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ComfyFactorio/maps/labyrinth.lua

1404 lines
65 KiB
Lua

--labyrinth-- mewmew made this --
-- modified by gerkiz
require 'maps.labyrinth_map_intro'
require 'modules.teleporters'
require 'modules.satellite_score'
--require "modules.landfill_reveals_nauvis"
local Event = require 'utils.event'
local Server = require 'utils.server'
local Global = require 'utils.global'
local map_functions = require 'tools.map_functions'
local simplex_noise = require 'utils.simplex_noise'.d2
local Score = require 'utils.gui.score'
local unique_rooms = require 'maps.labyrinth_unique_rooms'
local SoftReset = require 'functions.soft_reset'
local Autostash = require 'modules.autostash'
local BottomFrame = require 'utils.gui.bottom_frame'
local this = {
settings = {
labyrinth_size = 1,
surface_index = nil,
check_landfill = true
}
}
Global.register(
this,
function(tbl)
this = tbl
end
)
local labyrinth_difficulty_curve = 333 --- How much size the labyrinth needs to have the highest difficulty.
local mapkeeper = '[color=blue]Mapkeeper:[/color]'
local threat_values = {
['small-biter'] = 1,
['medium-biter'] = 3,
['big-biter'] = 5,
['behemoth-biter'] = 10,
['small-spitter'] = 1,
['medium-spitter'] = 3,
['big-spitter'] = 5,
['behemoth-spitter'] = 10
}
local function create_labyrinth_difficulty_gui(player)
if player.gui.top['labyrinth_difficulty'] then
player.gui.top['labyrinth_difficulty'].destroy()
end
if not this.settings.labyrinth_size then
return
end
local str = tostring(math.ceil((this.settings.labyrinth_size / labyrinth_difficulty_curve) * 100, 0)) .. '%'
local b = player.gui.top.add({type = 'button', name = 'labyrinth_difficulty', caption = 'Difficulty: ' .. str})
b.style.minimal_height = 38
b.style.minimal_width = 38
b.style.top_padding = 2
b.style.left_padding = 4
b.style.right_padding = 4
b.style.bottom_padding = 2
b.style.font = 'default'
b.style.font_color = {r = 0.88, g = 0.88, b = 0.88}
end
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_entity_chunk_position(entity_position)
local chunk_position = {}
entity_position.x = math.floor(entity_position.x, 0)
entity_position.y = math.floor(entity_position.y, 0)
for x = 0, 31, 1 do
if (entity_position.x - x) % 32 == 0 then
chunk_position.x = (entity_position.x - x) / 32
end
end
for y = 0, 31, 1 do
if (entity_position.y - y) % 32 == 0 then
chunk_position.y = (entity_position.y - y) / 32
end
end
return chunk_position
end
local function is_chunk_allowed_to_grow(chunk_position, surface)
local pos_x = chunk_position.x * 32
local pos_y = chunk_position.y * 32
local area = {
left_top = {x = pos_x, y = pos_y},
right_bottom = {x = pos_x + 31, y = pos_y + 31}
}
if surface.count_entities_filtered {area = area, name = {'sand-rock-big', 'rock-big', 'rock-huge'}, limit = 1} == 0 then
return true
else
return false
end
end
local function is_canditate_chunk_valid(chunk, surface)
local modifiers = {{-1, -1}, {0, -1}, {1, -1}, {1, 0}, {1, 1}, {0, 1}, {-1, 1}, {-1, 0}}
local invalid_places = 0
--local invalid_chunk_found = "false"
for _, m in pairs(modifiers) do
local testing_chunk = {x = chunk.x + m[1], y = chunk.y + m[2]}
local left_top_x = testing_chunk.x * 32
local left_top_y = testing_chunk.y * 32
local tile = surface.get_tile({left_top_x, left_top_y})
if tile.name ~= 'out-of-map' then
invalid_places = invalid_places + 1
--[[
if invalid_chunk_found then
if invalid_chunk_found == "true" then
invalid_places = invalid_places - 1 ---if chunks are connected, raise the allowance of expansion one time
invalid_chunk_found = nil
end
end
if invalid_chunk_found then invalid_chunk_found = "true" end
else
if invalid_chunk_found then invalid_chunk_found = "false" end
]]
--
end
end
if math.random(1, 50) == 1 and chunk.y < -3 then
return true
end
if invalid_places <= 2 then
return true
end
if invalid_places > 2 then
return false
end
end
local starting_items = {['pistol'] = 1, ['firearm-magazine'] = 64, ['raw-fish'] = 3}
local function init_map()
local seed = game.surfaces[1].map_gen_settings.seed
local map_gen_settings = {}
map_gen_settings.water = '0.01'
map_gen_settings.cliff_settings = {cliff_elevation_interval = 50, cliff_elevation_0 = 50}
map_gen_settings.autoplace_controls = {
['coal'] = {frequency = 'none', size = 'none', richness = 'none'},
['stone'] = {frequency = 'none', size = 'none', richness = 'none'},
['copper-ore'] = {frequency = 'none', size = 'none', richness = 'none'},
['iron-ore'] = {frequency = 'none', size = 'none', richness = 'none'},
['crude-oil'] = {frequency = 'none', size = 'none', richness = 'none'},
['trees'] = {frequency = 'none', size = 'none', richness = 'none'},
['enemy-base'] = {frequency = 'none', size = 'none', richness = 'none'}
}
if not this.settings.surface_index then
this.settings.surface_index = game.create_surface('labyrinth', map_gen_settings).index
else
this.settings.surface_index = SoftReset.soft_reset_map(game.surfaces[this.settings.surface_index], map_gen_settings, starting_items, true).index
end
this.settings.labyrinth_size = 1
local surface = game.get_surface(this.settings.surface_index)
game.map_settings.pollution.pollution_restored_per_tree_damage = 0
game.forces['player'].set_spawn_position({16, 0}, surface)
surface.create_entity {name = 'rock-big', position = {16, -16}}
this.settings.seed = seed
game.forces['player'].technologies['artillery'].enabled = false
game.forces['player'].technologies['artillery-shell-range-1'].enabled = false
game.forces['player'].technologies['artillery-shell-speed-1'].enabled = false
game.forces['player'].technologies['atomic-bomb'].enabled = false
global.satellites_in_space = 0
Autostash.insert_into_furnace(true)
Autostash.insert_into_wagon(true)
Autostash.bottom_button(true)
BottomFrame.reset()
BottomFrame.activate_custom_buttons(true)
end
local worm_raffle = {}
worm_raffle[1] = {'small-worm-turret', 'small-worm-turret', 'small-worm-turret', 'small-worm-turret', 'small-worm-turret', 'small-worm-turret'}
worm_raffle[2] = {'small-worm-turret', 'small-worm-turret', 'small-worm-turret', 'small-worm-turret', 'small-worm-turret', 'medium-worm-turret'}
worm_raffle[3] = {'small-worm-turret', 'small-worm-turret', 'small-worm-turret', 'small-worm-turret', 'medium-worm-turret', 'medium-worm-turret'}
worm_raffle[4] = {'small-worm-turret', 'small-worm-turret', 'small-worm-turret', 'medium-worm-turret', 'medium-worm-turret', 'medium-worm-turret'}
worm_raffle[5] = {'small-worm-turret', 'small-worm-turret', 'medium-worm-turret', 'medium-worm-turret', 'medium-worm-turret', 'big-worm-turret'}
worm_raffle[6] = {'small-worm-turret', 'medium-worm-turret', 'medium-worm-turret', 'medium-worm-turret', 'medium-worm-turret', 'big-worm-turret'}
worm_raffle[7] = {'medium-worm-turret', 'medium-worm-turret', 'medium-worm-turret', 'medium-worm-turret', 'big-worm-turret', 'big-worm-turret'}
worm_raffle[8] = {'medium-worm-turret', 'medium-worm-turret', 'medium-worm-turret', 'medium-worm-turret', 'big-worm-turret', 'big-worm-turret'}
worm_raffle[9] = {'medium-worm-turret', 'medium-worm-turret', 'medium-worm-turret', 'big-worm-turret', 'big-worm-turret', 'big-worm-turret'}
worm_raffle[10] = {'medium-worm-turret', 'medium-worm-turret', 'medium-worm-turret', 'big-worm-turret', 'big-worm-turret', 'big-worm-turret'}
local rock_weights = {{'sand-rock-big', 9}, {'rock-big', 32}, {'rock-huge', 1}}
local rock_raffle = {}
for _, t in pairs(rock_weights) do
for _ = 1, t[2], 1 do
table.insert(rock_raffle, t[1])
end
end
local room_layouts = {'quad_rocks', 'single_center_rock', 'three_horizontal_rocks', 'three_vertical_rocks', 'tree_and_lake', 'forest', 'forest_fence'}
local biter_raffle = {
{'small-biter'},
{'small-biter', 'small-biter', 'small-biter', 'medium-biter'},
{'small-biter', 'small-biter', 'medium-biter', 'medium-biter'},
{'small-biter', 'medium-biter', 'medium-biter', 'medium-biter'},
{'small-biter', 'medium-biter', 'medium-biter', 'big-biter'},
{'medium-biter', 'medium-biter', 'medium-biter', 'big-biter'},
{'medium-biter', 'medium-biter', 'big-biter', 'big-biter'},
{'medium-biter', 'big-biter', 'big-biter', 'big-biter'},
{'big-biter', 'big-biter', 'big-biter', 'behemoth-biter'},
{'big-biter', 'big-biter', 'behemoth-biter', 'behemoth-biter'}
}
local spitter_raffle = {
{'small-spitter'},
{'small-spitter', 'small-spitter', 'small-spitter', 'medium-spitter'},
{'small-spitter', 'small-spitter', 'medium-spitter', 'medium-spitter'},
{'small-spitter', 'medium-spitter', 'medium-spitter', 'medium-spitter'},
{'small-spitter', 'medium-spitter', 'medium-spitter', 'big-spitter'},
{'medium-spitter', 'medium-spitter', 'medium-spitter', 'big-spitter'},
{'medium-spitter', 'medium-spitter', 'big-spitter', 'big-spitter'},
{'medium-spitter', 'big-spitter', 'big-spitter', 'big-spitter'},
{'big-spitter', 'big-spitter', 'big-spitter', 'behemoth-spitter'},
{'big-spitter', 'big-spitter', 'behemoth-spitter', 'behemoth-spitter'}
}
local room_enemies = {}
local room_enemy_weights = {
{'only_biters', 10},
{'only_spitters', 10},
{'biters_and_spitters', 10},
{'spawners', 7},
{'only_worms', 5},
{'worms_and_spawners', 5},
{'gun_turrets', 3},
{'allied_entities', 2},
{'allied_entities_mixed', 2}
}
local unique_room_raffle = {'forgotten_place', 'flamethrower_cross', 'railway_roundabout', 'big_worm_crossing', 'deadly_crossing', 'mini_labyrinth'}
for _, t in pairs(room_enemy_weights) do
for _ = 1, t[2], 1 do
table.insert(room_enemies, t[1])
end
end
local function grow_cell(chunk_position, surface) -- luacheck: ignore
local math_random = math.random
local modifier_raffle = {{0, -1}, {-1, 0}, {1, 0}, {0, 1}}
modifier_raffle = shuffle(modifier_raffle)
local canditate_chunks = {}
for _, m in pairs(modifier_raffle) do
local canditate_chunk = {x = chunk_position.x + m[1], y = chunk_position.y + m[2]}
local left_top_x = canditate_chunk.x * 32
local left_top_y = canditate_chunk.y * 32
local tile = surface.get_tile({left_top_x, left_top_y})
if tile.name == 'out-of-map' then
table.insert(canditate_chunks, canditate_chunk)
end
end
local valid_chunks = {}
for _, chunk in pairs(canditate_chunks) do
if is_canditate_chunk_valid(chunk, surface) == true then
table.insert(valid_chunks, {x = chunk.x, y = chunk.y})
end
end
local tree_raffle = {}
for _, e in pairs(game.entity_prototypes) do
if e.type == 'tree' then
table.insert(tree_raffle, e.name)
end
end
local allied_entity_raffle = {}
local types = {
'inserter',
'inserter',
'transport-belt',
'transport-belt',
'transport-belt',
'underground-belt',
'electric-pole',
'electric-pole',
'pipe',
'furnace',
'assembling-machine',
'splitter',
'splitter',
'straight-rail'
}
for _, e in pairs(game.entity_prototypes) do
for _, t in pairs(types) do
if e.type == t then
table.insert(allied_entity_raffle, e.name)
end
end
end
if #valid_chunks > 0 then
this.settings.labyrinth_size = this.settings.labyrinth_size + 1
else
return
end
local evolution = this.settings.labyrinth_size / labyrinth_difficulty_curve
if evolution > 1 then
evolution = 1
end
game.forces.enemy.evolution_factor = evolution
for _, player in pairs(game.connected_players) do
create_labyrinth_difficulty_gui(player)
end
for x = 1, math_random(1, #valid_chunks), 1 do
local chunk_position = valid_chunks[x] --luacheck: ignore
local left_top_x = chunk_position.x * 32
local left_top_y = chunk_position.y * 32
local tile_to_insert
local tiles = {}
local entities_to_place = {
rocks = {},
worms = {},
enemy_buildings = {},
trees = {},
fish = {},
biters = {},
spitters = {},
gun_turrets = {},
misc = {},
allied_entities = {}
}
local tree_name = tree_raffle[math_random(1, #tree_raffle)]
local layout = room_layouts[math_random(1, #room_layouts)]
local enemies = room_enemies[math_random(1, #room_enemies)]
local unique_room
if this.settings.labyrinth_size > 12 and math_random(1, 50) == 1 then
layout = nil
enemies = nil
unique_room = unique_room_raffle[math_random(1, #unique_room_raffle)]
else
unique_room = false
end
--layout = nil
--enemies = nil
--unique_room = "railway_roundabout"
if layout == 'quad_rocks' then
while not entities_to_place.rocks[1] do
if math_random(1, 2) == 1 then
table.insert(entities_to_place.rocks, {left_top_x + 8, left_top_y + 8})
end
if math_random(1, 2) == 1 then
table.insert(entities_to_place.rocks, {left_top_x + 24, left_top_y + 8})
end
if math_random(1, 2) == 1 then
table.insert(entities_to_place.rocks, {left_top_x + 8, left_top_y + 24})
end
if math_random(1, 2) == 1 then
table.insert(entities_to_place.rocks, {left_top_x + 24, left_top_y + 24})
end
end
end
if layout == 'single_center_rock' then
table.insert(entities_to_place.rocks, {left_top_x + 16, left_top_y + 16})
end
if layout == 'tree_and_lake' then
table.insert(entities_to_place.rocks, {left_top_x + 16, left_top_y + 16})
end
if layout == 'forest_fence' then
table.insert(entities_to_place.rocks, {left_top_x + 16, left_top_y + 16})
end
if layout == 'forest' then
while not entities_to_place.rocks[1] do
if math_random(1, 2) == 1 then
table.insert(entities_to_place.rocks, {left_top_x + 16, left_top_y + 8})
end
if math_random(1, 2) == 1 then
table.insert(entities_to_place.rocks, {left_top_x + 8, left_top_y + 24})
end
if math_random(1, 2) == 1 then
table.insert(entities_to_place.rocks, {left_top_x + 24, left_top_y + 24})
end
end
end
if layout == 'three_horizontal_rocks' then
while not entities_to_place.rocks[1] do
if math_random(1, 2) == 1 then
table.insert(entities_to_place.rocks, {left_top_x + 8, left_top_y + 16})
end
if math_random(1, 2) == 1 then
table.insert(entities_to_place.rocks, {left_top_x + 16, left_top_y + 16})
end
if math_random(1, 2) == 1 then
table.insert(entities_to_place.rocks, {left_top_x + 24, left_top_y + 16})
end
end
end
if layout == 'three_vertical_rocks' then
while not entities_to_place.rocks[1] do
if math_random(1, 2) == 1 then
table.insert(entities_to_place.rocks, {left_top_x + 16, left_top_y + 8})
end
if math_random(1, 2) == 1 then
table.insert(entities_to_place.rocks, {left_top_x + 16, left_top_y + 16})
end
if math_random(1, 2) == 1 then
table.insert(entities_to_place.rocks, {left_top_x + 16, left_top_y + 24})
end
end
end
if unique_room == 'flamethrower_cross' or unique_room == 'railway_roundabout' then
table.insert(entities_to_place.rocks, {left_top_x + 6, left_top_y + 6})
table.insert(entities_to_place.rocks, {left_top_x + 26, left_top_y + 6})
table.insert(entities_to_place.rocks, {left_top_x + 6, left_top_y + 26})
table.insert(entities_to_place.rocks, {left_top_x + 26, left_top_y + 26})
end
local allied_entity
if enemies == 'allied_entities' then
allied_entity = allied_entity_raffle[math_random(1, #allied_entity_raffle)]
end
if this.settings.labyrinth_size < 16 then
while enemies == 'gun_turrets' or enemies == 'only_worms' or enemies == 'worms_and_spawners' do
enemies = room_enemies[math_random(1, #room_enemies)]
end
end
local placed_enemies = 0
local enemy_counter = this.settings.labyrinth_size
if enemy_counter > 2000 then
enemy_counter = 2000
end
local random_max = 400
if this.settings.labyrinth_size > 50 then
random_max = 200
end
if this.settings.labyrinth_size > 100 then
random_max = 100
end
while placed_enemies < enemy_counter do
if not enemies then
break
end
for x = 0, 31, 1 do --luacheck: ignore
for y = 0, 31, 1 do
local pos = {x = left_top_x + x, y = left_top_y + y}
if enemies == 'spawners' then
if math_random(1, random_max) == 1 then
table.insert(entities_to_place.biters, pos)
end
if math_random(1, random_max) == 1 then
table.insert(entities_to_place.spitters, pos)
end
if math_random(1, random_max) == 1 then
table.insert(entities_to_place.enemy_buildings, pos)
end
end
if enemies == 'worms_and_spawners' then
if math_random(1, random_max) == 1 then
table.insert(entities_to_place.enemy_buildings, pos)
end
if math_random(1, random_max) == 1 then
table.insert(entities_to_place.worms, pos)
end
end
if enemies == 'only_worms' then
if math_random(1, random_max) == 1 then
table.insert(entities_to_place.worms, pos)
end
end
if enemies == 'only_biters' then
if math_random(1, random_max) == 1 then
table.insert(entities_to_place.biters, pos)
end
end
if enemies == 'only_spitters' then
if math_random(1, random_max) == 1 then
table.insert(entities_to_place.spitters, pos)
end
end
if enemies == 'biters_and_spitters' then
if math_random(1, random_max) == 1 then
table.insert(entities_to_place.biters, pos)
end
if math_random(1, random_max) == 1 then
table.insert(entities_to_place.spitters, pos)
end
end
if enemies == 'gun_turrets' then
if math_random(1, random_max) == 1 then
table.insert(entities_to_place.gun_turrets, pos)
end
end
if enemies == 'allied_entities' then
if math_random(1, random_max) == 1 then
table.insert(entities_to_place.allied_entities, {allied_entity, pos})
end
end
if enemies == 'allied_entities_mixed' then
if math_random(1, random_max) == 1 then
allied_entity = allied_entity_raffle[math_random(1, #allied_entity_raffle)]
table.insert(entities_to_place.allied_entities, {allied_entity, pos})
end
end
end
end
placed_enemies = #entities_to_place.biters * 0.35 + #entities_to_place.spitters * 0.35 + #entities_to_place.enemy_buildings * 2 + #entities_to_place.worms * 3 + #entities_to_place.gun_turrets * 3 + #entities_to_place.allied_entities
end
for x = 0, 31, 1 do --luacheck: ignore
for y = 0, 31, 1 do
local pos = {x = left_top_x + x, y = left_top_y + y}
tile_to_insert = 'dirt-5'
if layout == 'tree_and_lake' then
if x > 12 and x < 20 and y > 12 and y < 20 then
tile_to_insert = 'water'
end
if x > 10 and x < 22 and y > 10 and y < 22 then
if math_random(1, 2) == 1 then
table.insert(entities_to_place.trees, pos)
end
end
end
if layout == 'forest' or unique_room == 'railway_roundabout' then
if math_random(1, 6) == 1 then
table.insert(entities_to_place.trees, pos)
end
end
if layout == 'forest_fence' then
if x > 28 or x < 4 or y > 28 or y < 4 then
if math_random(1, 3) == 1 then
table.insert(entities_to_place.trees, pos)
end
end
end
if unique_room then
if unique_room == 'mini_labyrinth' then
if math_random(1, 4) == 1 then
table.insert(entities_to_place.biters, pos)
end
end
local room = unique_rooms[unique_room]
for _, e in pairs(room.entities) do
if math.floor(e.position.x, 0) == x and math.floor(e.position.y, 0) == y then
if e.name == 'small-biter' or e.name == 'medium-biter' or e.name == 'big-biter' or e.name == 'behemoth-biter' then
table.insert(entities_to_place.biters, {left_top_x + e.position.x, left_top_y + e.position.y})
break
end
if e.name == 'small-spitter' or e.name == 'medium-spitter' or e.name == 'big-spitter' or e.name == 'behemoth-spitter' then
table.insert(entities_to_place.spitters, {left_top_x + e.position.x, left_top_y + e.position.y})
break
end
table.insert(entities_to_place.misc, {name = e.name, position = {left_top_x + e.position.x, left_top_y + e.position.y}, direction = e.direction, force = e.force})
break
end
end
for _, t in pairs(room.tiles) do
if math.floor(t.position.x, 0) == x and math.floor(t.position.y, 0) == y then
tile_to_insert = t.name
break
end
end
end
table.insert(tiles, {name = tile_to_insert, position = pos})
end
end
surface.set_tiles(tiles, true)
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_position})
if unique_room == 'railway_roundabout' then
local e = surface.create_entity {name = 'big-ship-wreck-1', position = {left_top_x + 16, left_top_y + 22}, force = 'player'}
e.insert({name = 'locomotive', count = 1})
e.insert({name = 'nuclear-fuel', count = 1})
end
for _, e in pairs(entities_to_place.misc) do
local entity = surface.create_entity {name = e.name, position = e.position, force = e.force, direction = e.direction}
if entity.name == 'gun-turret' then
local ammo = 'firearm-magazine'
if this.settings.labyrinth_size > 100 then
ammo = 'piercing-rounds-magazine'
end
if this.settings.labyrinth_size > 300 then
ammo = 'uranium-rounds-magazine'
end
entity.insert({name = ammo, count = math.random(50, 150)})
end
if entity.name == 'storage-tank' then
entity.fluidbox[1] = {name = 'crude-oil', amount = 25000}
end
end
for _, p in pairs(entities_to_place.enemy_buildings) do
if math_random(1, 3) == 1 then
if surface.can_place_entity({name = 'spitter-spawner', position = p}) then
surface.create_entity {name = 'spitter-spawner', position = p}
end
else
if surface.can_place_entity({name = 'biter-spawner', position = p}) then
surface.create_entity {name = 'biter-spawner', position = p}
end
end
end
for _, p in pairs(entities_to_place.worms) do
local ev = math.ceil(game.forces.enemy.evolution_factor * 10, 0)
local raffle = worm_raffle[ev]
local n = raffle[math.random(1, #raffle)]
if surface.can_place_entity({name = n, position = p}) then
surface.create_entity {name = n, position = p}
end
end
local threat_amount = this.settings.labyrinth_size * 4
for _, p in pairs(entities_to_place.biters) do
local ev = math.ceil(game.forces.enemy.evolution_factor * 10, 0)
local raffle = biter_raffle[ev]
local n = raffle[math.random(1, #raffle)]
if threat_values[n] then
threat_amount = threat_amount - threat_values[n]
if threat_amount < 0 then
break
end
end
if surface.can_place_entity({name = n, position = p}) then
surface.create_entity {name = n, position = p}
end
end
for _, p in pairs(entities_to_place.spitters) do
local ev = math.ceil(game.forces.enemy.evolution_factor * 10, 0)
local raffle = spitter_raffle[ev]
local n = raffle[math.random(1, #raffle)]
if threat_values[n] then
threat_amount = threat_amount - threat_values[n]
if threat_amount < 0 then
break
end
end
if surface.can_place_entity({name = n, position = p}) then
surface.create_entity {name = n, position = p}
end
end
for _, p in pairs(entities_to_place.gun_turrets) do
local e = surface.create_entity {name = 'gun-turret', position = p, force = 'enemy'}
local ammo = 'firearm-magazine'
if this.settings.labyrinth_size > 100 then
ammo = 'piercing-rounds-magazine'
end
if this.settings.labyrinth_size > 300 then
ammo = 'uranium-rounds-magazine'
end
e.insert({name = ammo, count = math.random(50, 150)})
end
for _, p in pairs(entities_to_place.rocks) do
local e = rock_raffle[math.random(1, #rock_raffle)]
surface.create_entity {name = e, position = p}
end
for _, p in pairs(entities_to_place.allied_entities) do
local directions = {defines.direction.north, defines.direction.east, defines.direction.south, defines.direction.west}
local d = directions[math_random(1, #directions)]
if surface.can_place_entity({name = p[1], position = p[2], direction = d, force = 'player'}) then
surface.create_entity {name = p[1], position = p[2], direction = d, force = 'player'}
end
end
for _, p in pairs(entities_to_place.trees) do
if surface.can_place_entity({name = tree_name, position = p}) then
surface.create_entity {name = tree_name, position = p}
end
end
end
end
local function treasure_chest(position, surface)
local math_random = math.random
local chest_raffle = {}
local chest_loot = {
{{name = 'submachine-gun', count = math_random(1, 3)}, weight = 3, evolution_min = 0.0, evolution_max = 0.1},
{{name = 'slowdown-capsule', count = math_random(16, 32)}, weight = 1, evolution_min = 0.0, evolution_max = 1},
{{name = 'poison-capsule', count = math_random(16, 32)}, weight = 3, evolution_min = 0.3, evolution_max = 1},
{{name = 'uranium-cannon-shell', count = math_random(16, 32)}, weight = 5, evolution_min = 0.6, evolution_max = 1},
{{name = 'cannon-shell', count = math_random(16, 32)}, weight = 5, evolution_min = 0.4, evolution_max = 0.7},
{{name = 'explosive-uranium-cannon-shell', count = math_random(16, 32)}, weight = 5, evolution_min = 0.6, evolution_max = 1},
{{name = 'explosive-cannon-shell', count = math_random(16, 32)}, weight = 5, evolution_min = 0.4, evolution_max = 0.8},
{{name = 'shotgun', count = 1}, weight = 2, evolution_min = 0.0, evolution_max = 0.2},
{{name = 'shotgun-shell', count = math_random(16, 32)}, weight = 5, evolution_min = 0.0, evolution_max = 0.2},
{{name = 'combat-shotgun', count = 1}, weight = 10, evolution_min = 0.3, evolution_max = 0.8},
{{name = 'piercing-shotgun-shell', count = math_random(16, 32)}, weight = 10, evolution_min = 0.2, evolution_max = 1},
{{name = 'flamethrower', count = 1}, weight = 3, evolution_min = 0.3, evolution_max = 0.6},
{{name = 'flamethrower-ammo', count = math_random(16, 32)}, weight = 5, evolution_min = 0.3, evolution_max = 1},
{{name = 'rocket-launcher', count = 1}, weight = 5, evolution_min = 0.2, evolution_max = 0.6},
{{name = 'rocket', count = math_random(16, 32)}, weight = 10, evolution_min = 0.2, evolution_max = 0.7},
{{name = 'explosive-rocket', count = math_random(16, 32)}, weight = 10, evolution_min = 0.3, evolution_max = 1},
{{name = 'land-mine', count = math_random(16, 32)}, weight = 10, evolution_min = 0.2, evolution_max = 0.7},
{{name = 'grenade', count = math_random(16, 32)}, weight = 10, evolution_min = 0.0, evolution_max = 0.5},
{{name = 'cluster-grenade', count = math_random(16, 32)}, weight = 5, evolution_min = 0.4, evolution_max = 1},
{{name = 'firearm-magazine', count = math_random(32, 128)}, weight = 10, evolution_min = 0, evolution_max = 0.3},
{{name = 'piercing-rounds-magazine', count = math_random(32, 128)}, weight = 10, evolution_min = 0.1, evolution_max = 0.8},
{{name = 'uranium-rounds-magazine', count = math_random(32, 128)}, weight = 10, evolution_min = 0.5, evolution_max = 1},
{{name = 'defender-capsule', count = math_random(8, 16)}, weight = 10, evolution_min = 0.0, evolution_max = 0.7},
{{name = 'distractor-capsule', count = math_random(8, 16)}, weight = 10, evolution_min = 0.2, evolution_max = 1},
{{name = 'destroyer-capsule', count = math_random(8, 16)}, weight = 10, evolution_min = 0.3, evolution_max = 1},
{{name = 'atomic-bomb', count = math_random(8, 16)}, weight = 1, evolution_min = 0.3, evolution_max = 1},
{{name = 'light-armor', count = 1}, weight = 3, evolution_min = 0, evolution_max = 0.1},
{{name = 'heavy-armor', count = 1}, weight = 3, evolution_min = 0.1, evolution_max = 0.3},
{{name = 'modular-armor', count = 1}, weight = 2, evolution_min = 0.2, evolution_max = 0.6},
{{name = 'power-armor', count = 1}, weight = 2, evolution_min = 0.4, evolution_max = 1},
{{name = 'power-armor-mk2', count = 1}, weight = 1, evolution_min = 0.8, evolution_max = 1},
{{name = 'battery-equipment', count = 1}, weight = 2, evolution_min = 0.3, evolution_max = 0.7},
{{name = 'battery-mk2-equipment', count = 1}, weight = 2, evolution_min = 0.6, evolution_max = 1},
{{name = 'belt-immunity-equipment', count = 1}, weight = 1, evolution_min = 0.3, evolution_max = 1},
{{name = 'solar-panel-equipment', count = math_random(1, 4)}, weight = 5, evolution_min = 0.3, evolution_max = 0.8},
{{name = 'discharge-defense-equipment', count = 1}, weight = 1, evolution_min = 0.5, evolution_max = 0.8},
{{name = 'energy-shield-equipment', count = math_random(1, 2)}, weight = 2, evolution_min = 0.3, evolution_max = 0.8},
{{name = 'energy-shield-mk2-equipment', count = 1}, weight = 2, evolution_min = 0.7, evolution_max = 1},
{{name = 'exoskeleton-equipment', count = 1}, weight = 1, evolution_min = 0.3, evolution_max = 1},
{{name = 'fusion-reactor-equipment', count = 1}, weight = 1, evolution_min = 0.5, evolution_max = 1},
{{name = 'night-vision-equipment', count = 1}, weight = 1, evolution_min = 0.3, evolution_max = 0.8},
{{name = 'personal-laser-defense-equipment', count = 1}, weight = 2, evolution_min = 0.4, evolution_max = 1},
{{name = 'exoskeleton-equipment', count = 1}, weight = 1, evolution_min = 0.3, evolution_max = 1},
{{name = 'iron-gear-wheel', count = math_random(80, 100)}, weight = 3, evolution_min = 0.0, evolution_max = 0.3},
{{name = 'copper-cable', count = math_random(100, 200)}, weight = 3, evolution_min = 0.0, evolution_max = 0.3},
{{name = 'engine-unit', count = math_random(16, 32)}, weight = 2, evolution_min = 0.1, evolution_max = 0.5},
{{name = 'electric-engine-unit', count = math_random(16, 32)}, weight = 2, evolution_min = 0.4, evolution_max = 0.8},
{{name = 'battery', count = math_random(100, 200)}, weight = 2, evolution_min = 0.3, evolution_max = 0.8},
{{name = 'advanced-circuit', count = math_random(100, 200)}, weight = 3, evolution_min = 0.4, evolution_max = 1},
{{name = 'electronic-circuit', count = math_random(100, 200)}, weight = 3, evolution_min = 0.0, evolution_max = 0.4},
{{name = 'processing-unit', count = math_random(100, 200)}, weight = 3, evolution_min = 0.7, evolution_max = 1},
{{name = 'explosives', count = math_random(25, 50)}, weight = 1, evolution_min = 0.2, evolution_max = 0.6},
{{name = 'lubricant-barrel', count = math_random(4, 10)}, weight = 1, evolution_min = 0.3, evolution_max = 0.5},
{{name = 'rocket-fuel', count = math_random(4, 10)}, weight = 2, evolution_min = 0.3, evolution_max = 0.7},
{{name = 'player-port', count = 1}, weight = 1, evolution_min = 0.2, evolution_max = 1},
{{name = 'steel-plate', count = math_random(50, 100)}, weight = 2, evolution_min = 0.1, evolution_max = 0.3},
{{name = 'nuclear-fuel', count = 1}, weight = 2, evolution_min = 0.7, evolution_max = 1},
{{name = 'burner-inserter', count = math_random(8, 16)}, weight = 3, evolution_min = 0.0, evolution_max = 0.1},
{{name = 'inserter', count = math_random(8, 16)}, weight = 3, evolution_min = 0.0, evolution_max = 0.4},
{{name = 'long-handed-inserter', count = math_random(8, 16)}, weight = 3, evolution_min = 0.0, evolution_max = 0.4},
{{name = 'fast-inserter', count = math_random(8, 16)}, weight = 3, evolution_min = 0.1, evolution_max = 1},
{{name = 'filter-inserter', count = math_random(8, 16)}, weight = 1, evolution_min = 0.2, evolution_max = 1},
{{name = 'stack-filter-inserter', count = math_random(4, 8)}, weight = 1, evolution_min = 0.4, evolution_max = 1},
{{name = 'stack-inserter', count = math_random(4, 8)}, weight = 3, evolution_min = 0.3, evolution_max = 1},
{{name = 'small-electric-pole', count = math_random(16, 32)}, weight = 3, evolution_min = 0.0, evolution_max = 0.3},
{{name = 'medium-electric-pole', count = math_random(8, 16)}, weight = 3, evolution_min = 0.2, evolution_max = 1},
{{name = 'big-electric-pole', count = math_random(8, 16)}, weight = 3, evolution_min = 0.3, evolution_max = 1},
{{name = 'substation', count = math_random(2, 4)}, weight = 3, evolution_min = 0.5, evolution_max = 1},
{{name = 'wooden-chest', count = math_random(25, 50)}, weight = 3, evolution_min = 0.0, evolution_max = 0.2},
{{name = 'iron-chest', count = math_random(4, 8)}, weight = 3, evolution_min = 0.1, evolution_max = 0.4},
{{name = 'steel-chest', count = math_random(4, 8)}, weight = 3, evolution_min = 0.3, evolution_max = 1},
{{name = 'small-lamp', count = math_random(8, 16)}, weight = 3, evolution_min = 0.1, evolution_max = 0.3},
{{name = 'rail', count = math_random(50, 75)}, weight = 3, evolution_min = 0.1, evolution_max = 0.6},
{{name = 'assembling-machine-1', count = math_random(2, 4)}, weight = 3, evolution_min = 0.0, evolution_max = 0.3},
{{name = 'assembling-machine-2', count = math_random(2, 4)}, weight = 3, evolution_min = 0.2, evolution_max = 0.8},
{{name = 'assembling-machine-3', count = math_random(2, 4)}, weight = 3, evolution_min = 0.5, evolution_max = 1},
{{name = 'accumulator', count = math_random(4, 8)}, weight = 3, evolution_min = 0.4, evolution_max = 1},
{{name = 'offshore-pump', count = math_random(1, 2)}, weight = 2, evolution_min = 0.0, evolution_max = 0.1},
{{name = 'beacon', count = math_random(1, 2)}, weight = 3, evolution_min = 0.7, evolution_max = 1},
{{name = 'boiler', count = math_random(2, 4)}, weight = 3, evolution_min = 0.0, evolution_max = 0.3},
{{name = 'steam-engine', count = math_random(2, 4)}, weight = 3, evolution_min = 0.0, evolution_max = 0.5},
{{name = 'steam-turbine', count = math_random(1, 2)}, weight = 2, evolution_min = 0.5, evolution_max = 1},
--{{name = "nuclear-reactor", count = 1}, weight = 2, evolution_min = 0.5, evolution_max = 1},
{{name = 'centrifuge', count = math_random(1, 2)}, weight = 2, evolution_min = 0.5, evolution_max = 1},
{{name = 'heat-pipe', count = math_random(8, 12)}, weight = 2, evolution_min = 0.5, evolution_max = 1},
{{name = 'heat-exchanger', count = math_random(2, 4)}, weight = 2, evolution_min = 0.5, evolution_max = 1},
{{name = 'arithmetic-combinator', count = math_random(8, 16)}, weight = 1, evolution_min = 0.1, evolution_max = 1},
{{name = 'constant-combinator', count = math_random(8, 16)}, weight = 1, evolution_min = 0.1, evolution_max = 1},
{{name = 'decider-combinator', count = math_random(8, 16)}, weight = 1, evolution_min = 0.1, evolution_max = 1},
{{name = 'power-switch', count = math_random(2, 4)}, weight = 1, evolution_min = 0.1, evolution_max = 1},
{{name = 'programmable-speaker', count = math_random(2, 4)}, weight = 1, evolution_min = 0.1, evolution_max = 1},
{{name = 'green-wire', count = math_random(50, 100)}, weight = 1, evolution_min = 0.1, evolution_max = 1},
{{name = 'red-wire', count = math_random(50, 100)}, weight = 1, evolution_min = 0.1, evolution_max = 1},
{{name = 'chemical-plant', count = math_random(2, 4)}, weight = 3, evolution_min = 0.3, evolution_max = 1},
{{name = 'burner-mining-drill', count = math_random(4, 8)}, weight = 3, evolution_min = 0.0, evolution_max = 0.2},
{{name = 'electric-mining-drill', count = math_random(4, 8)}, weight = 3, evolution_min = 0.2, evolution_max = 0.6},
{{name = 'express-transport-belt', count = math_random(25, 75)}, weight = 3, evolution_min = 0.5, evolution_max = 1},
{{name = 'express-underground-belt', count = math_random(4, 8)}, weight = 3, evolution_min = 0.5, evolution_max = 1},
{{name = 'express-splitter', count = math_random(2, 4)}, weight = 3, evolution_min = 0.5, evolution_max = 1},
{{name = 'fast-transport-belt', count = math_random(25, 75)}, weight = 3, evolution_min = 0.2, evolution_max = 0.7},
{{name = 'fast-underground-belt', count = math_random(4, 8)}, weight = 3, evolution_min = 0.2, evolution_max = 0.7},
{{name = 'fast-splitter', count = math_random(2, 4)}, weight = 3, evolution_min = 0.2, evolution_max = 0.3},
{{name = 'transport-belt', count = math_random(25, 75)}, weight = 3, evolution_min = 0, evolution_max = 0.3},
{{name = 'underground-belt', count = math_random(4, 8)}, weight = 3, evolution_min = 0, evolution_max = 0.3},
{{name = 'splitter', count = math_random(2, 4)}, weight = 3, evolution_min = 0, evolution_max = 0.3},
{{name = 'oil-refinery', count = math_random(1, 2)}, weight = 2, evolution_min = 0.3, evolution_max = 1},
{{name = 'pipe', count = math_random(40, 50)}, weight = 3, evolution_min = 0.0, evolution_max = 0.3},
{{name = 'pipe-to-ground', count = math_random(8, 16)}, weight = 1, evolution_min = 0.2, evolution_max = 0.5},
{{name = 'pumpjack', count = math_random(1, 2)}, weight = 1, evolution_min = 0.3, evolution_max = 0.8},
{{name = 'pump', count = math_random(1, 4)}, weight = 1, evolution_min = 0.3, evolution_max = 0.8},
{{name = 'solar-panel', count = math_random(4, 8)}, weight = 3, evolution_min = 0.4, evolution_max = 0.9},
{{name = 'electric-furnace', count = math_random(2, 4)}, weight = 3, evolution_min = 0.5, evolution_max = 1},
{{name = 'steel-furnace', count = math_random(4, 8)}, weight = 3, evolution_min = 0.2, evolution_max = 0.7},
{{name = 'stone-furnace', count = math_random(8, 16)}, weight = 3, evolution_min = 0.0, evolution_max = 0.1},
{{name = 'radar', count = math_random(1, 2)}, weight = 1, evolution_min = 0.1, evolution_max = 0.3},
{{name = 'rail-signal', count = math_random(8, 16)}, weight = 2, evolution_min = 0.2, evolution_max = 0.8},
{{name = 'rail-chain-signal', count = math_random(8, 16)}, weight = 2, evolution_min = 0.2, evolution_max = 0.8},
{{name = 'stone-wall', count = math_random(25, 75)}, weight = 1, evolution_min = 0.1, evolution_max = 0.5},
{{name = 'gate', count = math_random(4, 8)}, weight = 1, evolution_min = 0.1, evolution_max = 0.5},
{{name = 'storage-tank', count = math_random(2, 4)}, weight = 3, evolution_min = 0.3, evolution_max = 0.6},
{{name = 'train-stop', count = math_random(1, 2)}, weight = 1, evolution_min = 0.2, evolution_max = 0.7},
{{name = 'express-loader', count = math_random(1, 2)}, weight = 1, evolution_min = 0.5, evolution_max = 1},
{{name = 'fast-loader', count = math_random(1, 2)}, weight = 1, evolution_min = 0.2, evolution_max = 0.7},
{{name = 'loader', count = math_random(1, 2)}, weight = 1, evolution_min = 0.0, evolution_max = 0.5},
{{name = 'lab', count = math_random(2, 4)}, weight = 2, evolution_min = 0.0, evolution_max = 0.1},
--{{name = "roboport", count = math_random(2,4)}, weight = 2, evolution_min = 0.6, evolution_max = 1},
--{{name = "flamethrower-turret", count = math_random(4,8)}, weight = 3, evolution_min = 0.5, evolution_max = 1},
--{{name = "laser-turret", count = math_random(4,8)}, weight = 3, evolution_min = 0.5, evolution_max = 1},
{{name = 'gun-turret', count = math_random(2, 4)}, weight = 3, evolution_min = 0.2, evolution_max = 0.9}
}
for _, t in pairs(chest_loot) do
for _ = 1, t.weight, 1 do
if t.evolution_min <= game.forces.enemy.evolution_factor and t.evolution_max >= game.forces.enemy.evolution_factor then
table.insert(chest_raffle, t[1])
end
end
end
local chest_type_raffle = {'steel-chest', 'iron-chest', 'wooden-chest'}
local e = surface.create_entity {name = chest_type_raffle[math_random(1, #chest_type_raffle)], position = position, force = 'player'}
local i = e.get_inventory(defines.inventory.chest)
for _ = 1, math_random(3, 4), 1 do
local loot = chest_raffle[math_random(1, #chest_raffle)]
i.insert(loot)
end
end
commands.add_command(
'scenario',
'Usable only for admins - controls the scenario!',
function(cmd)
local p
local player = game.player
if not player or not player.valid then
p = log
else
p = player.print
if not player.admin then
return
end
end
local param = cmd.parameter
if param == 'restart' or param == 'shutdown' or param == 'reset' or param == 'restartnow' then
goto continue
else
p('[ERROR] Arguments are:\nrestart\nshutdown\nreset\nrestartnow')
return
end
::continue::
if not this.settings.reset_are_you_sure then
this.settings.reset_are_you_sure = true
p('[WARNING] This command will disable the soft-reset feature, run this command again if you really want to do this!')
return
end
if param == 'restart' then
if this.settings.restart then
this.settings.reset_are_you_sure = nil
this.settings.restart = false
this.settings.soft_reset = true
p('[SUCCESS] Soft-reset is enabled.')
return
else
this.settings.reset_are_you_sure = nil
this.settings.restart = true
this.settings.soft_reset = false
if this.settings.shutdown then
this.settings.shutdown = false
end
p('[WARNING] Soft-reset is disabled! Server will restart from scenario to load new changes.')
return
end
elseif param == 'restartnow' then
this.settings.reset_are_you_sure = nil
Server.start_scenario('Labyrinth')
return
elseif param == 'shutdown' then
if this.settings.shutdown then
this.settings.reset_are_you_sure = nil
this.settings.shutdown = false
this.settings.soft_reset = true
p('[SUCCESS] Soft-reset is enabled.')
return
else
this.settings.reset_are_you_sure = nil
this.settings.shutdown = true
this.settings.soft_reset = false
if this.settings.restart then
this.settings.restart = false
end
p('[WARNING] Soft-reset is disabled! Server will shutdown. Most likely because of updates.')
return
end
elseif param == 'reset' then
this.settings.reset_are_you_sure = nil
if player and player.valid then
game.print(mapkeeper .. ' ' .. player.name .. ', has reset the game!', {r = 0.98, g = 0.66, b = 0.22})
else
game.print(mapkeeper .. ' server, has reset the game!', {r = 0.98, g = 0.66, b = 0.22})
end
init_map()
p('[WARNING] Game has been reset!')
return
end
end
)
local function spawn_infinity_chest(pos, surface)
local math_random = math.random
local infinity_chests = {
--{"raw-wood", math_random(1,3)},
{'coal', 1},
{'stone', math_random(3, 5)},
{'stone', math_random(3, 5)},
{'stone', math_random(3, 5)},
{'stone', math_random(3, 5)},
{'stone', math_random(3, 5)},
{'iron-ore', 1},
{'copper-ore', 1}
}
local x = math_random(1, #infinity_chests)
local e = surface.create_entity {name = 'infinity-chest', position = pos, force = 'player'}
e.set_infinity_container_filter(1, {name = infinity_chests[x][1], count = infinity_chests[x][2]})
e.minable = false
e.destructible = false
e.operable = false
end
local biter_fragmentation = {
{'medium-biter', 'small-biter', 2, 3},
{'big-biter', 'medium-biter', 2, 2},
{'behemoth-biter', 'big-biter', 2, 2}
}
local biter_building_inhabitants = {}
biter_building_inhabitants[1] = {{'small-biter', 8, 16}}
biter_building_inhabitants[2] = {{'small-biter', 12, 24}}
biter_building_inhabitants[3] = {{'small-biter', 8, 16}, {'medium-biter', 1, 2}}
biter_building_inhabitants[4] = {{'small-biter', 4, 8}, {'medium-biter', 4, 8}}
biter_building_inhabitants[5] = {{'small-biter', 3, 5}, {'medium-biter', 8, 12}}
biter_building_inhabitants[6] = {{'small-biter', 3, 5}, {'medium-biter', 5, 7}, {'big-biter', 1, 2}}
biter_building_inhabitants[7] = {{'medium-biter', 6, 8}, {'big-biter', 3, 5}}
biter_building_inhabitants[8] = {{'medium-biter', 2, 4}, {'big-biter', 6, 8}}
biter_building_inhabitants[9] = {{'medium-biter', 2, 3}, {'big-biter', 7, 9}}
biter_building_inhabitants[10] = {{'big-biter', 4, 8}, {'behemoth-biter', 3, 4}}
local entity_drop_amount = {
['small-biter'] = {low = 10, high = 20},
['small-spitter'] = {low = 10, high = 20},
['medium-spitter'] = {low = 15, high = 30},
['big-spitter'] = {low = 20, high = 40},
['behemoth-spitter'] = {low = 30, high = 50},
['biter-spawner'] = {low = 50, high = 100},
['spitter-spawner'] = {low = 50, high = 100}
}
local ore_spill_raffle = {'iron-ore', 'iron-ore', 'iron-ore', 'copper-ore', 'copper-ore', 'coal', 'coal', 'stone', 'landfill'}
local ore_spawn_raffle = {
'iron-ore',
'iron-ore',
'iron-ore',
'iron-ore',
'copper-ore',
'copper-ore',
'copper-ore',
'coal',
'coal',
'stone',
'uranium-ore',
'crude-oil'
}
local function restrict_landfill(surface, tiles)
for _, t in pairs(tiles) do
local check_position = t.position
if check_position.y > 100 then
surface.set_tiles({{name = t.old_tile.name, position = t.position}}, true)
end
end
end
local function on_player_built_tile(event)
if not this.settings.check_landfill then
return
end
local player = game.get_player(event.player_index)
local tiles = event.tiles
restrict_landfill(player.surface, tiles)
end
local function on_entity_died(event)
local entity = event.entity
if not entity or not entity.valid then return end
local name = entity.name
local position = entity.position
local evolution = game.forces.enemy.evolution_factor
local surface = entity.surface
for _, fragment in pairs(biter_fragmentation) do
if name == fragment[1] then
for _ = 1, math.random(fragment[3], fragment[4]), 1 do
local p = surface.find_non_colliding_position(fragment[2], position, 2, 1)
if p then
surface.create_entity {name = fragment[2], position = p}
end
end
break
end
end
if name == 'biter-spawner' or name == 'spitter-spawner' then
local e = math.ceil(evolution * 10, 0)
for _, t in pairs(biter_building_inhabitants[e]) do
for _ = 1, math.random(t[2], t[3]), 1 do
local p = surface.find_non_colliding_position(t[1], position, 6, 1)
if p then
surface.create_entity{name = t[1], position = p}
end
end
end
end
if entity_drop_amount[name] then
if evolution < 0.5 then
local evolution_drop_modifier = (0.1 - evolution) * 10
if evolution_drop_modifier > 0 then
local amount = math.ceil(math.random(entity_drop_amount[name].low, entity_drop_amount[name].high) * evolution_drop_modifier)
surface.spill_item_stack(position, {name = ore_spill_raffle[math.random(1, #ore_spill_raffle)], count = amount}, true)
end
end
return
end
if name == 'sand-rock-big' or name == 'rock-big' or name == 'rock-huge' then
local pos = {x = position.x, y = position.y}
if name == 'rock-huge' then
spawn_infinity_chest(pos, surface)
elseif name == 'rock-big' then
treasure_chest(pos, surface)
elseif name == 'sand-rock-big' then
local n = ore_spawn_raffle[math.random(1, #ore_spawn_raffle)]
--local amount_modifier = 1 + ((this.settings.labyrinth_size / labyrinth_difficulty_curve) * 10)
local amount_modifier = math.ceil(1 + evolution * 5)
if n == 'crude-oil' then
map_functions.draw_oil_circle(pos, n, surface, 6, 100000 * amount_modifier)
else
map_functions.draw_smoothed_out_ore_circle(pos, n, surface, 9 + amount_modifier, 200 * amount_modifier)
end
end
entity.destroy()
local chunk_position = get_entity_chunk_position(pos)
local b = is_chunk_allowed_to_grow(chunk_position, surface)
if b == true then
grow_cell(chunk_position, surface)
end
end
end
local function on_player_mined_entity(event)
if event.entity.name == 'sand-rock-big' or event.entity.name == 'rock-big' or event.entity.name == 'rock-huge' then
event.entity.die()
end
end
local function get_noise(name, pos)
local seed = game.surfaces[1].map_gen_settings.seed
local noise = {}
local noise_seed_add = 25000
if name == 'ocean' then
noise[1] = simplex_noise(pos.x * 0.01, pos.y * 0.01, seed)
noise = noise[1]
return noise
end
seed = seed + noise_seed_add
if name == 'island' then
noise[1] = simplex_noise(pos.x * 0.002, pos.y * 0.002, seed)
noise = noise[1]
return noise
end
end
local function on_chunk_generated(event)
local index = this.settings.surface_index
local surface = game.get_surface(index)
if not surface or not surface.valid then
return
end
if event.surface.name ~= surface.name then
return
end
local math_random = math.random
local entities_to_place = {
rocks = {},
worms = {},
enemy_buildings = {},
trees = {},
fish = {},
shipwrecks = {}
}
local tiles = {}
local tile_to_insert
local chunk_position_x = event.area.left_top.x / 32
local chunk_position_y = event.area.left_top.y / 32
for x = 0, 31, 1 do
for y = 0, 31, 1 do
tile_to_insert = false
local pos = {x = event.area.left_top.x + x, y = event.area.left_top.y + y}
if chunk_position_y >= 0 then
tile_to_insert = 'water'
local noise = get_noise('ocean', pos)
if math.floor(noise * 10) % 2 == 1 then
tile_to_insert = 'deepwater'
end
if pos.y >= 196 + noise * 20 then
noise = get_noise('island', pos)
if noise > 0.85 then
tile_to_insert = 'grass-1'
end
if noise > 0.88 then
if math_random(1, 50) == 1 then
local a = {
left_top = {x = pos.x - 100, y = pos.y - 100},
right_bottom = {x = pos.x + 100, y = pos.y + 100}
}
if surface.count_entities_filtered {area = a, name = 'infinity-chest', limit = 1} == 0 then
local e = surface.create_entity {name = 'infinity-chest', position = pos, force = 'player'}
e.minable = false
e.destructible = false
e.operable = false
e.remove_unfiltered_items = true
end
else
if math_random(1, 15) == 1 then
surface.create_entity {name = 'tree-05', position = pos}
end
end
end
end
end
if chunk_position_x == 0 and chunk_position_y == 0 then
tile_to_insert = 'grass-1'
end
if chunk_position_x == 0 and chunk_position_y == -1 then
tile_to_insert = 'dirt-5'
end
if tile_to_insert == false then
table.insert(tiles, {name = 'out-of-map', position = pos})
else
if tile_to_insert == 'water' or tile_to_insert == 'deepwater' then
if math_random(1, 180) == 1 then
table.insert(entities_to_place.fish, pos)
end
end
table.insert(tiles, {name = tile_to_insert, position = pos})
end
end
end
surface.set_tiles(tiles, true)
for _, p in pairs(entities_to_place.fish) do
surface.create_entity {name = 'fish', position = p}
end
end
local function on_player_joined_game(event)
local player = game.players[event.player_index]
local index = this.settings.surface_index
local surface = game.get_surface(index)
if not surface or not surface.valid then
return
end
if player.online_time < 5 and surface.is_chunk_generated({0, 0}) then
player.teleport(surface.find_non_colliding_position('character', {16, 0}, 2, 1), surface.name)
else
if player.online_time < 5 then
player.teleport({16, 0}, surface.name)
end
end
if player.online_time < 10 then
player.insert {name = 'raw-fish', count = 3}
player.insert {name = 'pistol', count = 1}
player.insert {name = 'firearm-magazine', count = 64}
--player.insert {name = 'landfill', count = 10240}
end
create_labyrinth_difficulty_gui(player)
end
local inserter_list = {'inserter', 'long-handed-inserter', 'burner-inserter', 'fast-inserter', 'filter-inserter', 'stack-filter-inserter', 'stack-inserter'}
local inserters = {
['inserter'] = true,
['long-handed-inserter'] = true,
['burner-inserter'] = true,
['fast-inserter'] = true,
['filter-inserter'] = true,
['stack-filter-inserter'] = true,
['stack-inserter'] = true
}
local loaders = {
['loader'] = true,
['fast-loader'] = true,
['express-loader'] = true
}
local function on_built_entity(event)
if not event.created_entity or not event.created_entity.valid then return end
local get_score = Score.get_table().score_table
local name = event.created_entity.name
if inserters[name] then
local surface = event.created_entity.surface
local a = {
left_top = {x = event.created_entity.position.x - 2, y = event.created_entity.position.y - 2},
right_bottom = {x = event.created_entity.position.x + 2, y = event.created_entity.position.y + 2}
}
local chest = surface.find_entities_filtered {area = a, name = 'infinity-chest', limit = 1}
if not chest[1] then
return
end
local _ = {
left_top = {x = chest[1].position.x - 2, y = chest[1].position.y - 2},
right_bottom = {x = chest[1].position.x + 2, y = chest[1].position.y + 2}
}
local i = surface.find_entities_filtered {area = a, name = inserter_list}
if not i[1] then
return
end
if #i > 1 then
if math.random(1, 11) > 1 then
for _, x in pairs(i) do
x.die('enemy')
end
if event.player_index then
local player = game.players[event.player_index]
player.print('The mysterious chest noticed your greed and devoured your devices.', {r = 0.75, g = 0.0, b = 0.0})
end
end
end
return
end
if loaders[name] then
local surface = event.created_entity.surface
local a = {
left_top = {x = event.created_entity.position.x - 2, y = event.created_entity.position.y - 2},
right_bottom = {x = event.created_entity.position.x + 2, y = event.created_entity.position.y + 2}
}
local found = surface.find_entities_filtered {area = a, name = 'infinity-chest'}
if found[1] then
event.created_entity.die('enemy')
if event.player_index then
local player = game.players[event.player_index]
player.print('The mysterious chest noticed your greed and devoured your device.', {r = 0.75, g = 0.0, b = 0.0})
end
end
return
end
if name == 'flamethrower-turret' or name == 'laser-turret' then
if event.created_entity.position.y < 0 then
if event.player_index then
local player = game.players[event.player_index]
player.insert({name = name, count = 1})
event.created_entity.destroy()
if get_score then
if get_score[player.force.name] then
if get_score[player.force.name].players[player.name] then
get_score[player.force.name].players[player.name].built_entities = get_score[player.force.name].players[player.name].built_entities - 1
end
end
end
player.print('The device seems to be malfunctioning in this strange place.', {r = 0.75, g = 0.0, b = 0.0})
else
if event.robot then
local inventory = event.robot.get_inventory(defines.inventory.robot_cargo)
inventory.insert({name = name, count = 1})
event.created_entity.destroy()
end
end
end
return
end
if name == 'gun-turret' then
local surface = event.created_entity.surface
local amount_of_enemy_structures =
surface.count_entities_filtered(
{
name = {'spitter-spawner', 'biter-spawner'},
area = {
{event.created_entity.position.x - 18, event.created_entity.position.y - 18},
{event.created_entity.position.x + 18, event.created_entity.position.y + 18}
},
force = 'enemy',
limit = 1
}
)
if event.player_index and amount_of_enemy_structures > 0 then
local player = game.players[event.player_index]
player.insert({name = name, count = 1})
event.created_entity.destroy()
player.print('Their nests aura seems to deny the placement of any close turrets.', {r = 0.75, g = 0.0, b = 0.0})
if get_score then
if get_score[player.force.name] then
if get_score[player.force.name].players[player.name] then
get_score[player.force.name].players[player.name].built_entities = get_score[player.force.name].players[player.name].built_entities - 1
end
end
end
end
if event.robot and amount_of_enemy_structures > 0 then
local inventory = event.robot.get_inventory(defines.inventory.robot_cargo)
inventory.insert({name = name, count = 1})
event.created_entity.destroy()
end
end
end
local function on_robot_built_entity(event)
on_built_entity(event)
end
local function on_entity_damaged(event)
if event.entity.name == 'rock-huge' or event.entity.name == 'rock-big' or event.entity.name == 'sand-rock-big' then
if event.force.name == 'enemy' then
event.entity.health = event.entity.health + event.final_damage_amount
end
end
end
local attack_messages = {
'You hear their screeching in the depths. They are trying to reach the entrance!',
'They are coming for you..',
'Something stirred them up..',
'Something must have triggered them..',
'These noises, this can´t be good..'
}
local function on_tick()
if game.tick % 4600 == 0 then
if math.random(1, 6) ~= 1 then
return
end
local index = this.settings.surface_index
local surface = game.get_surface(index)
if not surface or not surface.valid then
return
end
local area = {{-10000, -10000}, {10000, 0}}
local biters = surface.find_entities_filtered({type = 'unit', force = 'enemy', area = area})
for _, biter in pairs(biters) do
biter.set_command({type = defines.command.attack_area, destination = {x = 16, y = 16}, radius = 15, distraction = defines.distraction.by_anything})
end
if #biters > 0 then
game.print(attack_messages[math.random(1, #attack_messages)], {r = 0.75, g = 0, b = 0})
end
end
end
Event.on_init(init_map)
Event.add(defines.events.on_tick, on_tick)
Event.add(defines.events.on_robot_built_entity, on_robot_built_entity)
Event.add(defines.events.on_entity_damaged, on_entity_damaged)
Event.add(defines.events.on_built_entity, on_built_entity)
Event.add(defines.events.on_entity_died, on_entity_died)
Event.add(defines.events.on_player_mined_entity, on_player_mined_entity)
Event.add(defines.events.on_player_built_tile, on_player_built_tile)
Event.add(defines.events.on_robot_mined_entity, on_player_mined_entity)
Event.add(defines.events.on_chunk_generated, on_chunk_generated)
Event.add(defines.events.on_player_joined_game, on_player_joined_game)