--luacheck: ignore --lost desert-- mewmew made this -- require 'modules.rocks_broken_paint_tiles' require 'modules.rocks_heal_over_time' require 'modules.rocks_yield_ore_veins' require 'modules.rocks_yield_ore' require 'modules.spawners_contain_biters' require 'modules.spawners_contain_acid' require 'modules.satellite_score' require 'modules.flashlight_toggle_button' local simplex_noise = require 'utils.simplex_noise'.d2 local event = require 'utils.event' local map_functions = require 'tools.map_functions' local math_random = math.random require 'utils.table' local noises = { [1] = {{modifier = 0.001, weight = 1}, {modifier = 0.01, weight = 0.05}, {modifier = 0.05, weight = 0.02}, {modifier = 0.1, weight = 0.001}} } local sand_tiles = {'sand-1', 'sand-2', 'sand-3'} local decorative_whitelist = { 'brown-asterisk', 'brown-carpet-grass', 'brown-fluff', 'brown-fluff-dry', 'brown-hairy-grass', 'garballo', 'garballo-mini-dry', 'green-pita', 'green-pita-mini' } local disabled_for_deconstruction = { ['fish'] = true, ['rock-huge'] = true, ['rock-big'] = true, ['sand-rock-big'] = true, ['mineable-wreckage'] = true } local function get_noise(name, pos, seed) local noise = 0 for _, n in pairs(noises[name]) do noise = noise + simplex_noise(pos.x * n.modifier, pos.y * n.modifier, seed) * n.weight seed = seed + 10000 end return noise end local function shipwreck(position, surface) local wrecks = {'big-ship-wreck-1', 'big-ship-wreck-2', 'big-ship-wreck-3'} local wreck = wrecks[math.random(1, #wrecks)] local wreck_raffle_table = {} local wreck_loot_weights = {} table.insert(wreck_loot_weights, {{name = 'firearm-magazine', count = math.random(64, 128)}, 8}) table.insert(wreck_loot_weights, {{name = 'grenade', count = math.random(16, 32)}, 5}) table.insert(wreck_loot_weights, {{name = 'land-mine', count = math.random(16, 32)}, 5}) table.insert(wreck_loot_weights, {{name = 'assembling-machine-1', count = math.random(1, 4)}, 2}) table.insert(wreck_loot_weights, {{name = 'assembling-machine-2', count = math.random(1, 3)}, 2}) table.insert(wreck_loot_weights, {{name = 'assembling-machine-3', count = math.random(1, 2)}, 1}) table.insert(wreck_loot_weights, {{name = 'combat-shotgun', count = 1}, 3}) table.insert(wreck_loot_weights, {{name = 'piercing-shotgun-shell', count = math.random(16, 48)}, 5}) table.insert(wreck_loot_weights, {{name = 'flamethrower', count = 1}, 3}) table.insert(wreck_loot_weights, {{name = 'rocket-launcher', count = 1}, 4}) table.insert(wreck_loot_weights, {{name = 'flamethrower-ammo', count = math.random(16, 48)}, 5}) table.insert(wreck_loot_weights, {{name = 'rocket', count = math.random(16, 48)}, 5}) table.insert(wreck_loot_weights, {{name = 'explosive-rocket', count = math.random(16, 48)}, 5}) table.insert(wreck_loot_weights, {{name = 'uranium-rounds-magazine', count = math.random(16, 32)}, 3}) table.insert(wreck_loot_weights, {{name = 'piercing-rounds-magazine', count = math.random(64, 128)}, 5}) table.insert(wreck_loot_weights, {{name = 'exoskeleton-equipment', count = 1}, 1}) table.insert(wreck_loot_weights, {{name = 'defender-capsule', count = math.random(8, 16)}, 5}) table.insert(wreck_loot_weights, {{name = 'distractor-capsule', count = math.random(4, 8)}, 4}) table.insert(wreck_loot_weights, {{name = 'destroyer-capsule', count = math.random(4, 8)}, 3}) table.insert(wreck_loot_weights, {{name = 'atomic-bomb', count = 1}, 1}) for _, t in pairs(wreck_loot_weights) do for x = 1, t[2], 1 do table.insert(wreck_raffle_table, t[1]) end end local e = surface.create_entity {name = wreck, position = position, force = 'player'} e.minable = false local i = e.get_inventory(defines.inventory.chest) for x = 1, math.random(2, 3), 1 do local loot = wreck_raffle_table[math.random(1, #wreck_raffle_table)] i.insert(loot) end end local worm_raffle = {'small-worm-turret', 'small-worm-turret', 'small-worm-turret', 'medium-worm-turret', 'medium-worm-turret', 'big-worm-turret'} local rock_raffle = {'sand-rock-big', 'sand-rock-big', 'rock-big', 'rock-big', 'rock-big', 'rock-big', 'rock-huge'} local ore_spawn_raffle = {'iron-ore', 'iron-ore', 'iron-ore', 'copper-ore', 'copper-ore', 'copper-ore', 'coal', 'coal', 'stone', 'stone', 'uranium-ore', 'crude-oil'} local function on_chunk_generated(event) local surface = game.surfaces['lost_desert'] if event.surface.name ~= surface.name then return end local left_top_x = event.area.left_top.x local left_top_y = event.area.left_top.y surface.destroy_decoratives {area = event.area, name = decorative_whitelist, invert = true} for _, e in pairs(surface.find_entities_filtered({area = event.area, type = 'tree'})) do if e.type == 'tree' then if math_random(1, 3) ~= 1 then e.destroy() end end end local seed = game.surfaces[1].map_gen_settings.seed local tile_to_insert = false for x = 0, 31, 1 do for y = 0, 31, 1 do local pos = {x = left_top_x + x, y = left_top_y + y} local noise = get_noise(1, pos, seed) if noise < -0.45 then if noise < -0.5 then surface.set_tiles({{name = 'water', position = pos}}, true) if math_random(1, 256) == 1 then surface.create_entity({name = 'fish', position = pos}) end else surface.set_tiles({{name = 'dirt-2', position = pos}}, true) if math_random(1, 64) == 1 then surface.create_entity({name = 'tree-08', position = pos}) end if math_random(1, 4096) == 1 then local market = surface.create_entity({name = 'market', position = pos}) market.add_market_item({price = {{'wood', math.random(4, 5)}}, offer = {type = 'give-item', item = 'raw-fish'}}) end end else local i = (math.floor(noise * 20) % 3) + 1 surface.set_tiles({{name = sand_tiles[i], position = pos}}, true) if noise > 0.5 then if math_random(1, 3) ~= 1 then if math_random(1, 2) == 1 then surface.create_entity({name = 'rock-big', position = pos}) else surface.create_entity({name = 'rock-huge', position = pos}) end else if math_random(1, 2048) == 1 then surface.create_entity({name = 'small-worm-turret', position = pos}) end end else if noise < 0.25 and noise > -0.25 then local distance_to_center = pos.x ^ 2 + pos.y ^ 2 if distance_to_center > 265000 then if math_random(1, 64) == 1 and surface.can_place_entity({name = 'biter-spawner', position = pos}) then if math_random(1, 64) == 1 then shipwreck(pos, surface) else if math_random(1, 2) == 1 then surface.create_entity({name = 'biter-spawner', position = pos}) else surface.create_entity({name = 'spitter-spawner', position = pos}) end end end end end end end end end end local function on_player_joined_game(event) local player = game.players[event.player_index] if not global.map_init_done then local map_gen_settings = {} map_gen_settings.water = '0.1' map_gen_settings.cliff_settings = {cliff_elevation_interval = 16, cliff_elevation_0 = 16} map_gen_settings.autoplace_controls = { ['coal'] = {frequency = '0.5', size = '0.75', richness = '0.5'}, ['stone'] = {frequency = '0.5', size = '0.75', richness = '0.5'}, ['copper-ore'] = {frequency = '0.5', size = '0.75', richness = '0.5'}, ['uranium-ore'] = {frequency = '0.5', size = '0.75', richness = '0.5'}, ['iron-ore'] = {frequency = '0.5', size = '0.75', richness = '0.5'}, ['crude-oil'] = {frequency = '1', size = '0.75', richness = '0.5'}, ['trees'] = {frequency = '1', size = '1', richness = '0.1'}, ['enemy-base'] = {frequency = 'none', size = 'none', richness = 'none'} } game.create_surface('lost_desert', map_gen_settings) game.forces['player'].set_spawn_position({0, 0}, game.surfaces['lost_desert']) local surface = game.surfaces['lost_desert'] surface.ticks_per_day = surface.ticks_per_day * 4 surface.min_brightness = 0.06 global.map_init_done = true end local surface = game.surfaces['lost_desert'] if player.online_time < 5 and surface.is_chunk_generated({0, 0}) then player.teleport(surface.find_non_colliding_position('character', {0, 0}, 2, 1), 'lost_desert') else if player.online_time < 5 then player.teleport({0, 0}, 'lost_desert') end end if player.online_time < 10 then player.insert {name = 'raw-fish', count = 3} player.insert {name = 'light-armor', count = 1} end end local function on_marked_for_deconstruction(event) if disabled_for_deconstruction[event.entity.name] then event.entity.cancel_deconstruction(game.players[event.player_index].force.name) end end event.add(defines.events.on_chunk_generated, on_chunk_generated) event.add(defines.events.on_marked_for_deconstruction, on_marked_for_deconstruction) event.add(defines.events.on_player_joined_game, on_player_joined_game)