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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2024-12-30 23:17:53 +02:00
ComfyFactorio/maps/spiral_troopers.lua
2024-10-22 21:47:11 +02:00

692 lines
41 KiB
Lua

--luacheck: ignore
--spiral troopers-- mewmew wrote this -- inspired from kyte
local event = require 'utils.event'
require 'modules.dynamic_landfill'
require 'modules.spawners_contain_biters'
require 'modules.satellite_score'
local map_functions = require 'utils.tools.map_functions'
--require "rewards"
local function shuffle(tbl)
local size = #tbl
for i = size, 1, -1 do
local rand = math.random(size)
tbl[i], tbl[rand] = tbl[rand], tbl[i]
end
return tbl
end
local function treasure_chest(position, surface)
local math_random = math.random
local chest_raffle = {}
local chest_loot = {
{ { name = 'submachine-gun', count = math_random(1, 3) }, weight = 3, evolution_min = 0.0, evolution_max = 0.1 },
{ { name = 'slowdown-capsule', count = math_random(16, 32) }, weight = 1, evolution_min = 0.0, evolution_max = 1 },
{ { name = 'poison-capsule', count = math_random(16, 32) }, weight = 3, evolution_min = 0.3, evolution_max = 1 },
{ { name = 'uranium-cannon-shell', count = math_random(16, 32) }, weight = 5, evolution_min = 0.6, evolution_max = 1 },
{ { name = 'cannon-shell', count = math_random(16, 32) }, weight = 5, evolution_min = 0.4, evolution_max = 0.7 },
{ { name = 'explosive-uranium-cannon-shell', count = math_random(16, 32) }, weight = 5, evolution_min = 0.6, evolution_max = 1 },
{ { name = 'explosive-cannon-shell', count = math_random(16, 32) }, weight = 5, evolution_min = 0.4, evolution_max = 0.8 },
{ { name = 'shotgun', count = 1 }, weight = 2, evolution_min = 0.0, evolution_max = 0.2 },
{ { name = 'shotgun-shell', count = math_random(16, 32) }, weight = 5, evolution_min = 0.0, evolution_max = 0.2 },
{ { name = 'combat-shotgun', count = 1 }, weight = 10, evolution_min = 0.3, evolution_max = 0.8 },
{ { name = 'piercing-shotgun-shell', count = math_random(16, 32) }, weight = 10, evolution_min = 0.2, evolution_max = 1 },
{ { name = 'flamethrower', count = 1 }, weight = 3, evolution_min = 0.3, evolution_max = 0.6 },
{ { name = 'flamethrower-ammo', count = math_random(16, 32) }, weight = 5, evolution_min = 0.3, evolution_max = 1 },
{ { name = 'rocket-launcher', count = 1 }, weight = 5, evolution_min = 0.2, evolution_max = 0.6 },
{ { name = 'rocket', count = math_random(16, 32) }, weight = 10, evolution_min = 0.2, evolution_max = 0.7 },
{ { name = 'explosive-rocket', count = math_random(16, 32) }, weight = 10, evolution_min = 0.3, evolution_max = 1 },
{ { name = 'land-mine', count = math_random(8, 16) }, weight = 10, evolution_min = 0.2, evolution_max = 0.7 },
{ { name = 'grenade', count = math_random(8, 16) }, weight = 10, evolution_min = 0.0, evolution_max = 0.5 },
{ { name = 'cluster-grenade', count = math_random(8, 16) }, weight = 5, evolution_min = 0.4, evolution_max = 1 },
{ { name = 'firearm-magazine', count = math_random(32, 128) }, weight = 10, evolution_min = 0, evolution_max = 0.3 },
{ { name = 'piercing-rounds-magazine', count = math_random(32, 128) }, weight = 10, evolution_min = 0.1, evolution_max = 0.8 },
{ { name = 'uranium-rounds-magazine', count = math_random(32, 128) }, weight = 10, evolution_min = 0.5, evolution_max = 1 },
{ { name = 'defender-capsule', count = math_random(8, 16) }, weight = 10, evolution_min = 0.0, evolution_max = 0.7 },
{ { name = 'distractor-capsule', count = math_random(8, 16) }, weight = 10, evolution_min = 0.2, evolution_max = 1 },
{ { name = 'destroyer-capsule', count = math_random(8, 16) }, weight = 10, evolution_min = 0.3, evolution_max = 1 },
{ { name = 'atomic-bomb', count = math_random(1, 2) }, weight = 1, evolution_min = 0.2, evolution_max = 1 },
{ { name = 'light-armor', count = 1 }, weight = 3, evolution_min = 0, evolution_max = 0.1 },
{ { name = 'heavy-armor', count = 1 }, weight = 3, evolution_min = 0.1, evolution_max = 0.3 },
{ { name = 'modular-armor', count = 1 }, weight = 2, evolution_min = 0.2, evolution_max = 0.6 },
{ { name = 'power-armor', count = 1 }, weight = 2, evolution_min = 0.4, evolution_max = 1 },
{ { name = 'power-armor-mk2', count = 1 }, weight = 1, evolution_min = 0.8, evolution_max = 1 },
{ { name = 'battery-equipment', count = 1 }, weight = 2, evolution_min = 0.3, evolution_max = 0.7 },
{ { name = 'battery-mk2-equipment', count = 1 }, weight = 2, evolution_min = 0.6, evolution_max = 1 },
{ { name = 'belt-immunity-equipment', count = 1 }, weight = 1, evolution_min = 0.3, evolution_max = 1 },
{ { name = 'solar-panel-equipment', count = math_random(1, 4) }, weight = 5, evolution_min = 0.3, evolution_max = 0.8 },
{ { name = 'discharge-defense-equipment', count = 1 }, weight = 1, evolution_min = 0.5, evolution_max = 0.8 },
{ { name = 'energy-shield-equipment', count = math_random(1, 2) }, weight = 2, evolution_min = 0.3, evolution_max = 0.8 },
{ { name = 'energy-shield-mk2-equipment', count = 1 }, weight = 2, evolution_min = 0.7, evolution_max = 1 },
{ { name = 'exoskeleton-equipment', count = 1 }, weight = 1, evolution_min = 0.3, evolution_max = 1 },
{ { name = 'fusion-reactor-equipment', count = 1 }, weight = 1, evolution_min = 0.5, evolution_max = 1 },
{ { name = 'night-vision-equipment', count = 1 }, weight = 1, evolution_min = 0.3, evolution_max = 0.8 },
{ { name = 'personal-laser-defense-equipment', count = 1 }, weight = 2, evolution_min = 0.4, evolution_max = 1 },
{ { name = 'exoskeleton-equipment', count = 1 }, weight = 1, evolution_min = 0.3, evolution_max = 1 },
{ { name = 'iron-gear-wheel', count = math_random(80, 100) }, weight = 3, evolution_min = 0.0, evolution_max = 0.3 },
{ { name = 'copper-cable', count = math_random(100, 200) }, weight = 3, evolution_min = 0.0, evolution_max = 0.3 },
{ { name = 'engine-unit', count = math_random(16, 32) }, weight = 2, evolution_min = 0.1, evolution_max = 0.5 },
{ { name = 'electric-engine-unit', count = math_random(16, 32) }, weight = 2, evolution_min = 0.4, evolution_max = 0.8 },
{ { name = 'battery', count = math_random(100, 200) }, weight = 2, evolution_min = 0.3, evolution_max = 0.8 },
{ { name = 'advanced-circuit', count = math_random(100, 200) }, weight = 3, evolution_min = 0.4, evolution_max = 1 },
{ { name = 'electronic-circuit', count = math_random(100, 200) }, weight = 3, evolution_min = 0.0, evolution_max = 0.4 },
{ { name = 'processing-unit', count = math_random(100, 200) }, weight = 3, evolution_min = 0.7, evolution_max = 1 },
{ { name = 'explosives', count = math_random(25, 50) }, weight = 1, evolution_min = 0.2, evolution_max = 0.6 },
{ { name = 'lubricant-barrel', count = math_random(4, 10) }, weight = 1, evolution_min = 0.3, evolution_max = 0.5 },
{ { name = 'rocket-fuel', count = math_random(4, 10) }, weight = 2, evolution_min = 0.3, evolution_max = 0.7 },
{ { name = 'steel-plate', count = math_random(50, 100) }, weight = 2, evolution_min = 0.1, evolution_max = 0.3 },
{ { name = 'nuclear-fuel', count = 1 }, weight = 2, evolution_min = 0.7, evolution_max = 1 },
{ { name = 'burner-inserter', count = math_random(16, 32) }, weight = 3, evolution_min = 0.0, evolution_max = 0.1 },
{ { name = 'inserter', count = math_random(16, 32) }, weight = 3, evolution_min = 0.0, evolution_max = 0.4 },
{ { name = 'long-handed-inserter', count = math_random(16, 32) }, weight = 3, evolution_min = 0.0, evolution_max = 0.4 },
{ { name = 'fast-inserter', count = math_random(16, 32) }, weight = 3, evolution_min = 0.1, evolution_max = 1 },
{ { name = 'bulk-inserter', count = math_random(4, 8) }, weight = 1, evolution_min = 0.4, evolution_max = 1 },
{ { name = 'stack-inserter', count = math_random(4, 8) }, weight = 3, evolution_min = 0.3, evolution_max = 1 },
{ { name = 'small-electric-pole', count = math_random(8, 16) }, weight = 3, evolution_min = 0.0, evolution_max = 0.3 },
{ { name = 'medium-electric-pole', count = math_random(8, 16) }, weight = 3, evolution_min = 0.2, evolution_max = 1 },
{ { name = 'big-electric-pole', count = math_random(8, 16) }, weight = 3, evolution_min = 0.3, evolution_max = 1 },
{ { name = 'substation', count = math_random(4, 8) }, weight = 3, evolution_min = 0.5, evolution_max = 1 },
{ { name = 'wooden-chest', count = math_random(8, 16) }, weight = 3, evolution_min = 0.0, evolution_max = 0.2 },
{ { name = 'iron-chest', count = math_random(8, 16) }, weight = 3, evolution_min = 0.1, evolution_max = 0.4 },
{ { name = 'steel-chest', count = math_random(8, 16) }, weight = 3, evolution_min = 0.3, evolution_max = 1 },
{ { name = 'small-lamp', count = math_random(8, 16) }, weight = 3, evolution_min = 0.1, evolution_max = 0.3 },
{ { name = 'rail', count = math_random(50, 100) }, weight = 3, evolution_min = 0.1, evolution_max = 0.6 },
{ { name = 'assembling-machine-1', count = math_random(2, 4) }, weight = 3, evolution_min = 0.0, evolution_max = 0.3 },
{ { name = 'assembling-machine-2', count = math_random(2, 4) }, weight = 3, evolution_min = 0.2, evolution_max = 0.8 },
{ { name = 'assembling-machine-3', count = math_random(2, 4) }, weight = 3, evolution_min = 0.5, evolution_max = 1 },
{ { name = 'accumulator', count = math_random(4, 8) }, weight = 3, evolution_min = 0.4, evolution_max = 1 },
{ { name = 'offshore-pump', count = math_random(2, 4) }, weight = 2, evolution_min = 0.0, evolution_max = 0.1 },
{ { name = 'beacon', count = math_random(2, 4) }, weight = 3, evolution_min = 0.7, evolution_max = 1 },
{ { name = 'boiler', count = math_random(4, 8) }, weight = 3, evolution_min = 0.0, evolution_max = 0.3 },
{ { name = 'steam-engine', count = math_random(4, 8) }, weight = 3, evolution_min = 0.0, evolution_max = 0.5 },
{ { name = 'steam-turbine', count = math_random(2, 4) }, weight = 2, evolution_min = 0.5, evolution_max = 1 },
{ { name = 'nuclear-reactor', count = 1 }, weight = 1, evolution_min = 0.5, evolution_max = 1 },
{ { name = 'centrifuge', count = math_random(1, 2) }, weight = 2, evolution_min = 0.5, evolution_max = 1 },
{ { name = 'heat-pipe', count = math_random(8, 16) }, weight = 2, evolution_min = 0.5, evolution_max = 1 },
{ { name = 'heat-exchanger', count = math_random(4, 8) }, weight = 2, evolution_min = 0.5, evolution_max = 1 },
{ { name = 'arithmetic-combinator', count = math_random(25, 50) }, weight = 1, evolution_min = 0.1, evolution_max = 1 },
{ { name = 'constant-combinator', count = math_random(25, 50) }, weight = 1, evolution_min = 0.1, evolution_max = 1 },
{ { name = 'decider-combinator', count = math_random(25, 50) }, weight = 1, evolution_min = 0.1, evolution_max = 1 },
{ { name = 'power-switch', count = math_random(8, 16) }, weight = 1, evolution_min = 0.1, evolution_max = 1 },
{ { name = 'programmable-speaker', count = math_random(8, 16) }, weight = 1, evolution_min = 0.1, evolution_max = 1 },
{ { name = 'green-wire', count = math_random(100, 200) }, weight = 1, evolution_min = 0.1, evolution_max = 1 },
{ { name = 'red-wire', count = math_random(100, 200) }, weight = 1, evolution_min = 0.1, evolution_max = 1 },
{ { name = 'chemical-plant', count = math_random(2, 4) }, weight = 3, evolution_min = 0.3, evolution_max = 1 },
{ { name = 'burner-mining-drill', count = math_random(8, 16) }, weight = 3, evolution_min = 0.0, evolution_max = 0.2 },
{ { name = 'electric-mining-drill', count = math_random(4, 8) }, weight = 3, evolution_min = 0.2, evolution_max = 0.6 },
{ { name = 'express-transport-belt', count = math_random(50, 100) }, weight = 3, evolution_min = 0.5, evolution_max = 1 },
{ { name = 'express-underground-belt', count = math_random(4, 16) }, weight = 3, evolution_min = 0.5, evolution_max = 1 },
{ { name = 'express-splitter', count = math_random(8, 16) }, weight = 3, evolution_min = 0.5, evolution_max = 1 },
{ { name = 'fast-transport-belt', count = math_random(50, 100) }, weight = 3, evolution_min = 0.2, evolution_max = 0.7 },
{ { name = 'fast-underground-belt', count = math_random(4, 16) }, weight = 3, evolution_min = 0.2, evolution_max = 0.7 },
{ { name = 'fast-splitter', count = math_random(8, 16) }, weight = 3, evolution_min = 0.2, evolution_max = 0.3 },
{ { name = 'transport-belt', count = math_random(50, 100) }, weight = 3, evolution_min = 0, evolution_max = 0.3 },
{ { name = 'underground-belt', count = math_random(4, 16) }, weight = 3, evolution_min = 0, evolution_max = 0.3 },
{ { name = 'splitter', count = math_random(8, 16) }, weight = 3, evolution_min = 0, evolution_max = 0.3 },
{ { name = 'oil-refinery', count = math_random(1, 2) }, weight = 2, evolution_min = 0.3, evolution_max = 1 },
{ { name = 'pipe', count = math_random(40, 50) }, weight = 3, evolution_min = 0.0, evolution_max = 0.3 },
{ { name = 'pipe-to-ground', count = math_random(25, 50) }, weight = 1, evolution_min = 0.2, evolution_max = 0.5 },
{ { name = 'pumpjack', count = math_random(2, 4) }, weight = 1, evolution_min = 0.3, evolution_max = 0.8 },
{ { name = 'pump', count = math_random(2, 4) }, weight = 1, evolution_min = 0.3, evolution_max = 0.8 },
{ { name = 'solar-panel', count = math_random(4, 8) }, weight = 3, evolution_min = 0.4, evolution_max = 0.9 },
{ { name = 'electric-furnace', count = math_random(2, 4) }, weight = 3, evolution_min = 0.5, evolution_max = 1 },
{ { name = 'steel-furnace', count = math_random(4, 8) }, weight = 3, evolution_min = 0.2, evolution_max = 0.7 },
{ { name = 'stone-furnace', count = math_random(8, 16) }, weight = 3, evolution_min = 0.0, evolution_max = 0.1 },
{ { name = 'radar', count = math_random(1, 2) }, weight = 1, evolution_min = 0.1, evolution_max = 0.3 },
{ { name = 'rail-signal', count = math_random(8, 16) }, weight = 2, evolution_min = 0.2, evolution_max = 0.8 },
{ { name = 'rail-chain-signal', count = math_random(8, 16) }, weight = 2, evolution_min = 0.2, evolution_max = 0.8 },
{ { name = 'stone-wall', count = math_random(50, 100) }, weight = 1, evolution_min = 0.1, evolution_max = 0.5 },
{ { name = 'gate', count = math_random(8, 16) }, weight = 1, evolution_min = 0.1, evolution_max = 0.5 },
{ { name = 'storage-tank', count = math_random(4, 8) }, weight = 3, evolution_min = 0.3, evolution_max = 0.6 },
{ { name = 'train-stop', count = math_random(2, 4) }, weight = 1, evolution_min = 0.2, evolution_max = 0.7 },
{ { name = 'express-loader', count = math_random(1, 2) }, weight = 1, evolution_min = 0.5, evolution_max = 1 },
{ { name = 'fast-loader', count = math_random(1, 2) }, weight = 1, evolution_min = 0.2, evolution_max = 0.7 },
{ { name = 'loader', count = math_random(1, 2) }, weight = 1, evolution_min = 0.0, evolution_max = 0.5 },
{ { name = 'lab', count = math_random(2, 4) }, weight = 2, evolution_min = 0.0, evolution_max = 0.1 }
}
local level = storage.spiral_troopers_level / 40
if level > 1 then
level = 1
end
for _, t in pairs(chest_loot) do
for x = 1, t.weight, 1 do
if t.evolution_min <= level and t.evolution_max >= level then
table.insert(chest_raffle, t[1])
end
end
end
local chest_type_raffle = { 'steel-chest', 'iron-chest', 'wooden-chest' }
local e = surface.create_entity { name = chest_type_raffle[math_random(1, #chest_type_raffle)], position = position, force = 'player' }
e.destructible = false
local i = e.get_inventory(defines.inventory.chest)
for x = 1, math_random(3, 4), 1 do
local loot = chest_raffle[math_random(1, #chest_raffle)]
i.insert(loot)
end
end
local function level_finished()
local spiral_cords = {
{ x = 0, y = -1 },
{ x = -1, y = 0 },
{ x = 0, y = 1 },
{ x = 1, y = 0 }
}
local entities = {}
local surface = game.surfaces['spiral_troopers']
if not storage.spiral_troopers_beaten_level then
storage.spiral_troopers_beaten_level = 1
else
storage.spiral_troopers_beaten_level = storage.spiral_troopers_beaten_level + 1
end
local evolution = storage.spiral_troopers_beaten_level / 40
if evolution > 1 then
evolution = 1
end
game.forces.enemy.evolution_factor = evolution
for _, player in pairs(game.connected_players) do
player.play_sound { path = 'utility/new_objective', volume_modifier = 0.6 }
end
game.print('Level ' .. storage.spiral_troopers_beaten_level .. ' finished. Area Unlocked!')
if not storage.current_beaten_chunk then
storage.current_beaten_chunk = { x = 0, y = -1 }
end
if storage.spiral_troopers_beaten_level == 1 then
return
end
local current_growth_direction = storage.spiral_troopers_beaten_level % 4
if current_growth_direction == 0 then
current_growth_direction = 4
end
local old_growth_direction = (storage.spiral_troopers_beaten_level - 1) % 4
if old_growth_direction == 0 then
old_growth_direction = 4
end
for levelsize = 1, storage.spiral_troopers_beaten_level, 1 do
if levelsize == 1 then
storage.current_beaten_chunk = {
x = storage.current_beaten_chunk.x + spiral_cords[old_growth_direction].x,
y = storage.current_beaten_chunk.y + spiral_cords[old_growth_direction].y
}
else
storage.current_beaten_chunk = {
x = storage.current_beaten_chunk.x + spiral_cords[current_growth_direction].x,
y = storage.current_beaten_chunk.y + spiral_cords[current_growth_direction].y
}
end
local tiles = {}
for x = 0, 31, 1 do
for y = 0, 31, 1 do
local pos = { x = storage.current_beaten_chunk.x * 32 + x, y = storage.current_beaten_chunk.y * 32 + y }
table.insert(tiles, { name = 'water', position = pos })
if math.random(1, 50) == 1 then
table.insert(entities, { name = 'fish', position = pos })
end
end
end
surface.set_tiles(tiles, true)
end
for _, e in pairs(entities) do
surface.create_entity(e)
end
local radius = (storage.spiral_troopers_beaten_level / 2) * 32
radius = radius + 160
game.forces.player.chart(surface, { { x = -1 * radius, y = -1 * radius }, { x = radius, y = radius } })
end
local rock_raffle = { 'big-sand-rock', 'big-rock', 'big-rock', 'big-rock', 'huge-rock' }
local ore_rotation = { 'iron-ore', 'copper-ore', 'coal', 'stone' }
local function get_furthest_chunk()
local surface = game.surfaces['spiral_troopers']
local x = 1
while true do
if not surface.is_chunk_generated({ 0 + x, 0 }) then
break
end
x = x + 1
end
x = x - 1
local y = 1
while true do
if not surface.is_chunk_generated({ 0, 0 + y }) then
break
end
y = y + 1
end
y = y - 1
return x, y
end
local function clear_chunk_of_enemies(chunk, surface)
local a = {
left_top = { x = chunk.x * 32, y = chunk.y * 32 },
right_bottom = { x = (chunk.x * 32) + 31, y = (chunk.y * 32) + 31 }
}
local enemies = surface.find_entities_filtered({ force = 'enemy', area = a })
if enemies[1] then
for i = 1, #enemies, 1 do
enemies[i].destroy()
end
end
end
local function grow_level()
if not storage.current_chunk then
storage.current_chunk = { x = 0, y = -1 }
end
local surface = game.surfaces['spiral_troopers']
local entities = {}
local spiral_cords = {
{ x = 0, y = -1 },
{ x = -1, y = 0 },
{ x = 0, y = 1 },
{ x = 1, y = 0 }
}
if not storage.spiral_troopers_level then
storage.spiral_troopers_level = 1
else
storage.spiral_troopers_level = storage.spiral_troopers_level + 1
end
if not storage.checkpoint_barriers then
storage.checkpoint_barriers = {}
end
storage.checkpoint_barriers[storage.spiral_troopers_level] = {}
local current_growth_direction = storage.spiral_troopers_level % 4
if current_growth_direction == 0 then
current_growth_direction = 4
end
for levelsize = 1, storage.spiral_troopers_level, 1 do
storage.current_chunk = {
x = storage.current_chunk.x + spiral_cords[current_growth_direction].x,
y = storage.current_chunk.y + spiral_cords[current_growth_direction].y
}
if levelsize == storage.spiral_troopers_level then
local tiles = {}
local checkpoint_chunk = {
x = storage.current_chunk.x + spiral_cords[current_growth_direction].x,
y = storage.current_chunk.y + spiral_cords[current_growth_direction].y
}
local reward_chunk_offset = (storage.spiral_troopers_level - 1) % 4
if reward_chunk_offset == 0 then
reward_chunk_offset = 4
end
local reward_chunk = {
x = checkpoint_chunk.x + spiral_cords[reward_chunk_offset].x,
y = checkpoint_chunk.y + spiral_cords[reward_chunk_offset].y
}
clear_chunk_of_enemies(checkpoint_chunk, surface)
clear_chunk_of_enemies(reward_chunk, surface)
for x = 0, 31, 1 do
for y = 0, 31, 1 do
local pos = { x = checkpoint_chunk.x * 32 + x, y = checkpoint_chunk.y * 32 + y }
table.insert(tiles, { name = 'water-green', position = pos })
if math.random(1, 2) == 1 then
table.insert(entities, { name = rock_raffle[math.random(1, #rock_raffle)], position = pos })
end
end
end
for x = 0, 31, 1 do
for y = 0, 31, 1 do
local pos = { x = reward_chunk.x * 32 + x, y = reward_chunk.y * 32 + y }
if x == 16 and y == 16 then
local ore = ore_rotation[current_growth_direction]
if storage.spiral_troopers_level % 12 == 0 then
ore = 'uranium-ore'
end
map_functions.draw_smoothed_out_ore_circle(pos, ore, surface, 14, 400 * storage.spiral_troopers_level)
local unlocker = surface.create_entity({ name = 'burner-inserter', position = pos, force = 'player' })
unlocker.destructible = false
unlocker.minable = false
end
if x >= 4 and x <= 5 and y >= 4 and y <= 5 then
if math.random(1, 3) ~= 1 then
treasure_chest(pos, surface)
end
end
if x >= 26 and x <= 27 and y >= 26 and y <= 27 then
if math.random(1, 3) ~= 1 then
treasure_chest(pos, surface)
end
end
if x >= 26 and x <= 27 and y >= 4 and y <= 5 then
if math.random(1, 3) ~= 1 then
treasure_chest(pos, surface)
end
end
if x >= 4 and x <= 5 and y >= 26 and y <= 27 then
if math.random(1, 3) ~= 1 then
treasure_chest(pos, surface)
end
end
if x >= 3 and x <= 6 and y >= 3 and y <= 6 then
table.insert(tiles, { name = 'concrete', position = pos })
end
if x >= 25 and x <= 28 and y >= 25 and y <= 28 then
table.insert(tiles, { name = 'concrete', position = pos })
end
if x >= 25 and x <= 28 and y >= 3 and y <= 6 then
table.insert(tiles, { name = 'concrete', position = pos })
end
if x >= 3 and x <= 6 and y >= 25 and y <= 28 then
table.insert(tiles, { name = 'concrete', position = pos })
end
end
end
surface.set_tiles(tiles, true)
end
local tiles = {}
for x = 0, 31, 1 do
for y = 0, 31, 1 do
local pos = { x = storage.current_chunk.x * 32 + x, y = storage.current_chunk.y * 32 + y }
table.insert(tiles, { name = 'out-of-map', position = pos })
end
end
surface.set_tiles(tiles, true)
end
for x, e in pairs(entities) do
local entity = surface.create_entity(e)
entity.destructible = false
entity.minable = false
table.insert(storage.checkpoint_barriers[storage.spiral_troopers_level], entity)
end
storage.checkpoint_barriers[storage.spiral_troopers_level] = shuffle(storage.checkpoint_barriers[storage.spiral_troopers_level])
end
local worm_raffle = {}
worm_raffle[1] = { 'small-worm-turret', 'small-worm-turret', 'small-worm-turret', 'small-worm-turret', 'small-worm-turret', 'small-worm-turret' }
worm_raffle[2] = { 'small-worm-turret', 'small-worm-turret', 'small-worm-turret', 'small-worm-turret', 'small-worm-turret', 'medium-worm-turret' }
worm_raffle[3] = { 'small-worm-turret', 'small-worm-turret', 'small-worm-turret', 'small-worm-turret', 'medium-worm-turret', 'medium-worm-turret' }
worm_raffle[4] = { 'small-worm-turret', 'small-worm-turret', 'small-worm-turret', 'medium-worm-turret', 'medium-worm-turret', 'medium-worm-turret' }
worm_raffle[5] = { 'small-worm-turret', 'small-worm-turret', 'medium-worm-turret', 'medium-worm-turret', 'medium-worm-turret', 'big-worm-turret' }
worm_raffle[6] = { 'small-worm-turret', 'medium-worm-turret', 'medium-worm-turret', 'medium-worm-turret', 'medium-worm-turret', 'big-worm-turret' }
worm_raffle[7] = { 'medium-worm-turret', 'medium-worm-turret', 'medium-worm-turret', 'medium-worm-turret', 'big-worm-turret', 'big-worm-turret' }
worm_raffle[8] = { 'medium-worm-turret', 'medium-worm-turret', 'medium-worm-turret', 'medium-worm-turret', 'big-worm-turret', 'big-worm-turret' }
worm_raffle[9] = { 'medium-worm-turret', 'medium-worm-turret', 'medium-worm-turret', 'big-worm-turret', 'big-worm-turret', 'big-worm-turret' }
worm_raffle[10] = { 'medium-worm-turret', 'medium-worm-turret', 'big-worm-turret', 'big-worm-turret', 'big-worm-turret', 'big-worm-turret' }
local function on_chunk_generated(event)
local surface = game.surfaces['spiral_troopers']
if event.surface.name ~= surface.name then
return
end
if not storage.spiral_troopers_spawn_ores then
if get_furthest_chunk() > 7 then
map_functions.draw_smoothed_out_ore_circle({ x = -16, y = 16 }, 'copper-ore', surface, 16, 450)
map_functions.draw_smoothed_out_ore_circle({ x = 16, y = 16 }, 'coal', surface, 16, 450)
map_functions.draw_smoothed_out_ore_circle({ x = 48, y = 16 }, 'iron-ore', surface, 16, 450)
map_functions.draw_noise_tile_circle({ x = -20, y = -16 }, 'water', surface, 7)
local radius = 256
game.forces.player.chart(surface, { { x = -1 * radius, y = -1 * radius }, { x = radius, y = radius } })
storage.spiral_troopers_spawn_ores = true
end
end
local spawner_density_modifier = 100
local worm_density_modifier = 1000
if storage.spiral_troopers_level then
spawner_density_modifier = spawner_density_modifier - (storage.spiral_troopers_level * 10)
worm_density_modifier = worm_density_modifier - (storage.spiral_troopers_level * 50)
end
if spawner_density_modifier < 10 then
spawner_density_modifier = 10
end
if worm_density_modifier < 5 then
worm_density_modifier = 5
end
if event.area.left_top.x > 64 or event.area.left_top.x < -64 or event.area.left_top.y > 32 or event.area.left_top.y < -48 then
for x = 0, 31, 1 do
for y = 0, 31, 1 do
if math.random(1, spawner_density_modifier) == 1 then
local pos = { x = event.area.left_top.x + x, y = event.area.left_top.y + y }
if surface.can_place_entity({ name = 'spitter-spawner', position = pos }) then
if math.random(1, 3) == 1 then
surface.create_entity({ name = 'spitter-spawner', position = pos })
else
surface.create_entity({ name = 'biter-spawner', position = pos })
end
end
end
end
end
for x = 0, 31, 1 do
for y = 0, 31, 1 do
if math.random(1, worm_density_modifier) == 1 then
local pos = { x = event.area.left_top.x + x, y = event.area.left_top.y + y }
local level = 0.1
if storage.spiral_troopers_level then
level = storage.spiral_troopers_level / 40
end
local index = math.ceil(level * 10, 0)
if index < 1 then
index = 1
end
if index > 10 then
index = 10
end
local name = worm_raffle[index][math.random(1, #worm_raffle[index])]
if surface.can_place_entity({ name = name, position = pos }) then
surface.create_entity({ name = name, position = pos })
end
end
end
end
else
for x = 0, 31, 1 do
for y = 0, 31, 1 do
if math.random(1, 10) == 1 then
local pos = { x = event.area.left_top.x + x, y = event.area.left_top.y + y }
if surface.can_place_entity({ name = 'tree-03', position = pos }) then
surface.create_entity({ name = 'tree-03', position = pos })
end
end
end
end
end
local chunk_position_x = event.area.left_top.x / 32
local chunk_position_y = event.area.left_top.y / 32
if chunk_position_x < 0 then
chunk_position_x = chunk_position_x * -1
end
if chunk_position_y < 0 then
chunk_position_y = chunk_position_y * -1
end
local level = 1
if storage.spiral_troopers_level then
level = (storage.spiral_troopers_level / 2) + 2
end
if chunk_position_x > level and chunk_position_y > level then
grow_level()
end
end
local function on_player_joined_game(event)
local player = game.players[event.player_index]
if not storage.map_init_done then
local map_gen_settings = {}
map_gen_settings.water = 'none'
map_gen_settings.cliff_settings = { cliff_elevation_interval = 50, cliff_elevation_0 = 50 }
map_gen_settings.autoplace_controls = {
['coal'] = { frequency = 'none', size = 'none', richness = 'none' },
['stone'] = { frequency = 'none', size = 'none', richness = 'none' },
['copper-ore'] = { frequency = 'none', size = 'none', richness = 'none' },
['iron-ore'] = { frequency = 'none', size = 'none', richness = 'none' },
['uranium-ore'] = { frequency = 'none', size = 'none', richness = 'none' },
['crude-oil'] = { frequency = 'none', size = 'none', richness = 'none' },
['trees'] = { frequency = 'none', size = 'none', richness = 'none' },
['enemy-base'] = { frequency = 'none', size = 'none', richness = 'very-good' }
}
game.create_surface('spiral_troopers', map_gen_settings)
game.map_settings.enemy_evolution.destroy_factor = 0.0
game.map_settings.enemy_evolution.time_factor = 0.0001
game.map_settings.enemy_evolution.pollution_factor = 0.0
game.forces['player'].set_spawn_position({ 0, 0 }, game.surfaces['spiral_troopers'])
game.forces['player'].technologies['artillery-shell-range-1'].enabled = false
game.forces['player'].technologies['artillery-shell-speed-1'].enabled = false
game.forces['player'].technologies['artillery'].enabled = false
local surface = game.surfaces['spiral_troopers']
local radius = 256
game.forces.player.chart(surface, { { x = -1 * radius, y = -1 * radius }, { x = radius, y = radius } })
storage.map_init_done = true
end
local surface = game.surfaces['spiral_troopers']
if player.online_time < 5 and surface.is_chunk_generated({ 0, 0 }) then
player.teleport(surface.find_non_colliding_position('character', { 0, 0 }, 2, 1), 'spiral_troopers')
else
if player.online_time < 5 then
player.teleport({ 0, 0 }, 'spiral_troopers')
end
end
if player.online_time < 10 then
player.insert { name = 'iron-plate', count = 32 }
player.insert { name = 'pistol', count = 1 }
player.insert { name = 'firearm-magazine', count = 64 }
end
end
local function on_player_rotated_entity(event)
if event.entity.name == 'burner-inserter' and event.entity.destructible == false then
game.surfaces['spiral_troopers'].create_entity { name = 'big-explosion', position = event.entity.position }
event.entity.destroy()
level_finished()
end
end
--local disabled_entities = {"gun-turret", "laser-turret", "flamethrower-turret"}
local function on_built_entity(event)
for _, e in pairs(disabled_entities) do
if e == event.entity.name then
local a = {
left_top = { x = event.entity.position.x - 31, y = event.entity.position.y - 31 },
right_bottom = { x = event.entity.position.x + 32, y = event.entity.position.y + 32 }
}
local enemy_count = event.entity.surface.count_entities_filtered({ force = 'enemy', area = a, limit = 1 })
if enemy_count > 0 then
event.entity.active = false
if event.player_index then
local player = game.players[event.player_index]
player.print('The turret seems to be malfunctioning near those creatures.', { r = 0.75, g = 0.0, b = 0.0 })
end
end
end
end
end
--[[
local function on_entity_damaged(event)
for _, e in pairs(disabled_entities) do
if e == event.entity.name then
if event.entity.health <= event.final_damage_amount then
event.entity.active = true
event.entity.die("enemy")
end
end
end
end
]]
local function on_robot_built_entity(event)
on_built_entity(event)
end
local entity_drop_amount = {
['small-biter'] = { low = 10, high = 20 },
['small-spitter'] = { low = 10, high = 20 },
['medium-spitter'] = { low = 15, high = 30 },
['big-spitter'] = { low = 20, high = 40 },
['behemoth-spitter'] = { low = 30, high = 50 },
['biter-spawner'] = { low = 50, high = 100 },
['spitter-spawner'] = { low = 50, high = 100 }
}
local ore_spill_raffle = { 'iron-ore', 'iron-ore', 'iron-ore', 'iron-ore', 'iron-ore', 'coal', 'coal', 'coal', 'copper-ore', 'copper-ore', 'stone', 'landfill' }
local function on_entity_died(event)
if event.entity.name == 'biter-spawner' or event.entity.name == 'spitter-spawner' then
if math.random(1, 50) == 1 then
local amount = 100000 * (1 + (game.forces.enemy.evolution_factor * 20))
event.entity.surface.create_entity({ name = 'crude-oil', position = event.entity.position, amount = amount })
end
end
if entity_drop_amount[event.entity.name] then
if game.forces.enemy.evolution_factor < 0.5 then
local amount = math.ceil(math.random(entity_drop_amount[event.entity.name].low, entity_drop_amount[event.entity.name].high) * (0.5 - game.forces.enemy.evolution_factor) * 2, 0)
event.entity.surface.spill_item_stack(event.entity.position, { name = ore_spill_raffle[math.random(1, #ore_spill_raffle)], count = amount }, true)
end
end
end
local function on_player_built_tile(event)
local placed_tiles = event.tiles
local player = game.players[event.player_index]
for _, t in pairs(placed_tiles) do
if t.old_tile.name == 'water-green' then
local tiles = {}
table.insert(tiles, { name = 'water-green', position = t.position })
game.surfaces['spiral_troopers'].set_tiles(tiles, true)
end
end
end
local kabooms = { 'big-artillery-explosion', 'big-explosion', 'explosion' }
local function on_tick(event)
if not storage.spiral_troopers_beaten_level then
return
end
if not storage.checkpoint_barriers[storage.spiral_troopers_beaten_level] then
return
end
if game.tick % 2 == 1 then
if storage.checkpoint_barriers[storage.spiral_troopers_beaten_level][#storage.checkpoint_barriers[storage.spiral_troopers_beaten_level]].valid == true then
local pos = storage.checkpoint_barriers[storage.spiral_troopers_beaten_level][#storage.checkpoint_barriers[storage.spiral_troopers_beaten_level]].position
local surface = game.surfaces['spiral_troopers']
surface.create_entity { name = kabooms[math.random(1, #kabooms)], position = pos }
local a = {
left_top = { x = pos.x - 10, y = pos.y - 10 },
right_bottom = { x = pos.x + 10, y = pos.y + 10 }
}
local greenwater = surface.find_tiles_filtered({ name = 'water-green', area = a })
if greenwater then
if greenwater[1] then
local tiles = {}
for _, tile in pairs(greenwater) do
table.insert(tiles, { name = 'grass-1', position = tile.position })
end
surface.set_tiles(tiles, true)
end
end
storage.checkpoint_barriers[storage.spiral_troopers_beaten_level][#storage.checkpoint_barriers[storage.spiral_troopers_beaten_level]].destroy()
end
storage.checkpoint_barriers[storage.spiral_troopers_beaten_level][#storage.checkpoint_barriers[storage.spiral_troopers_beaten_level]] = nil
if #storage.checkpoint_barriers[storage.spiral_troopers_beaten_level] == 0 then
storage.checkpoint_barriers[storage.spiral_troopers_beaten_level] = nil
end
end
end
event.add(defines.events.on_tick, on_tick)
--event.add(defines.events.on_entity_damaged, on_entity_damaged)
event.add(defines.events.on_player_built_tile, on_player_built_tile)
event.add(defines.events.on_entity_died, on_entity_died)
event.add(defines.events.on_player_rotated_entity, on_player_rotated_entity)
event.add(defines.events.on_robot_built_entity, on_robot_built_entity)
event.add(defines.events.on_built_entity, on_built_entity)
event.add(defines.events.on_chunk_generated, on_chunk_generated)
event.add(defines.events.on_player_joined_game, on_player_joined_game)