1
0
mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-06 00:23:49 +02:00
ComfyFactorio/maps/crab_defender/terrain.lua
2024-01-28 20:42:28 +01:00

283 lines
9.8 KiB
Lua

local Event = require 'utils.event'
local Builder = require 'maps.crab_defender.b'
local map_functions = require 'utils.tools.map_functions'
local simplex_noise = require 'utils.simplex_noise'.d2
local FDT = require 'maps.crab_defender.table'
local math_random = math.random
local math_abs = math.abs
local function shuffle(tbl)
local size = #tbl
for i = size, 1, -1 do
local rand = math.random(size)
tbl[i], tbl[rand] = tbl[rand], tbl[i]
end
return tbl
end
local function get_replacement_tile(surface, position)
for i = 1, 128, 1 do
local vectors = {{0, i}, {0, i * -1}, {i, 0}, {i * -1, 0}}
shuffle(vectors)
for k, v in pairs(vectors) do
local tile = surface.get_tile(position.x + v[1], position.y + v[2])
if not tile.collides_with('resource-layer') then
return tile.name
end
end
end
return 'grass-1'
end
local function is_enemy_territory(surface, p)
local get_tile = surface.get_tile(p)
if get_tile.valid and get_tile.name == 'tutorial-grid' then
return true
end
return false
end
local function place_crab_market(surface, position)
local market = surface.create_entity({name = 'market', position = position, force = 'player'})
market.minable = false
return market
end
local function enemy_territory(surface, left_top)
if left_top.x > 778 then
return
end
if left_top.x < -607 then
return
end
if left_top.y < -590 then
return
end
if left_top.y > -150 then
return
end
local area = {{left_top.x, left_top.y}, {left_top.x + 32, left_top.y + 32}}
local find_entities_filtered = surface.find_entities_filtered
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 get_tile = surface.get_tile(pos)
if is_enemy_territory(surface, pos) then
if get_tile.valid and get_tile.name == 'tutorial-grid' then
if math_random(1, 1024) == 1 then
if surface.can_place_entity({name = 'biter-spawner', force = 'decoratives', position = pos}) then
local entity
if math_random(1, 4) == 1 then
entity = surface.create_entity({name = 'spitter-spawner', force = 'decoratives', position = pos})
else
entity = surface.create_entity({name = 'biter-spawner', force = 'decoratives', position = pos})
end
entity.active = false
entity.destructible = false
end
end
end
end
end
end
for _, entity in pairs(find_entities_filtered({area = area, type = 'resource'})) do
if is_enemy_territory(surface, entity.position) then
surface.create_entity({name = 'uranium-ore', position = entity.position, amount = math_random(200, 8000)})
entity.destroy()
end
end
end
local function render_market_hp()
local this = FDT.get()
local surface = game.surfaces[this.active_surface_index]
if not surface or not surface.valid then
return
end
this.caption =
rendering.draw_text {
text = 'Crab Market',
surface = surface,
target = this.market,
target_offset = {0, -3.4},
color = {0, 255, 0},
scale = 1.80,
font = 'default-game',
alignment = 'center',
scale_with_zoom = false
}
end
local function generate_spawn_area(this, surface)
if this.spawn_area_generated then
return
end
local find_entities_filtered = surface.find_entities_filtered
surface.request_to_generate_chunks({x = 0, y = 0}, 1)
surface.request_to_generate_chunks({x = 32, y = 118}, 1)
if not surface.is_chunk_generated({-7, 0}) then
return
end
if not surface.is_chunk_generated({5, 0}) then
return
end
local spawn_position_x = 32
local spawn_position_y = 120
surface.create_entity({name = 'electric-beam', position = {-532, -10}, source = {-532, -10}, target = {-471, -124}})
surface.create_entity({name = 'electric-beam', position = {665, -10}, source = {665, -10}, target = {601, -127}})
for _, tile in pairs(surface.find_tiles_filtered({name = {'water', 'deepwater'}, area = {{-145, -133}, {32, 59}}})) do
local noise = math_abs(simplex_noise(tile.position.x * 0.02, tile.position.y * 0.02, game.surfaces[1].map_gen_settings.seed) * 16)
if tile.position.x > -160 + noise then
surface.set_tiles({{name = get_replacement_tile(surface, tile.position), position = {tile.position.x, tile.position.y}}}, true)
end
end
for _, entity in pairs(
find_entities_filtered(
{
type = {'resource', 'cliff'},
area = {
{spawn_position_x - 128, spawn_position_y - 132},
{spawn_position_x + 64, spawn_position_y + 32}
}
}
)
) do
entity.destroy()
end
local decorative_names = {}
for k, v in pairs(game.decorative_prototypes) do
if v.autoplace_specification then
decorative_names[#decorative_names + 1] = k
end
end
for x = -4, 4, 1 do
for y = -3, 3, 1 do
surface.regenerate_decorative(decorative_names, {{x, y}})
end
end
local ore_positions = {
{x = spawn_position_x - 80, y = spawn_position_y + 50},
{x = spawn_position_x - 40, y = spawn_position_y + 50},
{x = spawn_position_x, y = spawn_position_y + 50},
{x = spawn_position_x + 40, y = spawn_position_y + 50},
{x = spawn_position_x + 80, y = spawn_position_y + 50}
}
shuffle(ore_positions)
map_functions.draw_smoothed_out_ore_circle(ore_positions[1], 'copper-ore', surface, 15, 2500)
map_functions.draw_smoothed_out_ore_circle(ore_positions[2], 'iron-ore', surface, 15, 2500)
map_functions.draw_smoothed_out_ore_circle(ore_positions[3], 'coal', surface, 15, 1500)
map_functions.draw_smoothed_out_ore_circle(ore_positions[4], 'stone', surface, 15, 1500)
map_functions.draw_noise_tile_circle({x = spawn_position_x, y = spawn_position_y + 25}, 'water', surface, 16)
map_functions.draw_oil_circle(ore_positions[5], 'crude-oil', surface, 8, 200000)
local pos = surface.find_non_colliding_position('market', {spawn_position_x, spawn_position_y}, 50, 1)
this.market = place_crab_market(surface, pos)
render_market_hp()
local r = 32
for _, entity in pairs(
find_entities_filtered(
{
area = {
{this.market.position.x - r, this.market.position.y - r},
{this.market.position.x + r, this.market.position.y + r}
},
type = 'tree'
}
)
) do
entity.destroy()
end
local turret_pos = surface.find_non_colliding_position('gun-turret', {spawn_position_x, spawn_position_y - 5}, 50, 1)
local turret = surface.create_entity({name = 'gun-turret', position = turret_pos, force = 'player'})
turret.insert({name = 'firearm-magazine', count = 32})
for x = -20, 20, 1 do
for y = -20, 20, 1 do
local market_pos = {x = this.market.position.x + x, y = this.market.position.y + y}
local distance_to_center = x ^ 2 + y ^ 2
if distance_to_center > 64 and distance_to_center < 225 then
if math_random(1, 3) == 1 and surface.can_place_entity({name = 'wooden-chest', position = market_pos, force = 'player'}) then
surface.create_entity({name = 'wooden-chest', position = market_pos, force = 'player'})
end
end
end
end
local area = {{x = -160, y = -96}, {x = 160, y = 96}}
for _, tile in pairs(surface.find_tiles_filtered({name = 'water', area = area})) do
if math_random(1, 32) == 1 then
surface.create_entity({name = 'fish', position = tile.position})
end
end
local character_pos = surface.find_non_colliding_position('character', {spawn_position_x + 1, spawn_position_y}, 50, 1)
game.forces['player'].set_spawn_position(character_pos, surface)
for _, player in pairs(game.connected_players) do
local spawn_pos = surface.find_non_colliding_position('character', {spawn_position_x + 1, spawn_position_y}, 50, 1)
player.teleport(spawn_pos, surface)
end
this.spawn_area_generated = true
end
local function process_chunk(left_top)
local this = FDT.get()
local surface = game.surfaces[this.active_surface_index]
if not surface or not surface.valid then
return
end
local find_entities_filtered = surface.find_entities_filtered
generate_spawn_area(this, surface, left_top)
enemy_territory(surface, left_top)
for _, entity in pairs(
find_entities_filtered(
{
area = {{left_top.x - 32, left_top.y - 32}, {left_top.x + 32, left_top.y + 32}},
type = {'tree', 'simple-entity', 'cliff'}
}
)
) do
if is_enemy_territory(surface, entity.position) then
entity.destroy()
end
end
game.forces.player.chart(surface, {{left_top.x, left_top.y}, {left_top.x + 31, left_top.y + 31}})
if this.market and this.market.valid then
this.game_reset = false
end
end
local function on_chunk_generated(event)
local map_name = 'crab_defender'
if string.sub(event.surface.name, 0, #map_name) ~= map_name then
return
end
local left_top = event.area.left_top
Builder.make_chunk(event)
process_chunk(left_top)
end
Event.add(defines.events.on_chunk_generated, on_chunk_generated)