--lost desert-- mewmew made this -- require "modules.rocks_broken_paint_tiles" require "modules.rocks_heal_over_time" require "modules.rocks_yield_ore_veins" require "modules.rocks_yield_ore" require "modules.spawners_contain_biters" require "modules.spawners_contain_acid" require "modules.satellite_score" require "modules.flashlight_toggle_button" local simplex_noise = require 'utils.simplex_noise'.d2 local event = require 'utils.event' local map_functions = require "tools.map_functions" local math_random = math.random require 'utils.table' local noises = { [1] = {{modifier = 0.001, weight = 1}, {modifier = 0.01, weight = 0.05}, {modifier = 0.05, weight = 0.02}, {modifier = 0.1, weight = 0.001}} } local sand_tiles = {"sand-1", "sand-2", "sand-3"} local decorative_whitelist = {"brown-asterisk", "brown-carpet-grass", "brown-fluff", "brown-fluff-dry", "brown-hairy-grass", "garballo", "garballo-mini-dry", "green-pita", "green-pita-mini"} local disabled_for_deconstruction = { ["fish"] = true, ["rock-huge"] = true, ["rock-big"] = true, ["sand-rock-big"] = true, ["mineable-wreckage"] = true } 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 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 = '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 = '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 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 left_top_x = event.area.left_top.x local left_top_y = event.area.left_top.y surface.destroy_decoratives{area = event.area, name = decorative_whitelist, invert = true} for _, e in pairs(surface.find_entities_filtered({area = event.area, type = "tree"})) do if e.type == "tree" then if math_random(1,3) ~= 1 then e.destroy() end end end local seed = game.surfaces[1].map_gen_settings.seed local tile_to_insert = false for x = 0, 31, 1 do for y = 0, 31, 1 do local pos = {x = left_top_x + x, y = left_top_y + y} local noise = get_noise(1, pos, seed) if noise < -0.45 then if noise < -0.5 then surface.set_tiles({{name = "water", position = pos}}, true) if math_random(1,256) == 1 then surface.create_entity({name = "fish", position = pos}) end else surface.set_tiles({{name = "dirt-2", position = pos}}, true) if math_random(1,64) == 1 then surface.create_entity({name = "tree-08", position = pos}) end if math_random(1,4096) == 1 then local market = surface.create_entity({name = "market", position = pos}) market.add_market_item({price = {{"wood", math.random(4,5)}}, offer = {type = 'give-item', item = 'raw-fish'}}) end end else local i = (math.floor(noise * 20) % 3) + 1 surface.set_tiles({{name = sand_tiles[i], position = pos}}, true) if noise > 0.5 then if math_random(1,3) ~= 1 then if math_random(1,2) == 1 then surface.create_entity({name = "rock-big", position = pos}) else surface.create_entity({name = "rock-huge", position = pos}) end else if math_random(1,2048) == 1 then surface.create_entity({name = "small-worm-turret", position = pos}) end end else if noise < 0.25 and noise > -0.25 then local distance_to_center = pos.x^2 + pos.y^2 if distance_to_center > 265000 then if math_random(1,64) == 1 and surface.can_place_entity({name = "biter-spawner", position = pos}) then if math_random(1,64) == 1 then shipwreck(pos, surface) else if math_random(1,2) == 1 then surface.create_entity({name = "biter-spawner", position = pos}) else surface.create_entity({name = "spitter-spawner", position = pos}) end end end end end end end 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 = "0.1" map_gen_settings.cliff_settings = {cliff_elevation_interval = 16, cliff_elevation_0 = 16} map_gen_settings.autoplace_controls = { ["coal"] = {frequency = "0.5", size = "0.75", richness = "0.5"}, ["stone"] = {frequency = "0.5", size = "0.75", richness = "0.5"}, ["copper-ore"] = {frequency = "0.5", size = "0.75", richness = "0.5"}, ["uranium-ore"] = {frequency = "0.5", size = "0.75", richness = "0.5"}, ["iron-ore"] = {frequency = "0.5", size = "0.75", richness = "0.5"}, ["crude-oil"] = {frequency = "1", size = "0.75", richness = "0.5"}, ["trees"] = {frequency = "1", size = "1", richness = "0.1"}, ["enemy-base"] = {frequency = "none", size = "none", richness = "none"} } 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"] surface.ticks_per_day = surface.ticks_per_day * 4 surface.min_brightness = 0.06 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("character", {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 local function on_marked_for_deconstruction(event) if disabled_for_deconstruction[event.entity.name] then event.entity.cancel_deconstruction(game.players[event.player_index].force.name) 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)