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, tiles, entities, treasure) local objective = Chrono_table.get_table() local biters = objective.world.variant.biters local richness = random(50 + 20 * objective.chronojumps, 100 + 20 * objective.chronojumps) * objective.world.ores.factor * 0.5 local iron_size = 0.24 local copper_size = 0.24 local stone_size = 0.24 local coal_size = 0.32 local noise1 = Functions.get_noise('large_caves', p, seed) local noise2 = Functions.get_noise('cave_rivers', p, seed) local noise3 = Functions.get_noise('ores', p, seed) local noise4 = Functions.get_noise('forest_location', p, seed) --Chasms local noise5 = Functions.get_noise('cave_ponds', p, seed) local noise6 = Functions.get_noise('small_caves', p, seed) if noise5 < 0.45 and noise5 > -0.45 then if noise6 > 0.75 then tiles[#tiles + 1] = {name = 'out-of-map', position = p} return end if noise6 < -0.75 then tiles[#tiles + 1] = {name = 'out-of-map', position = p} return end end if noise1 > -0.05 and noise1 < 0.05 and noise2 < 0.25 then tiles[#tiles + 1] = {name = 'water-green', position = p} if random(1, 128) == 1 then entities[#entities + 1] = {name = 'fish', position = p} end return elseif noise1 > -0.20 and noise1 < 0.20 and abs(noise2) < 0.95 then if noise3 > -coal_size and noise3 < coal_size then entities[#entities + 1] = {name = 'coal', position = p, amount = richness} end end if noise2 > -0.70 and noise2 < 0.70 then if random(1, 48) == 1 then entities[#entities + 1] = {name = Raffle.trees[random(1, #Raffle.trees)], position = p} end if noise2 > -0.05 and noise2 < 0.05 then if noise3 > -iron_size and noise3 < iron_size then entities[#entities + 1] = {name = 'iron-ore', position = p, amount = richness} end elseif noise2 > -0.10 and noise2 < 0.10 then if noise3 > -copper_size and noise3 < copper_size then entities[#entities + 1] = {name = 'copper-ore', position = p, amount = richness} end end else tiles[#tiles + 1] = {name = 'dirt-7', position = p} if noise3 > -stone_size and noise3 < stone_size then entities[#entities + 1] = {name = 'stone', position = p, amount = richness} end if random(1, 52 - biters) == 1 and Functions.distance(p.x, p.y) > 200 then entities[#entities + 1] = {name = Raffle.spawners[random(1, #Raffle.spawners)], position = p, spawn_decorations = true} end end if Functions.distance(p.x, p.y) > 175 and noise2 > -0.70 and noise2 < 0.70 then if random(1, 2048) == 1 then treasure[#treasure + 1] = p end end if noise4 > 0.9 then if random(1, 100) > 42 then entities[#entities + 1] = {name = Raffle.trees[random(1, #Raffle.trees)], position = p} end return end if noise4 < -0.9 then if random(1, 100) > 42 then entities[#entities + 1] = {name = Raffle.trees[random(1, #Raffle.trees)], position = p} end return end end local function normal_chunk(surface, left_top) local tiles = {} local entities = {} 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_tile(p, seed, tiles, entities, treasure) end end surface.set_tiles(tiles, true) Functions.spawn_treasures(surface, treasure) Functions.spawn_entities(surface, entities) end local function empty_chunk(surface, left_top) local tiles = {} local entities = {} 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_tile(p, seed, tiles, entities, treasure) end end surface.set_tiles(tiles, true) Functions.replace_water(surface, left_top) end local function riverlands(_, 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 riverlands