mirror of
https://github.com/ComfyFactory/ComfyFactorio.git
synced 2025-01-06 00:23:49 +02:00
383 lines
15 KiB
Lua
383 lines
15 KiB
Lua
--luacheck: ignore
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local Basic_markets = require 'utils.functions.basic_markets'
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local get_noise = require 'maps.stone_maze.noise'
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local room = {}
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room.empty = function(surface, cell_left_top, direction)
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end
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room.worms = function(surface, cell_left_top, direction)
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local amount = math.ceil(get_biter_amount() * 0.1)
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local tile_positions = {}
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local left_top = {x = cell_left_top.x * grid_size, y = cell_left_top.y * grid_size}
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for x = 0.5, grid_size * 2 - 0.5, 1 do
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for y = 0.5, grid_size * 2 - 0.5, 1 do
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local pos = {left_top.x + x, left_top.y + y}
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tile_positions[#tile_positions + 1] = pos
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end
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end
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table.shuffle_table(tile_positions)
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for _, pos in pairs(tile_positions) do
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local worm = get_worm()
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if surface.can_place_entity({name = worm, position = pos}) and math.random(1, 4) == 1 then
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surface.create_entity({name = worm, position = pos, force = 'enemy'})
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amount = amount - 1
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end
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if amount < 1 then
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break
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end
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end
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end
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room.nests = function(surface, cell_left_top, direction)
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local amount = math.ceil(get_biter_amount() * 0.1)
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local tile_positions = {}
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local left_top = {x = cell_left_top.x * grid_size, y = cell_left_top.y * grid_size}
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for x = 0.5, grid_size * 2 - 0.5, 1 do
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for y = 0.5, grid_size * 2 - 0.5, 1 do
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local pos = {left_top.x + x, left_top.y + y}
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tile_positions[#tile_positions + 1] = pos
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end
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end
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table.shuffle_table(tile_positions)
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for _, pos in pairs(tile_positions) do
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if surface.can_place_entity({name = 'spitter-spawner', position = pos}) then
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if math.random(1, 4) == 1 then
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surface.create_entity({name = 'spitter-spawner', position = pos, force = 'enemy'})
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else
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surface.create_entity({name = 'biter-spawner', position = pos, force = 'enemy'})
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end
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amount = amount - 1
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end
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if amount < 1 then
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break
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end
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end
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end
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room.biters = function(surface, cell_left_top, direction)
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local amount = get_biter_amount() * 2
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local tile_positions = {}
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local left_top = {x = cell_left_top.x * grid_size, y = cell_left_top.y * grid_size}
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for x = 0.5, grid_size * 2 - 0.5, 1 do
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for y = 0.5, grid_size * 2 - 0.5, 1 do
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local pos = {left_top.x + x, left_top.y + y}
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tile_positions[#tile_positions + 1] = pos
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end
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end
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table.shuffle_table(tile_positions)
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for _, pos in pairs(tile_positions) do
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local enemy = get_biter()
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if surface.can_place_entity({name = enemy, position = pos}) then
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surface.create_entity({name = enemy, position = pos, force = 'enemy'})
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amount = amount - 1
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end
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if amount < 1 then
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break
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end
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end
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end
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room.spitters = function(surface, cell_left_top, direction)
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local amount = get_biter_amount() * 2
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local tile_positions = {}
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local left_top = {x = cell_left_top.x * grid_size, y = cell_left_top.y * grid_size}
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for x = 0.5, grid_size * 2 - 0.5, 1 do
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for y = 0.5, grid_size * 2 - 0.5, 1 do
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local pos = {left_top.x + x, left_top.y + y}
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tile_positions[#tile_positions + 1] = pos
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end
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end
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table.shuffle_table(tile_positions)
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for _, pos in pairs(tile_positions) do
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local enemy = get_spitter()
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if surface.can_place_entity({name = enemy, position = pos}) then
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surface.create_entity({name = enemy, position = pos, force = 'enemy'})
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amount = amount - 1
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end
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if amount < 1 then
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break
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end
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end
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end
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room.spitters_and_biters = function(surface, cell_left_top, direction)
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local amount = get_biter_amount() * 2
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local tile_positions = {}
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local left_top = {x = cell_left_top.x * grid_size, y = cell_left_top.y * grid_size}
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for x = 0.5, grid_size * 2 - 0.5, 1 do
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for y = 0.5, grid_size * 2 - 0.5, 1 do
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local pos = {left_top.x + x, left_top.y + y}
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tile_positions[#tile_positions + 1] = pos
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end
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end
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table.shuffle_table(tile_positions)
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for _, pos in pairs(tile_positions) do
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local enemy = get_biter()
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if math.random(1, 3) == 1 then
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enemy = get_spitter()
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end
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if surface.can_place_entity({name = enemy, position = pos, force = 'enemy'}) then
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surface.create_entity({name = enemy, position = pos, force = 'enemy'})
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amount = amount - 1
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end
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if amount < 1 then
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break
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end
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end
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end
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room.random_enemies = function(surface, cell_left_top, direction)
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local tree = tree_raffle[math.random(1, #tree_raffle)]
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local left_top = {x = cell_left_top.x * grid_size, y = cell_left_top.y * grid_size}
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if math.random(1, 2) == 1 then
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room.nests(surface, cell_left_top, direction)
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end
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for x = 0.5, grid_size * 2 - 0.5, 1 do
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for y = 0.5, grid_size * 2 - 0.5, 1 do
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local pos = {left_top.x + x, left_top.y + y}
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if math.random(1, math.random(32, 64)) == 1 then
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surface.create_entity({name = tree, position = pos, force = 'neutral'})
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end
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end
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end
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if math.random(1, 4) == 1 then
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room.worms(surface, cell_left_top, direction)
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end
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if math.random(1, 2) == 1 then
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room.biters(surface, cell_left_top, direction)
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end
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if math.random(1, 2) == 1 then
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room.spitters(surface, cell_left_top, direction)
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end
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if math.random(1, 2) == 1 then
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room.spitters_and_biters(surface, cell_left_top, direction)
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end
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end
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room.stone_block = function(surface, cell_left_top, direction)
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local left_top = {x = cell_left_top.x * grid_size, y = cell_left_top.y * grid_size}
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for x = 4.5, grid_size * 2 - 4.5, 1 do
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for y = 4.5, grid_size * 2 - 4.5, 1 do
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local pos = {left_top.x + x, left_top.y + y}
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if math.random(1, 6) ~= 1 then
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surface.create_entity({name = rock_raffle[math.random(1, #rock_raffle)], position = pos, force = 'neutral'})
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end
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end
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end
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for a = 1, math.random(1, 2), 1 do
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local chest =
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surface.create_entity(
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{
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name = 'steel-chest',
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position = {
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left_top.x + math.random(math.floor(grid_size * 0.5), math.floor(grid_size * 1.5)),
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left_top.y + math.random(math.floor(grid_size * 0.5), math.floor(grid_size * 1.5))
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},
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force = 'neutral'
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}
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)
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for a = 1, math.random(1, 3), 1 do
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chest.insert(get_loot_item_stack())
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end
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end
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end
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room.tons_of_rocks = function(surface, cell_left_top, direction)
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local left_top = {x = cell_left_top.x * grid_size, y = cell_left_top.y * grid_size}
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local seed = game.surfaces[1].map_gen_settings.seed
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for x = 0.5, grid_size * 2 - 0.5, 1 do
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for y = 0.5, grid_size * 2 - 0.5, 1 do
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local pos = {left_top.x + x, left_top.y + y}
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local noise = get_noise('trees_01', pos, seed)
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if math.random(1, 3) ~= 1 then
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if noise > 0.2 or noise < -0.2 then
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surface.create_entity({name = rock_raffle[math.random(1, #rock_raffle)], position = pos, force = 'neutral'})
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if math.random(1, 512) == 1 then
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surface.create_entity({name = get_worm(), position = pos, force = 'enemy'})
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end
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end
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end
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end
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end
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end
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room.scrapyard = function(surface, cell_left_top, direction)
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local left_top = {x = cell_left_top.x * grid_size, y = cell_left_top.y * grid_size}
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local seed = game.surfaces[1].map_gen_settings.seed + 10000
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for x = 2.5, grid_size * 2 - 2.5, 1 do
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for y = 2.5, grid_size * 2 - 2.5, 1 do
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local pos = {left_top.x + x, left_top.y + y}
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local noise = get_noise('scrap_01', pos, seed)
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if math.random(1, 3) == 1 and noise > 0 then
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surface.create_entity({name = get_scrap(), position = pos, force = 'neutral'})
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end
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end
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end
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local e = surface.create_entity({name = 'storage-tank', position = {left_top.x + grid_size, left_top.y + grid_size}, force = 'neutral', direction = math.random(0, 3)})
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local fluids = {'crude-oil', 'lubricant', 'heavy-oil', 'light-oil', 'petroleum-gas', 'sulfuric-acid', 'water'}
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e.fluidbox[1] = {name = fluids[math.random(1, #fluids)], amount = math.random(20000, 25000)}
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end
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room.circle_pond_with_trees = function(surface, cell_left_top, direction)
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local tree = tree_raffle[math.random(1, #tree_raffle)]
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local left_top = {x = cell_left_top.x * grid_size, y = cell_left_top.y * grid_size}
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local center_pos = {x = left_top.x + grid_size, y = left_top.y + grid_size}
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map_functions.draw_noise_tile_circle({x = left_top.x + grid_size, y = left_top.y + grid_size}, 'grass-2', surface, grid_size * 0.75)
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map_functions.draw_noise_tile_circle({x = left_top.x + grid_size, y = left_top.y + grid_size}, 'water', surface, grid_size * 0.5)
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local position = surface.find_non_colliding_position('market', center_pos, grid_size, 1)
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if position then
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Basic_markets.super_market(surface, position, math.floor(global.maze_depth * 0.01) + 1)
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end
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for x = math.floor(grid_size * 2 * 0.1), math.floor(grid_size * 2 * 0.9), 1 do
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for y = math.floor(grid_size * 2 * 0.1), math.floor(grid_size * 2 * 0.9), 1 do
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local pos = {x = left_top.x + x, y = left_top.y + y}
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local distance_to_center = math.sqrt((center_pos.x - pos.x) ^ 2 + (center_pos.y - pos.y) ^ 2)
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if math.random(1, 5) == 1 and distance_to_center < grid_size * 0.85 then
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if surface.can_place_entity({name = tree, position = pos, force = 'neutral'}) then
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surface.create_entity({name = tree, position = pos, force = 'neutral'})
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end
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end
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if math.random(1, 16) == 1 then
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if surface.can_place_entity({name = 'fish', position = pos, force = 'neutral'}) then
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surface.create_entity({name = 'fish', position = pos, force = 'neutral'})
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end
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end
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end
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end
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if math.random(1, 4) == 1 then
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room.worms(surface, cell_left_top, direction)
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end
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if math.random(1, 2) == 1 then
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room.biters(surface, cell_left_top, direction)
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end
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if math.random(1, 2) == 1 then
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room.spitters(surface, cell_left_top, direction)
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end
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if math.random(1, 2) == 1 then
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room.spitters_and_biters(surface, cell_left_top, direction)
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end
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end
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room.checkerboard_ore = function(surface, cell_left_top, direction)
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local ores = {'coal', 'iron-ore', 'copper-ore', 'stone'}
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table.shuffle_table(ores)
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local left_top = {x = cell_left_top.x * grid_size, y = cell_left_top.y * grid_size}
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for x = 4, grid_size * 2 - 5, 1 do
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for y = 4, grid_size * 2 - 5, 1 do
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local pos = {left_top.x + x, left_top.y + y}
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if x % 2 == y % 2 then
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surface.create_entity({name = ores[1], position = pos, force = 'neutral', amount = get_ore_amount()})
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else
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surface.create_entity({name = ores[2], position = pos, force = 'neutral', amount = get_ore_amount()})
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end
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surface.set_tiles({{name = 'grass-2', position = pos}}, true)
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end
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end
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for x = 1, grid_size * 2 - 1, 1 do
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for y = 1, grid_size * 2 - 1, 1 do
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local pos = {left_top.x + x, left_top.y + y}
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if x <= 3 or x >= grid_size * 2 - 3 or y <= 3 or y >= grid_size * 2 - 3 then
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if math.random(1, 3) ~= 1 then
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surface.create_entity({name = rock_raffle[math.random(1, #rock_raffle)], position = pos, force = 'neutral'})
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end
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end
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end
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end
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if math.random(1, 4) == 1 then
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room.worms(surface, cell_left_top, direction)
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end
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if math.random(1, 2) == 1 then
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room.biters(surface, cell_left_top, direction)
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end
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if math.random(1, 2) == 1 then
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room.spitters(surface, cell_left_top, direction)
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end
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if math.random(1, 2) == 1 then
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room.spitters_and_biters(surface, cell_left_top, direction)
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end
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end
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room.minefield_chest = function(surface, cell_left_top, direction)
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local left_top = {x = cell_left_top.x * grid_size, y = cell_left_top.y * grid_size}
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local chest =
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surface.create_entity(
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{
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name = 'steel-chest',
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position = {left_top.x + grid_size + (direction[1] * grid_size * 0.5), left_top.y + grid_size + (direction[2] * grid_size * 0.5)},
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force = 'neutral'
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}
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)
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chest.insert(get_loot_item_stack())
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chest.insert(get_loot_item_stack())
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chest.insert(get_loot_item_stack())
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chest.insert(get_loot_item_stack())
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chest.insert(get_loot_item_stack())
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chest.insert(get_loot_item_stack())
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for x = 0, grid_size * 2 - 1, 1 do
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for y = 0, grid_size * 2 - 1, 1 do
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local pos = {left_top.x + x, left_top.y + y}
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if x <= 1 or x >= grid_size * 2 - 2 or y <= 1 or y >= grid_size * 2 - 2 then
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surface.create_entity({name = rock_raffle[math.random(1, #rock_raffle)], position = pos, force = 'neutral'})
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else
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if x == 2 or x == grid_size * 2 - 3 or y == 2 or y == grid_size * 2 - 3 then
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surface.create_entity({name = 'stone-wall', position = pos, force = 'enemy'})
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else
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if math.random(1, 8) == 1 then
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surface.create_entity({name = 'land-mine', position = pos, force = 'enemy'})
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end
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end
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end
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end
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end
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end
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room.maze = function(surface, cell_left_top, direction)
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local tree = tree_raffle[math.random(1, #tree_raffle)]
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local left_top = {x = cell_left_top.x * grid_size, y = cell_left_top.y * grid_size}
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create_maze(surface, {x = left_top.x + grid_size, y = left_top.y + grid_size}, math.floor(grid_size * 0.5), 3, 'stone-wall', 'enemy', true)
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surface.spill_item_stack({x = left_top.x + grid_size, y = left_top.y + grid_size}, get_loot_item_stack(), true, nil, true)
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end
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local room_weights = {
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{func = room.circle_pond_with_trees, weight = 20},
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{func = room.scrapyard, weight = 9},
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{func = room.stone_block, weight = 12},
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{func = room.tons_of_rocks, weight = 12},
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{func = room.minefield_chest, weight = 5},
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{func = room.checkerboard_ore, weight = 4},
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{func = room.maze, weight = 4},
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{func = room.random_enemies, weight = 20}
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}
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local room_shuffle = {}
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for _, r in pairs(room_weights) do
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for c = 1, r.weight, 1 do
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room_shuffle[#room_shuffle + 1] = r.func
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end
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end
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return room_shuffle
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