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changes
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@ -1 +0,0 @@
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gerkiz_test/
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@ -39,7 +39,6 @@ local Score = require 'comfy_panel.score'
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local Poll = require 'comfy_panel.poll'
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local Collapse = require 'modules.collapse'
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local Balance = require 'maps.lumberjack.balance'
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local fish = require 'maps.lumberjack.terrain'.fish
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local shape = require 'maps.lumberjack.terrain'.heavy_functions
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local Generate = require 'maps.lumberjack.generate'
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local Task = require 'utils.task'
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@ -300,10 +299,8 @@ function Public.reset_map()
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scale_with_zoom = false
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}
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local s = fish(shape, 55)
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local surfaces = {
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[surface.name] = s
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[surface.name] = shape
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}
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Generate.init({surfaces = surfaces, regen_decoratives = true, tiles_per_tick = 32})
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Task.reset_queue()
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@ -473,13 +473,6 @@ local function process_level_9_position(data)
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if math_random(1, 512) == 1 then
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markets[#markets + 1] = p
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end
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if math_random(1, 256) == 1 then
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entities[#entities + 1] = {
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name = spawner_raffle[math_random(1, #spawner_raffle)],
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position = p,
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force = 'lumber_defense'
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}
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end
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if math_random(1, 256) == 1 then
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entities[#entities + 1] = {name = 'crude-oil', position = p, amount = get_oil_amount(p)}
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end
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@ -657,14 +650,6 @@ local function process_level_7_position(data)
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create_inner_content(surface, p, cave_rivers_3)
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markets[#markets + 1] = p
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end
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if math_random(1, 32) == 1 then
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entities[#entities + 1] = {
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name = spawner_raffle[math_random(1, #spawner_raffle)],
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position = p,
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force = 'enemy'
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}
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end
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if noise_ores < -0.5 and no_rocks_2 > -0.6 then
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if cave_rivers_3 > 0 and cave_rivers_3 < 0.07 then
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entities[#entities + 1] = {name = 'iron-ore', position = p, amount = math_abs(p.y) + 1}
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@ -689,14 +674,6 @@ local function process_level_7_position(data)
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if math_random(1, 2048) == 1 then
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markets[#markets + 1] = p
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end
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if math_random(1, 32) == 1 then
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entities[#entities + 1] = {
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name = spawner_raffle[math_random(1, #spawner_raffle)],
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position = p,
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force = 'enemy'
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}
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end
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if noise_ores < -0.5 and no_rocks_2 > -0.6 then
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if cave_rivers_4 > 0 and cave_rivers_4 < 0.07 then
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create_inner_content(surface, p, noise_ores)
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@ -900,13 +877,6 @@ local function process_level_4_position(data)
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if math_random(1, 32) == 1 then
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markets[#markets + 1] = p
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end
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if math_random(1, 32) == 1 then
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entities[#entities + 1] = {
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name = spawner_raffle[math_random(1, #spawner_raffle)],
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position = p,
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force = 'enemy'
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}
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end
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end
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if math_abs(noise_large_caves) > 0.5 then
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tiles[#tiles + 1] = {name = 'grass-2', position = p}
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@ -1009,14 +979,6 @@ local function process_level_3_position(data)
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if math_random(1, 32) == 1 then
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markets[#markets + 1] = p
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end
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if math_random(1, 32) == 1 then
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entities[#entities + 1] = {
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name = spawner_raffle[math_random(1, #spawner_raffle)],
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position = p,
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force = 'enemy'
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}
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end
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if math_random(1, 16) == 1 then
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entities[#entities + 1] = {name = trees[math_random(1, #trees)], position = p}
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end
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@ -1190,14 +1152,6 @@ local function process_level_2_position(data)
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if math_random(1, 32) == 1 then
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markets[#markets + 1] = p
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end
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if math_random(1, 32) == 1 then
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entities[#entities + 1] = {
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name = spawner_raffle[math_random(1, #spawner_raffle)],
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position = p,
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force = 'enemy'
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}
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end
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if math_random(1, 16) == 1 then
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entities[#entities + 1] = {name = trees[math_random(1, #trees)], position = p}
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end
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@ -1313,14 +1267,6 @@ local function process_level_1_position(data)
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if math_random(1, 32) == 1 then
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markets[#markets + 1] = p
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end
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if math_random(1, 32) == 1 then
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entities[#entities + 1] = {
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name = spawner_raffle[math_random(1, #spawner_raffle)],
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position = p,
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force = 'enemy'
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}
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end
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if math_random(1, 32) == 1 then
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entities[#entities + 1] = {name = trees[math_random(1, #trees)], position = p}
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end
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@ -1555,67 +1501,6 @@ local function biter_chunk(data)
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end
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end
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local water_tiles = {
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['water'] = true,
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['deepwater'] = true,
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['water-green'] = true,
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['deepwater-green'] = true
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}
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Public.water_tiles = water_tiles
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local function add_entity(tile, entity)
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if type(tile) == 'table' then
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if tile.entities then
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tile.entities[#tile.entities + 1] = entity
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else
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tile.entities = {entity}
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end
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elseif tile then
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tile = {
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tile = tile,
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entities = {entity}
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}
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end
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return tile
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end
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function Public.fish(shape, spawn_rate)
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return function(x, y, world)
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local function handle_tile(tile)
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if type(tile) == 'string' then
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if water_tiles[tile] and spawn_rate >= math_random() then
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return {name = 'fish'}
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end
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elseif tile then
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if world.surface.get_tile(world.x, world.y).collides_with('water-tile') and spawn_rate >= math_random() then
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return {name = 'fish'}
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end
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end
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end
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local tile = shape(x, y, world)
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if type(tile) == 'table' then
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local entity = handle_tile(tile.tile)
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if entity then
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add_entity(tile, entity)
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end
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else
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local entity = handle_tile(tile)
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if entity then
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tile = {
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tile = tile,
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entities = {entity}
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}
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end
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end
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return tile
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end
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end
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local function out_of_map(data)
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local surface = data.surface
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local left_top = data.left_top
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@ -1707,8 +1592,7 @@ function Public.heavy_functions(x, y, data)
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end
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if top_y < 0 then
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local fish = process_bits(x, y, data)
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Public.fish(fish, 3)
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process_bits(x, y, data)
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end
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end
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