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ComfyFactorio/maps/fish_defender/terrain.lua

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local Event = require 'utils.event'
local map_functions = require 'tools.map_functions'
local simplex_noise = require 'utils.simplex_noise'.d2
local FDT = require 'maps.fish_defender.table'
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local Task = require 'utils.task'
local Token = require 'utils.token'
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local math_random = math.random
local math_abs = math.abs
local math_floor = math.floor
local math_sqrt = math.sqrt
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local tiles_per_call = 16
local total_calls = math.ceil(1024 / tiles_per_call)
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local Public = {}
local rock_raffle = {
'sand-rock-big',
'sand-rock-big',
'rock-big',
'rock-big',
'rock-big',
'rock-big',
'rock-big',
'rock-big',
'rock-huge'
}
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local function shuffle(tbl)
local size = #tbl
for i = size, 1, -1 do
local rand = math.random(size)
tbl[i], tbl[rand] = tbl[rand], tbl[i]
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end
return tbl
end
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local function get_replacement_tile(surface, position)
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for i = 1, 128, 1 do
local vectors = {{0, i}, {0, i * -1}, {i, 0}, {i * -1, 0}}
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shuffle(vectors)
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for k, v in pairs(vectors) do
local tile = surface.get_tile(position.x + v[1], position.y + v[2])
if not tile.collides_with('resource-layer') then
return tile.name
end
end
end
return 'grass-1'
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end
local function is_enemy_territory(p)
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if p.x - 64 < math_abs(p.y) then
return false
end
--if p.x - 64 < p.y then return false end
if p.x < 160 then
return false
end
if p.x > 1024 then
return false
end
if p.y > 512 then
return false
end
if p.y < -512 then
return false
end
local noise = math_abs(simplex_noise(0, p.y * 0.015, game.surfaces[1].map_gen_settings.seed) * 96)
local noise_2 = math_abs(simplex_noise(0, p.y * 0.1, game.surfaces[1].map_gen_settings.seed) * 16)
if p.x > 288 + noise + noise_2 + math_abs(p.y * 0.75) then
return false
end
return true
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end
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local body_radius = 3072
local body_square_radius = body_radius ^ 2
local body_center_position = {x = -1500, y = 0}
local body_spacing = math_floor(body_radius * 0.82)
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local body_circle_center_1 = {x = body_center_position.x, y = body_center_position.y - body_spacing}
local body_circle_center_2 = {x = body_center_position.x, y = body_center_position.y + body_spacing}
local fin_radius = 800
local square_fin_radius = fin_radius ^ 2
local fin_circle_center_1 = {x = -480, y = 0}
local fin_circle_center_2 = {x = -480 - 360, y = 0}
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local function is_body(p)
local this = FDT.get()
if p.y <= this.map_height and p.y >= this.map_height * -1 and p.x <= 160 and p.x > body_center_position.x then
return true
end
--Main Fish Body
local distance_to_center_1 = ((p.x - body_circle_center_1.x) ^ 2 + (p.y - body_circle_center_1.y) ^ 2)
local distance_to_center_2 = ((p.x - body_circle_center_2.x) ^ 2 + (p.y - body_circle_center_2.y) ^ 2)
--if distance_to_center_1 < body_square_radius and distance_to_center_2 < body_square_radius then return true end
if distance_to_center_1 < body_square_radius then
if distance_to_center_2 < body_square_radius then
return true
end
end
--Fish Fins
distance_to_center_1 = ((p.x - fin_circle_center_1.x) ^ 2 + (p.y - fin_circle_center_1.y) ^ 2)
if
distance_to_center_1 + math_abs(simplex_noise(0, p.y * 0.075, game.surfaces[1].map_gen_settings.seed) * 32000) >
square_fin_radius
then
distance_to_center_2 = ((p.x - fin_circle_center_2.x) ^ 2 + (p.y - fin_circle_center_2.y) ^ 2)
if distance_to_center_2 < square_fin_radius then
return true
end
end
return false
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end
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local function is_out_of_map_tile(p)
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if p.y > 850 then
return true
end
if p.y < -850 then
return true
end
if p.x < -3264 then
return true
end
if p.x > 800 then
return true
end
if is_enemy_territory(p) then
return false
end
if is_body(p) then
return false
end
return true
end
local function place_fish_market(surface, position)
local market = surface.create_entity({name = 'market', position = position, force = 'player'})
market.minable = false
return market
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end
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local function enemy_territory(surface, left_top)
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if left_top.x < 160 then
return
end
if left_top.x > 750 then
return
end
if left_top.y > 512 then
return
end
if left_top.y < -512 then
return
end
local area = {{left_top.x, left_top.y}, {left_top.x + 32, left_top.y + 32}}
if left_top.x > 256 then
for x = 0, 31, 1 do
for y = 0, 31, 1 do
local pos = {x = left_top.x + x, y = left_top.y + y}
if is_enemy_territory(pos) then
if math_random(1, 512) == 1 then
if surface.can_place_entity({name = 'biter-spawner', force = 'decoratives', position = pos}) then
local entity
if math_random(1, 4) == 1 then
entity =
surface.create_entity(
{name = 'spitter-spawner', force = 'decoratives', position = pos}
)
else
entity =
surface.create_entity(
{name = 'biter-spawner', force = 'decoratives', position = pos}
)
end
entity.active = false
entity.destructible = false
end
end
end
end
end
end
for _, entity in pairs(surface.find_entities_filtered({area = area, type = {'tree', 'cliff'}})) do
if is_enemy_territory(entity.position) then
entity.destroy()
end
end
for _, entity in pairs(surface.find_entities_filtered({area = area, type = 'resource'})) do
if is_enemy_territory(entity.position) then
surface.create_entity({name = 'uranium-ore', position = entity.position, amount = math_random(200, 8000)})
entity.destroy()
end
end
for _, tile in pairs(surface.find_tiles_filtered({name = {'water', 'deepwater'}, area = area})) do
if is_enemy_territory(tile.position) then
surface.set_tiles(
{{name = get_replacement_tile(surface, tile.position), position = {tile.position.x, tile.position.y}}},
true
)
end
end
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end
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local function fish_mouth(surface, left_top)
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if left_top.x > -2300 then
return
end
if left_top.y > 64 then
return
end
if left_top.y < -64 then
return
end
if left_top.x < -3292 then
return
end
for x = 0, 31, 1 do
for y = 0, 31, 1 do
local pos = {x = left_top.x + x, y = left_top.y + y}
local noise = simplex_noise(pos.x * 0.006, 0, game.surfaces[1].map_gen_settings.seed) * 20
if pos.y <= 12 + noise and pos.y >= -12 + noise then
surface.set_tiles({{name = 'water', position = pos}})
end
end
end
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end
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local ores = {'coal', 'iron-ore', 'copper-ore', 'stone'}
local function plankton_territory(surface, position, seed)
local noise = simplex_noise(position.x * 0.009, position.y * 0.009, seed)
local d = 196
if
position.x + position.y > (d * -1) - (math_abs(noise) * d * 3) and
position.x > position.y - (d + (math_abs(noise) * d * 3))
then
return 'out-of-map'
end
local noise_2 = simplex_noise(position.x * 0.0075, position.y * 0.0075, seed + 10000)
--if noise_2 > 0.87 then surface.set_tiles({{name = "deepwater-green", position = position}}, true) return true end
if noise_2 > 0.87 then
return 'deepwater-green'
end
if noise_2 > 0.75 then
local i = math_floor(noise * 6) % 4 + 1
--surface.set_tiles({{name = "grass-" .. i, position = position}}, true)
surface.create_entity({name = ores[i], position = position, amount = 1 + 2500 * math_abs(noise_2 * 3)})
return ('grass-' .. i)
end
if noise_2 < -0.76 then
local i = math_floor(noise * 6) % 4 + 1
--surface.set_tiles({{name = "grass-" .. i, position = position}}, true)
if noise_2 < -0.86 then
surface.create_entity(
{name = 'uranium-ore', position = position, amount = 1 + 1000 * math_abs(noise_2 * 2)}
)
return ('grass-' .. i)
end
if math_random(1, 3) ~= 1 then
surface.create_entity({name = rock_raffle[math_random(1, #rock_raffle)], position = position})
end
return ('grass-' .. i)
end
if noise < 0.12 and noise > -0.12 then
local i = math_floor(noise * 32) % 4 + 1
--surface.set_tiles({{name = "grass-" .. i, position = position}}, true)
if math_random(1, 5) == 1 then
surface.create_entity({name = rock_raffle[math_random(1, #rock_raffle)], position = position})
end
return ('grass-' .. i)
end
--surface.set_tiles({{name = "water", position = position}}, true)
if math_random(1, 128) == 1 then
surface.create_entity({name = 'fish', position = position})
end
return 'water'
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end
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local function render_market_hp()
local this = FDT.get()
local surface = game.surfaces[this.active_surface_index]
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if not surface or not surface.valid then
return
end
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this.health_text =
rendering.draw_text {
text = 'HP: ' .. this.market_health .. ' / ' .. this.market_max_health,
surface = surface,
target = this.market,
target_offset = {0, -3},
color = {0, 255, 0},
scale = 1.40,
font = 'default-game',
alignment = 'center',
scale_with_zoom = false
}
this.caption =
rendering.draw_text {
text = 'Fish Market',
surface = surface,
target = this.market,
target_offset = {0, -4.4},
color = {0, 255, 0},
scale = 1.80,
font = 'default-game',
alignment = 'center',
scale_with_zoom = false
}
end
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local function generate_spawn_area(this, surface)
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if this.spawn_area_generated then
return
end
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surface.request_to_generate_chunks({x = 0, y = 0}, 7)
surface.request_to_generate_chunks({x = 160, y = 0}, 4)
--surface.force_generate_chunk_requests()
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if not surface.is_chunk_generated({-7, 0}) then
return
end
if not surface.is_chunk_generated({5, 0}) then
return
end
local spawn_position_x = -128
surface.create_entity({name = 'electric-beam', position = {160, -96}, source = {160, -96}, target = {160, 96}})
for _, tile in pairs(
surface.find_tiles_filtered({name = {'water', 'deepwater'}, area = {{-160, -160}, {160, 160}}})
) do
local noise =
math_abs(
simplex_noise(tile.position.x * 0.02, tile.position.y * 0.02, game.surfaces[1].map_gen_settings.seed) * 16
)
if tile.position.x > -160 + noise then
surface.set_tiles(
{{name = get_replacement_tile(surface, tile.position), position = {tile.position.x, tile.position.y}}},
true
)
end
end
for _, entity in pairs(
surface.find_entities_filtered(
{type = {'resource', 'cliff'}, area = {{spawn_position_x - 32, -256}, {160, 256}}}
)
) do
if is_body(entity.position) then
if
entity.position.x >
spawn_position_x - 32 +
math_abs(
simplex_noise(
entity.position.x * 0.02,
entity.position.y * 0.02,
game.surfaces[1].map_gen_settings.seed
) * 16
)
then
entity.destroy()
end
end
end
local decorative_names = {}
for k, v in pairs(game.decorative_prototypes) do
if v.autoplace_specification then
decorative_names[#decorative_names + 1] = k
end
end
for x = -4, 4, 1 do
for y = -3, 3, 1 do
surface.regenerate_decorative(decorative_names, {{x, y}})
end
end
local y = 80
local ore_positions = {
{x = spawn_position_x - 52, y = y},
{x = spawn_position_x - 52, y = y * 0.5},
{x = spawn_position_x - 52, y = 0},
{x = spawn_position_x - 52, y = y * -0.5},
{x = spawn_position_x - 52, y = y * -1}
}
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shuffle(ore_positions)
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map_functions.draw_smoothed_out_ore_circle(ore_positions[1], 'copper-ore', surface, 15, 2500)
map_functions.draw_smoothed_out_ore_circle(ore_positions[2], 'iron-ore', surface, 15, 2500)
map_functions.draw_smoothed_out_ore_circle(ore_positions[3], 'coal', surface, 15, 1500)
map_functions.draw_smoothed_out_ore_circle(ore_positions[4], 'stone', surface, 15, 1500)
map_functions.draw_noise_tile_circle({x = spawn_position_x - 20, y = 0}, 'water', surface, 16)
map_functions.draw_oil_circle(ore_positions[5], 'crude-oil', surface, 8, 200000)
local pos = surface.find_non_colliding_position('market', {spawn_position_x, 0}, 50, 1)
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this.market = place_fish_market(surface, pos)
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render_market_hp()
local r = 16
for _, entity in pairs(
surface.find_entities_filtered(
{
area = {
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{this.market.position.x - r, this.market.position.y - r},
{this.market.position.x + r, this.market.position.y + r}
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},
type = 'tree'
}
)
) do
local distance_to_center =
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math_sqrt(
(entity.position.x - this.market.position.x) ^ 2 + (entity.position.y - this.market.position.y) ^ 2
)
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if distance_to_center < r then
if math_random(1, r) > distance_to_center then
entity.destroy()
end
end
end
local pos = surface.find_non_colliding_position('gun-turret', {spawn_position_x + 5, 1}, 50, 1)
local turret = surface.create_entity({name = 'gun-turret', position = pos, force = 'player'})
turret.insert({name = 'firearm-magazine', count = 32})
for x = -20, 20, 1 do
for y = -20, 20, 1 do
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local pos = {x = this.market.position.x + x, y = this.market.position.y + y}
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--local distance_to_center = math_sqrt(x^2 + y^2)
--if distance_to_center > 8 and distance_to_center < 15 then
local distance_to_center = x ^ 2 + y ^ 2
if distance_to_center > 64 and distance_to_center < 225 then
if
math_random(1, 3) == 1 and
surface.can_place_entity({name = 'wooden-chest', position = pos, force = 'player'})
then
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surface.create_entity({name = 'wooden-chest', position = pos, force = 'player'})
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end
end
end
end
local area = {{x = -160, y = -96}, {x = 160, y = 96}}
for _, tile in pairs(surface.find_tiles_filtered({name = 'water', area = area})) do
if math_random(1, 32) == 1 then
surface.create_entity({name = 'fish', position = tile.position})
end
end
local pos = surface.find_non_colliding_position('character', {spawn_position_x + 1, 4}, 50, 1)
game.forces['player'].set_spawn_position(pos, surface)
for _, player in pairs(game.connected_players) do
local pos = surface.find_non_colliding_position('character', {spawn_position_x + 1, 4}, 50, 1)
player.teleport(pos, surface)
end
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this.spawn_area_generated = true
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end
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local function process_chunk(left_top)
local this = FDT.get()
local surface = game.surfaces[this.active_surface_index]
if not surface or not surface.valid then
return
end
local seed = game.surfaces[1].map_gen_settings.seed
generate_spawn_area(this, surface, left_top)
enemy_territory(surface, left_top)
fish_mouth(surface, left_top)
local tiles = {}
for x = 0, 31, 1 do
for y = 0, 31, 1 do
local pos = {x = left_top.x + x, y = left_top.y + y}
if is_out_of_map_tile(pos) then
--if not plankton_territory(surface, pos, seed) then surface.set_tiles({{name = "out-of-map", position = pos}}, true) end
local tile_to_set = plankton_territory(surface, pos, seed)
--local tile_to_set = "out-of-map"
tiles[#tiles + 1] = {name = tile_to_set, position = pos}
end
end
end
surface.set_tiles(tiles, true)
--if game.tick == 0 then return end
--if game.forces.player.is_chunk_charted(surface, {left_top.x / 32, left_top.y / 32}) then
game.forces.player.chart(surface, {{left_top.x, left_top.y}, {left_top.x + 31, left_top.y + 31}})
--end
if this.market and this.market.valid then
this.game_reset = false
end
end
local process_chunk_queue =
Token.register(
function(data)
local chunk_queue = data.chunk_queue
for i = 1, #chunk_queue do
local pos = {x = chunk_queue[i].x, y = chunk_queue[i].y}
process_chunk(pos)
chunk_queue[i] = nil
end
end
)
local function on_chunk_generated(event)
local map_name = 'fish_defender'
if string.sub(event.surface.name, 0, #map_name) ~= map_name then
return
end
local left_top = event.area.left_top
local this = FDT.get()
if this.game_has_ended then
return
end
if game.tick == 0 or this.game_reset or this.force_chunk then
process_chunk(left_top)
else
global.chunk_queue[#global.chunk_queue + 1] = {x = left_top.x, y = left_top.y}
local data = {
chunk_queue = global.chunk_queue
}
Task.set_timeout_in_ticks(total_calls, process_chunk_queue, data)
end
end
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function Public.fish_eye(surface, position)
surface.request_to_generate_chunks(position, 2)
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surface.force_generate_chunk_requests()
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for x = -48, 48, 1 do
for y = -48, 48, 1 do
local p = {x = position.x + x, y = position.y + y}
--local distance = math_sqrt(((position.x - p.x) ^ 2) + ((position.y - p.y) ^ 2))
--if distance < 44 then
-- surface.set_tiles({{name = "water-green", position = p}}, true)
--end
--if distance < 22 then
-- surface.set_tiles({{name = "out-of-map", position = p}}, true)
--end
local distance = ((position.x - p.x) ^ 2) + ((position.y - p.y) ^ 2)
if distance < 1936 then
if distance < 484 then
surface.set_tiles({{name = 'out-of-map', position = p}}, true)
else
surface.set_tiles({{name = 'water-green', position = p}}, true)
end
end
end
end
end
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Event.add(defines.events.on_chunk_generated, on_chunk_generated)
return Public