diff --git a/control.lua b/control.lua index 112209f5..6a713c7f 100644 --- a/control.lua +++ b/control.lua @@ -12,9 +12,9 @@ require "score" ---- enable maps here ---- --require "maps.biter_battles" -require "maps.cave_miner" +--require "maps.cave_miner" --require "maps.deep_jungle" ---require "maps.lost_desert" +require "maps.lost_desert" --require "maps.labyrinth" --require "maps.spaghettorio" --require "maps.spiral_troopers" diff --git a/maps/lost_desert.lua b/maps/lost_desert.lua index 5bf97d64..a6914b1c 100644 --- a/maps/lost_desert.lua +++ b/maps/lost_desert.lua @@ -1,36 +1,27 @@ --lost desert-- mewmew made this -- -local chunk_loader = require "maps.tools.lazy_chunk_loader" local simplex_noise = require 'utils.simplex_noise' simplex_noise = simplex_noise.d2 -local event = require 'utils.event' +local event = require 'utils.event' +local map_functions = require "maps.tools.map_functions" +local math_random = math.random +require "maps.tools.map_pregen" local function shipwreck(position, surface) local wrecks = {"big-ship-wreck-1", "big-ship-wreck-2", "big-ship-wreck-3"} local wreck = wrecks[math.random(1,#wrecks)] - local p = game.surfaces[1].find_non_colliding_position(wreck,position, 2,0.5) - if not p then return end local wreck_raffle_table = {} - local wreck_loot_weights = {} - table.insert(wreck_loot_weights, {{name = 'iron-gear-wheel', count = math.random(16,48)},5}) - table.insert(wreck_loot_weights, {{name = 'burner-inserter', count = math.random(16,32)},2}) - table.insert(wreck_loot_weights, {{name = 'engine-unit', count = math.random(1,16)},3}) - table.insert(wreck_loot_weights, {{name = 'rocket-fuel', count = math.random(1,5)},3}) - table.insert(wreck_loot_weights, {{name = 'lubricant-barrel', count = math.random(1,10)},3}) - table.insert(wreck_loot_weights, {{name = 'crude-oil-barrel', count = math.random(1,10)},3}) + local wreck_loot_weights = {} table.insert(wreck_loot_weights, {{name = "firearm-magazine", count = math.random(64,128)},8}) table.insert(wreck_loot_weights, {{name = 'grenade', count = math.random(16,32)},5}) table.insert(wreck_loot_weights, {{name = 'land-mine', count = math.random(16,32)},5}) - table.insert(wreck_loot_weights, {{name = 'light-armor', count = 1},1}) table.insert(wreck_loot_weights, {{name = 'heavy-armor', count = 1},2}) - table.insert(wreck_loot_weights, {{name = 'pipe', count = math.random(10,100)},3}) - table.insert(wreck_loot_weights, {{name = 'rail', count = math.random(32,100)},4}) table.insert(wreck_loot_weights, {{name = 'assembling-machine-1', count = math.random(1,4)},2}) table.insert(wreck_loot_weights, {{name = 'assembling-machine-2', count = math.random(1,3)},2}) table.insert(wreck_loot_weights, {{name = 'assembling-machine-3', count = math.random(1,2)},1}) - table.insert(wreck_loot_weights, {{name = 'combat-shotgun', count = 1},4}) + table.insert(wreck_loot_weights, {{name = 'combat-shotgun', count = 1},3}) table.insert(wreck_loot_weights, {{name = 'piercing-shotgun-shell', count = math.random(16,48)},5}) - table.insert(wreck_loot_weights, {{name = 'flamethrower', count = 1},4}) + table.insert(wreck_loot_weights, {{name = 'flamethrower', count = 1},3}) table.insert(wreck_loot_weights, {{name = 'rocket-launcher', count = 1},4}) table.insert(wreck_loot_weights, {{name = 'flamethrower-ammo', count = math.random(16,48)},5}) table.insert(wreck_loot_weights, {{name = 'rocket', count = math.random(16,48)},5}) @@ -51,7 +42,7 @@ local function shipwreck(position, surface) table.insert(wreck_raffle_table, t[1]) end end - local e = surface.create_entity {name=wreck, position=p, force="player"} + local e = surface.create_entity {name=wreck, position=position, force="player"} e.minable = false local i = e.get_inventory(defines.inventory.chest) for x = 1, math.random(2,3), 1 do @@ -69,46 +60,21 @@ local function shuffle(tbl) return tbl end -local function create_cluster(name, pos, size, surface, spread, resource_amount) - local p = {x = pos.x, y = pos.y} - local math_random = math.random - for z = 1, size, 1 do - for x = 1, 8, 1 do - local y = 1 - if spread then y = math_random(1, spread) end - 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}} - modifier_raffle = shuffle(modifier_raffle) - local m = modifier_raffle[x] - local pos = {x = p.x + m[1], y = p.y + m[2]} - if resource_amount then - surface.create_entity {name=name, position=pos, amount=resource_amount} - p = {x = pos.x, y = pos.y} - break - else - if surface.can_place_entity({name=name, position=pos}) then - surface.create_entity {name=name, position=pos} - p = {x = pos.x, y = pos.y} - break - end - end - end - end -end - local function get_noise(name, pos) local seed = game.surfaces[1].map_gen_settings.seed local noise = {} local noise_seed_add = 25000 seed = seed + noise_seed_add - if name == 1 then - noise[1] = simplex_noise(pos.x * 0.001, pos.y * 0.001, seed) + if name == 1 then + local m = 2 + noise[1] = simplex_noise(pos.x * 0.001 * m, pos.y * 0.001 * m, seed) seed = seed + noise_seed_add - noise[2] = simplex_noise(pos.x * 0.01, pos.y * 0.01, seed) + noise[2] = simplex_noise(pos.x * 0.01 * m, pos.y * 0.01 * m, seed) seed = seed + noise_seed_add - noise[3] = simplex_noise(pos.x * 0.05, pos.y * 0.05, seed) + noise[3] = simplex_noise(pos.x * 0.05 * m, pos.y * 0.05 * m, 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] * 0.15 + noise[3] * 0.02 + noise[4] * 0.001 + noise[4] = simplex_noise(pos.x * 0.1 * m, pos.y * 0.1 * m, seed) + local noise = noise[1] + noise[2] * 0.05 + noise[3] * 0.02 + noise[4] * 0.001 return noise end seed = seed + noise_seed_add @@ -151,15 +117,14 @@ local worm_raffle = {"small-worm-turret", "small-worm-turret", "small-worm-turre local rock_raffle = {"sand-rock-big","sand-rock-big","rock-big","rock-big","rock-big","rock-big","rock-huge"} local ore_spawn_raffle = {"iron-ore","iron-ore","iron-ore","copper-ore","copper-ore","copper-ore","coal","coal","stone","stone","uranium-ore","crude-oil"} -chunk_loader.add(function(chunk_piece) - local surface = game.surfaces["lost_desert"] - if chunk_piece[2] ~= surface.index then return end - local chunk_piece_position = chunk_piece[1] - local chunk_pos_x = chunk_piece_position.x - local chunk_pos_y = chunk_piece_position.y +local function on_chunk_generated(event) + local surface = game.surfaces["lost_desert"] + if event.surface.name ~= surface.name then return end + local chunk_pos_x = event.area.left_top.x + local chunk_pos_y = event.area.left_top.y local area = { - left_top = {x = chunk_piece_position.x, y = chunk_piece_position.y}, - right_bottom = {x = chunk_piece_position.x + 8, y = chunk_piece_position.y + 8} + left_top = {x = chunk_pos_x, y = chunk_pos_y}, + right_bottom = {x = chunk_pos_x + 31, y = chunk_pos_y + 31} } local tiles = {} local entities_to_place = { @@ -170,18 +135,21 @@ chunk_loader.add(function(chunk_piece) fish = {}, shipwrecks = {} } - local decoratives = {} - local math_random = math.random + + surface.destroy_decoratives(area) + local decoratives = {} + local entities = surface.find_entities(area) for _, e in pairs(entities) do if e.type == "tree" or e.force.name == "enemy" then - --e.destroy() + e.destroy() end - end + end + local sands = {"sand-1", "sand-2", "sand-3"} local tile_to_insert = false - for x = 0, 7, 1 do - for y = 0, 7, 1 do + for x = 0, 31, 1 do + for y = 0, 31, 1 do local pos_x = chunk_pos_x + x local pos_y = chunk_pos_y + y local pos = {x = pos_x, y = pos_y} @@ -189,10 +157,10 @@ chunk_loader.add(function(chunk_piece) tile_to_insert = false local noise_1 = get_noise(1, pos) if tile_distance_to_center > 10000 then - if noise_1 <= -0.9 then + if noise_1 <= -0.80 then if math_random(1,250) == 1 then table.insert(entities_to_place.shipwrecks, pos) end end - if noise_1 <= -0.85 then + if noise_1 <= -0.75 then if math_random(1,16) == 1 then table.insert(entities_to_place.worms, pos) end if math_random(1,16) == 1 then table.insert(entities_to_place.enemy_buildings, pos) end end @@ -201,7 +169,18 @@ chunk_loader.add(function(chunk_piece) if noise_1 > -0.4 then tile_to_insert = "sand-1" end if noise_1 > 0.4 then tile_to_insert = "sand-3" end 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 - if noise_1 > 0.75 then if math_random(1,5) == 1 then table.insert(entities_to_place.trees, {"tree-05", pos}) end end + if noise_1 > 0.75 then + if math_random(1,5) == 1 then table.insert(entities_to_place.trees, {"tree-05", pos}) end + if math_random(1,400) == 1 then + if surface.count_entities_filtered({name = "market", area = {{pos.x - 50, pos.y - 50}, {pos.x + 50, pos.y + 50}}, limit = 1}) < 1 then + if surface.can_place_entity {name = "market", position = pos} then + local market = surface.create_entity {name = "market", position = pos} + market.destructible = false + market.add_market_item({price = {{"raw-wood", math.random(2,10)}}, offer = {type = 'give-item', item = 'raw-fish'}}) + end + end + end + end if noise_1 > 0.8 then tile_to_insert = "water" if math_random(1,32) == 1 then table.insert(entities_to_place.fish, pos) end @@ -209,17 +188,14 @@ chunk_loader.add(function(chunk_piece) if noise_1 > 0.9 then tile_to_insert = "deepwater" end if tile_to_insert ~= "deepwater" and tile_to_insert ~= "water" and noise_1 < 0.7 then - if math_random(1,20000) == 1 and noise_1 < 0.65 then - local spread = 1 - local amount = math_random(400,600) - local size = math.ceil(math.sqrt(tile_distance_to_center),0) + if math_random(1, 15000) == 1 and noise_1 < 0.65 then local ore = ore_spawn_raffle[math_random(1,#ore_spawn_raffle)] if ore == "crude-oil" then - spread = 10 amount = 100000 + math_random(tile_distance_to_center,tile_distance_to_center*2) - size = math_random(4,16) - end - create_cluster(ore, pos, size, surface, spread, amount) + map_functions.draw_oil_circle(pos, ore, surface, math_random(4,12), amount) + else + 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)) + end end local noise_dead_trees = get_noise("dead_trees", pos) local noise_rocks_1 = get_noise("rocks_1", pos) @@ -234,7 +210,7 @@ chunk_loader.add(function(chunk_piece) if noise_rocks_1 > 0.55 then if math_random(1,6) == 1 then table.insert(entities_to_place.rocks, pos) end end - tile_to_insert = "dirt-1" + --tile_to_insert = "dirt-1" end if noise_deco_1 > 0.75 then if math_random(1,7) == 1 then table.insert(decoratives, {name = "brown-fluff-dry", position = pos, amount = math_random(1,3)}) end @@ -261,11 +237,12 @@ chunk_loader.add(function(chunk_piece) if tile_to_insert == false then --table.insert(tiles, {name = "sand-4", position = {pos_x,pos_y}}) tree-06 else - table.insert(tiles, {name = tile_to_insert, position = {pos_x,pos_y}}) + table.insert(tiles, {name = tile_to_insert, position = pos}) end end end surface.set_tiles(tiles,true) + surface.create_decoratives{check_collision=false, decoratives=decoratives} for _, p in pairs(entities_to_place.shipwrecks) do @@ -292,9 +269,17 @@ chunk_loader.add(function(chunk_piece) for _, p in pairs(entities_to_place.fish) do surface.create_entity {name="fish",position=p} end - return true + + if not global.lost_desert_spawn_ores then + if chunk_pos_x > 96 then + map_functions.draw_smoothed_out_ore_circle({x=0, y=20}, "stone", surface , 14, 500) + map_functions.draw_smoothed_out_ore_circle({x=0, y=-20}, "coal", surface , 14, 500) + map_functions.draw_smoothed_out_ore_circle({x=-20, y=0}, "iron-ore", surface , 14, 500) + map_functions.draw_smoothed_out_ore_circle({x=20, y=0}, "copper-ore", surface , 14, 500) + global.lost_desert_spawn_ores = true + end + end end -) local function on_player_joined_game(event) local player = game.players[event.player_index] @@ -303,27 +288,25 @@ local function on_player_joined_game(event) map_gen_settings.water = "none" map_gen_settings.cliff_settings = {cliff_elevation_interval = 20, cliff_elevation_0 = 20} map_gen_settings.autoplace_controls = { - ["coal"] = {frequency = "very-low", size = "normal", richness = "normal"}, - ["stone"] = {frequency = "very-low", size = "normal", richness = "normal"}, - ["copper-ore"] = {frequency = "very-low", size = "normal", richness = "normal"}, - ["iron-ore"] = {frequency = "very-low", size = "normal", richness = "normal"}, - ["crude-oil"] = {frequency = "very-low", size = "normal", richness = "normal"}, + ["coal"] = {frequency = "none", size = "none", richness = "none"}, + ["stone"] = {frequency = "none", size = "none", richness = "none"}, + ["copper-ore"] = {frequency = "none", size = "none", richness = "none"}, + ["uranium-ore"] = {frequency = "none", size = "none", richness = "none"}, + ["iron-ore"] = {frequency = "none", size = "none", richness = "none"}, + ["crude-oil"] = {frequency = "none", size = "none", richness = "none"}, ["trees"] = {frequency = "none", size = "none", richness = "none"}, - ["enemy-base"] = {frequency = "very-low", size = "small", richness = "none"}, + ["enemy-base"] = {frequency = "none", size = "none", richness = "none"}, ["grass"] = {frequency = "none", size = "none", richness = "none"}, ["sand"] = {frequency = "none", size = "none", richness = "none"}, ["desert"] = {frequency = "none", size = "none", richness = "none"}, - ["dirt"] = {frequency = "none", size = "none", richness = "none"} + ["dirt"] = {frequency = "normal", size = "normal", richness = "normal"} } game.map_settings.pollution.pollution_restored_per_tree_damage = 0 game.create_surface("lost_desert", map_gen_settings) game.forces["player"].set_spawn_position({0,0},game.surfaces["lost_desert"]) local surface = game.surfaces["lost_desert"] - create_cluster("stone", {x=-30,y=30}, 1500, surface, 1, math.random(400,600)) - create_cluster("copper-ore", {x=30,y=30}, 1500, surface, 1, math.random(400,600)) - create_cluster("coal", {x=30,y=-30}, 1500, surface, 1, math.random(400,600)) - create_cluster("iron-ore", {x=-30,y=-30}, 1500, surface, 1, math.random(400,600)) - create_cluster("crude-oil", {x=0,y=0}, 5, surface, 10, math.random(300000,400000)) + + --create_cluster("crude-oil", {x=0,y=0}, 5, surface, 10, math.random(300000,400000)) global.map_init_done = true end local surface = game.surfaces["lost_desert"] @@ -340,26 +323,7 @@ local function on_player_joined_game(event) player.insert {name = 'light-armor', count = 1} end end - -function cheat_mode() - local cheat_mode_enabed = false - if cheat_mode_enabed == true then - local surface = game.surfaces["lost_desert"] - game.player.cheat_mode=true - game.players[1].insert({name="power-armor-mk2"}) - game.players[1].insert({name="fusion-reactor-equipment", count=4}) - game.players[1].insert({name="personal-laser-defense-equipment", count=8}) - game.players[1].insert({name="rocket-launcher"}) - game.players[1].insert({name="explosive-rocket", count=200}) - game.speed = 2 - surface.daytime = 1 - game.player.force.research_all_technologies() - game.forces["enemy"].evolution_factor = 0.2 - local chart = 300 - local surface = game.surfaces["lost_desert"] - game.forces["player"].chart(surface, {lefttop = {x = chart*-1, y = chart*-1}, rightbottom = {x = chart, y = chart}}) - end -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) \ No newline at end of file diff --git a/maps/spiral_troopers.lua b/maps/spiral_troopers.lua index 9405399b..bfdf5b31 100644 --- a/maps/spiral_troopers.lua +++ b/maps/spiral_troopers.lua @@ -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 diff --git a/maps/tools/map_functions.lua b/maps/tools/map_functions.lua index 0e017aec..8dead7da 100644 --- a/maps/tools/map_functions.lua +++ b/maps/tools/map_functions.lua @@ -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 diff --git a/maps/tools/map_pregen.lua b/maps/tools/map_pregen.lua index be170149..102336b1 100644 --- a/maps/tools/map_pregen.lua +++ b/maps/tools/map_pregen.lua @@ -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}})