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https://github.com/ComfyFactory/ComfyFactorio.git
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358160c247
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
224 lines
10 KiB
Lua
224 lines
10 KiB
Lua
--luacheck: ignore
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--lost desert-- mewmew made this --
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require 'modules.rocks_broken_paint_tiles'
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require 'modules.rocks_heal_over_time'
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require 'modules.rocks_yield_ore_veins'
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require 'modules.rocks_yield_ore'
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require 'modules.spawners_contain_biters'
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require 'modules.spawners_contain_acid'
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require 'modules.satellite_score'
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require 'modules.flashlight_toggle_button'
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local simplex_noise = require 'utils.math.simplex_noise'.d2
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local event = require 'utils.event'
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local map_functions = require 'utils.tools.map_functions'
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local math_random = math.random
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require 'utils.table'
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local noises = {
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[1] = { { modifier = 0.001, weight = 1 }, { modifier = 0.01, weight = 0.05 }, { modifier = 0.05, weight = 0.02 }, { modifier = 0.1, weight = 0.001 } }
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}
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local sand_tiles = { 'sand-1', 'sand-2', 'sand-3' }
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local decorative_whitelist = {
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'brown-asterisk',
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'brown-carpet-grass',
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'brown-fluff',
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'brown-fluff-dry',
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'brown-hairy-grass',
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'garballo',
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'garballo-mini-dry',
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'green-pita',
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'green-pita-mini'
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}
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local disabled_for_deconstruction = {
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['fish'] = true,
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['huge-rock'] = true,
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['big-rock'] = true,
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['big-sand-rock'] = true,
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['mineable-wreckage'] = true
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}
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local function get_noise(name, pos, seed)
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local noise = 0
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for _, n in pairs(noises[name]) do
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noise = noise + simplex_noise(pos.x * n.modifier, pos.y * n.modifier, seed) * n.weight
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seed = seed + 10000
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end
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return noise
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end
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local function shipwreck(position, surface)
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local wrecks = { 'big-ship-wreck-1', 'big-ship-wreck-2', 'big-ship-wreck-3' }
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local wreck = wrecks[math.random(1, #wrecks)]
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local wreck_raffle_table = {}
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local wreck_loot_weights = {}
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table.insert(wreck_loot_weights, { { name = 'firearm-magazine', count = math.random(64, 128) }, 8 })
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table.insert(wreck_loot_weights, { { name = 'grenade', count = math.random(16, 32) }, 5 })
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table.insert(wreck_loot_weights, { { name = 'land-mine', count = math.random(16, 32) }, 5 })
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table.insert(wreck_loot_weights, { { name = 'assembling-machine-1', count = math.random(1, 4) }, 2 })
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table.insert(wreck_loot_weights, { { name = 'assembling-machine-2', count = math.random(1, 3) }, 2 })
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table.insert(wreck_loot_weights, { { name = 'assembling-machine-3', count = math.random(1, 2) }, 1 })
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table.insert(wreck_loot_weights, { { name = 'combat-shotgun', count = 1 }, 3 })
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table.insert(wreck_loot_weights, { { name = 'piercing-shotgun-shell', count = math.random(16, 48) }, 5 })
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table.insert(wreck_loot_weights, { { name = 'flamethrower', count = 1 }, 3 })
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table.insert(wreck_loot_weights, { { name = 'rocket-launcher', count = 1 }, 4 })
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table.insert(wreck_loot_weights, { { name = 'flamethrower-ammo', count = math.random(16, 48) }, 5 })
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table.insert(wreck_loot_weights, { { name = 'rocket', count = math.random(16, 48) }, 5 })
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table.insert(wreck_loot_weights, { { name = 'explosive-rocket', count = math.random(16, 48) }, 5 })
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table.insert(wreck_loot_weights, { { name = 'uranium-rounds-magazine', count = math.random(16, 32) }, 3 })
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table.insert(wreck_loot_weights, { { name = 'piercing-rounds-magazine', count = math.random(64, 128) }, 5 })
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table.insert(wreck_loot_weights, { { name = 'exoskeleton-equipment', count = 1 }, 1 })
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table.insert(wreck_loot_weights, { { name = 'defender-capsule', count = math.random(8, 16) }, 5 })
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table.insert(wreck_loot_weights, { { name = 'distractor-capsule', count = math.random(4, 8) }, 4 })
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table.insert(wreck_loot_weights, { { name = 'destroyer-capsule', count = math.random(4, 8) }, 3 })
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table.insert(wreck_loot_weights, { { name = 'atomic-bomb', count = 1 }, 1 })
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for _, t in pairs(wreck_loot_weights) do
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for x = 1, t[2], 1 do
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table.insert(wreck_raffle_table, t[1])
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end
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end
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local e = surface.create_entity { name = wreck, position = position, force = 'player' }
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e.minable = false
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local i = e.get_inventory(defines.inventory.chest)
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for x = 1, math.random(2, 3), 1 do
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local loot = wreck_raffle_table[math.random(1, #wreck_raffle_table)]
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i.insert(loot)
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end
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end
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local worm_raffle = { 'small-worm-turret', 'small-worm-turret', 'small-worm-turret', 'medium-worm-turret', 'medium-worm-turret', 'big-worm-turret' }
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local rock_raffle = { 'big-sand-rock', 'big-sand-rock', 'big-rock', 'big-rock', 'big-rock', 'big-rock', 'huge-rock' }
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local ore_spawn_raffle = { 'iron-ore', 'iron-ore', 'iron-ore', 'copper-ore', 'copper-ore', 'copper-ore', 'coal', 'coal', 'stone', 'stone', 'uranium-ore', 'crude-oil' }
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local function on_chunk_generated(event)
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local surface = game.surfaces['lost_desert']
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if event.surface.name ~= surface.name then
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return
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end
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local left_top_x = event.area.left_top.x
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local left_top_y = event.area.left_top.y
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surface.destroy_decoratives { area = event.area, name = decorative_whitelist, invert = true }
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for _, e in pairs(surface.find_entities_filtered({ area = event.area, type = 'tree' })) do
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if e.type == 'tree' then
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if math_random(1, 3) ~= 1 then
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e.destroy()
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end
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end
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end
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local seed = game.surfaces[1].map_gen_settings.seed
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local tile_to_insert = false
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for x = 0, 31, 1 do
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for y = 0, 31, 1 do
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local pos = { x = left_top_x + x, y = left_top_y + y }
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local noise = get_noise(1, pos, seed)
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if noise < -0.45 then
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if noise < -0.5 then
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surface.set_tiles({ { name = 'water', position = pos } }, true)
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if math_random(1, 256) == 1 then
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surface.create_entity({ name = 'fish', position = pos })
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end
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else
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surface.set_tiles({ { name = 'dirt-2', position = pos } }, true)
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if math_random(1, 64) == 1 then
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surface.create_entity({ name = 'tree-08', position = pos })
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end
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if math_random(1, 4096) == 1 then
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local market = surface.create_entity({ name = 'market', position = pos })
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market.add_market_item({ price = { { 'wood', math.random(4, 5) } }, offer = { type = 'give-item', item = 'raw-fish' } })
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end
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end
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else
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local i = (math.floor(noise * 20) % 3) + 1
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surface.set_tiles({ { name = sand_tiles[i], position = pos } }, true)
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if noise > 0.5 then
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if math_random(1, 3) ~= 1 then
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if math_random(1, 2) == 1 then
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surface.create_entity({ name = 'big-rock', position = pos })
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else
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surface.create_entity({ name = 'huge-rock', position = pos })
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end
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else
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if math_random(1, 2048) == 1 then
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surface.create_entity({ name = 'small-worm-turret', position = pos })
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end
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end
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else
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if noise < 0.25 and noise > -0.25 then
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local distance_to_center = pos.x ^ 2 + pos.y ^ 2
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if distance_to_center > 265000 then
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if math_random(1, 64) == 1 and surface.can_place_entity({ name = 'biter-spawner', position = pos }) then
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if math_random(1, 64) == 1 then
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shipwreck(pos, surface)
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else
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if math_random(1, 2) == 1 then
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surface.create_entity({ name = 'biter-spawner', position = pos })
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else
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surface.create_entity({ name = 'spitter-spawner', position = pos })
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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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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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local function on_player_joined_game(event)
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local player = game.players[event.player_index]
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if not storage.map_init_done then
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local map_gen_settings = {}
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map_gen_settings.water = '0.1'
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map_gen_settings.cliff_settings = { cliff_elevation_interval = 16, cliff_elevation_0 = 16 }
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map_gen_settings.autoplace_controls = {
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['coal'] = { frequency = '0.5', size = '0.75', richness = '0.5' },
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['stone'] = { frequency = '0.5', size = '0.75', richness = '0.5' },
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['copper-ore'] = { frequency = '0.5', size = '0.75', richness = '0.5' },
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['uranium-ore'] = { frequency = '0.5', size = '0.75', richness = '0.5' },
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['iron-ore'] = { frequency = '0.5', size = '0.75', richness = '0.5' },
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['crude-oil'] = { frequency = '1', size = '0.75', richness = '0.5' },
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['trees'] = { frequency = '1', size = '1', richness = '0.1' },
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['enemy-base'] = { frequency = 'none', size = 'none', richness = 'none' }
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}
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game.create_surface('lost_desert', map_gen_settings)
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game.forces['player'].set_spawn_position({ 0, 0 }, game.surfaces['lost_desert'])
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local surface = game.surfaces['lost_desert']
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surface.ticks_per_day = surface.ticks_per_day * 4
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surface.min_brightness = 0.06
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storage.map_init_done = true
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end
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local surface = game.surfaces['lost_desert']
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if player.online_time < 5 and surface.is_chunk_generated({ 0, 0 }) then
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player.teleport(surface.find_non_colliding_position('character', { 0, 0 }, 2, 1), 'lost_desert')
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else
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if player.online_time < 5 then
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player.teleport({ 0, 0 }, 'lost_desert')
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end
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end
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if player.online_time < 10 then
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player.insert { name = 'raw-fish', count = 3 }
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player.insert { name = 'light-armor', count = 1 }
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end
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end
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local function on_marked_for_deconstruction(event)
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if disabled_for_deconstruction[event.entity.name] then
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event.entity.cancel_deconstruction(game.players[event.player_index].force.name)
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end
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end
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event.add(defines.events.on_chunk_generated, on_chunk_generated)
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event.add(defines.events.on_marked_for_deconstruction, on_marked_for_deconstruction)
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event.add(defines.events.on_player_joined_game, on_player_joined_game)
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