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lost_desert update
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@ -12,9 +12,9 @@ require "score"
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---- enable maps here ----
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--require "maps.biter_battles"
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require "maps.cave_miner"
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--require "maps.cave_miner"
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--require "maps.deep_jungle"
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--require "maps.lost_desert"
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require "maps.lost_desert"
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--require "maps.labyrinth"
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--require "maps.spaghettorio"
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--require "maps.spiral_troopers"
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@ -1,36 +1,27 @@
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--lost desert-- mewmew made this --
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local chunk_loader = require "maps.tools.lazy_chunk_loader"
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local simplex_noise = require 'utils.simplex_noise'
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simplex_noise = simplex_noise.d2
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local event = require 'utils.event'
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local event = require 'utils.event'
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local map_functions = require "maps.tools.map_functions"
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local math_random = math.random
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require "maps.tools.map_pregen"
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local function shipwreck(position, surface)
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local wrecks = {"big-ship-wreck-1", "big-ship-wreck-2", "big-ship-wreck-3"}
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local wreck = wrecks[math.random(1,#wrecks)]
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local p = game.surfaces[1].find_non_colliding_position(wreck,position, 2,0.5)
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if not p then return end
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local wreck_raffle_table = {}
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local wreck_loot_weights = {}
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table.insert(wreck_loot_weights, {{name = 'iron-gear-wheel', count = math.random(16,48)},5})
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table.insert(wreck_loot_weights, {{name = 'burner-inserter', count = math.random(16,32)},2})
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table.insert(wreck_loot_weights, {{name = 'engine-unit', count = math.random(1,16)},3})
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table.insert(wreck_loot_weights, {{name = 'rocket-fuel', count = math.random(1,5)},3})
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table.insert(wreck_loot_weights, {{name = 'lubricant-barrel', count = math.random(1,10)},3})
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table.insert(wreck_loot_weights, {{name = 'crude-oil-barrel', count = math.random(1,10)},3})
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local wreck_loot_weights = {}
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table.insert(wreck_loot_weights, {{name = "firearm-magazine", count = math.random(64,128)},8})
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table.insert(wreck_loot_weights, {{name = 'grenade', count = math.random(16,32)},5})
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table.insert(wreck_loot_weights, {{name = 'land-mine', count = math.random(16,32)},5})
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table.insert(wreck_loot_weights, {{name = 'light-armor', count = 1},1})
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table.insert(wreck_loot_weights, {{name = 'heavy-armor', count = 1},2})
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table.insert(wreck_loot_weights, {{name = 'pipe', count = math.random(10,100)},3})
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table.insert(wreck_loot_weights, {{name = 'rail', count = math.random(32,100)},4})
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table.insert(wreck_loot_weights, {{name = 'assembling-machine-1', count = math.random(1,4)},2})
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table.insert(wreck_loot_weights, {{name = 'assembling-machine-2', count = math.random(1,3)},2})
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table.insert(wreck_loot_weights, {{name = 'assembling-machine-3', count = math.random(1,2)},1})
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table.insert(wreck_loot_weights, {{name = 'combat-shotgun', count = 1},4})
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table.insert(wreck_loot_weights, {{name = 'combat-shotgun', count = 1},3})
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table.insert(wreck_loot_weights, {{name = 'piercing-shotgun-shell', count = math.random(16,48)},5})
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table.insert(wreck_loot_weights, {{name = 'flamethrower', count = 1},4})
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table.insert(wreck_loot_weights, {{name = 'flamethrower', count = 1},3})
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table.insert(wreck_loot_weights, {{name = 'rocket-launcher', count = 1},4})
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table.insert(wreck_loot_weights, {{name = 'flamethrower-ammo', count = math.random(16,48)},5})
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table.insert(wreck_loot_weights, {{name = 'rocket', count = math.random(16,48)},5})
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@ -51,7 +42,7 @@ local function shipwreck(position, surface)
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table.insert(wreck_raffle_table, t[1])
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end
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end
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local e = surface.create_entity {name=wreck, position=p, force="player"}
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local e = surface.create_entity {name=wreck, position=position, force="player"}
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e.minable = false
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local i = e.get_inventory(defines.inventory.chest)
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for x = 1, math.random(2,3), 1 do
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@ -69,46 +60,21 @@ local function shuffle(tbl)
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return tbl
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end
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local function create_cluster(name, pos, size, surface, spread, resource_amount)
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local p = {x = pos.x, y = pos.y}
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local math_random = math.random
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for z = 1, size, 1 do
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for x = 1, 8, 1 do
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local y = 1
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if spread then y = math_random(1, spread) end
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local modifier_raffle = {{0,y*-1},{y*-1,0},{y,0},{0,y},{y*-1,y*-1},{y,y},{y,y*-1},{y*-1,y}}
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modifier_raffle = shuffle(modifier_raffle)
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local m = modifier_raffle[x]
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local pos = {x = p.x + m[1], y = p.y + m[2]}
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if resource_amount then
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surface.create_entity {name=name, position=pos, amount=resource_amount}
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p = {x = pos.x, y = pos.y}
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break
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else
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if surface.can_place_entity({name=name, position=pos}) then
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surface.create_entity {name=name, position=pos}
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p = {x = pos.x, y = pos.y}
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break
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end
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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 function get_noise(name, pos)
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local seed = game.surfaces[1].map_gen_settings.seed
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local noise = {}
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local noise_seed_add = 25000
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seed = seed + noise_seed_add
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if name == 1 then
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noise[1] = simplex_noise(pos.x * 0.001, pos.y * 0.001, seed)
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if name == 1 then
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local m = 2
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noise[1] = simplex_noise(pos.x * 0.001 * m, pos.y * 0.001 * m, seed)
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seed = seed + noise_seed_add
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noise[2] = simplex_noise(pos.x * 0.01, pos.y * 0.01, seed)
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noise[2] = simplex_noise(pos.x * 0.01 * m, pos.y * 0.01 * m, seed)
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seed = seed + noise_seed_add
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noise[3] = simplex_noise(pos.x * 0.05, pos.y * 0.05, seed)
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noise[3] = simplex_noise(pos.x * 0.05 * m, pos.y * 0.05 * m, seed)
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seed = seed + noise_seed_add
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noise[4] = simplex_noise(pos.x * 0.1, pos.y * 0.1, seed)
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local noise = noise[1] + noise[2] * 0.15 + noise[3] * 0.02 + noise[4] * 0.001
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noise[4] = simplex_noise(pos.x * 0.1 * m, pos.y * 0.1 * m, seed)
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local noise = noise[1] + noise[2] * 0.05 + noise[3] * 0.02 + noise[4] * 0.001
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return noise
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end
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seed = seed + noise_seed_add
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@ -151,15 +117,14 @@ local worm_raffle = {"small-worm-turret", "small-worm-turret", "small-worm-turre
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local rock_raffle = {"sand-rock-big","sand-rock-big","rock-big","rock-big","rock-big","rock-big","rock-huge"}
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local ore_spawn_raffle = {"iron-ore","iron-ore","iron-ore","copper-ore","copper-ore","copper-ore","coal","coal","stone","stone","uranium-ore","crude-oil"}
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chunk_loader.add(function(chunk_piece)
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local surface = game.surfaces["lost_desert"]
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if chunk_piece[2] ~= surface.index then return end
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local chunk_piece_position = chunk_piece[1]
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local chunk_pos_x = chunk_piece_position.x
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local chunk_pos_y = chunk_piece_position.y
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local function on_chunk_generated(event)
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local surface = game.surfaces["lost_desert"]
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if event.surface.name ~= surface.name then return end
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local chunk_pos_x = event.area.left_top.x
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local chunk_pos_y = event.area.left_top.y
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local area = {
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left_top = {x = chunk_piece_position.x, y = chunk_piece_position.y},
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right_bottom = {x = chunk_piece_position.x + 8, y = chunk_piece_position.y + 8}
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left_top = {x = chunk_pos_x, y = chunk_pos_y},
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right_bottom = {x = chunk_pos_x + 31, y = chunk_pos_y + 31}
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}
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local tiles = {}
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local entities_to_place = {
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@ -170,18 +135,21 @@ chunk_loader.add(function(chunk_piece)
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fish = {},
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shipwrecks = {}
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}
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local decoratives = {}
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local math_random = math.random
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surface.destroy_decoratives(area)
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local decoratives = {}
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local entities = surface.find_entities(area)
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for _, e in pairs(entities) do
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if e.type == "tree" or e.force.name == "enemy" then
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--e.destroy()
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e.destroy()
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end
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end
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end
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local sands = {"sand-1", "sand-2", "sand-3"}
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local tile_to_insert = false
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for x = 0, 7, 1 do
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for y = 0, 7, 1 do
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for x = 0, 31, 1 do
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for y = 0, 31, 1 do
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local pos_x = chunk_pos_x + x
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local pos_y = chunk_pos_y + y
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local pos = {x = pos_x, y = pos_y}
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@ -189,10 +157,10 @@ chunk_loader.add(function(chunk_piece)
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tile_to_insert = false
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local noise_1 = get_noise(1, pos)
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if tile_distance_to_center > 10000 then
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if noise_1 <= -0.9 then
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if noise_1 <= -0.80 then
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if math_random(1,250) == 1 then table.insert(entities_to_place.shipwrecks, pos) end
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end
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if noise_1 <= -0.85 then
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if noise_1 <= -0.75 then
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if math_random(1,16) == 1 then table.insert(entities_to_place.worms, pos) end
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if math_random(1,16) == 1 then table.insert(entities_to_place.enemy_buildings, pos) end
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end
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@ -201,7 +169,18 @@ chunk_loader.add(function(chunk_piece)
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if noise_1 > -0.4 then tile_to_insert = "sand-1" end
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if noise_1 > 0.4 then tile_to_insert = "sand-3" end
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if noise_1 > 0.72 and noise_1 < 0.8 then if math_random(1,3) == 1 then table.insert(decoratives, {name = "garballo", position = pos, amount = math_random(1,3)}) end end
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if noise_1 > 0.75 then if math_random(1,5) == 1 then table.insert(entities_to_place.trees, {"tree-05", pos}) end end
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if noise_1 > 0.75 then
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if math_random(1,5) == 1 then table.insert(entities_to_place.trees, {"tree-05", pos}) end
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if math_random(1,400) == 1 then
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if surface.count_entities_filtered({name = "market", area = {{pos.x - 50, pos.y - 50}, {pos.x + 50, pos.y + 50}}, limit = 1}) < 1 then
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if surface.can_place_entity {name = "market", position = pos} then
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local market = surface.create_entity {name = "market", position = pos}
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market.destructible = false
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market.add_market_item({price = {{"raw-wood", math.random(2,10)}}, offer = {type = 'give-item', item = 'raw-fish'}})
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end
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end
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end
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end
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if noise_1 > 0.8 then
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tile_to_insert = "water"
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if math_random(1,32) == 1 then table.insert(entities_to_place.fish, pos) end
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@ -209,17 +188,14 @@ chunk_loader.add(function(chunk_piece)
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if noise_1 > 0.9 then tile_to_insert = "deepwater" end
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if tile_to_insert ~= "deepwater" and tile_to_insert ~= "water" and noise_1 < 0.7 then
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if math_random(1,20000) == 1 and noise_1 < 0.65 then
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local spread = 1
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local amount = math_random(400,600)
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local size = math.ceil(math.sqrt(tile_distance_to_center),0)
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if math_random(1, 15000) == 1 and noise_1 < 0.65 then
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local ore = ore_spawn_raffle[math_random(1,#ore_spawn_raffle)]
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if ore == "crude-oil" then
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spread = 10
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amount = 100000 + math_random(tile_distance_to_center,tile_distance_to_center*2)
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size = math_random(4,16)
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end
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create_cluster(ore, pos, size, surface, spread, amount)
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map_functions.draw_oil_circle(pos, ore, surface, math_random(4,12), amount)
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else
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map_functions.draw_crazy_smoothed_out_ore_circle(pos, ore, surface, math_random(10,70), math_random(300,400) + math.sqrt(tile_distance_to_center))
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end
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end
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local noise_dead_trees = get_noise("dead_trees", pos)
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local noise_rocks_1 = get_noise("rocks_1", pos)
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@ -234,7 +210,7 @@ chunk_loader.add(function(chunk_piece)
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if noise_rocks_1 > 0.55 then
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if math_random(1,6) == 1 then table.insert(entities_to_place.rocks, pos) end
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end
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tile_to_insert = "dirt-1"
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--tile_to_insert = "dirt-1"
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end
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if noise_deco_1 > 0.75 then
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if math_random(1,7) == 1 then table.insert(decoratives, {name = "brown-fluff-dry", position = pos, amount = math_random(1,3)}) end
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@ -261,11 +237,12 @@ chunk_loader.add(function(chunk_piece)
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if tile_to_insert == false then
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--table.insert(tiles, {name = "sand-4", position = {pos_x,pos_y}}) tree-06
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else
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table.insert(tiles, {name = tile_to_insert, position = {pos_x,pos_y}})
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table.insert(tiles, {name = tile_to_insert, position = pos})
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end
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end
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end
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surface.set_tiles(tiles,true)
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surface.create_decoratives{check_collision=false, decoratives=decoratives}
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for _, p in pairs(entities_to_place.shipwrecks) do
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@ -292,9 +269,17 @@ chunk_loader.add(function(chunk_piece)
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for _, p in pairs(entities_to_place.fish) do
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surface.create_entity {name="fish",position=p}
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end
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return true
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if not global.lost_desert_spawn_ores then
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if chunk_pos_x > 96 then
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map_functions.draw_smoothed_out_ore_circle({x=0, y=20}, "stone", surface , 14, 500)
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map_functions.draw_smoothed_out_ore_circle({x=0, y=-20}, "coal", surface , 14, 500)
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map_functions.draw_smoothed_out_ore_circle({x=-20, y=0}, "iron-ore", surface , 14, 500)
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map_functions.draw_smoothed_out_ore_circle({x=20, y=0}, "copper-ore", surface , 14, 500)
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global.lost_desert_spawn_ores = true
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end
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end
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end
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)
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local function on_player_joined_game(event)
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local player = game.players[event.player_index]
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@ -303,27 +288,25 @@ local function on_player_joined_game(event)
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map_gen_settings.water = "none"
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map_gen_settings.cliff_settings = {cliff_elevation_interval = 20, cliff_elevation_0 = 20}
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map_gen_settings.autoplace_controls = {
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["coal"] = {frequency = "very-low", size = "normal", richness = "normal"},
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["stone"] = {frequency = "very-low", size = "normal", richness = "normal"},
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["copper-ore"] = {frequency = "very-low", size = "normal", richness = "normal"},
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["iron-ore"] = {frequency = "very-low", size = "normal", richness = "normal"},
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["crude-oil"] = {frequency = "very-low", size = "normal", richness = "normal"},
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["coal"] = {frequency = "none", size = "none", richness = "none"},
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["stone"] = {frequency = "none", size = "none", richness = "none"},
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["copper-ore"] = {frequency = "none", size = "none", richness = "none"},
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["uranium-ore"] = {frequency = "none", size = "none", richness = "none"},
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["iron-ore"] = {frequency = "none", size = "none", richness = "none"},
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["crude-oil"] = {frequency = "none", size = "none", richness = "none"},
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["trees"] = {frequency = "none", size = "none", richness = "none"},
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["enemy-base"] = {frequency = "very-low", size = "small", richness = "none"},
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["enemy-base"] = {frequency = "none", size = "none", richness = "none"},
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["grass"] = {frequency = "none", size = "none", richness = "none"},
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["sand"] = {frequency = "none", size = "none", richness = "none"},
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["desert"] = {frequency = "none", size = "none", richness = "none"},
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["dirt"] = {frequency = "none", size = "none", richness = "none"}
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["dirt"] = {frequency = "normal", size = "normal", richness = "normal"}
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}
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game.map_settings.pollution.pollution_restored_per_tree_damage = 0
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game.create_surface("lost_desert", map_gen_settings)
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game.forces["player"].set_spawn_position({0,0},game.surfaces["lost_desert"])
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local surface = game.surfaces["lost_desert"]
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create_cluster("stone", {x=-30,y=30}, 1500, surface, 1, math.random(400,600))
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create_cluster("copper-ore", {x=30,y=30}, 1500, surface, 1, math.random(400,600))
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create_cluster("coal", {x=30,y=-30}, 1500, surface, 1, math.random(400,600))
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create_cluster("iron-ore", {x=-30,y=-30}, 1500, surface, 1, math.random(400,600))
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create_cluster("crude-oil", {x=0,y=0}, 5, surface, 10, math.random(300000,400000))
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--create_cluster("crude-oil", {x=0,y=0}, 5, surface, 10, math.random(300000,400000))
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global.map_init_done = true
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end
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local surface = game.surfaces["lost_desert"]
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@ -340,26 +323,7 @@ local function on_player_joined_game(event)
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player.insert {name = 'light-armor', count = 1}
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end
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end
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function cheat_mode()
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local cheat_mode_enabed = false
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if cheat_mode_enabed == true then
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local surface = game.surfaces["lost_desert"]
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game.player.cheat_mode=true
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game.players[1].insert({name="power-armor-mk2"})
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game.players[1].insert({name="fusion-reactor-equipment", count=4})
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game.players[1].insert({name="personal-laser-defense-equipment", count=8})
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game.players[1].insert({name="rocket-launcher"})
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game.players[1].insert({name="explosive-rocket", count=200})
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game.speed = 2
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surface.daytime = 1
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game.player.force.research_all_technologies()
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game.forces["enemy"].evolution_factor = 0.2
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local chart = 300
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local surface = game.surfaces["lost_desert"]
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game.forces["player"].chart(surface, {lefttop = {x = chart*-1, y = chart*-1}, rightbottom = {x = chart, y = chart}})
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end
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||||
end
|
||||
|
||||
event.add(defines.events.on_chunk_generated, on_chunk_generated)
|
||||
event.add(defines.events.on_marked_for_deconstruction, on_marked_for_deconstruction)
|
||||
event.add(defines.events.on_player_joined_game, on_player_joined_game)
|
@ -319,7 +319,7 @@ local function grow_level()
|
||||
local pos = {x = reward_chunk.x * 32 + x, y = reward_chunk.y * 32 + y}
|
||||
if x == 16 and y == 16 then
|
||||
local ore = ore_rotation[current_growth_direction]
|
||||
if global.spiral_troopers_level % 11 == 0 then ore = "uranium-ore" end
|
||||
if global.spiral_troopers_level % 12 == 0 then ore = "uranium-ore" end
|
||||
map_functions.draw_smoothed_out_ore_circle(pos, ore, surface, 14, 400 * global.spiral_troopers_level)
|
||||
local unlocker = surface.create_entity({name = "burner-inserter", position = pos, force = "player"})
|
||||
unlocker.destructible = false
|
||||
|
@ -44,9 +44,9 @@ f.draw_smoothed_out_ore_circle = function(position, name, surface, radius, richn
|
||||
for y = radius*-1, radius, 1 do
|
||||
for x = radius*-1, radius, 1 do
|
||||
local pos = {x = x + position.x, y = y + position.y}
|
||||
local noise_1 = simplex_noise(pos.x * 0.05, pos.y * 0.05, seed)
|
||||
local noise_1 = simplex_noise(pos.x * 0.08, pos.y * 0.08, seed)
|
||||
seed = seed + noise_seed_add
|
||||
local noise_2 = simplex_noise(pos.x * 0.1, pos.y * 0.1, seed)
|
||||
local noise_2 = simplex_noise(pos.x * 0.15, pos.y * 0.15, seed)
|
||||
local noise = noise_1 + noise_2 * 0.2
|
||||
local distance_to_center = math.sqrt(x^2 + y^2)
|
||||
local a = richness - richness_part * distance_to_center
|
||||
@ -59,6 +59,34 @@ f.draw_smoothed_out_ore_circle = function(position, name, surface, radius, richn
|
||||
end
|
||||
end
|
||||
|
||||
f.draw_crazy_smoothed_out_ore_circle = function(position, name, surface, radius, richness)
|
||||
if not position then return end
|
||||
if not name then return end
|
||||
if not surface then return end
|
||||
if not radius then return end
|
||||
if not richness then return end
|
||||
local math_random = math.random
|
||||
local noise_seed_add = 25000
|
||||
local richness_part = richness / radius
|
||||
for y = radius*-1, radius, 1 do
|
||||
for x = radius*-1, radius, 1 do
|
||||
local pos = {x = x + position.x, y = y + position.y}
|
||||
local seed = game.surfaces[1].map_gen_settings.seed
|
||||
local noise_1 = simplex_noise(pos.x * 0.02, pos.y * 0.02, seed)
|
||||
seed = seed + noise_seed_add
|
||||
local noise_2 = simplex_noise(pos.x * 0.2, pos.y * 0.2, seed)
|
||||
local noise = noise_1 + noise_2 * 0.2
|
||||
local distance_to_center = math.sqrt(x^2 + y^2)
|
||||
local a = richness - richness_part * distance_to_center
|
||||
if distance_to_center < radius * noise and a > 1 then
|
||||
if surface.can_place_entity({name = name, position = pos, amount = a}) then
|
||||
surface.create_entity{name = name, position = pos, amount = a}
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
f.create_cluster = function(name, pos, size, surface, spread, resource_amount)
|
||||
local p = {x = pos.x, y = pos.y}
|
||||
local math_random = math.random
|
||||
|
@ -4,11 +4,11 @@ local function on_tick(event)
|
||||
if global.map_pregeneration_is_active then
|
||||
if game.tick % 600 == 0 then
|
||||
local r = 1
|
||||
for x = 1,40,1 do
|
||||
for x = 1, global.chunk_radius, 1 do
|
||||
if game.forces.map_pregen.is_chunk_charted(game.players[1].surface, {x,x}) then r = x end
|
||||
end
|
||||
game.print("Map chunks are generating... current radius " .. r, { r=0.22, g=0.99, b=0.99})
|
||||
if game.forces.map_pregen.is_chunk_charted(game.players[1].surface, {40,40}) then
|
||||
if game.forces.map_pregen.is_chunk_charted(game.players[1].surface, {global.chunk_radius, global.chunk_radius}) then
|
||||
game.print("Map generation done!", {r=0.22, g=0.99, b=0.99})
|
||||
|
||||
game.players[1].force = game.forces["player"]
|
||||
@ -18,8 +18,13 @@ local function on_tick(event)
|
||||
end
|
||||
end
|
||||
|
||||
function map_pregen()
|
||||
local radius = 1280
|
||||
function map_pregen(chunk_radius)
|
||||
if chunk_radius then
|
||||
global.chunk_radius = chunk_radius
|
||||
else
|
||||
global.chunk_radius = 32
|
||||
end
|
||||
local radius = global.chunk_radius * 32
|
||||
if not game.forces.map_pregen then game.create_force("map_pregen") end
|
||||
game.players[1].force = game.forces["map_pregen"]
|
||||
game.forces.map_pregen.chart(game.players[1].surface,{{x = -1 * radius, y = -1 * radius}, {x = radius, y = radius}})
|
||||
|
Loading…
Reference in New Issue
Block a user