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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-26 03:52:22 +02:00
MewMew 913d42d6d8 Update
added tooltip for current biter health and damage bonus
moved science gui button, to prevent cut off threat values for spectators
reverted to old biter health boost method
spawners and worms gain health boost too
reduced trees in spawn area 
increased tree generation randomness overall
bigger biter area, less worms
border to biter lands tweaked
biter area starts at ~y512
side area worm turrets start to appear at the same distance as the biter area starts
chunks that are discovered north are mirrored to south as well
biters will try to attack from different angles
removed some console spam
2020-04-13 06:31:39 +02:00

599 lines
22 KiB
Lua

local Public = {}
local BiterRaffle = require "functions.biter_raffle"
local bb_config = require "maps.biter_battles_v2.config"
local math_floor = math.floor
local math_random = math.random
local math_abs = math.abs
local simplex_noise = require 'utils.simplex_noise'.d2
local spawn_circle_size = 40
local ores = {"copper-ore", "iron-ore", "stone", "coal"}
local rocks = {"sand-rock-big","sand-rock-big","rock-big","rock-big","rock-big","rock-big", "rock-huge"}
local chunk_tile_vectors = {}
for x = 0, 31, 1 do
for y = 0, 31, 1 do
chunk_tile_vectors[#chunk_tile_vectors + 1] = {x, y}
end
end
local size_of_chunk_tile_vectors = #chunk_tile_vectors
local function shuffle(tbl)
local size = #tbl
for i = size, 1, -1 do
local rand = math_random(size)
tbl[i], tbl[rand] = tbl[rand], tbl[i]
end
return tbl
end
local function get_noise(name, pos)
local seed = game.surfaces[1].map_gen_settings.seed
local noise_seed_add = 25000
if name == 1 then
local noise = simplex_noise(pos.x * 0.0042, pos.y * 0.0042, seed)
seed = seed + noise_seed_add
noise = noise + simplex_noise(pos.x * 0.031, pos.y * 0.031, seed) * 0.08
seed = seed + noise_seed_add
noise = noise + simplex_noise(pos.x * 0.1, pos.y * 0.1, seed) * 0.025
return noise
end
if name == 2 then
local noise = simplex_noise(pos.x * 0.011, pos.y * 0.011, seed)
seed = seed + noise_seed_add
noise = noise + simplex_noise(pos.x * 0.08, pos.y * 0.08, seed) * 0.2
return noise
end
if name == 3 then
local noise = simplex_noise(pos.x * 0.005, pos.y * 0.005, seed)
noise = noise + simplex_noise(pos.x * 0.02, pos.y * 0.02, seed) * 0.3
noise = noise + simplex_noise(pos.x * 0.15, pos.y * 0.15, seed) * 0.025
return noise
end
end
local function create_mirrored_tile_chain(surface, tile, count, straightness)
if not surface then return end
if not tile then return end
if not count then return end
local position = {x = tile.position.x, y = tile.position.y}
local modifiers = {
{x = 0, y = -1},{x = -1, y = 0},{x = 1, y = 0},{x = 0, y = 1},
{x = -1, y = 1},{x = 1, y = -1},{x = 1, y = 1},{x = -1, y = -1}
}
modifiers = shuffle(modifiers)
for a = 1, count, 1 do
local tile_placed = false
if math.random(0, 100) > straightness then modifiers = shuffle(modifiers) end
for b = 1, 4, 1 do
local pos = {x = position.x + modifiers[b].x, y = position.y + modifiers[b].y}
if surface.get_tile(pos).name ~= tile.name then
surface.set_tiles({{name = "landfill", position = pos}}, true)
surface.set_tiles({{name = tile.name, position = pos}}, true)
surface.set_tiles({{name = "landfill", position = {pos.x * -1, (pos.y * -1) - 1}}}, true)
surface.set_tiles({{name = tile.name, position = {pos.x * -1, (pos.y * -1) - 1}}}, true)
position = {x = pos.x, y = pos.y}
tile_placed = true
break
end
end
if not tile_placed then
position = {x = position.x + modifiers[1].x, y = position.y + modifiers[1].y}
end
end
end
local function get_replacement_tile(surface, position)
for i = 1, 128, 1 do
local vectors = {{0, i}, {0, i * -1}, {i, 0}, {i * -1, 0}}
table.shuffle_table(vectors)
for k, v in pairs(vectors) do
local tile = surface.get_tile(position.x + v[1], position.y + v[2])
if not tile.collides_with("resource-layer") then
if tile.name ~= "stone-path" then
return tile.name
end
end
end
end
return "grass-1"
end
local function get_chunk_position(position)
local chunk_position = {}
position.x = math.floor(position.x, 0)
position.y = math.floor(position.y, 0)
for x = 0, 31, 1 do
if (position.x - x) % 32 == 0 then chunk_position.x = (position.x - x) / 32 end
end
for y = 0, 31, 1 do
if (position.y - y) % 32 == 0 then chunk_position.y = (position.y - y) / 32 end
end
return chunk_position
end
local function regenerate_decoratives(surface, position)
local chunk = get_chunk_position(position)
if not chunk then return end
surface.destroy_decoratives({area = {{chunk.x * 32, chunk.y * 32}, {chunk.x * 32 + 32, chunk.y * 32 + 32}}})
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
surface.regenerate_decorative(decorative_names, {chunk})
end
local function draw_noise_ore_patch(position, name, surface, radius, richness)
if not position then return end
if not name then return end
if not surface then return end
if not radius then return end
if not richness then return end
local seed = game.surfaces[1].map_gen_settings.seed
local noise_seed_add = 25000
local richness_part = richness / radius
for y = radius * -3, radius * 3, 1 do
for x = radius * -3, radius * 3, 1 do
local pos = {x = x + position.x + 0.5, y = y + position.y + 0.5}
local noise_1 = simplex_noise(pos.x * 0.0125, pos.y * 0.0125, seed)
local noise_2 = simplex_noise(pos.x * 0.1, pos.y * 0.1, seed + 25000)
local noise = noise_1 + noise_2 * 0.12
local distance_to_center = math.sqrt(x^2 + y^2)
local a = richness - richness_part * distance_to_center
if distance_to_center < radius - math.abs(noise * radius * 0.85) and a > 1 then
if surface.can_place_entity({name = name, position = pos, amount = a}) then
surface.create_entity{name = name, position = pos, amount = a}
local mirror_pos = {x = pos.x * -1, y = pos.y * -1}
surface.create_entity{name = name, position = mirror_pos, amount = a}
for _, e in pairs(surface.find_entities_filtered({position = pos, name = {"wooden-chest", "stone-wall", "gun-turret"}})) do
e.destroy()
end
for _, e in pairs(surface.find_entities_filtered({position = mirror_pos, name = {"wooden-chest", "stone-wall", "gun-turret"}})) do
e.destroy()
end
end
end
end
end
end
function is_within_spawn_circle(pos)
if math_abs(pos.x) > spawn_circle_size then return false end
if math_abs(pos.y) > spawn_circle_size then return false end
if math.sqrt(pos.x ^ 2 + pos.y ^ 2) > spawn_circle_size then return false end
return true
end
local river_y_1 = bb_config.border_river_width * -1.5
local river_y_2 = bb_config.border_river_width * 1.5
local river_width_half = math.floor(bb_config.border_river_width * -0.5)
function is_horizontal_border_river(pos)
if pos.y < river_y_1 then return false end
if pos.y > river_y_2 then return false end
if pos.y > -5 and pos.x > -5 and pos.x < 5 then return false end
if pos.y >= river_width_half - (math_abs(get_noise(1, pos)) * 4) then return true end
return false
end
local function generate_inner_spawn_circle(pos, distance_to_center, surface)
-- assert(distance_to_center < spawn_circle_size) == true
local tile = false
if distance_to_center < 7 then
tile = "sand-1"
elseif distance_to_center < 9.5 then
tile = "refined-concrete"
else
tile = "deepwater"
if math_random(1, 48) == 1 then surface.create_entity({name = "fish", position = pos}) end
end
surface.set_tiles({{name = tile, position = pos}}, true)
end
local function generate_starting_area(pos, distance_to_center, surface)
-- assert(distance_to_center >= spawn_circle_size) == true
local spawn_wall_radius = 116
local noise_multiplier = 15
local min_noise = -noise_multiplier * 1.25
-- Avoid calculating noise, see comment below
if (distance_to_center + min_noise - spawn_wall_radius) > 4.5 then
return
end
local noise = get_noise(2, pos) * noise_multiplier
local distance_from_spawn_wall = distance_to_center + noise - spawn_wall_radius
-- distance_from_spawn_wall is the difference between the distance_to_center (with added noise)
-- and our spawn_wall radius (spawn_wall_radius=116), i.e. how far are we from the ring with radius spawn_wall_radius.
-- The following shows what happens depending on distance_from_spawn_wall:
-- min max
-- N/A -10 => replace water
-- if noise_2 > -0.5:
-- -1.75 0 => wall
-- else:
-- -6 -3 => 1/16 chance of turrent or turret-remnants
-- -1.95 0 => wall
-- 0 4.5 => chest-remnants with 1/3, chest with 1/(distance_from_spawn_wall+2)
--
-- => We never do anything for (distance_to_center + min_noise - spawn_wall_radius) > 4.5
if distance_from_spawn_wall < 0 then
if math_random(1, 100) > 23 then
for _, tree in pairs(surface.find_entities_filtered({type = "tree", area = {{pos.x, pos.y}, {pos.x + 1, pos.y + 1}}})) do
tree.destroy()
end
end
end
if distance_from_spawn_wall < -10 and not is_horizontal_border_river(pos) then
local tile_name = surface.get_tile(pos).name
if tile_name == "water" or tile_name == "deepwater" then
surface.set_tiles({{name = get_replacement_tile(surface, pos), position = pos}}, true)
end
return
end
if surface.can_place_entity({name = "wooden-chest", position = pos}) and surface.can_place_entity({name = "coal", position = pos}) then
local noise_2 = get_noise(3, pos)
if noise_2 < 0.25 then
if noise_2 > -0.5 then
if distance_from_spawn_wall > -1.75 and distance_from_spawn_wall < 0 then
surface.create_entity({name = "stone-wall", position = pos, force = "north"})
end
else
if distance_from_spawn_wall > -1.95 and distance_from_spawn_wall < 0 then
surface.create_entity({name = "stone-wall", position = pos, force = "north"})
elseif distance_from_spawn_wall > 0 and distance_from_spawn_wall < 4.5 then
local name = "wooden-chest"
local r_max = math.floor(math.abs(distance_from_spawn_wall)) + 2
if math_random(1,3) == 1 then name = name .. "-remnants" end
if math_random(1,r_max) == 1 then surface.create_entity({name = name, position = pos, force = "north"}) end
elseif distance_from_spawn_wall > -6 and distance_from_spawn_wall < -3 then
if math_random(1, 16) == 1 then
if surface.can_place_entity({name = "gun-turret", position = pos}) then
local t = surface.create_entity({name = "gun-turret", position = pos, force = "north"})
t.insert({name = "firearm-magazine", count = math_random(6,12)})
end
else
if math_random(1, 16) == 1 then
if surface.can_place_entity({name = "gun-turret", position = pos}) then
surface.create_entity({name = "gun-turret-remnants", position = pos, force = "north"})
end
end
end
end
end
end
end
end
local function generate_circle_spawn(event)
if global.bb_spawn_generated then return end
local surface = event.surface
local left_top_x = event.area.left_top.x
local left_top_y = event.area.left_top.y
if left_top_x < -160 then return end
if left_top_x > 160 then return end
if left_top_y < -160 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 distance_to_center = math.sqrt(pos.x ^ 2 + pos.y ^ 2)
if distance_to_center < spawn_circle_size then
generate_inner_spawn_circle(pos, distance_to_center, surface)
else
generate_starting_area(pos, distance_to_center, surface)
end
end
end
regenerate_decoratives(surface, event.area.left_top)
end
function Public.generate_north_silo(surface)
local pos = {x = -32 + math.random(0, 64), y = -72}
local mirror_position = {x = pos.x * -1, y = pos.y * -1}
for _, t in pairs(surface.find_tiles_filtered({area = {{pos.x - 6, pos.y - 6},{pos.x + 6, pos.y + 6}}, name = {"water", "deepwater"}})) do
surface.set_tiles({{name = get_replacement_tile(surface, t.position), position = t.position}})
end
for _, t in pairs(surface.find_tiles_filtered({area = {{mirror_position.x - 6, mirror_position.y - 6},{mirror_position.x + 6, mirror_position.y + 6}}, name = {"water", "deepwater"}})) do
surface.set_tiles({{name = get_replacement_tile(surface, t.position), position = t.position}})
end
global.rocket_silo["north"] = surface.create_entity({
name = "rocket-silo",
position = pos,
force = "north"
})
global.rocket_silo["north"].minable = false
for i = 1, 32, 1 do
create_mirrored_tile_chain(surface, {name = "stone-path", position = global.rocket_silo["north"].position}, 32, 10)
end
end
local function generate_river(event)
if event.area.left_top.y < -32 then return end
local surface = event.surface
local left_top_x = event.area.left_top.x
local left_top_y = event.area.left_top.y
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 distance_to_center = math.sqrt(pos.x ^ 2 + pos.y ^ 2)
if is_horizontal_border_river(pos) then
surface.set_tiles({{name = "deepwater", position = pos}})
if math_random(1, 64) == 1 then surface.create_entity({name = "fish", position = pos}) end
end
end
end
end
local function generate_potential_spawn_ore(surface)
local r = 130
local area = {{r * -1, r * -1}, {r, 0}}
local ores = {}
ores["iron-ore"] = surface.count_entities_filtered({name = "iron-ore", area = area})
ores["copper-ore"] = surface.count_entities_filtered({name = "copper-ore", area = area})
ores["coal"] = surface.count_entities_filtered({name = "coal", area = area})
ores["stone"] = surface.count_entities_filtered({name = "stone", area = area})
for ore, ore_count in pairs(ores) do
if ore_count < 1000 or ore_count == nil then
local pos = {}
for a = 1, 32, 1 do
pos = {x = -96 + math_random(0, 192), y = -20 - math_random(0, 96)}
if surface.can_place_entity({name = "coal", position = pos, amount = 1}) then
break
end
end
draw_noise_ore_patch(pos, ore, surface, math_random(18, 24), math_random(1500, 2000))
end
end
end
local scrap_vectors = {}
for x = -5, 5, 1 do
for y = -5, 5, 1 do
if math.sqrt(x^2 + y^2) <= 5 then
scrap_vectors[#scrap_vectors + 1] = {x, y}
end
end
end
local size_of_scrap_vectors = #scrap_vectors
local function generate_extra_worm_turrets(surface, left_top)
local chunk_distance_to_center = math.sqrt(left_top.x ^ 2 + left_top.y ^ 2)
if bb_config.bitera_area_distance > chunk_distance_to_center then return end
local amount = (chunk_distance_to_center - bb_config.bitera_area_distance) * 0.0005
if amount < 0 then return end
local floor_amount = math.floor(amount)
local r = math.round(amount - floor_amount, 3) * 1000
if math_random(0, 999) <= r then floor_amount = floor_amount + 1 end
if floor_amount > 64 then floor_amount = 64 end
for _ = 1, floor_amount, 1 do
local worm_turret_name = BiterRaffle.roll("worm", chunk_distance_to_center * 0.0001)
local v = chunk_tile_vectors[math_random(1, size_of_chunk_tile_vectors)]
local position = surface.find_non_colliding_position(worm_turret_name, {left_top.x + v[1], left_top.y + v[2]}, 8, 1)
if position then
local worm = surface.create_entity({name = worm_turret_name, position = position, force = "north_biters"})
-- add some scrap piles
if math_random(1,2) == 1 then
for c = 1, math_random(2,12), 1 do
local vector = scrap_vectors[math_random(1, size_of_scrap_vectors)]
local position = {position.x + vector[1], position.y + vector[2]}
if surface.can_place_entity({name = "mineable-wreckage", position = position, force = "neutral"}) then
surface.create_entity({name = "mineable-wreckage", position = position, force = "neutral"})
end
end
end
end
end
end
local bitera_area_distance = bb_config.bitera_area_distance * -1
local biter_area_angle = 0.45
local function is_biter_area(position)
if position.y - 96 > bitera_area_distance - (math_abs(position.x) * biter_area_angle) then return false end
if position.y + 96 < bitera_area_distance - (math_abs(position.x) * biter_area_angle) then return true end
if position.y + (get_noise(3, position) * 64) > bitera_area_distance - (math_abs(position.x) * biter_area_angle) then return false end
return true
end
local function draw_biter_area(surface, left_top)
local left_top_x = left_top.x
local left_top_y = left_top.y
if left_top_y > bb_config.bitera_area_distance * -1 + 32 then return end
local out_of_map = {}
local tiles = {}
local i = 1
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_biter_area(position) then
local noise_index = math_floor(math_abs(get_noise(3, position)) * 7) + 1
if noise_index > 7 then noise_index = 7 end
out_of_map[i] = {name = "out-of-map", position = position}
tiles[i] = {name = "dirt-" .. noise_index, position = position}
i = i + 1
end
end
end
surface.set_tiles(out_of_map, false)
surface.set_tiles(tiles, true)
for _ = 1, 4, 1 do
local v = chunk_tile_vectors[math_random(1, size_of_chunk_tile_vectors)]
local position = {x = left_top_x + v[1], y = left_top_y + v[2]}
if is_biter_area(position) and surface.can_place_entity({name = "spitter-spawner", position = position}) then
if math_random(1, 4) == 1 then
table.insert(global.unit_spawners.north_biters, surface.create_entity({name = "spitter-spawner", position = position, force = "north_biters"}))
else
table.insert(global.unit_spawners.north_biters, surface.create_entity({name = "biter-spawner", position = position, force = "north_biters"}))
end
end
end
local e = (math_abs(left_top_y) - bb_config.bitera_area_distance) * 0.0005
for _ = 1, math_random(3, 6), 1 do
local v = chunk_tile_vectors[math_random(1, size_of_chunk_tile_vectors)]
local position = {x = left_top_x + v[1], y = left_top_y + v[2]}
local worm_turret_name = BiterRaffle.roll("worm", e)
if is_biter_area(position) and surface.can_place_entity({name = worm_turret_name, position = position}) then
surface.create_entity({name = worm_turret_name, position = position, force = "north_biters"})
end
end
for _ = 1, math_random(8, 16), 1 do
local v = chunk_tile_vectors[math_random(1, size_of_chunk_tile_vectors)]
local position = {x = left_top_x + v[1], y = left_top_y + v[2]}
if is_biter_area(position) and surface.can_place_entity({name = "mineable-wreckage", position = position}) then
surface.create_entity({name = "mineable-wreckage", position = position, force = "neutral"})
end
end
end
local function mixed_ore(event)
local surface = event.surface
local left_top_x = event.area.left_top.x
local left_top_y = event.area.left_top.y
--Draw noise text values to determine which chunks are valid for mixed ore.
--rendering.draw_text{text = get_noise(1, {x = left_top_x + 16, y = left_top_y + 16}), surface = surface, target = {x = left_top_x + 16, y = left_top_y + 16}, color = {255, 255, 255}, time_to_live = 3600, scale = 2, font = "default-game"}
--Skip chunks that are too far off the ore noise value.
if get_noise(1, {x = left_top_x + 16, y = left_top_y + 16}) < 0.52 then return end
--Draw the mixed ore patches.
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 surface.can_place_entity({name = "iron-ore", position = pos}) then
local noise = get_noise(1, pos)
if noise > 0.81 then
local amount = math_random(1250, 1500) + math.sqrt(pos.x ^ 2 + pos.y ^ 2) * 1.1
local m = (noise - 0.75) * 16
amount = amount * m
local i = math.ceil(math.abs(noise * 35)) % 4
if i == 0 then i = 4 end
surface.create_entity({name = ores[i], position = pos, amount = amount})
end
end
end
end
end
function Public.generate(event)
if event.area.left_top.y >= 0 then return end
local surface = event.surface
local left_top = event.area.left_top
if surface.name ~= "biter_battles" then return end
for _, e in pairs(surface.find_entities_filtered({area = event.area, force = "enemy"})) do
surface.create_entity({name = e.name, position = e.position, force = "north_biters", direction = e.direction})
e.destroy()
end
mixed_ore(event)
generate_river(event)
generate_circle_spawn(event)
draw_biter_area(surface, left_top)
--[[
if bb_config.builders_area then
for _, t in pairs(surface.find_tiles_filtered({area = event.area, name = {"water", "deepwater"}})) do
builders_area_process_tile(t, surface)
end
for _, e in pairs(surface.find_entities_filtered({area = event.area})) do
builders_area_process_entity(e)
end
end
]]
generate_extra_worm_turrets(surface, left_top)
if global.bb_spawn_generated then return end
if game.tick > 0 then
generate_potential_spawn_ore(surface)
local area = {{-10,-10},{10,10}}
for _, e in pairs(surface.find_entities_filtered({area = area})) do
if e.name ~= "character" then e.destroy() end
end
surface.destroy_decoratives({area = area})
for _, silo in pairs(global.rocket_silo) do
for _, entity in pairs(surface.find_entities({{silo.position.x - 4, silo.position.y - 4}, {silo.position.x + 4, silo.position.y + 4}})) do
if entity.type == "simple-entity" or entity.type == "tree" or entity.type == "resource" then
entity.destroy()
end
end
end
global.bb_spawn_generated = true
end
end
--Landfill Restriction
function Public.restrict_landfill(surface, inventory, tiles)
for _, t in pairs(tiles) do
local distance_to_center = math.sqrt(t.position.x ^ 2 + t.position.y ^ 2)
local check_position = t.position
if check_position.y > 0 then check_position = {x = check_position.x * -1, y = (check_position.y * -1) - 1} end
if is_horizontal_border_river(check_position) or distance_to_center < spawn_circle_size then
surface.set_tiles({{name = t.old_tile.name, position = t.position}}, true)
inventory.insert({name = "landfill", count = 1})
end
end
end
--Construction Robot Restriction
local robot_build_restriction = {
["north"] = function(y)
if y >= -10 then return true end
end,
["south"] = function(y)
if y <= 10 then return true end
end
}
function Public.deny_construction_bots(event)
if not robot_build_restriction[event.robot.force.name] then return end
if not robot_build_restriction[event.robot.force.name](event.created_entity.position.y) then return end
local inventory = event.robot.get_inventory(defines.inventory.robot_cargo)
inventory.insert({name = event.created_entity.name, count = 1})
event.robot.surface.create_entity({name = "explosion", position = event.created_entity.position})
game.print("Team " .. event.robot.force.name .. "'s construction drone had an accident.", {r = 200, g = 50, b = 100})
event.created_entity.destroy()
end
return Public