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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-10 00:43:27 +02:00
ComfyFactorio/maps/stone_maze/1x1_rooms.lua
2019-09-22 11:13:32 +02:00

328 lines
13 KiB
Lua

local get_noise = require 'maps.stone_maze.noise'
local room = {}
room.empty = function(surface, cell_left_top, direction)
end
room.worms = function(surface, cell_left_top, direction)
local amount = math.ceil(get_biter_amount() * 0.1)
local tile_positions = {}
local left_top = {x = cell_left_top.x * grid_size, y = cell_left_top.y * grid_size}
for x = 0.5, grid_size - 0.5, 1 do
for y = 0.5, grid_size - 0.5, 1 do
local pos = {left_top.x + x, left_top.y + y}
tile_positions[#tile_positions + 1] = pos
end
end
table.shuffle_table(tile_positions)
for _, pos in pairs(tile_positions) do
local worm = get_worm()
if surface.can_place_entity({name = worm, position = pos}) and math.random(1,4) == 1 then
surface.create_entity({name = worm, position = pos, force = "enemy"})
amount = amount - 1
end
if amount < 1 then break end
end
end
room.nests = function(surface, cell_left_top, direction)
local amount = math.ceil(get_biter_amount() * 0.1)
local tile_positions = {}
local left_top = {x = cell_left_top.x * grid_size, y = cell_left_top.y * grid_size}
for x = 0.5, grid_size - 0.5, 1 do
for y = 0.5, grid_size - 0.5, 1 do
local pos = {left_top.x + x, left_top.y + y}
tile_positions[#tile_positions + 1] = pos
end
end
table.shuffle_table(tile_positions)
for _, pos in pairs(tile_positions) do
if surface.can_place_entity({name = "spitter-spawner", position = pos}) then
if math.random(1,4) == 1 then
surface.create_entity({name = "spitter-spawner", position = pos, force = "enemy"})
else
surface.create_entity({name = "biter-spawner", position = pos, force = "enemy"})
end
amount = amount - 1
end
if amount < 1 then break end
end
end
room.biters = function(surface, cell_left_top, direction)
local amount = get_biter_amount()
local tile_positions = {}
local left_top = {x = cell_left_top.x * grid_size, y = cell_left_top.y * grid_size}
for x = 0.5, grid_size - 0.5, 1 do
for y = 0.5, grid_size - 0.5, 1 do
local pos = {left_top.x + x, left_top.y + y}
tile_positions[#tile_positions + 1] = pos
end
end
table.shuffle_table(tile_positions)
for _, pos in pairs(tile_positions) do
local enemy = get_biter()
if surface.can_place_entity({name = enemy, position = pos}) then
surface.create_entity({name = enemy, position = pos, force = "enemy"})
amount = amount - 1
end
if amount < 1 then break end
end
end
room.spitters = function(surface, cell_left_top, direction)
local amount = get_biter_amount()
local tile_positions = {}
local left_top = {x = cell_left_top.x * grid_size, y = cell_left_top.y * grid_size}
for x = 0.5, grid_size - 0.5, 1 do
for y = 0.5, grid_size - 0.5, 1 do
local pos = {left_top.x + x, left_top.y + y}
tile_positions[#tile_positions + 1] = pos
end
end
table.shuffle_table(tile_positions)
for _, pos in pairs(tile_positions) do
local enemy = get_spitter()
if surface.can_place_entity({name = enemy, position = pos}) then
surface.create_entity({name = enemy, position = pos, force = "enemy"})
amount = amount - 1
end
if amount < 1 then break end
end
end
room.spitters_and_biters = function(surface, cell_left_top, direction)
local amount = get_biter_amount()
local tile_positions = {}
local left_top = {x = cell_left_top.x * grid_size, y = cell_left_top.y * grid_size}
for x = 0.5, grid_size - 0.5, 1 do
for y = 0.5, grid_size - 0.5, 1 do
local pos = {left_top.x + x, left_top.y + y}
tile_positions[#tile_positions + 1] = pos
end
end
table.shuffle_table(tile_positions)
for _, pos in pairs(tile_positions) do
local enemy = get_biter()
if math.random(1,3) == 1 then enemy = get_spitter() end
if surface.can_place_entity({name = enemy, position = pos, force = "enemy"}) then
surface.create_entity({name = enemy, position = pos, force = "enemy"})
amount = amount - 1
end
if amount < 1 then break end
end
end
room.checkerboard_ore = function(surface, cell_left_top, direction)
local ores = {"coal", "iron-ore", "copper-ore", "stone"}
table.shuffle_table(ores)
local left_top = {x = cell_left_top.x * grid_size, y = cell_left_top.y * grid_size}
for x = 1, grid_size - 2, 1 do
for y = 1, grid_size - 2, 1 do
local pos = {left_top.x + x, left_top.y + y}
if x % 2 == y % 2 then
surface.create_entity({name = ores[1], position = pos, force = "neutral", amount = 256 + global.maze_depth * 4})
else
surface.create_entity({name = ores[2], position = pos, force = "neutral", amount = 256 + global.maze_depth * 4})
end
surface.set_tiles({{name = "grass-2", position = pos}}, true)
end
end
end
room.single_oil = function(surface, cell_left_top, direction)
local left_top = {x = cell_left_top.x * grid_size, y = cell_left_top.y * grid_size}
surface.create_entity({name = "crude-oil", position = {left_top.x + grid_size * 0.5, left_top.y + grid_size * 0.5}, amount = 100000 + global.maze_depth * 4000})
room.spitters(surface, cell_left_top, direction)
room.biters(surface, cell_left_top, direction)
end
room.tree_ring = function(surface, cell_left_top, direction)
local left_top = {x = cell_left_top.x * grid_size, y = cell_left_top.y * grid_size}
local tree = tree_raffle[math.random(1, #tree_raffle)]
map_functions.draw_noise_tile_circle({x = left_top.x + grid_size * 0.5, y = left_top.y + grid_size * 0.5}, "grass-2", surface, grid_size * 0.35)
map_functions.draw_noise_entity_ring(surface, {x = left_top.x + grid_size * 0.5, y = left_top.y + grid_size * 0.5}, tree, "neutral", grid_size * 0.25, grid_size * 0.33)
surface.spill_item_stack({x = left_top.x + grid_size * 0.5, y = left_top.y + grid_size * 0.5}, get_loot_item_stack(), true, nil, true)
room.spitters(surface, cell_left_top, direction)
end
room.tons_of_trees = function(surface, cell_left_top, direction)
local tree = tree_raffle[math.random(1, #tree_raffle)]
local left_top = {x = cell_left_top.x * grid_size, y = cell_left_top.y * grid_size}
local seed = math.random(1000, 1000000)
for x = 0.5, grid_size - 0.5, 1 do
for y = 0.5, grid_size - 0.5, 1 do
local pos = {left_top.x + x, left_top.y + y}
local noise = get_noise("trees_01", pos, seed)
if math.random(1,3) == 1 then
if noise > 0.25 or noise < -0.25 then
surface.create_entity({name = tree, position = pos, force = "neutral"})
end
end
end
end
end
room.loot_crate = function(surface, cell_left_top, direction)
local left_top = {x = cell_left_top.x * grid_size, y = cell_left_top.y * grid_size}
map_functions.draw_noise_tile_circle({x = left_top.x + grid_size * 0.5, y = left_top.y + grid_size * 0.5}, "stone-path", surface, grid_size * 0.2)
local chest = surface.create_entity({name = "wooden-chest", position = {left_top.x + grid_size * 0.5, left_top.y + grid_size * 0.5}, force = "neutral"})
chest.destructible = false
chest.insert(get_loot_item_stack())
if math.random(1,2) == 1 then chest.insert(get_loot_item_stack()) end
room.spitters_and_biters(surface, cell_left_top, direction)
end
room.single_rock = function(surface, cell_left_top, direction)
local left_top = {x = cell_left_top.x * grid_size, y = cell_left_top.y * grid_size}
surface.create_entity({name = rock_raffle[math.random(1, #rock_raffle)], position = {left_top.x + grid_size * 0.5, left_top.y + grid_size * 0.5}, force = "neutral"})
room.biters(surface, cell_left_top, direction)
end
room.three_rocks = function(surface, cell_left_top, direction)
local left_top = {x = cell_left_top.x * grid_size, y = cell_left_top.y * grid_size}
surface.create_entity({name = rock_raffle[math.random(1, #rock_raffle)], position = {left_top.x + grid_size * 0.2, left_top.y + grid_size * 0.8}, force = "neutral"})
surface.create_entity({name = rock_raffle[math.random(1, #rock_raffle)], position = {left_top.x + grid_size * 0.8, left_top.y + grid_size * 0.8}, force = "neutral"})
surface.create_entity({name = rock_raffle[math.random(1, #rock_raffle)], position = {left_top.x + grid_size * 0.5, left_top.y + grid_size * 0.2}, force = "neutral"})
room.biters(surface, cell_left_top, direction)
end
room.quad_rocks = function(surface, cell_left_top, direction)
local left_top = {x = cell_left_top.x * grid_size, y = cell_left_top.y * grid_size}
surface.create_entity({name = rock_raffle[math.random(1, #rock_raffle)], position = {left_top.x + grid_size * 0.15, left_top.y + grid_size * 0.15}, force = "neutral"})
surface.create_entity({name = rock_raffle[math.random(1, #rock_raffle)], position = {left_top.x + grid_size * 0.15, left_top.y + grid_size * 0.85}, force = "neutral"})
surface.create_entity({name = rock_raffle[math.random(1, #rock_raffle)], position = {left_top.x + grid_size * 0.85, left_top.y + grid_size * 0.15}, force = "neutral"})
surface.create_entity({name = rock_raffle[math.random(1, #rock_raffle)], position = {left_top.x + grid_size * 0.85, left_top.y + grid_size * 0.85}, force = "neutral"})
room.spitters_and_biters(surface, cell_left_top, direction)
end
room.tons_of_rocks = function(surface, cell_left_top, direction)
local left_top = {x = cell_left_top.x * grid_size, y = cell_left_top.y * grid_size}
local seed = game.surfaces[1].map_gen_settings.seed
for x = 0.5, grid_size - 0.5, 1 do
for y = 0.5, grid_size - 0.5, 1 do
local pos = {left_top.x + x, left_top.y + y}
local noise = get_noise("trees_01", pos, seed)
if math.random(1,3) ~= 1 then
if noise > 0.2 or noise < -0.2 then
surface.create_entity({name = rock_raffle[math.random(1, #rock_raffle)], position = pos, force = "neutral"})
if math.random(1, 512) == 1 then
surface.create_entity({name = get_worm(), position = pos, force = "enemy"})
end
end
end
end
end
end
room.some_scrap = function(surface, cell_left_top, direction)
local left_top = {x = cell_left_top.x * grid_size, y = cell_left_top.y * grid_size}
for x = math.floor(grid_size * 0.15), math.floor(grid_size * 0.85) - 1, 1 do
for y = math.floor(grid_size * 0.15), math.floor(grid_size * 0.85) - 1, 1 do
local pos = {left_top.x + x, left_top.y + y}
if math.random(1,16) == 1 then
surface.create_entity({name = get_scrap(), position = pos, force = "neutral"})
end
end
end
room.worms(surface, cell_left_top, direction)
end
room.tons_of_scrap = function(surface, cell_left_top, direction)
local left_top = {x = cell_left_top.x * grid_size, y = cell_left_top.y * grid_size}
local seed = game.surfaces[1].map_gen_settings.seed + 10000
for x = 0.5, grid_size - 0.5, 1 do
for y = 0.5, grid_size - 0.5, 1 do
local pos = {left_top.x + x, left_top.y + y}
local noise = get_noise("scrap_01", pos, seed)
if math.random(1,2) == 1 and noise > 0 then
surface.create_entity({name = get_scrap(), position = pos, force = "neutral"})
end
end
end
end
room.pond = function(surface, cell_left_top, direction)
local tree = tree_raffle[math.random(1, #tree_raffle)]
local left_top = {x = cell_left_top.x * grid_size, y = cell_left_top.y * grid_size}
map_functions.draw_noise_tile_circle({x = left_top.x + grid_size * 0.5, y = left_top.y + grid_size * 0.5}, "water", surface, grid_size * 0.3)
for x = 0.5, grid_size - 0.5, 1 do
for y = 0.5, grid_size - 0.5, 1 do
local pos = {left_top.x + x, left_top.y + y}
if math.random(1,16) == 1 then
if surface.can_place_entity({name = "fish", position = pos, force = "neutral"}) then
surface.create_entity({name = "fish", position = pos, force = "neutral"})
end
end
if math.random(1,40) == 1 then
if surface.can_place_entity({name = tree, position = pos, force = "neutral"}) then
surface.create_entity({name = tree, position = pos, force = "neutral"})
end
end
end
end
end
room.maze = function(surface, cell_left_top, direction)
local tree = tree_raffle[math.random(1, #tree_raffle)]
local left_top = {x = cell_left_top.x * grid_size, y = cell_left_top.y * grid_size}
create_maze(
surface,
{x = left_top.x + grid_size * 0.5, y = left_top.y + grid_size * 0.5},
math.floor(grid_size * 0.25),
3,
"stone-wall",
"enemy",
true
)
surface.spill_item_stack({x = left_top.x + grid_size * 0.5, y = left_top.y + grid_size * 0.5}, get_loot_item_stack(), true, nil, true)
end
local room_weights = {
{func = room.worms, weight = 12},
{func = room.nests, weight = 8},
{func = room.tons_of_trees, weight = 15},
{func = room.tons_of_rocks, weight = 35},
{func = room.quad_rocks, weight = 8},
{func = room.three_rocks, weight = 3},
{func = room.single_rock, weight = 8},
{func = room.checkerboard_ore, weight = 7},
{func = room.single_oil, weight = 5},
--{func = room.some_scrap, weight = 10},
{func = room.tons_of_scrap, weight = 15},
--{func = room.empty, weight = 1},
{func = room.pond, weight = 8},
{func = room.loot_crate, weight = 9},
{func = room.tree_ring, weight = 9},
{func = room.maze, weight = 4},
}
local room_shuffle = {}
for _, r in pairs(room_weights) do
for c = 1, r.weight, 1 do
room_shuffle[#room_shuffle + 1] = r.func
end
end
return room_shuffle