mirror of
https://github.com/ComfyFactory/ComfyFactorio.git
synced 2025-01-06 00:23:49 +02:00
303 lines
10 KiB
Lua
303 lines
10 KiB
Lua
local Event = require 'utils.event'
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local Builder = require 'maps.pidgeotto.b'
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local map_functions = require 'tools.map_functions'
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local simplex_noise = require 'utils.simplex_noise'.d2
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local FDT = require 'maps.pidgeotto.table'
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local math_random = math.random
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local math_abs = math.abs
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local math_sqrt = math.sqrt
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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 get_replacement_tile(surface, position)
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for i = 1, 128, 1 do
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local vectors = {{0, i}, {0, i * -1}, {i, 0}, {i * -1, 0}}
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shuffle(vectors)
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for k, v in pairs(vectors) do
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local tile = surface.get_tile(position.x + v[1], position.y + v[2])
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if not tile.collides_with('resource-layer') then
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return tile.name
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end
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end
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end
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return 'grass-1'
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end
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local function is_enemy_territory(p)
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if p.x - 64 < math_abs(p.y) then
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return false
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end
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--if p.x - 64 < p.y then return false end
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if p.x < 256 then
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return false
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end
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if p.x > 1024 then
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return false
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end
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if p.y > 512 then
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return false
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end
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if p.y < -512 then
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return false
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end
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return true
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end
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local function place_fish_market(surface, position)
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local market = surface.create_entity({name = 'market', position = position, force = 'player'})
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market.minable = false
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return market
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end
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local function enemy_territory(surface, left_top)
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if left_top.x < 256 then
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return
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end
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if left_top.x > 750 then
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return
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end
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if left_top.y > 766 then
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return
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end
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if left_top.y < -256 then
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return
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end
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local area = {{left_top.x, left_top.y}, {left_top.x + 32, left_top.y + 32}}
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if left_top.x > 300 then
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for x = 0, 31, 1 do
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for y = 0, 31, 1 do
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local pos = {x = left_top.x + x, y = left_top.y + y}
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if is_enemy_territory(pos) then
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if math_random(1, 512) == 1 then
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if surface.can_place_entity({name = 'biter-spawner', force = 'decoratives', position = pos}) then
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local entity
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if math_random(1, 4) == 1 then
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entity = surface.create_entity({name = 'spitter-spawner', force = 'decoratives', position = pos})
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else
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entity = surface.create_entity({name = 'biter-spawner', force = 'decoratives', position = pos})
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end
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entity.active = false
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entity.destructible = false
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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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end
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for _, entity in pairs(surface.find_entities_filtered({area = area, type = {'tree', 'cliff'}})) do
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if is_enemy_territory(entity.position) then
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entity.destroy()
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end
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end
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for _, entity in pairs(surface.find_entities_filtered({area = area, type = 'resource'})) do
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if is_enemy_territory(entity.position) then
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surface.create_entity({name = 'uranium-ore', position = entity.position, amount = math_random(200, 8000)})
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entity.destroy()
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end
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end
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for _, tile in pairs(surface.find_tiles_filtered({name = {'water', 'deepwater'}, area = area})) do
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if is_enemy_territory(tile.position) then
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surface.set_tiles({{name = get_replacement_tile(surface, tile.position), position = {tile.position.x, tile.position.y}}}, true)
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end
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end
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end
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local function fish_mouth(surface, left_top)
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if left_top.x > -1800 then
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return
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end
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if left_top.y > 64 then
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return
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end
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if left_top.y < -64 then
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return
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end
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if left_top.x < -2200 then
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return
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end
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for x = 0, 31, 1 do
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for y = 0, 31, 1 do
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local pos = {x = left_top.x + x, y = left_top.y + y}
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local noise = simplex_noise(pos.x * 0.006, 0, game.surfaces[1].map_gen_settings.seed) * 20
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if pos.y <= 12 + noise and pos.y >= -12 + noise then
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surface.set_tiles({{name = 'water', position = pos}})
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end
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end
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end
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end
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local function generate_spawn_area(surface)
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local spawn_area_generated = FDT.get('spawn_area_generated')
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if spawn_area_generated then
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return
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end
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surface.request_to_generate_chunks({0, 0}, 8)
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local chunk_load_tick = FDT.get('chunk_load_tick')
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if chunk_load_tick > game.tick then
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return
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end
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local spawn_position_x = -128
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surface.create_entity({name = 'electric-beam', position = {254, -90}, source = {254, -90}, target = {254, 134}})
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surface.create_entity({name = 'electric-beam', position = {159, -90}, source = {159, -90}, target = {254, -90}})
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for _, tile in pairs(surface.find_tiles_filtered({name = {'water', 'deepwater'}, area = {{-300, -256}, {300, 300}}})) do
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local noise = math_abs(simplex_noise(tile.position.x * 0.02, tile.position.y * 0.02, game.surfaces[1].map_gen_settings.seed) * 16)
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if tile.position.x > -160 + noise then
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surface.set_tiles({{name = get_replacement_tile(surface, tile.position), position = {tile.position.x, tile.position.y}}}, true)
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end
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end
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for _, entity in pairs(surface.find_entities_filtered({type = {'resource', 'cliff'}, area = {{-300, -256}, {300, 300}}})) do
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if entity.position.x > -300 + math_abs(simplex_noise(entity.position.x * 0.02, entity.position.y * 0.02, game.surfaces[1].map_gen_settings.seed) * 32) then
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entity.destroy()
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end
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end
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local decorative_names = {}
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for k, v in pairs(game.decorative_prototypes) do
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if v.autoplace_specification then
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decorative_names[#decorative_names + 1] = k
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end
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end
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for x = -4, 4, 1 do
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for y = -3, 3, 1 do
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surface.regenerate_decorative(decorative_names, {{x, y}})
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end
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end
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local _y = 80
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local ore_positions = {
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{x = spawn_position_x - 52, y = _y},
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{x = spawn_position_x - 52, y = _y * 0.5},
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{x = spawn_position_x - 52, y = 0},
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{x = spawn_position_x - 52, y = _y * -0.5},
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{x = spawn_position_x - 52, y = _y * -1}
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}
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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_noise_tile_circle({x = spawn_position_x - 20, y = 0}, 'water', surface, 16)
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map_functions.draw_oil_circle(ore_positions[5], 'crude-oil', surface, 8, 200000)
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local pos = surface.find_non_colliding_position('market', {spawn_position_x, 0}, 50, 1)
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local market = FDT.set('market', place_fish_market(surface, pos))
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local r = 16
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for _, entity in pairs(
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surface.find_entities_filtered(
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{
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area = {
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{market.position.x - r, market.position.y - r},
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{market.position.x + r, market.position.y + r}
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},
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type = 'tree'
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}
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)
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) do
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local distance_to_center = math_sqrt((entity.position.x - market.position.x) ^ 2 + (entity.position.y - market.position.y) ^ 2)
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if distance_to_center < r then
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if math_random(1, r) > distance_to_center then
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entity.destroy()
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end
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end
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end
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local turret_pos = surface.find_non_colliding_position('gun-turret', {spawn_position_x + 5, 1}, 50, 1)
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local turret = surface.create_entity({name = 'gun-turret', position = turret_pos, force = 'player'})
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turret.insert({name = 'firearm-magazine', count = 32})
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for x = -20, 20, 1 do
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for y = -20, 20, 1 do
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local market_pos = {x = market.position.x + x, y = market.position.y + y}
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local distance_to_center = x ^ 2 + y ^ 2
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if distance_to_center > 64 and distance_to_center < 225 then
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if math_random(1, 3) == 1 and surface.can_place_entity({name = 'wooden-chest', position = market_pos, force = 'player'}) then
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surface.create_entity({name = 'wooden-chest', position = market_pos, 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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local area = {{x = -160, y = -96}, {x = 160, y = 96}}
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for _, tile in pairs(surface.find_tiles_filtered({name = 'water', area = area})) do
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if math_random(1, 32) == 1 then
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surface.create_entity({name = 'fish', position = tile.position})
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end
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end
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local character_pos = surface.find_non_colliding_position('character', {spawn_position_x + 1, 4}, 50, 1)
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game.forces['player'].set_spawn_position(character_pos, surface)
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for _, player in pairs(game.connected_players) do
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local spawn_pos = surface.find_non_colliding_position('character', {spawn_position_x + 1, 4}, 50, 1)
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player.teleport(spawn_pos, surface)
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end
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local rr = 200
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local p = {x = -131, y = 5}
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game.forces.player.chart(
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surface,
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{
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{p.x - rr - 100, p.y - rr},
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{p.x + rr + 400, p.y + rr}
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}
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)
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FDT.set('spawn_area_generated', true)
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end
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local function process_chunk(left_top)
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local active_surface_index = FDT.get('active_surface_index')
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local surface = game.surfaces[active_surface_index]
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if not surface or not surface.valid then
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return
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end
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generate_spawn_area(surface, left_top)
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enemy_territory(surface, left_top)
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fish_mouth(surface, left_top)
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local market = FDT.get('market')
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game.forces.player.chart(surface, {{left_top.x, left_top.y}, {left_top.x + 31, left_top.y + 31}})
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if market and market.valid then
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FDT.set('game_reset', false)
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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 map_name = 'pidgeotto'
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if string.sub(event.surface.name, 0, #map_name) ~= map_name then
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return
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end
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if FDT.get('stop_generating_map') then
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return
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end
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local left_top = event.area.left_top
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Builder.make_chunk(event)
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process_chunk(left_top)
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end
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Event.add(defines.events.on_chunk_generated, on_chunk_generated)
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