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ComfyFactorio/maps/cratewood_forest.lua

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Lua
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local event = require 'utils.event'
local simplex_noise = require 'utils.simplex_noise'.d2
require "modules.satellite_score"
require "modules.biter_noms_you"
require "modules.dangerous_goods"
require "modules.biters_avoid_damage"
require "modules.dynamic_landfill"
require "modules.biters_double_damage"
require "modules.spawners_contain_biters"
require "modules.splice_double"
local function get_noise(name, pos)
local seed = game.surfaces[1].map_gen_settings.seed
local noise_seed_add = 25000
if name == 1 then
local noise = {}
noise[1] = simplex_noise(pos.x * 0.005, pos.y * 0.005, seed)
seed = seed + noise_seed_add
noise[2] = simplex_noise(pos.x * 0.01, pos.y * 0.01, seed)
seed = seed + noise_seed_add
noise[3] = simplex_noise(pos.x * 0.05, pos.y * 0.05, seed)
seed = seed + noise_seed_add
noise[4] = simplex_noise(pos.x * 0.1, pos.y * 0.1, seed)
local noise = noise[1] + noise[2] * 0.35 + noise[3] * 0.23 + noise[4] * 0.11
return noise
end
seed = seed + noise_seed_add * 5
if name == 2 then
local noise = {}
noise[1] = simplex_noise(pos.x * 0.01, pos.y * 0.01, seed)
seed = seed + noise_seed_add
noise[2] = simplex_noise(pos.x * 0.05, pos.y * 0.05, seed)
local noise = noise[1] + noise[2] * 0.1
return noise
end
end
local function process_tile(surface, pos)
local noise = get_noise(1, pos)
local noise_2 = get_noise(2, pos)
if noise < 0.12 and noise > -0.12 then
return
end
if noise_2 < 0.12 and noise_2 > -0.12 then
return
end
local tile = surface.get_tile(pos)
if tile.collides_with("player-layer") then return end
if surface.can_place_entity({name = "wooden-chest", position = pos, force = "neutral"}) then
local e = surface.create_entity({name = "wooden-chest", position = pos, force = "neutral"})
if noise_2 > -0.85 and noise_2 < 0.85 then return end
e.insert({name = global.loot[math.random(1, #global.loot)], count = math.random(1, 8)})
end
end
local function get_spawn_position()
for y = 0, 1024, 1 do
for x = 0, 1024, 1 do
local pos = {x = x, y = y}
local noise = get_noise(1, pos)
if noise < 0.08 and noise > -0.08 then
return pos
end
end
end
end
local function on_chunk_generated(event)
local surface = event.surface
local left_top = event.area.left_top
for x = 0.5, 31.5, 1 do
for y = 0.5, 31.5, 1 do
local pos = {x = left_top.x + x, y = left_top.y + y}
process_tile(surface, pos)
end
end
end
local function on_player_joined_game(event)
local player = game.players[event.player_index]
if player.online_time == 0 then
player.insert {name = 'pistol', count = 1}
player.insert {name = 'firearm-magazine', count = 16}
player.insert {name = 'iron-plate', count = 100}
player.insert {name = 'copper-plate', count = 50}
player.insert {name = 'car', count = 1}
end
end
local blacklist = {
["atomic-bomb"] = true,
["battery-mk2-equipment"] = true,
["blueprint"] = true,
["blueprint-book"] = true,
["centrifuge"] = true,
["compilatron-chest"] = true,
["copy-paste-tool"] = true,
["cut-paste-tool"] = true,
["deconstruction-planner"] = true,
["dummy-steel-axe"] = true,
["effectivity-module-2"] = true,
["effectivity-module-3"] = true,
["electric-energy-interface"] = true,
["energy-shield-equipment"] = true,
["energy-shield-mk2-equipment"] = true,
["escape-pod-assembler"] = true,
["escape-pod-lab"] = true,
["escape-pod-power"] = true,
["fusion-reactor-equipment"] = true,
["heat-exchanger"] = true,
["heat-interface"] = true,
["heat-pipe"] = true,
["hidden-electric-energy-interface"] = true,
["infinity-chest"] = true,
["infinity-pipe"] = true,
["laser-turret"] = true,
["nuclear-reactor"] = true,
["oil-refinery"] = true,
["player-port"] = true,
["pollution"] = true,
["power-armor"] = true,
["power-armor-mk2"] = true,
["productivity-module-2"] = true,
["productivity-module-3"] = true,
["rocket-silo"] = true,
["satellite"] = true,
["selection-tool"] = true,
["simple-entity-with-force"] = true,
["simple-entity-with-owner"] = true,
["speed-module-2"] = true,
["speed-module-3"] = true,
["steam-turbine"] = true,
["tank"] = true,
["upgrade-planner"] = true
}
local function on_init()
local surface = game.surfaces[1]
game.forces["player"].set_spawn_position(get_spawn_position(surface), surface)
global.loot = {}
for _, i in pairs(game.item_prototypes) do
if not blacklist[i.name] then
global.loot[#global.loot + 1] = i.name
end
end
end
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local function on_entity_died(event)
if not event.entity.valid then return end
if event.entity.type == "tree" then
for _, entity in pairs (event.entity.surface.find_entities_filtered({area = {{event.entity.position.x - 4, event.entity.position.y - 4},{event.entity.position.x + 4, event.entity.position.y + 4}}, name = "fire-flame-on-tree"})) do
if entity.valid then entity.destroy() end
end
end
end
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event.on_init(on_init)
event.add(defines.events.on_chunk_generated, on_chunk_generated)
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event.add(defines.events.on_entity_died, on_entity_died)
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event.add(defines.events.on_player_joined_game, on_player_joined_game)