mirror of
https://github.com/ComfyFactory/ComfyFactorio.git
synced 2025-01-04 00:15:45 +02:00
418d8ea3ee
* Evolution goes up faster with floor level 0.05/level -> 0.06/level; e.g. floor 20 now like floor 24 before * Now require 100 open rooms to descend * Treasure rooms * Occur less frequently as each subsequent one is found. was 1 in 30 10*Nfound now 1 in 30 + 15*Nfound * Rebalanced ores to match end-game science needs. Was very low on copper * Loot * Ammo/follower robot frequency ~0.5x previous * Loot is calculated at floor evolution * 0.9 * Loot/box down by 0.75x * Rocks * Ore from rocks from 25 + 25*floor to 40 + 15*floor capped at floor 15 * Rebalanced to include ~10% more coal to give coal for power * Require getting to room 100 before you can descend * Science from rooms 40-160+2.5*floor to 60-300+2.5*floor * Atomic bomb research moved to 40-50
79 lines
2.2 KiB
Lua
79 lines
2.2 KiB
Lua
local Functions = require 'maps.dungeons.functions'
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local table_shuffle_table = table.shuffle_table
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local table_insert = table.insert
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local math_random = math.random
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local rainbow_tiles = {
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'cyan-refined-concrete',
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'purple-refined-concrete'
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}
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-- balanced the same as end-game rocks from functions.lua:rocky_loot
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local ores = {
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'copper-ore',
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'copper-ore',
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'copper-ore',
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'iron-ore',
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'iron-ore',
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'iron-ore',
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'iron-ore',
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'coal',
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'coal',
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'stone'
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}
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local function treasure(surface, room)
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local tiles = {}
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for _, tile in pairs(room.path_tiles) do
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table_insert(tiles, tile)
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end
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for _, tile in pairs(room.room_border_tiles) do
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table_insert(tiles, tile)
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end
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for _, tile in pairs(room.room_tiles) do
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table_insert(tiles, tile)
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end
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local scale_factor = 5
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if room.room_tiles[1] then
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-- room.room_tiles[1] is set only if this is a real room not a walkway
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-- Small rooms are 9x9, big ones are 29x29, so 100-1000 tiles
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-- middle size about 400 tiles, but test at that showed treasure rooms over-buffed.
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-- test#2 at 200.
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scale_factor = 10 * 200 / #tiles
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end
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for _, tile in pairs(tiles) do
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surface.set_tiles({{name = rainbow_tiles[math_random(1, 2)], position = tile.position}}, true)
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if math_random(1, 3) == 1 then
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surface.create_entity({name = ores[math_random(1, #ores)], position = tile.position, amount = Functions.get_common_resource_amount(surface.index) * scale_factor})
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end
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end
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if not room.room_border_tiles[1] then
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return
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end
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table_shuffle_table(room.room_tiles)
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for key, tile in pairs(room.room_tiles) do
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if math_random(1, 256) == 1 or key == 1 then
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Functions.epic_loot_crate(surface, tile.position, true)
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else
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if math_random(1, 128) == 1 then
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Functions.rare_loot_crate(surface, tile.position, true)
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end
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end
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end
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table_shuffle_table(room.room_border_tiles)
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for key, tile in pairs(room.room_border_tiles) do
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if key % 8 == 1 then
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Functions.place_border_rock(surface, tile.position)
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end
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end
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end
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return treasure
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