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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.horseshoe.data '
function Public . noises ( args )
local ret = { }
ret.height = IslandsCommon.island_height_horseshoe ( 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 ) - 2 * Math.slopefromto ( ret.height ( p ) , 0.2 , 0.12 ) end
ret.rock = args.noise_generator . rock
ret.rock_abs = function ( p ) return Math.abs ( ret.rock ( p ) ) end
ret.mood = args.noise_generator . mood
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ret.farness = IslandsCommon.island_farness_horseshoe ( 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 ) < 0.05 then
args.tiles [ # args.tiles + 1 ] = { name = ' sand-1 ' , position = args.p }
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if ( not args.iconized_generation ) and noises.farness ( p ) > 0.02 and noises.farness ( p ) < 0.6 and Math.random ( 500 ) == 1 then
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args.specials [ # args.specials + 1 ] = { name = ' buried-treasure ' , position = args.p }
end
elseif noises.height ( p ) < 0.12 then
args.tiles [ # args.tiles + 1 ] = { name = ' sand-2 ' , position = args.p }
else
if noises.forest_abs_suppressed ( p ) > 0.3 and noises.rock ( p ) < - 0.1 then
args.tiles [ # args.tiles + 1 ] = { name = ' dirt-1 ' , position = args.p }
else
if noises.mood ( p ) > 0.66 then
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args.tiles [ # args.tiles + 1 ] = { name = ' water ' , position = args.p }
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if Math.random ( 100 ) == 1 then
args.entities [ # args.entities + 1 ] = { name = ' fish ' , position = args.p }
end
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else
args.tiles [ # args.tiles + 1 ] = { name = ' sand-3 ' , position = args.p }
end
end
end
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if ( not args.iconized_generation ) and noises.height ( p ) > 0 and Math.random ( 6000 ) == 1 then --but has lots of chests due to spawning anywhere
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args.specials [ # args.specials + 1 ] = { name = ' chest ' , position = args.p }
elseif noises.height ( p ) > 0.02 then
if noises.forest_abs_suppressed ( p ) > 0.58 then
local forest_noise = noises.forest ( p )
local treedensity
if forest_noise > 0 then
treedensity = 0.5 * Math.slopefromto ( noises.forest_abs_suppressed ( p ) , 0.58 , 0.75 )
if Math.random ( 1 , 100 ) < treedensity * 100 then args.entities [ # args.entities + 1 ] = { name = ' tree-06 ' , position = args.p , visible_on_overworld = true } end
elseif noises.forest_abs_suppressed ( p ) > 0.68 then
treedensity = 0.5 * Math.slopefromto ( forest_noise , - 0.7 , - 0.75 )
if Math.random ( 1 , 100 ) < treedensity * 100 then args.entities [ # args.entities + 1 ] = { name = ' tree-08-brown ' , position = args.p , visible_on_overworld = true } end
end
end
end
if noises.forest_abs_suppressed ( p ) < 0.45 then
if noises.height ( p ) > 0.05 then
if noises.rock_abs ( p ) > 0.15 then
local rockdensity = 1 / 500 * Math.slopefromto ( noises.rock_abs ( p ) , 0.15 , 0.5 )
if noises.height ( p ) < 0.12 then rockdensity = rockdensity * 3 end
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
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if noises.height ( p ) > 0.18 and noises.mood ( p ) > 0.2 then
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if noises.forest_abs ( p ) < 0.2 and noises.rock_abs ( p ) > 1.8 then
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args.entities [ # args.entities + 1 ] = { name = ' coal ' , position = args.p , amount = 8 }
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end
end
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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 ) > 0.35 ,
spawners_indestructible = false ,
-- spawners_indestructible = noises.farness(p) > 0.7,
density_perchunk = 10 * Math.slopefromto ( noises.mood ( p ) , 0.12 , - 0.18 ) * Math.slopefromto ( noises.farness ( p ) , 0.35 , 1 ) * args.biter_base_density_scale ,
}
end
IslandsCommon.enemies_1 ( args , spec )
-- local spec2 = function(p)
-- local noises = Public.noises{p = p, noise_generator = args.noise_generator, static_params = args.static_params, seed = args.seed}
-- return {
-- placeable = noises.height(p) >= 0 and noises.forest_abs_suppressed(p) < 0.3 + Math.max(0, 0.2 - noises.height(p)),
-- chanceper4chunks = 0.5 * Math.slopefromto(noises.farness(p), 0.1, 0.4) * Math.slopefromto(noises.mood(p), 0, 0.25),
-- }
-- end
-- IslandsCommon.assorted_structures_1(args, spec2)
end
function Public . break_rock ( surface , p , entity_name )
return Ores.try_ore_spawn ( surface , p , entity_name )
end
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function Public . generate_silo_setup_position ( )
return Hunt.silo_setup_position ( 0 , 30 )
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end
return Public