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ComfyFactorio/maps/mountain_fortress_v3/mining.lua
2024-11-05 20:04:00 +01:00

503 lines
16 KiB
Lua

local Public = require 'maps.mountain_fortress_v3.table'
local RPG = require 'modules.rpg.main'
local Event = require 'utils.event'
local Ai = require 'modules.ai'
local Misc = require 'utils.commands.misc'
require 'modules.check_fullness'
local random = math.random
local floor = math.floor
local sqrt = math.sqrt
local max_spill = 60
local mining_chance_weights = {
{ name = 'iron-plate', chance = 1000 },
{ name = 'iron-gear-wheel', chance = 750 },
{ name = 'copper-plate', chance = 750 },
{ name = 'copper-cable', chance = 500 },
{ name = 'electronic-circuit', chance = 300 },
{ name = 'steel-plate', chance = 200 },
{ name = 'solid-fuel', chance = 150 },
{ name = 'pipe', chance = 100 },
{ name = 'iron-stick', chance = 50 },
{ name = 'battery', chance = 20 },
{ name = 'barrel', chance = 10 },
{ name = 'crude-oil-barrel', chance = 30 },
{ name = 'lubricant-barrel', chance = 20 },
{ name = 'petroleum-gas-barrel', chance = 15 },
{ name = 'sulfuric-acid-barrel', chance = 15 },
{ name = 'heavy-oil-barrel', chance = 15 },
{ name = 'light-oil-barrel', chance = 15 },
{ name = 'water-barrel', chance = 10 },
{ name = 'explosives', chance = 5 },
{ name = 'advanced-circuit', chance = 5 },
{ name = 'nuclear-fuel', chance = 1 },
{ name = 'pipe-to-ground', chance = 10 },
{ name = 'plastic-bar', chance = 5 },
{ name = 'processing-unit', chance = 2 },
{ name = 'depleted-uranium-fuel-cell', chance = 1 },
{ name = 'uranium-fuel-cell', chance = 1 },
{ name = 'rocket-fuel', chance = 3 },
{ name = 'low-density-structure', chance = 1 },
{ name = 'heat-pipe', chance = 1 },
{ name = 'engine-unit', chance = 4 },
{ name = 'electric-engine-unit', chance = 2 },
{ name = 'logistic-robot', chance = 1 },
{ name = 'construction-robot', chance = 1 },
{ name = 'land-mine', chance = 3 },
{ name = 'grenade', chance = 10 },
{ name = 'rocket', chance = 3 },
{ name = 'explosive-rocket', chance = 3 },
{ name = 'cannon-shell', chance = 2 },
{ name = 'explosive-cannon-shell', chance = 2 },
{ name = 'uranium-cannon-shell', chance = 1 },
{ name = 'explosive-uranium-cannon-shell', chance = 1 },
{ name = 'artillery-shell', chance = 1 },
{ name = 'cluster-grenade', chance = 2 },
{ name = 'defender-capsule', chance = 5 },
{ name = 'destroyer-capsule', chance = 1 },
{ name = 'distractor-capsule', chance = 2 }
}
local scrap_yield_amounts = {
['iron-plate'] = 16,
['iron-gear-wheel'] = 8,
['iron-stick'] = 16,
['copper-plate'] = 16,
['copper-cable'] = 24,
['electronic-circuit'] = 8,
['steel-plate'] = 4,
['pipe'] = 8,
['solid-fuel'] = 4,
['barrel'] = 3,
['crude-oil-barrel'] = 3,
['lubricant-barrel'] = 3,
['petroleum-gas-barrel'] = 3,
['sulfuric-acid-barrel'] = 3,
['heavy-oil-barrel'] = 3,
['light-oil-barrel'] = 3,
['water-barrel'] = 3,
['battery'] = 2,
['explosives'] = 4,
['advanced-circuit'] = 2,
['nuclear-fuel'] = 0.1,
['pipe-to-ground'] = 1,
['plastic-bar'] = 4,
['processing-unit'] = 1,
['depleted-uranium-fuel-cell'] = 1,
['uranium-fuel-cell'] = 0.3,
['rocket-fuel'] = 0.3,
['low-density-structure'] = 0.3,
['heat-pipe'] = 1,
['engine-unit'] = 2,
['electric-engine-unit'] = 2,
['logistic-robot'] = 0.3,
['construction-robot'] = 0.3,
['land-mine'] = 1,
['grenade'] = 2,
['rocket'] = 2,
['explosive-rocket'] = 2,
['cannon-shell'] = 2,
['explosive-cannon-shell'] = 2,
['uranium-cannon-shell'] = 2,
['explosive-uranium-cannon-shell'] = 2,
['artillery-shell'] = 0.3,
['cluster-grenade'] = 0.3,
['defender-capsule'] = 2,
['destroyer-capsule'] = 0.3,
['distractor-capsule'] = 0.3
}
local valid_rocks = {
['big-sand-rock'] = true,
['big-rock'] = true,
['huge-rock'] = true,
['huge-rock-crisp'] = true,
['big-rock-crisp'] = true,
['big-sand-rock-crisp'] = true,
['huge-rock-crisp-1'] = true,
['big-rock-crisp-1'] = true,
['big-sand-rock-crisp-1'] = true,
['huge-rock-crisp-2'] = true,
['big-rock-crisp-2'] = true,
['big-sand-rock-crisp-2'] = true,
}
local valid_trees = {
['dead-tree-desert'] = 'wood',
['dead-dry-hairy-tree'] = 'wood',
['dry-hairy-tree'] = 'wood',
['tree-06'] = 'wood',
['tree-06-brown'] = 'wood',
['dry-tree'] = 'wood',
['tree-01'] = 'iron-ore',
['tree-02-red'] = 'copper-ore',
['tree-03'] = 'coal',
['tree-04'] = 'coal',
['tree-08-brown'] = 'stone'
}
local valid_scrap = {
['crash-site-spaceship-wreck-small-1'] = true,
['crash-site-spaceship-wreck-small-2'] = true,
['crash-site-spaceship-wreck-small-3'] = true,
['crash-site-spaceship-wreck-small-4'] = true,
['crash-site-spaceship-wreck-small-5'] = true,
['crash-site-spaceship-wreck-small-6'] = true,
['mineable-wreckages'] = true,
['mineable-wreckages-1'] = true,
['mineable-wreckages-2'] = true,
['mineable-wreckages-3'] = true,
['mineable-wreckages-4'] = true,
['mineable-wreckages-5'] = true,
['mineable-wreckages-6'] = true,
}
local rock_yield = {
['big-rock'] = 1,
['huge-rock'] = 2,
['big-sand-rock'] = 1,
['huge-rock-crisp'] = 2,
['big-rock-crisp'] = 1,
['big-sand-rock-crisp'] = 1,
['huge-rock-red'] = 2,
['big-rock-red'] = 1,
['big-sand-rock-red'] = 1,
['huge-rock-green'] = 2,
['big-rock-green'] = 1,
['big-sand-rock-green'] = 1,
}
local particles = {
['iron-ore'] = 'iron-ore-particle',
['copper-ore'] = 'copper-ore-particle',
['uranium-ore'] = 'coal-particle',
['coal'] = 'coal-particle',
['stone'] = 'stone-particle'
}
local function create_particles(surface, name, position, amount, cause_position)
local d1 = (-100 + random(0, 200)) * 0.0004
local d2 = (-100 + random(0, 200)) * 0.0004
name = name or 'leaf-particle'
if cause_position then
d1 = (cause_position.x - position.x) * 0.025
d2 = (cause_position.y - position.y) * 0.025
end
for _ = 1, amount, 1 do
local m = random(4, 10)
local m2 = m * 0.005
surface.create_particle(
{
name = name,
position = position,
frame_speed = 1,
vertical_speed = 0.130,
height = 0,
movement = {
(m2 - (random(0, m) * 0.01)) + d1,
(m2 - (random(0, m) * 0.01)) + d2
}
}
)
end
end
local mining_chances_ores = {
{ name = 'iron-ore', chance = 26 },
{ name = 'copper-ore', chance = 21 },
{ name = 'coal', chance = 17 },
{ name = 'stone', chance = 6 },
{ name = 'uranium-ore', chance = 2 }
}
local harvest_raffle_ores = {}
for _, data in pairs(mining_chances_ores) do
for _ = 1, data.chance, 1 do
harvest_raffle_ores[#harvest_raffle_ores + 1] = data.name
end
end
local size_of_ore_raffle = #harvest_raffle_ores
local scrap_raffle = {}
for _, data in pairs(mining_chance_weights) do
for _ = 1, data.chance, 1 do
scrap_raffle[#scrap_raffle + 1] = data.name
end
end
local size_of_scrap_raffle = #scrap_raffle
local function get_amount(data)
local entity = data.entity
local mining_utils = Public.get('mining_utils')
local t_modifier = mining_utils.type_modifier
local rocks_yield_ore_distance_modifier = mining_utils.rocks_yield_ore_distance_modifier
local rocks_yield_ore_base_amount = mining_utils.rocks_yield_ore_base_amount
local rocks_yield_ore_maximum_amount = mining_utils.rocks_yield_ore_maximum_amount
local distance_to_center = floor(sqrt(entity.position.x ^ 2 + entity.position.y ^ 2))
local type_modifier = 1
local amount
local second_amount
local distance_modifier = 0.25
local base_amount = 25
local second_base_amount = 10
local maximum_amount = 100
if t_modifier then
type_modifier = t_modifier
end
if rocks_yield_ore_distance_modifier then
distance_modifier = rocks_yield_ore_distance_modifier
end
if rocks_yield_ore_base_amount then
base_amount = rocks_yield_ore_base_amount
end
if rocks_yield_ore_maximum_amount then
maximum_amount = rocks_yield_ore_maximum_amount
end
type_modifier = rock_yield[entity.name] or type_modifier
if data.size then
base_amount = data.size
end
amount = base_amount + (distance_to_center * distance_modifier)
second_amount = floor((second_base_amount + (distance_to_center * distance_modifier)) / 3)
if amount > maximum_amount then
amount = maximum_amount
end
if second_amount > maximum_amount then
second_amount = maximum_amount
end
local m = (70 + random(0, 60)) * 0.01
amount = floor(amount * type_modifier * m * 0.7)
return amount, second_amount
end
function Public.entity_died_randomness(data)
if Public.get('final_battle') then
return
end
local entity = data.entity
local surface = data.surface
local harvest
harvest = harvest_raffle_ores[random(1, size_of_ore_raffle)]
local position = { x = entity.position.x, y = entity.position.y }
surface.spill_item_stack({ position = position, stack = { name = harvest, count = random(1, 5), quality = 'normal' } })
local particle = particles[harvest]
create_particles(surface, particle, position, 16, { x = entity.position.x, y = entity.position.y })
end
local function randomness(data)
local entity = data.entity
local player = data.player
local spill_items_to_surface = Public.get('spill_items_to_surface')
local harvest
local harvest_amount
harvest_amount = get_amount(data)
if valid_trees[entity.name] then
harvest = valid_trees[entity.name]
if harvest == 'wood' then
harvest_amount = random(1, 20)
end
else
harvest = harvest_raffle_ores[random(1, size_of_ore_raffle)]
end
local position = { x = entity.position.x, y = entity.position.y }
player.create_local_flying_text(
{
position = position,
text = '+' .. harvest_amount .. ' [img=item/' .. harvest .. ']',
}
)
if data.debug_mode then -- we're debugging - don't insert items
return
end
if harvest_amount > max_spill then
if spill_items_to_surface then
player.physical_surface.spill_item_stack({ position = position, stack = { name = harvest, count = max_spill, quality = 'normal' } })
else
player.insert({ name = harvest, count = max_spill })
end
harvest_amount = harvest_amount - max_spill
local inserted_count = player.insert({ name = harvest, count = harvest_amount })
harvest_amount = harvest_amount - inserted_count
if harvest_amount > 0 then
if spill_items_to_surface then
player.physical_surface.spill_item_stack({ position = position, stack = { name = harvest, count = harvest_amount, quality = 'normal' } })
else
player.insert({ name = harvest, count = harvest_amount })
end
end
else
if spill_items_to_surface then
player.physical_surface.spill_item_stack({ position = position, stack = { name = harvest, count = harvest_amount, quality = 'normal' } })
else
player.insert({ name = harvest, count = harvest_amount })
end
end
local particle = particles[harvest]
if data.script_character then
create_particles(player.physical_surface, particle, position, 16, { x = data.script_character.position.x, y = data.script_character.position.y })
else
create_particles(player.physical_surface, particle, position, 16, { x = player.physical_position.x, y = player.physical_position.y })
end
end
local function randomness_scrap(data)
local entity = data.entity
local player = data.player
local spill_items_to_surface = Public.get('spill_items_to_surface')
local harvest = scrap_raffle[random(1, size_of_scrap_raffle)]
local amount_bonus = game.forces.player.mining_drill_productivity_bonus * 2
local r1 = math.ceil(scrap_yield_amounts[harvest] * (0.3 + (amount_bonus * 0.3)))
local r2 = math.ceil(scrap_yield_amounts[harvest] * (1.7 + (amount_bonus * 1.7)))
local harvest_amount = math.random(r1, r2)
local position = { x = entity.position.x, y = entity.position.y }
player.create_local_flying_text(
{
position = position,
text = '+' .. harvest_amount .. ' [img=item/' .. harvest .. ']',
}
)
if data.debug_mode then -- we're debugging - don't insert items
return
end
if harvest_amount > max_spill then
if spill_items_to_surface then
player.physical_surface.spill_item_stack({ position = position, stack = { name = harvest, count = max_spill, quality = 'normal' } })
else
player.insert({ name = harvest, count = max_spill })
end
harvest_amount = harvest_amount - max_spill
local inserted_count = player.insert({ name = harvest, count = harvest_amount })
harvest_amount = harvest_amount - inserted_count
if harvest_amount > 0 then
if spill_items_to_surface then
player.physical_surface.spill_item_stack({ position = position, stack = { name = harvest, count = harvest_amount, quality = 'normal' } })
else
player.insert({ name = harvest, count = harvest_amount })
end
end
else
if spill_items_to_surface then
player.physical_surface.spill_item_stack({ position = position, stack = { name = harvest, count = harvest_amount, quality = 'normal' } })
else
player.insert({ name = harvest, count = harvest_amount })
end
end
local particle = particles[harvest]
if data.script_character then
create_particles(player.physical_surface, particle, position, 64, { x = data.script_character.position.x, y = data.script_character.position.y })
else
create_particles(player.physical_surface, particle, position, 64, { x = player.physical_position.x, y = player.physical_position.y })
end
end
function Public.on_player_mined_entity(event)
local entity = event.entity
if not entity or not entity.valid then
return
end
local player = game.players[event.player_index]
if not player or not player.valid then
return
end
local is_scrap = false
if valid_scrap[entity.name] then
is_scrap = true
end
local buffer = event.buffer
local creative_enabled = Misc.get('creative_enabled')
if valid_rocks[entity.name] or valid_trees[entity.name] or is_scrap then
if buffer then
buffer.clear()
end
if creative_enabled then
return
end
if Public.get('final_battle') then
return
end
local data = {
entity = entity,
player = player
}
if event.script_character then
data.script_character = event.script_character
end
local index = player.index
local scrap_zone = RPG.get_value_from_player(index, 'scrap_zone')
local debug_mode = RPG.get_value_from_player(index, 'debug_mode')
data.debug_mode = debug_mode or false
if scrap_zone or is_scrap then
randomness_scrap(data)
else
randomness(data)
end
end
end
Event.add(
Public.events.on_entity_mined,
function (event)
if not event then
return
end
Public.on_player_mined_entity(event)
end
)
Event.add(
Ai.events.on_entity_mined,
function (event)
if not event then
return
end
Public.on_player_mined_entity(event)
end
)
return Public