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https://github.com/ComfyFactory/ComfyFactorio.git
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86 lines
3.1 KiB
Lua
86 lines
3.1 KiB
Lua
local Functions = require 'maps.dungeons.functions'
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local DungeonsTable = require 'maps.dungeons.table'
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local table_shuffle_table = table.shuffle_table
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local math_random = math.random
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local math_sqrt = math.sqrt
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local math_floor = math.floor
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local function add_enemy_units(surface, room)
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for _, tile in pairs(room.room_border_tiles) do
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if math_random(1, 24) == 1 then
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Functions.spawn_random_biter(surface, tile.position)
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end
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end
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for _, tile in pairs(room.room_tiles) do
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if math_random(1, 24) == 1 then
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Functions.spawn_random_biter(surface, tile.position)
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end
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end
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end
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local function doom(surface, room)
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local dungeontable = DungeonsTable.get_dungeontable()
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for _, tile in pairs(room.path_tiles) do
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surface.set_tiles({{name = 'refined-concrete', position = tile.position}}, true)
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end
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if #room.room_tiles > 1 then
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table_shuffle_table(room.room_tiles)
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end
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for key, tile in pairs(room.room_tiles) do
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surface.set_tiles({{name = 'red-refined-concrete', position = tile.position}}, true)
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if math_random(1, 8) == 1 then
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surface.create_entity({name = 'copper-ore', position = tile.position, amount = Functions.get_common_resource_amount(surface.index)})
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end
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if math_random(1, 16) == 1 then
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surface.create_entity({name = Functions.roll_worm_name(surface.index), position = tile.position, force = dungeontable.enemy_forces[surface.index]})
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end
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if math_random(1, 320) == 1 then
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Functions.rare_loot_crate(surface, tile.position)
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else
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if math_random(1, 640) == 1 then
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Functions.epic_loot_crate(surface, tile.position)
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end
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end
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if key % 12 == 1 and math_random(1, 2) == 1 then
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Functions.set_spawner_tier(
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surface.create_entity({name = Functions.roll_spawner_name(), position = tile.position, force = dungeontable.enemy_forces[surface.index]}),
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surface.index
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)
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end
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end
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if room.center then
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if math_random(1, 5) == 1 then
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local r = math_floor(math_sqrt(#room.room_tiles) * 0.15) + 1
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for x = r * -1, r, 1 do
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for y = r * -1, r, 1 do
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local p = {room.center.x + x, room.center.y + y}
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surface.set_tiles({{name = 'deepwater-green', position = p}})
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if math_random(1, 9) == 1 then
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surface.create_entity({name = 'fish', position = p})
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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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if #room.room_border_tiles > 1 then
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table_shuffle_table(room.room_border_tiles)
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end
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for key, tile in pairs(room.room_border_tiles) do
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surface.set_tiles({{name = 'black-refined-concrete', position = tile.position}}, true)
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end
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for key, tile in pairs(room.room_border_tiles) do
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if key % 8 == 1 then
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Functions.place_border_rock(surface, tile.position)
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end
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end
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add_enemy_units(surface, room)
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end
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return doom
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