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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-10 00:43:27 +02:00
ComfyFactorio/maps/railway_troopers/main.lua
2020-04-04 10:21:39 +02:00

331 lines
11 KiB
Lua

require "modules.sticky_landfill"
require "modules.dynamic_player_spawn"
require "modules.biters_yield_ore"
local math_random = math.random
local math_floor = math.floor
local table_insert = table.insert
local table_remove = table.remove
local math_sqrt = math.sqrt
local math_round = math.round
local math_abs = math.abs
local map_height = 96
local infini_ores = {"iron-ore", "iron-ore", "copper-ore", "coal", "stone"}
local function on_player_joined_game(event)
local surface = game.surfaces["railway_troopers"]
local player = game.players[event.player_index]
if player.online_time == 0 then
player.teleport(surface.find_non_colliding_position("character", game.forces.player.get_spawn_position(surface), 32, 0.5), surface)
end
end
local function set_commands(unit_group)
local surface = unit_group.surface
local position = unit_group.position
local commands = {}
for x = position.x, -8196, -32 do
if surface.is_chunk_generated({math_floor(x / 32), math_floor(position.y / 32)}) then
if math_random(1, 16) == 1 then
commands[#commands + 1] = {
type = defines.command.build_base,
destination = {x = x, y = position.y},
distraction = defines.distraction.by_anything,
ignore_planner = true,
}
else
commands[#commands + 1] = {
type = defines.command.attack_area,
destination = {x = x, y = position.y},
radius = 16,
distraction = defines.distraction.by_anything
}
end
else
break
end
end
if #commands == 0 then return end
unit_group.set_command({
type = defines.command.compound,
structure_type = defines.compound_command.return_last,
commands = commands
})
end
local function send_wave(spawner, search_radius)
local biters = spawner.surface.find_enemy_units(spawner.position, search_radius, "player")
if biters[1] then
local unit_group = spawner.surface.create_unit_group({position = {x = spawner.position.x, y = -42 + math_random(0, 84)}, force = "enemy"})
for _, unit in pairs(biters) do unit_group.add_member(unit) end
set_commands(unit_group)
end
end
local function on_entity_spawned(event)
global.on_entity_spawned_counter = global.on_entity_spawned_counter + 1
local c = global.on_entity_spawned_counter * 0.5
if c % 2 ~= 0 then return end
for a = 14, 6, -2 do
local b = 2 ^ a
if c % b == 0 then
send_wave(event.spawner, a ^ 2 - 28)
return
end
end
end
local function on_entity_died(event)
local entity = event.entity
if not entity.valid then return end
if entity.type == "unit" and entity.spawner then
entity.spawner.damage(20, game.forces[1])
end
end
local function is_out_of_map(p)
local a = p.x + 1960
local b = math_abs(p.y)
if a * 0.025 >= b then return end
if a * -0.025 > b then return end
return true
end
local function draw_west_side(surface, left_top)
local entities = {}
for x = 0, 31, 1 do
for y = 0, 31, 1 do
local position = {x = left_top.x + x, y = left_top.y + y}
if math_abs(position.y) > map_height * 0.5 then
surface.set_tiles({{name = "out-of-map", position = position}}, true)
else
surface.set_tiles({{name = "deepwater-green", position = position}}, true)
if math_random(1, 64) == 1 then table_insert(entities, {name = "fish", position = position}) end
if math_random(1, 8196) == 1 and position.x < -64 then table_insert(entities, {name = "crude-oil", position = position, amount = 200000 + math_abs(left_top.x * 500)}) end
end
end
end
for _, entity in pairs(entities) do
surface.create_entity(entity)
end
end
local function draw_east_side(surface, left_top)
local entities = {}
if left_top.y == 0 and left_top.x < 64 then
for x = 0, 30, 2 do
surface.create_entity({name = "straight-rail", position = {left_top.x + x, 0}, direction = 2, force = "player"})
end
if left_top.x == -32 then
local entity = surface.create_entity({name = "cargo-wagon", position = {-24, 0}, force = "player", direction = 2})
entity.get_inventory(defines.inventory.cargo_wagon).insert({name = "firearm-magazine", count = 600})
entity.get_inventory(defines.inventory.cargo_wagon).insert({name = "shotgun", count = 2})
entity.get_inventory(defines.inventory.cargo_wagon).insert({name = "shotgun-shell", count = 64})
entity.get_inventory(defines.inventory.cargo_wagon).insert({name = "light-armor", count = 5})
entity.get_inventory(defines.inventory.cargo_wagon).insert({name = "grenade", count = 32})
entity.get_inventory(defines.inventory.cargo_wagon).insert({name = "pistol", count = 10})
entity.get_inventory(defines.inventory.cargo_wagon).insert({name = "rail", count = 100})
local entity = surface.create_entity({name = "locomotive", position = {-18, 0}, force = "player", direction = 2})
entity.get_inventory(defines.inventory.fuel).insert({name = "wood", count = 25})
end
end
for x = 0, 31, 1 do
for y = 0, 31, 1 do
local position = {x = left_top.x + x, y = left_top.y + y}
if is_out_of_map(position) then
surface.set_tiles({{name = "out-of-map", position = position}}, true)
else
if math_random(1, 4096) == 1 and left_top.x > -32 and math_abs(left_top.y) > 2 then
table_insert(entities, {name = infini_ores[math_random(1, #infini_ores)], position = position, amount = 99999999})
table_insert(entities, {name = "electric-mining-drill", position = position, force = "enemy"})
end
end
end
end
for _, entity in pairs(entities) do
local e = surface.create_entity(entity)
if e.name == "electric-mining-drill" then
if e.position.y < 0 then
e.direction = 4
else
e.direction = 0
end
e.minable = false
e.destructible = false
--e.insert({name = "coal", count = math_random(8, 36)})
end
end
end
local function on_chunk_generated(event)
local surface = event.surface
local left_top = event.area.left_top
if left_top.x < -32 then
draw_west_side(surface, left_top)
else
draw_east_side(surface, left_top)
end
end
local type_whitelist = {
["artillery-wagon"] = true,
["car"] = true,
["cargo-wagon"] = true,
["construction-robot"] = true,
["container"] = true,
["curved-rail"] = true,
["electric-pole"] = true,
["entity-ghost"] = true,
["fluid-wagon"] = true,
["heat-pipe"] = true,
["inserter"] = true,
["lamp"] = true,
["locomotive"] = true,
["logistic-robot"] = true,
["rail-chain-signal"] = true,
["rail-signal"] = true,
["splitter"] = true,
["straight-rail"] = true,
["tile-ghost"] = true,
["train-stop"] = true,
["transport-belt"] = true,
["underground-belt"] = true,
["wall"] = true,
["gate"] = true,
["beacon"] = true,
}
local function deny_building(event)
local entity = event.created_entity
if not entity.valid then return end
if type_whitelist[event.created_entity.type] then return end
if entity.position.x < -32 then return end
if event.player_index then
game.players[event.player_index].insert({name = entity.name, count = 1})
else
local inventory = event.robot.get_inventory(defines.inventory.robot_cargo)
inventory.insert({name = entity.name, count = 1})
end
event.created_entity.surface.create_entity({
name = "flying-text",
position = entity.position,
text = "Can only be built west!",
color = {r=0.98, g=0.66, b=0.22}
})
entity.destroy()
end
local function on_built_entity(event)
deny_building(event)
end
local function on_robot_built_entity(event)
deny_building(event)
end
local function on_research_finished(event)
event.research.force.character_inventory_slots_bonus = game.forces.player.mining_drill_productivity_bonus * 200
event.research.force.character_item_pickup_distance_bonus = game.forces.player.mining_drill_productivity_bonus * 10
end
local function send_tick_wave()
if game.tick % 54000 ~= 3600 then return end
local surface = game.surfaces["railway_troopers"]
local spawners = surface.find_entities_filtered({type = "unit-spawner"})
if not spawners[1] then return end
local search_radius = 16
for _, player in pairs(game.connected_players) do
if player.position.x * 0.5 > search_radius then search_radius = math_floor(player.position.x * 0.5) end
end
if search_radius > 256 then search_radius = 256 end
send_wave(spawners[math_random(1, #spawners)], search_radius)
end
local function on_tick()
send_tick_wave()
end
local function on_init()
global.drop_schedule = {}
global.on_entity_spawned_counter = 0
game.map_settings.enemy_evolution.destroy_factor = 0.001
--game.map_settings.enemy_evolution.pollution_factor = 0
--game.map_settings.enemy_evolution.time_factor = 0
game.map_settings.enemy_expansion.enabled = true
game.map_settings.enemy_expansion.max_expansion_cooldown = 900
game.map_settings.enemy_expansion.min_expansion_cooldown = 900
game.map_settings.enemy_expansion.settler_group_max_size = 128
game.map_settings.enemy_expansion.settler_group_min_size = 32
game.map_settings.enemy_expansion.max_expansion_distance = 16
game.map_settings.pollution.enemy_attack_pollution_consumption_modifier = 0.25
local map_gen_settings = {
["water"] = 0,
["starting_area"] = 0.60,
["cliff_settings"] = {cliff_elevation_interval = 0, cliff_elevation_0 = 0},
["autoplace_controls"] = {
["coal"] = {frequency = 0, size = 0.65, richness = 0.5},
["stone"] = {frequency = 0, size = 0.65, richness = 0.5},
["copper-ore"] = {frequency = 0, size = 0.65, richness = 0.5},
["iron-ore"] = {frequency = 0, size = 0.65, richness = 0.5},
["uranium-ore"] = {frequency = 0, size = 1, richness = 1},
["crude-oil"] = {frequency = 0, size = 1, richness = 0.75},
["trees"] = {frequency = 2, size = 0.15, richness = 1},
["enemy-base"] = {frequency = 256, size = 2, richness = 1},
},
}
local surface = game.create_surface("railway_troopers", map_gen_settings)
surface.request_to_generate_chunks({0,0}, 4)
surface.force_generate_chunk_requests()
local force = game.forces.player
force.set_spawn_position({-30, 0}, surface)
force.technologies["landfill"].researched = true
force.technologies["railway"].researched = true
force.technologies["engine"].researched = true
local types_to_disable = {
["ammo"] = true,
["armor"] = true,
["car"] = true,
["gun"] = true,
["capsule"] = true,
}
for _, recipe in pairs(game.recipe_prototypes) do
if types_to_disable[recipe.subgroup.name] then
force.set_hand_crafting_disabled_for_recipe(recipe.name, true)
end
end
end
local Event = require 'utils.event'
Event.on_init(on_init)
Event.add(defines.events.on_research_finished, on_research_finished)
Event.add(defines.events.on_tick, on_tick)
Event.add(defines.events.on_built_entity, on_built_entity)
Event.add(defines.events.on_robot_built_entity, on_robot_built_entity)
Event.add(defines.events.on_entity_died, on_entity_died)
Event.add(defines.events.on_entity_spawned, on_entity_spawned)
Event.add(defines.events.on_player_joined_game, on_player_joined_game)
Event.add(defines.events.on_chunk_generated, on_chunk_generated)