 then
if noise_1 > 0.2 then
if math_random(1,4) == 1 then table.insert(entities_to_place.trees, {"tree-02", pos}) end
if math_random(1,7500) == 1 then table.insert(entities_to_place.rare_treasure_chests, pos) end
if math_random(1,1250) == 1 then table.insert(entities_to_place.treasure_chests, pos) end
if noise_1 > 0.8 and tile_distance_to_center > 8000 then
tile_to_insert = "water-green"
if math_random(1,24) == 1 then table.insert(entities_to_place.fish, pos) end
end
end
if noise_1 < -0.2 then
if math_random(1,4) == 1 then table.insert(entities_to_place.trees, {"tree-04", pos}) end
if math_random(1,7500) == 1 then table.insert(entities_to_place.rare_treasure_chests, pos) end
if math_random(1,1250) == 1 then table.insert(entities_to_place.treasure_chests, pos) end
if noise_1 < -0.75 and tile_distance_to_center > 8000 then
if math_random(1,36) == 1 then table.insert(entities_to_place.enemy_buildings, pos) end
end
end
else
if noise_2 > 0.2 then
if math_random(1,4) == 1 then table.insert(entities_to_place.trees, {"tree-07", pos}) end
if math_random(1,7500) == 1 then table.insert(entities_to_place.rare_treasure_chests, pos) end
if math_random(1,1250) == 1 then table.insert(entities_to_place.treasure_chests, pos) end
if noise_2 > 0.75 and tile_distance_to_center > 8000 then
if math_random(1,36) == 1 then table.insert(entities_to_place.enemy_buildings, pos) end
end
end
if noise_2 < -0.2 then
if math_random(1,4) == 1 then table.insert(entities_to_place.trees, {"tree-09", pos}) end
if math_random(1,7500) == 1 then table.insert(entities_to_place.rare_treasure_chests, pos) end
if math_random(1,1250) == 1 then table.insert(entities_to_place.treasure_chests, pos) end
if noise_2 < -0.8 and tile_distance_to_center > 8000 then
tile_to_insert = "water-green"
if math_random(1,24) == 1 then table.insert(entities_to_place.fish, pos) end
end
end
end
end
if tile_to_insert ~= "deepwater" and tile_to_insert ~= "water" and tile_to_insert ~= "water-green" then
if math_random(1,3) == 1 then
local noise = get_noise(5, pos)
if noise > 0.2 then
table.insert(decoratives, {name = "green-hairy-grass", position = pos, amount = 2})
end
if noise < -0.7 then
table.insert(decoratives, {name = "green-pita", position = pos, amount = 2})
end
local noise = get_noise(6, pos)
if noise > 0.7 then
table.insert(decoratives, {name = "green-croton", position = pos, amount = 3})
end
if noise < -0.2 then
table.insert(decoratives, {name = "green-asterisk", position = pos, amount = 2})
end
end
end
if tile_to_insert == false then
table.insert(tiles, {name = "grass-1", position = {pos_x,pos_y}})
else
table.insert(tiles, {name = tile_to_insert, position = {pos_x,pos_y}})
end
end
end
surface.set_tiles(tiles,true)
surface.create_decoratives{check_collision=false, decoratives=decoratives}
for _, p in pairs(entities_to_place.enemy_buildings) do
if math_random(1,3) == 1 then
if surface.can_place_entity({name="spitter-spawner", position=p}) then surface.create_entity {name="spitter-spawner", position=p} end
else
if surface.can_place_entity({name="biter-spawner", position=p}) then surface.create_entity {name="biter-spawner", position=p} end
end
end
for _, p in pairs(entities_to_place.worms) do
local e = worm_raffle[math_random(1,#worm_raffle)]
if surface.can_place_entity({name=e, position=p}) then surface.create_entity {name=e, position=p} end
end
for _, p in pairs(entities_to_place.rocks) do
local e = rock_raffle[math_random(1,#rock_raffle)]
surface.create_entity {name=e, position=p}
end
for _, p in pairs(entities_to_place.trees) do
if surface.can_place_entity({name=p[1], position=p[2]}) then surface.create_entity {name=p[1], position=p[2]} end
end
for _, p in pairs(entities_to_place.treasure_chests) do
treasure_chest(p)
end
for _, p in pairs(entities_to_place.rare_treasure_chests) do
rare_treasure_chest(p)
end
for _, p in pairs(entities_to_place.fish) do
surface.create_entity {name="fish",position=p}
end
end
local function on_chunk_charted(event)
if not global.chunks_charted then global.chunks_charted = {} end
local surface = game.surfaces[event.surface_index]
local position = event.position
if global.chunks_charted[tostring(position.x) .. tostring(position.y)] then return end
global.chunks_charted[tostring(position.x) .. tostring(position.y)] = true
local force = event.force
if math_random(1,12) ~= 1 then return end
map_functions.draw_rainbow_patch({x = position.x * 32 + math_random(1,32), y = position.y * 32 + math_random(1,32)}, surface, math_random(14,26), 2000)
end
local function on_player_joined_game(event)
local player = game.players[event.player_index]
if not global.map_init_done then
game.forces["player"].technologies["flamethrower"].enabled = false
local map_gen_settings = {}
map_gen_settings.water = "none"
map_gen_settings.cliff_settings = {cliff_elevation_interval = 4, cliff_elevation_0 = 0.1}
map_gen_settings.autoplace_controls = {
["coal"] = {frequency = "high", size = "big", richness = "normal"},
["stone"] = {frequency = "high", size = "big", richness = "normal"},
["copper-ore"] = {frequency = "high", size = "big", richness = "normal"},
["iron-ore"] = {frequency = "high", size = "big", richness = "normal"},
["crude-oil"] = {frequency = "high", size = "big", richness = "normal"},
["trees"] = {frequency = "none", size = "none", richness = "none"},
["enemy-base"] = {frequency = "none", size = "none", richness = "none"},
--["grass"] = {frequency = "none", size = "none", richness = "none"},
["sand"] = {frequency = "none", size = "none", richness = "none"},
["desert"] = {frequency = "none", size = "none", richness = "none"},
["dirt"] = {frequency = "none", size = "none", richness = "none"}
}
game.map_settings.pollution.pollution_restored_per_tree_damage = 0
game.create_surface("deep_jungle", map_gen_settings)
game.forces["player"].set_spawn_position({0,0},game.surfaces["deep_jungle"])
global.map_init_done = true
end
local surface = game.surfaces["deep_jungle"]
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), "deep_jungle")
else
if player.online_time < 5 then
player.teleport({0,0}, "deep_jungle")
end
end
if player.online_time < 10 then
player.insert {name = 'submachine-gun', count = 1}
player.insert {name = 'raw-fish', count = 12}
player.insert {name = 'firearm-magazine', count = 32}
player.insert {name = 'steel-axe', count = 1}
player.insert {name = 'light-armor', count = 1}
end
end
local function on_marked_for_deconstruction(event)
if event.entity.name == "rock-huge" or event.entity.name == "rock-big" or event.entity.name == "sand-rock-big" or event.entity.name == "fish" or event.entity.type == "tree" then
event.entity.cancel_deconstruction(game.players[event.player_index].force.name)
end
end
local function on_entity_died(event)
if event.entity.type == "tree" then
if math_random(1,6) == 1 then
local surface = game.surfaces["deep_jungle"]
local p = surface.find_non_colliding_position("small-biter" , event.entity.position, 2, 0.5)
if p then surface.create_entity {name="small-biter", position=event.entity.position} end
end
end
end
function cheat_mode()
local cheat_mode_enabed = true
if cheat_mode_enabed == true then
local surface = game.surfaces["deep_jungle"]
game.player.cheat_mode=true
game.players[1].insert({name="power-armor-mk2"})
game.players[1].insert({name="fusion-reactor-equipment", count=4})
game.players[1].insert({name="personal-laser-defense-equipment", count=8})
game.players[1].insert({name="rocket-launcher"})
game.players[1].insert({name="explosive-rocket", count=200})
game.speed = 2
surface.daytime = 1
game.player.force.research_all_technologies()
game.forces["enemy"].evolution_factor = 0.2
local chart = 300
local surface = game.surfaces["deep_jungle"]
game.forces["player"].chart(surface, {lefttop = {x = chart*-1, y = chart*-1}, rightbottom = {x = chart, y = chart}})
end
end
event.add(defines.events.on_chunk_generated, on_chunk_generated)
event.add(defines.events.on_chunk_charted, on_chunk_charted)
event.add(defines.events.on_entity_died, on_entity_died)
event.add(defines.events.on_marked_for_deconstruction, on_marked_for_deconstruction)
event.add(defines.events.on_player_joined_game, on_player_joined_game)