mirror of
https://github.com/ComfyFactory/ComfyFactorio.git
synced 2025-01-10 00:43:27 +02:00
9f0158546d
Changes: - Classes that generate ore passively now don't generate ore when at sea
309 lines
12 KiB
Lua
309 lines
12 KiB
Lua
-- This file is part of thesixthroc's Pirate Ship softmod, licensed under GPLv3 and stored at https://github.com/danielmartin0/ComfyFactorio-Pirates.
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local Math = require 'maps.pirates.math'
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local _inspect = require 'utils.inspect'.inspect
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local Public = {}
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Public.scenario_id_name = 'pirates'
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Public.version_string = '1.3.2' --major.minor.patch versioning, to match factorio mod portal
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Public.blueprint_library_allowed = true
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Public.blueprint_importing_allowed = true
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Public.rocket_silo_death_causes_loss = false
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Public.victory_x = 1000
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Public.total_max_biters = 2000
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Public.lobby_surface_name = '000-000-Lobby'
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Public.colors = {
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coal = {r=0.5, g=0.5, b=0.5},
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wood = {r=204, g=158, b=67},
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stone = {r=230, g=220, b=190},
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coin = {r=242, g=193, b=97},
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oil = {r=181, g=107, b=91},
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['raw-fish'] = {r=0, g=237, b=170},
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['iron-plate'] = {r=170, g=180, b=190},
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['iron-ore'] = {r=170, g=180, b=190},
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['copper-plate'] = {r=219, g=149, b=96},
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['copper-ore'] = {r=219, g=149, b=96},
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notify_error = {r=170, g=170, b=170},
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notify_player_expected = {r=255, g=231, b=46},
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notify_player_announce = {r=244, g=255, b=145},
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notify_game = {r=249, g=103, b=56},
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notify_lobby = {r=249, g=153, b=56},
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notify_force = {r=249, g=153, b=56},
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notify_force_light = {r=255, g=220, b=161},
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parrot = {r=87, g=255, b=148},
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notify_victory = {r=84, g=249, b=84},
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notify_gameover = {r=249, g=84, b=84},
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renderingtext_green = {r=88, g=219, b=88},
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renderingtext_yellow = {r=79, g=136, b=209},
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quartermaster_rendering = {r=237, g=157, b=45, a=0.15},
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toughness_rendering = {r=40, g=40, b=40, a=0.5},
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}
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Public.static_boat_floor = 'brown-refined-concrete'
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Public.moving_boat_floor = 'lab-dark-2'
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Public.world_concrete_tile = 'black-refined-concrete'
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Public.walkway_tile = 'orange-refined-concrete'
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Public.landing_tile = 'red-refined-concrete'
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Public.enemy_landing_tile = 'purple-refined-concrete'
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Public.overworld_loading_tile = 'yellow-refined-concrete'
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Public.overworld_presence_tile = 'green-refined-concrete'
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Public.kraken_tile = 'pink-refined-concrete'
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Public.enemy_units = {
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'small-biter',
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'small-spitter',
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'medium-biter',
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'medium-spitter',
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'big-biter',
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'big-spitter',
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'behemoth-biter',
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'behemoth-spitter',
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}
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Public.water_tile_names = {'water', 'deepwater', 'water-green', 'deepwater-green'}
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Public.edgemost_tile_names = {'sand-1'}
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Public.tiles_that_conflict_with_resource_layer = {'water', 'deepwater', 'water-green', 'deepwater-green', 'water-shallow', 'water-mud', 'out-of-map'}
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Public.tiles_that_conflict_with_resource_layer_extended = {'water', 'deepwater', 'water-green', 'deepwater-green', 'water-shallow', 'water-mud', 'out-of-map', 'red-refined-concrete', 'brown-refined-concrete', 'orange-refined-concrete'}
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Public.noworm_tile_names = {'red-refined-concrete', 'purple-refined-concrete', 'green-refined-concrete', 'orange-refined-concrete', 'brown-refined-concrete', 'lab-dark-2', 'sand-1', 'red-desert-3'}
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Public.worm_solid_tile_names = {'black-refined-concrete', 'stone-path', 'concrete', 'refined-concrete', 'red-refined-concrete', 'purple-refined-concrete', 'brown-refined-concrete', 'lab-dark-2', 'sand-1', 'red-desert-3'}
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Public.unteleportable_names = {'transport-belt', 'underground-belt', 'splitter', 'loader', 'fast-transport-belt', 'fast-underground-belt', 'fast-splitter', 'fast-loader', 'express-transport-belt', 'express-underground-belt', 'express-splitter', 'express-loader', 'pipe', 'pipe-to-ground', 'offshore-pump', 'chemical-plant', 'oil-refinery', 'flamethrower-turret', 'storage-tank', 'assembling-machine-2', 'assembling-machine-3', 'boiler', 'steam-engine', 'heat-exchanger', 'steam-turbine', 'pump', 'straight-rail', 'curved-rail', 'cargo-wagon', 'artillery-turret', 'electric-energy-interface', 'accumulator', 'linked-belt'}
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Public.comfy_emojis = {
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monkas = '<:monkas:555120573752279056>',
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trashbin = '<:trashbin:835887736253710396>',
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pogkot = '<:pogkot:763854655612518420>',
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goldenobese = '<:goldenobese:491135683508043786>',
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wut = '<:wut:493320605592977443>',
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smolfish = '<:smolfish:673942701682589731>',
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mjau = '<:mjau:789611417132073010>',
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spurdo = '<:spurdo:669546779360100382>',
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loops = '<:loops:783508194755346462>',
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ree1 = '<:ree1:555118905090244618>',
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derp = '<:derp:527570293850505266>',
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doge = '<:doge:491152224681066496>',
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yum1 = '<:yum1:740341272451219517>',
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feel = '<:feel:491147760553164800>',
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kewl = '<:kewl:837016976937189418>',
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}
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Public.capacity_options = {
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{value = 2, icon = 'virtual-signal/signal-2', text = '2', text2 = '/2', text3 = '2'},
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{value = 4, icon = 'virtual-signal/signal-4', text = '4', text2 = '/4', text3 = '4'},
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{value = 8, icon = 'virtual-signal/signal-8', text = '8', text2 = '/8', text3 = '8'},
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{value = 24, icon = 'virtual-signal/signal-blue', text = '24', text2 = '/24', text3 = '24'},
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{value = 999, icon = 'virtual-signal/signal-white', text = 'Inf.', text2 = '', text3 = 'Inf'},
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-- {value = 64, icon = 'item/storage-tank', text = '64'},
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}
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Public.difficulty_options = {
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-- The difficulty values we currently offer
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--For the value of Easy difficulty, we are pulled in two directions: We wish to make the game comfy to play for those who haven't played it, but we also wish to represent the game mechanics faithfully so that Normal is not a crazy distance away.
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{value = 0.6, icon = 'item/firearm-magazine', text = {'pirates.difficulty_easy'}, associated_color = {r = 50, g = 255, b = 50}},
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{value = 1.0, icon = 'item/piercing-rounds-magazine', text = {'pirates.difficulty_normal'}, associated_color = {r = 255, g = 255, b = 50}},
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{value = 1.4, icon = 'item/uranium-rounds-magazine', text = {'pirates.difficutly_hard'}, associated_color = {r = 255, g = 50, b = 50}},
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{value = 2.1, icon = 'item/atomic-bomb', text = {'pirates.difficulty_nightmare'}, associated_color = {r = 170, g = 60, b = 60}},
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}
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function Public.get_difficulty_option_from_value(difficulty_value)
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-- given a difficulty value, key in to the closesy entry in the above table. (organising things this way allows us to make changes to the 'value' keys in the above table without disrupting e.g. past highscores data)
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if difficulty_value <= 0.8 then
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return 1
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elseif difficulty_value < 1.2 then
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return 2
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elseif difficulty_value <= 1.75 then
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return 3
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else
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return 4
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end
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end
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function Public.get_difficulty_option_informal_name_from_value(difficulty_value)
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-- given a difficulty value, provide a simple named description of the difficulty. for internal use
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if difficulty_value <= 0.8 then
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return 'easy'
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elseif difficulty_value < 1.2 then
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return 'normal'
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elseif difficulty_value <= 1.75 then
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return 'hard'
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else
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return 'nightmare'
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end
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end
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-- Public.mode_options = {
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-- left = {value = 'speedrun', icon = 'achievement/watch-your-step', text = 'Speedrun'},
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-- right = {value = 'infinity', icon = 'achievement/mass-production-1', text = 'Infinity'},
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-- }
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Public.daynightcycle_types = {
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{displayname = {'pirates.daynightcycle_static'}, 0},
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{displayname = {'pirates.daynightcycle_slowcyclic'}, ticksperday = 100000},
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{displayname = {'pirates.daynightcycle_cyclic'}, ticksperday = 80000},
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{displayname = {'pirates.daynightcycle_fastcyclic'}, ticksperday = 60000},
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{displayname = {'pirates.daynightcycle_rapidcyclic'}, ticksperday = 40000},
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}
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Public.ore_types = {
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{name = 'iron-ore', sprite_name = 'entity/iron-ore'},
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{name = 'copper-ore', sprite_name = 'entity/copper-ore'},
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{name = 'coal', sprite_name = 'entity/coal'},
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{name = 'stone', sprite_name = 'entity/stone'},
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{name = 'uranium-ore', sprite_name = 'entity/uranium-ore'},
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{name = 'crude-oil', sprite_name = 'entity/crude-oil'},
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}
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Public.cost_items = {
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{name = 'electronic-circuit', display_name = 'Electronic circuit', sprite_name = 'item/electronic-circuit', color={r=0,g=255,b=0}},
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{name = 'engine-unit', display_name = 'Engine unit', sprite_name = 'item/engine-unit', color={r=255,g=255,b=0}},
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{name = 'advanced-circuit', display_name = 'Advanced circuit', sprite_name = 'item/advanced-circuit', color={r=0,g=0,b=255}},
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{name = 'flying-robot-frame', display_name = 'Flying robot frame', sprite_name = 'item/flying-robot-frame', color={r=0,g=255,b=255}},
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{name = 'uranium-235', display_name = 'Uranium-235', sprite_name = 'item/uranium-235', color={r=0,g=255,b=0}},
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{name = 'fluid-wagon', display_name = 'Fluid Wagon', sprite_name = 'item/fluid-wagon', color={r=255,g=255,b=255}},
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}
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Public.fallthrough_destination = {
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dynamic_data = {},
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static_params = {},
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type = 'Lobby',
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surface_name = Public.lobby_surface_name,
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}
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-- hacked to make spitters 25% cheaper:
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Public.biterPollutionValues = {
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['behemoth-biter'] = 400,
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['behemoth-spitter'] = 150,
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['big-biter'] = 80,
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['big-spitter'] = 22,
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['medium-biter'] = 20,
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['medium-spitter'] = 9,
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['small-biter'] = 4,
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['small-spitter'] = 3
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}
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-- base game:
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-- Public.biterPollutionValues = {
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-- ['behemoth-biter'] = 400,
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-- ['behemoth-spitter'] = 200,
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-- ['big-biter'] = 80,
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-- ['big-spitter'] = 30,
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-- ['medium-biter'] = 20,
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-- ['medium-spitter'] = 12,
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-- ['small-biter'] = 4,
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-- ['small-spitter'] = 4
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-- }
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--@TODO: Add a function to compare/print two version numbers
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Public.max_extra_seconds_at_sea = 8 * 60
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Public.loco_bp_1 = [[0eNqV0ttqwzAMBuB30bVTVufsVxljpKloBYkcbLdrCH73Oi6UMrxDLm3zf7KEFjgMF5wMsQO1APWaLaj3BSyduBvWOzdPCArI4QgCuBvX06B7PWpHVwQvgPiIN1B7L/4Mmo6Gl4j0HwKQHTnCR+F4mD/5Mh7QBDNVUsCkbYhoXusEJmsFzKCqAGtDgegej2/rj76J8il+aX1EzvozWpcwm10ZVbkrfcLJ/+u0vzvF07EuTOd0dlkc0k9NJpFyI1KnkGrrZJp0R/XWyUQnLEJcFfWykgKuaGxMyGZf1K2sC5nnTVl5fwdTR+VL]]
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function Public.Dock_iconized_map()
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local tiles = {}
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for x = -15.5, 3.5 do
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for y = 19.5, 0.5, -1 do
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if (y <7 and y>2 and x == -2.5)
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or (y == 6.5 and x<2 and x>-6)
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then
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tiles[#tiles + 1] = {name = Public.walkway_tile, position = {x = x, y = y}}
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elseif y < 3 - Math.abs(x+5)^2/20 then --'island'
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if y < 0.5 and x<-3 and x>-7 then
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tiles[#tiles + 1] = {name = 'grass-1', position = {x = x, y = y}}
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elseif y < 3 + Math.abs(x+5)^2/10 then
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tiles[#tiles + 1] = {name = 'dirt-3', position = {x = x, y = y}}
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else
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tiles[#tiles + 1] = {name = 'dry-dirt', position = {x = x, y = y}}
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end
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elseif y<7 then
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tiles[#tiles + 1] = {name = 'water', position = {x = x, y = y}}
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end
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end
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end
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return {
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tiles = tiles,
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entities = {},
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}
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end
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-- function Public.Dock_iconized_map()
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-- local tiles = {}
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-- for x = -15.5, 3.5 do
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-- for y = -19.5, -0.5 do
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-- if (y >-7 and y<-2 and x == -2.5)
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-- or (y == -6.5 and x<2 and x>-6)
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-- then
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-- tiles[#tiles + 1] = {name = Public.walkway_tile, position = {x = x, y = y}}
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-- elseif y > -3 + Math.abs(x+5)^2/20 then --'island'
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-- if y > -0.5 and x<-3 and x>-7 then
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-- tiles[#tiles + 1] = {name = 'grass-1', position = {x = x, y = y}}
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-- elseif y > -3 + Math.abs(x+5)^2/10 then
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-- tiles[#tiles + 1] = {name = 'dirt-3', position = {x = x, y = y}}
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-- else
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-- tiles[#tiles + 1] = {name = 'dry-dirt', position = {x = x, y = y}}
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-- end
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-- elseif y>-7 then
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-- tiles[#tiles + 1] = {name = 'water', position = {x = x, y = y}}
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-- end
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-- end
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-- end
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-- return {
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-- tiles = tiles,
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-- entities = {},
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-- }
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-- end
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function Public.Lobby_iconized_map()
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local tiles = {}
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local width = 4
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-- local height = 20
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for x = -100, width do
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for y = -35.5, 35.5 do
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local negx = width - x
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local negxnoisy = negx + Math.random(3)-2
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if negxnoisy >= 50 then
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tiles[#tiles + 1] = {name = 'grass-3', position = {x = x, y = y}}
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elseif negxnoisy >= 30 and (negxnoisy-30) >= Math.abs(y)^2/200 then
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tiles[#tiles + 1] = {name = 'dirt-4', position = {x = x, y = y}}
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elseif negxnoisy >= 15 and (negxnoisy-15) >= Math.abs(y)^2/150 then
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tiles[#tiles + 1] = {name = 'dirt-2', position = {x = x, y = y}}
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else
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if negx >= 5 and (negx-5) >= Math.abs(y)^2/100 then
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tiles[#tiles + 1] = {name = 'sand-2', position = {x = x, y = y}}
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elseif (negx <= 8 and Math.abs(y)<1) or (negx < 1 and Math.abs(y)<3) then
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tiles[#tiles + 1] = {name = Public.walkway_tile, position = {x = x, y = y}}
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else
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tiles[#tiles + 1] = {name = 'water', position = {x = x, y = y}}
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end
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end
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end
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end
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return {
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tiles = tiles,
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entities = {},
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}
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end
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return Public |