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4258568c90
* Add creep spread mechanic * Added bot ore islands, use bool flag to turn on. * Added a noise based chest spawning system for artefacts * Added coin loot from biters and mining * Track artefacts launched into space * Add Creepy map preset * Update donators.lua * Add scenario info for crashsite (#291) * Split colors resources from colors code & catchup on donators (#288) * Split colors resources from colors code * Switch back to colors * Added jail button Moved parts of the jail command to report.lua Made jailing possible from a users report. closes #215 * Added sound for new reports Admins now get a sound when a new report is created. Useful for admins that doesn't have Factorio as active window. Currently set the sound_path as utility/tutorial_notice * Split chat triggers from control * Move cheat tracking outside of control.lua * Remove player-specific code * Split donator/on_join messages out of control * Move features into features folder * Indentation fix I aimed to fix the troublesome indentation. * Added a single indent * Make sure biter modifiers are accessible for mods * Consistency change regarding table access * Added NightTime.lua Split the time assignment into a new file NightTime.lua allowing for it to be disabled. (Restore normal day/night cycle) Also added a popup when a player places a solar panel informing that they are purely cosmetic Removed the recipe for portable solar panels because they are useless, but the technology is needed. * Fixed debug print grid value to show non-rounded value * added support for hidden tiles * Add newline to eof * Fixed no newline, indentation and scope of research * crash_site outposts set hidden tile to 'grass-1' * Log items spawned by crafting in cheat mode * Newline to eof * Put responses into table * Use trigger as table key * Change name of lattice to diagonal lattice (#297) * Add Diagonal Ribbon to map presets (#294) * Reorganize control (#312) * Check for config before disabling fish market (#311) * Force diggy biters to spawn, even if there's no space (#308) * Fixed some small things from feedback and issues (#313) * Update fractal_balls.lua * Add ALo's message and color (#314) * Add join message for ALo * Add ALo's color * Typo in donators.lua * fixed tile corruption issus closes #310 (#317) * Update player_list.lua * Update diagonal_ribbon.lua (#322) * Regulars: remove duplicates and sort alphabetically (#320)
82 lines
2.8 KiB
Lua
82 lines
2.8 KiB
Lua
--[[-- info
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Provides the ability to create a pre-configured starting zone.
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]]
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-- dependencies
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local Event = require 'utils.event'
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local Token = require 'utils.global_token'
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local Template = require 'map_gen.Diggy.Template'
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local Debug = require 'map_gen.Diggy.Debug'
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local DiggyCaveCollapse = require 'map_gen.Diggy.Feature.DiggyCaveCollapse'
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local insert = table.insert
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local random = math.random
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local sqrt = math.sqrt
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local floor = math.floor
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-- this
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local StartingZone = {}
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--[[--
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Registers all event handlers.
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]]
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function StartingZone.register(config)
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local callback_token
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local starting_zone_size = config.starting_size
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local function on_chunk_generated(event)
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local start_point_area = {{-0.9, -0.9}, {0.9, 0.9}}
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local start_point_cleanup = {{-0.9, -0.9}, {1.9, 1.9}}
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local surface = event.surface
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-- hack to figure out whether the important chunks are generated via Diggy.Feature.RefreshMap.
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if (4 ~= surface.count_tiles_filtered({start_point_area, name = 'lab-dark-1'})) then
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return
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end
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-- ensure a clean starting point
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for _, entity in pairs(surface.find_entities_filtered({area = start_point_cleanup, type = 'resource'})) do
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entity.destroy()
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end
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local tiles = {}
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local rocks = {}
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local dirt_range = floor(starting_zone_size * 0.5)
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local rock_range = starting_zone_size - 2
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local stress_hack = floor(starting_zone_size * 0.1)
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for x = -starting_zone_size, starting_zone_size do
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for y = -starting_zone_size, starting_zone_size do
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local distance = floor(sqrt(x * x + y * y))
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if (distance < starting_zone_size) then
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if (distance > dirt_range) then
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insert(tiles, {name = 'dirt-' .. random(1, 7), position = {x = x, y = y}})
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else
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insert(tiles, {name = 'stone-path', position = {x = x, y = y}})
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end
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if (distance > rock_range) then
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insert(rocks, {name = 'sand-rock-big', position = {x = x, y = y}})
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end
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-- hack to avoid starting area from collapsing
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if (distance > stress_hack) then
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DiggyCaveCollapse.stress_map_add(surface, {x = x, y = y}, -0.5)
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end
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end
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end
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end
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Template.insert(event.surface, tiles, rocks)
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Event.remove_removable(defines.events.on_chunk_generated, callback_token)
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end
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callback_token = Token.register(on_chunk_generated)
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Event.add_removable(defines.events.on_chunk_generated, callback_token)
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end
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return StartingZone
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