local random = math.random local abs = math.abs local Functions = require 'maps.chronosphere.world_functions' local Raffle = require 'maps.chronosphere.raffles' local Chrono_table = require 'maps.chronosphere.table' local function process_tile(p, seed, entities) local objective = Chrono_table.get_table() local biters = objective.world.variant.biters local noise1 = Functions.get_noise('forest_location', p, seed) local f_density = (math.min(Functions.distance(p.x, p.y) / 500, 1)) * 0.3 local handicap = math.max(0, 160 - objective.chronojumps * 20) if noise1 > 0.095 + f_density then if noise1 > 0.6 then if random(1, 100) > 42 then entities[#entities + 1] = {name = 'tree-08-brown', position = p} end else if random(1, 100) > 42 then entities[#entities + 1] = {name = 'tree-01', position = p} end end return elseif noise1 < -(0.095 + f_density) then if noise1 < -0.6 then if random(1, 100) > 42 then entities[#entities + 1] = {name = 'tree-04', position = p} end else if random(1, 100) > 42 then entities[#entities + 1] = {name = 'tree-02-red', position = p} end end return else if random(1, 202 + handicap - biters) == 1 and Functions.distance(p.x, p.y) > 150 + handicap then entities[#entities + 1] = {name = Raffle.spawners[random(1, #Raffle.spawners)], position = p, spawn_decorations = true} end end end local function normal_chunk(surface, left_top) local entities = {} local seed = surface.map_gen_settings.seed for y = 0, 31, 1 do for x = 0, 31, 1 do local p = {x = left_top.x + x, y = left_top.y + y} process_tile(p, seed, entities) end end Functions.spawn_entities(surface, entities) end local function empty_chunk(surface, left_top) local entities = {} local seed = surface.map_gen_settings.seed for y = 0, 31, 1 do for x = 0, 31, 1 do local p = {x = left_top.x + x, y = left_top.y + y} process_tile(p, seed, entities) end end Functions.replace_water(surface, left_top) end local function forest(_, surface, left_top) if abs(left_top.y) <= 31 and abs(left_top.x) <= 31 then empty_chunk(surface, left_top) return end if abs(left_top.y) > 31 or abs(left_top.x) > 31 then normal_chunk(surface, left_top) return end end return forest