local Treasure = require 'maps.chronosphere.treasure' local Simplex_noise = require 'utils.simplex_noise'.d2 local Raffle = require 'maps.chronosphere.raffles' local Chrono_table = require 'maps.chronosphere.table' local Blueprints = require 'maps.chronosphere.worlds.blueprints' local abs = math.abs local random = math.random local sqrt = math.sqrt local min = math.min local floor = math.floor local Public = {} local noises = { ['no_rocks'] = {{modifier = 0.0033, weight = 1}, {modifier = 0.01, weight = 0.22}, {modifier = 0.05, weight = 0.05}, {modifier = 0.1, weight = 0.04}}, ['no_rocks_2'] = {{modifier = 0.013, weight = 1}, {modifier = 0.1, weight = 0.1}}, ['large_caves'] = {{modifier = 0.0033, weight = 1}, {modifier = 0.01, weight = 0.22}, {modifier = 0.05, weight = 0.05}, {modifier = 0.1, weight = 0.04}}, ['small_caves'] = {{modifier = 0.008, weight = 1}, {modifier = 0.03, weight = 0.15}, {modifier = 0.25, weight = 0.05}}, ['small_caves_2'] = {{modifier = 0.009, weight = 1}, {modifier = 0.05, weight = 0.25}, {modifier = 0.25, weight = 0.05}}, ['cave_ponds'] = {{modifier = 0.01, weight = 1}, {modifier = 0.1, weight = 0.06}}, ['cave_rivers'] = {{modifier = 0.005, weight = 1}, {modifier = 0.01, weight = 0.25}, {modifier = 0.05, weight = 0.01}}, ['cave_rivers_2'] = {{modifier = 0.003, weight = 1}, {modifier = 0.01, weight = 0.21}, {modifier = 0.05, weight = 0.01}}, ['cave_rivers_3'] = {{modifier = 0.002, weight = 1}, {modifier = 0.01, weight = 0.15}, {modifier = 0.05, weight = 0.01}}, ['cave_rivers_4'] = {{modifier = 0.001, weight = 1}, {modifier = 0.01, weight = 0.11}, {modifier = 0.05, weight = 0.01}}, ['scrapyard'] = {{modifier = 0.005, weight = 1}, {modifier = 0.01, weight = 0.35}, {modifier = 0.05, weight = 0.23}, {modifier = 0.1, weight = 0.11}}, ['forest_location'] = {{modifier = 0.006, weight = 1}, {modifier = 0.01, weight = 0.25}, {modifier = 0.05, weight = 0.15}, {modifier = 0.1, weight = 0.05}}, ['forest_density'] = {{modifier = 0.01, weight = 1}, {modifier = 0.05, weight = 0.5}, {modifier = 0.1, weight = 0.025}}, ['ores'] = {{modifier = 0.05, weight = 1}, {modifier = 0.02, weight = 0.55}, {modifier = 0.05, weight = 0.05}}, ['hedgemaze'] = {{modifier = 0.001, weight = 1}} } local entity_functions = { ['turret'] = function(surface, entity) surface.create_entity(entity) end, ['simple-entity'] = function(surface, entity) surface.create_entity(entity) end, ['simple-entity-with-owner'] = function(surface, entity) surface.create_entity(entity) end, ['ammo-turret'] = function(surface, entity) local e = surface.create_entity(entity) e.insert({name = 'uranium-rounds-magazine', count = random(16, 64)}) end, ['container'] = function(surface, entity) Treasure(surface, entity.position, entity.name) end, ['lab'] = function(surface, entity) local objective = Chrono_table.get_table() local e = surface.create_entity(entity) local evo = 1 + min(floor(objective.chronojumps / 5), 4) local research = { {'automation-science-pack', 'logistic-science-pack'}, {'automation-science-pack', 'logistic-science-pack', 'military-science-pack'}, {'automation-science-pack', 'logistic-science-pack', 'military-science-pack', 'chemical-science-pack'}, {'automation-science-pack', 'logistic-science-pack', 'military-science-pack', 'chemical-science-pack', 'production-science-pack'}, {'automation-science-pack', 'logistic-science-pack', 'military-science-pack', 'chemical-science-pack', 'production-science-pack', 'utility-science-pack'} } for _, science in pairs(research[evo]) do e.insert({name = science, count = random(min(30 + objective.chronojumps * 5, 100), min(60 + objective.chronojumps * 5, 200))}) end end } local function get_replacement_tile(surface, position) local objective = Chrono_table.get_table() for i = 1, 128, 1 do local vectors = {{0, i}, {0, i * -1}, {i, 0}, {i * -1, 0}} table.shuffle_table(vectors) for k, v in pairs(vectors) do local tile = surface.get_tile(position.x + v[1], position.y + v[2]) if not tile.collides_with('resource-layer') then return tile.name end end end return objective.world.default_tile or 'grass-1' end function Public.get_noise(name, pos, seed) local noise = 0 local d = 0 for _, n in pairs(noises[name]) do noise = noise + Simplex_noise(pos.x * n.modifier, pos.y * n.modifier, seed) * n.weight d = d + n.weight seed = seed + 10000 end noise = noise / d return noise end function Public.replace_water(surface, left_top) local tiles = {} for x = 0, 31, 1 do for y = 0, 31, 1 do local p = {x = left_top.x + x, y = left_top.y + y} local tile = surface.get_tile(p) if tile.hidden_tile then surface.set_hidden_tile(p, get_replacement_tile(surface, p).name) elseif tile.collides_with('resource-layer') then tiles[#tiles + 1] = {name = get_replacement_tile(surface, p), position = p} end end end surface.set_tiles(tiles, true) end function Public.spawn_entities(surface, entities) local objective = Chrono_table.get_table() for _, entity in pairs(entities) do if entity_functions[game.entity_prototypes[entity.name].type] then entity_functions[game.entity_prototypes[entity.name].type](surface, entity) else if surface.can_place_entity(entity) then local e = surface.create_entity(entity) if (e.type == 'unit-spawner' or e.type == 'turret') and objective.world.id ~= 7 then if abs(e.position.x) > 420 or abs(e.position.y) > 420 then e.destructible = false end end end end end end function Public.spawn_decoratives(surface, decoratives) surface.create_decoratives {check_collision = false, decoratives = decoratives} end function Public.spawn_treasures(surface, treasures) for _, p in pairs(treasures) do local name = 'wooden-chest' if random(1, 6) == 1 then name = 'iron-chest' end if surface.can_place_entity({name = name, position = p}) then Treasure(surface, p, name) end end end function Public.distance(x, y) return sqrt(x * x + y * y) end function Public.is_scrap(name) for i = 1, #Raffle.scraps, 1 do if name == Raffle.scraps[i] then return true end end for i = 1, #Raffle.scraps_inv, 1 do if name == Raffle.scraps_inv[i] then return true end end return false end --LABYRINTH-- local modifiers = { {x = 0, y = -1}, {x = -1, y = 0}, {x = 1, y = 0}, {x = 0, y = 1} } local modifiers_diagonal = { {diagonal = {x = -1, y = 1}, connection_1 = {x = -1, y = 0}, connection_2 = {x = 0, y = 1}}, {diagonal = {x = 1, y = -1}, connection_1 = {x = 1, y = 0}, connection_2 = {x = 0, y = -1}}, {diagonal = {x = 1, y = 1}, connection_1 = {x = 1, y = 0}, connection_2 = {x = 0, y = 1}}, {diagonal = {x = -1, y = -1}, connection_1 = {x = -1, y = 0}, connection_2 = {x = 0, y = -1}} } local function get_path_connections_count(cell_pos) local scheduletable = Chrono_table.get_schedule_table() local connections = 0 for _, m in pairs(modifiers) do if scheduletable.lab_cells[tostring(cell_pos.x + m.x) .. '_' .. tostring(cell_pos.y + m.y)] then connections = connections + 1 end end return connections end function Public.process_labyrinth_cell(pos, seed) local scheduletable = Chrono_table.get_schedule_table() local lake_noise_value = -0.85 local cell_position = {x = pos.x / 32, y = pos.y / 32} local mazenoise = Public.get_noise('hedgemaze', cell_position, seed) if mazenoise < lake_noise_value and Public.distance(pos.x / 32, pos.y / 32) > 65 then return false end scheduletable.lab_cells[tostring(cell_position.x) .. '_' .. tostring(cell_position.y)] = false for _, modifier in pairs(modifiers_diagonal) do if scheduletable.lab_cells[tostring(cell_position.x + modifier.diagonal.x) .. '_' .. tostring(cell_position.y + modifier.diagonal.y)] then local connection_1 = scheduletable.lab_cells[tostring(cell_position.x + modifier.connection_1.x) .. '_' .. tostring(cell_position.y + modifier.connection_1.y)] local connection_2 = scheduletable.lab_cells[tostring(cell_position.x + modifier.connection_2.x) .. '_' .. tostring(cell_position.y + modifier.connection_2.y)] if not connection_1 and not connection_2 then return false end end end for _, m in pairs(modifiers) do if get_path_connections_count({x = cell_position.x + m.x, y = cell_position.y + m.y}) >= random(2, 3) then return false end end if get_path_connections_count(cell_position) >= random(2, 3) then return false end scheduletable.lab_cells[tostring(cell_position.x) .. '_' .. tostring(cell_position.y)] = true return true end function Public.build_blueprint(surface, position, id, force) local item = surface.create_entity{name = "item-on-ground", position = position, stack = {name = "blueprint", count = 1}} local success = item.stack.import_stack(Blueprints[id]) if success <= 0 then local ghosts = item.stack.build_blueprint{surface = surface, force = force, position = position, force_build = true} for _, ghost in pairs(ghosts) do ghost.silent_revive({raise_revive = true}) end end if item.valid then item.destroy() end end return Public