--luacheck: ignore --spaghettorio-- mewmew made this -- inspired by redlabel local simplex_noise = require 'utils.math.simplex_noise' simplex_noise = simplex_noise.d2 local event = require 'utils.event' local function disable_recipes() game.forces.player.recipes['splitter'].enabled = false game.forces.player.recipes['fast-splitter'].enabled = false game.forces.player.recipes['express-splitter'].enabled = false game.forces.player.recipes['steam-engine'].enabled = false game.forces.player.recipes['boiler'].enabled = false game.forces.player.recipes['assembling-machine-1'].enabled = false game.forces.player.recipes['assembling-machine-2'].enabled = false game.forces.player.recipes['assembling-machine-3'].enabled = false game.forces.player.recipes['steel-furnace'].enabled = false game.forces.player.recipes['chemical-plant'].enabled = false game.forces.player.recipes['centrifuge'].enabled = false game.forces.player.recipes['heat-exchanger'].enabled = false game.forces.player.recipes['steam-turbine'].enabled = false game.forces.player.recipes['oil-refinery'].enabled = false game.forces.player.recipes['lab'].enabled = false end local function on_player_joined_game(event) local player = game.players[event.player_index] if not storage.map_init_done then local map_gen_settings = {} map_gen_settings.water = 'none' game.create_surface('spaghettorio', map_gen_settings) game.forces['player'].set_spawn_position({ 0, 0 }, game.surfaces['spaghettorio']) game.forces['player'].technologies['logistic-system'].enabled = false storage.map_init_done = true end local surface = game.surfaces['spaghettorio'] if player.online_time < 5 and surface.is_chunk_generated({ 0, 0 }) then player.teleport(surface.find_non_colliding_position('character', { 0, 0 }, 2, 1), 'spaghettorio') else if player.online_time < 5 then player.teleport({ 0, 0 }, 'spaghettorio') end end disable_recipes() end local function get_noise(name, pos) local seed = game.surfaces[1].map_gen_settings.seed local noise = {} local noise_seed_add = 25000 if name == 'water' then noise[1] = simplex_noise(pos.x * 0.002, pos.y * 0.002, seed) seed = seed + noise_seed_add noise[2] = simplex_noise(pos.x * 0.01, pos.y * 0.01, seed) seed = seed + noise_seed_add local noise = noise[1] + noise[2] * 0.2 return noise end seed = seed + noise_seed_add if name == 'assembly' then noise[1] = simplex_noise(pos.x * 0.004, pos.y * 0.004, seed) seed = seed + noise_seed_add local noise = noise[1] return noise end end local splitter_raffle = { 'splitter', 'splitter', 'splitter', 'fast-splitter', 'fast-splitter', 'express-splitter' } local assembly_raffle = { 'assembling-machine-1', 'assembling-machine-2', 'assembling-machine-1', 'assembling-machine-2', 'assembling-machine-3', 'assembling-machine-1', 'assembling-machine-2', 'assembling-machine-1', 'assembling-machine-2', 'assembling-machine-3', 'chemical-plant', 'chemical-plant', 'chemical-plant', 'oil-refinery', 'lab' } local smelting_raffle = { 'steel-furnace', 'stone-furnace' } local steampower_raffle = { 'steam-engine', 'steam-engine', 'boiler' } local nuclearpower_raffle = { 'steam-turbine', 'steam-turbine', 'steam-turbine', 'heat-exchanger', 'heat-exchanger', 'centrifuge' } local direction_raffle = { 0, 2, 4, 6 } local function on_chunk_generated(event) local surface = game.surfaces['spaghettorio'] if event.surface.name ~= surface.name then return end local entities = {} local tiles = {} local math_random = math.random for x = 0, 31, 1 do for y = 0, 31, 1 do local pos = { x = event.area.left_top.x + x, y = event.area.left_top.y + y } local noise_water = get_noise('water', pos) local noise_assembly = get_noise('assembly', pos) while true do if noise_water > 0.8 or noise_water < -0.8 then table.insert(tiles, { name = 'water', position = pos }) break end if noise_water > 0.68 then if math_random(1, 50) == 1 then local a = { left_top = { x = pos.x - 75, y = pos.y - 75 }, right_bottom = { x = pos.x + 75, y = pos.y + 75 } } local z = surface.count_tiles_filtered { area = a, limit = 1, name = 'water' } if z == 1 then table.insert(entities, { name = steampower_raffle[math_random(1, #steampower_raffle)], position = pos }) end end break end if noise_water < -0.7 then if math_random(1, 100) == 1 then local a = { left_top = { x = pos.x - 75, y = pos.y - 75 }, right_bottom = { x = pos.x + 75, y = pos.y + 75 } } local z = surface.count_tiles_filtered { area = a, limit = 1, name = 'water' } if z == 1 then table.insert(entities, { name = nuclearpower_raffle[math_random(1, #nuclearpower_raffle)], position = pos }) end end break end if noise_assembly > 0.6 then if math_random(1, 75) == 1 then table.insert(entities, { name = assembly_raffle[math_random(1, #assembly_raffle)], position = pos }) end end if noise_assembly < -0.8 then if math_random(1, 35) == 1 then table.insert(entities, { name = smelting_raffle[math_random(1, #smelting_raffle)], position = pos }) end end if math_random(1, 250) == 1 then if noise_assembly < -0.6 or noise_assembly > 0.6 or noise_water < -0.6 or noise_water > 0.6 then table.insert(entities, { name = splitter_raffle[math_random(1, #splitter_raffle)], position = pos }) end end break end end end surface.set_tiles(tiles, true) for _, e in pairs(entities) do local d = direction_raffle[math_random(1, #direction_raffle)] if surface.can_place_entity({ name = e.name, position = e.position, direction = d }) then local entity = surface.create_entity { name = e.name, position = e.position, direction = d, force = 'player' } entity.minable = false entity.destructible = false if entity.name == 'stone-furnace' or entity.name == 'steel-furnace' then entity.energy = 1 end end end end local disabled_entities = { 'stone-furnace', 'electric-furnace', 'solar-panel' } local function on_built_entity(event) for _, e in pairs(disabled_entities) do if e == event.entity.name then if event.player_index then local player = game.players[event.player_index] player.insert({ name = event.entity.name, count = 1 }) end event.entity.destroy() end end end local function on_robot_built_entity(event) on_built_entity(event) end local function on_research_finished(event) disable_recipes() end event.add(defines.events.on_research_finished, on_research_finished) event.add(defines.events.on_robot_built_entity, on_robot_built_entity) event.add(defines.events.on_built_entity, on_built_entity) event.add(defines.events.on_chunk_generated, on_chunk_generated) event.add(defines.events.on_player_joined_game, on_player_joined_game)