--deep jungle-- mewmew made this -- require "maps.modules.fluids_are_explosive" require "maps.modules.explosives_are_explosive" require "maps.modules.railgun_enhancer" require "maps.modules.dynamic_landfill" require "maps.modules.splice" require "maps.modules.spawners_contain_biters" require "maps.modules.biters_yield_coins" require "maps.modules.rocks_yield_coins" require "maps.modules.explosive_player_respawn" require "maps.modules.flashlight_toggle_button" local map_functions = require "maps.tools.map_functions" local simplex_noise = require 'utils.simplex_noise' simplex_noise = simplex_noise.d2 local event = require 'utils.event' local math_random = math.random local function shuffle(tbl) local size = #tbl for i = size, 1, -1 do local rand = math.random(size) tbl[i], tbl[rand] = tbl[rand], tbl[i] end return tbl end local function secret_shop(pos, surface) local secret_market_items = { {price = {{"coin", math_random(300,600)}}, offer = {type = 'give-item', item = 'combat-shotgun'}}, {price = {{"coin", math_random(200,400)}}, offer = {type = 'give-item', item = 'rocket-launcher'}}, {price = {{"coin", math_random(5,10)}}, offer = {type = 'give-item', item = 'piercing-rounds-magazine'}}, --{price = {{"coin", math_random(150,250)}}, offer = {type = 'give-item', item = 'uranium-rounds-magazine'}}, {price = {{"coin", math_random(15,30)}}, offer = {type = 'give-item', item = 'piercing-shotgun-shell'}}, {price = {{"coin", math_random(10,20)}}, offer = {type = 'give-item', item = 'rocket'}}, {price = {{"coin", math_random(20,30)}}, offer = {type = 'give-item', item = 'explosive-rocket'}}, {price = {{"coin", math_random(30,60)}}, offer = {type = 'give-item', item = 'cluster-grenade'}}, {price = {{"coin", math_random(8,16)}}, offer = {type = 'give-item', item = 'land-mine'}}, {price = {{"coin", math_random(200,300)}}, offer = {type = 'give-item', item = 'heavy-armor'}}, {price = {{"coin", math_random(400,800)}}, offer = {type = 'give-item', item = 'modular-armor'}}, {price = {{"coin", math_random(1000,2000)}}, offer = {type = 'give-item', item = 'power-armor'}}, {price = {{"coin", math_random(2500,5000)}}, offer = {type = 'give-item', item = 'fusion-reactor-equipment'}}, {price = {{"coin", math_random(200,400)}}, offer = {type = 'give-item', item = 'battery-equipment'}}, {price = {{"coin", math_random(150,250)}}, offer = {type = 'give-item', item = 'belt-immunity-equipment'}}, {price = {{"coin", math_random(100,200)}}, offer = {type = 'give-item', item = 'night-vision-equipment'}}, {price = {{"coin", math_random(400,800)}}, offer = {type = 'give-item', item = 'exoskeleton-equipment'}}, {price = {{"coin", math_random(200,300)}}, offer = {type = 'give-item', item = 'personal-roboport-equipment'}}, {price = {{"coin", math_random(25,50)}}, offer = {type = 'give-item', item = 'construction-robot'}}, -- {price = {{"coin", math_random(10000,20000)}}, offer = {type = 'give-item', item = 'energy-shield-equipment'}}, -- {price = {{"coin", math_random(5000,15000)}}, offer = {type = 'give-item', item = 'personal-laser-defense-equipment'}}, {price = {{"coin", math_random(800,1600)}}, offer = {type = 'give-item', item = 'railgun'}}, {price = {{"coin", math_random(60,120)}}, offer = {type = 'give-item', item = 'railgun-dart', count = 1}}, {price = {{"coin", math_random(100,300)}}, offer = {type = 'give-item', item = 'loader'}}, {price = {{"coin", math_random(200,400)}}, offer = {type = 'give-item', item = 'fast-loader'}}, {price = {{"coin", math_random(300,500)}}, offer = {type = 'give-item', item = 'express-loader'}}, {price = {{"coin", math_random(150,300)}}, offer = {type = 'give-item', item = 'locomotive'}}, {price = {{"coin", math_random(100,200)}}, offer = {type = 'give-item', item = 'cargo-wagon'}}, {price = {{"coin", math_random(5,15)}}, offer = {type = 'give-item', item = 'grenade'}}, {price = {{"coin", math_random(80,160)}}, offer = {type = 'give-item', item = 'cliff-explosives'}}, {price = {{"coin", math_random(10,20)}}, offer = {type = 'give-item', item = 'explosives', count = 50}}, {price = {{"coin", math_random(4,8)}}, offer = {type = 'give-item', item = 'rail', count = 4}}, {price = {{"coin", math_random(20,30)}}, offer = {type = 'give-item', item = 'train-stop'}}, {price = {{"coin", math_random(4,12)}}, offer = {type = 'give-item', item = 'small-lamp'}}, {price = {{"coin", math_random(1,4)}}, offer = {type = 'give-item', item = 'firearm-magazine'}}, {price = {{"coin", math_random(60,150)}}, offer = {type = 'give-item', item = 'car', count = 1}}, {price = {{"coin", math_random(75,150)}}, offer = {type = 'give-item', item = 'gun-turret', count = 1}}, {price = {{"coin", math_random(500,750)}}, offer = {type = 'give-item', item = 'laser-turret', count = 1}}, {price = {{"coin", math_random(1000,2000)}}, offer = {type = 'give-item', item = 'artillery-turret', count = 1}}, {price = {{"coin", math_random(100,200)}}, offer = {type = 'give-item', item = 'artillery-shell', count = 1}}, {price = {{"coin", math_random(50,150)}}, offer = {type = 'give-item', item = 'artillery-targeting-remote', count = 1}}, {price = {{"coin", math_random(5,15)}}, offer = {type = 'give-item', item = 'shotgun-shell', count = 1}}, {price = {{"coin", math_random(8000,16000)}}, offer = {type = 'give-item', item = 'power-armor-mk2', count = 1}}, {price = {{"coin", math_random(80,160)}}, offer = {type = 'give-item', item = 'solar-panel-equipment', count = 1}}, {price = {{"coin", math_random(4,8)}}, offer = {type = 'give-item', item = 'raw-wood', count = 50}}, {price = {{"coin", math_random(4,8)}}, offer = {type = 'give-item', item = 'iron-ore', count = 50}}, {price = {{"coin", math_random(4,8)}}, offer = {type = 'give-item', item = 'copper-ore', count = 50}}, {price = {{"coin", math_random(4,8)}}, offer = {type = 'give-item', item = 'stone', count = 50}}, {price = {{"coin", math_random(4,8)}}, offer = {type = 'give-item', item = 'coal', count = 50}} --{price = {{"coin", math_random(4,8)}}, offer = {type = 'give-item', item = 'uranium-ore', count = 50}} } secret_market_items = shuffle(secret_market_items) local market = surface.create_entity {name = "market", position = pos} market.destructible = false for i = 1, math.random(6, 10), 1 do market.add_market_item(secret_market_items[i]) end end local function treasure_chest(position) if not game.surfaces["deep_jungle"].can_place_entity({name="steel-chest",position=position, force="player"}) then return end treasure_chest_raffle_table = {} treasure_chest_loot_weights = {} table.insert(treasure_chest_loot_weights, {{name = 'landfill', count = math_random(8,16)},16}) table.insert(treasure_chest_loot_weights, {{name = 'iron-gear-wheel', count = math_random(16,48)},8}) table.insert(treasure_chest_loot_weights, {{name = 'coal', count = math_random(16,48)},2}) table.insert(treasure_chest_loot_weights, {{name = 'copper-cable', count = math_random(64,128)},8}) table.insert(treasure_chest_loot_weights, {{name = 'inserter', count = math_random(4,8)},4}) table.insert(treasure_chest_loot_weights, {{name = 'fast-inserter', count = math_random(4,8)},3}) table.insert(treasure_chest_loot_weights, {{name = 'burner-inserter', count = math_random(4,8)},6}) table.insert(treasure_chest_loot_weights, {{name = 'rocket-fuel', count = math_random(1,5)},3}) table.insert(treasure_chest_loot_weights, {{name = "small-electric-pole", count = math_random(4,8)},7}) table.insert(treasure_chest_loot_weights, {{name = "firearm-magazine", count = math_random(16,48)},8}) table.insert(treasure_chest_loot_weights, {{name = "submachine-gun", count = 1},4}) table.insert(treasure_chest_loot_weights, {{name = 'grenade', count = math_random(6,12)},5}) table.insert(treasure_chest_loot_weights, {{name = 'land-mine', count = math_random(8,16)},5}) table.insert(treasure_chest_loot_weights, {{name = 'light-armor', count = 1},1}) table.insert(treasure_chest_loot_weights, {{name = 'heavy-armor', count = 1},2}) table.insert(treasure_chest_loot_weights, {{name = 'pipe', count = math_random(10,100)},6}) table.insert(treasure_chest_loot_weights, {{name = 'steel-axe', count = 1},3}) table.insert(treasure_chest_loot_weights, {{name = 'explosives', count = math_random(40,50)},6}) table.insert(treasure_chest_loot_weights, {{name = 'shotgun', count = 1},3}) table.insert(treasure_chest_loot_weights, {{name = 'shotgun-shell', count = math_random(8,16)},3}) table.insert(treasure_chest_loot_weights, {{name = 'stone-brick', count = math_random(80,100)},4}) table.insert(treasure_chest_loot_weights, {{name = 'small-lamp', count = math_random(2,4)},2}) table.insert(treasure_chest_loot_weights, {{name = 'rail', count = math_random(16,48)},3}) table.insert(treasure_chest_loot_weights, {{name = 'coin', count = math_random(32,320)},1}) table.insert(treasure_chest_loot_weights, {{name = 'assembling-machine-1', count = math_random(1,3)},3}) table.insert(treasure_chest_loot_weights, {{name = 'assembling-machine-2', count = math_random(1,3)},2}) table.insert(treasure_chest_loot_weights, {{name = 'assembling-machine-3', count = math_random(1,2)},1}) for _, t in pairs (treasure_chest_loot_weights) do for x = 1, t[2], 1 do table.insert(treasure_chest_raffle_table, t[1]) end end local e = game.surfaces["deep_jungle"].create_entity {name="wooden-chest",position=position, force="player"} e.minable = false local i = e.get_inventory(defines.inventory.chest) for x = 1, math_random(3,7), 1 do local loot = treasure_chest_raffle_table[math_random(1,#treasure_chest_raffle_table)] i.insert(loot) end end local function rare_treasure_chest(position) if not game.surfaces["deep_jungle"].can_place_entity({name="steel-chest",position=position, force="player"}) then return end local rare_treasure_chest_raffle_table = {} local rare_treasure_chest_loot_weights = {} table.insert(rare_treasure_chest_loot_weights, {{name = 'combat-shotgun', count = 1},5}) table.insert(rare_treasure_chest_loot_weights, {{name = 'piercing-shotgun-shell', count = math_random(8,16)},5}) table.insert(rare_treasure_chest_loot_weights, {{name = 'rocket-launcher', count = 1},5}) table.insert(rare_treasure_chest_loot_weights, {{name = 'rocket', count = math_random(4,8)},5}) table.insert(rare_treasure_chest_loot_weights, {{name = 'explosive-rocket', count = math_random(4,8)},5}) table.insert(rare_treasure_chest_loot_weights, {{name = 'modular-armor', count = 1},3}) table.insert(rare_treasure_chest_loot_weights, {{name = 'piercing-rounds-magazine', count = math_random(32,64)},3}) table.insert(rare_treasure_chest_loot_weights, {{name = 'railgun', count = 1},4}) table.insert(rare_treasure_chest_loot_weights, {{name = 'railgun-dart', count = math_random(4,8)},5}) table.insert(rare_treasure_chest_loot_weights, {{name = 'defender-capsule', count = math_random(4,8)},5}) table.insert(rare_treasure_chest_loot_weights, {{name = 'distractor-capsule', count = math_random(3,5)},4}) table.insert(rare_treasure_chest_loot_weights, {{name = 'destroyer-capsule', count = math_random(2,3)},3}) for _, t in pairs (rare_treasure_chest_loot_weights) do for x = 1, t[2], 1 do table.insert(rare_treasure_chest_raffle_table, t[1]) end end local e = game.surfaces["deep_jungle"].create_entity {name="steel-chest",position=position, force="player"} e.minable = false local i = e.get_inventory(defines.inventory.chest) for x = 1, math_random(2,3), 1 do local loot = rare_treasure_chest_raffle_table[math_random(1,#rare_treasure_chest_raffle_table)] i.insert(loot) end end local function get_noise(name, pos) local seed = game.surfaces[1].map_gen_settings.seed local noise_seed_add = 25000 if name == 1 then local noise = {} noise[1] = simplex_noise(pos.x * 0.001, pos.y * 0.001, seed) seed = seed + noise_seed_add noise[2] = simplex_noise(pos.x * 0.01, pos.y * 0.01, seed + noise_seed_add) local noise = noise[1] + noise[2] * 0.1 return noise end if name == 2 then local noise = {} noise[1] = simplex_noise(pos.x * 0.015, pos.y * 0.015, seed) seed = seed + noise_seed_add noise[2] = simplex_noise(pos.x * 0.15, pos.y * 0.15, seed + noise_seed_add) local noise = noise[1] + noise[2] * 0.2 return noise end if name == 3 then local noise = {} noise[1] = simplex_noise(pos.x * 0.025, pos.y * 0.025, seed) seed = seed + noise_seed_add noise[2] = simplex_noise(pos.x * 0.2, pos.y * 0.2, seed + noise_seed_add) local noise = noise[1] + noise[2] * 0.2 return noise end if name == "greenwater" then local noise = {} noise[1] = simplex_noise(pos.x * 0.003, pos.y * 0.003, seed) seed = seed + noise_seed_add noise[2] = simplex_noise(pos.x * 0.03, pos.y * 0.03, seed + noise_seed_add) local noise = noise[1] + noise[2] * 0.1 return noise end end local rock_raffle = {"sand-rock-big","sand-rock-big","rock-big","rock-big","rock-big","rock-big","rock-huge"} local function process_tile(pos) local noise_1 = get_noise(1, pos) if noise_1 > -0.03 and noise_1 < 0.03 then return "deepwater" end if noise_1 > -0.05 and noise_1 < 0.05 then return "water" end local noise_greenwater = get_noise("greenwater", pos) if noise_greenwater > -0.035 and noise_greenwater < 0.035 then return "water-green" end if noise_1 > -0.08 and noise_1 < 0.08 then return false end local noise_2 = get_noise(2, pos) if noise_2 > 0.37 or noise_2 < -0.37 then local tree_raffle = {"tree-04", "tree-07", "tree-09", "tree-06", "tree-04", "tree-07", "tree-09", "tree-04"} if math_random(1, 4) == 1 then return false, tree_raffle[math.ceil(math.abs(noise_1 * 8))] end end local noise_3 = get_noise(3, pos) if noise_3 > 0.5 then if math_random(1,3) == 1 then return false, rock_raffle[math_random(1,#rock_raffle)] end end return false end local function on_chunk_generated(event) local surface = game.surfaces["deep_jungle"] 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 tiles = {} local entities_to_place = {} local treasure_chests = {} local rare_treasure_chests = {} local secret_shops = {} local tile_to_insert = false for x = 0, 31, 1 do for y = 0, 31, 1 do local pos = {x = chunk_pos_x + x, y = chunk_pos_y + y} tile_to_insert, entity_to_place = process_tile(pos) if entity_to_place then table.insert(entities_to_place, {name = entity_to_place, position = pos, force = "player"}) end if tile_to_insert then table.insert(tiles, {name = tile_to_insert, position = pos}) if math_random(1,40) == 1 and tile_to_insert == "deepwater" then surface.create_entity({name = "fish", position = pos}) end end if math_random(1,1500) == 1 then table.insert(treasure_chests, pos) end if math_random(1,16000) == 1 then table.insert(rare_treasure_chests, pos) end if math_random(1,8000) == 1 then table.insert(secret_shops, pos) end end end surface.set_tiles(tiles,true) for _, e in pairs(entities_to_place) do if not surface.get_tile(e.position).collides_with("player-layer") then surface.create_entity(e) end end for _, p in pairs(treasure_chests) do treasure_chest(p) end for _, p in pairs(rare_treasure_chests) do rare_treasure_chest(p) end for _, p in pairs(secret_shops) do if not surface.get_tile(p).collides_with("player-layer") then local area = {{p.x - 128, p.y - 128}, {p.x + 128, p.y + 128}} if surface.count_entities_filtered({name = "market", area = area}) == 0 then secret_shop(p, surface) end end end end local function on_chunk_charted(event) if not global.chunks_charted then global.chunks_charted = {} end local surface = game.surfaces[event.surface_index] local position = event.position if global.chunks_charted[tostring(position.x) .. tostring(position.y)] then return end global.chunks_charted[tostring(position.x) .. tostring(position.y)] = true local decorative_names = {} for k,v in pairs(game.decorative_prototypes) do if v.autoplace_specification then decorative_names[#decorative_names+1] = k end end surface.regenerate_decorative(decorative_names, {position}) if math_random(1,14) ~= 1 then return end map_functions.draw_rainbow_patch({x = position.x * 32 + math_random(1,32), y = position.y * 32 + math_random(1,32)}, surface, math_random(14,26), 2000) end local function on_player_joined_game(event) local player = game.players[event.player_index] if not global.map_init_done then local map_gen_settings = {} map_gen_settings.water = "none" map_gen_settings.starting_area = "big" map_gen_settings.cliff_settings = {cliff_elevation_interval = 4, cliff_elevation_0 = 0.1} map_gen_settings.autoplace_controls = { ["coal"] = {frequency = "none", size = "none", richness = "none"}, ["stone"] = {frequency = "none", size = "none", richness = "none"}, ["copper-ore"] = {frequency = "none", size = "none", richness = "none"}, ["iron-ore"] = {frequency = "none", size = "none", richness = "none"}, ["crude-oil"] = {frequency = "very-high", size = "big", richness = "normal"}, ["trees"] = {frequency = "none", size = "none", richness = "none"}, ["enemy-base"] = {frequency = "high", size = "big", richness = "good"}, --["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"} } game.map_settings.pollution.pollution_restored_per_tree_damage = 0 game.create_surface("deep_jungle", map_gen_settings) game.forces["player"].set_spawn_position({0,0},game.surfaces["deep_jungle"]) global.map_init_done = true end local surface = game.surfaces["deep_jungle"] if player.online_time < 5 and surface.is_chunk_generated({0,0}) then player.teleport(surface.find_non_colliding_position("player", {0,0}, 2, 1), "deep_jungle") else if player.online_time < 5 then player.teleport({0,0}, "deep_jungle") end end if player.online_time < 2 then player.insert {name = 'iron-axe', count = 1} player.insert {name = 'iron-plate', count = 32} end end local function on_marked_for_deconstruction(event) if event.entity.name == "rock-huge" or event.entity.name == "rock-big" or event.entity.name == "sand-rock-big" or event.entity.name == "fish" or event.entity.type == "tree" then event.entity.cancel_deconstruction(game.players[event.player_index].force.name) end end local function on_entity_died(event) local surface = event.entity.surface if event.entity.type == "tree" then if math_random(1,4) == 1 then local p = surface.find_non_colliding_position("small-biter" , event.entity.position, 2, 0.5) if p then surface.create_entity {name="small-biter", position=event.entity.position} end return end if math_random(1,8) == 1 then local p = surface.find_non_colliding_position("medium-biter" , event.entity.position, 2, 0.5) if p then surface.create_entity {name="medium-biter", position=event.entity.position} end return end if math_random(1,16) == 1 then local p = surface.find_non_colliding_position("big-biter" , event.entity.position, 2, 0.5) if p then surface.create_entity {name="big-biter", position=event.entity.position} end return end if math_random(1,256) == 1 then local p = surface.find_non_colliding_position("behemoth-biter" , event.entity.position, 2, 0.5) if p then surface.create_entity {name="behemoth-biter", position=event.entity.position} end return end end if event.entity.type == "simple-entity" then if math_random(1,4) == 1 then surface.create_entity {name="small-worm-turret", position=event.entity.position} return end if math_random(1,8) == 1 then surface.create_entity {name="medium-worm-turret", position=event.entity.position} return end if math_random(1,16) == 1 then surface.create_entity {name="big-worm-turret", position=event.entity.position} return end end end event.add(defines.events.on_chunk_generated, on_chunk_generated) event.add(defines.events.on_chunk_charted, on_chunk_charted) event.add(defines.events.on_entity_died, on_entity_died) event.add(defines.events.on_marked_for_deconstruction, on_marked_for_deconstruction) event.add(defines.events.on_player_joined_game, on_player_joined_game)