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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/main.lua
2019-10-17 00:06:18 +02:00

388 lines
13 KiB
Lua

--optionals
require "modules.satellite_score"
require "modules.dangerous_goods"
require "modules.spawners_contain_biters"
--require "modules.manual_mining_booster"
require "modules.rpg"
require "modules.hunger"
require "modules.no_turrets"
--essentials
require "functions.maze"
require "functions.basic_markets"
require "modules.biters_yield_coins"
require "modules.rocks_yield_ore"
require "modules.mineable_wreckage_yields_scrap"
require "modules.biter_evasion_hp_increaser"
require 'utils.table'
require 'maps.stone_maze.global_functions'
local event = require 'utils.event'
local table_insert = table.insert
local math_random = math.random
local disabled_for_deconstruction = {
["fish"] = true,
["rock-huge"] = true,
["rock-big"] = true,
["sand-rock-big"] = true,
["mineable-wreckage"] = true
}
local rooms_1x1 = require 'maps.stone_maze.1x1_rooms'
local multirooms = {}
multirooms["2x2"] = require 'maps.stone_maze.2x2_rooms'
multirooms["3x3"] = require 'maps.stone_maze.3x3_rooms'
map_functions = require "tools.map_functions"
grid_size = 24
--manual_mining_speed_modifier = 1
main_ground_tile = "dirt-3"
rock_raffle = {"rock-huge", "rock-big", "rock-big", "rock-big"}
tree_raffle = {"tree-01", "tree-02", "tree-03", "tree-04", "tree-05", "tree-06", "tree-07", "tree-08", "tree-09", "tree-02-red", "tree-06-brown", "tree-08-brown", "tree-08-red","tree-09-brown","tree-09-red","dead-dry-hairy-tree","dry-hairy-tree","dry-tree","dead-tree-desert","dead-grey-trunk"}
local visited_tile_translation = {
--["dirt-7"] = "grass-2",
["dirt-3"] = "dirt-7",
["dirt-5"] = "dirt-7",
--["stone-path"] = "concrete",
--["grass-2"] = "grass-1"
}
local function draw_depth_gui()
for _, player in pairs(game.connected_players) do
if player.gui.top.evolution_gui then player.gui.top.evolution_gui.destroy() end
local element = player.gui.top.add({type = "sprite-button", name = "evolution_gui", caption = "Depth: " .. global.maze_depth, tooltip = "Delve deep and face increased dangers."})
local style = element.style
style.minimal_height = 38
style.maximal_height = 38
style.minimal_width = 146
style.top_padding = 2
style.left_padding = 4
style.right_padding = 4
style.bottom_padding = 2
style.font_color = {r = 125, g = 75, b = 25}
style.font = "default-large-bold"
end
end
local function increase_depth()
global.maze_depth = global.maze_depth + 1
global.biter_evasion_health_increase_factor = 1 + (global.maze_depth * 0.0025)
draw_depth_gui()
global.enemy_appearances[2].chance = global.enemy_appearances[2].chance + 0.2
if global.maze_depth > 250 then global.enemy_appearances[3].chance = global.enemy_appearances[3].chance + 0.5 end
if global.maze_depth > 500 then global.enemy_appearances[4].chance = global.enemy_appearances[4].chance + 1 end
local evo = global.maze_depth * 0.001
if evo > 1 then evo = 1 end
game.forces.enemy.evolution_factor = evo
end
local function coord_to_string(pos)
local x = pos[1]
local y = pos[2]
if pos.x then x = pos.x end
if pos.y then y = pos.y end
return tostring(x .. "_" .. y)
end
local cells = {
["2x2"] = {
size_x = 2,
size_y = 2,
["0_-1"] = {{-1, -1}, {0, -1}},
["0_1"] = {{0, 0}, {-1, 0}},
["-1_0"] = {{-1, -1}, {-1, 0}},
["1_0"] = {{0, 0}, {0, -1}}
},
["3x3"] = {
size_x = 3,
size_y = 3,
["0_-1"] = {{-2, -2}, {-1, -2}, {0, -2}},
["0_1"] = {{0, 0}, {-1, 0}, {-2, 0}},
["-1_0"] = {{-2, -2}, {-2, -1}, {-2, 0}},
["1_0"] = {{0, 0}, {0, -1}, {0, -2}}
}
}
local cells_1x1 = {
--["0_-1"] = {core = {{0, 0}}, border = {{-1, 0}, {1, 0}, {-1, -1}, {1, -1}, {0, -1}}},
--["0_1"] = {core = {{0, 0}}, border = {{-1, 0}, {1, 0}, {1, 1}, {-1, 1}, {0, 1}}},
--["-1_0"] = {core = {{0, 0}}, border = {{-1, 0}, {-1, -1}, {-1, 1}, {0, -1}, {0, 1}}},
--["1_0"] = {core = {{0, 0}}, border = {{1, 0}, {1, 1}, {1, -1}, {0, -1}, {0, 1}}}
["0_-1"] = {{0, 0}, {-1, 0}, {1, 0}, {-1, -1}, {1, -1}},
["0_1"] = {{0, 0}, {-1, 0}, {1, 0}, {1, 1}, {-1, 1}},
["-1_0"] = {{0, 0}, {-1, -1}, {-1, 1}, {0, -1}, {0, 1}},
["1_0"] = {{0, 0}, {1, 1}, {1, -1}, {0, -1}, {0, 1}}
}
local function init_cell(cell_position)
if global.maze_cells[coord_to_string(cell_position)] then return end
if not global.maze_cells[coord_to_string(cell_position)] then global.maze_cells[coord_to_string(cell_position)] = {} end
global.maze_cells[coord_to_string(cell_position)].visited = false
global.maze_cells[coord_to_string(cell_position)].occupied = false
end
local function get_chunk_position(position)
local chunk_position = {}
position.x = math.floor(position.x, 0)
position.y = math.floor(position.y, 0)
for x = 0, 31, 1 do
if (position.x - x) % 32 == 0 then chunk_position.x = (position.x - x) / 32 end
end
for y = 0, 31, 1 do
if (position.y - y) % 32 == 0 then chunk_position.y = (position.y - y) / 32 end
end
return chunk_position
end
local function regenerate_decoratives(surface, position)
local chunk = get_chunk_position(position)
if not chunk then return end
surface.destroy_decoratives({area = {{chunk.x * 32, chunk.y * 32}, {chunk.x * 32 + 32, chunk.y * 32 + 32}}})
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, {chunk})
end
local function set_cell_tiles(surface, cell_position, tile_name)
local left_top = {x = cell_position.x * grid_size, y = cell_position.y * grid_size}
for x = 0, grid_size - 1, 1 do
for y = 0, grid_size - 1, 1 do
local pos = {left_top.x + x, left_top.y + y}
surface.set_tiles({{name = tile_name, position = pos}}, true)
end
end
regenerate_decoratives(surface, left_top)
end
local function set_visted_cell_tiles(surface, cell_position)
local left_top = {x = cell_position.x * grid_size, y = cell_position.y * grid_size}
local remnants = {}
for _, e in pairs(surface.find_entities_filtered({type = "corpse", area = {{left_top.x, left_top.y},{left_top.x + grid_size, left_top.y + grid_size}}})) do
remnants[#remnants + 1] = {name = e.name, position = e.position, direction = e.direction}
end
for x = 0, grid_size - 1, 1 do
for y = 0, grid_size - 1, 1 do
local pos = {left_top.x + x, left_top.y + y}
local tile_name = surface.get_tile(pos).name
if visited_tile_translation[tile_name] then
surface.set_tiles({{name = visited_tile_translation[tile_name], position = pos}}, true)
end
end
end
for _, e in pairs(remnants) do
surface.create_entity({name = e.name, position = e.position, direction = e.direction})
end
regenerate_decoratives(surface, left_top)
end
local function can_multicell_expand(cell_position, direction, cell_type)
local left_top_index = {}
for i = 1, #cells[cell_type][coord_to_string(direction)], 1 do
left_top_index[#left_top_index + 1] = i
end
table.shuffle_table(left_top_index)
for i = 1, #left_top_index, 1 do
local left_top = cells[cell_type][coord_to_string(direction)][left_top_index[i]]
local failures = 0
local cell_left_top = {x = cell_position.x + left_top[1], y = cell_position.y + left_top[2]}
for x = -1, cells[cell_type].size_x, 1 do
for y = -1, cells[cell_type].size_y, 1 do
local p = {x = cell_left_top.x + x, y = cell_left_top.y + y}
if global.maze_cells[coord_to_string(p)] then
if global.maze_cells[coord_to_string(p)].occupied then failures = failures + 1 end
end
end
end
if failures < 2 then return cell_left_top end
end
return false
end
local function can_1x1_expand(cell_position, direction)
for _, v in pairs(cells_1x1[coord_to_string(direction)]) do
local p = {x = cell_position.x + v[1], y = cell_position.y + v[2]}
if global.maze_cells[coord_to_string(p)] then
if global.maze_cells[coord_to_string(p)].occupied then return false end
end
end
return true
end
local multi_cell_chances = {
"3x3", "2x2", "2x2", "2x2"
}
local function set_cell(surface, cell_position, direction)
local multi_cell_type = multi_cell_chances[math_random(1, #multi_cell_chances)]
if math_random(1,3) == 1 then
local cell_left_top = can_multicell_expand(cell_position, direction, multi_cell_type)
if cell_left_top then
if cells_to_open == 0 then return end
cells_to_open = cells_to_open - 1
for x = 0, cells[multi_cell_type].size_x - 1, 1 do
for y = 0, cells[multi_cell_type].size_y - 1, 1 do
local p = {x = cell_left_top.x + x, y = cell_left_top.y + y}
set_cell_tiles(surface, p, main_ground_tile)
init_cell(p)
global.maze_cells[coord_to_string(p)].occupied = true
increase_depth()
end
end
multirooms[multi_cell_type][math_random(1,#multirooms[multi_cell_type])](surface, cell_left_top, direction)
return
end
end
if can_1x1_expand(cell_position, direction) then
if cells_to_open == 0 then return end
cells_to_open = cells_to_open - 1
set_cell_tiles(surface, cell_position, main_ground_tile)
rooms_1x1[math_random(1,#rooms_1x1)](surface, cell_position, direction)
init_cell(cell_position)
global.maze_cells[coord_to_string(cell_position)].occupied = true
increase_depth()
end
end
local function set_cells(surface, cell_position)
local directions = {{-1, 0}, {1, 0}, {0, 1}, {0, -1}}
table.shuffle_table(directions)
cells_to_open = math.random(1,2)
for _, d in pairs(directions) do
local p = {x = cell_position.x + d[1], y = cell_position.y + d[2]}
set_cell(surface, p, d)
end
end
local function on_player_changed_position(event)
local position = game.players[event.player_index].position
local surface = game.players[event.player_index].surface
local cell_x = math.floor(position.x / grid_size)
local cell_y = math.floor(position.y / grid_size)
if position.x / grid_size - cell_x < 0.05 then return end
if position.x / grid_size - cell_x > 0.95 then return end
if position.y / grid_size - cell_y < 0.05 then return end
if position.y / grid_size - cell_y > 0.95 then return end
local cell_position = {x = cell_x, y = cell_y}
init_cell(cell_position)
if global.maze_cells[coord_to_string(cell_position)].visited then return end
set_cells(surface, cell_position)
global.maze_cells[coord_to_string(cell_position)].visited = true
set_visted_cell_tiles(surface, cell_position)
end
local function on_chunk_generated(event)
local surface = event.surface
local left_top = event.area.left_top
local tiles = {}
if left_top.x == 0 and left_top.y == 0 then
for x = 0, 31, 1 do
for y = 0, 31, 1 do
local tile_name = "out-of-map"
if x < grid_size and y < grid_size then tile_name = "stone-path" end
local p = {x = left_top.x + x, y = left_top.y + y}
surface.set_tiles({{name = tile_name, position = p}}, true)
end
end
for _, e in pairs(surface.find_entities_filtered({force = "neutral"})) do
e.destroy()
end
spawn_market(surface, {x = math.random(4, grid_size - 4), y = math.random(4, grid_size - 4)})
init_cell({0,0})
global.maze_cells[coord_to_string({0,0})].occupied = true
return
end
for x = 0, 31, 1 do
for y = 0, 31, 1 do
local p = {x = left_top.x + x, y = left_top.y + y}
surface.set_tiles({{name = "out-of-map", position = p}}, true)
end
end
end
local function on_player_joined_game(event)
local player = game.players[event.player_index]
if player.online_time == 0 then
player.insert{name = 'pistol', count = 1}
player.insert{name = 'firearm-magazine', count = 64}
end
draw_depth_gui()
end
--local function on_research_finished(event)
--if not event.research.force.technologies["steel-axe"].researched then return end
--event.research.force.manual_mining_speed_modifier = manual_mining_speed_modifier + 2
--end
local function on_marked_for_deconstruction(event)
if disabled_for_deconstruction[event.entity.name] then
event.entity.cancel_deconstruction(game.players[event.player_index].force.name)
end
if event.entity.type == "tree" then
event.entity.cancel_deconstruction(game.players[event.player_index].force.name)
end
end
local function on_init(event)
global.maze_cells = {}
global.maze_depth = 0
global.enemy_appearances = {
{biter = "small-biter", spitter = "small-spitter", worm = "small-worm-turret", ammo = "firearm-magazine", chance = 100},
{biter = "medium-biter", spitter = "medium-spitter", worm = "medium-worm-turret", ammo = "piercing-rounds-magazine", chance = 0},
{biter = "big-biter", spitter = "big-spitter", worm = "big-worm-turret", ammo = "uranium-rounds-magazine", chance = 0},
{biter = "behemoth-biter", spitter = "behemoth-spitter", worm = "behemoth-worm-turret", ammo = "uranium-rounds-magazine", chance = 0}
}
game.forces["player"].set_spawn_position({x = 2, y = 2}, game.surfaces.nauvis)
--game.forces["player"].manual_mining_speed_modifier = manual_mining_speed_modifier
game.map_settings.enemy_evolution.time_factor = 0
game.map_settings.enemy_evolution.destroy_factor = 0
game.map_settings.enemy_evolution.pollution_factor = 0
end
event.on_init(on_init)
event.add(defines.events.on_marked_for_deconstruction, on_marked_for_deconstruction)
event.add(defines.events.on_player_changed_position, on_player_changed_position)
event.add(defines.events.on_player_joined_game, on_player_joined_game)
event.add(defines.events.on_chunk_generated, on_chunk_generated)
--event.add(defines.events.on_research_finished, on_research_finished)