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RedMew/map_gen/maps/quadrants/scenario.lua
Simon 5a45ff1729
Quadrants balance update (#863)
* Fix for hydra worms destroying base

Also include a force disable of research for all quadrants to prevent a save mitigation bug from a factorio version to another.

* Fixed wrong worm tier

* Mapgen settings and market locale

Added mapgen settings based on feedback

Added [retailer] market_name to use in rendering the market name over the market. Key has been added in en, de and da with translations.

Indentation fix

* Fixed floating 'a'

* Fixed global variable

* Updated item to chest

Made it more clear what happens when you cross the border in a train

Also added a GPS coordinate for the spawned chest

* Bug fixes for chests spawn

* Gave buttons uid_name()

* Removed debug statements

* Fixed Item to chest

People think the previous behavior was a glitch so I've changed it to align with their expectations.

Also increased evolution factor from pollution a bit

* fixed game.player

* Added crafting_queue_size check

* Updated enemy settings

* Merged map_settings and mapgen_settings, added wall

* Merged map_settings and mapgen_settings

* Added three toggles to settings, disabled item to chest when traveling in trains

* Game.get_player_by_index converted to game.get_player

* Added charting and removed unused variable 'Game'

* Fixed for 0.17.35
https://forums.factorio.com/70188

* Fix for 0.17.35

* Added comments to force new CI build

* fixed missing player_inventory -> character_inventory
2019-05-03 00:40:45 +02:00

524 lines
16 KiB
Lua

local Settings = require 'map_gen.maps.quadrants.settings'
local FeatureSettings = Settings.features
local MapgenSettings = Settings.mapgen
local MapSettings = Settings.map
require 'map_gen.maps.quadrants.switch_team'
require 'map_gen.maps.quadrants.restrict_placement'
require 'map_gen.maps.quadrants.force_sync'
require 'map_gen.maps.quadrants.train_crossing'
local b = require('map_gen.shared.builders')
local Retailer = require('features.retailer')
local market_items = require 'resources.market_items'
local RS = require 'map_gen.shared.redmew_surface'
local Event = require 'utils.event'
local ScenarioInfo = require 'features.gui.info'
local Recipes = require 'map_gen.maps.quadrants.enabled_recipes'
local CompiHandler = require 'map_gen.maps.quadrants.compilatron_handler'
local Token = require 'utils.token'
local Task = require 'utils.task'
local Color = require 'resources.color_presets'
local abs = math.abs
local round = math.round
local redmew_config = global.config
RS.set_map_settings({MapSettings.enemy_debuff})
RS.set_map_gen_settings({MapgenSettings.ores, MapgenSettings.water, MapgenSettings.enemy})
ScenarioInfo.set_map_name('Quadrants')
ScenarioInfo.set_map_description('Take control over an area and work together as a region!')
ScenarioInfo.add_map_extra_info(
[[
This map is split in four quadrants.
Each quadrant has a main objective.
The following quadrants exists:
Science and Military, Intermediate and Mining,
Oil and High Tech, Logistics and Transport.
Common for all quadrants:
- Basic manufacturing and power
- Commercial super market present
- Teleportation between quadrants with empty inventory, excluding:
- Tools
- Utility Armor
- Weaponry
Science and Military
- Manages research for the entire region
- Supplies weaponry and security solutions to the entire region
Intermediate and Mining
- Only producer of steel
- High precision workers allowing for circuitry manufacturing
- Area found to have rich amount of minerals
Oil and High Tech
- Facilities for oil processing
- Facilities for nuclear handling
- Leading force in innovating products
- Rocket launch site
Logistics and Transport
- Leading force in logistical solutions
- Belt based
- Bot based
- Train based
Version: v1.0
]]
)
redmew_config.paint.enabled = false
redmew_config.player_create.starting_items = {
{name = 'iron-plate', count = 7},
{name = 'iron-gear-wheel', count = 3}
}
redmew_config.hail_hydra.enabled = true
redmew_config.hail_hydra.hydras = {
-- spitters
['small-spitter'] = {
['small-biter'] = {min = 0.8, max = 2.5}
},
['medium-spitter'] = {
['medium-biter'] = {min = 0.8, max = 2.5}
},
['big-spitter'] = {
['big-biter'] = {min = 0.8, max = 2.5}
},
['behemoth-spitter'] = {
['behemoth-biter'] = {min = 0.8, max = 2.5}
},
-- biters
['medium-biter'] = {
['small-biter'] = {min = 1.2, max = 3.2},
['small-spitter'] = {min = 0.8, max = 2.5}
},
['big-biter'] = {
['medium-biter'] = {min = 1.2, max = 3.2},
['medium-spitter'] = {min = 0.8, max = 2.5}
},
['behemoth-biter'] = {
['big-biter'] = {min = 1.2, max = 3.2},
['big-spitter'] = {min = 0.8, max = 2.5}
},
-- worms
['small-worm-turret'] = {
['small-biter'] = {min = 3, max = 6},
['small-spitter'] = {min = 1.6, max = 4}
},
['medium-worm-turret'] = {
--['small-biter'] = {min = 1, max = 3.5},
--['small-spitter'] = {min = 2.5, max = 3.5},
['small-worm-turret'] = {min = 1, max = -1},
['medium-biter'] = {min = 1.5, max = 3},
['medium-spitter'] = {min = 0.8, max = 2}
},
['big-worm-turret'] = {
--['small-biter'] = {min = 2.5, max = 4.5},
--['small-spitter'] = {min = 2.5, max = 4.5},
--['medium-biter'] = {min = 1.5, max = 2.2},
--['medium-spitter'] = {min = 1.5, max = 2.2},
['medium-worm-turret'] = {min = 1, max = -1},
['big-biter'] = {min = 1.5, max = 3},
['big-spitter'] = {min = 0.8, max = 2}
},
['behemoth-worm-turret'] = {
--['small-biter'] = {min = 4.5, max = -1},
--['small-spitter'] = {min = 4.5, max = -1},
--['medium-biter'] = {min = 2.5, max = 3.8},
--['medium-spitter'] = {min = 2.5, max = 3.8},
--['big-biter'] = {min = 1.2, max = 2.4},
--['big-spitter'] = {min = 1.2, max = 2.4},
['big-worm-turret'] = {min = 1, max = -1},
['behemoth-biter'] = {min = 1.5, max = 3},
['behemoth-spitter'] = {min = 0.8, max = 2}
}
}
local function spawn_market(surface, position)
position.x = round(position.x)
position.y = round(position.y - 4)
local pos = surface.find_non_colliding_position('market', position, 10, 1)
local market = surface.create_entity({name = 'market', position = pos})
market.destructible = false
rendering.draw_text {text = {'retailer.market_name'}, surface = surface, target = market, target_offset = {-1, 1}, color = Color.yellow, scale = 2}
Retailer.add_market(pos.x .. 'fish_market' .. pos.y, market)
if table.size(Retailer.get_items(pos.x .. 'fish_market' .. pos.y)) == 0 then
for _, prototype in pairs(market_items) do
Retailer.set_item(pos.x .. 'fish_market' .. pos.y, prototype)
end
end
pos = surface.find_non_colliding_position('compilatron', position, 10, 1)
local compi = surface.create_entity {name = 'compilatron', position = pos, force = game.forces.neutral}
local quadrant = 'quadrant'
if pos.x > 0 then
if pos.y > 0 then
quadrant = quadrant .. '4'
else
quadrant = quadrant .. '1'
end
else
if pos.y > 0 then
quadrant = quadrant .. '3'
else
quadrant = quadrant .. '2'
end
end
CompiHandler.add_compilatron(compi, quadrant)
end
local function reset_recipes()
for _, force in pairs(game.forces) do
if (string.find(force.name, 'quadrant')) ~= nil then
for _, recipe in pairs(force.recipes) do
if not (Recipes[force.name].recipe[recipe.name] or Recipes.default.recipe[recipe.name]) then
recipe.enabled = false
end
end
end
end
end
local function on_init()
local surface = RS.get_surface()
local q1 = game.create_force('quadrant1')
q1.set_spawn_position({64, -64}, surface)
local q2 = game.create_force('quadrant2')
q2.set_spawn_position({-64, -64}, surface)
local q3 = game.create_force('quadrant3')
q3.set_spawn_position({-64, 64}, surface)
local q4 = game.create_force('quadrant4')
q4.set_spawn_position({64, 64}, surface)
reset_recipes()
for _, force in pairs(game.forces) do
if (string.find(force.name, 'quadrant')) ~= nil or force.name == 'player' then
force.share_chart = true
if force.name ~= 'quadrant1' then
force.disable_research()
end
for _, friend_force in pairs(game.forces) do
if (string.find(friend_force.name, 'quadrant')) ~= nil or friend_force.name == 'player' then
if friend_force ~= force then
force.set_friend(friend_force, true)
end
end
end
end
end
local radius = 193
game.forces.player.chart(surface, {{0-radius, 0-radius}, {0+radius, 0+radius}})
end
local function on_research_finished(event)
if event.research.force ~= game.forces['quadrant1'] then
return
end
for _, force in pairs(game.forces) do
if (string.find(force.name, 'quadrant')) ~= nil then
if force.name ~= 'quadrant1' then
force.technologies[event.research.name].researched = true
force.disable_research()
end
end
end
reset_recipes()
end
local callback_token
local callback
local tile_numbers = {
[-26] = {22, -22, -21, -20, -19},
[-27] = {22, -22},
[-28] = {22, -22},
[-29] = {22, -22, -21, -20, -19},
[-30] = {22, -19},
[-31] = {22, -19},
[-32] = {22, -22, -21, -20, -19},
[25] = {19, 22, -22, -21, -20, -19},
[26] = {19, 22, -19},
[27] = {19, 22, -19},
[28] = {19, 20, 21, 22, -22, -21, -20, -19},
[29] = {22, -19},
[30] = {22, -19},
[31] = {22, -22, -21, -20, -19}
}
local function spawn_compilatron()
local pos = game.surfaces[2].find_non_colliding_position('compilatron', {-0.5, -0.5}, 1.5, 0.5)
local compi = game.surfaces[2].create_entity {name = 'compilatron', position = pos, force = game.forces.neutral}
CompiHandler.add_compilatron(compi, 'spawn')
for y, x_table in pairs(tile_numbers) do
for _, x in pairs(x_table) do
game.surfaces[2].set_tiles({{name = 'lab-white', position = {x = x, y = y}}}, true)
end
end
end
local function chunk_generated()
Event.remove_removable(defines.events.on_chunk_generated, callback_token)
Task.set_timeout_in_ticks(300, callback)
end
Event.on_init(on_init)
Event.add(defines.events.on_research_finished, on_research_finished)
callback_token = Token.register(chunk_generated)
callback = Token.register(spawn_compilatron)
Event.add_removable(defines.events.on_chunk_generated, callback_token)
local function get_quadrant_number(pos)
if (pos.x >= 0 and pos.y <= 0) then
return 1
elseif (pos.x <= 0 and pos.y <= 0) then
return 2
elseif (pos.x <= 0 and pos.y >= 0) then
return 3
elseif (pos.x >= 0 and pos.y >= 0) then
return 4
end
end
local function rail_create(data)
local pos = data.pos
local direction = data.direction
local rail =
game.surfaces[2].create_entity {
name = 'straight-rail',
position = pos,
force = game.forces.neutral,
direction = direction
}
if rail and rail.valid then
rail.minable = false
rail.destructible = false
end
end
local rail_callback = Token.register(rail_create)
local function wall_create(data)
local pos = data.pos
if (abs(pos.x) < 2 or abs(pos.y) < 2) then
return
end
game.surfaces[2].create_entity {
name = 'stone-wall',
position = pos,
force = game.forces['quadrant' .. get_quadrant_number(pos)]
}
end
local wall_callback = Token.register(wall_create)
local function quadrants(x, y)
local abs_x = abs(x) - 0.5
local abs_y = abs(y) - 0.5
if FeatureSettings.train_rails.enabled then
local pos = {x = x, y = y}
if x > -24 and x < 24 and (y == 211.5 or y == 205.5) then
Task.set_timeout_in_ticks(300, rail_callback, {pos = pos, direction = defines.direction.east})
elseif x > -24 and x < 24 and (y == -211.5 or y == -205.5) then
Task.set_timeout_in_ticks(300, rail_callback, {pos = pos, direction = defines.direction.east})
elseif y > -24 and y < 24 and (x == 211.5 or x == 205.5) then
Task.set_timeout_in_ticks(300, rail_callback, {pos = pos, direction = defines.direction.north})
elseif y > -24 and y < 24 and (x == -211.5 or x == -205.5) then
Task.set_timeout_in_ticks(300, rail_callback, {pos = pos, direction = defines.direction.north})
end
end
if FeatureSettings.walls.enabled then
local pos = {x = x, y = y}
if (abs_x == 192 and abs_y <= 192) or (abs_y == 192 and abs_x <= 192) then
Task.set_timeout_in_ticks(350, wall_callback, {pos = pos})
end
end
if (abs_x <= 200 and abs_y <= 200) then
if game.surfaces[2].get_tile(x, y).collides_with('water-tile') then
game.surfaces[2].set_tiles({{name = 'grass-1', position = {x, y}}}, true)
end
local entities = game.surfaces[2].find_entities({{x - 0.5, y - 0.5}, {x + 0.5, y + 0.5}})
for _, entity in ipairs(entities) do
if entity and entity.valid then
if entity.name ~= 'character' and entity.name ~= 'compilatron' and entity.name ~= 'straight-rail' then
entity.destroy()
end
end
end
end
if (x < 0 and y < 0) then
if not (abs_x <= 200 and abs_y <= 200) then
local resources =
game.surfaces[2].find_entities_filtered {
area = {{x - 0.5, y - 0.5}, {x + 0.5, y + 0.5}},
type = 'resource'
}
for _, resource in pairs(resources) do
if resource.name ~= 'crude-oil' then
local amount = b.euclidean_value(1, 0.0012)
resource.amount = resource.amount * amount(x, y)
end
end
end
end
if (abs_x == 132) and (abs_y == 132) then
spawn_market(RS.get_surface(), {x = x, y = y})
end
if (abs_x >= 144 and abs_x <= 176 and abs_y >= 144 and abs_y <= 176) then
game.surfaces[2].set_tiles({{name = 'water', position = {x, y}}}, true)
end
if (abs_x <= 23 or abs_y <= 23) then
-- Between quadrants create land
game.surfaces[2].set_tiles({{name = 'tutorial-grid', position = {x, y}}}, true)
game.surfaces[2].destroy_decoratives {{x - 0.5, y - 0.5}, {x + 0.5, y + 0.5}}
local entities = game.surfaces[2].find_entities({{x - 0.5, y - 0.5}, {x + 0.5, y + 0.5}})
for _, entity in ipairs(entities) do
if entity and entity.valid then
if entity.name ~= 'character' then
entity.destroy()
end
end
end
if (abs_x <= 1 and abs_y <= 1) then
if abs_x == 1 and abs_y == 1 then
return false
end
return true
end
if (abs_x <= 23 and abs_y <= 23) then
-- Around spawn, in between the quadrants
return false
end
if (abs_x < 2 or abs_y < 2) then
return false
end
if abs_x >= 384 or abs_y >= 384 then
return false
end
return true
end
return true
end
local rectangle = b.rectangle(32, 32)
local tree_rectangle = b.rectangle(64, 16)
local oil_rectangle = b.rectangle(64, 20)
local tree_rectangle_1 = b.throttle_world_xy(tree_rectangle, 1, 3, 1, 3)
local tree_rectangle_2 = b.rotate(tree_rectangle_1, math.pi / 2)
oil_rectangle = b.throttle_xy(oil_rectangle, 1, 6, 1, 6)
local function constant(x)
return function()
return x
end
end
local base_x = 80
local base_y = 80
local start_iron = b.resource(rectangle, 'iron-ore', constant(600))
local start_copper = b.resource(rectangle, 'copper-ore', constant(450))
local start_stone = b.resource(rectangle, 'stone', constant(150))
local start_coal = b.resource(rectangle, 'coal', constant(300))
local start_tree_1 = b.entity(tree_rectangle_1, 'tree-01')
local start_oil = b.resource(oil_rectangle, 'crude-oil', b.exponential_value(80000, 0, 1), true)
local start_tree_2 = b.entity(tree_rectangle_2, 'tree-01')
start_iron =
b.any(
{
b.translate(start_iron, base_x, base_y),
b.translate(start_iron, -base_x, -base_y),
b.translate(start_iron, base_x, -base_y),
b.translate(start_iron, -base_x, base_y)
}
)
base_x = base_x + 32
start_copper =
b.any(
{
b.translate(start_copper, base_x, base_y),
b.translate(start_copper, -base_x, -base_y),
b.translate(start_copper, base_x, -base_y),
b.translate(start_copper, -base_x, base_y)
}
)
base_y = base_x
start_stone =
b.any(
{
b.translate(start_stone, base_x, base_y),
b.translate(start_stone, -base_x, -base_y),
b.translate(start_stone, base_x, -base_y),
b.translate(start_stone, -base_x, base_y)
}
)
base_x = base_x - 32
start_coal =
b.any(
{
b.translate(start_coal, base_x, base_y),
b.translate(start_coal, -base_x, -base_y),
b.translate(start_coal, base_x, -base_y),
b.translate(start_coal, -base_x, base_y)
}
)
base_x = 96
base_y = 160
start_tree_1 =
b.any(
{
b.translate(start_tree_1, base_x, base_y),
b.translate(start_tree_1, -base_x, -base_y),
b.translate(start_tree_1, base_x, -base_y),
b.translate(start_oil, -base_x, base_y)
}
)
base_x = 160
base_y = 96
start_tree_2 =
b.any(
{
b.translate(start_tree_2, base_x, base_y),
b.translate(start_tree_2, -base_x, -base_y),
b.translate(start_tree_2, base_x, -base_y),
b.translate(start_tree_2, -base_x, base_y)
}
)
local map = b.apply_entities(quadrants, {start_iron, start_copper, start_stone, start_coal, start_tree_1, start_tree_2})
return map