--lost desert-- mewmew made this -- local simplex_noise = require 'utils.simplex_noise' simplex_noise = simplex_noise.d2 local event = require 'utils.event' local map_functions = require "tools.map_functions" local math_random = math.random local function shipwreck(position, surface) local wrecks = {"big-ship-wreck-1", "big-ship-wreck-2", "big-ship-wreck-3"} local wreck = wrecks[math.random(1,#wrecks)] local wreck_raffle_table = {} local wreck_loot_weights = {} table.insert(wreck_loot_weights, {{name = "firearm-magazine", count = math.random(64,128)},8}) table.insert(wreck_loot_weights, {{name = 'grenade', count = math.random(16,32)},5}) table.insert(wreck_loot_weights, {{name = 'land-mine', count = math.random(16,32)},5}) table.insert(wreck_loot_weights, {{name = 'heavy-armor', count = 1},2}) table.insert(wreck_loot_weights, {{name = 'assembling-machine-1', count = math.random(1,4)},2}) table.insert(wreck_loot_weights, {{name = 'assembling-machine-2', count = math.random(1,3)},2}) table.insert(wreck_loot_weights, {{name = 'assembling-machine-3', count = math.random(1,2)},1}) table.insert(wreck_loot_weights, {{name = 'combat-shotgun', count = 1},3}) table.insert(wreck_loot_weights, {{name = 'piercing-shotgun-shell', count = math.random(16,48)},5}) table.insert(wreck_loot_weights, {{name = 'flamethrower', count = 1},3}) table.insert(wreck_loot_weights, {{name = 'rocket-launcher', count = 1},4}) table.insert(wreck_loot_weights, {{name = 'flamethrower-ammo', count = math.random(16,48)},5}) table.insert(wreck_loot_weights, {{name = 'rocket', count = math.random(16,48)},5}) table.insert(wreck_loot_weights, {{name = 'explosive-rocket', count = math.random(16,48)},5}) table.insert(wreck_loot_weights, {{name = 'modular-armor', count = 1},3}) table.insert(wreck_loot_weights, {{name = 'power-armor', count = 1},1}) table.insert(wreck_loot_weights, {{name = 'uranium-rounds-magazine', count = math.random(16,32)},3}) table.insert(wreck_loot_weights, {{name = 'piercing-rounds-magazine', count = math.random(64,128)},5}) table.insert(wreck_loot_weights, {{name = 'railgun', count = 1},3}) table.insert(wreck_loot_weights, {{name = 'railgun-dart', count = math.random(16,48)},4}) table.insert(wreck_loot_weights, {{name = 'exoskeleton-equipment', count = 1},1}) table.insert(wreck_loot_weights, {{name = 'defender-capsule', count = math.random(8,16)},5}) table.insert(wreck_loot_weights, {{name = 'distractor-capsule', count = math.random(4,8)},4}) table.insert(wreck_loot_weights, {{name = 'destroyer-capsule', count = math.random(4,8)},3}) table.insert(wreck_loot_weights, {{name = 'atomic-bomb', count = 1},1}) for _, t in pairs (wreck_loot_weights) do for x = 1, t[2], 1 do table.insert(wreck_raffle_table, t[1]) end end local e = surface.create_entity {name=wreck, position=position, force="player"} e.minable = false local i = e.get_inventory(defines.inventory.chest) for x = 1, math.random(2,3), 1 do local loot = wreck_raffle_table[math.random(1,#wreck_raffle_table)] i.insert(loot) end end local function shuffle(tbl) local size = #tbl for i = size, 1, -1 do local rand = math.random(size) tbl[i], tbl[rand] = tbl[rand], tbl[i] end return tbl end local function get_noise(name, pos) local seed = game.surfaces[1].map_gen_settings.seed local noise = {} local noise_seed_add = 25000 seed = seed + noise_seed_add if name == 1 then local m = 2 noise[1] = simplex_noise(pos.x * 0.001 * m, pos.y * 0.001 * m, seed) seed = seed + noise_seed_add noise[2] = simplex_noise(pos.x * 0.01 * m, pos.y * 0.01 * m, seed) seed = seed + noise_seed_add noise[3] = simplex_noise(pos.x * 0.05 * m, pos.y * 0.05 * m, seed) seed = seed + noise_seed_add noise[4] = simplex_noise(pos.x * 0.1 * m, pos.y * 0.1 * m, seed) local noise = noise[1] + noise[2] * 0.05 + noise[3] * 0.02 + noise[4] * 0.001 return noise end seed = seed + noise_seed_add seed = seed + noise_seed_add seed = seed + noise_seed_add seed = seed + noise_seed_add if name == "rocks_1" then noise[1] = simplex_noise(pos.x * 0.005, pos.y * 0.005, seed) seed = seed + noise_seed_add noise[2] = simplex_noise(pos.x * 0.01, pos.y * 0.01, seed) seed = seed + noise_seed_add noise[3] = simplex_noise(pos.x * 0.1, pos.y * 0.1, seed) local noise = noise[1] + noise[2] * 0.005 + noise[3] * 0.0002 return noise end seed = seed + noise_seed_add seed = seed + noise_seed_add seed = seed + noise_seed_add if name == "deco_1" then noise[1] = simplex_noise(pos.x * 0.01, pos.y * 0.01, seed) local noise = noise[1] return noise end seed = seed + noise_seed_add if name == "deco_2" then noise[1] = simplex_noise(pos.x * 0.01, pos.y * 0.01, seed) local noise = noise[1] return noise end seed = seed + noise_seed_add if name == "dead_trees" then noise[1] = simplex_noise(pos.x * 0.005, pos.y * 0.005, seed) local noise = noise[1] return noise end seed = seed + noise_seed_add 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 ore_spawn_raffle = {"iron-ore","iron-ore","iron-ore","copper-ore","copper-ore","copper-ore","coal","coal","stone","stone","uranium-ore","crude-oil"} local function on_chunk_generated(event) local surface = game.surfaces["lost_desert"] 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 area = { left_top = {x = chunk_pos_x, y = chunk_pos_y}, right_bottom = {x = chunk_pos_x + 31, y = chunk_pos_y + 31} } local tiles = {} local entities_to_place = { rocks = {}, worms = {}, enemy_buildings = {}, trees = {}, fish = {}, shipwrecks = {} } surface.destroy_decoratives(area) local decoratives = {} local entities = surface.find_entities(area) for _, e in pairs(entities) do if e.type == "tree" or e.force.name == "enemy" then e.destroy() end end local sands = {"sand-1", "sand-2", "sand-3"} 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} local tile_distance_to_center = pos_x^2 + pos_y^2 tile_to_insert = false local noise_1 = get_noise(1, pos) if tile_distance_to_center > 10000 then if noise_1 <= -0.80 then if math_random(1,250) == 1 then table.insert(entities_to_place.shipwrecks, pos) end end if noise_1 <= -0.75 then if math_random(1,16) == 1 then table.insert(entities_to_place.worms, pos) end if math_random(1,16) == 1 then table.insert(entities_to_place.enemy_buildings, pos) end end end if noise_1 <= -0.4 then tile_to_insert = "sand-2" end if noise_1 > -0.4 then tile_to_insert = "sand-1" end if noise_1 > 0.4 then tile_to_insert = "sand-3" end if noise_1 > 0.72 and noise_1 < 0.8 then if math_random(1,3) == 1 then table.insert(decoratives, {name = "garballo", position = pos, amount = math_random(1,3)}) end end if noise_1 > 0.75 then if math_random(1,5) == 1 then table.insert(entities_to_place.trees, {"tree-05", pos}) end if math_random(1,400) == 1 then if surface.count_entities_filtered({name = "market", area = {{pos.x - 50, pos.y - 50}, {pos.x + 50, pos.y + 50}}, limit = 1}) < 1 then if surface.can_place_entity {name = "market", position = pos} then local market = surface.create_entity {name = "market", position = pos} market.destructible = false market.add_market_item({price = {{"wood", math.random(2,10)}}, offer = {type = 'give-item', item = 'raw-fish'}}) end end end end if noise_1 > 0.8 then tile_to_insert = "water" if math_random(1,32) == 1 then table.insert(entities_to_place.fish, pos) end end if noise_1 > 0.9 then tile_to_insert = "deepwater" end if tile_to_insert ~= "deepwater" and tile_to_insert ~= "water" and noise_1 < 0.7 then if math_random(1, 15000) == 1 and noise_1 < 0.65 then local ore = ore_spawn_raffle[math_random(1,#ore_spawn_raffle)] if ore == "crude-oil" then amount = 100000 + math_random(tile_distance_to_center,tile_distance_to_center*2) map_functions.draw_oil_circle(pos, ore, surface, math_random(4,12), amount) else map_functions.draw_crazy_smoothed_out_ore_circle(pos, ore, surface, math_random(10,70), math_random(300,400) + math.sqrt(tile_distance_to_center)) end end local noise_dead_trees = get_noise("dead_trees", pos) local noise_rocks_1 = get_noise("rocks_1", pos) local noise_deco_1 = get_noise("deco_1", pos) local noise_deco_2 = get_noise("deco_2", pos) while true do if noise_dead_trees > 0.5 then if math_random(1,55) == 1 then table.insert(entities_to_place.trees, {"tree-06", pos}) end break end if noise_rocks_1 > 0.5 and noise_dead_trees < -0.4 then if noise_rocks_1 > 0.55 then if math_random(1,6) == 1 then table.insert(entities_to_place.rocks, pos) end end --tile_to_insert = "dirt-1" end if noise_deco_1 > 0.75 then if math_random(1,7) == 1 then table.insert(decoratives, {name = "brown-fluff-dry", position = pos, amount = math_random(1,3)}) end break end if noise_deco_1 < -0.75 then if math_random(1,7) == 1 then table.insert(decoratives, {name = "red-desert-bush", position = pos, amount = math_random(1,3)}) end break end if noise_deco_2 > 0.75 then if math_random(1,7) == 1 then table.insert(decoratives, {name = "white-desert-bush", position = pos, amount = math_random(1,3)}) end break end if noise_deco_2 < -0.75 then if math_random(1,7) == 1 then table.insert(decoratives, {name = "brown-asterisk", position = pos, amount = math_random(1,3)}) end break end if tile_to_insert == "sand-1" then if math_random(1,50) == 1 then table.insert(decoratives, {name = "sand-dune-decal", position = pos, amount = 1}) end end break end end if tile_to_insert == false then --table.insert(tiles, {name = "sand-4", position = {pos_x,pos_y}}) tree-06 else table.insert(tiles, {name = tile_to_insert, position = pos}) end end end surface.set_tiles(tiles,true) surface.create_decoratives{check_collision=false, decoratives=decoratives} for _, p in pairs(entities_to_place.shipwrecks) do shipwreck(p, surface) end 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.fish) do surface.create_entity {name="fish",position=p} end if not global.lost_desert_spawn_ores then if chunk_pos_x > 96 then map_functions.draw_smoothed_out_ore_circle({x=0, y=20}, "stone", surface , 14, 500) map_functions.draw_smoothed_out_ore_circle({x=0, y=-20}, "coal", surface , 14, 500) map_functions.draw_smoothed_out_ore_circle({x=-20, y=0}, "iron-ore", surface , 14, 500) map_functions.draw_smoothed_out_ore_circle({x=20, y=0}, "copper-ore", surface , 14, 500) global.lost_desert_spawn_ores = true end end end local function on_player_joined_game(event) local player = game.players[event.player_index] if not global.map_init_done then local map_gen_settings = {} map_gen_settings.water = "none" map_gen_settings.cliff_settings = {cliff_elevation_interval = 20, cliff_elevation_0 = 20} map_gen_settings.autoplace_controls = { ["coal"] = {frequency = "none", size = "none", richness = "none"}, ["stone"] = {frequency = "none", size = "none", richness = "none"}, ["copper-ore"] = {frequency = "none", size = "none", richness = "none"}, ["uranium-ore"] = {frequency = "none", size = "none", richness = "none"}, ["iron-ore"] = {frequency = "none", size = "none", richness = "none"}, ["crude-oil"] = {frequency = "none", size = "none", richness = "none"}, ["trees"] = {frequency = "none", size = "none", richness = "none"}, ["enemy-base"] = {frequency = "none", size = "none", richness = "none"} } game.map_settings.pollution.pollution_restored_per_tree_damage = 0 game.create_surface("lost_desert", map_gen_settings) game.forces["player"].set_spawn_position({0,0},game.surfaces["lost_desert"]) local surface = game.surfaces["lost_desert"] --create_cluster("crude-oil", {x=0,y=0}, 5, surface, 10, math.random(300000,400000)) global.map_init_done = true end local surface = game.surfaces["lost_desert"] if player.online_time < 5 and surface.is_chunk_generated({0,0}) then player.teleport(surface.find_non_colliding_position("player", {0,0}, 2, 1), "lost_desert") else if player.online_time < 5 then player.teleport({0,0}, "lost_desert") end end if player.online_time < 10 then player.insert {name = 'raw-fish', count = 3} player.insert {name = 'light-armor', count = 1} end end event.add(defines.events.on_chunk_generated, on_chunk_generated) --event.add(defines.events.on_marked_for_deconstruction, on_marked_for_deconstruction) event.add(defines.events.on_player_joined_game, on_player_joined_game)