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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-08 00:39:30 +02:00
ComfyFactorio/maps/deep_jungle.lua
2021-03-24 20:14:55 +01:00

415 lines
21 KiB
Lua

--luacheck: ignore
--deep jungle-- mewmew made this --
require 'modules.no_deconstruction_of_neutral_entities'
require 'modules.spawners_contain_biters'
require 'modules.biters_yield_coins'
require 'modules.rocks_yield_coins'
require 'modules.flashlight_toggle_button'
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 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 secret_shop(pos, surface)
local secret_market_items = {
{price = {{'coin', math_random(300, 600)}}, offer = {type = 'give-item', item = 'combat-shotgun'}},
{price = {{'coin', math_random(200, 400)}}, offer = {type = 'give-item', item = 'rocket-launcher'}},
{price = {{'coin', math_random(5, 10)}}, offer = {type = 'give-item', item = 'piercing-rounds-magazine'}},
--{price = {{"coin", math_random(150,250)}}, offer = {type = 'give-item', item = 'uranium-rounds-magazine'}},
{price = {{'coin', math_random(15, 30)}}, offer = {type = 'give-item', item = 'piercing-shotgun-shell'}},
{price = {{'coin', math_random(10, 20)}}, offer = {type = 'give-item', item = 'rocket'}},
{price = {{'coin', math_random(20, 30)}}, offer = {type = 'give-item', item = 'explosive-rocket'}},
{price = {{'coin', math_random(30, 60)}}, offer = {type = 'give-item', item = 'cluster-grenade'}},
{price = {{'coin', math_random(8, 16)}}, offer = {type = 'give-item', item = 'land-mine'}},
{price = {{'coin', math_random(200, 300)}}, offer = {type = 'give-item', item = 'heavy-armor'}},
{price = {{'coin', math_random(400, 800)}}, offer = {type = 'give-item', item = 'modular-armor'}},
{price = {{'coin', math_random(1000, 2000)}}, offer = {type = 'give-item', item = 'power-armor'}},
{price = {{'coin', math_random(2500, 5000)}}, offer = {type = 'give-item', item = 'fusion-reactor-equipment'}},
{price = {{'coin', math_random(200, 400)}}, offer = {type = 'give-item', item = 'battery-equipment'}},
{price = {{'coin', math_random(150, 250)}}, offer = {type = 'give-item', item = 'belt-immunity-equipment'}},
{price = {{'coin', math_random(100, 200)}}, offer = {type = 'give-item', item = 'night-vision-equipment'}},
{price = {{'coin', math_random(400, 800)}}, offer = {type = 'give-item', item = 'exoskeleton-equipment'}},
{price = {{'coin', math_random(200, 300)}}, offer = {type = 'give-item', item = 'personal-roboport-equipment'}},
{price = {{'coin', math_random(25, 50)}}, offer = {type = 'give-item', item = 'construction-robot'}},
-- {price = {{"coin", math_random(10000,20000)}}, offer = {type = 'give-item', item = 'energy-shield-equipment'}},
-- {price = {{"coin", math_random(5000,15000)}}, offer = {type = 'give-item', item = 'personal-laser-defense-equipment'}},
{price = {{'coin', math_random(100, 300)}}, offer = {type = 'give-item', item = 'loader'}},
{price = {{'coin', math_random(200, 400)}}, offer = {type = 'give-item', item = 'fast-loader'}},
{price = {{'coin', math_random(300, 500)}}, offer = {type = 'give-item', item = 'express-loader'}},
{price = {{'coin', math_random(150, 300)}}, offer = {type = 'give-item', item = 'locomotive'}},
{price = {{'coin', math_random(100, 200)}}, offer = {type = 'give-item', item = 'cargo-wagon'}},
{price = {{'coin', math_random(5, 15)}}, offer = {type = 'give-item', item = 'grenade'}},
{price = {{'coin', math_random(80, 160)}}, offer = {type = 'give-item', item = 'cliff-explosives'}},
{price = {{'coin', math_random(10, 20)}}, offer = {type = 'give-item', item = 'explosives', count = 50}},
{price = {{'coin', math_random(4, 8)}}, offer = {type = 'give-item', item = 'rail', count = 4}},
{price = {{'coin', math_random(20, 30)}}, offer = {type = 'give-item', item = 'train-stop'}},
{price = {{'coin', math_random(4, 12)}}, offer = {type = 'give-item', item = 'small-lamp'}},
{price = {{'coin', math_random(1, 4)}}, offer = {type = 'give-item', item = 'firearm-magazine'}},
{price = {{'coin', math_random(60, 150)}}, offer = {type = 'give-item', item = 'car', count = 1}},
{price = {{'coin', math_random(75, 150)}}, offer = {type = 'give-item', item = 'gun-turret', count = 1}},
{price = {{'coin', math_random(500, 750)}}, offer = {type = 'give-item', item = 'laser-turret', count = 1}},
{price = {{'coin', math_random(1000, 2000)}}, offer = {type = 'give-item', item = 'artillery-turret', count = 1}},
{price = {{'coin', math_random(100, 200)}}, offer = {type = 'give-item', item = 'artillery-shell', count = 1}},
{price = {{'coin', math_random(50, 150)}}, offer = {type = 'give-item', item = 'artillery-targeting-remote', count = 1}},
{price = {{'coin', math_random(5, 15)}}, offer = {type = 'give-item', item = 'shotgun-shell', count = 1}},
{price = {{'coin', math_random(8000, 16000)}}, offer = {type = 'give-item', item = 'power-armor-mk2', count = 1}},
{price = {{'coin', math_random(80, 160)}}, offer = {type = 'give-item', item = 'solar-panel-equipment', count = 1}},
{price = {{'coin', math_random(4, 8)}}, offer = {type = 'give-item', item = 'wood', count = 50}},
{price = {{'coin', math_random(4, 8)}}, offer = {type = 'give-item', item = 'iron-ore', count = 50}},
{price = {{'coin', math_random(4, 8)}}, offer = {type = 'give-item', item = 'copper-ore', count = 50}},
{price = {{'coin', math_random(4, 8)}}, offer = {type = 'give-item', item = 'stone', count = 50}},
{price = {{'coin', math_random(4, 8)}}, offer = {type = 'give-item', item = 'coal', count = 50}}
--{price = {{"coin", math_random(4,8)}}, offer = {type = 'give-item', item = 'uranium-ore', count = 50}}
}
secret_market_items = shuffle(secret_market_items)
local market = surface.create_entity {name = 'market', position = pos}
market.destructible = false
for i = 1, math.random(6, 10), 1 do
market.add_market_item(secret_market_items[i])
end
end
local function treasure_chest(position)
if not game.surfaces['deep_jungle'].can_place_entity({name = 'steel-chest', position = position, force = 'player'}) then
return
end
treasure_chest_raffle_table = {}
treasure_chest_loot_weights = {}
table.insert(treasure_chest_loot_weights, {{name = 'landfill', count = math_random(8, 16)}, 16})
table.insert(treasure_chest_loot_weights, {{name = 'iron-gear-wheel', count = math_random(16, 48)}, 8})
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)}, 8})
table.insert(treasure_chest_loot_weights, {{name = 'inserter', count = math_random(4, 8)}, 4})
table.insert(treasure_chest_loot_weights, {{name = 'fast-inserter', count = math_random(4, 8)}, 3})
table.insert(treasure_chest_loot_weights, {{name = 'burner-inserter', count = math_random(4, 8)}, 6})
table.insert(treasure_chest_loot_weights, {{name = 'rocket-fuel', count = math_random(1, 5)}, 3})
table.insert(treasure_chest_loot_weights, {{name = 'small-electric-pole', count = math_random(4, 8)}, 7})
table.insert(treasure_chest_loot_weights, {{name = 'firearm-magazine', count = math_random(16, 48)}, 8})
table.insert(treasure_chest_loot_weights, {{name = 'submachine-gun', count = 1}, 4})
table.insert(treasure_chest_loot_weights, {{name = 'grenade', count = math_random(6, 12)}, 5})
table.insert(treasure_chest_loot_weights, {{name = 'land-mine', count = math_random(8, 16)}, 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 = 'explosives', count = math_random(40, 50)}, 6})
table.insert(treasure_chest_loot_weights, {{name = 'shotgun', count = 1}, 3})
table.insert(treasure_chest_loot_weights, {{name = 'shotgun-shell', count = math_random(8, 16)}, 3})
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(2, 4)}, 2})
table.insert(treasure_chest_loot_weights, {{name = 'rail', count = math_random(16, 48)}, 3})
table.insert(treasure_chest_loot_weights, {{name = 'coin', count = math_random(32, 320)}, 1})
table.insert(treasure_chest_loot_weights, {{name = 'assembling-machine-1', count = math_random(1, 3)}, 3})
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 = position, 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)
if not game.surfaces['deep_jungle'].can_place_entity({name = 'steel-chest', position = position, force = 'player'}) 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(8, 16)}, 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(4, 8)}, 5})
table.insert(rare_treasure_chest_loot_weights, {{name = 'explosive-rocket', count = math_random(4, 8)}, 5})
table.insert(rare_treasure_chest_loot_weights, {{name = 'modular-armor', count = 1}, 3})
table.insert(rare_treasure_chest_loot_weights, {{name = 'piercing-rounds-magazine', count = math_random(32, 64)}, 3})
table.insert(rare_treasure_chest_loot_weights, {{name = 'defender-capsule', count = math_random(4, 8)}, 5})
table.insert(rare_treasure_chest_loot_weights, {{name = 'distractor-capsule', count = math_random(3, 5)}, 4})
table.insert(rare_treasure_chest_loot_weights, {{name = 'destroyer-capsule', count = math_random(2, 3)}, 3})
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 = position, 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
if name == 1 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 + noise_seed_add)
local noise = noise[1] + noise[2] * 0.1
return noise
end
if name == 2 then
local noise = {}
noise[1] = simplex_noise(pos.x * 0.015, pos.y * 0.015, seed)
seed = seed + noise_seed_add
noise[2] = simplex_noise(pos.x * 0.15, pos.y * 0.15, seed + noise_seed_add)
local noise = noise[1] + noise[2] * 0.2
return noise
end
if name == 3 then
local noise = {}
noise[1] = simplex_noise(pos.x * 0.025, pos.y * 0.025, seed)
seed = seed + noise_seed_add
noise[2] = simplex_noise(pos.x * 0.2, pos.y * 0.2, seed + noise_seed_add)
local noise = noise[1] + noise[2] * 0.2
return noise
end
if name == 'greenwater' then
local noise = {}
noise[1] = simplex_noise(pos.x * 0.003, pos.y * 0.003, seed)
seed = seed + noise_seed_add
noise[2] = simplex_noise(pos.x * 0.03, pos.y * 0.03, seed + noise_seed_add)
local noise = noise[1] + noise[2] * 0.1
return noise
end
end
local rock_raffle = {'sand-rock-big', 'sand-rock-big', 'rock-big', 'rock-big', 'rock-big', 'rock-big', 'rock-huge'}
local tree_raffle = {'tree-04', 'tree-07', 'tree-09', 'tree-06', 'tree-04', 'tree-07', 'tree-09', 'tree-04'}
local function process_tile(pos)
local noise_1 = get_noise(1, pos)
if noise_1 > -0.03 and noise_1 < 0.03 then
return 'deepwater'
end
if noise_1 > -0.05 and noise_1 < 0.05 then
return 'water'
end
local noise_greenwater = get_noise('greenwater', pos)
if noise_greenwater > -0.035 and noise_greenwater < 0.035 then
return 'water-green'
end
if noise_1 > -0.08 and noise_1 < 0.08 then
return false
end
local noise_2 = get_noise(2, pos)
if noise_2 > 0.37 or noise_2 < -0.37 then
if math_random(1, 4) == 1 then
return false, tree_raffle[math.ceil(math.abs(noise_1 * 8))]
end
end
local noise_3 = get_noise(3, pos)
if noise_3 > 0.5 then
if math_random(1, 3) == 1 then
return false, rock_raffle[math_random(1, #rock_raffle)]
end
end
return false
end
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 = {}
local treasure_chests = {}
local rare_treasure_chests = {}
local secret_shops = {}
local tile_to_insert = false
for x = 0, 31, 1 do
for y = 0, 31, 1 do
local pos = {x = chunk_pos_x + x, y = chunk_pos_y + y}
tile_to_insert, entity_to_place = process_tile(pos)
if entity_to_place then
table.insert(entities_to_place, {name = entity_to_place, position = pos, force = 'player'})
end
if tile_to_insert then
table.insert(tiles, {name = tile_to_insert, position = pos})
if math_random(1, 40) == 1 and tile_to_insert == 'deepwater' then
surface.create_entity({name = 'fish', position = pos})
end
end
if math_random(1, 1500) == 1 then
table.insert(treasure_chests, pos)
end
if math_random(1, 16000) == 1 then
table.insert(rare_treasure_chests, pos)
end
if math_random(1, 8000) == 1 then
table.insert(secret_shops, pos)
end
end
end
surface.set_tiles(tiles, true)
for _, e in pairs(entities_to_place) do
if not surface.get_tile(e.position).collides_with('player-layer') then
surface.create_entity(e)
end
end
for _, p in pairs(treasure_chests) do
treasure_chest(p)
end
for _, p in pairs(rare_treasure_chests) do
rare_treasure_chest(p)
end
for _, p in pairs(secret_shops) do
if not surface.get_tile(p).collides_with('player-layer') then
local area = {{p.x - 128, p.y - 128}, {p.x + 128, p.y + 128}}
if surface.count_entities_filtered({name = 'market', area = area}) == 0 then
secret_shop(p, surface)
end
end
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 decorative_names = {}
for k, v in pairs(game.decorative_prototypes) do
if v.autoplace_specification then
decorative_names[#decorative_names + 1] = k
end
end
surface.regenerate_decorative(decorative_names, {position})
if math_random(1, 14) ~= 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]
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 < 2 then
player.insert {name = 'iron-plate', count = 32}
end
end
local function on_entity_died(event)
local surface = event.entity.surface
if event.entity.type == 'tree' then
if math_random(1, 8) == 1 then
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
return
end
if math_random(1, 16) == 1 then
local p = surface.find_non_colliding_position('medium-biter', event.entity.position, 2, 0.5)
if p then
surface.create_entity {name = 'medium-biter', position = event.entity.position}
end
return
end
if math_random(1, 32) == 1 then
local p = surface.find_non_colliding_position('big-biter', event.entity.position, 2, 0.5)
if p then
surface.create_entity {name = 'big-biter', position = event.entity.position}
end
return
end
if math_random(1, 512) == 1 then
local p = surface.find_non_colliding_position('behemoth-biter', event.entity.position, 2, 0.5)
if p then
surface.create_entity {name = 'behemoth-biter', position = event.entity.position}
end
return
end
end
if event.entity.type == 'simple-entity' then
if math_random(1, 8) == 1 then
surface.create_entity {name = 'small-worm-turret', position = event.entity.position}
return
end
if math_random(1, 16) == 1 then
surface.create_entity {name = 'medium-worm-turret', position = event.entity.position}
return
end
if math_random(1, 32) == 1 then
surface.create_entity {name = 'big-worm-turret', position = event.entity.position}
return
end
end
end
local function on_init()
local map_gen_settings = {}
map_gen_settings.moisture = 0.99
map_gen_settings.water = 'none'
map_gen_settings.starting_area = 'normal'
map_gen_settings.cliff_settings = {cliff_elevation_interval = 4, cliff_elevation_0 = 0.1}
map_gen_settings.autoplace_controls = {
['coal'] = {frequency = 'none', size = 'none', richness = 'none'},
['stone'] = {frequency = 'none', size = 'none', richness = 'none'},
['copper-ore'] = {frequency = 'none', size = 'none', richness = 'none'},
['iron-ore'] = {frequency = 'none', size = 'none', richness = 'none'},
['crude-oil'] = {frequency = 'very-high', size = 'big', richness = 'normal'},
['trees'] = {frequency = 'none', size = 'none', richness = 'none'},
['enemy-base'] = {frequency = 'high', size = 'big', richness = 'good'}
}
game.create_surface('deep_jungle', map_gen_settings)
game.forces['player'].set_spawn_position({0, 0}, game.surfaces['deep_jungle'])
end
event.on_init(on_init)
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_player_joined_game, on_player_joined_game)
require 'modules.rocks_yield_ore'