local math_floor = math.floor local math_random = math.random local table_insert = table.insert local table_remove = table.remove local NoiseVector = require 'functions.noise_vector_path' local function get_vector() local x = 1000 - math_random(0, 2000) local y = -1000 + math_random(0, 1100) x = x * 0.001 y = y * 0.001 return {x, y} end local function can_draw_branch(surface, chunk_position) for x = -3, 3, 1 do for y = -3, 3, 1 do if not surface.is_chunk_generated({chunk_position[1] + x, chunk_position[2] + y}) then return false end end end return true end local function draw_branch(surface, key) local position = global.tree_points[key][1] local vector = global.tree_points[key][3] local size = global.tree_points[key][4] if surface.count_tiles_filtered({name = 'green-refined-concrete', area = {{position.x - 32, position.y - 32}, {position.x + 32, position.y + 32}}}) > 960 then table_remove(global.tree_points, key) return end local tiles = NoiseVector.noise_vector_tile_path(surface, 'green-refined-concrete', position, vector, size * 4, size * 0.25) for i = #tiles - math_random(0, 3), #tiles, 1 do table_insert( global.tree_points, { tiles[i].position, {math_floor(tiles[i].position.x / 32), math_floor(tiles[i].position.y / 32)}, get_vector(position), math_random(8, 16) } ) end table_remove(global.tree_points, key) end local function on_init() global.chunks_charted = {} global.tree_points = {} global.tree_points[1] = {{x = 0, y = 0}, {0, 0}, {0, -1}, 16} --position | chunk position | vector | size end local function tick() local surface = game.surfaces[1] for key, point in pairs(global.tree_points) do if can_draw_branch(surface, point[2]) then draw_branch(surface, key) end end game.print(#global.tree_points) end local Event = require 'utils.event' Event.on_init(on_init) Event.on_nth_tick(120, tick)