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RedMew/map_gen/maps/diggy/feature/coin_gathering.lua

127 lines
4.0 KiB
Lua

--[[-- info
Provides the ability to collect coins.
]]
-- dependencies
local Event = require 'utils.event'
local Debug = require 'map_gen.maps.diggy.debug'
local Template = require 'map_gen.maps.diggy.template'
local Perlin = require 'map_gen.shared.perlin_noise'
local random = math.random
local ceil = math.ceil
local pairs = pairs
-- this
local CoinGathering = {}
function CoinGathering.register(config)
local seed
local noise_variance = config.noise_variance
local function get_noise(surface, x, y)
seed = seed or surface.map_gen_settings.seed + surface.index + 300
return Perlin.noise(x * noise_variance * 0.9, y * noise_variance * 1.1, seed)
end
local distance_required = config.minimal_treasure_chest_distance * config.minimal_treasure_chest_distance
local treasure_chest_noise_threshold = config.treasure_chest_noise_threshold
Event.add(Template.events.on_void_removed, function (event)
local position = event.position
local x = position.x
local y = position.y
if (x * x + y * y <= distance_required) then
return
end
local surface = event.surface
if get_noise(surface, x, y) < treasure_chest_noise_threshold then
return
end
local chest = surface.create_entity({name = 'steel-chest', position = position, force = game.forces.player})
if not chest then
return
end
local insert = chest.insert
for name, prototype in pairs(config.treasure_chest_raffle) do
if random() <= prototype.chance then
insert({name = name, count = random(prototype.min, prototype.max)})
end
end
end)
local modifiers = config.alien_coin_modifiers
local alien_coin_drop_chance = config.alien_coin_drop_chance
Event.add(defines.events.on_entity_died, function (event)
local entity = event.entity
local force = entity.force
if force.name ~= 'enemy' or random() > alien_coin_drop_chance then
return
end
local modifier = modifiers[entity.name] or 1
local evolution_multiplier = force.evolution_factor
local count = random(
ceil(2 * evolution_multiplier * modifier),
ceil(5 * evolution_multiplier * modifier)
)
local coin = entity.surface.create_entity({
name = 'item-on-ground',
position = entity.position,
stack = {name = 'coin', count = count}
})
if coin and coin.valid then
coin.to_be_looted = true
end
end)
local mining_coin_chance = config.mining_coin_chance
local mining_coin_amount_min = config.mining_coin_amount.min
local mining_coin_amount_max = config.mining_coin_amount.max
Event.add(defines.events.on_pre_player_mined_item, function (event)
local entity = event.entity
if entity.type ~= 'simple-entity' then
return
end
if random() > mining_coin_chance then
return
end
local coin = entity.surface.create_entity({
name = 'item-on-ground',
position = entity.position,
stack = {name = 'coin', count = random(mining_coin_amount_min, mining_coin_amount_max)}
})
if coin and coin.valid then
coin.to_be_looted = true
end
end)
if config.display_chest_locations then
Event.add(defines.events.on_chunk_generated, function (event)
local surface = event.surface
local area = event.area
for x = area.left_top.x, area.left_top.x + 31 do
local sq_x = x * x
for y = area.left_top.y, area.left_top.y + 31 do
if sq_x + y * y >= distance_required and get_noise(surface, x, y) >= treasure_chest_noise_threshold then
Debug.print_grid_value('chest', surface, {x = x, y = y}, nil, nil, true)
end
end
end
end)
end
end
return CoinGathering