--luacheck:ignore local simplex_noise = require 'utils.simplex_noise' local simplex_noise = simplex_noise.d2 local event = require 'utils.event' local biter_battles_terrain = {} local math_random = math.random local table_insert = table.insert local function on_chunk_generated(event) local seed = game.surfaces[1].map_gen_settings.seed if not game.surfaces['surface'] then return end local surface = game.surfaces['surface'] if event.surface.name ~= surface.name then return end local ore_amount = 2500 local ores = {'copper-ore', 'iron-ore', 'stone', 'coal'} local noise = {} --local tiles = {} local aa = 0.0113 local bb = 21 local xx = 1.1 local cc = xx - (aa * bb) for x = 0, 31, 1 do for y = 0, 31, 1 do -- tiles = {} local pos_x = event.area.left_top.x + x local pos_y = event.area.left_top.y + y local tile_to_insert = false local entity_has_been_placed = false noise[1] = simplex_noise(pos_x / 250, pos_y / 250, seed) noise[2] = simplex_noise(pos_x / 75, pos_y / 75, seed + 10000) noise[8] = simplex_noise(pos_x / 15, pos_y / 15, seed + 40000) noise[3] = noise[1] + noise[2] * 0.2 + noise[8] * 0.02 noise[4] = simplex_noise(pos_x / 200, pos_y / 200, seed + 15000) noise[5] = simplex_noise(pos_x / 20, pos_y / 20, seed + 20000) noise[6] = simplex_noise(pos_x / 8, pos_y / 8, seed + 25000) noise[7] = simplex_noise(pos_x / 400, pos_y / 400, seed + 35000) local water_noise = noise[4] + (noise[6] * 0.006) + (noise[5] * 0.04) local a = ore_amount * (1 + (noise[2] * 0.3)) xx = 1.1 if noise[3] >= cc then for yy = 1, bb, 1 do local z = (yy % 4) + 1 xx = xx - aa if noise[3] > xx then if surface.can_place_entity {name = ores[z], position = {pos_x, pos_y}, amount = a} then surface.create_entity {name = ores[z], position = {pos_x, pos_y}, amount = a} end entity_has_been_placed = true break end end end if entity_has_been_placed == false then if water_noise < -0.92 and water_noise < noise[7] then tile_to_insert = 'water' end if water_noise < -0.97 and water_noise < noise[7] then tile_to_insert = 'deepwater' end end --if tile_to_insert then table_insert(tiles, {name = tile_to_insert, position = {pos_x,pos_y}}) end if tile_to_insert then surface.set_tiles({{name = tile_to_insert, position = {pos_x, pos_y}}}, true) end if tile_to_insert == 'water' or tile_to_insert == 'deepwater' then if surface.can_place_entity {name = 'fish', position = {pos_x, pos_y}} and math_random(1, 14) == 1 then surface.create_entity {name = 'fish', position = {pos_x, pos_y}} end end end end if event.area.left_top.y < 160 or event.area.left_top.y > -192 then local tiles = {} local spawn_tile = surface.get_tile(game.forces.south.get_spawn_position(surface)) local radius = 24 --starting pond radius local radsquare = radius * radius local horizontal_border_width = global.horizontal_border_width for x = 0, 31, 1 do for y = 0, 31, 1 do tiles = {} local pos_x = event.area.left_top.x + x local pos_y = event.area.left_top.y + y local tile_to_insert = false local tile_distance_to_center = pos_x ^ 2 + pos_y ^ 2 noise[4] = simplex_noise(pos_x / 85, pos_y / 85, seed + 20000) noise[5] = simplex_noise(pos_x / 7, pos_y / 7, seed + 30000) noise[7] = 1 + (noise[4] + (noise[5] * 0.75)) * 0.11 if pos_y >= ((horizontal_border_width / 2) * -1) * noise[7] and pos_y <= (horizontal_border_width / 2) * noise[7] then if pos_x < 20 and pos_x > -20 then local entities = surface.find_entities({{pos_x, pos_y}, {pos_x + 1, pos_y + 1}}) for _, e in pairs(entities) do if e.type == 'simple-entity' or e.type == 'resource' or e.type == 'tree' then e.destroy() end end end tile_to_insert = 'deepwater' else local t = surface.get_tile(pos_x, pos_y) if t.name == 'deepwater' or t.name == 'water' then if tile_distance_to_center < 20000 then if spawn_tile.name == 'water' or spawn_tile.name == 'deepwater' then tile_to_insert = 'sand-1' else tile_to_insert = spawn_tile.name end end end end if tile_distance_to_center <= radsquare then if tile_distance_to_center >= radsquare / 10 then tile_to_insert = 'deepwater' else tile_to_insert = 'sand-1' if tile_distance_to_center >= radsquare / 18 then tile_to_insert = 'refined-concrete' end end end if tile_to_insert then table_insert(tiles, {name = tile_to_insert, position = {pos_x, pos_y}}) end surface.set_tiles(tiles, true) if tile_to_insert == 'deepwater' then if surface.can_place_entity {name = 'fish', position = {pos_x, pos_y}} and math_random(1, 35) == 1 then surface.create_entity {name = 'fish', position = {pos_x, pos_y}} end end end end end end local function find_tile_placement_spot_around_target_position(tilename, position, mode, density) local x = position.x local y = position.y if not surface then surface = game.surfaces['surface'] end local scan_radius = 50 if not tilename then return end if not mode then mode = 'ball' end if not density then density = 1 end local cluster_tiles = {} local auto_correct = true local scanned_tile = surface.get_tile(x, y) if scanned_tile.name ~= tilename then table_insert(cluster_tiles, {name = tilename, position = {x, y}}) surface.set_tiles(cluster_tiles, auto_correct) return true, x, y end local i = 2 local r = 1 if mode == 'ball' then if math_random(1, 2) == 1 then density = density * -1 end r = math_random(1, 4) end if mode == 'line' then density = 1 r = math_random(1, 4) end if mode == 'line_down' then density = density * -1 r = math_random(1, 4) end if mode == 'line_up' then density = 1 r = math_random(1, 4) end if mode == 'block' then r = 1 density = 1 end if r == 1 then --start placing at -1,-1 while i <= scan_radius do y = y - density x = x - density for a = 1, i, 1 do local scanned_tile = surface.get_tile(x, y) if scanned_tile.name ~= tilename then table_insert(cluster_tiles, {name = tilename, position = {x, y}}) surface.set_tiles(cluster_tiles, auto_correct) return true, x, y end x = x + density end for a = 1, i, 1 do local scanned_tile = surface.get_tile(x, y) if scanned_tile.name ~= tilename then table_insert(cluster_tiles, {name = tilename, position = {x, y}}) surface.set_tiles(cluster_tiles, auto_correct) return true, x, y end y = y + density end for a = 1, i, 1 do local scanned_tile = surface.get_tile(x, y) if scanned_tile.name ~= tilename then table_insert(cluster_tiles, {name = tilename, position = {x, y}}) surface.set_tiles(cluster_tiles, auto_correct) return true, x, y end x = x - density end for a = 1, i, 1 do local scanned_tile = surface.get_tile(x, y) if scanned_tile.name ~= tilename then table_insert(cluster_tiles, {name = tilename, position = {x, y}}) surface.set_tiles(cluster_tiles, auto_correct) return true, x, y end y = y - density end i = i + 2 end end if r == 2 then --start placing at 0,-1 while i <= scan_radius do y = y - density x = x - density for a = 1, i, 1 do x = x + density local scanned_tile = surface.get_tile(x, y) if scanned_tile.name ~= tilename then table_insert(cluster_tiles, {name = tilename, position = {x, y}}) surface.set_tiles(cluster_tiles, auto_correct) return true, x, y end end for a = 1, i, 1 do y = y + density local scanned_tile = surface.get_tile(x, y) if scanned_tile.name ~= tilename then table_insert(cluster_tiles, {name = tilename, position = {x, y}}) surface.set_tiles(cluster_tiles, auto_correct) return true, x, y end end for a = 1, i, 1 do x = x - density local scanned_tile = surface.get_tile(x, y) if scanned_tile.name ~= tilename then table_insert(cluster_tiles, {name = tilename, position = {x, y}}) surface.set_tiles(cluster_tiles, auto_correct) return true, x, y end end for a = 1, i, 1 do y = y - density local scanned_tile = surface.get_tile(x, y) if scanned_tile.name ~= tilename then table_insert(cluster_tiles, {name = tilename, position = {x, y}}) surface.set_tiles(cluster_tiles, auto_correct) return true, x, y end end i = i + 2 end end if r == 3 then --start placing at 1,-1 while i <= scan_radius do y = y - density x = x + density for a = 1, i, 1 do local scanned_tile = surface.get_tile(x, y) if scanned_tile.name ~= tilename then table_insert(cluster_tiles, {name = tilename, position = {x, y}}) surface.set_tiles(cluster_tiles, auto_correct) return true, x, y end y = y + density end for a = 1, i, 1 do local scanned_tile = surface.get_tile(x, y) if scanned_tile.name ~= tilename then table_insert(cluster_tiles, {name = tilename, position = {x, y}}) surface.set_tiles(cluster_tiles, auto_correct) return true, x, y end x = x - density end for a = 1, i, 1 do local scanned_tile = surface.get_tile(x, y) if scanned_tile.name ~= tilename then table_insert(cluster_tiles, {name = tilename, position = {x, y}}) surface.set_tiles(cluster_tiles, auto_correct) return true, x, y end y = y - density end for a = 1, i, 1 do local scanned_tile = surface.get_tile(x, y) if scanned_tile.name ~= tilename then table_insert(cluster_tiles, {name = tilename, position = {x, y}}) surface.set_tiles(cluster_tiles, auto_correct) return true, x, y end x = x + density end i = i + 2 end end if r == 4 then --start placing at 1,0 while i <= scan_radius do y = y - density x = x + density for a = 1, i, 1 do y = y + density local scanned_tile = surface.get_tile(x, y) if scanned_tile.name ~= tilename then table_insert(cluster_tiles, {name = tilename, position = {x, y}}) surface.set_tiles(cluster_tiles, auto_correct) return true, x, y end end for a = 1, i, 1 do x = x - density local scanned_tile = surface.get_tile(x, y) if scanned_tile.name ~= tilename then table_insert(cluster_tiles, {name = tilename, position = {x, y}}) surface.set_tiles(cluster_tiles, auto_correct) return true, x, y end end for a = 1, i, 1 do y = y - density local scanned_tile = surface.get_tile(x, y) if scanned_tile.name ~= tilename then table_insert(cluster_tiles, {name = tilename, position = {x, y}}) surface.set_tiles(cluster_tiles, auto_correct) return true, x, y end end for a = 1, i, 1 do x = x + density local scanned_tile = surface.get_tile(x, y) if scanned_tile.name ~= tilename then table_insert(cluster_tiles, {name = tilename, position = {x, y}}) surface.set_tiles(cluster_tiles, auto_correct) return true, x, y end end i = i + 2 end end return false end local function create_tile_cluster(tilename, position, amount) local mode = 'ball' local cluster_tiles = {} local surface = game.surfaces['surface'] local pos = position local x = pos.x local y = pos.y for i = 1, amount, 1 do local b, x, y = find_tile_placement_spot_around_target_position(tilename, pos, mode) if b == true then if 1 == math_random(1, 16) then pos.x = x pos.y = y end end if b == false then return false, x, y end if i >= amount then return true, x, y end end end function biter_battles_terrain.generate_spawn_water_pond() local x = 1 local surface = game.surfaces['surface'] for _, silo in pairs(global.rocket_silo) do local pos = {} local wreck_pos = {} pos['x'] = silo.position.x + 60 * x pos['y'] = silo.position.y - 5 * x create_tile_cluster('water-green', pos, 450) local p = surface.find_non_colliding_position('big-ship-wreck-1', {pos['x'], pos['y'] - 3 * x}, 20, 1) local e = surface.create_entity {name = 'big-ship-wreck-1', position = p, force = silo.force.name} e.insert({name = 'copper-cable', count = 7}) e.insert({name = 'iron-stick', count = 3}) local p = surface.find_non_colliding_position('big-ship-wreck-3', {pos.x - 3 * x, pos.y}, 20, 1) local e = surface.create_entity {name = 'big-ship-wreck-3', position = p, force = silo.force.name} e.insert({name = 'land-mine', count = 6}) pos['x'] = silo.position.x - 80 * x pos['y'] = silo.position.y - 60 * x create_tile_cluster('water-green', pos, 300) local p = surface.find_non_colliding_position('big-ship-wreck-2', {pos.x + 3 * x, pos.y - 5 * x}, 20, 1) local e = surface.create_entity {name = 'big-ship-wreck-2', position = p, force = silo.force.name} e.insert({name = 'empty-barrel', count = 1}) e.insert({name = 'lubricant-barrel', count = 2}) local p = surface.find_non_colliding_position('crude-oil', {pos.x - 5 * x, pos.y + 5 * x}, 50, 1) local e = surface.create_entity {name = 'crude-oil', position = p, amount = 225000} x = -1 end for x = -200, 200, 1 do for y = -200, 200, 1 do local t = surface.get_tile(x, y) if t.name == 'water-green' then if surface.can_place_entity {name = 'fish', position = {x, y}} and math_random(1, 12) == 1 then surface.create_entity {name = 'fish', position = {x, y}} end end end end end function biter_battles_terrain.clear_spawn_ores() local surface = game.surfaces['surface'] for x = -200, 200, 1 do for y = -200, 200, 1 do local tile_distance_to_center = math.sqrt(x ^ 2 + y ^ 2) if tile_distance_to_center < 150 then local entities = surface.find_entities({{x, y}, {x + 1, y + 1}}) for _, e in pairs(entities) do if e.type == 'resource' then e.destroy() end end end end end end function biter_battles_terrain.generate_market() local surface = game.surfaces['surface'] for z = -1, 1, 2 do local f = 'north' if z == 1 then f = 'south' end local x = global.rocket_silo[f].position.x + (80 * z) local y = global.rocket_silo[f].position.y + (60 * z) local p = surface.find_non_colliding_position('market', {x, y}, 20, 1) local m = surface.create_entity {name = 'market', position = p, force = f} local entities = surface.find_entities({{m.position.x - 1, m.position.y - 1}, {m.position.x + 1, m.position.y + 1}}) for _, ee in pairs(entities) do if ee.type == 'simple-entity' or ee.type == 'resource' or ee.type == 'tree' then ee.destroy() end end m.minable = false m.destructible = false m.add_market_item {price = {{'raw-fish', 1}}, offer = {type = 'give-item', item = 'small-electric-pole', count = 2}} m.add_market_item {price = {{'raw-fish', 1}}, offer = {type = 'give-item', item = 'firearm-magazine', count = 2}} m.add_market_item {price = {{'raw-fish', 2}}, offer = {type = 'give-item', item = 'grenade'}} m.add_market_item {price = {{'raw-fish', 2}}, offer = {type = 'give-item', item = 'land-mine', count = 1}} m.add_market_item {price = {{'raw-fish', 5}}, offer = {type = 'give-item', item = 'light-armor'}} m.add_market_item {price = {{'raw-fish', 8}}, offer = {type = 'give-item', item = 'radar'}} m.add_market_item {price = {{'iron-ore', 50}}, offer = {type = 'give-item', item = 'raw-fish'}} m.add_market_item {price = {{'copper-ore', 50}}, offer = {type = 'give-item', item = 'raw-fish'}} m.add_market_item {price = {{'stone', 50}}, offer = {type = 'give-item', item = 'raw-fish'}} m.add_market_item {price = {{'coal', 50}}, offer = {type = 'give-item', item = 'raw-fish'}} end end function biter_battles_terrain.generate_artillery() local tiles = {} local surface = game.surfaces['surface'] global.spawn_artillery = {} for z = -1, 1, 2 do local f = 'north' if z == 1 then f = 'south' end global.spawn_artillery[f] = surface.create_entity {name = 'artillery-turret', position = {55 * z, 26 * z}, force = f} local e = global.spawn_artillery[f] e.minable = false e.destructible = false local entities = surface.find_entities({{e.position.x - 3, e.position.y - 4}, {e.position.x + 3, e.position.y + 4}}) for _, ee in pairs(entities) do if ee.type == 'simple-entity' or ee.type == 'resource' or ee.type == 'tree' then ee.destroy() end end local m = surface.create_entity {name = 'market', position = {e.position.x, e.position.y + (3 * z)}, force = f} m.minable = false m.destructible = false m.add_market_item {price = {{'raw-fish', 2}}, offer = {type = 'give-item', item = 'grenade'}} m.add_market_item {price = {{'raw-fish', 1}}, offer = {type = 'give-item', item = 'land-mine', count = 1}} m.add_market_item {price = {{'raw-fish', 60}}, offer = {type = 'give-item', item = 'artillery-shell'}} m.add_market_item {price = {{'raw-fish', 20}}, offer = {type = 'give-item', item = 'artillery-targeting-remote'}} for y = -1, 1, 1 do for x = -2, 2, 1 do table_insert(tiles, {name = 'refined-hazard-concrete-left', position = {e.position.x + x, e.position.y + y}}) end end for y = -2, 2, 1 do for x = -1, 1, 1 do table_insert(tiles, {name = 'refined-hazard-concrete-left', position = {e.position.x + x, e.position.y + y}}) end end end surface.set_tiles(tiles, true) end function biter_battles_terrain.generate_spawn_ores(ore_layout) local surface = game.surfaces['surface'] local seed = game.surfaces[1].map_gen_settings.seed local tiles = {} --generate ores around silos local ore_layout = 'windows' --local ore_layout = "4squares" local ore_amount = 850 if ore_layout == '4squares' then local size = 22 for _, rocket_silo in pairs(global.rocket_silo) do local tiles = {} for x = (size + 1) * -1, size + 1, 1 do for y = (size + 1) * -1, size + 1, 1 do table_insert(tiles, {name = 'stone-path', position = {rocket_silo.position.x + x, rocket_silo.position.y + y}}) end end surface.set_tiles(tiles, true) local entities = surface.find_entities( {{(rocket_silo.position.x - 4) - size / 2, (rocket_silo.position.y - 5) - size / 2}, {rocket_silo.position.x + 4 + size / 2, rocket_silo.position.y + 5 + size / 2}} ) for _, entity in pairs(entities) do if entity.type == 'simple-entity' or entity.type == 'tree' or entity.type == 'resource' then entity.destroy() end end end for x = size * -1, size, 1 do for y = size * -1, size, 1 do if x > 0 and y < 0 then if surface.can_place_entity { name = 'stone', position = {global.rocket_silo['south'].position.x + x, global.rocket_silo['south'].position.y + y}, amount = ore_amount } then surface.create_entity { name = 'stone', position = {global.rocket_silo['south'].position.x + x, global.rocket_silo['south'].position.y + y}, amount = ore_amount } end end if x < 0 and y < 0 then if surface.can_place_entity { name = 'coal', position = {global.rocket_silo['south'].position.x + x, global.rocket_silo['south'].position.y + y}, amount = ore_amount } then surface.create_entity { name = 'coal', position = {global.rocket_silo['south'].position.x + x, global.rocket_silo['south'].position.y + y}, amount = ore_amount } end end if x < 0 and y > 0 then if surface.can_place_entity { name = 'copper-ore', position = {global.rocket_silo['south'].position.x + x, global.rocket_silo['south'].position.y + y}, amount = ore_amount } then surface.create_entity { name = 'copper-ore', position = {global.rocket_silo['south'].position.x + x, global.rocket_silo['south'].position.y + y}, amount = ore_amount } end end if x > 0 and y > 0 then if surface.can_place_entity { name = 'iron-ore', position = {global.rocket_silo['south'].position.x + x, global.rocket_silo['south'].position.y + y}, amount = ore_amount } then surface.create_entity { name = 'iron-ore', position = {global.rocket_silo['south'].position.x + x, global.rocket_silo['south'].position.y + y}, amount = ore_amount } end end if x < 0 and y > 0 then if surface.can_place_entity { name = 'stone', position = {global.rocket_silo['north'].position.x + x, global.rocket_silo['north'].position.y + y}, amount = ore_amount } then surface.create_entity { name = 'stone', position = {global.rocket_silo['north'].position.x + x, global.rocket_silo['north'].position.y + y}, amount = ore_amount } end end if x > 0 and y > 0 then if surface.can_place_entity { name = 'coal', position = {global.rocket_silo['north'].position.x + x, global.rocket_silo['north'].position.y + y}, amount = ore_amount } then surface.create_entity { name = 'coal', position = {global.rocket_silo['north'].position.x + x, global.rocket_silo['north'].position.y + y}, amount = ore_amount } end end if x > 0 and y < 0 then if surface.can_place_entity { name = 'copper-ore', position = {global.rocket_silo['north'].position.x + x, global.rocket_silo['north'].position.y + y}, amount = ore_amount } then surface.create_entity { name = 'copper-ore', position = {global.rocket_silo['north'].position.x + x, global.rocket_silo['north'].position.y + y}, amount = ore_amount } end end if x < 0 and y < 0 then if surface.can_place_entity { name = 'iron-ore', position = {global.rocket_silo['north'].position.x + x, global.rocket_silo['north'].position.y + y}, amount = ore_amount } then surface.create_entity { name = 'iron-ore', position = {global.rocket_silo['north'].position.x + x, global.rocket_silo['north'].position.y + y}, amount = ore_amount } end end end end for _, rocket_silo in pairs(global.rocket_silo) do local entities = surface.find_entities({{rocket_silo.position.x - 5, rocket_silo.position.y - 6}, {rocket_silo.position.x + 5, rocket_silo.position.y + 6}}) for _, entity in pairs(entities) do if entity.type == 'resource' then entity.destroy() end end end end if ore_layout == 'windows' then local m1 = 0.09 local m2 = 0 local m3 = 1 local m4 = 23 for x = m4 * -1, m4, 1 do local noise = simplex_noise(x * m1, 1 * m1, seed + 50000) noise = noise * m2 + m3 for y = (m4 + 1) * -1 * noise, m4 * noise, 1 do table_insert(tiles, {name = 'stone-path', position = {global.rocket_silo['north'].position.x + x, global.rocket_silo['north'].position.y + y}}) end local noise = simplex_noise(x * m1, 1 * m1, seed + 60000) noise = noise * m2 + m3 for y = (m4 + 1) * -1 * noise, m4 * noise, 1 do table_insert(tiles, {name = 'stone-path', position = {global.rocket_silo['south'].position.x + x, global.rocket_silo['south'].position.y + y}}) end end for y = (m4 + 1) * -1, m4, 1 do local noise = simplex_noise(y * m1, 1 * m1, seed + 50000) noise = noise * m2 + m3 for x = m4 * -1 * noise, m4 * noise, 1 do table_insert(tiles, {name = 'stone-path', position = {global.rocket_silo['north'].position.x + x, global.rocket_silo['north'].position.y + y}}) end local noise = simplex_noise(y * m1, 1 * m1, seed + 60000) noise = noise * m2 + m3 for x = m4 * -1 * noise, m4 * noise, 1 do table_insert(tiles, {name = 'stone-path', position = {global.rocket_silo['south'].position.x + x, global.rocket_silo['south'].position.y + y}}) end end surface.set_tiles(tiles, true) local ore = { 'stone', 'stone', 'stone', 'stone', 'coal', 'coal', 'coal', 'coal', 'coal', 'copper-ore', 'copper-ore', 'copper-ore', 'copper-ore', 'copper-ore', 'iron-ore', 'iron-ore', 'iron-ore', 'iron-ore', 'iron-ore' } for z = 1, 19, 1 do for x = -4 - z, 4 + z, 1 do for y = -5 - z, 4 + z, 1 do if surface.can_place_entity { name = ore[z], position = {global.rocket_silo['south'].position.x + x, global.rocket_silo['south'].position.y + y}, amount = ore_amount } then surface.create_entity { name = ore[z], position = {global.rocket_silo['south'].position.x + x, global.rocket_silo['south'].position.y + y}, amount = ore_amount } end end end end for z = 1, 19, 1 do for x = -4 - z, 4 + z, 1 do for y = -5 - z, 4 + z, 1 do if surface.can_place_entity { name = ore[z], position = {global.rocket_silo['north'].position.x + x, global.rocket_silo['north'].position.y + y}, amount = ore_amount } then surface.create_entity { name = ore[z], position = {global.rocket_silo['north'].position.x + x, global.rocket_silo['north'].position.y + y}, amount = ore_amount } end end end end end for _, rocket_silo in pairs(global.rocket_silo) do local entities = surface.find_entities({{rocket_silo.position.x - 4, rocket_silo.position.y - 5}, {rocket_silo.position.x + 4, rocket_silo.position.y + 5}}) for _, entity in pairs(entities) do if entity.type == 'resource' then entity.destroy() end end end end event.add(defines.events.on_chunk_generated, on_chunk_generated) return biter_battles_terrain