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-- This file is part of thesixthroc's Pirate Ship softmod, licensed under GPLv3 and stored at https://github.com/danielmartin0/ComfyFactorio-Pirates.
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-- local Memory = require 'maps.pirates.memory'
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local Math = require ' maps.pirates.math '
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-- local Balance = require 'maps.pirates.balance'
-- local Structures = require 'maps.pirates.structures.structures'
-- local Common = require 'maps.pirates.common'
-- local Utils = require 'maps.pirates.utils_local'
local _inspect = require ' utils.inspect ' . inspect
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local Ores = require ' maps.pirates.ores '
local IslandsCommon = require ' maps.pirates.surfaces.islands.common '
local Hunt = require ' maps.pirates.surfaces.islands.hunt '
local Public = { }
Public.Data = require ' maps.pirates.surfaces.islands.first.data '
function Public . noises ( args )
local ret = { }
ret.height = IslandsCommon.island_height_1 ( args )
ret.forest = args.noise_generator . forest
ret.forest_abs = function ( p ) return Math.abs ( ret.forest ( p ) ) end
ret.forest_abs_suppressed = function ( p ) return ret.forest_abs ( p ) - 1 * Math.slopefromto ( ret.height ( p ) , 0.35 , 0.1 ) end
ret.rock = args.noise_generator . rock
ret.rock_abs = function ( p ) return Math.abs ( ret.rock ( p ) ) end
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ret.farness = IslandsCommon.island_farness_1 ( args ) --isn't available on the iconized pass, only on actual generation; check args.iconized_generation before you use this
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return ret
end
function Public . terrain ( args )
local noises = Public.noises ( args )
local p = args.p
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if IslandsCommon.place_water_tile ( args ) then return end
if noises.height ( p ) < 0 then
args.tiles [ # args.tiles + 1 ] = { name = ' water ' , position = args.p }
return
end
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if noises.height ( p ) < 0.1 then
args.tiles [ # args.tiles + 1 ] = { name = ' sand-1 ' , position = args.p }
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-- if args.specials and noises.farness(p) > 0.0001 and noises.farness(p) < 0.6 and Math.random(150) == 1 then
-- args.specials[#args.specials + 1] = {name = 'buried-treasure', position = args.p}
-- end
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elseif noises.height ( p ) < 0.16 then
args.tiles [ # args.tiles + 1 ] = { name = ' grass-4 ' , position = args.p }
else
if noises.forest_abs_suppressed ( p ) > 0.5 and noises.rock ( p ) < 0.3 then
args.tiles [ # args.tiles + 1 ] = { name = ' grass-3 ' , position = args.p }
elseif noises.forest_abs_suppressed ( p ) > 0.2 and noises.rock ( p ) < 0.3 then
args.tiles [ # args.tiles + 1 ] = { name = ' grass-2 ' , position = args.p }
else
args.tiles [ # args.tiles + 1 ] = { name = ' grass-1 ' , position = args.p }
end
end
if noises.height ( p ) > 0.2 then
if noises.forest_abs ( p ) > 0.65 then
local treedensity = 0.4 * Math.slopefromto ( noises.forest_abs_suppressed ( p ) , 0.6 , 0.85 )
if noises.forest ( p ) > 0.87 then
if Math.random ( 1 , 100 ) < treedensity * 100 then args.entities [ # args.entities + 1 ] = { name = ' tree-01 ' , position = args.p , visible_on_overworld = true } end
elseif noises.forest ( p ) < - 1.4 then
if Math.random ( 1 , 100 ) < treedensity * 100 then args.entities [ # args.entities + 1 ] = { name = ' tree-03 ' , position = args.p , visible_on_overworld = true } end
else
if Math.random ( 1 , 100 ) < treedensity * 100 then args.entities [ # args.entities + 1 ] = { name = ' tree-02 ' , position = args.p , visible_on_overworld = true } end
end
end
end
if noises.forest_abs_suppressed ( p ) < 0.6 then
if noises.height ( p ) > 0.12 then
local rockdensity = 0.0018 * Math.slopefromto ( noises.rock_abs ( p ) , - 0.15 , 0.3 )
local rockrng = Math.random ( )
if rockrng < rockdensity then
args.entities [ # args.entities + 1 ] = IslandsCommon.random_rock_1 ( args.p )
elseif rockrng < rockdensity * 1.5 then
args.decoratives [ # args.decoratives + 1 ] = { name = ' rock-medium ' , position = args.p }
elseif rockrng < rockdensity * 2 then
args.decoratives [ # args.decoratives + 1 ] = { name = ' rock-small ' , position = args.p }
elseif rockrng < rockdensity * 2.5 then
args.decoratives [ # args.decoratives + 1 ] = { name = ' rock-tiny ' , position = args.p }
end
end
end
end
function Public . chunk_structures ( args )
local spec = function ( p )
local noises = Public.noises { p = p , noise_generator = args.noise_generator , static_params = args.static_params , seed = args.seed }
return {
placeable = noises.farness ( p ) > 0.4 ,
density_perchunk = 28 * Math.slopefromto ( noises.farness ( p ) , 0.4 , 1 ) ^ 2 ,
}
end
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IslandsCommon.enemies_1 ( args , spec , false , 0.4 )
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end
function Public . break_rock ( surface , p , entity_name )
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return Ores.try_ore_spawn ( surface , p , entity_name , 8 )
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end
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function Public . generate_silo_setup_position ( )
return Hunt.silo_setup_position ( )
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end
return Public