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new function
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functions/noise_vector_path.lua
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70
functions/noise_vector_path.lua
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--draws lines modified by noise -- mewmew
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local simplex_noise = require "utils.simplex_noise".d2
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function 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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local vector = {}
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local entities = {}
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local minimal_movement = 0.5
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for a = 1, length, 1 do
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if collision then
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if surface.can_place_entity({name = entity_name, position = position}) then
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entities[#entities + 1] = surface.create_entity({name = entity_name, position = position})
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end
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else
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entities[#entities + 1] = surface.create_entity({name = entity_name, position = position})
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end
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local noise = simplex_noise(position.x * 0.01, position.y * 0.01, seed_1)
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local noise_2 = simplex_noise(position.x * 0.01, position.y * 0.01, seed_2)
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vector[1] = base_vector[1] + noise * 0.85
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vector[2] = base_vector[2] + noise_2 * 0.85
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--enforce minimum movement
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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 entities
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end
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function noise_vector_tile_path(surface, tile_name, position, base_vector, length)
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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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local vector = {}
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local minimal_movement = 0.5
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for a = 1, length, 1 do
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surface.set_tiles({{name = tile_name, position = position}}, true)
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local noise = simplex_noise(position.x * 0.1, position.y * 0.1, seed_1)
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local noise_2 = simplex_noise(position.x * 0.1, position.y * 0.1, 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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end
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--/c noise_vector_path(game.player.surface, "tree-04", game.player.position, {0,0})
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