mirror of
https://github.com/ComfyFactory/ComfyFactorio.git
synced 2025-01-14 02:34:09 +02:00
270 lines
10 KiB
Lua
270 lines
10 KiB
Lua
-- nightfall -- by mewmew --
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local event = require 'utils.event'
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local math_random = math.random
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local insert = table.insert
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local map_functions = require "maps.tools.map_functions"
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local simplex_noise = require 'utils.simplex_noise'
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local simplex_noise = simplex_noise.d2
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require "maps.modules.splice"
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require "maps.modules.explosive_biters"
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local spawn_turret_amount = 8
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local function shuffle(tbl)
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local size = #tbl
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for i = size, 1, -1 do
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local rand = math_random(size)
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tbl[i], tbl[rand] = tbl[rand], tbl[i]
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end
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return tbl
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end
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local function create_time_gui(player)
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if player.gui.top["time_gui"] then player.gui.top["time_gui"].destroy() end
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local frame = player.gui.top.add({ type = "frame", name = "time_gui"})
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frame.style.maximal_height = 38
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local night_count = 0
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if global.night_count then night_count = global.night_count end
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local label = frame.add({ type = "label", caption = "Night: " .. night_count })
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label.style.font_color = {r=0.75, g=0.0, b=0.25}
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label.style.font = "default-listbox"
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label.style.left_padding = 4
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label.style.right_padding = 4
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label.style.minimal_width = 50
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end
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local function send_attack_group(surface)
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local spawners = surface.find_entities_filtered({type = "unit-spawner"})
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if not spawners[1] then return end
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local spawner = spawners[math_random(1, #spawners)]
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local biters = surface.find_enemy_units(spawner.position, 128, "player")
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if not biters[1] then return end
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biters = shuffle(biters)
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local pos = surface.find_non_colliding_position("rocket-silo", spawner.position, 64, 1)
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if not pos then return end
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local unit_group = surface.create_unit_group({position=pos, force="enemy"})
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for i = 1, global.night_count * 4, 1 do
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if not biters[i] then break end
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unit_group.add_member(biters[i])
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end
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unit_group.set_command({type = defines.command.attack_area, destination = {0,0}, radius = 32, distraction = defines.distraction.by_anything})
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end
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local function set_daytime_modifiers(surface)
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if surface.peaceful_mode == true then return end
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game.map_settings.enemy_expansion.enabled = false
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surface.peaceful_mode = true
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game.print("Daytime!", {r = 255, g = 255, b = 50})
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end
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local function set_nighttime_modifiers(surface)
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if surface.peaceful_mode == false then return end
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if not global.night_count then
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global.night_count = 1
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global.splice_modifier = 1
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else
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global.night_count = global.night_count + 1
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global.splice_modifier = global.splice_modifier + 0.33
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end
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for _, player in pairs(game.connected_players) do
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create_time_gui(player)
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end
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surface.peaceful_mode = false
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game.map_settings.enemy_expansion.enabled = true
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local max_expansion_distance = global.night_count
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if max_expansion_distance > 20 then max_expansion_distance = 20 end
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game.map_settings.enemy_expansion.max_expansion_distance = max_expansion_distance
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local settler_group_min_size = global.night_count
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if settler_group_min_size > 20 then settler_group_min_size = 20 end
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game.map_settings.enemy_expansion.settler_group_min_size = settler_group_min_size
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local settler_group_min_size = global.night_count
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if settler_group_min_size > 50 then settler_group_min_size = 50 end
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game.map_settings.enemy_expansion.settler_group_max_size = settler_group_min_size
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local min_expansion_cooldown = 54000 - global.night_count * 1800
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if min_expansion_cooldown < 1800 then min_expansion_cooldown = 1800 end
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game.map_settings.enemy_expansion.min_expansion_cooldown = min_expansion_cooldown
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local max_expansion_cooldown = 108000 - global.night_count * 1800
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if max_expansion_cooldown < 1800 then max_expansion_cooldown = 1800 end
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game.map_settings.enemy_expansion.max_expansion_cooldown = max_expansion_cooldown
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game.print("Night is falling!", {r = 150, g = 0, b = 0})
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end
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local function generate_spawn_area(surface)
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local entities = {}
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local tiles = {}
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local fort_size = 64
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local fort_wall_width = 4
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local turrets = {}
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for x = -160, 160, 1 do
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for y = -160, 160, 1 do
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local pos = {x = x, y = y}
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if pos.x > fort_size * -1 and pos.x < fort_size and pos.y > fort_size * -1 and pos.y < fort_size then
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if pos.x > (fort_size - fort_wall_width) * -1 and pos.x < fort_size - fort_wall_width and pos.y > (fort_size - fort_wall_width) * -1 and pos.y < fort_size - fort_wall_width then
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if pos.x <= (fort_size - fort_wall_width * 2) * -1 or pos.x >= (fort_size - fort_wall_width * 2) or pos.y <= (fort_size - fort_wall_width * 2) * -1 or pos.y >= (fort_size - fort_wall_width * 2) then
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table.insert(turrets, {name = "gun-turret", position = {x = pos.x, y = pos.y}, force = "player"})
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end
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end
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for _, entity in pairs(surface.find_entities_filtered({area = {{pos.x, pos.y}, {pos.x + 0.99, pos.y + 0.99}}})) do
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if entity.name ~= "player" then
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entity.destroy()
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end
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end
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table.insert(tiles, {name = "stone-path", position = {x = pos.x, y = pos.y}})
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if pos.x <= (fort_size - fort_wall_width) * -1 or pos.x >= (fort_size - fort_wall_width) or pos.y <= (fort_size - fort_wall_width) * -1 or pos.y >= (fort_size - fort_wall_width) then
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if math_random(1, 3) ~= 1 then
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table.insert(entities, {name = "stone-wall", position = {x = pos.x, y = pos.y}, force = "player"})
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end
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end
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end
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end
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end
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surface.set_tiles(tiles, true)
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for _, entity in pairs(entities) do
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surface.create_entity(entity)
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end
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local ore_positions = {{x = -16, y = -16},{x = 16, y = -16},{x = -16, y = 16},{x = 16, y = 16}}
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ore_positions = shuffle(ore_positions)
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map_functions.draw_smoothed_out_ore_circle(ore_positions[1], "copper-ore", surface, 15, 2500)
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map_functions.draw_smoothed_out_ore_circle(ore_positions[2], "iron-ore", surface, 15, 2500)
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map_functions.draw_smoothed_out_ore_circle(ore_positions[3], "coal", surface, 15, 1500)
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map_functions.draw_smoothed_out_ore_circle(ore_positions[4], "stone", surface, 15, 1500)
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map_functions.draw_oil_circle({x = 0, y = 0}, "crude-oil", surface, 8, 200000)
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local lake_size = 14
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local lake_distance = fort_size - (lake_size + fort_wall_width)
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local lake_positioons = {{x = lake_distance * -1, y = lake_distance * -1},{x = lake_distance, y = lake_distance * -1},{x = lake_distance, y = lake_distance},{x = lake_distance * -1, y = lake_distance}}
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lake_positioons = shuffle(lake_positioons)
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map_functions.draw_noise_tile_circle(lake_positioons[1], "water", surface, lake_size)
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turrets = shuffle(turrets)
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local x = spawn_turret_amount
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for _, entity in pairs(turrets) do
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if surface.can_place_entity(entity) then
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local turret = surface.create_entity(entity)
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if math_random(1, 3) ~= 1 then
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turret.health = turret.health - math_random(1, 250)
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end
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turret.insert({name = "firearm-magazine", count = math_random(4, 16)})
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x = x - 1
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if x == 0 then break end
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end
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end
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end
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local function on_chunk_generated(event)
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local surface = game.surfaces["nightfall"]
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--local seed = game.surfaces[1].map_gen_settings.seed
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if event.surface.name ~= surface.name then return end
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local left_top = event.area.left_top
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local tiles = {}
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if left_top.x > 160 then
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if not global.nightfall_spawn_generated then
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generate_spawn_area(surface)
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global.nightfall_spawn_generated = true
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end
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end
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end
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local function on_tick(event)
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if game.tick % 600 ~= 0 then return end
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local surface = game.surfaces["nightfall"]
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if surface.daytime > 0.25 and surface.daytime < 0.75 then
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set_nighttime_modifiers(surface)
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if surface.daytime < 0.55 then
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send_attack_group(surface)
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end
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else
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set_daytime_modifiers(surface)
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end
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end
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local function on_player_joined_game(event)
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local player = game.players[event.player_index]
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if not global.fish_defense_init_done then
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local map_gen_settings = {}
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map_gen_settings.water = "small"
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map_gen_settings.starting_area = "small"
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map_gen_settings.cliff_settings = {cliff_elevation_interval = 5, cliff_elevation_0 = 5}
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map_gen_settings.autoplace_controls = {
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["coal"] = {frequency = "high", size = "very-big", richness = "normal"},
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["stone"] = {frequency = "high", size = "very-big", richness = "normal"},
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["copper-ore"] = {frequency = "high", size = "very-big", richness = "normal"},
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["iron-ore"] = {frequency = "high", size = "very-big", richness = "normal"},
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["crude-oil"] = {frequency = "very-high", size = "very-big", richness = "normal"},
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["trees"] = {frequency = "normal", size = "normal", richness = "normal"},
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["enemy-base"] = {frequency = "normal", size = "normal", richness = "very-good"},
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["grass"] = {frequency = "normal", size = "normal", richness = "normal"},
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["sand"] = {frequency = "normal", size = "normal", richness = "normal"},
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["desert"] = {frequency = "normal", size = "normal", richness = "normal"},
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["dirt"] = {frequency = "normal", size = "normal", richness = "normal"}
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}
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game.create_surface("nightfall", map_gen_settings)
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local surface = game.surfaces["nightfall"]
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local radius = 512
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game.forces.player.chart(surface, {{x = -1 * radius, y = -1 * radius}, {x = radius, y = radius}})
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----game.map_settings.enemy_evolution.destroy_factor = 0
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--game.map_settings.enemy_evolution.time_factor = 0
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--game.map_settings.enemy_evolution.pollution_factor = 0
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game.forces.player.set_ammo_damage_modifier("shotgun-shell", 1)
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--game.forces.player.set_turret_attack_modifier("flamethrower-turret", -0.5)
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global.fish_defense_init_done = true
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end
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if player.online_time < 1 then
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player.insert({name = "pistol", count = 1})
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player.insert({name = "iron-axe", count = 1})
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player.insert({name = "raw-fish", count = 3})
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player.insert({name = "firearm-magazine", count = 16})
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player.insert({name = "iron-plate", count = 32})
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if global.show_floating_killscore then global.show_floating_killscore[player.name] = false end
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end
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local surface = game.surfaces["nightfall"]
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if player.online_time < 2 and surface.is_chunk_generated({0,0}) then
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player.teleport(surface.find_non_colliding_position("player", {0, 0}, 50, 1), "nightfall")
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else
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if player.online_time < 2 then
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player.teleport({0, 0}, "nightfall")
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end
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end
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create_time_gui(player)
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end
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event.add(defines.events.on_tick, on_tick)
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event.add(defines.events.on_chunk_generated, on_chunk_generated)
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event.add(defines.events.on_player_joined_game, on_player_joined_game) |