local math_random = math.random local simplex_noise = require "utils.simplex_noise".d2 local rock_raffle = {"sand-rock-big","sand-rock-big","rock-big","rock-big","rock-big","rock-big","rock-big","rock-big","rock-huge"} local spawner_raffle = {"biter-spawner", "biter-spawner", "biter-spawner", "spitter-spawner"} 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}}, ["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}}, } local caves_start = -360 local function 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 get_cave_density_modifer(y) if y < caves_start then y = y - 2048 end local m = 1 + ((y) * 0.000175) if m < 0.10 then m = 0.10 end return m end local function get_replacement_tile(surface, position) 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 "grass-1" end local function process_rock_chunk_position(p, seed, tiles, entities, markets, treasure) local m = get_cave_density_modifer(p.y) local small_caves = get_noise("small_caves", p, seed) local noise_large_caves = get_noise("large_caves", p, seed) if noise_large_caves > m * -1 and noise_large_caves < m then local noise_cave_ponds = get_noise("cave_ponds", p, seed) --Green Water Ponds if noise_cave_ponds > 0.80 then tiles[#tiles + 1] = {name = "deepwater-green", position = p} if math_random(1,16) == 1 then entities[#entities + 1] = {name="fish", position=p} end return else if noise_cave_ponds > 0.785 then tiles[#tiles + 1] = {name = "dirt-7", position = p} return end end --Chasms if noise_cave_ponds < 0.12 and noise_cave_ponds > -0.12 then if small_caves > 0.55 then tiles[#tiles + 1] = {name = "out-of-map", position = p} return end if small_caves < -0.55 then tiles[#tiles + 1] = {name = "out-of-map", position = p} return end end --Rivers local cave_rivers = get_noise("cave_rivers", p, seed + 100000) if cave_rivers < 0.025 and cave_rivers > -0.025 then if noise_cave_ponds > 0 then tiles[#tiles + 1] = {name = "water-shallow", position = p} if math_random(1,64) == 1 then entities[#entities + 1] = {name="fish", position=p} end return end end --Market Spots if noise_cave_ponds < -0.80 then tiles[#tiles + 1] = {name = "grass-" .. math.floor(noise_cave_ponds * 32) % 3 + 1, position = p} if math_random(1,32) == 1 then markets[#markets + 1] = p end if math_random(1,32) == 1 then entities[#entities + 1] = {name = "tree-0" .. math_random(1, 9), position=p} end return end local no_rocks = get_noise("no_rocks", p, seed + 25000) --Worm oil Zones if p.y < -64 + noise_cave_ponds * 10 then if no_rocks < 0.08 and no_rocks > -0.08 then if small_caves > 0.35 then tiles[#tiles + 1] = {name = "dirt-" .. math.floor(noise_cave_ponds * 32) % 7 + 1, position = p} if math_random(1,500) == 1 then entities[#entities + 1] = {name = "crude-oil", position = p, amount = math.abs(p.y) * 500} end if math_random(1,96) == 1 then wave_defense_set_worm_raffle(math.abs(p.y) * 0.5) entities[#entities + 1] = {name = wave_defense_roll_worm_name(), position = p, force = "enemy"} end if math_random(1,1024) == 1 then treasure[#treasure + 1] = p end return end end end --Main Rock Terrain tiles[#tiles + 1] = {name = "dirt-7", position = p} if math_random(1,2048) == 1 then treasure[#treasure + 1] = p end local no_rocks_2 = get_noise("no_rocks_2", p, seed + 75000) if no_rocks_2 > 0.82 then return end if no_rocks_2 < -0.82 then return end if math_random(1,4) > 1 then entities[#entities + 1] = {name = rock_raffle[math_random(1, #rock_raffle)], position = p} end return end if math.abs(noise_large_caves) > m * 7 then tiles[#tiles + 1] = {name = "water", position = p} if math_random(1,16) == 1 then entities[#entities + 1] = {name="fish", position=p} end return end if math.abs(noise_large_caves) > m * 6.5 then if math_random(1,16) == 1 then entities[#entities + 1] = {name="tree-02", position=p} end if math_random(1,64) == 1 then markets[#markets + 1] = p end end if math.abs(noise_large_caves) > m * 5 then tiles[#tiles + 1] = {name = "grass-2", position = p} if math_random(1,512) == 1 then markets[#markets + 1] = p end if math_random(1,384) == 1 then wave_defense_set_worm_raffle(math.abs(p.y) * 0.5) entities[#entities + 1] = {name = wave_defense_roll_worm_name(), position = p, force = "enemy"} end return end if math.abs(noise_large_caves) > m * 4.75 then tiles[#tiles + 1] = {name = "dirt-7", position = p} if math_random(1,3) > 1 then entities[#entities + 1] = {name = rock_raffle[math_random(1, #rock_raffle)], position = p} end if math_random(1,2048) == 1 then treasure[#treasure + 1] = p end return end if small_caves > (m + 0.05) * -1 and small_caves < m - 0.05 then tiles[#tiles + 1] = {name = "dirt-7", position = p} if math_random(1,5) > 1 then entities[#entities + 1] = {name = rock_raffle[math_random(1, #rock_raffle)], position = p} end if math_random(1, 512) == 1 then treasure[#treasure + 1] = p end return end tiles[#tiles + 1] = {name = "out-of-map", position = p} end local function rock_chunk(surface, left_top) local tiles = {} local entities = {} local markets = {} local treasure = {} 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_rock_chunk_position(p, seed, tiles, entities, markets, treasure) end end surface.set_tiles(tiles, true) if #markets > 0 then local position = markets[math_random(1, #markets)] if surface.count_entities_filtered{area = {{position.x - 96, position.y - 96}, {position.x + 96, position.y + 96}}, name = "market", limit = 1} == 0 then local market = mountain_market(surface, position, math.abs(position.y) * 0.004) market.destructible = false end end for _, p in pairs(treasure) do treasure_chest(surface, p) end for _, e in pairs(entities) do if game.entity_prototypes[e.name].type == "simple-entity" or game.entity_prototypes[e.name].type == "turret" then surface.create_entity(e) else if surface.can_place_entity(e) then surface.create_entity(e) end end end end local function border_chunk(surface, left_top) local trees = {"dead-grey-trunk", "dead-grey-trunk", "dry-tree"} for x = 0, 31, 1 do for y = 5, 31, 1 do local pos = {x = left_top.x + x, y = left_top.y + y} if math_random(1, math.ceil(pos.y + pos.y) + 64) == 1 then surface.create_entity({name = trees[math_random(1, #trees)], position = pos}) end end end for x = 0, 31, 1 do for y = 0, 31, 1 do local pos = {x = left_top.x + x, y = left_top.y + y} if math_random(1, pos.y + 2) == 1 then surface.create_decoratives{ check_collision=false, decoratives={ {name = "rock-medium", position = pos, amount = math_random(1, 1 + math.ceil(20 - y / 2))} } } end if math_random(1, pos.y + 2) == 1 then surface.create_decoratives{ check_collision=false, decoratives={ {name = "rock-small", position = pos, amount = math_random(1, 1 + math.ceil(20 - y / 2))} } } end if math_random(1, pos.y + 2) == 1 then surface.create_decoratives{ check_collision=false, decoratives={ {name = "rock-tiny", position = pos, amount = math_random(1, 1 + math.ceil(20 - y / 2))} } } end if math_random(1, math.ceil(pos.y + pos.y) + 2) == 1 then surface.create_entity({name = rock_raffle[math_random(1, #rock_raffle)], position = pos}) end end end for _, e in pairs(surface.find_entities_filtered({area = {{left_top.x, left_top.y},{left_top.x + 32, left_top.y + 32}}, type = "cliff"})) do e.destroy() end end local function biter_chunk(surface, left_top) local tile_positions = {} for x = 0, 31, 1 do for y = 0, 31, 1 do local p = {x = left_top.x + x, y = left_top.y + y} tile_positions[#tile_positions + 1] = p end end for i = 1, 2, 1 do local position = surface.find_non_colliding_position("biter-spawner", tile_positions[math_random(1, #tile_positions)], 16, 2) if position then local e = surface.create_entity({name = spawner_raffle[math_random(1, #spawner_raffle)], position = position}) e.destructible = false e.active = false end end for _, e in pairs(surface.find_entities_filtered({area = {{left_top.x, left_top.y},{left_top.x + 32, left_top.y + 32}}, type = "cliff"})) do e.destroy() end end local function replace_water(surface, left_top) for x = 0, 31, 1 do for y = 0, 31, 1 do local p = {x = left_top.x + x, y = left_top.y + y} if surface.get_tile(p).collides_with("resource-layer") then surface.set_tiles({{name = get_replacement_tile(surface, p), position = p}}, true) end end end end local function out_of_map(surface, left_top) for x = 0, 31, 1 do for y = 0, 31, 1 do surface.set_tiles({{name = "out-of-map", position = {x = left_top.x + x, y = left_top.y + y}}}) end end end local function process_chunk(surface, left_top) if not surface then return end if not surface.valid then return end if left_top.x >= 768 then return end if left_top.x < -768 then return end if left_top.y >= 0 then replace_water(surface, left_top) end if left_top.y > 32 then game.forces.player.chart(surface, {{left_top.x, left_top.y},{left_top.x + 31, left_top.y + 31}}) end if left_top.y == 64 and left_top.x == 64 then local p = global.locomotive.position for _, entity in pairs(surface.find_entities_filtered({area = {{p.x - 3, p.y - 4},{p.x + 3, p.y + 10}}, type = "simple-entity"})) do entity.destroy() end end if left_top.y < 0 then rock_chunk(surface, left_top) return end if left_top.y > 96 then out_of_map(surface, left_top) return end if left_top.y > 64 then biter_chunk(surface, left_top) return end if left_top.y >= 0 then border_chunk(surface, left_top) return end end local function process_chunk_queue() for k, chunk in pairs(global.chunk_queue) do process_chunk(game.surfaces[chunk.surface_index], chunk.left_top) global.chunk_queue[k] = nil return end end local function on_chunk_generated(event) if event.surface.index == 1 then return end global.chunk_queue[#global.chunk_queue + 1] = {left_top = {x = event.area.left_top.x, y = event.area.left_top.y}, surface_index = event.surface.index} end local event = require 'utils.event' event.on_nth_tick(4, process_chunk_queue) event.add(defines.events.on_chunk_generated, on_chunk_generated)