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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-08 00:39:30 +02:00
ComfyFactorio/maps/fish_defender_v2/terrain.lua
2022-02-28 22:16:23 +01:00

481 lines
17 KiB
Lua

local Event = require 'utils.event'
local map_functions = require 'tools.map_functions'
local simplex_noise = require 'utils.simplex_noise'.d2
local Public = require 'maps.fish_defender_v2.table'
local Task = require 'utils.task'
local Token = require 'utils.token'
local random = math.random
local abs = math.abs
local sqrt = math.sqrt
--rock spawning code for stone pile
local rock_raffle = {
'sand-rock-big',
'sand-rock-big',
'rock-big',
'rock-big',
'rock-big',
'rock-huge'
}
local size_of_rock_raffle = #rock_raffle
local function place_rock(surface, position)
local a = (random(-250, 250)) * 0.05
local b = (random(-250, 250)) * 0.05
surface.create_entity({name = rock_raffle[random(1, size_of_rock_raffle)], position = {position.x + a, position.y + b}})
end
local function shuffle(tbl)
local size = #tbl
for i = size, 1, -1 do
local rand = random(size)
tbl[i], tbl[rand] = tbl[rand], tbl[i]
end
return tbl
end
local function resource_placement(surface, position, name, amount, tiles)
local w_max = 256
local h_max = 256
local biases = {[0] = {[0] = 1}}
local ti = 1
local function grow(grid, t)
local old = {}
local new_count = 0
for x, _ in pairs(grid) do
for y, _ in pairs(_) do
table.insert(old, {x, y})
end
end
for _, pos in pairs(old) do
local x, y = pos[1], pos[2]
for dx = -1, 1, 1 do
for dy = -1, 1, 1 do
local a, b = x + dx, y + dy
if (math.random() > 0.9) and (abs(a) < w_max) and (abs(b) < h_max) then
grid[a] = grid[a] or {}
if not grid[a][b] then
grid[a][b] = 1 - (t / tiles)
new_count = new_count + 1
if (new_count + t) == tiles then
return new_count
end
end
end
end
end
end
return new_count
end
repeat
ti = ti + grow(biases, ti)
until ti >= tiles
local total_bias = 0
for _, _ in pairs(biases) do
for _, bias in pairs(_) do
total_bias = total_bias + bias
end
end
for x, _ in pairs(biases) do
for y, bias in pairs(_) do
surface.create_entity {
name = name,
amount = amount * (bias / total_bias),
force = 'neutral',
position = {position.x + x, position.y + y}
}
end
end
end
function Public.get_replacement_tile(surface, position)
for i = 1, 128, 1 do
local vectors = {{0, i}, {0, i * -1}, {i, 0}, {i * -1, 0}}
shuffle(vectors)
for k, v in pairs(vectors) do
local tile = surface.get_tile(position.x + v[1], position.y + v[2])
if tile and tile.valid and not tile.collides_with('resource-layer') then
return tile.name
end
end
end
return 'grass-1'
end
local function is_enemy_territory(p)
if p.x - 64 < abs(p.y) then
return false
end
--if p.x - 64 < p.y then return false end
if p.x < 256 then
return false
end
if p.x > 1024 then
return false
end
if p.y > 512 then
return false
end
if p.y < -512 then
return false
end
return true
end
local function place_fish_market(surface, position)
local market = surface.create_entity({name = 'market', position = position, force = 'player'})
market.minable = false
return market
end
local enemy_territory_token =
Token.register(
function(data)
local surface_index = data.surface_index
local left_top = data.left_top
local surface = game.get_surface(surface_index)
if left_top.x < 256 then
return
end
if left_top.x > 750 then
return
end
if left_top.y > 766 then
return
end
if left_top.y < -256 then
return
end
local area = {{left_top.x, left_top.y}, {left_top.x + 32, left_top.y + 32}}
if left_top.x > 300 then
for x = 0, 31, 1 do
for y = 0, 31, 1 do
local pos = {x = left_top.x + x, y = left_top.y + y}
if is_enemy_territory(pos) then
if random(1, 512) == 1 then
if surface.can_place_entity({name = 'biter-spawner', force = 'decoratives', position = pos}) then
local entity
if random(1, 4) == 1 then
entity = surface.create_entity({name = 'spitter-spawner', force = 'decoratives', position = pos})
else
entity = surface.create_entity({name = 'biter-spawner', force = 'decoratives', position = pos})
end
entity.active = false
entity.destructible = false
end
end
end
end
end
end
for _, entity in pairs(surface.find_entities_filtered({area = area, type = {'tree', 'cliff'}})) do
if is_enemy_territory(entity.position) then
entity.destroy()
end
end
for _, entity in pairs(surface.find_entities_filtered({area = area, type = 'resource'})) do
if is_enemy_territory(entity.position) then
surface.create_entity({name = 'uranium-ore', position = entity.position, amount = random(200, 8000)})
entity.destroy()
end
end
for _, tile in pairs(surface.find_tiles_filtered({name = {'water', 'deepwater'}, area = area})) do
if is_enemy_territory(tile.position) then
surface.set_tiles({{name = Public.get_replacement_tile(surface, tile.position), position = {tile.position.x, tile.position.y}}}, true)
end
end
end
)
local fish_mouth_token =
Token.register(
function(data)
local surface_index = data.surface_index
local left_top = data.left_top
local surface = game.get_surface(surface_index)
if left_top.x > -1800 then
return
end
if left_top.y > 64 then
return
end
if left_top.y < -64 then
return
end
if left_top.x < -2200 then
return
end
for x = 0, 31, 1 do
for y = 0, 31, 1 do
local pos = {x = left_top.x + x, y = left_top.y + y}
local noise = simplex_noise(pos.x * 0.006, 0, game.surfaces[1].map_gen_settings.seed) * 20
if pos.y <= 12 + noise and pos.y >= -12 + noise then
surface.set_tiles({{name = 'water', position = pos}})
end
end
end
end
)
local request_to_generate_chunks_token =
Token.register(
function(data)
local surface_index = data.surface_index
local surface = game.get_surface(surface_index)
local spawn_area_generated = Public.get('spawn_area_generated')
if spawn_area_generated then
return
end
surface.request_to_generate_chunks({0, 0}, 8)
local fish_eye_location = Public.get('fish_eye_location')
surface.request_to_generate_chunks(fish_eye_location, 2)
end
)
local function initial_cargo_boxes()
return {
{name = 'coal', count = random(32, 64)},
{name = 'coal', count = random(32, 64)},
{name = 'coal', count = random(32, 64)},
{name = 'iron-ore', count = random(32, 128)},
{name = 'iron-ore', count = random(32, 128)},
{name = 'iron-ore', count = random(32, 128)},
{name = 'copper-ore', count = random(32, 128)},
{name = 'copper-ore', count = random(32, 128)},
{name = 'copper-ore', count = random(32, 128)},
{name = 'submachine-gun', count = 1},
{name = 'submachine-gun', count = 1},
{name = 'submachine-gun', count = 1},
{name = 'shotgun', count = 1},
{name = 'shotgun', count = 1},
{name = 'shotgun', count = 1},
{name = 'burner-mining-drill', count = 1},
{name = 'burner-mining-drill', count = 2},
{name = 'burner-mining-drill', count = 1},
{name = 'burner-mining-drill', count = 4},
{name = 'gun-turret', count = 1},
{name = 'gun-turret', count = 1},
{name = 'gun-turret', count = 1},
{name = 'shotgun-shell', count = random(4, 5)},
{name = 'shotgun-shell', count = random(4, 5)},
{name = 'shotgun-shell', count = random(4, 5)},
{name = 'grenade', count = random(2, 7)},
{name = 'grenade', count = random(2, 8)},
{name = 'grenade', count = random(2, 7)},
{name = 'light-armor', count = random(2, 4)},
{name = 'iron-gear-wheel', count = random(7, 15)},
{name = 'iron-gear-wheel', count = random(7, 15)},
{name = 'iron-gear-wheel', count = random(7, 15)},
{name = 'iron-gear-wheel', count = random(7, 15)},
{name = 'iron-plate', count = random(15, 23)},
{name = 'iron-plate', count = random(15, 23)},
{name = 'iron-plate', count = random(15, 23)},
{name = 'iron-plate', count = random(15, 23)},
{name = 'copper-plate', count = random(15, 23)},
{name = 'copper-plate', count = random(15, 23)},
{name = 'copper-plate', count = random(15, 23)},
{name = 'copper-plate', count = random(15, 23)},
{name = 'firearm-magazine', count = random(10, 15)},
{name = 'firearm-magazine', count = random(10, 15)},
{name = 'firearm-magazine', count = random(10, 15)},
{name = 'firearm-magazine', count = random(10, 15)}
}
end
local generate_spawn_area_token =
Token.register(
function(data)
local surface_index = data.surface_index
local surface = game.get_surface(surface_index)
local spawn_area_generated = Public.get('spawn_area_generated')
if spawn_area_generated then
return
end
local chunk_load_tick = Public.get('chunk_load_tick')
if chunk_load_tick > game.tick then
if game.tick % 100 == 1 then
game.print('[color=blue][Map Generator][/color] Generating map in progress...')
end
return
end
local spawn_position_x = -128
surface.create_entity({name = 'electric-beam', position = {254, -143}, source = {254, -143}, target = {254, 193}}) -- fish
--surface.create_entity({name = 'electric-beam', position = {160, -101}, source = {160, -101}, target = {160, 248}}) -- fish
--surface.create_entity({name = 'electric-beam', position = {160, -88}, source = {160, -88}, target = {160, 185}})
for _, tile in pairs(surface.find_tiles_filtered({name = {'water', 'deepwater'}, area = {{-300, -256}, {300, 300}}})) do
surface.set_tiles({{name = Public.get_replacement_tile(surface, tile.position), position = {tile.position.x, tile.position.y}}}, true)
end
for _, entity in pairs(surface.find_entities_filtered({type = {'resource', 'cliff'}, area = {{-300, -256}, {300, 300}}})) do
entity.destroy()
end
local decorative_names = {}
for k, v in pairs(game.decorative_prototypes) do
if v.autoplace_specification then
decorative_names[#decorative_names + 1] = k
end
end
for x = -4, 4, 1 do
for y = -3, 3, 1 do
surface.regenerate_decorative(decorative_names, {{x, y}})
end
end
local _y = 80
local ore_positions = {
{x = spawn_position_x - 52, y = _y},
{x = spawn_position_x - 52, y = _y * 0.5},
{x = spawn_position_x - 52, y = 0},
{x = spawn_position_x - 52, y = _y * -0.5},
{x = spawn_position_x - 52, y = _y * -1}
}
shuffle(ore_positions)
resource_placement(surface, ore_positions[1], 'copper-ore', 1500000, 650)
resource_placement(surface, ore_positions[2], 'iron-ore', 1500000, 650)
resource_placement(surface, ore_positions[3], 'coal', 1300000, 650)
resource_placement(surface, ore_positions[4], 'stone', 1300000, 650)
for _ = 0, 10, 1 do
place_rock(surface, ore_positions[4]) --add rocks to stone area
end
map_functions.draw_noise_tile_circle({x = spawn_position_x - 20, y = 0}, 'water', surface, 16)
map_functions.draw_oil_circle(ore_positions[5], 'crude-oil', surface, 8, 200000)
local pos = surface.find_non_colliding_position('market', {spawn_position_x, 0}, 50, 1)
local market = Public.set('market', place_fish_market(surface, pos))
local r = 16
for _, entity in pairs(
surface.find_entities_filtered(
{
area = {
{market.position.x - r, market.position.y - r},
{market.position.x + r, market.position.y + r}
},
type = 'tree'
}
)
) do
local distance_to_center = sqrt((entity.position.x - market.position.x) ^ 2 + (entity.position.y - market.position.y) ^ 2)
if distance_to_center < r then
if random(1, r) > distance_to_center then
entity.destroy()
end
end
end
local turret_pos = surface.find_non_colliding_position('gun-turret', {spawn_position_x + 5, 1}, 50, 1)
local turret = surface.create_entity({name = 'gun-turret', position = turret_pos, force = 'player'})
turret.insert({name = 'firearm-magazine', count = 32})
local cargo_boxes = initial_cargo_boxes()
for x = -20, 20, 1 do
for y = -20, 20, 1 do
local market_pos = {x = market.position.x + x, y = market.position.y + y}
local distance_to_center = x ^ 2 + y ^ 2
if distance_to_center > 64 and distance_to_center < 225 then
if random(1, 3) == 1 and surface.can_place_entity({name = 'wooden-chest', position = market_pos, force = 'player'}) then
local e = surface.create_entity({name = 'wooden-chest', position = market_pos, force = 'player', create_build_effect_smoke = false})
if random(1, 8) == 1 then
local inventory = e.get_inventory(defines.inventory.chest)
inventory.insert(cargo_boxes[random(1, #cargo_boxes)])
end
end
end
end
end
local area = {{x = -160, y = -96}, {x = 160, y = 96}}
for _, tile in pairs(surface.find_tiles_filtered({name = 'water', area = area})) do
if random(1, 32) == 1 then
surface.create_entity({name = 'fish', position = tile.position})
end
end
local character_pos = surface.find_non_colliding_position('character', {spawn_position_x + 1, 4}, 50, 1)
game.forces['player'].set_spawn_position(character_pos, surface)
for _, player in pairs(game.connected_players) do
local spawn_pos = surface.find_non_colliding_position('character', {spawn_position_x + 1, 4}, 50, 1)
player.teleport(spawn_pos, surface)
end
local rr = 200
local p = {x = -131, y = 5}
game.forces.player.chart(
surface,
{
{p.x - rr - 100, p.y - rr},
{p.x + rr + 400, p.y + rr}
}
)
Public.set('spawn_area_generated', true)
end
)
local function process_chunk(left_top)
local active_surface_index = Public.get('active_surface_index')
local surface = game.get_surface(active_surface_index)
if not surface or not surface.valid then
return
end
Task.set_timeout_in_ticks(1, request_to_generate_chunks_token, {surface_index = surface.index})
Task.set_timeout_in_ticks(15, generate_spawn_area_token, {surface_index = surface.index})
Task.set_timeout_in_ticks(60, enemy_territory_token, {surface_index = surface.index, left_top = left_top})
Task.set_timeout_in_ticks(90, fish_mouth_token, {surface_index = surface.index, left_top = left_top})
local market = Public.get('market')
game.forces.player.chart(surface, {{left_top.x, left_top.y}, {left_top.x + 31, left_top.y + 31}})
if market and market.valid then
Public.set('game_reset', false)
end
end
local function on_chunk_generated(event)
local map_name = 'fish_defender'
local surface = event.surface
local area = event.area
local left_top = area.left_top
if string.sub(surface.name, 0, #map_name) ~= map_name then
return
end
if Public.get('stop_generating_map') then
return
end
Public.make_chunk(event)
process_chunk(left_top)
end
Event.add(defines.events.on_chunk_generated, on_chunk_generated)
return Public