mirror of
https://github.com/ComfyFactory/ComfyFactorio.git
synced 2025-01-06 00:23:49 +02:00
335 lines
12 KiB
Lua
335 lines
12 KiB
Lua
--luacheck: ignore
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local math_abs = math.abs
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local math_random = math.random
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local GetNoise = require 'utils.get_noise'
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local Public = {}
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local hatchery_position = {x = 192, y = 0}
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local function get_replacement_tile(surface, position)
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for i = 1, 128, 1 do
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local vectors = {{0, i}, {0, i * -1}, {i, 0}, {i * -1, 0}}
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table.shuffle_table(vectors)
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for _, v in pairs(vectors) do
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local tile = surface.get_tile(position.x + v[1], position.y + v[2])
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if not tile.collides_with('resource-layer') then
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return tile.name
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end
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end
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end
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return 'landfill'
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end
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local function draw_spawn_ore(surface, position)
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local ores = {'copper-ore', 'iron-ore', 'coal', 'stone'}
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table.shuffle_table(ores)
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local seed = math_random(1, 1000000)
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local r = 25
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local r_square = r ^ 2
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for x = -32, 32, 1 do
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for y = -32, 32, 1 do
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local position = {x = position.x + x + 0.5, y = position.y + y + 0.5}
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if x ^ 2 + y ^ 2 + math_abs(GetNoise('decoratives', position, seed) * 300) < r_square then
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local name = ores[1]
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if y <= 0 and x < 0 then
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name = ores[2]
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end
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if y >= 0 and x >= 0 then
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name = ores[3]
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end
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if y >= 0 and x < 0 then
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name = ores[4]
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end
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for _, e in pairs(surface.find_entities_filtered({position = position})) do
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e.destroy()
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end
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local tile = surface.get_tile(position)
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if tile.name == 'water' or tile.name == 'deepwater' then
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surface.set_tiles({{name = get_replacement_tile(surface, position), position = position}}, true)
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end
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surface.create_entity({name = name, position = position, amount = math_random(800, 1000)})
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end
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end
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end
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end
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function Public.reset_nauvis(hatchery)
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local surface = game.surfaces.nauvis
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local mgs = surface.map_gen_settings
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---@diagnostic disable-next-line: assign-type-mismatch
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mgs.seed = math_random(1, 99999999)
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mgs.water = 1
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mgs.starting_area = 1
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mgs.terrain_segmentation = 2
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mgs.cliff_settings = {cliff_elevation_interval = 0, cliff_elevation_0 = 0}
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mgs.autoplace_controls = {
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['coal'] = {frequency = 8, size = 0.7, richness = 0.5},
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['stone'] = {frequency = 8, size = 0.7, richness = 0.5},
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['copper-ore'] = {frequency = 8, size = 0.7, richness = 0.75},
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['iron-ore'] = {frequency = 8, size = 0.7, richness = 1},
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['uranium-ore'] = {frequency = 5, size = 0.5, richness = 0.5},
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['crude-oil'] = {frequency = 5, size = 1, richness = 1},
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---@diagnostic disable-next-line: assign-type-mismatch
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['trees'] = {frequency = math.random(4, 32) * 0.1, size = math.random(4, 16) * 0.1, richness = math.random(1, 10) * 0.1},
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['enemy-base'] = {frequency = 0, size = 0, richness = 0}
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}
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surface.map_gen_settings = mgs
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surface.clear(false)
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for chunk in surface.get_chunks() do
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surface.delete_chunk({chunk.x, chunk.y})
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end
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hatchery.gamestate = 'prepare_east'
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-- game.print('preparing east', {150, 150, 150})
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print(hatchery.gamestate)
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end
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function Public.prepare_east(hatchery)
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if game.tick % 90 ~= 0 then
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return
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end
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local surface = game.surfaces.nauvis
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surface.request_to_generate_chunks({hatchery_position.x, 0}, 7)
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if not surface.is_chunk_generated({13, 0}) then
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return
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end
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local r = 32
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local seed = surface.map_gen_settings.seed
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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 = {x = hatchery_position.x + x, y = hatchery_position.y + y}
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if math.sqrt(x ^ 2 + y ^ 2) + math_abs(GetNoise('decoratives', p, seed) * 9) < r then
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local tile = surface.get_tile(p)
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if tile.name == 'water' or tile.name == 'deepwater' then
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surface.set_tiles({{name = get_replacement_tile(surface, p), position = p}}, true)
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end
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end
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end
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end
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draw_spawn_ore(surface, {x = 240, y = 0})
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hatchery.gamestate = 'clear_west'
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-- game.print('clearing west chunks', {150, 150, 150})
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print(hatchery.gamestate)
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end
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function Public.clear_west(hatchery)
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if game.tick % 90 ~= 0 then
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return
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end
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local surface = game.surfaces.nauvis
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for chunk in surface.get_chunks() do
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if chunk.x < 0 then
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surface.delete_chunk({chunk.x, chunk.y})
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end
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end
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hatchery.mirror_queue = {}
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hatchery.gamestate = 'prepare_west'
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-- game.print('preparing west chunks', {150, 150, 150})
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print(hatchery.gamestate)
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end
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function Public.prepare_west(hatchery)
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if game.tick % 90 ~= 0 then
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return
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end
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local surface = game.surfaces.nauvis
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surface.request_to_generate_chunks({hatchery_position.x * -1, 0}, 7)
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surface.force_generate_chunk_requests()
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if hatchery.mirror_queue[1] then
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return
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end
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hatchery.gamestate = 'draw_team_nests'
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print(hatchery.gamestate)
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end
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function Public.draw_team_nests(hatchery)
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if game.tick % 90 ~= 0 then
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return
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end
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-- game.print('placing nests', {150, 150, 150})
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local surface = game.surfaces.nauvis
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local x = hatchery_position.x
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local e = surface.create_entity({name = 'biter-spawner', position = {x * -1, 0}, force = 'west'})
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if not e or not e.valid then
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return
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end
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for _, p in pairs({{x * -1 + 6, 0}, {x * -1 + 3, 6}, {x * -1 + 3, -5}}) do
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surface.create_entity({name = 'small-worm-turret', position = p, force = 'west'})
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surface.create_decoratives {check_collision = false, decoratives = {{name = 'enemy-decal', position = p, amount = 1}}}
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end
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e.active = false
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global.map_forces.west.hatchery = e
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global.map_forces.east.target = e
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surface.create_decoratives {check_collision = false, decoratives = {{name = 'enemy-decal', position = e.position, amount = 3}}}
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local e = surface.create_entity({name = 'biter-spawner', position = {x, 0}, force = 'east'})
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if not e or not e.valid then
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return
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end
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for _, p in pairs({{x - 6, 0}, {x - 3, 6}, {x - 3, -5}}) do
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surface.create_entity({name = 'small-worm-turret', position = p, force = 'east'})
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surface.create_decoratives {check_collision = false, decoratives = {{name = 'enemy-decal', position = p, amount = 1}}}
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end
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e.active = false
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global.map_forces.east.hatchery = e
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global.map_forces.west.target = e
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surface.create_decoratives {check_collision = false, decoratives = {{name = 'enemy-decal', position = e.position, amount = 3}}}
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hatchery.gamestate = 'draw_border_beams'
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print(hatchery.gamestate)
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end
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function Public.draw_border_beams(hatchery)
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if game.tick % 90 ~= 0 then
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return
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end
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local surface = game.surfaces.nauvis
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surface.create_entity({name = 'electric-beam', position = {4, -96}, source = {4, -96}, target = {4, 96}})
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surface.create_entity({name = 'electric-beam', position = {-4, -96}, source = {-4, -96}, target = {-4, 96}})
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hatchery.gamestate = 'spawn_players'
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print(hatchery.gamestate)
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end
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function Public.combat_area(event)
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local surface = event.surface
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local left_top = event.area.left_top
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local seed = surface.map_gen_settings.seed
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if left_top.x >= 256 or left_top.y < -192 or left_top.y > 192 then
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return
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end
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for _, tile in pairs(surface.find_tiles_filtered({area = event.area, name = {'water', 'deepwater'}})) do
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if tile.position.x + math_abs(GetNoise('cave_rivers', {x = 0, y = tile.position.y}, seed) * 64) < 224 then
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if math_abs(GetNoise('n5', tile.position, seed)) < 0.25 then
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surface.set_tiles({{name = get_replacement_tile(surface, tile.position), position = tile.position}}, true)
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end
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end
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end
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if left_top.x ~= 0 then
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return
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end
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if left_top.y >= 96 then
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return
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end
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if left_top.y < -96 then
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return
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end
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for _, tile in pairs(surface.find_tiles_filtered({area = event.area})) do
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if tile.position.x < 4 then
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surface.set_tiles({{name = 'water-shallow', position = tile.position}}, true)
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end
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end
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end
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local function mirror_tiles(east_left_top)
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local surface = game.surfaces.nauvis
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surface.request_to_generate_chunks({x = east_left_top.x + 16, y = east_left_top.y + 16}, 0)
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surface.force_generate_chunk_requests()
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local mirror_area = {{east_left_top.x, east_left_top.y}, {east_left_top.x + 32, east_left_top.y + 32}}
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for _, tile in pairs(surface.find_tiles_filtered({area = mirror_area})) do
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surface.set_tiles({{name = tile.name, position = {x = tile.position.x * -1 - 1, y = tile.position.y}}}, true)
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end
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end
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local function mirror_entities(east_left_top)
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local surface = game.surfaces.nauvis
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local mirror_area = {{east_left_top.x, east_left_top.y}, {east_left_top.x + 32, east_left_top.y + 32}}
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for _, entity in pairs(surface.find_entities_filtered({area = mirror_area})) do
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if surface.can_place_entity({name = entity.name, position = {x = entity.position.x * -1, y = entity.position.y}}) then
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entity.clone({position = {x = entity.position.x * -1, y = entity.position.y}, surface = surface, force = 'neutral'})
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end
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end
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end
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local function mirror_decoratives(east_left_top)
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local surface = game.surfaces.nauvis
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local mirror_area = {{east_left_top.x, east_left_top.y}, {east_left_top.x + 32, east_left_top.y + 32}}
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for _, decorative in pairs(surface.find_decoratives_filtered {area = mirror_area}) do
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surface.create_decoratives {
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check_collision = false,
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decoratives = {{name = decorative.decorative.name, position = {x = decorative.position.x * -1 - 1, 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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local mirror_functions = {
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[1] = mirror_tiles,
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[2] = mirror_entities,
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[3] = mirror_decoratives
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}
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function Public.mirror_queue(hatchery)
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local mirror_queue = hatchery.mirror_queue
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local chunk = mirror_queue[1]
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if not chunk then
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return
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end
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mirror_functions[chunk[2]]({x = chunk[1][1] * -1 - 32, y = chunk[1][2]})
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mirror_queue[1][2] = mirror_queue[1][2] + 1
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if not mirror_functions[mirror_queue[1][2]] then
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table.remove(hatchery.mirror_queue, 1)
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end
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end
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local function is_out_of_map(p)
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if p.y < 96 and p.y >= -96 then
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return
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end
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if p.x * 0.5 >= math_abs(p.y) then
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return
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end
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if p.x * -0.5 > math_abs(p.y) then
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return
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end
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return true
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end
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function Public.is_out_of_map_chunk(p)
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if p.y < 96 and p.y >= -96 then
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return
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end
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if p.x * 0.5 + 32 >= math_abs(p.y) then
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return
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end
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if p.x * -0.5 + 32 > math_abs(p.y) then
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return
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end
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return true
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end
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function Public.out_of_map_area(surface, left_top)
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local tiles = {}
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local i = 1
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for x = -1, 32, 1 do
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for y = -1, 32, 1 do
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local p = {x = left_top.x + x, y = left_top.y + y}
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if is_out_of_map(p) then
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tiles[i] = {name = 'out-of-map', position = {x = left_top.x + x, y = left_top.y + y}}
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i = i + 1
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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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end
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function Public.out_of_map(surface, left_top)
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local tiles = {}
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local i = 1
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for x = 0, 31, 1 do
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for y = 0, 31, 1 do
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tiles[i] = {name = 'out-of-map', position = {x = left_top.x + x, y = left_top.y + y}}
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i = i + 1
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end
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end
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surface.set_tiles(tiles, true)
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end
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return Public
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