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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-08 00:39:30 +02:00
ComfyFactorio/maps/stone_maze/3x3_rooms.lua
2019-08-24 14:23:36 +02:00

157 lines
5.3 KiB
Lua

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