local random = math.random local abs = math.abs local max = math.max local floor = math.floor 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 noise1 = Functions.get_noise('scrapyard', p, seed) local evo = game.forces['enemy'].evolution_factor local handicap = max(0, 120 - objective.chronojumps * 20) if noise1 < -0.70 or noise1 > 0.70 then tiles[#tiles + 1] = {name = 'grass-3', position = p} if random(1, 40) == 1 then treasure[#treasure + 1] = p end return end if noise1 < -0.65 or noise1 > 0.65 then tiles[#tiles + 1] = {name = 'water-green', position = p} return end if abs(noise1) > 0.50 and abs(noise1) < 0.65 then if random(1, 70) == 1 and Functions.distance(p.x, p.y) > 170 + handicap then entities[#entities + 1] = {name = Raffle.worms[random(1 + floor(evo * 8), floor(1 + evo * 16))], position = p, spawn_decorations = true} end tiles[#tiles + 1] = {name = 'water-mud', position = p} return end if abs(noise1) > 0.35 and abs(noise1) < 0.50 then if random(1, 140) == 1 and Functions.distance(p.x, p.y) > 180 + handicap then entities[#entities + 1] = {name = Raffle.worms[random(1 + floor(evo * 8), floor(1 + evo * 16))], position = p, spawn_decorations = true} end tiles[#tiles + 1] = {name = 'water-shallow', position = p} return end if noise1 > -0.15 and noise1 < 0.15 then if random(1, 100) > 58 then entities[#entities + 1] = {name = Raffle.trees[random(1, #Raffle.trees)], position = p} else if random(1, 8) == 1 then entities[#entities + 1] = {name = Raffle.rocks[random(1, #Raffle.rocks)], position = p} end end tiles[#tiles + 1] = {name = 'grass-1', position = p} return end if random(1, 160) == 1 and Functions.distance(p.x, p.y) > 150 + handicap then entities[#entities + 1] = {name = Raffle.spawners[random(1, #Raffle.spawners)], position = p, spawn_decorations = true} end tiles[#tiles + 1] = {name = 'grass-2', position = p} 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 swamp(_, surface, left_top) if abs(left_top.y) <= 63 and abs(left_top.x) <= 63 then empty_chunk(surface, left_top) end if abs(left_top.y) > 63 or abs(left_top.x) > 63 then normal_chunk(surface, left_top) end end return swamp