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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-08 00:39:30 +02:00
ComfyFactorio/maps/journey/functions.lua
2021-08-02 10:44:17 +02:00

1188 lines
46 KiB
Lua

--luacheck: ignore
local Map_functions = require 'tools.map_functions'
local Server = require 'utils.server'
local Get_noise = require 'utils.get_noise'
local Constants = require 'maps.journey.constants'
local Unique_modifiers = require 'maps.journey.unique_modifiers'
local math_sqrt = math.sqrt
local math_random = math.random
local math_floor = math.floor
local math_abs = math.abs
local Public = {}
local mixed_ores = {'copper-ore', 'iron-ore', 'stone', 'coal'}
local function clear_selectors(journey)
for k, world_selector in pairs(journey.world_selectors) do
for _, ID in pairs(world_selector.texts) do
rendering.destroy(ID)
end
journey.world_selectors[k].texts = {}
journey.world_selectors[k].activation_level = 0
end
for _, ID in pairs(journey.reroll_selector.texts) do
rendering.destroy(ID)
end
journey.reroll_selector.texts = {}
journey.reroll_selector.activation_level = 0
end
function Public.place_mixed_ore(event, journey)
if math_random(1, 192) ~= 1 then return end
local surface = event.surface
local x = event.area.left_top.x + math_random(0, 31)
local y = event.area.left_top.y + math_random(0, 31)
local base_amount = 1000 + math_sqrt(x ^ 2 + y ^ 2) * 5
local richness = journey.mixed_ore_richness
Map_functions.draw_rainbow_patch({x = x, y = y}, surface, math_random(17, 22), base_amount * richness + 100)
end
local function place_teleporter(journey, surface, position)
local tiles = {}
for x = -1, 0, 1 do
for y = -1, 0, 1 do
local position = {x = position.x + x, y = position.y + y}
table.insert(tiles, {name = Constants.teleporter_tile, position = position})
end
end
surface.set_tiles(tiles, false)
surface.create_entity({name = 'electric-beam-no-sound', position = position, source = {x = position.x - 1, y = position.y - 1}, target = {x = position.x + 1, y = position.y - 0.5}})
surface.create_entity({name = 'electric-beam-no-sound', position = position, source = {x = position.x + 1, y = position.y - 1}, target = {x = position.x + 1, y = position.y + 1.5}})
surface.create_entity({name = 'electric-beam-no-sound', position = position, source = {x = position.x + 1, y = position.y + 1}, target = {x = position.x - 1, y = position.y + 1.5}})
surface.create_entity({name = 'electric-beam-no-sound', position = position, source = {x = position.x - 1, y = position.y + 1}, target = {x = position.x - 1, y = position.y - 0.5}})
surface.destroy_decoratives({area = {{position.x - 1, position.y - 1}, {position.x + 1, position.y + 1}}})
end
local function destroy_teleporter(journey, surface, position)
local tiles = {}
for x = -1, 0, 1 do
for y = -1, 0, 1 do
local position = {x = position.x + x, y = position.y + y}
table.insert(tiles, {name = "lab-dark-1", position = position})
end
end
surface.set_tiles(tiles, true)
for _, e in pairs(surface.find_entities_filtered({name = "electric-beam-no-sound", area = {{position.x - 1, position.y - 1}, {position.x + 1, position.y + 1}}})) do
e.destroy()
end
end
local function drop_player_items(player)
local character = player.character
if not character then return end
if not character.valid then return end
player.clear_cursor()
for i = 1, player.crafting_queue_size, 1 do
if player.crafting_queue_size > 0 then
player.cancel_crafting{index = 1, count = 99999999}
end
end
local surface = player.surface
local spill_blockage = surface.create_entity{name = "stone-furnace", position = player.position}
for _, define in pairs({defines.inventory.character_main, defines.inventory.character_guns, defines.inventory.character_ammo, defines.inventory.character_armor, defines.inventory.character_vehicle, defines.inventory.character_trash}) do
local inventory = character.get_inventory(define)
if inventory and inventory.valid then
for i = 1, #inventory, 1 do
local slot = inventory[i]
if slot.valid and slot.valid_for_read then
surface.spill_item_stack(player.position, slot, true, nil, false)
end
end
inventory.clear()
end
end
spill_blockage.destroy()
end
function Public.clear_player(player)
local character = player.character
if not character then return end
if not character.valid then return end
player.character.destroy()
player.set_controller({type = defines.controllers.god})
player.create_character()
player.clear_items_inside()
end
local function remove_offline_players(maximum_age_in_hours)
local maximum_age_in_ticks = maximum_age_in_hours * 216000
local t = game.tick - maximum_age_in_ticks
if t < 0 then return end
local players_to_remove = {}
for _, player in pairs(game.players) do
if player.last_online < t then
table.insert(players_to_remove, player)
end
end
game.remove_offline_players(players_to_remove)
end
local function get_current_modifier_percentage(name, journey)
local mgs = game.surfaces.nauvis.map_gen_settings
for _, autoplace in pairs({"iron-ore", "copper-ore", "uranium-ore", "coal", "stone", "crude-oil", "stone", "trees", "enemy-base"}) do
if name == autoplace then return mgs.autoplace_controls[name].richness end
end
if name == "cliff_settings" then return 40 / mgs.cliff_settings.cliff_elevation_interval end
if name == "water" then return mgs.water end
if name == "time_factor" then return game.map_settings.enemy_evolution.time_factor * 250000 end
if name == "destroy_factor" then return game.map_settings.enemy_evolution.destroy_factor * 500 end
if name == "pollution_factor" then return game.map_settings.enemy_evolution.pollution_factor * 1111000 end
if name == "expansion_cooldown" then return (game.map_settings.enemy_expansion.min_expansion_cooldown / 144) * 0.01 end
if name == "technology_price_multiplier" then return game.difficulty_settings.technology_price_multiplier * 2 end
if name == "enemy_attack_pollution_consumption_modifier" then return game.map_settings.pollution.enemy_attack_pollution_consumption_modifier end
if name == "ageing" then return game.map_settings.pollution.ageing end
if name == "diffusion_ratio" then return game.map_settings.pollution.diffusion_ratio * 50 end
if name == "tree_durability" then return game.map_settings.pollution.pollution_restored_per_tree_damage * 0.1 end
if name == "max_unit_group_size" then return game.map_settings.unit_group.max_unit_group_size * 0.005 end
if name == "mixed_ore" then return journey.mixed_ore_richness end
end
local function delete_nauvis_chunks(journey)
local surface = game.surfaces.nauvis
if not journey.nauvis_chunk_positions then
journey.nauvis_chunk_positions = {}
for chunk in surface.get_chunks() do table.insert(journey.nauvis_chunk_positions, {chunk.x, chunk.y}) end
journey.size_of_nauvis_chunk_positions = #journey.nauvis_chunk_positions
for _, e in pairs(surface.find_entities_filtered{type = "radar"}) do e.destroy() end
for _, player in pairs(game.players) do
local button = player.gui.top.add({type = "sprite-button", name = "chunk_progress", caption = ""})
button.style.font = "heading-1"
button.style.font_color = {222, 222, 222}
button.style.minimal_height = 38
button.style.minimal_width = 240
button.style.padding = -2
end
end
if journey.size_of_nauvis_chunk_positions == 0 then return end
for c = 1, 12, 1 do
local chunk_position = journey.nauvis_chunk_positions[journey.size_of_nauvis_chunk_positions]
if chunk_position then
surface.delete_chunk(chunk_position)
journey.size_of_nauvis_chunk_positions = journey.size_of_nauvis_chunk_positions - 1
else
break
end
end
local caption = "Deleting Chunks.. " .. journey.size_of_nauvis_chunk_positions
for _, player in pairs(game.connected_players) do
if player.gui.top.chunk_progress then player.gui.top.chunk_progress.caption = caption end
end
return true
end
function Public.mothership_message_queue(journey)
local text = journey.mothership_messages[1]
if not text then return end
if text ~= "" then
text = "[font=default-game][color=200,200,200]" .. text .. "[/color][/font]"
text = "[font=heading-1][color=255,155,155]<Mothership> [/color][/font]" .. text
game.print(text)
end
table.remove(journey.mothership_messages, 1)
end
function Public.deny_building(event)
local entity = event.created_entity
if not entity.valid then return end
if entity.surface.name ~= "mothership" then return end
if Constants.build_type_whitelist[entity.type] then
entity.destructible = false
return
end
entity.die()
end
function Public.register_built_silo(event, journey)
local entity = event.created_entity
if not entity.valid then return end
if entity.surface.index ~= 1 then return end
if entity.type ~= "rocket-silo" then return end
entity.auto_launch = false
table.insert(journey.rocket_silos, entity)
end
function Public.draw_gui(journey)
local surface = game.surfaces.nauvis
local mgs = surface.map_gen_settings
local caption = "World " .. journey.world_number .. " | " .. Constants.unique_world_traits[journey.world_trait][1]
local tooltip = Constants.unique_world_traits[journey.world_trait][2] .. "\n\n"
for k, v in pairs(Constants.modifiers) do
tooltip = tooltip .. v[3] .. " - " .. math.round(get_current_modifier_percentage(k, journey) * 100, 1) .. "%\n"
end
tooltip = tooltip .. "\nCapsules:\n"
local c = 0
for k, v in pairs(journey.bonus_goods) do
tooltip = tooltip .. v .. "x " .. k .. " "
c = c + 1
if c % 2 == 0 then tooltip = tooltip .. "\n" end
end
for _, player in pairs(game.connected_players) do
if not player.gui.top.journey_button then
local element = player.gui.top.add({type = "sprite-button", name = "journey_button", caption = ""})
element.style.font = "heading-1"
element.style.font_color = {222, 222, 222}
element.style.minimal_height = 38
element.style.minimal_width = 250
element.style.padding = -2
end
local gui = player.gui.top.journey_button
gui.caption = caption
gui.tooltip = tooltip
end
local fuel_requirement = journey.mothership_cargo_space["uranium-fuel-cell"]
local value
if fuel_requirement == 0 then
value = 1
else
value = journey.mothership_cargo["uranium-fuel-cell"] / fuel_requirement
end
local tooltip = "Fuel requirement to advance to next world:\n" .. fuel_requirement .. "\n\nNuclear Fuel Cells in Mothership Cargo:\n" .. journey.mothership_cargo["uranium-fuel-cell"]
for _, player in pairs(game.connected_players) do
if not player.gui.top.journey_fuel then
local frame = player.gui.top.add({type = 'frame', name = 'journey_fuel'})
frame.style.padding = 0
local element = frame.add({type = 'sprite', sprite = 'item/uranium-fuel-cell', name = "journey_fuel_sprite"})
element.style.minimal_width = 32
element.style.minimal_height = 32
element.style.maximal_width = 32
element.style.maximal_height = 32
element.style.margin = 0
element.style.padding = 0
local element = frame.add({type = 'progressbar', name = 'journey_fuel_progressbar', value = 0})
element.style.minimal_width = 100
element.style.maximal_width = 100
element.style.top_margin = 12
element.style.right_margin = 12
end
local gui = player.gui.top.journey_fuel
gui.tooltip = tooltip
local gui = player.gui.top.journey_fuel.journey_fuel_sprite
gui.tooltip = tooltip
local gui = player.gui.top.journey_fuel.journey_fuel_progressbar
gui.value = value
gui.tooltip = tooltip
end
local max_sattelites = journey.mothership_cargo_space["satellite"]
local value = journey.mothership_cargo["satellite"] / max_sattelites
local tooltip = "Room for satellites in Mothership cargo:\n" .. max_sattelites .. "\n\nSatellites stored:\n" .. journey.mothership_cargo["satellite"]
for _, player in pairs(game.connected_players) do
if not player.gui.top.journey_satellites then
local frame = player.gui.top.add({type = 'frame', name = 'journey_satellites'})
frame.style.left_margin = 4
frame.style.padding = 0
local element = frame.add({type = 'sprite', sprite = 'item/satellite', name = "journey_satellites_sprite"})
element.style.minimal_width = 32
element.style.minimal_height = 32
element.style.maximal_width = 32
element.style.maximal_height = 32
element.style.margin = 0
element.style.padding = 0
local element = frame.add({type = 'progressbar', name = 'journey_satellites_progressbar', value = 0})
element.style.minimal_width = 100
element.style.maximal_width = 100
element.style.top_margin = 12
element.style.right_margin = 12
end
local gui = player.gui.top.journey_satellites
gui.tooltip = tooltip
local gui = player.gui.top.journey_satellites.journey_satellites_sprite
gui.tooltip = tooltip
local gui = player.gui.top.journey_satellites.journey_satellites_progressbar
gui.value = value
gui.tooltip = tooltip
end
end
local function is_mothership(position)
if math.abs(position.x) > Constants.mothership_radius then return false end
if math.abs(position.y) > Constants.mothership_radius then return false end
local p = {x = position.x, y = position.y}
if p.x > 0 then p.x = p.x + 1 end
if p.y > 0 then p.y = p.y + 1 end
local d = math.sqrt(p.x ^ 2 + p.y ^ 2)
if d < Constants.mothership_radius then
return true
end
end
function Public.on_mothership_chunk_generated(event)
local left_top = event.area.left_top
local surface = event.surface
local seed = surface.map_gen_settings.seed
local tiles = {}
for x = 0, 31, 1 do
for y = 0, 31, 1 do
local position = {x = left_top.x + x, y = left_top.y + y}
if is_mothership(position) then
table.insert(tiles, {name = "black-refined-concrete", position = position})
else
table.insert(tiles, {name = "out-of-map", position = position})
end
end
end
surface.set_tiles(tiles, true)
end
function Public.hard_reset(journey)
if game.surfaces.mothership and game.surfaces.mothership.valid then
game.delete_surface(game.surfaces.mothership)
end
game.forces.enemy.character_inventory_slots_bonus = 9999
game.map_settings.enemy_expansion.enabled = true
game.map_settings.enemy_expansion.max_expansion_distance = 20
game.map_settings.enemy_expansion.settler_group_min_size = 5
game.map_settings.enemy_expansion.settler_group_max_size = 50
game.map_settings.enemy_expansion.min_expansion_cooldown = 14400
game.map_settings.enemy_expansion.max_expansion_cooldown = 216000
game.map_settings.pollution.enabled = true
game.map_settings.pollution.ageing = 1
game.map_settings.pollution.diffusion_ratio = 0.02
game.map_settings.pollution.enemy_attack_pollution_consumption_modifier = 1
game.map_settings.pollution.min_pollution_to_damage_trees = 60
game.map_settings.pollution.pollution_restored_per_tree_damage = 10
game.map_settings.unit_group.max_unit_group_size = 200
game.difficulty_settings.technology_price_multiplier = 0.5
game.map_settings.enemy_evolution.time_factor = 0.000004
game.map_settings.enemy_evolution.destroy_factor = 0.002
game.map_settings.enemy_evolution.pollution_factor = 0.0000009
local surface = game.surfaces[1]
local mgs = surface.map_gen_settings
mgs.water = 1
mgs.starting_area = 1
mgs.cliff_settings = {cliff_elevation_interval = 40, cliff_elevation_0 = 10}
mgs.autoplace_controls = {
["coal"] = {frequency = 1, size = 1, richness = 1},
["stone"] = {frequency = 1, size = 1, richness = 1},
["copper-ore"] = {frequency = 1, size = 1, richness = 1},
["iron-ore"] = {frequency = 1, size = 1, richness = 1},
["uranium-ore"] = {frequency = 1, size = 1, richness = 1},
["crude-oil"] = {frequency = 1, size = 1, richness = 1},
["trees"] = {frequency = 1, size = 1, richness = 1},
["enemy-base"] = {frequency = 1, size = 1, richness = 1},
}
surface.map_gen_settings = mgs
surface.clear(true)
surface.daytime = math.random(1, 100) * 0.01
if journey.world_selectors and journey.world_selectors[1].border then
for k, world_selector in pairs(journey.world_selectors) do
for _, ID in pairs(world_selector.rectangles) do
rendering.destroy(ID)
end
rendering.destroy(world_selector.border)
end
end
journey.world_selectors = {}
journey.reroll_selector = {activation_level = 0}
for i = 1, 3, 1 do journey.world_selectors[i] = {activation_level = 0, texts = {}} end
journey.mothership_speed = 0.5
journey.characters_in_mothership = 0
journey.world_color_filters = {}
journey.mixed_ore_richness = 1
journey.mothership_messages = {}
journey.mothership_cargo = {}
journey.mothership_cargo["uranium-fuel-cell"] = 10
journey.mothership_cargo["satellite"] = 1
journey.mothership_cargo_space = {
["satellite"] = 1,
["uranium-fuel-cell"] = 0,
}
journey.bonus_goods = {}
journey.nauvis_chunk_positions = nil
journey.world_number = 0
journey.world_trait = "lush"
journey.game_state = "create_mothership"
end
function Public.create_mothership(journey)
local surface = game.create_surface("mothership", Constants.mothership_gen_settings)
surface.request_to_generate_chunks({x = 0, y = 0}, 6)
surface.force_generate_chunk_requests()
surface.freeze_daytime = true
journey.game_state = "draw_mothership"
end
function Public.draw_mothership(journey)
local surface = game.surfaces.mothership
local positions = {}
for x = Constants.mothership_radius * -1, Constants.mothership_radius, 1 do
for y = Constants.mothership_radius * -1, Constants.mothership_radius, 1 do
local position = {x = x, y = y}
if is_mothership(position) then table.insert(positions, position) end
end
end
table.shuffle_table(positions)
for _, position in pairs(positions) do
if surface.count_tiles_filtered({area = {{position.x - 1, position.y - 1}, {position.x + 2, position.y + 2}}, name = "out-of-map"}) > 0 then
local e = surface.create_entity({name = "stone-wall", position = position, force = "player"})
e.destructible = false
e.minable = false
end
if surface.count_tiles_filtered({area = {{position.x - 1, position.y - 1}, {position.x + 2, position.y + 2}}, name = "lab-dark-1"}) < 4 then
surface.set_tiles({{name = "lab-dark-1", position = position}}, true)
end
end
for _, tile in pairs(surface.find_tiles_filtered({area = {{Constants.mothership_teleporter_position.x - 2, Constants.mothership_teleporter_position.y - 2}, {Constants.mothership_teleporter_position.x + 2, Constants.mothership_teleporter_position.y + 2}}})) do
surface.set_tiles({{name = "lab-dark-1", position = tile.position}}, true)
end
for k, area in pairs(Constants.world_selector_areas) do
journey.world_selectors[k].rectangles = {}
local position = area.left_top
local rectangle = rendering.draw_rectangle {
width = 1,
filled=true,
surface = surface,
left_top = position,
right_bottom = {position.x + Constants.world_selector_width, position.y + Constants.world_selector_height},
color = Constants.world_selector_colors[k],
draw_on_ground = true,
only_in_alt_mode = false
}
table.insert(journey.world_selectors[k].rectangles, rectangle)
journey.world_selectors[k].border = rendering.draw_rectangle {
width = 8,
filled=false,
surface = surface,
left_top = position,
right_bottom = {position.x + Constants.world_selector_width, position.y + Constants.world_selector_height},
color = {r = 100, g = 100, b = 100, a = 255},
draw_on_ground = true,
only_in_alt_mode = false
}
end
journey.reroll_selector.rectangle = rendering.draw_rectangle {
width = 8,
filled=true,
surface = surface,
left_top = Constants.reroll_selector_area.left_top,
right_bottom = Constants.reroll_selector_area.right_bottom,
color = Constants.reroll_selector_area_color,
draw_on_ground = true,
only_in_alt_mode = false
}
journey.reroll_selector.border = rendering.draw_rectangle {
width = 8,
filled=false,
surface = surface,
left_top = Constants.reroll_selector_area.left_top,
right_bottom = Constants.reroll_selector_area.right_bottom,
color = {r = 100, g = 100, b = 100, a = 255},
draw_on_ground = true,
only_in_alt_mode = false
}
for k, item_name in pairs({"arithmetic-combinator", "constant-combinator", "decider-combinator", "programmable-speaker", "red-wire", "green-wire", "small-lamp", "substation", "pipe", "gate", "stone-wall", "transport-belt"}) do
local e = surface.create_entity({name = 'infinity-chest', position = {-7 + k, Constants.mothership_radius - 3}, force = 'player'})
e.set_infinity_container_filter(1, {name = item_name, count = game.item_prototypes[item_name].stack_size})
e.minable = false
e.destructible = false
e.operable = false
local e = surface.create_entity({name = "express-loader", position = {-7 + k, Constants.mothership_radius - 4}, force = "player"})
e.minable = false
e.destructible = false
e.direction = 4
end
for m = -1, 1, 2 do
local e = surface.create_entity({name = "electric-energy-interface", position = {11 * m, Constants.mothership_radius - 4}, force = "player"})
e.minable = false
e.destructible = false
local e = surface.create_entity({name = "substation", position = {9 * m, Constants.mothership_radius - 4}, force = "player"})
e.minable = false
e.destructible = false
end
for m = -1, 1, 2 do
local x = Constants.mothership_radius - 3
if m > 0 then x = x - 1 end
local y = Constants.mothership_radius * 0.5 - 7
local e = surface.create_entity({name = "artillery-turret", position = {x * m, y}, force = "player"})
e.direction = 4
e.minable = false
e.destructible = false
e.operable = false
local e = surface.create_entity({name = "burner-inserter", position = {(x - 1) * m, y}, force = "player"})
e.direction = 4 + m * 2
e.rotatable = false
e.minable = false
e.destructible = false
e.operable = false
local e = surface.create_entity({name = 'infinity-chest', position = {(x - 2) * m, y}, force = 'player'})
e.set_infinity_container_filter(1, {name = "solid-fuel", count = 50})
e.set_infinity_container_filter(2, {name = "artillery-shell", count = 1})
e.minable = false
e.destructible = false
e.operable = false
end
for _ = 1, 3, 1 do
local e = surface.create_entity({name = "compilatron", position = Constants.mothership_teleporter_position, force = "player"})
e.destructible = false
end
Public.draw_gui(journey)
surface.daytime = 0.5
journey.game_state = "set_world_selectors"
end
function Public.teleport_players_to_mothership(journey)
local surface = game.surfaces.mothership
for _, player in pairs(game.connected_players) do
if player.surface.name ~= "mothership" then
Public.clear_player(player)
player.teleport(surface.find_non_colliding_position("character", {0,0}, 32, 0.5), surface)
journey.characters_in_mothership = journey.characters_in_mothership + 1
table.insert(journey.mothership_messages, "Welcome home " .. player.name .. "!")
return
end
end
end
local function get_activation_level(surface, area)
local player_count_in_area = surface.count_entities_filtered({area = area, name = "character"})
local player_count_for_max_activation = #game.connected_players * 0.66
local level = player_count_in_area / player_count_for_max_activation
level = math.round(level, 2)
return level
end
local function animate_selectors(journey)
for k, world_selector in pairs(journey.world_selectors) do
local activation_level = journey.world_selectors[k].activation_level
if activation_level < 0.2 then activation_level = 0.2 end
if activation_level > 1 then activation_level = 1 end
for _, rectangle in pairs(world_selector.rectangles) do
local color = Constants.world_selector_colors[k]
rendering.set_color(rectangle, {r = color.r * activation_level, g = color.g * activation_level, b = color.b * activation_level, a = 255})
end
end
local activation_level = journey.reroll_selector.activation_level
if activation_level < 0.2 then activation_level = 0.2 end
if activation_level > 1 then activation_level = 1 end
local color = Constants.reroll_selector_area_color
rendering.set_color(journey.reroll_selector.rectangle, {r = color.r * activation_level, g = color.g * activation_level, b = color.b * activation_level, a = 255})
end
local function draw_background(journey, surface)
if journey.characters_in_mothership == 0 then return end
local speed = journey.mothership_speed
for c = 1, 16 * speed, 1 do
local position = Constants.particle_spawn_vectors[math.random(1, Constants.size_of_particle_spawn_vectors)]
surface.create_entity({name = "shotgun-pellet", position = position, target = {position[1], position[2] + Constants.mothership_radius * 2}, speed = speed})
end
for c = 1, 16 * speed, 1 do
local position = Constants.particle_spawn_vectors[math.random(1, Constants.size_of_particle_spawn_vectors)]
surface.create_entity({name = "piercing-shotgun-pellet", position = position, target = {position[1], position[2] + Constants.mothership_radius * 2}, speed = speed})
end
for c = 1, 2 * speed, 1 do
local position = Constants.particle_spawn_vectors[math.random(1, Constants.size_of_particle_spawn_vectors)]
surface.create_entity({name = "cannon-projectile", position = position, target = {position[1], position[2] + Constants.mothership_radius * 2}, speed = speed})
end
for c = 1, 1 * speed, 1 do
local position = Constants.particle_spawn_vectors[math.random(1, Constants.size_of_particle_spawn_vectors)]
surface.create_entity({name = "uranium-cannon-projectile", position = position, target = {position[1], position[2] + Constants.mothership_radius * 2}, speed = speed})
end
if math.random(1, 32) == 1 then
local position = Constants.particle_spawn_vectors[math.random(1, Constants.size_of_particle_spawn_vectors)]
surface.create_entity({name = "explosive-uranium-cannon-projectile", position = position, target = {position[1], position[2] + Constants.mothership_radius * 3}, speed = speed})
end
if math.random(1, 90) == 1 then
local position_x = math.random(64, 160)
local position_y = math.random(64, 160)
if math.random(1, 2) == 1 then position_x = position_x * -1 end
if math.random(1, 2) == 1 then position_y = position_y * -1 end
surface.create_entity({name = "big-worm-turret", position = {position_x, position_y}, force = "enemy"})
end
end
function Public.set_world_selectors(journey)
local surface = game.surfaces.mothership
local x = Constants.reroll_selector_area.left_top.x + 3.2
journey.reroll_selector.texts = {
rendering.draw_text{
text = journey.mothership_cargo.satellite .. " x ",
surface = surface,
target = {x, Constants.reroll_selector_area.left_top.y - 1.5},
color = {255, 255, 255, 255},
scale = 1.5,
font = "default-large-bold",
alignment = "center",
scale_with_zoom = false,
},
rendering.draw_sprite{
sprite = "item/satellite",
surface = surface,
y_scale = 1.5,
x_scale = 1.5,
target = {x + 1.6, Constants.reroll_selector_area.left_top.y - 1},
},
}
local modifier_names = {}
for k, _ in pairs(Constants.modifiers) do
table.insert(modifier_names, k)
end
local bonus_goods_keys = {}
for i = 1, #Constants.starter_goods_pool, 1 do
table.insert(bonus_goods_keys, i)
end
local unique_world_traits = {}
for k, _ in pairs(Constants.unique_world_traits) do
table.insert(unique_world_traits, k)
end
table.shuffle_table(unique_world_traits)
for k, world_selector in pairs(journey.world_selectors) do
table.shuffle_table(bonus_goods_keys)
table.shuffle_table(modifier_names)
world_selector.modifiers = {}
world_selector.bonus_goods = {}
world_selector.world_trait = unique_world_traits[k]
world_selector.fuel_requirement = math.random(25, 50)
local position = Constants.world_selector_areas[k].left_top
local texts = world_selector.texts
local modifiers = world_selector.modifiers
local bonus_goods = world_selector.bonus_goods
local y_modifier = -9.7
for i = 1, 8, 1 do
local modifier = modifier_names[i]
local v = math.random(Constants.modifiers[modifier][1], Constants.modifiers[modifier][2])
if i > 6 then v = v * -0.5 end
v = math.floor(v)
modifiers[i] = {modifier, v}
end
table.insert(texts, rendering.draw_text{
text = Constants.unique_world_traits[world_selector.world_trait][1],
surface = surface,
target = {position.x + Constants.world_selector_width * 0.5, position.y + y_modifier},
color = {100, 0, 255, 255},
scale = 1.25,
font = "default-large-bold",
alignment = "center",
scale_with_zoom = false
})
for k2, modifier in pairs(modifiers) do
y_modifier = y_modifier + 0.8
local text = ""
if modifier[2] > 0 then text = text .. "+" end
text = text .. modifier[2] .. "% "
text = text .. Constants.modifiers[modifier[1]][3]
local color
if k2 < 7 then
color = {200, 0, 0, 255}
else
color = {0, 200, 0, 255}
end
table.insert(texts, rendering.draw_text{
text = text,
surface = surface,
target = {position.x + Constants.world_selector_width * 0.5, position.y + y_modifier},
color = color,
scale = 1.25,
font = "default-large",
alignment = "center",
scale_with_zoom = false
})
end
y_modifier = y_modifier + 0.85
table.insert(texts, rendering.draw_text{
text = "Fuel requirement +" .. world_selector.fuel_requirement,
surface = surface,
target = {position.x + Constants.world_selector_width * 0.5, position.y + y_modifier},
color = {155, 155, 0, 255},
scale = 1.25,
font = "default-large",
alignment = "center",
scale_with_zoom = false
})
table.insert(texts, rendering.draw_sprite{
sprite = "item/uranium-fuel-cell",
surface = surface,
target = {position.x + Constants.world_selector_width * 0.5 + 3.7, position.y + y_modifier + 0.5},
})
for i = 1, 3, 1 do
local key = bonus_goods_keys[i]
local bonus_good = Constants.starter_goods_pool[key]
bonus_goods[i] = {bonus_good[1], math.random(bonus_good[2], bonus_good[3])}
end
y_modifier = y_modifier + 1.1
local x_modifier = -0.5
for k2, good in pairs(world_selector.bonus_goods) do
local render_id = rendering.draw_text{
text = "+" .. good[2],
surface = surface,
target = {position.x + x_modifier, position.y + y_modifier},
color = {200, 200, 0, 255},
scale = 1.25,
font = "default-large",
alignment = "center",
scale_with_zoom = false
}
table.insert(texts, render_id)
x_modifier = x_modifier + 0.95
if good[2] >= 10 then x_modifier = x_modifier + 0.18 end
if good[2] >= 100 then x_modifier = x_modifier + 0.18 end
local render_id = rendering.draw_sprite{
sprite = "item/" .. good[1],
surface = surface,
target = {position.x + x_modifier, position.y + 0.5 + y_modifier},
}
table.insert(texts, render_id)
x_modifier = x_modifier + 1.70
end
end
destroy_teleporter(journey, game.surfaces.nauvis, Constants.mothership_teleporter_position)
destroy_teleporter(journey, surface, Constants.mothership_teleporter_position)
Server.to_discord_embed("World " .. journey.world_number + 1 .. " selection has started!")
journey.game_state = "delete_nauvis_chunks"
end
function Public.delete_nauvis_chunks(journey)
local surface = game.surfaces.mothership
Public.teleport_players_to_mothership(journey)
draw_background(journey, surface)
if delete_nauvis_chunks(journey) then return end
for _, player in pairs(game.players) do
if player.gui.top.chunk_progress then player.gui.top.chunk_progress.destroy() end
end
journey.game_state = "mothership_world_selection"
end
function Public.reroll_worlds(journey)
local surface = game.surfaces.mothership
Public.teleport_players_to_mothership(journey)
draw_background(journey, surface)
animate_selectors(journey)
local reroll_selector_activation_level = get_activation_level(surface, Constants.reroll_selector_area)
journey.reroll_selector.activation_level = reroll_selector_activation_level
for i = 1, 3, 1 do
local activation_level = get_activation_level(surface, Constants.world_selector_areas[i])
journey.world_selectors[i].activation_level = activation_level
end
if reroll_selector_activation_level > 1 then
journey.mothership_speed = journey.mothership_speed + 0.025
if journey.mothership_speed > 4 then
journey.mothership_speed = 4
clear_selectors(journey)
journey.mothership_cargo.satellite = journey.mothership_cargo.satellite - 1
Public.draw_gui(journey)
table.insert(journey.mothership_messages, "New lands have been discovered!")
journey.game_state = "set_world_selectors"
end
else
journey.mothership_speed = journey.mothership_speed - 0.25
if journey.mothership_speed < 0.35 then
table.insert(journey.mothership_messages, "Aborting..")
journey.game_state = "mothership_world_selection"
journey.mothership_speed = 0.35
end
end
end
function Public.mothership_world_selection(journey)
Public.teleport_players_to_mothership(journey)
local surface = game.surfaces.mothership
local daytime = surface.daytime
daytime = daytime - 0.025
if daytime < 0 then daytime = 0 end
surface.daytime = daytime
local reroll_selector_activation_level = get_activation_level(surface, Constants.reroll_selector_area)
journey.reroll_selector.activation_level = reroll_selector_activation_level
journey.selected_world = false
for i = 1, 3, 1 do
local activation_level = get_activation_level(surface, Constants.world_selector_areas[i])
journey.world_selectors[i].activation_level = activation_level
if activation_level > 1 then
journey.selected_world = i
end
end
if reroll_selector_activation_level > 1 and journey.mothership_speed == 0.35 and journey.mothership_cargo.satellite > 0 then
journey.game_state = "reroll_worlds"
table.insert(journey.mothership_messages, "Dispatching satellite..")
return
end
if journey.selected_world then
if not journey.mothership_advancing_to_world then
table.insert(journey.mothership_messages, "Advancing to selected world.")
journey.mothership_advancing_to_world = game.tick + math.random(60 * 45, 60 * 75)
else
local seconds_left = math.floor((journey.mothership_advancing_to_world - game.tick) / 60)
if seconds_left <= 0 then
journey.mothership_advancing_to_world = false
table.insert(journey.mothership_messages, "Arriving at targeted destination!")
journey.game_state = "mothership_arrives_at_world"
return
end
if seconds_left % 15 == 0 then table.insert(journey.mothership_messages, "Estimated arrival in " .. seconds_left .. " seconds.") end
end
journey.mothership_speed = journey.mothership_speed + 0.1
if journey.mothership_speed > 4 then journey.mothership_speed = 4 end
else
if journey.mothership_advancing_to_world then
table.insert(journey.mothership_messages, "Aborting travelling sequence.")
journey.mothership_advancing_to_world = false
end
journey.mothership_speed = journey.mothership_speed - 0.25
if journey.mothership_speed < 0.35 then journey.mothership_speed = 0.35 end
end
draw_background(journey, surface)
animate_selectors(journey)
end
function Public.mothership_arrives_at_world(journey)
local surface = game.surfaces.mothership
Public.teleport_players_to_mothership(journey)
if journey.mothership_speed == 0.15 then
for _ = 1, 16, 1 do table.insert(journey.mothership_messages, "") end
table.insert(journey.mothership_messages, "[img=item/uranium-fuel-cell] Fuel cells depleted ;_;")
for _ = 1, 16, 1 do table.insert(journey.mothership_messages, "") end
table.insert(journey.mothership_messages, "Refuel via supply rocket required!")
for i = 1, 3, 1 do
journey.world_selectors[i].activation_level = 0
end
animate_selectors(journey)
journey.game_state = "clear_modifiers"
else
journey.mothership_speed = journey.mothership_speed - 0.15
end
if journey.mothership_speed < 0.15 then
journey.mothership_speed = 0.15
end
draw_background(journey, surface)
end
function Public.clear_modifiers(journey)
local unique_modifier = Unique_modifiers[journey.world_trait]
local clear = unique_modifier.clear
if clear then clear(journey) end
local force = game.forces.player
force.reset()
force.reset_technologies()
force.reset_technology_effects()
for a = 1, 7, 1 do force.technologies['refined-flammables-' .. a].enabled = false end
journey.game_state = "create_the_world"
end
function Public.create_the_world(journey)
local surface = game.surfaces.nauvis
local mgs = surface.map_gen_settings
mgs.seed = math.random(1, 4294967295)
mgs.terrain_segmentation = math.random(10, 20) * 0.1
mgs.peaceful_mode = false
local modifiers = journey.world_selectors[journey.selected_world].modifiers
for _, modifier in pairs(modifiers) do
local m = (100 + modifier[2]) * 0.01
local name = modifier[1]
for _, autoplace in pairs({"iron-ore", "copper-ore", "uranium-ore", "coal", "stone", "crude-oil"}) do
if name == autoplace then
mgs.autoplace_controls[name].richness = mgs.autoplace_controls[name].richness * m
break
end
end
if name == "mixed_ore" then
journey.mixed_ore_richness = journey.mixed_ore_richness * m
end
for _, autoplace in pairs({"trees", "enemy-base"}) do
if name == autoplace then
for k, v in pairs(mgs.autoplace_controls[name]) do
mgs.autoplace_controls[name][k] = mgs.autoplace_controls[name][k] * m
end
break
end
end
if name == "cliff_settings" then
--smaller value = more cliffs
local m2 = (100 - modifier[2]) * 0.01
mgs.cliff_settings.cliff_elevation_interval = mgs.cliff_settings.cliff_elevation_interval * m2
mgs.cliff_settings.cliff_elevation_0 = mgs.cliff_settings.cliff_elevation_0 * m2
end
if name == "water" then
mgs.water = mgs.water * m
end
for _, evo in pairs({"time_factor", "destroy_factor", "pollution_factor"}) do
if name == evo then
game.map_settings.enemy_evolution[name] = game.map_settings.enemy_evolution[name] * m
break
end
end
if name == "expansion_cooldown" then
game.map_settings.enemy_expansion.min_expansion_cooldown = game.map_settings.enemy_expansion.min_expansion_cooldown * m
game.map_settings.enemy_expansion.max_expansion_cooldown = game.map_settings.enemy_expansion.max_expansion_cooldown * m
end
if name == "technology_price_multiplier" then
game.difficulty_settings.technology_price_multiplier = game.difficulty_settings.technology_price_multiplier * m
end
if name == "enemy_attack_pollution_consumption_modifier" then
game.map_settings.pollution.enemy_attack_pollution_consumption_modifier = game.map_settings.pollution.enemy_attack_pollution_consumption_modifier * m
end
if name == "ageing" then
game.map_settings.pollution.ageing = game.map_settings.pollution.ageing * m
end
if name == "diffusion_ratio" then
game.map_settings.pollution.diffusion_ratio = game.map_settings.pollution.diffusion_ratio * m
end
if name == "tree_durability" then
game.map_settings.pollution.min_pollution_to_damage_trees = game.map_settings.pollution.min_pollution_to_damage_trees * m
game.map_settings.pollution.pollution_restored_per_tree_damage = game.map_settings.pollution.pollution_restored_per_tree_damage * m
end
if name == "max_unit_group_size" then
game.map_settings.unit_group.max_unit_group_size = game.map_settings.unit_group.max_unit_group_size * m
end
end
surface.map_gen_settings = mgs
surface.clear(false)
journey.world_trait = journey.world_selectors[journey.selected_world].world_trait
journey.nauvis_chunk_positions = nil
journey.rocket_silos = {}
journey.mothership_cargo["uranium-fuel-cell"] = 0
journey.world_number = journey.world_number + 1
journey.mothership_cargo_space["satellite"] = math_floor(journey.world_number * 0.334) + 1
journey.mothership_cargo_space["uranium-fuel-cell"] = journey.mothership_cargo_space["uranium-fuel-cell"] + journey.world_selectors[journey.selected_world].fuel_requirement
game.forces.enemy.reset_evolution()
for _, good in pairs(journey.world_selectors[journey.selected_world].bonus_goods) do
if journey.bonus_goods[good[1]] then
journey.bonus_goods[good[1]] = journey.bonus_goods[good[1]] + good[2]
else
journey.bonus_goods[good[1]] = good[2]
end
end
journey.goods_to_dispatch = {}
for k, v in pairs(journey.bonus_goods) do table.insert(journey.goods_to_dispatch, {k, v}) end
table.shuffle_table(journey.goods_to_dispatch)
journey.game_state = "wipe_offline_players"
end
function Public.wipe_offline_players(journey)
remove_offline_players(168)
for _, player in pairs(game.players) do
if not player.connected then
player.force = game.forces.enemy
end
end
journey.game_state = "set_unique_modifiers"
end
function Public.set_unique_modifiers(journey)
local unique_modifier = Unique_modifiers[journey.world_trait]
local on_world_start = unique_modifier.on_world_start
if on_world_start then on_world_start(journey) end
Public.draw_gui(journey)
journey.game_state = "place_teleporter_into_world"
end
function Public.place_teleporter_into_world(journey)
local surface = game.surfaces.nauvis
surface.request_to_generate_chunks({x = 0, y = 0}, 3)
surface.force_generate_chunk_requests()
place_teleporter(journey, surface, Constants.mothership_teleporter_position)
journey.game_state = "make_it_night"
end
function Public.make_it_night(journey)
draw_background(journey, game.surfaces.mothership)
local surface = game.surfaces.mothership
local daytime = surface.daytime
daytime = daytime + 0.02
surface.daytime = daytime
if daytime > 0.5 then
clear_selectors(journey)
game.reset_time_played()
place_teleporter(journey, surface, Constants.mothership_teleporter_position)
table.insert(journey.mothership_messages, "Teleporter deployed. [gps=" .. Constants.mothership_teleporter_position.x .. "," .. Constants.mothership_teleporter_position.y .. ",mothership]")
journey.game_state = "dispatch_goods"
end
end
function Public.dispatch_goods(journey)
draw_background(journey, game.surfaces.mothership)
if journey.characters_in_mothership == #game.connected_players then return end
local goods_to_dispatch = journey.goods_to_dispatch
local size_of_goods_to_dispatch = #goods_to_dispatch
if size_of_goods_to_dispatch == 0 then
for _ = 1, 30, 1 do table.insert(journey.mothership_messages, "") end
table.insert(journey.mothership_messages, "Capsule storage depleted.")
for _ = 1, 30, 1 do table.insert(journey.mothership_messages, "") end
table.insert(journey.mothership_messages, "Good luck on your adventure! ^.^")
journey.game_state = "world"
return
end
if journey.dispatch_beacon and journey.dispatch_beacon.valid then return end
local surface = game.surfaces.nauvis
if journey.dispatch_beacon_position then
local good = goods_to_dispatch[journey.dispatch_key]
surface.spill_item_stack(journey.dispatch_beacon_position, {name = good[1], count = good[2]}, true, nil, false)
table.remove(journey.goods_to_dispatch, journey.dispatch_key)
journey.dispatch_beacon = nil
journey.dispatch_beacon_position = nil
journey.dispatch_key = nil
return
end
local chunk = surface.get_random_chunk()
if math.abs(chunk.x) > 4 or math.abs(chunk.y) > 4 then return end
local position = {x = chunk.x * 32 + math.random(0, 31), y = chunk.y * 32 + math.random(0, 31)}
position = surface.find_non_colliding_position("rocket-silo", position, 32, 1)
if not position then return end
journey.dispatch_beacon = surface.create_entity({name = "stone-wall", position = position, force = "neutral"})
journey.dispatch_beacon.minable = false
journey.dispatch_beacon_position = {x = position.x, y = position.y}
journey.dispatch_key = math.random(1, size_of_goods_to_dispatch)
local good = goods_to_dispatch[journey.dispatch_key]
table.insert(journey.mothership_messages, "Capsule containing " .. good[2] .. "x [img=item/" .. good[1] .. "] dispatched. [gps=" .. position.x .. "," .. position.y .. ",nauvis]")
surface.create_entity({name = "artillery-projectile", position = {x = position.x - 256 + math.random(0, 512), y = position.y - 256}, target = position, speed = 0.2})
end
function Public.world(journey)
if journey.mothership_cargo["uranium-fuel-cell"] then
if journey.mothership_cargo["uranium-fuel-cell"] >= journey.mothership_cargo_space["uranium-fuel-cell"] then
table.insert(journey.mothership_messages, "[img=item/uranium-fuel-cell] Refuel operation successful!! =^.^=")
Server.to_discord_embed("Refuel operation complete!")
journey.game_state = "mothership_waiting_for_players"
end
end
draw_background(journey, game.surfaces.mothership)
if game.tick % 1800 ~= 0 then return end
for k, silo in pairs(journey.rocket_silos) do
if not silo or not silo.valid then
table.remove(journey.rocket_silos, k)
break
end
local inventory = silo.get_inventory(defines.inventory.rocket_silo_rocket)
if inventory then
local fuel_cells_required = journey.mothership_cargo_space["uranium-fuel-cell"] - journey.mothership_cargo["uranium-fuel-cell"]
if fuel_cells_required > 50 then fuel_cells_required = 50 end
if inventory.get_item_count('satellite') == 1 or inventory.get_item_count('uranium-fuel-cell') >= fuel_cells_required then
if silo.launch_rocket() then
table.insert(journey.mothership_messages, "Launching rocket [gps=" .. silo.position.x .. "," .. silo.position.y .. ",nauvis]")
end
end
end
end
end
function Public.mothership_waiting_for_players(journey)
if journey.characters_in_mothership > #game.connected_players * 0.5 then
journey.game_state = "set_world_selectors"
return
end
if math.random(1, 2) == 1 then return end
local tick = game.tick % 3600
if tick == 0 then
local messages = Constants.mothership_messages.waiting
table.insert(journey.mothership_messages, messages[math.random(1, #messages)])
end
end
function Public.teleporters(journey, player)
if not player.character then return end
if not player.character.valid then return end
local surface = player.surface
if surface.get_tile(player.position).name ~= Constants.teleporter_tile then return end
local base_position = {0,0}
if surface.index == 1 then
drop_player_items(player)
local position = game.surfaces.mothership.find_non_colliding_position("character", base_position, 32, 0.5)
if position then
player.teleport(position, game.surfaces.mothership)
else
player.teleport(base_position, game.surfaces.mothership)
end
journey.characters_in_mothership = journey.characters_in_mothership + 1
return
end
if surface.name == "mothership" then
Public.clear_player(player)
local position = game.surfaces.nauvis.find_non_colliding_position("character", base_position, 32, 0.5)
if position then
player.teleport(position, game.surfaces.nauvis)
else
player.teleport(base_position, game.surfaces.nauvis)
end
journey.characters_in_mothership = journey.characters_in_mothership - 1
return
end
end
return Public