mirror of
https://github.com/ComfyFactory/ComfyFactorio.git
synced 2025-01-04 00:15:45 +02:00
384 lines
15 KiB
Lua
384 lines
15 KiB
Lua
--luacheck: ignore
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local math_random = math.random
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local simplex_noise = require 'utils.simplex_noise'.d2
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local NoiseVectors = require 'utils.functions.noise_vector_path'
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local Enemies = require 'maps.island_troopers.enemies'
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local ShoppingChests = require 'modules.shopping_chests'
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local rock_raffle = { 'big-sand-rock', 'big-sand-rock', 'big-rock', 'big-rock', 'big-rock', 'big-rock', 'big-rock', 'big-rock', 'huge-rock' }
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local function island_noise(p, seed_1, seed_2, seed_3)
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local noise_1 = simplex_noise(p.x * seed_m1, p.y * seed_m1, seed_1)
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local noise_2 = simplex_noise(p.x * seed_m2, p.y * seed_m2, seed_2)
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local noise_3 = simplex_noise(p.x * seed_m3, p.y * seed_m3, seed_3)
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local noise = math.abs(noise_1 + noise_2 * 0.5 + noise_3 * 0.2)
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noise = noise / 1.7
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return noise
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end
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local function island_noise_radius(position)
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local noise = island_noise(position, seed_1, seed_2, seed_3)
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local radius = storage.stages[storage.current_stage].size
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return radius * 0.5 + noise * radius * 0.5
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end
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local function draw_island_tiles(surface, position, radius)
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local tiles = {}
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for y = radius * -1, radius, 1 do
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for x = radius * -1, radius, 1 do
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local p = { x = x + position.x, y = y + position.y }
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if surface.get_tile(p).name == 'deepwater' then
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local distance = math.sqrt(x ^ 2 + y ^ 2)
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local tile
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local noise_radius = island_noise_radius(p)
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if distance < noise_radius - radius * 0.15 then
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tile = { name = game.surfaces['island_tiles'].get_tile(x, y).name, position = p }
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else
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if distance < noise_radius then
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tile = { name = 'water', position = p }
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end
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end
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if tile then
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tiles[#tiles + 1] = tile
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end
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end
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end
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end
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surface.set_tiles(tiles, true)
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return tiles
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end
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local function get_vector()
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if storage.current_stage == 1 then
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return { 0, -1 }
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end
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if storage.current_stage == #storage.stages then
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return { 0, 1 }
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end
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local position = storage.path_tiles[#storage.path_tiles].position
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local island_size = storage.stages[storage.current_stage].size
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local y_modifier = 0
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if math.abs(position.y) < 32 + island_size * 3 then
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y_modifier = math.random(25, 100) * -0.01
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else
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y_modifier = math.random(25, 100) * 0.01
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end
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return { 1, y_modifier }
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end
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local function set_island_surface()
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local map_gen_settings = {}
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map_gen_settings.height = storage.stages[storage.current_stage].size * 2
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map_gen_settings.width = storage.stages[storage.current_stage].size * 2
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map_gen_settings.water = 0
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map_gen_settings.terrain_segmentation = 1
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map_gen_settings.seed = math.random(1, 999999999)
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map_gen_settings.cliff_settings = { cliff_elevation_interval = math.random(2, 16), cliff_elevation_0 = math.random(2, 16) }
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map_gen_settings.autoplace_controls = {
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['coal'] = { frequency = 0, size = 0, richness = 0 },
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['stone'] = { frequency = 0, size = 0, richness = 0 },
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['copper-ore'] = { frequency = 0, size = 0, richness = 0 },
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['iron-ore'] = { frequency = 0, size = 0, richness = 0 },
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['uranium-ore'] = { frequency = 0, size = 0, richness = 0 },
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['crude-oil'] = { frequency = 0, size = 0, richness = 0 },
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['trees'] = { frequency = 50, size = 0.1, richness = math.random(0, 10) * 0.1 },
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['enemy-base'] = { frequency = 'none', size = 'none', richness = 'none' }
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}
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game.create_surface('island_tiles', map_gen_settings)
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local surface = game.surfaces['island_tiles']
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surface.request_to_generate_chunks({ 0, 0 }, math.ceil(max_island_radius / 32))
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surface.force_generate_chunk_requests()
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end
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function draw_the_island()
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if not storage.stages[storage.current_stage].size then
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storage.gamestate = 4
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return
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end
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if game.surfaces['island_tiles'] then
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game.delete_surface(game.surfaces['island_tiles'])
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return
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end
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local surface = game.surfaces[1]
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local position = storage.path_tiles[#storage.path_tiles].position
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seed_1 = math.random(1, 9999999)
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seed_2 = math.random(1, 9999999)
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seed_3 = math.random(1, 9999999)
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seed_m1 = (math.random(8, 16) * 0.1) / storage.stages[storage.current_stage].size
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seed_m2 = (math.random(12, 24) * 0.1) / storage.stages[storage.current_stage].size
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seed_m3 = (math.random(50, 100) * 0.1) / storage.stages[storage.current_stage].size
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set_island_surface()
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local tiles = draw_island_tiles(surface, position, storage.stages[storage.current_stage].size)
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for _, decorative in pairs(game.surfaces['island_tiles'].find_decoratives_filtered({})) do
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local distance = math.sqrt(decorative.position.x ^ 2 + decorative.position.y ^ 2)
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if distance <= storage.stages[storage.current_stage].size then
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surface.create_decoratives {
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check_collision = true,
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decoratives = { { name = decorative.decorative.name, position = { position.x + decorative.position.x, position.y + decorative.position.y }, amount = decorative.amount } }
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}
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end
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end
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for _, e in pairs(game.surfaces['island_tiles'].find_entities_filtered({})) do
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local distance = math.sqrt(e.position.x ^ 2 + e.position.y ^ 2)
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local p = { x = position.x + e.position.x, y = position.y + e.position.y }
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if distance <= island_noise_radius(p) then
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if e.type == 'simple-entity' then
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e.clone({ position = p, surface = surface, force = 'neutral' })
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else
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if surface.can_place_entity({ name = 'tree-01', position = p }) then
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e.clone({ position = p, surface = surface, 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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--local tree = storage.tree_raffle[math.random(1, #storage.tree_raffle)]
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local seed = math.random(1, 1000000)
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for _, t in pairs(tiles) do
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if math.random(1, 32) == 1 then
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local noise = simplex_noise(t.position.x * 0.02, t.position.y * 0.02, seed)
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if noise > 0.75 or noise < -0.75 then
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surface.create_entity({ name = rock_raffle[math_random(1, #rock_raffle)], position = t.position })
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end
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end
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--if surface.can_place_entity({name = "wooden-chest", position = t.position}) then
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-- if math.random(1, 64) == 1 then
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-- if simplex_noise(t.position.x * 0.02, t.position.y * 0.02, seed) > 0.25 then
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-- surface.create_entity({name = tree, position = t.position})
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-- end
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-- end
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--end
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end
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Enemies.add_enemies(surface, tiles)
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storage.gamestate = 4
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end
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local function add_path_decoratives(surface, tiles)
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local d = storage.decorative_names[math.random(1, #storage.decorative_names)]
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for _, t in pairs(tiles) do
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local noise = simplex_noise(t.position.x * 0.075, t.position.y * 0.075, game.surfaces[1].map_gen_settings.seed)
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if math.random(1, 3) == 1 and noise > 0 then
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surface.create_decoratives { check_collision = false, decoratives = { { name = d, position = t.position, amount = math.floor(math.abs(noise * 3)) + 1 } } }
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end
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end
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end
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local draw_path_tile_whitelist = {
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['water'] = true,
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['deepwater'] = true
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}
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local path_tile_names = { 'grass-2', 'grass-3', 'grass-4', 'dirt-1', 'dirt-2', 'dirt-3', 'dirt-4', 'dirt-5', 'dirt-6', 'dirt-7', 'water-shallow' }
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function draw_path_to_next_stage()
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local surface = game.surfaces[1]
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--if storage.current_stage ~= #storage.stages then
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-- if storage.current_stage == #storage.stages - 1 then
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--game.print("--Final Stage--")
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-- else
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--game.print("--Stage " .. storage.current_stage .. "--")
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-- end
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--end
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local position = { x = 0, y = 0 }
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if storage.path_tiles then
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position = storage.path_tiles[#storage.path_tiles].position
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end
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--game.print(get_vector()[1] .. " " .. get_vector()[2])
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storage.path_tiles = NoiseVectors.noise_vector_tile_path(surface, path_tile_names[math_random(1, #path_tile_names)], position, get_vector(), storage.stages[storage.current_stage].path_length, math.random(2, 4), draw_path_tile_whitelist)
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add_path_decoratives(surface, storage.path_tiles)
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if storage.current_stage ~= #storage.stages and storage.current_stage > 2 then
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if math_random(1, 3) == 1 then
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add_path_decoratives(surface, NoiseVectors.noise_vector_tile_path(surface, path_tile_names[math_random(1, #path_tile_names - 1)], position, { 0, 1 }, storage.stages[#storage.stages].path_length, math.random(2, 4), draw_path_tile_whitelist))
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end
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end
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storage.gamestate = 3
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end
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local tile_reset_blacklist = {
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['deepwater'] = true,
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['out-of-map'] = true
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}
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local function get_level_tiles(surface)
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storage.level_tiles = {}
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for chunk in surface.get_chunks() do
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if chunk.y < 0 and game.forces.player.is_chunk_charted(surface, chunk) then
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for x = 0, 31, 1 do
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for y = 0, 31, 1 do
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local tile = surface.get_tile({ chunk.x * 32 + x, chunk.y * 32 + y })
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if not tile_reset_blacklist[tile.name] then
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local index = math.abs(tile.position.y)
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if not storage.level_tiles[index] then
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storage.level_tiles[index] = {}
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end
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storage.level_tiles[index][#storage.level_tiles[index] + 1] = tile
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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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for k, _ in pairs(storage.level_tiles) do
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table.shuffle_table(storage.level_tiles[k])
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end
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end
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local function wipe_vision(surface)
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for chunk in surface.get_chunks() do
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if chunk.y < 0 then
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game.forces.player.unchart_chunk(chunk, surface)
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end
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end
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end
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local particles = { 'coal-particle', 'copper-ore-particle', 'iron-ore-particle', 'stone-particle' }
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local function create_particles(surface, position)
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local particle = particles[math_random(1, #particles)]
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local m = math_random(10, 30)
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local m2 = m * 0.005
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for i = 1, 4, 1 do
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surface.create_particle(
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{
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name = particle,
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position = position,
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frame_speed = 0.1,
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vertical_speed = 0.1,
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height = 0.1,
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movement = { m2 - (math_random(0, m) * 0.01), m2 - (math_random(0, m) * 0.01) }
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}
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)
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end
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end
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function kill_the_level()
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local surface = game.surfaces[1]
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if not storage.level_tiles then
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get_level_tiles(surface)
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end
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if not storage.kill_the_level_speed then
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storage.kill_the_level_speed = 0
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end
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storage.kill_the_level_speed = storage.kill_the_level_speed + 0.0025
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local amount = storage.kill_the_level_speed
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for i = #storage.level_tiles, 1, -1 do
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if storage.level_tiles[i] then
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for k, tile in pairs(storage.level_tiles[i]) do
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surface.set_tiles({ { name = 'deepwater', position = tile.position } }, true)
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create_particles(surface, tile.position)
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storage.level_tiles[i][k] = nil
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amount = amount - 1
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if amount <= 0 then
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return
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end
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end
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storage.level_tiles[i] = nil
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end
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end
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if #storage.level_tiles == 0 then
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wipe_vision(surface)
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storage.kill_the_level_speed = nil
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storage.level_tiles = nil
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storage.gamestate = 1
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end
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end
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local function process_tile(surface, position)
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if position.x < -128 then
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surface.set_tiles({ { name = 'out-of-map', position = position } }, true)
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return
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end
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if position.x > 8192 then
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surface.set_tiles({ { name = 'out-of-map', position = position } }, true)
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return
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end
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if position.y < 0 then
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surface.set_tiles({ { name = 'deepwater', position = position } }, true)
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return
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end
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if position.y > 32 then
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surface.set_tiles({ { name = 'water-green', position = position } }, true)
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if math.random(1, 4096) == 1 then
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if math.random(1, 4) == 1 then
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surface.set_tiles({ { name = 'sand-1', position = position } }, true)
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ShoppingChests.create_dump_chest(surface, position, false)
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else
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surface.set_tiles({ { name = 'sand-1', position = position } }, true)
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ShoppingChests.create_shopping_chest(surface, position, false)
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end
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end
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return
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end
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if position.y > 10 + simplex_noise(position.x * 0.010, 0, game.surfaces[1].map_gen_settings.seed) * 4 then
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surface.set_tiles({ { name = 'water-green', position = position } }, true)
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return
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end
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local index = math.floor((simplex_noise(position.x * 0.01, position.y * 0.01, game.surfaces[1].map_gen_settings.seed) * 10) % 3) + 1
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surface.set_tiles({ { name = 'sand-' .. index, position = position } }, true)
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if position.x > 32 then
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return true
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end
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if position.y == 6 then
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if position.x == -16 then
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ShoppingChests.create_shopping_chest(surface, position, false)
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end
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if position.x == 16 then
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ShoppingChests.create_dump_chest(surface, position, false)
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end
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end
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return true
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end
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local function on_chunk_generated(event)
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if event.surface.index ~= 1 then
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return
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end
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local left_top = event.area.left_top
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local surface = event.surface
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local decoratives = {}
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for k, e in pairs(surface.find_entities_filtered({ area = event.area })) do
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if e.force.name ~= 'player' then
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e.destroy()
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end
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end
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for x = 0, 31, 1 do
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for y = 0, 31, 1 do
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local position = { x = left_top.x + x, y = left_top.y + y }
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if process_tile(surface, position) then
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local noise = simplex_noise(position.x * 0.050, position.y * 0.050, game.surfaces[1].map_gen_settings.seed)
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if math.random(1, 2) == 1 and noise < -0.75 then
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decoratives[#decoratives + 1] = { name = 'green-pita', position = position, amount = math.random(1, 3) }
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end
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if math.random(1, 4) == 1 and noise > 0.50 then
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decoratives[#decoratives + 1] = { name = 'garballo', position = position, amount = math.random(1, 3) }
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end
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if math.random(1, 32) == 1 then
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decoratives[#decoratives + 1] = { name = 'sand-dune-decal', position = position, amount = math.random(1, 3) }
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end
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end
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end
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end
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surface.destroy_decoratives({ area = event.area })
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surface.create_decoratives { check_collision = true, decoratives = decoratives }
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end
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local event = require 'utils.event'
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event.add(defines.events.on_chunk_generated, on_chunk_generated)
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