mirror of
https://github.com/ComfyFactory/ComfyFactorio.git
synced 2024-12-30 23:17:53 +02:00
292 lines
15 KiB
Lua
292 lines
15 KiB
Lua
local simplex_noise = require 'utils.simplex_noise'
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local random = math.random
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local Public = {}
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local function shuffle(tbl)
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local size = #tbl
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for i = size, 1, -1 do
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local rand = math.random(size)
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tbl[i], tbl[rand] = tbl[rand], tbl[i]
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end
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return tbl
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end
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local function secret_shop(pos, surface)
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local secret_market_items = {
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{price = {{'coin', random(300, 600)}}, offer = {type = 'give-item', item = 'combat-shotgun'}},
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{price = {{'coin', random(200, 400)}}, offer = {type = 'give-item', item = 'rocket-launcher'}},
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{price = {{'coin', random(5, 10)}}, offer = {type = 'give-item', item = 'piercing-rounds-magazine'}},
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--{price = {{"coin", random(150,250)}}, offer = {type = 'give-item', item = 'uranium-rounds-magazine'}},
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{price = {{'coin', random(15, 30)}}, offer = {type = 'give-item', item = 'piercing-shotgun-shell'}},
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{price = {{'coin', random(10, 20)}}, offer = {type = 'give-item', item = 'rocket'}},
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{price = {{'coin', random(20, 30)}}, offer = {type = 'give-item', item = 'explosive-rocket'}},
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{price = {{'coin', random(30, 60)}}, offer = {type = 'give-item', item = 'cluster-grenade'}},
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{price = {{'coin', random(8, 16)}}, offer = {type = 'give-item', item = 'land-mine'}},
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{price = {{'coin', random(200, 300)}}, offer = {type = 'give-item', item = 'heavy-armor'}},
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{price = {{'coin', random(400, 800)}}, offer = {type = 'give-item', item = 'modular-armor'}},
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{price = {{'coin', random(1000, 2000)}}, offer = {type = 'give-item', item = 'power-armor'}},
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{price = {{'coin', random(2500, 5000)}}, offer = {type = 'give-item', item = 'fusion-reactor-equipment'}},
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{price = {{'coin', random(200, 400)}}, offer = {type = 'give-item', item = 'battery-equipment'}},
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{price = {{'coin', random(150, 250)}}, offer = {type = 'give-item', item = 'belt-immunity-equipment'}},
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{price = {{'coin', random(100, 200)}}, offer = {type = 'give-item', item = 'night-vision-equipment'}},
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{price = {{'coin', random(400, 800)}}, offer = {type = 'give-item', item = 'exoskeleton-equipment'}},
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{price = {{'coin', random(200, 300)}}, offer = {type = 'give-item', item = 'personal-roboport-equipment'}},
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{price = {{'coin', random(25, 50)}}, offer = {type = 'give-item', item = 'construction-robot'}},
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-- {price = {{"coin", random(10000,20000)}}, offer = {type = 'give-item', item = 'energy-shield-equipment'}},
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-- {price = {{"coin", random(5000,15000)}}, offer = {type = 'give-item', item = 'personal-laser-defense-equipment'}},
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{price = {{'coin', random(100, 300)}}, offer = {type = 'give-item', item = 'loader'}},
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{price = {{'coin', random(200, 400)}}, offer = {type = 'give-item', item = 'fast-loader'}},
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{price = {{'coin', random(300, 500)}}, offer = {type = 'give-item', item = 'express-loader'}},
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{price = {{'coin', random(150, 300)}}, offer = {type = 'give-item', item = 'locomotive'}},
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{price = {{'coin', random(100, 200)}}, offer = {type = 'give-item', item = 'cargo-wagon'}},
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{price = {{'coin', random(5, 15)}}, offer = {type = 'give-item', item = 'grenade'}},
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{price = {{'coin', random(80, 160)}}, offer = {type = 'give-item', item = 'cliff-explosives'}},
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{price = {{'coin', random(10, 20)}}, offer = {type = 'give-item', item = 'explosives', count = 50}},
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{price = {{'coin', random(4, 8)}}, offer = {type = 'give-item', item = 'rail', count = 4}},
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{price = {{'coin', random(20, 30)}}, offer = {type = 'give-item', item = 'train-stop'}},
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{price = {{'coin', random(4, 12)}}, offer = {type = 'give-item', item = 'small-lamp'}},
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{price = {{'coin', random(1, 4)}}, offer = {type = 'give-item', item = 'firearm-magazine'}},
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{price = {{'coin', random(60, 150)}}, offer = {type = 'give-item', item = 'car', count = 1}},
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{price = {{'coin', random(75, 150)}}, offer = {type = 'give-item', item = 'gun-turret', count = 1}},
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{price = {{'coin', random(500, 750)}}, offer = {type = 'give-item', item = 'laser-turret', count = 1}},
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{price = {{'coin', random(1000, 2000)}}, offer = {type = 'give-item', item = 'artillery-turret', count = 1}},
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{price = {{'coin', random(100, 200)}}, offer = {type = 'give-item', item = 'artillery-shell', count = 1}},
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{price = {{'coin', random(50, 150)}}, offer = {type = 'give-item', item = 'artillery-targeting-remote', count = 1}},
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{price = {{'coin', random(5, 15)}}, offer = {type = 'give-item', item = 'shotgun-shell', count = 1}},
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{price = {{'coin', random(8000, 16000)}}, offer = {type = 'give-item', item = 'power-armor-mk2', count = 1}},
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{price = {{'coin', random(80, 160)}}, offer = {type = 'give-item', item = 'solar-panel-equipment', count = 1}},
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{price = {{'coin', random(4, 8)}}, offer = {type = 'give-item', item = 'wood', count = 50}},
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{price = {{'coin', random(4, 8)}}, offer = {type = 'give-item', item = 'iron-ore', count = 50}},
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{price = {{'coin', random(4, 8)}}, offer = {type = 'give-item', item = 'copper-ore', count = 50}},
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{price = {{'coin', random(4, 8)}}, offer = {type = 'give-item', item = 'stone', count = 50}},
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{price = {{'coin', random(4, 8)}}, offer = {type = 'give-item', item = 'coal', count = 50}}
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--{price = {{"coin", random(4,8)}}, offer = {type = 'give-item', item = 'uranium-ore', count = 50}}
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}
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secret_market_items = shuffle(secret_market_items)
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local market = surface.create_entity {name = 'market', position = pos}
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market.destructible = false
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for i = 1, math.random(6, 10), 1 do
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market.add_market_item(secret_market_items[i])
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end
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end
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local function treasure_chest(position)
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if not game.surfaces['deep_jungle'].can_place_entity({name = 'steel-chest', position = position, force = 'player'}) then
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return
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end
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local treasure_chest_raffle_table = {}
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local treasure_chest_loot_weights = {}
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table.insert(treasure_chest_loot_weights, {{name = 'landfill', count = random(8, 16)}, 16})
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table.insert(treasure_chest_loot_weights, {{name = 'iron-gear-wheel', count = random(16, 48)}, 8})
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table.insert(treasure_chest_loot_weights, {{name = 'coal', count = random(16, 48)}, 2})
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table.insert(treasure_chest_loot_weights, {{name = 'copper-cable', count = random(64, 128)}, 8})
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table.insert(treasure_chest_loot_weights, {{name = 'inserter', count = random(4, 8)}, 4})
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table.insert(treasure_chest_loot_weights, {{name = 'fast-inserter', count = random(4, 8)}, 3})
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table.insert(treasure_chest_loot_weights, {{name = 'burner-inserter', count = random(4, 8)}, 6})
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table.insert(treasure_chest_loot_weights, {{name = 'rocket-fuel', count = random(1, 5)}, 3})
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table.insert(treasure_chest_loot_weights, {{name = 'small-electric-pole', count = random(4, 8)}, 7})
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table.insert(treasure_chest_loot_weights, {{name = 'firearm-magazine', count = random(16, 48)}, 8})
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table.insert(treasure_chest_loot_weights, {{name = 'submachine-gun', count = 1}, 4})
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table.insert(treasure_chest_loot_weights, {{name = 'grenade', count = random(6, 12)}, 5})
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table.insert(treasure_chest_loot_weights, {{name = 'land-mine', count = random(8, 16)}, 5})
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table.insert(treasure_chest_loot_weights, {{name = 'light-armor', count = 1}, 1})
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table.insert(treasure_chest_loot_weights, {{name = 'heavy-armor', count = 1}, 2})
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table.insert(treasure_chest_loot_weights, {{name = 'pipe', count = random(10, 100)}, 6})
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table.insert(treasure_chest_loot_weights, {{name = 'explosives', count = random(40, 50)}, 6})
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table.insert(treasure_chest_loot_weights, {{name = 'shotgun', count = 1}, 3})
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table.insert(treasure_chest_loot_weights, {{name = 'shotgun-shell', count = random(8, 16)}, 3})
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table.insert(treasure_chest_loot_weights, {{name = 'stone-brick', count = random(80, 100)}, 4})
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table.insert(treasure_chest_loot_weights, {{name = 'small-lamp', count = random(2, 4)}, 2})
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table.insert(treasure_chest_loot_weights, {{name = 'rail', count = random(16, 48)}, 3})
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table.insert(treasure_chest_loot_weights, {{name = 'coin', count = random(32, 320)}, 1})
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table.insert(treasure_chest_loot_weights, {{name = 'assembling-machine-1', count = random(1, 3)}, 3})
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table.insert(treasure_chest_loot_weights, {{name = 'assembling-machine-2', count = random(1, 3)}, 2})
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table.insert(treasure_chest_loot_weights, {{name = 'assembling-machine-3', count = random(1, 2)}, 1})
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for _, t in pairs(treasure_chest_loot_weights) do
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for _ = 1, t[2], 1 do
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table.insert(treasure_chest_raffle_table, t[1])
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end
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end
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local e = game.surfaces['deep_jungle'].create_entity {name = 'wooden-chest', position = position, force = 'player'}
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e.minable = false
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local i = e.get_inventory(defines.inventory.chest)
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for _ = 1, random(3, 7), 1 do
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local loot = treasure_chest_raffle_table[random(1, #treasure_chest_raffle_table)]
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i.insert(loot)
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end
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end
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local function rare_treasure_chest(position)
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if not game.surfaces['deep_jungle'].can_place_entity({name = 'steel-chest', position = position, force = 'player'}) then
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return
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end
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local rare_treasure_chest_raffle_table = {}
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local rare_treasure_chest_loot_weights = {}
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table.insert(rare_treasure_chest_loot_weights, {{name = 'combat-shotgun', count = 1}, 5})
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table.insert(rare_treasure_chest_loot_weights, {{name = 'piercing-shotgun-shell', count = random(8, 16)}, 5})
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table.insert(rare_treasure_chest_loot_weights, {{name = 'rocket-launcher', count = 1}, 5})
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table.insert(rare_treasure_chest_loot_weights, {{name = 'rocket', count = random(4, 8)}, 5})
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table.insert(rare_treasure_chest_loot_weights, {{name = 'explosive-rocket', count = random(4, 8)}, 5})
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table.insert(rare_treasure_chest_loot_weights, {{name = 'modular-armor', count = 1}, 3})
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table.insert(rare_treasure_chest_loot_weights, {{name = 'piercing-rounds-magazine', count = random(32, 64)}, 3})
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table.insert(rare_treasure_chest_loot_weights, {{name = 'defender-capsule', count = random(4, 8)}, 5})
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table.insert(rare_treasure_chest_loot_weights, {{name = 'distractor-capsule', count = random(3, 5)}, 4})
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table.insert(rare_treasure_chest_loot_weights, {{name = 'destroyer-capsule', count = random(2, 3)}, 3})
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for _, t in pairs(rare_treasure_chest_loot_weights) do
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for _ = 1, t[2], 1 do
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table.insert(rare_treasure_chest_raffle_table, t[1])
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end
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end
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local e = game.surfaces['deep_jungle'].create_entity {name = 'steel-chest', position = position, force = 'player'}
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e.minable = false
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local i = e.get_inventory(defines.inventory.chest)
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for _ = 1, random(2, 3), 1 do
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local loot = rare_treasure_chest_raffle_table[random(1, #rare_treasure_chest_raffle_table)]
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i.insert(loot)
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end
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end
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local function get_noise(name, pos)
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local seed = game.surfaces[1].map_gen_settings.seed
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local d2 = simplex_noise.d2
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local noise_seed_add = 25000
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if name == 1 then
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local noise = {}
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noise[1] = d2(pos.x * 0.001, pos.y * 0.001, seed)
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seed = seed + noise_seed_add
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noise[2] = d2(pos.x * 0.01, pos.y * 0.01, seed + noise_seed_add)
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noise = noise[1] + noise[2] * 0.1
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return noise
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end
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if name == 2 then
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local noise = {}
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noise[1] = d2(pos.x * 0.015, pos.y * 0.015, seed)
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seed = seed + noise_seed_add
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noise[2] = d2(pos.x * 0.15, pos.y * 0.15, seed + noise_seed_add)
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noise = noise[1] + noise[2] * 0.2
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return noise
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end
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if name == 3 then
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local noise = {}
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noise[1] = d2(pos.x * 0.025, pos.y * 0.025, seed)
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seed = seed + noise_seed_add
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noise[2] = d2(pos.x * 0.2, pos.y * 0.2, seed + noise_seed_add)
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noise = noise[1] + noise[2] * 0.2
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return noise
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end
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if name == 'greenwater' then
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local noise = {}
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noise[1] = d2(pos.x * 0.003, pos.y * 0.003, seed)
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seed = seed + noise_seed_add
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noise[2] = d2(pos.x * 0.03, pos.y * 0.03, seed + noise_seed_add)
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noise = noise[1] + noise[2] * 0.1
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return noise
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end
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end
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local rock_raffle = {'sand-rock-big', 'sand-rock-big', 'rock-big', 'rock-big', 'rock-big', 'rock-big', 'rock-huge'}
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local tree_raffle = {'tree-04', 'tree-07', 'tree-09', 'tree-06', 'tree-04', 'tree-07', 'tree-09', 'tree-04'}
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local function process_tile(pos)
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local noise_1 = get_noise(1, pos)
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if noise_1 > -0.03 and noise_1 < 0.03 then
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return 'deepwater'
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end
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if noise_1 > -0.05 and noise_1 < 0.05 then
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return 'water'
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end
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local noise_greenwater = get_noise('greenwater', pos)
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if noise_greenwater > -0.035 and noise_greenwater < 0.035 then
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return 'water-green'
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end
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if noise_1 > -0.08 and noise_1 < 0.08 then
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return false
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end
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local noise_2 = get_noise(2, pos)
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if noise_2 > 0.37 or noise_2 < -0.37 then
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if random(1, 4) == 1 then
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return false, tree_raffle[math.ceil(math.abs(noise_1 * 8))]
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end
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end
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local noise_3 = get_noise(3, pos)
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if noise_3 > 0.5 then
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if random(1, 3) == 1 then
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return false, rock_raffle[random(1, #rock_raffle)]
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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 process_bits(data)
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local pos = data.position
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local tiles = data.tiles
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local entities = data.entities
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local surface = game.surfaces['deep_jungle']
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local treasure_chests = {}
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local rare_treasure_chests = {}
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local secret_shops = {}
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local tile_to_insert, entity_to_place = process_tile(pos)
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if entity_to_place then
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entities[#entities + 1] = {name = entity_to_place, position = pos, force = 'player'}
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end
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if tile_to_insert then
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tiles[#tiles + 1] = {name = tile_to_insert, position = pos}
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if random(1, 40) == 1 and tile_to_insert == 'deepwater' then
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entities[#entities + 1] = {name = 'fish', position = pos}
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end
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end
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if random(1, 1500) == 1 then
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table.insert(treasure_chests, pos)
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end
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if random(1, 16000) == 1 then
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table.insert(rare_treasure_chests, pos)
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end
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if random(1, 8000) == 1 then
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table.insert(secret_shops, pos)
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end
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for _, v in pairs(treasure_chests) do
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treasure_chest(v)
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end
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for _, v in pairs(rare_treasure_chests) do
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rare_treasure_chest(v)
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end
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for _, v in pairs(secret_shops) do
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if not surface.get_tile(v).collides_with('player-layer') then
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local area = {{v.x - 128, v.y - 128}, {v.x + 128, v.y + 128}}
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if surface.count_entities_filtered({name = 'market', area = area}) == 0 then
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secret_shop(v, surface)
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end
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end
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end
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end
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function Public.heavy_functions(data)
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local surface = data.surface
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local map_name = 'deep_jungle'
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if string.sub(surface.name, 0, #map_name) ~= map_name then
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return
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end
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if not data.seed then
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data.seed = surface.map_gen_settings.seed
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end
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process_bits(data)
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end
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return Public
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