local Biters = require 'modules.wave_defense.biter_rolls' local WD = require "modules.wave_defense.table" local Event = require 'utils.event' local Market = require 'functions.basic_markets' local create_entity_chain = require "functions.create_entity_chain" local create_tile_chain = require "functions.create_tile_chain" local noise_v1 = require 'utils.simplex_noise'.d2 local map_functions = require "tools.map_functions" local shapes = require "tools.shapes" local Loot = require 'maps.scrapyard.loot' local insert = table.insert local math_random = math.random local math_floor = math.floor local math_abs = math.abs local uncover_radius = 10 local level_depth = 960 local worm_level_modifier = 0.18 local rock_raffle = {"sand-rock-big","sand-rock-big", "rock-big","rock-big","rock-big","rock-big","rock-big","rock-big","rock-big","rock-big","rock-huge"} local scrap_buildings = {"nuclear-reactor", "centrifuge", "beacon", "chemical-plant", "assembling-machine-1", "assembling-machine-2", "assembling-machine-3", "oil-refinery", "arithmetic-combinator", "constant-combinator", "decider-combinator", "programmable-speaker", "steam-turbine", "steam-engine", "chemical-plant", "assembling-machine-1", "assembling-machine-2", "assembling-machine-3", "oil-refinery", "arithmetic-combinator", "constant-combinator", "decider-combinator", "programmable-speaker", "steam-turbine", "steam-engine"} local spawner_raffle = {"biter-spawner", "biter-spawner", "biter-spawner", "spitter-spawner"} local trees = {"dead-grey-trunk", "dead-grey-trunk", "dry-tree"} 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}}, ["small_caves_2"] = {{modifier = 0.009, weight = 1}, {modifier = 0.05, weight = 0.25}, {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}}, ["cave_rivers_2"] = {{modifier = 0.003, weight = 1}, {modifier = 0.01, weight = 0.21}, {modifier = 0.05, weight = 0.01}}, ["cave_rivers_3"] = {{modifier = 0.002, weight = 1}, {modifier = 0.01, weight = 0.15}, {modifier = 0.05, weight = 0.01}}, ["cave_rivers_4"] = {{modifier = 0.001, weight = 1}, {modifier = 0.01, weight = 0.11}, {modifier = 0.05, weight = 0.01}}, ["scrapyard"] = {{modifier = 0.005, weight = 1}, {modifier = 0.01, weight = 0.35}, {modifier = 0.05, weight = 0.23}, {modifier = 0.1, weight = 0.11}}, } local Public = {} local function get_noise(name, pos, seed) local noise = 0 local d = 0 for _, n in pairs(noises[name]) do noise = noise + noise_v1(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 local function place_random_scrap_entity(surface, position) local r = math_random(1, 100) if r < 15 then local e = surface.create_entity({name = scrap_buildings[math_random(1, #scrap_buildings)], position = position, force = "scrap"}) if e.name == "nuclear-reactor" then create_entity_chain(surface, {name = "heat-pipe", position = position, force = "player"}, math_random(16,32), 25) end if e.name == "chemical-plant" or e.name == "steam-turbine" or e.name == "steam-engine" or e.name == "oil-refinery" then create_entity_chain(surface, {name = "pipe", position = position, force = "player"}, math_random(8,16), 25) end e.active = false return end if r < 75 then local e = surface.create_entity({name = "gun-turret", position = position, force = "scrap_defense"}) if math_abs(position.y) < level_depth * 2.5 then e.insert({name = "piercing-rounds-magazine", count = math_random(64, 128)}) else e.insert({name = "uranium-rounds-magazine", count = math_random(64, 128)}) end return end local e = surface.create_entity({name = "storage-tank", position = position, force = "scrap", direction = math_random(0, 3)}) local fluids = {"crude-oil", "lubricant", "heavy-oil", "light-oil", "petroleum-gas", "sulfuric-acid", "water"} e.fluidbox[1] = {name = fluids[math_random(1, #fluids)], amount = math_random(15000, 25000)} create_entity_chain(surface, {name = "pipe", position = position, force = "player"}, math_random(6,8), 1) create_entity_chain(surface, {name = "pipe", position = position, force = "player"}, math_random(6,8), 1) create_entity_chain(surface, {name = "pipe", position = position, force = "player"}, math_random(15,30), 80) end local function create_inner_content(surface, pos, noise) if math_random(1, 90000) == 1 then if noise < 0.3 or noise > -0.3 then map_functions.draw_noise_entity_ring(surface, pos, "laser-turret", "scrap_defense", 0, 2) map_functions.draw_noise_entity_ring(surface, pos, "accumulator", "scrap_defense", 2, 3) map_functions.draw_noise_entity_ring(surface, pos, "substation", "scrap_defense", 3, 4) map_functions.draw_noise_entity_ring(surface, pos, "solar-panel", "scrap_defense", 4, 6) map_functions.draw_noise_entity_ring(surface, pos, "stone-wall", "scrap_defense", 6, 7) create_tile_chain(surface, {name = "concrete", position = pos}, math_random(16, 32), 50) create_tile_chain(surface, {name = "concrete", position = pos}, math_random(16, 32), 50) create_tile_chain(surface, {name = "stone-path", position = pos}, math_random(16, 32), 50) create_tile_chain(surface, {name = "stone-path", position = pos}, math_random(16, 32), 50) end return end end local function get_oil_amount(p) return (math_abs(p.y) * 200 + 10000) * math_random(75, 125) * 0.01 end local function wall(surface, left_top, seed) for x = 0, 31, 1 do for y = 0, 31, 1 do local p = {x = left_top.x + x, y = left_top.y + y} local small_caves = get_noise("small_caves", p, seed) local cave_ponds = get_noise("cave_rivers", p, seed + 100000) if y > 9 + cave_ponds * 6 and y < 23 + small_caves * 6 then if small_caves > 0.05 or cave_ponds > 0.05 then surface.set_tiles({{name = "deepwater-green", position = p}}) if math_random(1,48) == 1 then surface.create_entity({name = "fish", position = p}) end else surface.set_tiles({{name = "dirt-7", position = p}}) if math_random(1, 5) ~= 1 then surface.create_entity({name = "mineable-wreckage", position = p}) end end else surface.set_tiles({{name = "dirt-7", position = p}}) if surface.can_place_entity({name = "stone-wall", position = p, force = "enemy"}) then if math_random(1,512) == 1 and y > 3 and y < 28 then if math_random(1, 2) == 1 then Loot.add(surface, p, "wooden-chest") else Loot.add(surface, p, "crash-site-chest-2") end else if y < 5 or y > 26 then if y <= 15 then if math_random(1, y + 1) == 1 then local e = surface.create_entity({name = "stone-wall", position = p, force = "enemy"}) e.minable = false end else if math_random(1, 32 - y) == 1 then local e = surface.create_entity({name = "stone-wall", position = p, force = "enemy"}) e.minable = false end end end end end if math_random(1,512) == 1 then place_random_scrap_entity(surface, p) end if math_random(1, 16) == 1 then if surface.can_place_entity({name = "small-worm-turret", position = p, force = "enemy"}) then Biters.wave_defense_set_worm_raffle(math_abs(p.y) * worm_level_modifier) surface.create_entity({name = Biters.wave_defense_roll_worm_name(), position = p, force = "enemy"}) end end if math_random(1, 32) == 1 then if surface.can_place_entity({name = "gun-turret", position = p, force = "enemy"}) then local e = surface.create_entity({name = "gun-turret", position = p, force = "enemy"}) if math_abs(p.y) < level_depth * 2.5 then e.insert({name = "piercing-rounds-magazine", count = math_random(64, 128)}) else e.insert({name = "uranium-rounds-magazine", count = math_random(64, 128)}) end end end end end end end local function process_level_5_position(surface, p, seed, tiles, entities, fishes, r_area, markets, treasure) local small_caves = get_noise("small_caves", p, seed) local noise_cave_ponds = get_noise("cave_ponds", p, seed) if small_caves > -0.14 and small_caves < 0.14 then tiles[#tiles + 1] = {name = "dirt-7", position = p} if math_random(1,768) == 1 then treasure[#treasure + 1] = p end if math_random(1,3) > 1 then entities[#entities + 1] = {name = "mineable-wreckage", position = p} end return end if small_caves < -0.50 or small_caves > 0.50 then insert(r_area, {x = p.x, y = p.y}) tiles[#tiles + 1] = {name = "deepwater-green", position = p} if math_random(1,128) == 1 then entities[#entities + 1] = {name="fish", position=p} end if math_random(1,128) == 1 then Biters.wave_defense_set_worm_raffle(math_abs(p.y) * worm_level_modifier) create_inner_content(surface, p, noise_cave_ponds) entities[#entities + 1] = {name = Biters.wave_defense_roll_worm_name(), position = p, force = "enemy"} end return end if small_caves > -0.30 and small_caves < 0.30 then if noise_cave_ponds > 0.35 then tiles[#tiles + 1] = {name = "dirt-" .. math_random(1, 4), position = p} if math_random(1,256) == 1 then treasure[#treasure + 1] = p end if math_random(1,256) == 1 then entities[#entities + 1] = {name = "crude-oil", position = p, amount = get_oil_amount(p)} end return end if noise_cave_ponds > 0.25 then tiles[#tiles + 1] = {name = "dirt-7", position = p} if math_random(1,512) == 1 then treasure[#treasure + 1] = p end if math_random(1,2) > 1 then entities[#entities + 1] = {name = "mineable-wreckage", position = p} end return end end end local function process_level_4_position(surface, p, seed, tiles, entities, fishes, r_area, markets, treasure) local noise_large_caves = get_noise("large_caves", p, seed) local noise_cave_ponds = get_noise("cave_ponds", p, seed) local small_caves = get_noise("small_caves", p, seed) if math_abs(noise_large_caves) > 0.7 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 end if math_abs(noise_large_caves) > 0.6 then insert(r_area, {x = p.x, y = p.y}) if math_random(1,16) == 1 then entities[#entities + 1] = {name=trees[math_random(1, #trees)], position=p} end if math_random(1,32) == 1 then markets[#markets + 1] = p end end if math_abs(noise_large_caves) > 0.5 then insert(r_area, {x = p.x, y = p.y}) tiles[#tiles + 1] = {name = "grass-2", position = p} if math_random(1,620) == 1 then entities[#entities + 1] = {name = "crude-oil", position = p, amount = get_oil_amount(p)} end if math_random(1,384) == 1 then create_inner_content(surface, p, noise_cave_ponds) Biters.wave_defense_set_worm_raffle(math_abs(p.y) * worm_level_modifier) entities[#entities + 1] = {name = Biters.wave_defense_roll_worm_name(), position = p, force = "enemy"} end if math_random(1, 1024) == 1 then treasure[#treasure + 1] = p end return end if math_abs(noise_large_caves) > 0.475 then tiles[#tiles + 1] = {name = "dirt-7", position = p} if math_random(1,3) > 1 then entities[#entities + 1] = {name = "mineable-wreckage", position = p} end if math_random(1,2048) == 1 then treasure[#treasure + 1] = p end return end --Chasms if noise_cave_ponds < 0.15 and noise_cave_ponds > -0.15 then if small_caves > 0.45 then return end if small_caves < -0.45 then return end end if small_caves > -0.15 and small_caves < 0.15 then tiles[#tiles + 1] = {name = "dirt-7", position = p} if math_random(1,5) > 1 then entities[#entities + 1] = {name = "mineable-wreckage", position = p} end if math_random(1, 1024) == 1 then treasure[#treasure + 1] = p end return end if noise_large_caves > -0.1 and noise_large_caves < 0.1 then --Main Terrain local no_rocks_2 = get_noise("no_rocks_2", p, seed + 75000) if no_rocks_2 > 0.80 or no_rocks_2 < -0.80 then tiles[#tiles + 1] = {name = "dirt-" .. math_floor(no_rocks_2 * 8) % 2 + 5, position = p} if math_random(1,512) == 1 then treasure[#treasure + 1] = p end return end if math_random(1,2048) == 1 then treasure[#treasure + 1] = p end tiles[#tiles + 1] = {name = "dirt-7", position = p} if math_random(1,100) > 30 then entities[#entities + 1] = {name = "mineable-wreckage", position = p} end return end end local function process_level_3_position(surface, p, seed, tiles, entities, fishes, r_area, markets, treasure) local small_caves = get_noise("small_caves", p, seed + 50000) local small_caves_2 = get_noise("small_caves_2", p, seed + 70000) local noise_large_caves = get_noise("large_caves", p, seed + 60000) local noise_cave_ponds = get_noise("cave_ponds", p, seed) --Market Spots if noise_cave_ponds < -0.77 then if noise_cave_ponds > -0.79 then tiles[#tiles + 1] = {name = "dirt-7", position = p} entities[#entities + 1] = {name = "mineable-wreckage", position = p} else 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(1,16) == 1 then entities[#entities + 1] = {name = trees[math_random(1, #trees)], position=p} end end return end if noise_large_caves > -0.2 and noise_large_caves < 0.2 or small_caves_2 > 0 then --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 end --Chasms if noise_cave_ponds < 0.12 and noise_cave_ponds > -0.12 then if small_caves > 0.55 then return end if small_caves < -0.55 then return end end --Rivers local cave_rivers = get_noise("cave_rivers", p, seed + 100000) if cave_rivers < 0.014 and cave_rivers > -0.014 then if noise_cave_ponds > 0.2 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 local cave_rivers_2 = get_noise("cave_rivers_2", p, seed) if cave_rivers_2 < 0.024 and cave_rivers_2 > -0.024 then if noise_cave_ponds < 0.5 then tiles[#tiles + 1] = {name = "deepwater-green", position = p} if math_random(1,64) == 1 then entities[#entities + 1] = {name="fish", position=p} end return end end if noise_cave_ponds > 0.775 then tiles[#tiles + 1] = {name = "dirt-" .. math_random(4, 6), position = p} return end local no_rocks = get_noise("no_rocks", p, seed + 25000) --Worm oil Zones if no_rocks < 0.15 and no_rocks > -0.15 then if small_caves > 0.35 then insert(r_area, {x = p.x, y = p.y}) tiles[#tiles + 1] = {name = "dirt-" .. math_floor(noise_cave_ponds * 32) % 7 + 1, position = p} if math_random(1,320) == 1 then entities[#entities + 1] = {name = "crude-oil", position = p, amount = get_oil_amount(p)} end if math_random(1,50) == 1 then Biters.wave_defense_set_worm_raffle(math_abs(p.y) * worm_level_modifier) create_inner_content(surface, p, noise_cave_ponds) entities[#entities + 1] = {name = Biters.wave_defense_roll_worm_name(), position = p, force = "enemy"} end if math_random(1,512) == 1 then treasure[#treasure + 1] = p end if math_random(1,64) == 1 then entities[#entities + 1] = {name = trees[math_random(1, #trees)], position=p} end return end end --Main Terrain local no_rocks_2 = get_noise("no_rocks_2", p, seed + 75000) if no_rocks_2 > 0.80 or no_rocks_2 < -0.80 then tiles[#tiles + 1] = {name = "dirt-" .. math_floor(no_rocks_2 * 8) % 2 + 5, position = p} if math_random(1,512) == 1 then treasure[#treasure + 1] = p end return end if math_random(1,2048) == 1 then treasure[#treasure + 1] = p end tiles[#tiles + 1] = {name = "dirt-7", position = p} if math_random(1,2048) == 1 then place_random_scrap_entity(surface, p) end if math_random(1,100) > 30 then entities[#entities + 1] = {name = "mineable-wreckage", position = p} end return end end local function process_level_2_position(surface, pos, seed, tiles, entities, fishes, r_area, markets, treasure) local small_caves = get_noise("small_caves", pos, seed) local noise_large_caves = get_noise("large_caves", pos, seed) if noise_large_caves > -0.75 and noise_large_caves < 0.75 then local noise_cave_ponds = get_noise("cave_ponds", pos, seed) --Chasms if noise_cave_ponds < 0.15 and noise_cave_ponds > -0.15 then if small_caves > 0.32 then return end if small_caves < -0.32 then return end end --Green Water Ponds if noise_cave_ponds > 0.80 then tiles[#tiles + 1] = {name = "deepwater-green", position = pos} if math_random(1,16) == 1 then entities[#entities + 1] = {name="fish", position=pos} end return end --Rivers local cave_rivers = get_noise("cave_rivers", pos, seed + 100000) if cave_rivers < 0.027 and cave_rivers > -0.027 then if noise_cave_ponds < 0.1 then tiles[#tiles + 1] = {name = "water-shallow", position = pos} if math_random(1,64) == 1 then entities[#entities + 1] = {name="fish", position=pos} end return end end if noise_cave_ponds > 0.76 then tiles[#tiles + 1] = {name = "dirt-" .. math_random(4, 6), position = pos} return end --Market Spots if noise_cave_ponds < -0.80 then insert(r_area, {x = pos.x, y = pos.y}) create_inner_content(surface, pos, noise_cave_ponds) tiles[#tiles + 1] = {name = "grass-" .. math_floor(noise_cave_ponds * 32) % 3 + 1, position = pos} if math_random(1,32) == 1 then markets[#markets + 1] = pos end if math_random(1,16) == 1 then entities[#entities + 1] = {name = trees[math_random(1, #trees)], position=pos} end return end local no_rocks = get_noise("no_rocks", pos, seed + 25000) --Worm oil Zones if no_rocks < 0.15 and no_rocks > -0.15 then if small_caves > 0.35 then insert(r_area, {x = pos.x, y = pos.y}) tiles[#tiles + 1] = {name = "dirt-" .. math_floor(noise_cave_ponds * 32) % 7 + 1, position = pos} if math_random(1,450) == 1 then entities[#entities + 1] = {name = "crude-oil", position = pos, amount = get_oil_amount(pos)} end if math_random(1,64) == 1 then Biters.wave_defense_set_worm_raffle(math_abs(pos.y) * worm_level_modifier) entities[#entities + 1] = {name = Biters.wave_defense_roll_worm_name(), position = pos, force = "enemy"} end if math_random(1,64) == 1 then entities[#entities + 1] = {name = trees[math_random(1, #trees)], position=pos} end return end end --Main Terrain local no_rocks_2 = get_noise("no_rocks_2", pos, seed + 75000) if no_rocks_2 > 0.80 or no_rocks_2 < -0.80 then tiles[#tiles + 1] = {name = "dirt-" .. math_floor(no_rocks_2 * 8) % 2 + 5, position = pos} if math_random(1,512) == 1 then treasure[#treasure + 1] = pos end return end if math_random(1,2048) == 1 then treasure[#treasure + 1] = pos end tiles[#tiles + 1] = {name = "dirt-7", position = pos} if math_random(1,2048) == 1 then place_random_scrap_entity(surface, pos) end if math_random(1,100) > 30 then entities[#entities + 1] = {name = "mineable-wreckage", position = pos} end return end end local function process_level_1_position(surface, p, seed, tiles, entities, fishes, r_area, markets, treasure) local small_caves = get_noise("small_caves", p, seed) local noise_cave_ponds = get_noise("cave_ponds", p, seed) if noise_cave_ponds < 0.12 and noise_cave_ponds > -0.12 then if small_caves > 0.55 then return end if small_caves < -0.55 then return end end --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 end --Rivers local cave_rivers = get_noise("cave_rivers", p, seed + 100000) if cave_rivers < 0.024 and cave_rivers > -0.024 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 if noise_cave_ponds > 0.76 then tiles[#tiles + 1] = {name = "dirt-" .. math_random(4, 6), position = p} return end --Market Spots if noise_cave_ponds < -0.75 then insert(r_area, {x = p.x, y = p.y}) 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 = trees[math_random(1, #trees)], position=p} end create_inner_content(surface, p, noise_cave_ponds) 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 insert(r_area, {x = p.x, y = p.y}) tiles[#tiles + 1] = {name = "dirt-" .. math_floor(noise_cave_ponds * 32) % 7 + 1, position = p} if math_random(1,450) == 1 then entities[#entities + 1] = {name = "crude-oil", position = p, amount = get_oil_amount(p)} end if math_random(1,96) == 1 then Biters.wave_defense_set_worm_raffle(math_abs(p.y) * worm_level_modifier) entities[#entities + 1] = {name = Biters.wave_defense_roll_worm_name(), position = p, force = "enemy"} end if math_random(1,1024) == 1 then treasure[#treasure + 1] = p end if math_random(1,64) == 1 then entities[#entities + 1] = {name = trees[math_random(1, #trees)], position=p} end return end end end --Main Terrain local no_rocks_2 = get_noise("no_rocks_2", p, seed + 75000) if no_rocks_2 > 0.70 or no_rocks_2 < -0.70 then tiles[#tiles + 1] = {name = "dirt-" .. math_floor(no_rocks_2 * 8) % 2 + 5, position = p} if math_random(1,32) == 1 then entities[#entities + 1] = {name = trees[math_random(1, #trees)], position=p} end if math_random(1,512) == 1 then treasure[#treasure + 1] = p end return end if math_random(1,2048) == 1 then treasure[#treasure + 1] = p end tiles[#tiles + 1] = {name = "dirt-7", position = p} if math_random(1,2048) == 1 then place_random_scrap_entity(surface, p) end if math_random(1,100) > 30 then entities[#entities + 1] = {name = "mineable-wreckage", position = p} end end local levels = { process_level_1_position, process_level_2_position, process_level_3_position, process_level_4_position, process_level_5_position, --process_level_6_position, --process_level_7_position, --process_level_8_position, --process_level_9_position, --process_level_10_position, } function Public.reveal_area(x, y, surface, max_radius) local wave_defense_table = WD.get_table() local seed = game.surfaces[global.active_surface_index].map_gen_settings.seed local circles = shapes.circles local r_area = {} local tiles = {} local fishes = {} local entities = {} local markets = {} local treasure = {} local process_level = levels[math_floor(math_abs(y) / level_depth) + 1] if not process_level then process_level = levels[#levels] end for r = 1, max_radius, 1 do for _, v in pairs(circles[r]) do local pos = {x = x + v.x, y = y + v.y} local t_name = surface.get_tile(pos).name == "out-of-map" if t_name then process_level(surface, pos, seed, tiles, entities, fishes, r_area, markets, treasure) end end end if #tiles > 0 then surface.set_tiles(tiles, true) end for _, entity in pairs(entities) do if surface.can_place_entity(entity) and entity == "biter-spawner" or entity == "spitter-spawner" then surface.create_entity(entity) else surface.create_entity(entity) end end if #markets > 0 then local pos = markets[math_random(1, #markets)] if surface.count_entities_filtered{area = {{pos.x - 96, pos.y - 96}, {pos.x + 96, pos.y + 96}}, name = "market", limit = 1} == 0 then local market = Market.mountain_market(surface, pos, math_abs(pos.y) * 0.004) market.destructible = false end end for _, p in pairs(treasure) do local name = "crash-site-chest-1" if math_random(1, 6) == 1 then name = "crash-site-chest-2" end Loot.add(surface, p, name) if math_random(1,wave_defense_table.math) == 1 then local distance_to_center = math.sqrt(p.x^2 + p.y^2) local size = 7 + math.floor(distance_to_center * 0.0075) if size > 20 then size = 20 end local amount = 500 + distance_to_center * 2 map_functions.draw_rainbow_patch_v2(p, surface, size, amount) end end for _, fish in pairs(fishes) do surface.create_entity({name = "fish", position = fish}) end end function Public.reveal(player) local seed = game.surfaces[global.active_surface_index].map_gen_settings.seed local position = player.position local surface = player.surface local circles = shapes.circles local r_area = {} local tiles = {} local fishes = {} local entities = {} local markets = {} local treasure = {} local process_level = levels[math_floor(math_abs(position.y) / level_depth) + 1] if not process_level then process_level = levels[#levels] end for r = 1, uncover_radius, 1 do for _, v in pairs(circles[r]) do local pos = {x = position.x + v.x, y = position.y + v.y} local t_name = surface.get_tile(pos).name == "out-of-map" if t_name then process_level(surface, pos, seed, tiles, entities, fishes, r_area, markets, treasure) end end end if #tiles > 0 then surface.set_tiles(tiles, true) end for _, entity in pairs(entities) do if surface.can_place_entity(entity) and entity == "biter-spawner" or entity == "spitter-spawner" then surface.create_entity(entity) else surface.create_entity(entity) end end for _, pos in pairs(r_area) do local x = pos.x local y = pos.y Public.reveal_area(x, y, surface, 12) end if #markets > 0 then local pos = markets[math_random(1, #markets)] if surface.count_entities_filtered{area = {{pos.x - 96, pos.y - 96}, {pos.x + 96, pos.y + 96}}, name = "market", limit = 1} == 0 then local market = Market.mountain_market(surface, pos, math_abs(pos.y) * 0.004) market.destructible = false end end for _, p in pairs(treasure) do local name = "crash-site-chest-1" if math_random(1, 6) == 1 then name = "crash-site-chest-2" end Loot.add(surface, p, name) end for _, fish in pairs(fishes) do surface.create_entity({name = "fish", position = fish}) end end local function generate_spawn_area(surface, position_left_top) if position_left_top.y < -0 then return end if position_left_top.y > 10 then return end local tiles = {} local circles = shapes.circles for r = 1, 12 do for k, v in pairs(circles[r]) do local t_insert = false local pos = {x = position_left_top.x + v.x, y = position_left_top.y+20 + v.y} if pos.x > -15 and pos.x < 15 and pos.y < 40 then t_insert = "stone-path" end if t_insert then insert(tiles, {name = t_insert, position = pos}) end end end surface.set_tiles(tiles, true) end local function is_out_of_map(p) if p.x < 196 and p.x >= -196 then return end if p.y * 0.5 >= math_abs(p.x) then return end if p.y * -0.5 > math_abs(p.x) then return end return true end local function border_chunk(surface, left_top) 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 not is_out_of_map(pos) then if math_random(1, pos.y + 23) == 1 then surface.create_entity{ name = "gun-turret-remnants", 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, pos.y + 22) == 1 then surface.create_entity{ name = "wall-remnants", position = pos, amount = math_random(1, 1 + math.ceil(20 - y / 2)) } end if math_random(1, math.ceil(pos.y + pos.y) + 32) == 1 then surface.create_entity({name = rock_raffle[math_random(1, #rock_raffle)], position = pos}) end 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 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 = "dirt-" .. math_random(1,5), position = p}}, true) end end end end local function process(surface, left_top) local tiles = {} for x = 0, 31, 1 do for y = 0, 31, 1 do local tile_to_insert = "out-of-map" local pos = {x = left_top.x + x, y = left_top.y + y} insert(tiles, {name = tile_to_insert, position = pos}) end end surface.set_tiles(tiles, true) local decorative_names = {} for k,v in pairs(game.decorative_prototypes) do if v.autoplace_specification then decorative_names[#decorative_names+1] = k end end surface.regenerate_decorative(decorative_names, {left_top}) end local function out_of_map_area(event) local surface = event.surface local left_top = event.area.left_top for x = -1, 32, 1 do for y = -1, 32, 1 do local p = {x = left_top.x + x, y = left_top.y + y} if is_out_of_map(p) then surface.set_tiles({{name = "out-of-map", position = p}}, true) end end 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, 1, 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, force = "enemy"}) e.destructible = false e.active = false end end for i = 1, 3, 1 do local position = surface.find_non_colliding_position("big-worm-turret", tile_positions[math_random(1, #tile_positions)], 16, 2) if position then local e = surface.create_entity({name = "big-worm-turret", position = position, force = "enemy"}) e.destructible = false 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 on_chunk_generated(event) if event.surface.index == 1 then return end local surface = event.surface local left_top = event.area.left_top if left_top.x >= level_depth * 0.5 then out_of_map(surface, left_top) return end if left_top.x < level_depth * -0.5 then out_of_map(surface, left_top) return end if surface.name ~= event.surface.name then return end if left_top.y % level_depth == 0 and left_top.y < 0 and left_top.y > level_depth * -10 then wall(surface, left_top, surface.map_gen_settings.seed) return end if left_top.y > 268 then out_of_map(surface, left_top) return end if left_top.y >= 0 then replace_water(surface, left_top) end if left_top.y > 210 then biter_chunk(surface, left_top) end if left_top.y >= 0 then border_chunk(surface, left_top) end if left_top.y < 0 then process(surface, left_top) end out_of_map_area(event) generate_spawn_area(surface, left_top) end Event.add(defines.events.on_chunk_generated, on_chunk_generated) return Public