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ComfyFactorio/maps/cave_miner_v2/functions.lua
2024-01-28 20:42:28 +01:00

589 lines
21 KiB
Lua

--luacheck: ignore
local Public = {}
local GetNoise = require 'utils.get_noise'
local Constants = require 'maps.cave_miner_v2.constants'
local BiterRaffle = require 'utils.functions.biter_raffle'
local LootRaffle = require 'utils.functions.loot_raffle'
local Esq = require 'modules.entity_spawn_queue'
local Pets = require 'modules.biter_pets'
local math_sqrt = math.sqrt
local math_random = math.random
local math_floor = math.floor
local spawn_amount_rolls = {}
for a = 48, 1, -1 do
table.insert(spawn_amount_rolls, math_floor(a ^ 5))
end
function Public.get_difficulty_modifier(position)
local difficulty = math_sqrt(position.x ^ 2 + position.y ^ 2) * 0.0001
return difficulty
end
function Public.get_colored_name(player_index)
local player = game.players[player_index]
local colored_name = table.concat({'[color=', player.chat_color.r, ',', player.chat_color.g, ',', player.chat_color.b, ']', player.name, '[/color]'})
return colored_name
end
function Public.unstuck_player(player_index)
local player = game.players[player_index]
local surface = player.surface
local position = surface.find_non_colliding_position('character', player.position, 32, 0.5)
if not position then
return
end
player.teleport(position, surface)
end
function Public.roll_biter_amount()
local max_chance = 0
for k, v in pairs(spawn_amount_rolls) do
max_chance = max_chance + v
end
local r = math_random(0, max_chance)
local current_chance = 0
for k, v in pairs(spawn_amount_rolls) do
current_chance = current_chance + v
if r <= current_chance then
return k
end
end
end
--lab-dark-1 > position has been copied
--lab-dark-2 > position has been visited
function Public.reveal(cave_miner, surface, source_surface, position, brushsize)
local tile = source_surface.get_tile(position)
if tile.name == 'lab-dark-2' then
return
end
local tiles = {}
local copied_tiles = {}
local i = 0
local brushsize_square = brushsize ^ 2
for _, tile in pairs(source_surface.find_tiles_filtered({area = {{position.x - brushsize, position.y - brushsize}, {position.x + brushsize, position.y + brushsize}}})) do
local tile_position = tile.position
if tile.name ~= 'lab-dark-2' and tile.name ~= 'lab-dark-1' and (position.x - tile_position.x) ^ 2 + (position.y - tile_position.y) ^ 2 < brushsize_square then
i = i + 1
copied_tiles[i] = {name = 'lab-dark-1', position = tile.position}
tiles[i] = {name = tile.name, position = tile.position}
end
end
surface.set_tiles(tiles, true, false, false, false)
source_surface.set_tiles(copied_tiles, false, false, false, false)
for _, entity in pairs(source_surface.find_entities_filtered({area = {{position.x - brushsize, position.y - brushsize}, {position.x + brushsize, position.y + brushsize}}})) do
local entity_position = entity.position
if (position.x - entity_position.x) ^ 2 + (position.y - entity_position.y) ^ 2 < brushsize_square then
local e = entity.clone({position = entity_position, surface = surface})
if entity.force.index == 2 then
e.active = true
table.insert(cave_miner.reveal_queue, {entity.type, entity.position.x, entity.position.y})
end
entity.destroy()
end
end
source_surface.set_tiles({{name = 'lab-dark-2', position = position}}, false)
source_surface.request_to_generate_chunks(position, 3)
end
function Public.get_base_ground_tile(position, seed)
local noise = GetNoise('large_caves', position, seed)
local name
if noise < 0.1 then
name = 'dirt-7'
else
name = 'nuclear-ground'
end
return name
end
function Public.spawn_player(player)
if not player.character then
player.create_character()
end
local surface = player.surface
local position
position = surface.find_non_colliding_position('character', player.force.get_spawn_position(surface), 48, 1)
if not position then
position = player.force.get_spawn_position(surface)
end
player.teleport(position, surface)
for name, count in pairs(Constants.starting_items) do
player.insert({name = name, count = count})
end
end
function Public.set_mining_speed(cave_miner, force)
force.manual_mining_speed_modifier = -0.60 + cave_miner.pickaxe_tier * 0.40
return force.manual_mining_speed_modifier
end
function Public.place_worm(surface, position, multiplier)
local e = surface.create_entity({name = BiterRaffle.roll('worm', Public.get_difficulty_modifier(position) * multiplier), position = position, force = 'enemy'})
return e
end
function Public.spawn_random_biter(surface, position, multiplier)
local name = BiterRaffle.roll('mixed', Public.get_difficulty_modifier(position) * multiplier)
local non_colliding_position = surface.find_non_colliding_position(name, position, 16, 1)
local unit
if non_colliding_position then
unit = surface.create_entity({name = name, position = non_colliding_position, force = 'enemy'})
else
unit = surface.create_entity({name = name, position = position, force = 'enemy'})
end
unit.ai_settings.allow_try_return_to_spawner = false
unit.ai_settings.allow_destroy_when_commands_fail = false
return unit
end
function Public.rock_spawns_biters(cave_miner, position)
local amount = Public.roll_biter_amount()
local surface = game.surfaces.nauvis
local difficulty_modifier = Public.get_difficulty_modifier(position)
local tick = game.tick
for c = 1, amount, 1 do
Esq.add_to_queue(tick + c * 25, surface, {name = BiterRaffle.roll('mixed', difficulty_modifier), position = position, force = 'enemy'}, 8)
end
end
function Public.loot_crate(surface, position, container_name, player_index)
local amount_multiplier = Constants.treasures[container_name].amount_multiplier
local base_amount = 16 * amount_multiplier
local difficulty_modifier = Public.get_difficulty_modifier(position)
local slots = game.entity_prototypes[container_name].get_inventory_size(defines.inventory.chest)
local tech_bonus = Constants.treasures[container_name].tech_bonus
local description = Constants.treasures[container_name].description
local blacklist = LootRaffle.get_tech_blacklist(difficulty_modifier + tech_bonus)
local item_stacks = LootRaffle.roll(base_amount + difficulty_modifier * amount_multiplier * 5000, slots, blacklist)
local container = surface.create_entity({name = container_name, position = position, force = 'neutral'})
for _, item_stack in pairs(item_stacks) do
container.insert(item_stack)
end
container.minable = false
if not description then
return
end
if not player_index then
return
end
local player = game.players[player_index]
local text
if math_random(1, 2) == 1 then
text = player.name .. ' found ' .. description
else
text = player.name .. ' uncovered ' .. description
end
for _, player in pairs(game.forces.player.connected_players) do
player.add_custom_alert(container, {type = 'item', name = 'wooden-chest'}, text, true)
end
end
function Public.place_crude_oil(surface, position, multiplier)
if not surface.can_place_entity({name = 'crude-oil', position = position, amount = 1}) then
return
end
local d = math_sqrt(position.x ^ 2 + position.y ^ 2)
local amount = math_random(50000, 100000) + d * 100 * multiplier
surface.create_entity({name = 'crude-oil', position = position, amount = amount})
end
function Public.create_top_gui(player)
local frame = player.gui.top.cave_miner
if frame then
return
end
frame = player.gui.top.add({type = 'frame', name = 'cave_miner', direction = 'horizontal'})
frame.style.maximal_height = 38
local label = frame.add({type = 'label', caption = 'Loading...'})
label.style.font = 'heading-2'
label.style.font_color = {225, 225, 225}
label.style.margin = 0
label.style.padding = 0
local label = frame.add({type = 'label', caption = 'Loading...'})
label.style.font = 'heading-2'
label.style.font_color = {225, 225, 225}
label.style.margin = 0
label.style.padding = 0
end
function Public.update_top_gui(cave_miner)
local pickaxe_tiers = Constants.pickaxe_tiers
for _, player in pairs(game.connected_players) do
local element = player.gui.top.cave_miner
if element and element.valid then
element.children[1].caption = pickaxe_tiers[cave_miner.pickaxe_tier] .. ' Pickaxe | '
element.children[1].tooltip = 'Mining speed ' .. (1 + game.forces.player.manual_mining_speed_modifier) * 100 .. '%'
element.children[2].caption = 'Rocks broken: ' .. cave_miner.rocks_broken
end
end
end
local function is_entity_in_darkness(entity)
if not entity then
return
end
if not entity.valid then
return
end
local position = entity.position
local d = position.x ^ 2 + position.y ^ 2
if d < 512 then
return false
end
for _, lamp in pairs(entity.surface.find_entities_filtered({area = {{position.x - 16, position.y - 16}, {position.x + 16, position.y + 16}}, name = 'small-lamp'})) do
local circuit = lamp.get_or_create_control_behavior()
if circuit then
if lamp.energy > 25 and circuit.disabled == false then
return
end
else
if lamp.energy > 25 then
return
end
end
end
return true
end
local function darkness_event(cave_miner, entity)
local index = tostring(entity.unit_number)
local darkness = cave_miner.darkness
if darkness[index] then
darkness[index] = darkness[index] + 1
else
darkness[index] = -3
end
if darkness[index] <= 0 then
return
end
local position = entity.position
local difficulty_modifier = Public.get_difficulty_modifier(position)
local count = math_floor(darkness[index] * 0.33) + 1
if count > 16 then
count = 16
end
for c = 1, count, 1 do
Esq.add_to_queue(game.tick + math_random(5, 45) * c, entity.surface, {name = BiterRaffle.roll('mixed', difficulty_modifier), position = position, force = 'enemy'}, 8)
end
entity.damage(darkness[index] * 2, 'neutral', 'poison')
end
function Public.darkness(cave_miner)
for _, player in pairs(game.connected_players) do
local character = player.character
if character and character.valid and not character.driving then
character.disable_flashlight()
if is_entity_in_darkness(character) then
darkness_event(cave_miner, character)
else
cave_miner.darkness[tostring(character.unit_number)] = nil
end
end
end
end
Public.mining_events = {
{
function(cave_miner, entity, player_index)
if math.random(1, 8) == 1 then
entity.surface.spill_item_stack(entity.position, {name = 'raw-fish', count = 1}, true)
end
end,
350000,
'Nothing'
},
{
function(cave_miner, entity, player_index)
local amount = Public.roll_biter_amount()
local position = entity.position
local surface = entity.surface
local difficulty_modifier = Public.get_difficulty_modifier(position)
local tick = game.tick
for c = 1, amount, 1 do
Esq.add_to_queue(tick + c * 25, surface, {name = BiterRaffle.roll('mixed', difficulty_modifier), position = position, force = 'enemy'}, 8)
end
end,
16384,
'Mixed_Biters'
},
{
function(cave_miner, entity, player_index)
local amount = Public.roll_biter_amount()
local position = entity.position
local surface = entity.surface
local difficulty_modifier = Public.get_difficulty_modifier(position)
local tick = game.tick
for c = 1, amount, 1 do
Esq.add_to_queue(tick + c * 25, surface, {name = BiterRaffle.roll('biter', difficulty_modifier), position = position, force = 'enemy'}, 8)
end
end,
2048,
'Biters'
},
{
function(cave_miner, entity, player_index)
local amount = Public.roll_biter_amount()
local position = entity.position
local surface = entity.surface
local difficulty_modifier = Public.get_difficulty_modifier(position)
local tick = game.tick
for c = 1, amount, 1 do
Esq.add_to_queue(tick + c * 25, surface, {name = BiterRaffle.roll('spitter', difficulty_modifier), position = position, force = 'enemy'}, 8)
end
end,
2048,
'Spitters'
},
{
function(cave_miner, entity, player_index)
local position = entity.position
local surface = entity.surface
Public.loot_crate(surface, position, 'wooden-chest', player_index)
end,
1024,
'Treasure_Tier_1'
},
{
function(cave_miner, entity, player_index)
local position = entity.position
local surface = entity.surface
Public.loot_crate(surface, position, 'iron-chest', player_index)
end,
512,
'Treasure_Tier_2'
},
{
function(cave_miner, entity, player_index)
local position = entity.position
local surface = entity.surface
Public.loot_crate(surface, position, 'steel-chest', player_index)
end,
256,
'Treasure_Tier_3'
},
{
function(cave_miner, entity, player_index)
local position = entity.position
local surface = entity.surface
Public.loot_crate(surface, position, 'crash-site-spaceship-wreck-medium-' .. math_random(1, 3), player_index)
end,
128,
'Treasure_Tier_4'
},
{
function(cave_miner, entity, player_index)
local position = entity.position
local surface = entity.surface
Public.loot_crate(surface, position, 'crash-site-spaceship-wreck-big-' .. math_random(1, 2), player_index)
end,
64,
'Treasure_Tier_5'
},
{
function(cave_miner, entity, player_index)
local position = entity.position
local surface = entity.surface
Public.loot_crate(surface, position, 'big-ship-wreck-' .. math_random(1, 3), player_index)
end,
32,
'Treasure_Tier_6'
},
{
function(cave_miner, entity, player_index)
local position = entity.position
local surface = entity.surface
Public.loot_crate(surface, position, 'crash-site-chest-' .. math_random(1, 2), player_index)
end,
16,
'Treasure_Tier_7'
},
{
function(cave_miner, entity, player_index)
local position = entity.position
local surface = entity.surface
Public.loot_crate(surface, position, 'crash-site-spaceship', player_index)
Public.unstuck_player(player_index)
end,
8,
'Treasure_Tier_8'
},
{
function(cave_miner, entity, player_index)
local position = entity.position
local surface = entity.surface
local unit = Public.spawn_random_biter(surface, position, 2)
Pets.biter_pets_tame_unit(game.players[player_index], unit, true)
end,
256,
'Pet'
},
{
function(cave_miner, entity, player_index)
local position = entity.position
local surface = entity.surface
surface.create_entity({name = 'biter-spawner', position = position, force = 'enemy'})
Public.unstuck_player(player_index)
end,
1024,
'Nest'
},
{
function(cave_miner, entity, player_index)
local position = entity.position
local surface = entity.surface
Public.place_worm(surface, position, 1)
Public.unstuck_player(player_index)
end,
1024,
'Worm'
},
{
function(cave_miner, entity, player_index)
local position = entity.position
if position.x ^ 2 + position.y ^ 2 < 8000 then
return
end
local surface = entity.surface
Public.place_worm(surface, position, 1)
Public.unstuck_player(player_index)
local difficulty_modifier = Public.get_difficulty_modifier(position)
local tick = game.tick
for c = 1, math_random(1, 7), 1 do
Esq.add_to_queue(
tick + c * 90 + math_random(0, 90),
surface,
{
name = BiterRaffle.roll('worm', difficulty_modifier),
position = {position.x + (-4 + math_random(0, 8)), position.y + (-4 + math_random(0, 8))},
force = 'enemy'
},
16
)
end
end,
128,
'Worms'
},
{
function(cave_miner, entity, player_index)
local position = entity.position
local surface = entity.surface
surface.create_entity({name = 'compilatron', position = position, force = 'player'})
end,
64,
'Friendly Compilatron'
},
{
function(cave_miner, entity, player_index)
local position = entity.position
local surface = entity.surface
surface.create_entity({name = 'compilatron', position = position, force = 'enemy'})
end,
128,
'Enemy Compilatron'
},
{
function(cave_miner, entity, player_index)
local position = entity.position
local surface = entity.surface
local entity = surface.create_entity({name = cave_miner.buildings_raffle[math_random(1, #cave_miner.buildings_raffle)], position = position, force = 'player'})
entity.health = math_random(1, entity.prototype.max_health)
local player = game.players[player_index]
game.print(Public.get_colored_name(player_index) .. ' discovered an abandoned building', Constants.chat_color)
end,
128,
'Abandoned Building'
},
{
function(cave_miner, entity, player_index)
local position = entity.position
local surface = entity.surface
surface.create_entity({name = 'car', position = position, force = 'player'})
Public.unstuck_player(player_index)
local player = game.players[player_index]
game.print(player.name .. ' has finally found their car!!', Constants.chat_color)
end,
32,
'Car'
},
{
function(cave_miner, entity, player_index)
local position = entity.position
local surface = entity.surface
local tick = game.tick
local trees = {}
for k, prototype in pairs(game.entity_prototypes) do
if prototype.type == 'tree' then
table.insert(trees, k)
end
end
table.shuffle_table(trees)
local tree = game.entity_prototypes[trees[1]].name
for c = 1, math_random(4, 96), 1 do
Esq.add_to_queue(tick + c * 5, surface, {name = tree, position = position, force = 'neutral'}, 64)
end
local player = game.players[player_index]
game.print(player.name .. ' found a whole forest!', Constants.chat_color)
end,
64,
'Forest'
}
}
Public.on_entity_died = {
['unit'] = function(cave_miner, entity)
local position = entity.position
local surface = entity.surface
if math.random(1, 8) == 1 then
surface.spill_item_stack(position, {name = 'raw-fish', count = 1}, true)
end
end,
['unit-spawner'] = function(cave_miner, entity)
local position = entity.position
local surface = entity.surface
local a = 64 * 0.0001
local b = math.sqrt(position.x ^ 2 + position.y ^ 2)
local c = math_floor(a * b) + 1
for _ = 1, c, 1 do
Public.spawn_random_biter(surface, position, 1)
end
end,
['simple-entity'] = function(cave_miner, entity)
local position = entity.position
cave_miner.rocks_broken = cave_miner.rocks_broken + 1
if math.random(1, 6) == 1 then
Public.rock_spawns_biters(cave_miner, position)
end
end,
['container'] = function(cave_miner, entity)
local position = entity.position
Public.reveal(cave_miner, game.surfaces.nauvis, game.surfaces.cave_miner_source, position, 20)
end
}
return Public