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Add func for noise vector
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@ -15,6 +15,16 @@ local function get_brush(size)
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return vectors
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end
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local function get_brush_unfiltered(size)
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local vectors = {}
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for x = size, size * -1, -1 do
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for y = size * -1, size, 1 do
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vectors[#vectors + 1] = {x = x, y = y}
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end
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end
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return vectors
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end
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function Public.noise_vector_entity_path(surface, entity_name, position, base_vector, length, collision)
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local seed_1 = math.random(1, 10000000)
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local seed_2 = math.random(1, 10000000)
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@ -100,6 +110,52 @@ function Public.noise_vector_tile_path(surface, tile_name, position, base_vector
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return tiles
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end
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function Public.noise_vector_tiles_path(surface, tbl_tiles, position, base_vector, length, brush_size, whitelist, seed_1, seed_2, m)
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seed_1 = seed_1 or math.random(1, 10000000)
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seed_2 = seed_2 or math.random(1, 10000000)
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m = m or math.random(1, 100) * 0.001
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local vector = {}
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local tiles = {}
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local minimal_movement = 0.40
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local brush_vectors = get_brush_unfiltered(brush_size)
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local tile_name = tbl_tiles[math.random(1, #tbl_tiles)]
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for _ = 1, length, 1 do
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for _, brush in pairs(brush_vectors) do
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local p = {x = position.x + brush.x, y = position.y + brush.y}
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if whitelist then
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local tile = surface.get_tile(p)
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if tile.valid then
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if whitelist[tile.name] then
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surface.set_tiles({{name = tile_name, position = p}}, true)
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tiles[#tiles + 1] = {name = tile_name, position = p}
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end
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end
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end
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end
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local noise = simplex_noise(position.x * m, position.y * m, seed_1)
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local noise_2 = simplex_noise(position.x * m, position.y * m, seed_2)
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vector[1] = base_vector[1] + noise
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vector[2] = base_vector[2] + noise_2
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if math.abs(vector[1]) < minimal_movement and math.abs(vector[2]) < minimal_movement then
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local i = math.random(1, 2)
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if vector[i] < 0 then
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vector[i] = minimal_movement * -1
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else
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vector[i] = minimal_movement
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end
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end
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position = {x = position.x + vector[1], y = position.y + vector[2]}
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end
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return tiles, seed_1, seed_2, m
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end
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--/c noise_vector_path(game.player.surface, "tree-04", game.player.position, {0,0})
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return Public
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