local simplex_noise = require "utils.simplex_noise".d2 local math_random = math.random local wod_logo_tiles = require "maps.wave_of_death.logo" local noises = { ["biter_territory_decoratives"] = {{modifier = 0.03, weight = 1}, {modifier = 0.05, weight = 0.3}, {modifier = 0.1, weight = 0.05}}, ["biter_territory_beach"] = {{modifier = 0.07, weight = 1}, {modifier = 0.03, weight = 0.3}, {modifier = 0.1, weight = 0.1}}, ["rocks"] = {{modifier = 0.01, weight = 1}, {modifier = 0.04, weight = 0.3}, {modifier = 0.1, weight = 0.05}}, ["trees"] = {{modifier = 0.01, weight = 1}, {modifier = 0.04, weight = 0.3}, {modifier = 0.1, weight = 0.05}}, ["ore"] = {{modifier = 0.008, weight = 1}, {modifier = 0.025, weight = 0.25}, {modifier = 0.1, weight = 0.1}}, ["ponds"] = {{modifier = 0.012, weight = 1}, {modifier = 0.035, weight = 0.25}, {modifier = 0.1, weight = 0.1}}, ["grass"] = {{modifier = 0.005, weight = 1}, {modifier = 0.01, weight = 0.25}, {modifier = 0.1, weight = 0.03}}, ["decoratives"] = {{modifier = 0.03, weight = 1}, {modifier = 0.015, weight = 0.25}, {modifier = 0.1, weight = 0.1}}, ["random_things"] = {{modifier = 3, weight = 1}} } local decorative_whitelist = {"garballo", "garballo-mini-dry", "green-asterisk", "green-bush-mini", "green-carpet-grass", "green-hairy-grass", "green-pita", "green-pita-mini", "green-small-grass"} local function get_noise(name, pos, seed) local noise = 0 for _, n in pairs(noises[name]) do noise = noise + simplex_noise(pos.x * n.modifier, pos.y * n.modifier, seed) * n.weight seed = seed + 10000 end return noise end local function wod_logo(surface, left_top) if left_top.y ~= -320 then return end if left_top.x ~= -256 then return end for _, tile in pairs(wod_logo_tiles.data) do surface.set_tiles({{name = wod_logo_tiles.index[tile[2]], position = {tile[1][1] - 50, tile[1][2] - 436}}}) end end local function init(surface, left_top) if left_top.x ~= 256 then return end if left_top.y ~= 256 then return end global.loaders = {} for i = 1, 4, 1 do local position = {x = -208 + 160*(i - 1), y = 32} for x = -12, 12, 1 do for y = -12, 12, 1 do local pos = {x = position.x + x, y = position.y + y} local distance_to_center = math.sqrt(x ^ 2 + y ^ 2) if distance_to_center < 3.5 then surface.set_tiles({{name = "stone-path", position = pos}}) else if distance_to_center < 9 then if surface.get_tile(pos).name == "water" then surface.set_tiles({{name = "grass-2", position = pos}}) end end end end end for _, e in pairs(surface.find_entities_filtered({area = {{position.x - 2, position.y - 2},{position.x + 3, position.y + 3}}, force = "neutral"})) do e.destroy() end global.loaders[i] = surface.create_entity({name = "loader", position = position, force = i}) global.loaders[i].minable = false game.forces[i].set_spawn_position({x = position.x, y = position.y + 8}, surface) --rendering.draw_sprite({sprite = "file/maps/wave_of_death/WoD.png", target = {x = -140 + 160*(i - 1), y = 0}, surface = surface, orientation = 0, x_scale = 2, y_scale = 2, render_layer = "ground-tile"}) end local center_position = {x = 32, y = 0} for x = -6, 6, 1 do for y = -6, 6, 1 do if math.sqrt(x ^ 2 + y ^ 2) < 6 then local pos = {x = center_position.x + x, y = center_position.y + y} surface.set_tiles({{name = "water-shallow", position = pos}}) end end end end local function place_entities(surface, position, noise_position, seed) local noise = get_noise("ponds", noise_position, seed + 50000) local noise_2 = get_noise("decoratives", noise_position, seed + 60000) if noise > -0.1 and noise < 0.1 and noise_2 > 0.3 then surface.set_tiles({{name = "water", position = position}}) if get_noise("random_things", noise_position, seed) > 0.82 then surface.create_entity({name = "fish", position = position}) end return end local noise = get_noise("ore", noise_position, seed + 5000) if noise > 0.75 then surface.create_entity({name = "iron-ore", position = position, amount = 1000 + math.abs(noise * 1000)}) return end local noise = get_noise("ore", noise_position, seed + 10000) if noise > 0.75 then surface.create_entity({name = "copper-ore", position = position, amount = 1000 + math.abs(noise * 1000)}) return end local noise = get_noise("ore", noise_position, seed + 15000) if noise > 0.82 then surface.create_entity({name = "coal", position = position, amount = 1000 + math.abs(noise * 1000)}) return end local noise = get_noise("ore", noise_position, seed + 20000) if noise > 0.82 then surface.create_entity({name = "stone", position = position, amount = 1000 + math.abs(noise * 1000)}) return end local noise = get_noise("ore", noise_position, seed + 25000) if noise > 0.93 then surface.create_entity({name = "uranium-ore", position = position, amount = 1000 + math.abs(noise * 1000)}) return end if noise < -0.93 then if surface.can_place_entity({name = "crude-oil", position = position, amount = 1000}) and get_noise("random_things", noise_position, seed) > 0.5 then surface.create_entity({name = "crude-oil", position = position, amount = 200000 + math.abs(noise * 1000)}) end return end if get_noise("rocks", noise_position, seed + 30000) > 0.82 then local random_noise = get_noise("random_things", noise_position, seed) if random_noise > 0.5 then if random_noise > 0.75 then surface.create_entity({name = "rock-big", position = position}) else surface.create_entity({name = "rock-huge", position = position}) end end return end local noise = get_noise("trees", noise_position, seed + 35000) if noise > 0.65 then if get_noise("random_things", noise_position, seed) > 0.35 then surface.create_entity({name = "tree-04", position = position}) end return end if noise < -0.85 then if get_noise("random_things", noise_position, seed) > 0.45 then surface.create_entity({name = "dry-hairy-tree", position = position}) end return end local noise = get_noise("decoratives", noise_position, seed + 50000) if noise > 0.4 then if get_noise("random_things", noise_position, seed) > 0 then surface.create_decoratives({check_collision=false, decoratives={{name = "green-asterisk", position = position, amount = 1}}}) end return end if noise < -0.4 then if get_noise("random_things", noise_position, seed) > 0 then surface.create_decoratives({check_collision=false, decoratives={{name = "green-pita", position = position, amount = 1}}}) end return end end local function draw_lanes(surface, left_top) local seed = game.surfaces[1].map_gen_settings.seed + 4096 for x = 0, 31, 1 do for y = 0, 31, 1 do local position = {x = left_top.x + x, y = left_top.y + y} local noise_position = {x = left_top.x % 160 + x, y = left_top.y + y} local noise = get_noise("biter_territory_beach", noise_position, seed) if position.y < -160 - math.abs(noise * 12) then surface.set_tiles({{name = "water-shallow", position = position}}, true) local noise = get_noise("biter_territory_decoratives", noise_position, seed) if noise > -0.3 and noise < 0.3 then if math_random(1,1) == 1 then surface.create_decoratives({check_collision=false, decoratives={{name = "green-hairy-grass", position = position, amount = 1}}}) end else if noise > 0.75 then if math_random(1,2) == 1 then surface.create_decoratives({check_collision=false, decoratives={{name = "green-carpet-grass", position = position, amount = 1}}}) end end end else local position = {x = left_top.x + x, y = left_top.y + y} local noise_position = {x = left_top.x % 160 + x, y = left_top.y + y} local i = (math.floor(get_noise("grass", noise_position, seed + 5000) * 5) % 4) + 1 surface.set_tiles({{name = "grass-" .. i, position = position}}) place_entities(surface, position, noise_position, seed) end end end end local function draw_void(surface, left_top) for x = 0, 31, 1 do for y = 0, 31, 1 do local position = {x = left_top.x + x, y = left_top.y + y} surface.set_tiles({{name = "out-of-map", position = position}}) end end end local function clear_chunk(surface, area) surface.destroy_decoratives{area = area, name=decorative_whitelist, invert=true} for _, e in pairs(surface.find_entities_filtered({area = area})) do if e.name ~= "character" then e.destroy() end end end local function on_chunk_generated(event) local surface = event.surface if surface.index == 1 then return end local left_top = event.area.left_top if left_top.x % 160 < 64 or left_top.x > 288 or left_top.x < - 256 or left_top.y < -320 then draw_void(surface, left_top) else clear_chunk(surface, event.area) draw_lanes(surface, left_top) end init(surface, left_top) wod_logo(surface, left_top) end return on_chunk_generated