mirror of
https://github.com/ComfyFactory/ComfyFactorio.git
synced 2025-01-08 00:39:30 +02:00
157 lines
5.3 KiB
Lua
157 lines
5.3 KiB
Lua
local room = {}
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room.empty = function(surface, cell_left_top, direction)
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end
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room.biters = function(surface, cell_left_top, direction)
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local amount = get_biter_amount() * 2
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local tile_positions = {}
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local left_top = {x = cell_left_top.x * grid_size, y = cell_left_top.y * grid_size}
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for x = 0.5, grid_size * 3 - 0.5, 1 do
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for y = 0.5, grid_size * 3 - 0.5, 1 do
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local pos = {left_top.x + x, left_top.y + y}
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tile_positions[#tile_positions + 1] = pos
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end
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end
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table.shuffle_table(tile_positions)
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for _, pos in pairs(tile_positions) do
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local enemy = get_biter()
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if surface.can_place_entity({name = enemy, position = pos}) then
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surface.create_entity({name = enemy, position = pos, force = "enemy"})
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amount = amount - 1
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end
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if amount < 1 then break end
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end
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end
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room.spitters = function(surface, cell_left_top, direction)
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local amount = get_biter_amount() * 2
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local tile_positions = {}
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local left_top = {x = cell_left_top.x * grid_size, y = cell_left_top.y * grid_size}
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for x = 0.5, grid_size * 3 - 0.5, 1 do
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for y = 0.5, grid_size * 3 - 0.5, 1 do
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local pos = {left_top.x + x, left_top.y + y}
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tile_positions[#tile_positions + 1] = pos
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end
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end
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table.shuffle_table(tile_positions)
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for _, pos in pairs(tile_positions) do
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local enemy = get_spitter()
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if surface.can_place_entity({name = enemy, position = pos}) then
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surface.create_entity({name = enemy, position = pos, force = "enemy"})
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amount = amount - 1
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end
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if amount < 1 then break end
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end
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end
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room.nests = function(surface, cell_left_top, direction)
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local amount = math.ceil(get_biter_amount() * 0.1)
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local tile_positions = {}
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local left_top = {x = cell_left_top.x * grid_size, y = cell_left_top.y * grid_size}
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for x = 0.5, grid_size * 3 - 0.5, 1 do
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for y = 0.5, grid_size * 3 - 0.5, 1 do
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local pos = {left_top.x + x, left_top.y + y}
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tile_positions[#tile_positions + 1] = pos
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end
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end
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table.shuffle_table(tile_positions)
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for _, pos in pairs(tile_positions) do
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if surface.can_place_entity({name = "spitter-spawner", position = pos}) then
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if math.random(1,4) == 1 then
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surface.create_entity({name = "spitter-spawner", position = pos, force = "enemy"})
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else
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surface.create_entity({name = "biter-spawner", position = pos, force = "enemy"})
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end
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amount = amount - 1
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end
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if amount < 1 then break end
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end
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end
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room.uranium_wasteland = function(surface, cell_left_top, direction)
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local left_top = {x = cell_left_top.x * grid_size, y = cell_left_top.y * grid_size}
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local center_pos = {x = left_top.x + grid_size * 1.5, y = left_top.y + grid_size * 1.5}
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map_functions.draw_noise_tile_circle(center_pos, "water-green", surface, grid_size * 0.65)
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map_functions.draw_smoothed_out_ore_circle(center_pos, "uranium-ore", surface, grid_size * 1.3, get_ore_amount())
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for x = math.floor(grid_size * 3 * 0.1), math.floor(grid_size * 3 * 0.9), 1 do
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for y = math.floor(grid_size * 3 * 0.1), math.floor(grid_size * 3 * 0.9), 1 do
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local pos = {x = left_top.x + x, y = left_top.y + y}
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local distance_to_center = math.sqrt((center_pos.x - pos.x) ^ 2 + (center_pos.y - pos.y) ^ 2)
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if math.random(1,128) == 1 and distance_to_center < grid_size * 1.4 then
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spawn_enemy_gun_turret(surface, pos)
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end
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if math.random(1,10) == 1 and distance_to_center < grid_size * 1.4 then
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if surface.can_place_entity({name = "mineable-wreckage", position = pos, force = "neutral"}) then
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surface.create_entity({name = get_scrap(), position = pos, force = "neutral"})
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end
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end
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end
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end
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room.biters(surface, cell_left_top, direction)
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end
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room.stone_block = function(surface, cell_left_top, direction)
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local left_top = {x = cell_left_top.x * grid_size, y = cell_left_top.y * grid_size}
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for x = 3.5, grid_size * 3 - 3.5, 1 do
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for y = 3.5, grid_size * 3 - 3.5, 1 do
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local pos = {left_top.x + x, left_top.y + y}
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if math.random(1,5) ~= 1 then surface.create_entity({name = rock_raffle[math.random(1, #rock_raffle)], position = pos, force = "neutral"}) end
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end
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end
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for a = 1, math.random(1, 3), 1 do
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local chest = surface.create_entity({
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name = "steel-chest",
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position = {left_top.x + math.random(math.floor(grid_size * 0.5), math.floor(grid_size * 2.5)), left_top.y + math.random(math.floor(grid_size * 0.5), math.floor(grid_size * 2.5))},
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force = "neutral",
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})
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for a = 1, math.random(1, 4), 1 do
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chest.insert(get_loot_item_stack())
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end
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end
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end
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room.tree_square_nests = function(surface, cell_left_top, direction)
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local left_top = {x = cell_left_top.x * grid_size, y = cell_left_top.y * grid_size}
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local tree = tree_raffle[math.random(1, #tree_raffle)]
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for x = 0, grid_size * 3 - 1, 1 do
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for y = 0, grid_size * 3 - 1, 1 do
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local pos = {left_top.x + x, left_top.y + y}
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if x <= 1 or x >= grid_size * 3 - 2 or y <= 1 or y >= grid_size * 3 - 2 then
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surface.create_entity({name = tree, position = pos, force = "neutral"})
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end
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end
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end
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room.nests(surface, cell_left_top, direction)
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room.spitters(surface, cell_left_top, direction)
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room.biters(surface, cell_left_top, direction)
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end
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local room_weights = {
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{func = room.uranium_wasteland, weight = 1},
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{func = room.stone_block, weight = 3},
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{func = room.tree_square_nests, weight = 3}
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}
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local room_shuffle = {}
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for _, r in pairs(room_weights) do
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for c = 1, r.weight, 1 do
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room_shuffle[#room_shuffle + 1] = r.func
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end
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end
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return room_shuffle |