--luacheck: ignore --deep jungle-- mewmew made this -- local map_functions = require '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 treasure_chest(position) local p = game.surfaces['deep_jungle'].find_non_colliding_position('wooden-chest', position, 2, 0.5) if not p then return end treasure_chest_raffle_table = {} treasure_chest_loot_weights = {} table.insert(treasure_chest_loot_weights, {{name = 'iron-gear-wheel', count = math_random(16, 48)}, 10}) 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)}, 10}) table.insert(treasure_chest_loot_weights, {{name = 'inserter', count = math_random(8, 16)}, 4}) table.insert(treasure_chest_loot_weights, {{name = 'fast-inserter', count = math_random(4, 8)}, 3}) table.insert(treasure_chest_loot_weights, {{name = 'stack-filter-inserter', count = math_random(2, 4)}, 1}) table.insert(treasure_chest_loot_weights, {{name = 'stack-inserter', count = math_random(2, 4)}, 1}) table.insert(treasure_chest_loot_weights, {{name = 'burner-inserter', count = math_random(16, 32)}, 6}) table.insert(treasure_chest_loot_weights, {{name = 'electric-engine-unit', count = math_random(1, 16)}, 3}) table.insert(treasure_chest_loot_weights, {{name = 'engine-unit', count = math_random(1, 16)}, 3}) table.insert(treasure_chest_loot_weights, {{name = 'rocket-fuel', count = math_random(1, 5)}, 3}) table.insert(treasure_chest_loot_weights, {{name = 'empty-barrel', count = math_random(1, 10)}, 7}) table.insert(treasure_chest_loot_weights, {{name = 'lubricant-barrel', count = math_random(1, 10)}, 3}) table.insert(treasure_chest_loot_weights, {{name = 'crude-oil-barrel', count = math_random(1, 10)}, 3}) table.insert(treasure_chest_loot_weights, {{name = 'iron-stick', count = math_random(1, 100)}, 8}) table.insert(treasure_chest_loot_weights, {{name = 'small-electric-pole', count = math_random(8, 32)}, 9}) table.insert(treasure_chest_loot_weights, {{name = 'firearm-magazine', count = math_random(16, 48)}, 8}) table.insert(treasure_chest_loot_weights, {{name = 'grenade', count = math_random(16, 32)}, 5}) table.insert(treasure_chest_loot_weights, {{name = 'land-mine', count = math_random(24, 48)}, 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 = 'wooden-chest', count = 1}, 1}) table.insert(treasure_chest_loot_weights, {{name = 'burner-mining-drill', count = 1}, 1}) table.insert(treasure_chest_loot_weights, {{name = 'iron-axe', count = 1}, 1}) table.insert(treasure_chest_loot_weights, {{name = 'steel-axe', count = 1}, 3}) table.insert(treasure_chest_loot_weights, {{name = 'raw-wood', count = math_random(5, 50)}, 2}) table.insert(treasure_chest_loot_weights, {{name = 'sulfur', count = math_random(20, 50)}, 7}) table.insert(treasure_chest_loot_weights, {{name = 'explosives', count = math_random(20, 50)}, 6}) table.insert(treasure_chest_loot_weights, {{name = 'shotgun', count = 1}, 2}) 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(3, 10)}, 4}) table.insert(treasure_chest_loot_weights, {{name = 'rail', count = math_random(32, 100)}, 4}) table.insert(treasure_chest_loot_weights, {{name = 'coin', count = math_random(32, 100)}, 1}) table.insert(treasure_chest_loot_weights, {{name = 'assembling-machine-1', count = math_random(1, 4)}, 2}) 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 = p, 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) local p = game.surfaces['deep_jungle'].find_non_colliding_position('steel-chest', position, 2, 0.5) if not p 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(16, 48)}, 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(16, 48)}, 5}) table.insert(rare_treasure_chest_loot_weights, {{name = 'explosive-rocket', count = math_random(16, 48)}, 5}) table.insert(rare_treasure_chest_loot_weights, {{name = 'modular-armor', count = 1}, 3}) table.insert(rare_treasure_chest_loot_weights, {{name = 'power-armor', count = 1}, 1}) table.insert(rare_treasure_chest_loot_weights, {{name = 'uranium-rounds-magazine', count = math_random(16, 48)}, 3}) table.insert(rare_treasure_chest_loot_weights, {{name = 'piercing-rounds-magazine', count = math_random(64, 128)}, 3}) table.insert(rare_treasure_chest_loot_weights, {{name = 'exoskeleton-equipment', count = 1}, 2}) table.insert(rare_treasure_chest_loot_weights, {{name = 'defender-capsule', count = math_random(8, 16)}, 5}) table.insert(rare_treasure_chest_loot_weights, {{name = 'distractor-capsule', count = math_random(4, 8)}, 4}) table.insert(rare_treasure_chest_loot_weights, {{name = 'destroyer-capsule', count = math_random(4, 8)}, 3}) table.insert(rare_treasure_chest_loot_weights, {{name = 'atomic-bomb', count = 1}, 1}) 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 = p, 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 seed = seed + noise_seed_add if name == 1 then local noise = {} noise[1] = simplex_noise(pos.x * 0.01, pos.y * 0.01, seed) seed = seed + noise_seed_add noise[2] = simplex_noise(pos.x * 0.1, pos.y * 0.1, seed) local noise = noise[1] + noise[2] * 0.1 return noise end seed = seed + noise_seed_add seed = seed + noise_seed_add if name == 2 then local noise = {} noise[1] = simplex_noise(pos.x * 0.01, pos.y * 0.01, seed) seed = seed + noise_seed_add noise[2] = simplex_noise(pos.x * 0.1, pos.y * 0.1, seed) local noise = noise[1] + noise[2] * 0.1 return noise end seed = seed + noise_seed_add seed = seed + noise_seed_add if name == 3 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) local noise = noise[1] + noise[2] * 0.1 return noise end seed = seed + noise_seed_add seed = seed + noise_seed_add if name == 4 then local noise = {} noise[1] = simplex_noise(pos.x * 0.01, pos.y * 0.01, seed) seed = seed + noise_seed_add noise[2] = simplex_noise(pos.x * 0.1, pos.y * 0.1, seed) local noise = noise[1] + noise[2] * 0.2 return noise end seed = seed + noise_seed_add seed = seed + noise_seed_add if name == 5 then local noise = {} noise[1] = simplex_noise(pos.x * 0.05, pos.y * 0.05, seed) local noise = noise[1] return noise end seed = seed + noise_seed_add seed = seed + noise_seed_add if name == 6 then local noise = {} noise[1] = simplex_noise(pos.x * 0.05, pos.y * 0.05, seed) local noise = noise[1] return noise end end local worm_raffle = {'small-worm-turret', 'small-worm-turret', 'small-worm-turret', 'medium-worm-turret', 'medium-worm-turret', 'big-worm-turret'} local rock_raffle = {'sand-rock-big', 'sand-rock-big', 'rock-big', 'rock-big', 'rock-big', 'rock-big', 'rock-huge'} 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 = { rocks = {}, worms = {}, enemy_buildings = {}, trees = {}, fish = {}, treasure_chests = {}, rare_treasure_chests = {} } local decoratives = {} local entities = surface.find_entities(event.area) for _, e in pairs(entities) do if e.type == 'tree' or e.force.name == 'enemy' then e.destroy() end end local tile_to_insert = false 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} tile_to_insert = false local noise_3 = get_noise(3, pos) if noise_3 > -0.1 and noise_3 < 0.1 then if noise_3 > -0.05 and noise_3 < 0.05 then tile_to_insert = 'water' if math_random(1, 40) == 1 then table.insert(entities_to_place.fish, pos) end end if noise_3 > -0.03 and noise_3 < 0.03 then tile_to_insert = 'deepwater' if math_random(1, 40) == 1 then table.insert(entities_to_place.fish, pos) end end else local tile_distance_to_center = pos_x ^ 2 + pos_y ^ 2 local noise_1 = get_noise(1, pos) local noise_2 = get_noise(2, pos) local noise_4 = get_noise(4, pos) if tile_distance_to_center > 10000 then if math_random(1, 500) == 1 then table.insert(entities_to_place.worms, pos) end if noise_4 > -0.1 and noise_4 < 0.1 and noise_1 > 0.3 and noise_2 > 0.3 then if math_random(1, 8) == 1 then table.insert(entities_to_place.rocks, pos) end end end if noise_4 < -0.8 or noise_4 > 0.8 then tile_to_insert = 'dirt-6' end if noise_3 < -0.1 then if noise_1 > 0.2 then if math_random(1, 4) == 1 then table.insert(entities_to_place.trees, {'tree-02', pos}) end if math_random(1, 7500) == 1 then table.insert(entities_to_place.rare_treasure_chests, pos) end if math_random(1, 1250) == 1 then table.insert(entities_to_place.treasure_chests, pos) end if noise_1 > 0.8 and tile_distance_to_center > 8000 then tile_to_insert = 'water-green' if math_random(1, 24) == 1 then table.insert(entities_to_place.fish, pos) end end end if noise_1 < -0.2 then if math_random(1, 4) == 1 then table.insert(entities_to_place.trees, {'tree-04', pos}) end if math_random(1, 7500) == 1 then table.insert(entities_to_place.rare_treasure_chests, pos) end if math_random(1, 1250) == 1 then table.insert(entities_to_place.treasure_chests, pos) end if noise_1 < -0.75 and tile_distance_to_center > 8000 then if math_random(1, 36) == 1 then table.insert(entities_to_place.enemy_buildings, pos) end end end else if noise_2 > 0.2 then if math_random(1, 4) == 1 then table.insert(entities_to_place.trees, {'tree-07', pos}) end if math_random(1, 7500) == 1 then table.insert(entities_to_place.rare_treasure_chests, pos) end if math_random(1, 1250) == 1 then table.insert(entities_to_place.treasure_chests, pos) end if noise_2 > 0.75 and tile_distance_to_center > 8000 then if math_random(1, 36) == 1 then table.insert(entities_to_place.enemy_buildings, pos) end end end if noise_2 < -0.2 then if math_random(1, 4) == 1 then table.insert(entities_to_place.trees, {'tree-09', pos}) end if math_random(1, 7500) == 1 then table.insert(entities_to_place.rare_treasure_chests, pos) end if math_random(1, 1250) == 1 then table.insert(entities_to_place.treasure_chests, pos) end if noise_2 < -0.8 and tile_distance_to_center > 8000 then tile_to_insert = 'water-green' if math_random(1, 24) == 1 then table.insert(entities_to_place.fish, pos) end end end end end if tile_to_insert ~= 'deepwater' and tile_to_insert ~= 'water' and tile_to_insert ~= 'water-green' then if math_random(1, 3) == 1 then local noise = get_noise(5, pos) if noise > 0.2 then table.insert(decoratives, {name = 'green-hairy-grass', position = pos, amount = 2}) end if noise < -0.7 then table.insert(decoratives, {name = 'green-pita', position = pos, amount = 2}) end local noise = get_noise(6, pos) if noise > 0.7 then table.insert(decoratives, {name = 'green-croton', position = pos, amount = 3}) end if noise < -0.2 then table.insert(decoratives, {name = 'green-asterisk', position = pos, amount = 2}) end end end if tile_to_insert == false then table.insert(tiles, {name = 'grass-1', position = {pos_x, pos_y}}) else table.insert(tiles, {name = tile_to_insert, position = {pos_x, pos_y}}) end end end surface.set_tiles(tiles, true) surface.create_decoratives {check_collision = false, decoratives = decoratives} for _, p in pairs(entities_to_place.enemy_buildings) do if math_random(1, 3) == 1 then if surface.can_place_entity({name = 'spitter-spawner', position = p}) then surface.create_entity {name = 'spitter-spawner', position = p} end else if surface.can_place_entity({name = 'biter-spawner', position = p}) then surface.create_entity {name = 'biter-spawner', position = p} end end end for _, p in pairs(entities_to_place.worms) do local e = worm_raffle[math_random(1, #worm_raffle)] if surface.can_place_entity({name = e, position = p}) then surface.create_entity {name = e, position = p} end end for _, p in pairs(entities_to_place.rocks) do local e = rock_raffle[math_random(1, #rock_raffle)] surface.create_entity {name = e, position = p} end for _, p in pairs(entities_to_place.trees) do if surface.can_place_entity({name = p[1], position = p[2]}) then surface.create_entity {name = p[1], position = p[2]} end end for _, p in pairs(entities_to_place.treasure_chests) do treasure_chest(p) end for _, p in pairs(entities_to_place.rare_treasure_chests) do rare_treasure_chest(p) end for _, p in pairs(entities_to_place.fish) do surface.create_entity {name = 'fish', position = p} 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 force = event.force if math_random(1, 12) ~= 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 game.forces['player'].technologies['flamethrower'].enabled = false local map_gen_settings = {} map_gen_settings.water = 'none' map_gen_settings.cliff_settings = {cliff_elevation_interval = 4, cliff_elevation_0 = 0.1} map_gen_settings.autoplace_controls = { ['coal'] = {frequency = 'high', size = 'big', richness = 'normal'}, ['stone'] = {frequency = 'high', size = 'big', richness = 'normal'}, ['copper-ore'] = {frequency = 'high', size = 'big', richness = 'normal'}, ['iron-ore'] = {frequency = 'high', size = 'big', richness = 'normal'}, ['crude-oil'] = {frequency = 'high', size = 'big', richness = 'normal'}, ['trees'] = {frequency = 'none', size = 'none', 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'} } 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('character', {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 < 10 then player.insert {name = 'submachine-gun', count = 1} player.insert {name = 'raw-fish', count = 12} player.insert {name = 'firearm-magazine', count = 32} player.insert {name = 'steel-axe', count = 1} player.insert {name = 'light-armor', count = 1} 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) if event.entity.type == 'tree' then if math_random(1, 6) == 1 then local surface = game.surfaces['deep_jungle'] 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 end end end function cheat_mode() local cheat_mode_enabed = true if cheat_mode_enabed == true then local surface = game.surfaces['deep_jungle'] 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['deep_jungle'] 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_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)