mirror of
https://github.com/ComfyFactory/ComfyFactorio.git
synced 2025-01-08 00:39:30 +02:00
225 lines
8.9 KiB
Lua
225 lines
8.9 KiB
Lua
local Event = require 'utils.event'
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local ScenarioTable = require 'maps.scrap_towny_ffa.table'
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local math_random = math.random
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local math_abs = math.abs
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local table_shuffle = table.shuffle_table
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local Public = {}
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--local Server = require 'utils.server'
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local map_width = 2560
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local map_height = 2560
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function Public.nuke(position)
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local surface = game.surfaces['nauvis']
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surface.create_entity({name = 'atomic-rocket', position = position, target = position, speed = 0.5})
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end
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function Public.armageddon()
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local targets = {}
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local offset = 1
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local this = ScenarioTable.get_table()
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for _, town_center in pairs(this.town_centers) do
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local market = town_center.market
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if market and market.valid then
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for _ = 1, 5 do
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local px = market.position.x + math_random(1, 256) - 128
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local py = market.position.y + math_random(1, 256) - 128
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targets[offset] = {x = px, y = py}
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offset = offset + 1
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end
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targets[offset] = {x = market.position.x, y = market.position.y}
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offset = offset + 1
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end
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end
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for _, spaceship in pairs(this.spaceships) do
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local market = spaceship.market
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if market and market.valid then
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for _ = 1, 5 do
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local px = market.position.x + math_random(1, 256) - 128
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local py = market.position.y + math_random(1, 256) - 128
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targets[offset] = {x = px, y = py}
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offset = offset + 1
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end
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targets[offset] = {x = market.position.x, y = market.position.y}
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offset = offset + 1
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end
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end
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table_shuffle(targets)
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for i, pos in pairs(targets) do
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local position = pos
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local future = game.tick + i * 60
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-- schedule to run this method again with a higher radius on next tick
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if not this.nuke_tick_schedule[future] then
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this.nuke_tick_schedule[future] = {}
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end
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this.nuke_tick_schedule[future][#this.nuke_tick_schedule[future] + 1] = {
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callback = 'nuke',
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params = {position}
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}
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end
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end
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local function get_seed()
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local max = 4294967296
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local salt = game.surfaces[1].map_gen_settings.seed
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local seed = math_abs(salt + math_random(1, max)) % max + 1
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return seed
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end
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function Public.initialize()
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if game.surfaces['nauvis'] then
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-- clear the surface
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game.surfaces['nauvis'].clear(false)
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end
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local surface = game.surfaces['nauvis']
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-- this overrides what is in the map_gen_settings.json file
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local mgs = surface.map_gen_settings
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mgs.default_enable_all_autoplace_controls = true -- don't mess with this!
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mgs.autoplace_controls = {
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coal = {frequency = 2, size = 0.1, richness = 0.2},
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stone = {frequency = 2, size = 0.1, richness = 0.2},
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['copper-ore'] = {frequency = 5, size = 0.1, richness = 0.2},
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['iron-ore'] = {frequency = 5, size = 0.1, richness = 0.2},
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['uranium-ore'] = {frequency = 0, size = 0.1, richness = 0.2},
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['crude-oil'] = {frequency = 5, size = 0.05, richness = 0.5},
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trees = {frequency = 2, size = 1, richness = 1},
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['enemy-base'] = {frequency = 2, size = 2, richness = 1}
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}
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mgs.autoplace_settings = {
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entity = {
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settings = {
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['rock-huge'] = {frequency = 2, size = 3, richness = 'very-high'},
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['rock-big'] = {frequency = 2, size = 3, richness = 'very-high'},
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['sand-rock-big'] = {frequency = 2, size = 3, richness = 1, 'very-high'}
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}
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},
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decorative = {
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settings = {
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['rock-tiny'] = {frequency = 10, size = 'normal', richness = 'normal'},
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['rock-small'] = {frequency = 5, size = 'normal', richness = 'normal'},
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['rock-medium'] = {frequency = 2, size = 'normal', richness = 'normal'},
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['sand-rock-small'] = {frequency = 10, size = 'normal', richness = 'normal'},
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['sand-rock-medium'] = {frequency = 5, size = 'normal', richness = 'normal'}
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}
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}
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}
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mgs.cliff_settings = {
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name = 'cliff',
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cliff_elevation_0 = 5,
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cliff_elevation_interval = 10,
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richness = 0.4
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}
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-- water = 0 means no water allowed
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-- water = 1 means elevation is not reduced when calculating water tiles (elevation < 0)
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-- water = 2 means elevation is reduced by 10 when calculating water tiles (elevation < 0)
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-- or rather, the water table is 10 above the normal elevation
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mgs.water = 0.5
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mgs.peaceful_mode = false
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mgs.starting_area = 'none'
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mgs.terrain_segmentation = 8
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-- terrain size is 64 x 64 chunks, water size is 80 x 80
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mgs.width = map_width
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mgs.height = map_height
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--mgs.starting_points = {
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-- {x = 0, y = 0}
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--}
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-- here we put the named noise expressions for the specific noise-layer if we want to override them
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mgs.property_expression_names = {
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-- here we are overriding the moisture noise-layer with a fixed value of 0 to keep moisture consistently dry across the map
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-- it allows to free up the moisture noise expression
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-- low moisture
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--moisture = 0,
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-- here we are overriding the aux noise-layer with a fixed value to keep aux consistent across the map
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-- it allows to free up the aux noise expression
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-- aux should be not sand, nor red sand
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--aux = 0.5,
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-- here we are overriding the temperature noise-layer with a fixed value to keep temperature consistent across the map
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-- it allows to free up the temperature noise expression
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-- temperature should be 20C or 68F
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--temperature = 20,
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-- here we are overriding the cliffiness noise-layer with a fixed value of 0 to disable cliffs
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-- it allows to free up the cliffiness noise expression (which may or may not be useful)
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-- disable cliffs
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--cliffiness = 0,
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-- we can disable starting lakes two ways, one by setting starting-lake-noise-amplitude = 0
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-- or by making the elevation a very large number
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-- make sure starting lake amplitude is 0 to disable starting lakes
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['starting-lake-noise-amplitude'] = 0,
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-- allow enemies to get up close on spawn
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['starting-area'] = 0,
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-- this accepts a string representing a named noise expression
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-- or number to determine the elevation based on x, y and distance from starting points
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-- we can not add a named noise expression at this point, we can only reference existing ones
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-- if we have any custom noise expressions defined from a mod, we will be able to use them here
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-- setting it to a fixed number would mean a flat map
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-- elevation < 0 means there is water unless the water table has been changed
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--elevation = -1,
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--elevation = 0,
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--elevation-persistence = 0,
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-- testing
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--["control-setting:moisture:bias"] = 0.5,
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--["control-setting:moisture:frequency:multiplier"] = 0,
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--["control-setting:aux:bias"] = 0.5,
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--["control-setting:aux:frequency:multiplier"] = 1,
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--["control-setting:temperature:bias"] = 0.01,
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--["control-setting:temperature:frequency:multiplier"] = 100,
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--["tile:water:probability"] = -1000,
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--["tile:deep-water:probability"] = -1000,
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-- a constant intensity means base distribution will be consistent with regard to distance
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['enemy-base-intensity'] = 1,
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-- adjust this value to set how many nests spawn per tile
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['enemy-base-frequency'] = 0.4,
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-- this will make and average base radius around 12 tiles
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['enemy-base-radius'] = 12
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}
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mgs.seed = get_seed(game.surfaces[1].map_gen_settings.seed)
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surface.map_gen_settings = mgs
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surface.peaceful_mode = false
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surface.always_day = false
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surface.freeze_daytime = false
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surface.clear(true)
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surface.regenerate_entity({'rock-huge', 'rock-big', 'sand-rock-big'})
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surface.regenerate_decorative()
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-- this will force generate the entire map
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--Server.to_discord_embed('ScrapTownyFFA Map Regeneration in Progress')
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--surface.request_to_generate_chunks({x=0,y=0},64)
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--surface.force_generate_chunk_requests()
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--Server.to_discord_embed('Regeneration Complete')
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end
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local function on_tick()
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local this = ScenarioTable.get_table()
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if not this.nuke_tick_schedule[game.tick] then
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return
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end
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for _, token in pairs(this.nuke_tick_schedule[game.tick]) do
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local callback = token.callback
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local params = token.params
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if callback == 'nuke' then
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Public.nuke(params[1])
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end
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end
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this.nuke_tick_schedule[game.tick] = nil
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end
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function Public.clear_nuke_schedule()
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local this = ScenarioTable.get_table()
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this.nuke_tick_schedule = {}
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end
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Event.add(defines.events.on_tick, on_tick)
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return Public
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