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ComfyFactorio/maps/nightfall.lua
2018-12-31 01:55:18 +01:00

270 lines
10 KiB
Lua

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