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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2024-12-30 23:17:53 +02:00
ComfyFactorio/maps/overgrowth.lua
Gerkiz e91b6a352f 2.0 changes
Change global -> storage
Rework how rendering works
Game prototypes are now stored inside 'prototypes.#'
Renamed entity names
2024-10-22 21:47:11 +02:00

311 lines
10 KiB
Lua

--luacheck: ignore
--overgrowth-- by mewmew --
require 'modules.dynamic_landfill'
require 'modules.satellite_score'
require 'modules.spawners_contain_biters'
require 'modules.no_deconstruction_of_neutral_entities'
require 'modules.biters_yield_coins'
require 'modules.rocks_yield_ore'
require 'modules.surrounded_by_worms'
storage.average_worm_amount_per_chunk = 1.5
require 'modules.biters_attack_moving_players'
require 'modules.market_friendly_fire_protection'
require 'modules.trees_grow'
require 'modules.trees_randomly_die'
require 'maps.overgrowth_map_info'
local Reset = require 'utils.functions.soft_reset'
local kaboom = require 'utils.functions.omegakaboom'
local Difficulty = require 'modules.difficulty_vote'
local unearthing_biters = require 'utils.functions.unearthing_biters'
local event = require 'utils.event'
local math_random = math.random
local difficulties_votes = {
[1] = 11,
[2] = 10,
[3] = 9,
[4] = 8,
[5] = 7,
[6] = 6,
[7] = 5
}
local difficulties_votes_evo = {
[1] = 0.000016,
[2] = 0.000024,
[3] = 0.000032,
[4] = 0.000040,
[5] = 0.000048,
[6] = 0.000056,
[7] = 0.000064
}
local starting_items = {
['pistol'] = 1,
['firearm-magazine'] = 8
}
local function create_particles(surface, name, position, amount, cause_position)
local math_random = math.random
local direction_mod = (-100 + math_random(0, 200)) * 0.0004
local direction_mod_2 = (-100 + math_random(0, 200)) * 0.0004
if cause_position then
direction_mod = (cause_position.x - position.x) * 0.021
direction_mod_2 = (cause_position.y - position.y) * 0.021
end
for i = 1, amount, 1 do
local m = math_random(4, 10)
local m2 = m * 0.005
surface.create_particle(
{
name = name,
position = position,
frame_speed = 1,
vertical_speed = 0.130,
height = 0,
movement = {
(m2 - (math_random(0, m) * 0.01)) + direction_mod,
(m2 - (math_random(0, m) * 0.01)) + direction_mod_2
}
}
)
end
end
local function spawn_market(surface, position)
local market = surface.create_entity({ name = 'market', position = position, force = 'neutral' })
--market.destructible = false
market.add_market_item({ price = { { 'coin', 1 } }, offer = { type = 'give-item', item = 'wood', count = 50 } })
market.add_market_item({ price = { { 'coin', 3 } }, offer = { type = 'give-item', item = 'iron-ore', count = 50 } })
market.add_market_item({ price = { { 'coin', 3 } }, offer = { type = 'give-item', item = 'copper-ore', count = 50 } })
market.add_market_item({ price = { { 'coin', 3 } }, offer = { type = 'give-item', item = 'stone', count = 50 } })
market.add_market_item({ price = { { 'coin', 3 } }, offer = { type = 'give-item', item = 'coal', count = 50 } })
market.add_market_item({ price = { { 'coin', 5 } }, offer = { type = 'give-item', item = 'uranium-ore', count = 50 } })
market.add_market_item({ price = { { 'coin', 2 } }, offer = { type = 'give-item', item = 'raw-fish', count = 1 } })
market.add_market_item({ price = { { 'coin', 8 } }, offer = { type = 'give-item', item = 'grenade', count = 1 } })
market.add_market_item({ price = { { 'coin', 1 } }, offer = { type = 'give-item', item = 'firearm-magazine', count = 1 } })
market.add_market_item({ price = { { 'coin', 16 } }, offer = { type = 'give-item', item = 'submachine-gun', count = 1 } })
market.add_market_item({ price = { { 'coin', 32 } }, offer = { type = 'give-item', item = 'car', count = 1 } })
return market
end
local caption_style = {
{ 'font', 'default-bold' },
{ 'font_color', { r = 0.63, g = 0.63, b = 0.63 } },
{ 'top_padding', 2 },
{ 'left_padding', 0 },
{ 'right_padding', 0 },
{ 'minimal_width', 0 }
}
local stat_number_style = {
{ 'font', 'default-bold' },
{ 'font_color', { r = 0.77, g = 0.77, b = 0.77 } },
{ 'top_padding', 2 },
{ 'left_padding', 0 },
{ 'right_padding', 0 },
{ 'minimal_width', 0 }
}
local function tree_gui()
for _, player in pairs(game.connected_players) do
if player.gui.top['trees_defeated'] then
player.gui.top['trees_defeated'].destroy()
end
local b =
player.gui.top.add {
type = 'button',
caption = '[img=entity.tree-04] : ' .. storage.trees_defeated,
tooltip = 'Trees defeated',
name = 'trees_defeated'
}
b.style.font = 'heading-1'
b.style.font_color = { r = 0.00, g = 0.33, b = 0.00 }
b.style.minimal_height = 38
end
end
local function get_surface_settings()
local map_gen_settings = {}
map_gen_settings.seed = math_random(1, 1000000)
map_gen_settings.water = math_random(15, 30) * 0.1
map_gen_settings.starting_area = 1
map_gen_settings.cliff_settings = {
cliff_elevation_interval = math_random(4, 48),
cliff_elevation_0 = math_random(4, 48)
}
map_gen_settings.autoplace_controls = {
['coal'] = { frequency = '2', size = '1', richness = '1' },
['stone'] = { frequency = '2', size = '1', richness = '1' },
['copper-ore'] = { frequency = '2', size = '1', richness = '1' },
['iron-ore'] = { frequency = '2.5', size = '1.1', richness = '1' },
['uranium-ore'] = { frequency = '2', size = '1', richness = '1' },
['crude-oil'] = { frequency = '3', size = '1', richness = '1.5' },
['trees'] = { frequency = '2', size = '1', richness = '0.75' },
['enemy-base'] = { frequency = '4', size = '1.25', richness = '1' }
}
return map_gen_settings
end
function reset_map()
storage.trees_grow_chunk_next_visit = {}
storage.trees_grow_chunk_raffle = {}
storage.trees_grow_chunk_position = {}
storage.trees_grow_chunks_charted = {}
storage.trees_grow_chunks_charted_counter = 0
storage.current_surface = Reset.soft_reset_map(storage.current_surface, get_surface_settings(), starting_items)
Difficulty.reset_difficulty_poll()
storage.trees_defeated = 0
tree_gui()
storage.market = spawn_market(storage.current_surface, { x = 0, y = -8 })
game.map_settings.enemy_evolution.time_factor = difficulties_votes_evo[4]
end
local function on_player_joined_game(event)
local player = game.players[event.player_index]
if player.online_time == 0 then
for item, amount in pairs(starting_items) do
player.insert({ name = item, count = amount })
end
end
if storage.current_surface then
if player.surface.name ~= storage.current_surface.name then
local pos = storage.current_surface.find_non_colliding_position('character', { x = 0, y = 0 }, 16, 0.5)
player.teleport(pos, storage.current_surface)
end
end
if not storage.market and game.tick == 0 then
storage.current_surface = game.create_surface('overgrowth', get_surface_settings())
game.forces['player'].set_spawn_position({ x = 0, y = 0 }, storage.current_surface)
player.teleport({ 0, 0 }, storage.current_surface)
reset_map()
end
tree_gui()
end
local function trap(entity)
local Diff = Difficulty.get()
local r = 8
if Diff.difficulty_vote_index then
r = difficulties_votes[Diff.difficulty_vote_index]
end
if math_random(1, r) == 1 then
unearthing_biters(entity.surface, entity.position, math_random(4, 8))
end
end
local function on_player_mined_entity(event)
local entity = event.entity
if not entity.valid then
return
end
if entity.type ~= 'tree' then
return
end
storage.trees_defeated = storage.trees_defeated + 1
tree_gui()
trap(entity)
if event.player_index then
create_particles(entity.surface, 'wooden-particle', entity.position, 128, game.players[event.player_index].position)
game.players[event.player_index].insert({ name = 'coin', count = 1 })
return
end
create_particles(entity.surface, 'wooden-particle', entity.position, 128)
if event.cause then
if event.cause.force.name == 'enemy' then
return
end
end
entity.surface.spill_item_stack(entity.position, { name = 'coin', count = 1 }, true)
end
local function on_entity_died(event)
on_player_mined_entity(event)
if event.entity == storage.market then
storage.map_reset_timeout = game.tick + 900
game.print('The market has been overrun.', { r = 1, g = 0, b = 0 })
kaboom(event.entity.surface, event.entity.position, 'explosive-cannon-projectile', 24, 12)
kaboom(event.entity.surface, event.entity.position, 'explosive-uranium-cannon-projectile', 24, 12)
storage.market = nil
end
end
local function attack_market()
local tbl = Difficulty.get()
local c = 8
if tbl.difficulty_vote_index then
c = tbl.difficulty_vote_index * 2
game.map_settings.enemy_evolution.time_factor = difficulties_votes_evo[tbl.difficulty_vote_index]
end
storage.current_surface.set_multi_command(
{
command = {
type = defines.command.attack,
target = storage.market,
distraction = defines.distraction.by_enemy
},
unit_count = math_random(c, c * 2),
force = 'enemy',
unit_search_distance = 1024
}
)
storage.current_surface.set_multi_command(
{
command = {
type = defines.command.attack,
target = storage.market,
distraction = defines.distraction.none
},
unit_count = math_random(1, c),
force = 'enemy',
unit_search_distance = 1024
}
)
end
local function tick()
if storage.market then
if math_random(1, 60) == 1 then
attack_market()
end
return
end
if not storage.map_reset_timeout then
return
end
if game.tick < storage.map_reset_timeout then
return
end
reset_map()
storage.map_reset_timeout = nil
end
event.on_nth_tick(60, tick)
event.add(defines.events.on_player_joined_game, on_player_joined_game)
event.add(defines.events.on_player_mined_entity, on_player_mined_entity)
event.add(defines.events.on_entity_died, on_entity_died)