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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-30 04:40:54 +02:00
ComfyFactorio/maps/stone_maze/1x1_rooms.lua
Gerkiz 690c1b6e48 2.0 changes
Change global -> storage
Rework how rendering works
Game prototypes are now stored inside 'prototypes.#'
Renamed entity names
2024-09-24 19:37:11 +02:00

367 lines
16 KiB
Lua

--luacheck: ignore
local Basic_markets = require 'utils.functions.basic_markets'
local Biter_pets = require 'modules.biter_pets'
local get_noise = require 'maps.stone_maze.noise'
local room = {}
room.empty = function (surface, cell_left_top, direction)
end
room.worms = function (surface, cell_left_top, direction)
local amount = math.ceil(get_biter_amount() * 0.1)
local tile_positions = {}
local left_top = { x = cell_left_top.x * grid_size, y = cell_left_top.y * grid_size }
for x = 0.5, grid_size - 0.5, 1 do
for y = 0.5, grid_size - 0.5, 1 do
local pos = { left_top.x + x, left_top.y + y }
tile_positions[#tile_positions + 1] = pos
end
end
table.shuffle_table(tile_positions)
for _, pos in pairs(tile_positions) do
local worm = get_worm()
if surface.can_place_entity({ name = worm, position = pos }) and math.random(1, 4) == 1 then
surface.create_entity({ name = worm, position = pos, force = 'enemy' })
amount = amount - 1
end
if amount < 1 then
break
end
end
end
room.nests = function (surface, cell_left_top, direction)
local amount = math.ceil(get_biter_amount() * 0.1)
local tile_positions = {}
local left_top = { x = cell_left_top.x * grid_size, y = cell_left_top.y * grid_size }
for x = 0.5, grid_size - 0.5, 1 do
for y = 0.5, grid_size - 0.5, 1 do
local pos = { left_top.x + x, left_top.y + y }
tile_positions[#tile_positions + 1] = pos
end
end
table.shuffle_table(tile_positions)
for _, pos in pairs(tile_positions) do
if surface.can_place_entity({ name = 'spitter-spawner', position = pos }) then
if math.random(1, 4) == 1 then
surface.create_entity({ name = 'spitter-spawner', position = pos, force = 'enemy' })
else
surface.create_entity({ name = 'biter-spawner', position = pos, force = 'enemy' })
end
amount = amount - 1
end
if amount < 1 then
break
end
end
end
room.biters = function (surface, cell_left_top, direction)
local amount = get_biter_amount()
local tile_positions = {}
local left_top = { x = cell_left_top.x * grid_size, y = cell_left_top.y * grid_size }
for x = 0.5, grid_size - 0.5, 1 do
for y = 0.5, grid_size - 0.5, 1 do
local pos = { left_top.x + x, left_top.y + y }
tile_positions[#tile_positions + 1] = pos
end
end
table.shuffle_table(tile_positions)
for _, pos in pairs(tile_positions) do
local enemy = get_biter()
if surface.can_place_entity({ name = enemy, position = pos }) then
surface.create_entity({ name = enemy, position = pos, force = 'enemy' })
amount = amount - 1
end
if amount < 1 then
break
end
end
end
room.spitters = function (surface, cell_left_top, direction)
local amount = get_biter_amount()
local tile_positions = {}
local left_top = { x = cell_left_top.x * grid_size, y = cell_left_top.y * grid_size }
for x = 0.5, grid_size - 0.5, 1 do
for y = 0.5, grid_size - 0.5, 1 do
local pos = { left_top.x + x, left_top.y + y }
tile_positions[#tile_positions + 1] = pos
end
end
table.shuffle_table(tile_positions)
for _, pos in pairs(tile_positions) do
local enemy = get_spitter()
if surface.can_place_entity({ name = enemy, position = pos }) then
surface.create_entity({ name = enemy, position = pos, force = 'enemy' })
amount = amount - 1
end
if amount < 1 then
break
end
end
end
room.spitters_and_biters = function (surface, cell_left_top, direction)
local amount = get_biter_amount()
local tile_positions = {}
local left_top = { x = cell_left_top.x * grid_size, y = cell_left_top.y * grid_size }
for x = 0.5, grid_size - 0.5, 1 do
for y = 0.5, grid_size - 0.5, 1 do
local pos = { left_top.x + x, left_top.y + y }
tile_positions[#tile_positions + 1] = pos
end
end
table.shuffle_table(tile_positions)
for _, pos in pairs(tile_positions) do
local enemy = get_biter()
if math.random(1, 3) == 1 then
enemy = get_spitter()
end
if surface.can_place_entity({ name = enemy, position = pos, force = 'enemy' }) then
surface.create_entity({ name = enemy, position = pos, force = 'enemy' })
amount = amount - 1
end
if amount < 1 then
break
end
end
end
room.checkerboard_ore = function (surface, cell_left_top, direction)
local ores = { 'coal', 'iron-ore', 'copper-ore', 'stone' }
table.shuffle_table(ores)
local left_top = { x = cell_left_top.x * grid_size, y = cell_left_top.y * grid_size }
for x = 1, grid_size - 2, 1 do
for y = 1, grid_size - 2, 1 do
local pos = { left_top.x + x, left_top.y + y }
if x % 2 == y % 2 then
surface.create_entity({ name = ores[1], position = pos, force = 'neutral', amount = 256 + storage.maze_depth * 4 })
else
surface.create_entity({ name = ores[2], position = pos, force = 'neutral', amount = 256 + storage.maze_depth * 4 })
end
surface.set_tiles({ { name = 'grass-2', position = pos } }, true)
end
end
end
room.single_oil = function (surface, cell_left_top, direction)
local left_top = { x = cell_left_top.x * grid_size, y = cell_left_top.y * grid_size }
surface.create_entity({ name = 'crude-oil', position = { left_top.x + grid_size * 0.5, left_top.y + grid_size * 0.5 }, amount = 100000 + storage.maze_depth * 4000 })
room.spitters(surface, cell_left_top, direction)
room.biters(surface, cell_left_top, direction)
end
room.tree_ring = function (surface, cell_left_top, direction)
local left_top = { x = cell_left_top.x * grid_size, y = cell_left_top.y * grid_size }
local tree = tree_raffle[math.random(1, #tree_raffle)]
map_functions.draw_noise_tile_circle({ x = left_top.x + grid_size * 0.5, y = left_top.y + grid_size * 0.5 }, 'grass-2', surface, grid_size * 0.35)
map_functions.draw_noise_entity_ring(surface, { x = left_top.x + grid_size * 0.5, y = left_top.y + grid_size * 0.5 }, tree, 'neutral', grid_size * 0.25, grid_size * 0.33)
surface.spill_item_stack({ x = left_top.x + grid_size * 0.5, y = left_top.y + grid_size * 0.5 }, get_loot_item_stack(), true, nil, true)
room.spitters(surface, cell_left_top, direction)
end
room.tons_of_trees = function (surface, cell_left_top, direction)
local tree = tree_raffle[math.random(1, #tree_raffle)]
local left_top = { x = cell_left_top.x * grid_size, y = cell_left_top.y * grid_size }
local seed = math.random(1000, 1000000)
for x = 0.5, grid_size - 0.5, 1 do
for y = 0.5, grid_size - 0.5, 1 do
local pos = { left_top.x + x, left_top.y + y }
local noise = get_noise('trees_01', pos, seed)
if math.random(1, 3) == 1 then
if noise > 0.25 or noise < -0.25 then
surface.create_entity({ name = tree, position = pos, force = 'neutral' })
end
end
end
end
end
room.loot_crate = function (surface, cell_left_top, direction)
local left_top = { x = cell_left_top.x * grid_size, y = cell_left_top.y * grid_size }
map_functions.draw_noise_tile_circle({ x = left_top.x + grid_size * 0.5, y = left_top.y + grid_size * 0.5 }, 'stone-path', surface, grid_size * 0.2)
local chest = surface.create_entity({ name = 'wooden-chest', position = { left_top.x + grid_size * 0.5, left_top.y + grid_size * 0.5 }, force = 'neutral' })
chest.destructible = false
chest.insert(get_loot_item_stack())
if math.random(1, 2) == 1 then
chest.insert(get_loot_item_stack())
end
room.spitters_and_biters(surface, cell_left_top, direction)
end
room.single_rock = function (surface, cell_left_top, direction)
local left_top = { x = cell_left_top.x * grid_size, y = cell_left_top.y * grid_size }
surface.create_entity({ name = rock_raffle[math.random(1, #rock_raffle)], position = { left_top.x + grid_size * 0.5, left_top.y + grid_size * 0.5 }, force = 'neutral' })
room.biters(surface, cell_left_top, direction)
end
room.three_rocks = function (surface, cell_left_top, direction)
local left_top = { x = cell_left_top.x * grid_size, y = cell_left_top.y * grid_size }
if math.random(1, 2) == 1 then
local position = surface.find_non_colliding_position('market', { x = left_top.x + grid_size * 0.5, y = left_top.y + grid_size * 0.5 }, grid_size * 0.5, 1)
if position then
Basic_markets.super_market(surface, position, math.floor(storage.maze_depth * 0.01) + 1)
end
end
surface.create_entity({ name = rock_raffle[math.random(1, #rock_raffle)], position = { left_top.x + grid_size * 0.2, left_top.y + grid_size * 0.8 }, force = 'neutral' })
surface.create_entity({ name = rock_raffle[math.random(1, #rock_raffle)], position = { left_top.x + grid_size * 0.8, left_top.y + grid_size * 0.8 }, force = 'neutral' })
surface.create_entity({ name = rock_raffle[math.random(1, #rock_raffle)], position = { left_top.x + grid_size * 0.5, left_top.y + grid_size * 0.2 }, force = 'neutral' })
room.biters(surface, cell_left_top, direction)
end
room.quad_rocks = function (surface, cell_left_top, direction)
local left_top = { x = cell_left_top.x * grid_size, y = cell_left_top.y * grid_size }
if math.random(1, 2) == 1 then
local position = surface.find_non_colliding_position('market', { x = left_top.x + grid_size * 0.5, y = left_top.y + grid_size * 0.5 }, grid_size * 0.5, 1)
if position then
Basic_markets.super_market(surface, position, math.floor(storage.maze_depth * 0.01) + 1)
end
end
surface.create_entity({ name = rock_raffle[math.random(1, #rock_raffle)], position = { left_top.x + grid_size * 0.15, left_top.y + grid_size * 0.15 }, force = 'neutral' })
surface.create_entity({ name = rock_raffle[math.random(1, #rock_raffle)], position = { left_top.x + grid_size * 0.15, left_top.y + grid_size * 0.85 }, force = 'neutral' })
surface.create_entity({ name = rock_raffle[math.random(1, #rock_raffle)], position = { left_top.x + grid_size * 0.85, left_top.y + grid_size * 0.15 }, force = 'neutral' })
surface.create_entity({ name = rock_raffle[math.random(1, #rock_raffle)], position = { left_top.x + grid_size * 0.85, left_top.y + grid_size * 0.85 }, force = 'neutral' })
room.spitters_and_biters(surface, cell_left_top, direction)
end
room.tons_of_rocks = function (surface, cell_left_top, direction)
local left_top = { x = cell_left_top.x * grid_size, y = cell_left_top.y * grid_size }
local seed = game.surfaces[1].map_gen_settings.seed
for x = 0.5, grid_size - 0.5, 1 do
for y = 0.5, grid_size - 0.5, 1 do
local pos = { left_top.x + x, left_top.y + y }
local noise = get_noise('trees_01', pos, seed)
if math.random(1, 3) ~= 1 then
if noise > 0.2 or noise < -0.2 then
surface.create_entity({ name = rock_raffle[math.random(1, #rock_raffle)], position = pos, force = 'neutral' })
if math.random(1, 512) == 1 then
surface.create_entity({ name = get_worm(), position = pos, force = 'enemy' })
end
end
end
end
end
end
room.some_scrap = function (surface, cell_left_top, direction)
local left_top = { x = cell_left_top.x * grid_size, y = cell_left_top.y * grid_size }
for x = math.floor(grid_size * 0.15), math.floor(grid_size * 0.85) - 1, 1 do
for y = math.floor(grid_size * 0.15), math.floor(grid_size * 0.85) - 1, 1 do
local pos = { left_top.x + x, left_top.y + y }
if math.random(1, 16) == 1 then
surface.create_entity({ name = get_scrap(), position = pos, force = 'neutral' })
end
end
end
room.worms(surface, cell_left_top, direction)
end
room.tons_of_scrap = function (surface, cell_left_top, direction)
local left_top = { x = cell_left_top.x * grid_size, y = cell_left_top.y * grid_size }
local seed = game.surfaces[1].map_gen_settings.seed + 10000
for x = 0.5, grid_size - 0.5, 1 do
for y = 0.5, grid_size - 0.5, 1 do
local pos = { left_top.x + x, left_top.y + y }
local noise = get_noise('scrap_01', pos, seed)
if math.random(1, 2) == 1 and noise > 0 then
surface.create_entity({ name = get_scrap(), position = pos, force = 'neutral' })
end
end
end
end
room.pond = function (surface, cell_left_top, direction)
local tree = tree_raffle[math.random(1, #tree_raffle)]
local left_top = { x = cell_left_top.x * grid_size, y = cell_left_top.y * grid_size }
map_functions.draw_noise_tile_circle({ x = left_top.x + grid_size * 0.5, y = left_top.y + grid_size * 0.5 }, 'water', surface, grid_size * 0.3)
for x = 0.5, grid_size - 0.5, 1 do
for y = 0.5, grid_size - 0.5, 1 do
local pos = { left_top.x + x, left_top.y + y }
if math.random(1, 16) == 1 then
if surface.can_place_entity({ name = 'fish', position = pos, force = 'neutral' }) then
surface.create_entity({ name = 'fish', position = pos, force = 'neutral' })
end
end
if math.random(1, 40) == 1 then
if surface.can_place_entity({ name = tree, position = pos, force = 'neutral' }) then
surface.create_entity({ name = tree, position = pos, force = 'neutral' })
end
end
end
end
end
room.maze = function (surface, cell_left_top, direction)
local tree = tree_raffle[math.random(1, #tree_raffle)]
local left_top = { x = cell_left_top.x * grid_size, y = cell_left_top.y * grid_size }
create_maze(surface, { x = left_top.x + grid_size * 0.5, y = left_top.y + grid_size * 0.5 }, math.floor(grid_size * 0.25), 3, 'stone-wall', 'enemy', true)
surface.spill_item_stack({ x = left_top.x + grid_size * 0.5, y = left_top.y + grid_size * 0.5 }, get_loot_item_stack(), true, nil, true)
end
room.mr_nibbles = function (surface, cell_left_top, direction)
local left_top = { x = cell_left_top.x * grid_size, y = cell_left_top.y * grid_size }
local nibbler
local str = 'biter'
if math.random(1, 2) == 1 then
str = 'spitter'
end
if storage.maze_depth > 250 then
nibbler = surface.create_entity({ name = 'behemoth-' .. str, position = { left_top.x + grid_size * 0.5, left_top.y + grid_size * 0.5 }, force = 'enemy' })
else
nibbler = surface.create_entity({ name = 'big-' .. str, position = { left_top.x + grid_size * 0.5, left_top.y + grid_size * 0.5 }, force = 'enemy' })
end
Biter_pets.tame_unit_for_closest_player(nibbler)
end
local room_weights = {
{ func = room.worms, weight = 12 },
{ func = room.nests, weight = 8 },
{ func = room.tons_of_trees, weight = 15 },
{ func = room.tons_of_rocks, weight = 35 },
{ func = room.quad_rocks, weight = 7 },
{ func = room.three_rocks, weight = 4 },
{ func = room.mr_nibbles, weight = 3 },
{ func = room.single_rock, weight = 8 },
{ func = room.checkerboard_ore, weight = 7 },
{ func = room.single_oil, weight = 5 },
--{func = room.some_scrap, weight = 10},
{ func = room.tons_of_scrap, weight = 15 },
--{func = room.empty, weight = 1},
{ func = room.pond, weight = 8 },
{ func = room.loot_crate, weight = 9 },
{ func = room.tree_ring, weight = 9 },
{ func = room.maze, weight = 4 }
}
local room_shuffle = {}
for _, r in pairs(room_weights) do
for c = 1, r.weight, 1 do
room_shuffle[#room_shuffle + 1] = r.func
end
end
return room_shuffle