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https://github.com/ComfyFactory/ComfyFactorio.git
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72 lines
2.6 KiB
Lua
72 lines
2.6 KiB
Lua
local Functions = require 'maps.dungeons.functions'
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local DungeonsTable = require 'maps.dungeons.table'
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local table_shuffle_table = table.shuffle_table
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local math_random = math.random
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local ores = {'iron-ore', 'copper-ore', 'coal', 'stone'}
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local function glitch(surface, room)
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local dungeontable = DungeonsTable.get_dungeontable()
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for _, tile in pairs(room.path_tiles) do
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surface.set_tiles({{name = 'lab-white', position = tile.position}}, true)
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end
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if not room.room_border_tiles[1] then
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return
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end
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table_shuffle_table(room.room_tiles)
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for key, tile in pairs(room.room_tiles) do
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surface.set_tiles({{name = 'lab-dark-1', position = tile.position}}, true)
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if math_random(1, 3) == 1 then
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surface.create_entity({name = ores[math_random(1, #ores)], position = tile.position, amount = Functions.get_common_resource_amount(surface.index)})
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end
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if math_random(1, 12) == 1 then
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surface.create_entity({name = Functions.roll_worm_name(surface.index), position = tile.position, force = dungeontable.enemy_forces[surface.index]})
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end
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if math_random(1, 96) == 1 then
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Functions.common_loot_crate(surface, tile.position)
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else
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if math_random(1, 160) == 1 then
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Functions.uncommon_loot_crate(surface, tile.position)
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end
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end
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end
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if room.center then
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if math_random(1, 8) == 1 then
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for x = -1, 1, 1 do
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for y = -1, 1, 1 do
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local p = {room.center.x + x, room.center.y + y}
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local tile = 'water'
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if math_random(1, 2) == 1 then
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tile = 'deepwater'
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end
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surface.set_tiles({{name = tile, position = p}})
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if math_random(1, 4) == 1 then
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surface.create_entity({name = 'fish', position = p})
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end
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end
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end
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else
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if math_random(1, 4) == 1 then
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surface.create_entity({name = 'crude-oil', position = room.center, amount = Functions.get_crude_oil_amount(surface.index)})
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end
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end
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end
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table_shuffle_table(room.room_border_tiles)
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for key, tile in pairs(room.room_border_tiles) do
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surface.set_tiles({{name = 'lab-dark-2', position = tile.position}}, true)
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end
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for key, tile in pairs(room.room_border_tiles) do
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if key % 8 == 1 then
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Functions.place_border_rock(surface, tile.position)
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end
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end
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end
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return glitch
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