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ComfyFactorio/maps/dungeons/biome_concrete.lua
MewMew 58c35a1ee8 Update
doubled biome size
tweaked lootcrate amount
ore locations tweaked
more rivers
improved resource visibility in grassy biome
2020-04-10 03:15:29 +02:00

66 lines
2.1 KiB
Lua

local Functions = require "maps.dungeons.functions"
local BiterRaffle = require "functions.biter_raffle"
local table_shuffle_table = table.shuffle_table
local table_insert = table.insert
local table_remove = table.remove
local math_random = math.random
local math_abs = math.abs
local math_sqrt = math.sqrt
local math_floor = math.floor
local function add_enemy_units(surface, room)
for _, tile in pairs(room.room_tiles) do
if math_random(1, 2) == 1 then
local name = BiterRaffle.roll("biter", Functions.get_dungeon_evolution_factor() * 1.5)
local unit = surface.create_entity({name = name, position = tile.position, force = "enemy"})
end
end
end
local function concrete(surface, room)
for _, tile in pairs(room.path_tiles) do
surface.set_tiles({{name = "concrete", position = tile.position}}, true)
end
if not room.room_border_tiles[1] then return end
table_shuffle_table(room.room_tiles)
for key, tile in pairs(room.room_tiles) do
surface.set_tiles({{name = "stone-path", position = tile.position}}, true)
if math_random(1, 16) == 1 then
surface.create_entity({name = "iron-ore", position = tile.position, amount = Functions.get_common_resource_amount()})
end
if math_random(1, 128) == 1 then
Functions.crash_site_chest(surface, tile.position)
end
if key % 128 == 1 and math_random(1, 3) == 1 then
Functions.set_spawner_tier(surface.create_entity({name = "biter-spawner", position = tile.position, force = "enemy"}))
end
end
table_shuffle_table(room.room_border_tiles)
for key, tile in pairs(room.room_border_tiles) do
surface.set_tiles({{name = "refined-concrete", position = tile.position}}, true)
end
for key, tile in pairs(room.room_border_tiles) do
if key % 8 == 1 then
Functions.place_border_rock(surface, tile.position)
else
surface.create_entity({name = "stone-wall", position = tile.position, force = "dungeon"})
end
end
if room.entrance_tile then
local p = room.entrance_tile.position
local area = {{p.x - 1, p.y - 1}, {p.x + 1.5, p.y + 1.5}}
for _, entity in pairs(surface.find_entities_filtered({area = area})) do
entity.destroy()
end
end
add_enemy_units(surface, room)
end
return concrete