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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-08 00:39:30 +02:00
ComfyFactorio/maps/biter_hatchery/terrain.lua
danielmartin0 358160c247 v1
Revert "Fix 'player' shadowing in flying_texts.lua"

This reverts commit 40805e68e3c0bf588b40f510d5c32b66ecca4717.

Fix 'player' shadowing in flying_texts.lua

all_central_positions_within_area

utils/math/raffle
2024-10-22 21:47:11 +02:00

335 lines
12 KiB
Lua

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