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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2024-12-30 23:17:53 +02:00
ComfyFactorio/maps/deep_jungle_old.lua
2021-03-24 20:14:55 +01:00

478 lines
23 KiB
Lua

--luacheck: ignore
--deep jungle-- mewmew made this --
local map_functions = require 'tools.map_functions'
local simplex_noise = require 'utils.simplex_noise'
simplex_noise = simplex_noise.d2
local event = require 'utils.event'
local math_random = math.random
local function treasure_chest(position)
local p = game.surfaces['deep_jungle'].find_non_colliding_position('wooden-chest', position, 2, 0.5)
if not p then
return
end
treasure_chest_raffle_table = {}
treasure_chest_loot_weights = {}
table.insert(treasure_chest_loot_weights, {{name = 'iron-gear-wheel', count = math_random(16, 48)}, 10})
table.insert(treasure_chest_loot_weights, {{name = 'coal', count = math_random(16, 48)}, 2})
table.insert(treasure_chest_loot_weights, {{name = 'copper-cable', count = math_random(64, 128)}, 10})
table.insert(treasure_chest_loot_weights, {{name = 'inserter', count = math_random(8, 16)}, 4})
table.insert(treasure_chest_loot_weights, {{name = 'fast-inserter', count = math_random(4, 8)}, 3})
table.insert(treasure_chest_loot_weights, {{name = 'stack-filter-inserter', count = math_random(2, 4)}, 1})
table.insert(treasure_chest_loot_weights, {{name = 'stack-inserter', count = math_random(2, 4)}, 1})
table.insert(treasure_chest_loot_weights, {{name = 'burner-inserter', count = math_random(16, 32)}, 6})
table.insert(treasure_chest_loot_weights, {{name = 'electric-engine-unit', count = math_random(1, 16)}, 3})
table.insert(treasure_chest_loot_weights, {{name = 'engine-unit', count = math_random(1, 16)}, 3})
table.insert(treasure_chest_loot_weights, {{name = 'rocket-fuel', count = math_random(1, 5)}, 3})
table.insert(treasure_chest_loot_weights, {{name = 'empty-barrel', count = math_random(1, 10)}, 7})
table.insert(treasure_chest_loot_weights, {{name = 'lubricant-barrel', count = math_random(1, 10)}, 3})
table.insert(treasure_chest_loot_weights, {{name = 'crude-oil-barrel', count = math_random(1, 10)}, 3})
table.insert(treasure_chest_loot_weights, {{name = 'iron-stick', count = math_random(1, 100)}, 8})
table.insert(treasure_chest_loot_weights, {{name = 'small-electric-pole', count = math_random(8, 32)}, 9})
table.insert(treasure_chest_loot_weights, {{name = 'firearm-magazine', count = math_random(16, 48)}, 8})
table.insert(treasure_chest_loot_weights, {{name = 'grenade', count = math_random(16, 32)}, 5})
table.insert(treasure_chest_loot_weights, {{name = 'land-mine', count = math_random(24, 48)}, 5})
table.insert(treasure_chest_loot_weights, {{name = 'light-armor', count = 1}, 1})
table.insert(treasure_chest_loot_weights, {{name = 'heavy-armor', count = 1}, 2})
table.insert(treasure_chest_loot_weights, {{name = 'pipe', count = math_random(10, 100)}, 6})
table.insert(treasure_chest_loot_weights, {{name = 'wooden-chest', count = 1}, 1})
table.insert(treasure_chest_loot_weights, {{name = 'burner-mining-drill', count = 1}, 1})
table.insert(treasure_chest_loot_weights, {{name = 'iron-axe', count = 1}, 1})
table.insert(treasure_chest_loot_weights, {{name = 'steel-axe', count = 1}, 3})
table.insert(treasure_chest_loot_weights, {{name = 'raw-wood', count = math_random(5, 50)}, 2})
table.insert(treasure_chest_loot_weights, {{name = 'sulfur', count = math_random(20, 50)}, 7})
table.insert(treasure_chest_loot_weights, {{name = 'explosives', count = math_random(20, 50)}, 6})
table.insert(treasure_chest_loot_weights, {{name = 'shotgun', count = 1}, 2})
table.insert(treasure_chest_loot_weights, {{name = 'stone-brick', count = math_random(80, 100)}, 4})
table.insert(treasure_chest_loot_weights, {{name = 'small-lamp', count = math_random(3, 10)}, 4})
table.insert(treasure_chest_loot_weights, {{name = 'rail', count = math_random(32, 100)}, 4})
table.insert(treasure_chest_loot_weights, {{name = 'coin', count = math_random(32, 100)}, 1})
table.insert(treasure_chest_loot_weights, {{name = 'assembling-machine-1', count = math_random(1, 4)}, 2})
table.insert(treasure_chest_loot_weights, {{name = 'assembling-machine-2', count = math_random(1, 3)}, 2})
table.insert(treasure_chest_loot_weights, {{name = 'assembling-machine-3', count = math_random(1, 2)}, 1})
for _, t in pairs(treasure_chest_loot_weights) do
for x = 1, t[2], 1 do
table.insert(treasure_chest_raffle_table, t[1])
end
end
local e = game.surfaces['deep_jungle'].create_entity {name = 'wooden-chest', position = p, force = 'player'}
e.minable = false
local i = e.get_inventory(defines.inventory.chest)
for x = 1, math_random(3, 7), 1 do
local loot = treasure_chest_raffle_table[math_random(1, #treasure_chest_raffle_table)]
i.insert(loot)
end
end
local function rare_treasure_chest(position)
local p = game.surfaces['deep_jungle'].find_non_colliding_position('steel-chest', position, 2, 0.5)
if not p then
return
end
local rare_treasure_chest_raffle_table = {}
local rare_treasure_chest_loot_weights = {}
table.insert(rare_treasure_chest_loot_weights, {{name = 'combat-shotgun', count = 1}, 5})
table.insert(rare_treasure_chest_loot_weights, {{name = 'piercing-shotgun-shell', count = math_random(16, 48)}, 5})
table.insert(rare_treasure_chest_loot_weights, {{name = 'rocket-launcher', count = 1}, 5})
table.insert(rare_treasure_chest_loot_weights, {{name = 'rocket', count = math_random(16, 48)}, 5})
table.insert(rare_treasure_chest_loot_weights, {{name = 'explosive-rocket', count = math_random(16, 48)}, 5})
table.insert(rare_treasure_chest_loot_weights, {{name = 'modular-armor', count = 1}, 3})
table.insert(rare_treasure_chest_loot_weights, {{name = 'power-armor', count = 1}, 1})
table.insert(rare_treasure_chest_loot_weights, {{name = 'uranium-rounds-magazine', count = math_random(16, 48)}, 3})
table.insert(rare_treasure_chest_loot_weights, {{name = 'piercing-rounds-magazine', count = math_random(64, 128)}, 3})
table.insert(rare_treasure_chest_loot_weights, {{name = 'exoskeleton-equipment', count = 1}, 2})
table.insert(rare_treasure_chest_loot_weights, {{name = 'defender-capsule', count = math_random(8, 16)}, 5})
table.insert(rare_treasure_chest_loot_weights, {{name = 'distractor-capsule', count = math_random(4, 8)}, 4})
table.insert(rare_treasure_chest_loot_weights, {{name = 'destroyer-capsule', count = math_random(4, 8)}, 3})
table.insert(rare_treasure_chest_loot_weights, {{name = 'atomic-bomb', count = 1}, 1})
for _, t in pairs(rare_treasure_chest_loot_weights) do
for x = 1, t[2], 1 do
table.insert(rare_treasure_chest_raffle_table, t[1])
end
end
local e = game.surfaces['deep_jungle'].create_entity {name = 'steel-chest', position = p, force = 'player'}
e.minable = false
local i = e.get_inventory(defines.inventory.chest)
for x = 1, math_random(2, 3), 1 do
local loot = rare_treasure_chest_raffle_table[math_random(1, #rare_treasure_chest_raffle_table)]
i.insert(loot)
end
end
local function get_noise(name, pos)
local seed = game.surfaces[1].map_gen_settings.seed
local noise_seed_add = 25000
seed = seed + noise_seed_add
if name == 1 then
local noise = {}
noise[1] = simplex_noise(pos.x * 0.01, pos.y * 0.01, seed)
seed = seed + noise_seed_add
noise[2] = simplex_noise(pos.x * 0.1, pos.y * 0.1, seed)
local noise = noise[1] + noise[2] * 0.1
return noise
end
seed = seed + noise_seed_add
seed = seed + noise_seed_add
if name == 2 then
local noise = {}
noise[1] = simplex_noise(pos.x * 0.01, pos.y * 0.01, seed)
seed = seed + noise_seed_add
noise[2] = simplex_noise(pos.x * 0.1, pos.y * 0.1, seed)
local noise = noise[1] + noise[2] * 0.1
return noise
end
seed = seed + noise_seed_add
seed = seed + noise_seed_add
if name == 3 then
local noise = {}
noise[1] = simplex_noise(pos.x * 0.001, pos.y * 0.001, seed)
seed = seed + noise_seed_add
noise[2] = simplex_noise(pos.x * 0.01, pos.y * 0.01, seed)
local noise = noise[1] + noise[2] * 0.1
return noise
end
seed = seed + noise_seed_add
seed = seed + noise_seed_add
if name == 4 then
local noise = {}
noise[1] = simplex_noise(pos.x * 0.01, pos.y * 0.01, seed)
seed = seed + noise_seed_add
noise[2] = simplex_noise(pos.x * 0.1, pos.y * 0.1, seed)
local noise = noise[1] + noise[2] * 0.2
return noise
end
seed = seed + noise_seed_add
seed = seed + noise_seed_add
if name == 5 then
local noise = {}
noise[1] = simplex_noise(pos.x * 0.05, pos.y * 0.05, seed)
local noise = noise[1]
return noise
end
seed = seed + noise_seed_add
seed = seed + noise_seed_add
if name == 6 then
local noise = {}
noise[1] = simplex_noise(pos.x * 0.05, pos.y * 0.05, seed)
local noise = noise[1]
return noise
end
end
local worm_raffle = {'small-worm-turret', 'small-worm-turret', 'small-worm-turret', 'medium-worm-turret', 'medium-worm-turret', 'big-worm-turret'}
local rock_raffle = {'sand-rock-big', 'sand-rock-big', 'rock-big', 'rock-big', 'rock-big', 'rock-big', 'rock-huge'}
local function on_chunk_generated(event)
local surface = game.surfaces['deep_jungle']
if event.surface.name ~= surface.name then
return
end
local chunk_pos_x = event.area.left_top.x
local chunk_pos_y = event.area.left_top.y
local tiles = {}
local entities_to_place = {
rocks = {},
worms = {},
enemy_buildings = {},
trees = {},
fish = {},
treasure_chests = {},
rare_treasure_chests = {}
}
local decoratives = {}
local entities = surface.find_entities(event.area)
for _, e in pairs(entities) do
if e.type == 'tree' or e.force.name == 'enemy' then
e.destroy()
end
end
local tile_to_insert = false
for x = 0, 31, 1 do
for y = 0, 31, 1 do
local pos_x = chunk_pos_x + x
local pos_y = chunk_pos_y + y
local pos = {x = pos_x, y = pos_y}
tile_to_insert = false
local noise_3 = get_noise(3, pos)
if noise_3 > -0.1 and noise_3 < 0.1 then
if noise_3 > -0.05 and noise_3 < 0.05 then
tile_to_insert = 'water'
if math_random(1, 40) == 1 then
table.insert(entities_to_place.fish, pos)
end
end
if noise_3 > -0.03 and noise_3 < 0.03 then
tile_to_insert = 'deepwater'
if math_random(1, 40) == 1 then
table.insert(entities_to_place.fish, pos)
end
end
else
local tile_distance_to_center = pos_x ^ 2 + pos_y ^ 2
local noise_1 = get_noise(1, pos)
local noise_2 = get_noise(2, pos)
local noise_4 = get_noise(4, pos)
if tile_distance_to_center > 10000 then
if math_random(1, 500) == 1 then
table.insert(entities_to_place.worms, pos)
end
if noise_4 > -0.1 and noise_4 < 0.1 and noise_1 > 0.3 and noise_2 > 0.3 then
if math_random(1, 8) == 1 then
table.insert(entities_to_place.rocks, pos)
end
end
end
if noise_4 < -0.8 or noise_4 > 0.8 then
tile_to_insert = 'dirt-6'
end
if noise_3 < -0.1 then
if noise_1 > 0.2 then
if math_random(1, 4) == 1 then
table.insert(entities_to_place.trees, {'tree-02', pos})
end
if math_random(1, 7500) == 1 then
table.insert(entities_to_place.rare_treasure_chests, pos)
end
if math_random(1, 1250) == 1 then
table.insert(entities_to_place.treasure_chests, pos)
end
if noise_1 > 0.8 and tile_distance_to_center > 8000 then
tile_to_insert = 'water-green'
if math_random(1, 24) == 1 then
table.insert(entities_to_place.fish, pos)
end
end
end
if noise_1 < -0.2 then
if math_random(1, 4) == 1 then
table.insert(entities_to_place.trees, {'tree-04', pos})
end
if math_random(1, 7500) == 1 then
table.insert(entities_to_place.rare_treasure_chests, pos)
end
if math_random(1, 1250) == 1 then
table.insert(entities_to_place.treasure_chests, pos)
end
if noise_1 < -0.75 and tile_distance_to_center > 8000 then
if math_random(1, 36) == 1 then
table.insert(entities_to_place.enemy_buildings, pos)
end
end
end
else
if noise_2 > 0.2 then
if math_random(1, 4) == 1 then
table.insert(entities_to_place.trees, {'tree-07', pos})
end
if math_random(1, 7500) == 1 then
table.insert(entities_to_place.rare_treasure_chests, pos)
end
if math_random(1, 1250) == 1 then
table.insert(entities_to_place.treasure_chests, pos)
end
if noise_2 > 0.75 and tile_distance_to_center > 8000 then
if math_random(1, 36) == 1 then
table.insert(entities_to_place.enemy_buildings, pos)
end
end
end
if noise_2 < -0.2 then
if math_random(1, 4) == 1 then
table.insert(entities_to_place.trees, {'tree-09', pos})
end
if math_random(1, 7500) == 1 then
table.insert(entities_to_place.rare_treasure_chests, pos)
end
if math_random(1, 1250) == 1 then
table.insert(entities_to_place.treasure_chests, pos)
end
if noise_2 < -0.8 and tile_distance_to_center > 8000 then
tile_to_insert = 'water-green'
if math_random(1, 24) == 1 then
table.insert(entities_to_place.fish, pos)
end
end
end
end
end
if tile_to_insert ~= 'deepwater' and tile_to_insert ~= 'water' and tile_to_insert ~= 'water-green' then
if math_random(1, 3) == 1 then
local noise = get_noise(5, pos)
if noise > 0.2 then
table.insert(decoratives, {name = 'green-hairy-grass', position = pos, amount = 2})
end
if noise < -0.7 then
table.insert(decoratives, {name = 'green-pita', position = pos, amount = 2})
end
local noise = get_noise(6, pos)
if noise > 0.7 then
table.insert(decoratives, {name = 'green-croton', position = pos, amount = 3})
end
if noise < -0.2 then
table.insert(decoratives, {name = 'green-asterisk', position = pos, amount = 2})
end
end
end
if tile_to_insert == false then
table.insert(tiles, {name = 'grass-1', position = {pos_x, pos_y}})
else
table.insert(tiles, {name = tile_to_insert, position = {pos_x, pos_y}})
end
end
end
surface.set_tiles(tiles, true)
surface.create_decoratives {check_collision = false, decoratives = decoratives}
for _, p in pairs(entities_to_place.enemy_buildings) do
if math_random(1, 3) == 1 then
if surface.can_place_entity({name = 'spitter-spawner', position = p}) then
surface.create_entity {name = 'spitter-spawner', position = p}
end
else
if surface.can_place_entity({name = 'biter-spawner', position = p}) then
surface.create_entity {name = 'biter-spawner', position = p}
end
end
end
for _, p in pairs(entities_to_place.worms) do
local e = worm_raffle[math_random(1, #worm_raffle)]
if surface.can_place_entity({name = e, position = p}) then
surface.create_entity {name = e, position = p}
end
end
for _, p in pairs(entities_to_place.rocks) do
local e = rock_raffle[math_random(1, #rock_raffle)]
surface.create_entity {name = e, position = p}
end
for _, p in pairs(entities_to_place.trees) do
if surface.can_place_entity({name = p[1], position = p[2]}) then
surface.create_entity {name = p[1], position = p[2]}
end
end
for _, p in pairs(entities_to_place.treasure_chests) do
treasure_chest(p)
end
for _, p in pairs(entities_to_place.rare_treasure_chests) do
rare_treasure_chest(p)
end
for _, p in pairs(entities_to_place.fish) do
surface.create_entity {name = 'fish', position = p}
end
end
local function on_chunk_charted(event)
if not global.chunks_charted then
global.chunks_charted = {}
end
local surface = game.surfaces[event.surface_index]
local position = event.position
if global.chunks_charted[tostring(position.x) .. tostring(position.y)] then
return
end
global.chunks_charted[tostring(position.x) .. tostring(position.y)] = true
local force = event.force
if math_random(1, 12) ~= 1 then
return
end
map_functions.draw_rainbow_patch({x = position.x * 32 + math_random(1, 32), y = position.y * 32 + math_random(1, 32)}, surface, math_random(14, 26), 2000)
end
local function on_player_joined_game(event)
local player = game.players[event.player_index]
if not global.map_init_done then
game.forces['player'].technologies['flamethrower'].enabled = false
local map_gen_settings = {}
map_gen_settings.water = 'none'
map_gen_settings.cliff_settings = {cliff_elevation_interval = 4, cliff_elevation_0 = 0.1}
map_gen_settings.autoplace_controls = {
['coal'] = {frequency = 'high', size = 'big', richness = 'normal'},
['stone'] = {frequency = 'high', size = 'big', richness = 'normal'},
['copper-ore'] = {frequency = 'high', size = 'big', richness = 'normal'},
['iron-ore'] = {frequency = 'high', size = 'big', richness = 'normal'},
['crude-oil'] = {frequency = 'high', size = 'big', richness = 'normal'},
['trees'] = {frequency = 'none', size = 'none', richness = 'none'},
['enemy-base'] = {frequency = 'none', size = 'none', richness = 'none'},
--["grass"] = {frequency = "none", size = "none", richness = "none"},
['sand'] = {frequency = 'none', size = 'none', richness = 'none'},
['desert'] = {frequency = 'none', size = 'none', richness = 'none'},
['dirt'] = {frequency = 'none', size = 'none', richness = 'none'}
}
game.map_settings.pollution.pollution_restored_per_tree_damage = 0
game.create_surface('deep_jungle', map_gen_settings)
game.forces['player'].set_spawn_position({0, 0}, game.surfaces['deep_jungle'])
global.map_init_done = true
end
local surface = game.surfaces['deep_jungle']
if player.online_time < 5 and surface.is_chunk_generated({0, 0}) then
player.teleport(surface.find_non_colliding_position('character', {0, 0}, 2, 1), 'deep_jungle')
else
if player.online_time < 5 then
player.teleport({0, 0}, 'deep_jungle')
end
end
if player.online_time < 10 then
player.insert {name = 'submachine-gun', count = 1}
player.insert {name = 'raw-fish', count = 12}
player.insert {name = 'firearm-magazine', count = 32}
player.insert {name = 'steel-axe', count = 1}
player.insert {name = 'light-armor', count = 1}
end
end
local function on_marked_for_deconstruction(event)
if event.entity.name == 'rock-huge' or event.entity.name == 'rock-big' or event.entity.name == 'sand-rock-big' or event.entity.name == 'fish' or event.entity.type == 'tree' then
event.entity.cancel_deconstruction(game.players[event.player_index].force.name)
end
end
local function on_entity_died(event)
if event.entity.type == 'tree' then
if math_random(1, 6) == 1 then
local surface = game.surfaces['deep_jungle']
local p = surface.find_non_colliding_position('small-biter', event.entity.position, 2, 0.5)
if p then
surface.create_entity {name = 'small-biter', position = event.entity.position}
end
end
end
end
function cheat_mode()
local cheat_mode_enabed = true
if cheat_mode_enabed == true then
local surface = game.surfaces['deep_jungle']
game.player.cheat_mode = true
game.players[1].insert({name = 'power-armor-mk2'})
game.players[1].insert({name = 'fusion-reactor-equipment', count = 4})
game.players[1].insert({name = 'personal-laser-defense-equipment', count = 8})
game.players[1].insert({name = 'rocket-launcher'})
game.players[1].insert({name = 'explosive-rocket', count = 200})
game.speed = 2
surface.daytime = 1
game.player.force.research_all_technologies()
game.forces['enemy'].evolution_factor = 0.2
local chart = 300
local surface = game.surfaces['deep_jungle']
game.forces['player'].chart(surface, {lefttop = {x = chart * -1, y = chart * -1}, rightbottom = {x = chart, y = chart}})
end
end
event.add(defines.events.on_chunk_generated, on_chunk_generated)
event.add(defines.events.on_chunk_charted, on_chunk_charted)
event.add(defines.events.on_entity_died, on_entity_died)
event.add(defines.events.on_marked_for_deconstruction, on_marked_for_deconstruction)
event.add(defines.events.on_player_joined_game, on_player_joined_game)