mirror of
https://github.com/ComfyFactory/ComfyFactorio.git
synced 2025-01-10 00:43:27 +02:00
254 lines
8.4 KiB
Lua
254 lines
8.4 KiB
Lua
local Price_raffle = require 'maps.expanse.price_raffle'
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local Public = {}
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local ores = {"copper-ore", "iron-ore", "stone", "coal"}
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local price_modifiers = {
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["unit-spawner"] = -256,
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["unit"] = -16,
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["turret"] = -128,
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["tree"] = -8,
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["simple-entity"] = 2,
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["cliff"] = -128,
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["water"] = -5,
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["water-green"] = -5,
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["deepwater"] = -5,
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["deepwater-green"] = -5,
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["water-mud"] = -6,
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["water-shallow"] = -6,
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}
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local function reward_tokens(expanse, entity)
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local chance = expanse.token_chance % 1
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local count = math.floor(expanse.token_chance)
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if chance > 0 then
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chance = math.floor(chance * 1000)
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if math.random(1, 1000) <= chance then
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entity.surface.spill_item_stack(entity.position, {name = "small-plane", count = 1}, true, nil, false)
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end
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end
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if count > 0 then
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for _ = 1, count, 1 do
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entity.surface.spill_item_stack(entity.position, {name = "small-plane", count = 1}, true, nil, false)
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end
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end
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end
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local function get_cell_value(expanse, left_top)
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local square_size = expanse.square_size
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local value = square_size ^ 2
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value = value * 8
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local source_surface = game.surfaces[expanse.source_surface]
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local area = {{left_top.x, left_top.y}, {left_top.x + square_size, left_top.y + square_size}}
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local entities = source_surface.find_entities(area)
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local tiles = source_surface.find_tiles_filtered({area = area})
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for _, tile in pairs(tiles) do
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if price_modifiers[tile.name] then
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value = value + price_modifiers[tile.name]
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end
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end
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for _, entity in pairs(entities) do
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if price_modifiers[entity.type] then
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value = value + price_modifiers[entity.type]
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end
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end
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local distance = math.sqrt(left_top.x ^ 2 + left_top.y ^ 2)
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local value = value * (distance * expanse.price_distance_modifier)
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local ore_modifier = distance * (expanse.price_distance_modifier / 20)
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if ore_modifier > expanse.max_ore_price_modifier then ore_modifier = expanse.max_ore_price_modifier end
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for _, entity in pairs(entities) do
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if entity.type == "resource" then
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if entity.prototype.resource_category == "basic-fluid" then
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value = value + (entity.amount * ore_modifier * 0.01)
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else
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value = value + (entity.amount * ore_modifier)
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end
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end
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end
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value = math.floor(value)
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if value < 16 then value = 16 end
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return value
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end
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local function get_left_top(expanse, position)
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local vectors = {{-1, 0}, {1, 0}, {0, 1}, {0, -1}}
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table.shuffle_table(vectors)
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local surface = game.surfaces.expanse
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for _, 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 tile.name == "out-of-map" then
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local left_top = tile.position
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left_top.x = left_top.x - left_top.x % expanse.square_size
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left_top.y = left_top.y - left_top.y % expanse.square_size
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if not expanse.grid[tostring(left_top.x .. '_' .. left_top.y)] then return left_top end
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end
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end
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return false
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end
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local function is_container_position_valid(expanse, position)
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if game.tick == 0 then return true end
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local left_top = get_left_top(expanse, position)
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if not left_top then return false end
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if game.surfaces.expanse.count_entities_filtered({name = "logistic-chest-requester", force = "neutral", area = {{left_top.x - 1, left_top.y - 1}, {left_top.x + expanse.square_size + 1, left_top.y + expanse.square_size + 1}}}) > 0 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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function Public.expand(expanse, left_top)
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expanse.grid[tostring(left_top.x .. '_' .. left_top.y)] = true
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local source_surface = game.surfaces[expanse.source_surface]
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if not source_surface then return end
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source_surface.request_to_generate_chunks(left_top, 3)
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source_surface.force_generate_chunk_requests()
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local square_size = expanse.square_size
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local area = {{left_top.x, left_top.y}, {left_top.x + square_size, left_top.y + square_size}}
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local surface = game.surfaces.expanse
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source_surface.clone_area({
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source_area = area,
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destination_area = area,
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destination_surface = surface,
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clone_tiles = true,
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clone_entities = true,
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clone_decoratives = true,
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clear_destination_entities = false,
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clear_destination_decoratives = true,
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expand_map = true,
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})
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for _, e in pairs(source_surface.find_entities(area)) do e.destroy() end
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local positions = {
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{x = left_top.x + math.random(1, square_size - 2), y = left_top.y},
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{x = left_top.x, y = left_top.y + math.random(1, square_size - 2)},
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{x = left_top.x + math.random(1, square_size - 2), y = left_top.y + (square_size - 1)},
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{x = left_top.x + (square_size - 1), y = left_top.y + math.random(1, square_size - 2)},
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}
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for _, position in pairs(positions) do
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if is_container_position_valid(expanse, position) then
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local e = surface.create_entity({name = "logistic-chest-requester", position = position, force = "neutral"})
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e.destructible = false
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e.minable = false
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end
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end
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if game.tick == 0 then
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local a = math.floor(expanse.square_size * 0.5)
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for x = 1, 3, 1 do
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for y = 1, 3, 1 do
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surface.set_tiles({{name = "water", position = {a + x, a + y - 2}}}, true)
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end
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end
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surface.create_entity({name = "crude-oil", position = {a - 3, a}, amount = 1500000})
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surface.create_entity({name = "rock-big", position = {a, a}})
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surface.create_entity({name = "tree-0" .. math.random(1,9), position = {a, a - 1}})
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surface.spill_item_stack({a, a + 2}, {name = "small-plane", count = 1}, false, nil, false)
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surface.spill_item_stack({a + 0.5, a + 2.5}, {name = "small-plane", count = 1}, false, nil, false)
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surface.spill_item_stack({a - 0.5, a + 2.5}, {name = "small-plane", count = 1}, false, nil, false)
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for x = 0, square_size, 1 do
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for y = 0, square_size, 1 do
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if surface.can_place_entity({name = "wooden-chest", position = {x, y}}) and surface.can_place_entity({name = "coal", position = {x, y}, amount = 1}) then
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surface.create_entity({name = ores[(x + y) % 4 + 1], position = {x, y}, amount = 1500})
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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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local function init_container(expanse, entity)
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local left_top = get_left_top(expanse, entity.position)
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if not left_top then return end
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local cell_value = get_cell_value(expanse, left_top)
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local item_stacks = {}
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local roll_count = 2
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for _ = 1, roll_count, 1 do
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for _, stack in pairs(Price_raffle.roll(math.floor(cell_value / roll_count), 2)) do
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if not item_stacks[stack.name] then
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item_stacks[stack.name] = stack.count
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else
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item_stacks[stack.name] = item_stacks[stack.name] + stack.count
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end
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end
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end
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local price = {}
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for k, v in pairs(item_stacks) do table.insert(price, {name = k, count = v}) end
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local containers = expanse.containers
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containers[entity.unit_number] = {entity = entity, left_top = left_top, price = price}
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end
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function Public.set_container(expanse, entity)
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if entity.name ~= "logistic-chest-requester" then return end
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if not expanse.containers[entity.unit_number] then init_container(expanse, entity) end
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local container = expanse.containers[entity.unit_number]
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local inventory = container.entity.get_inventory(defines.inventory.chest)
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if not inventory.is_empty() then
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local contents = inventory.get_contents()
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if contents["small-plane"] then
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local count_removed = inventory.remove({name = "small-plane", count = 1})
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if count_removed > 0 then
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init_container(expanse, entity)
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container = expanse.containers[entity.unit_number]
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game.print("The hungry chest has renewed it's offer! [gps=" .. math.floor(entity.position.x) .. "," .. math.floor(entity.position.y) .. ",expanse]")
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end
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end
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end
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for key, item_stack in pairs(container.price) do
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local count_removed = inventory.remove(item_stack)
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container.price[key].count = container.price[key].count - count_removed
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if container.price[key].count <= 0 then
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table.remove(container.price, key)
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end
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end
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if #container.price == 0 then
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Public.expand(expanse, container.left_top)
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local a = math.floor(expanse.square_size * 0.5)
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local expansion_position = {x = expanse.containers[entity.unit_number].left_top.x + a, y = expanse.containers[entity.unit_number].left_top.y + a}
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expanse.containers[entity.unit_number] = nil
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if not inventory.is_empty() then
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for name, count in pairs(inventory.get_contents()) do
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entity.surface.spill_item_stack(entity.position, {name = name, count = count}, true, nil, false)
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end
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end
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reward_tokens(expanse, entity)
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entity.destructible = true
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entity.die()
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return expansion_position
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end
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for slot = 1, 30, 1 do
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entity.clear_request_slot(slot)
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end
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for slot, item_stack in pairs(container.price) do
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container.entity.set_request_slot(item_stack, slot)
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end
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end
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return Public |