local map_functions = require "tools.map_functions" local simplex_noise = require "utils.simplex_noise".d2 local math_random = math.random local math_abs = math.abs local math_floor = math.floor local math_sqrt = math.sqrt local hourglass_center_piece_length = 64 local worm_raffle_table = { [1] = {"small-worm-turret", "small-worm-turret", "small-worm-turret", "small-worm-turret", "small-worm-turret", "small-worm-turret"}, [2] = {"small-worm-turret", "small-worm-turret", "small-worm-turret", "small-worm-turret", "small-worm-turret", "medium-worm-turret"}, [3] = {"small-worm-turret", "small-worm-turret", "small-worm-turret", "small-worm-turret", "medium-worm-turret", "medium-worm-turret"}, [4] = {"small-worm-turret", "small-worm-turret", "small-worm-turret", "medium-worm-turret", "medium-worm-turret", "medium-worm-turret"}, [5] = {"small-worm-turret", "small-worm-turret", "medium-worm-turret", "medium-worm-turret", "medium-worm-turret", "big-worm-turret"}, [6] = {"small-worm-turret", "medium-worm-turret", "medium-worm-turret", "medium-worm-turret", "medium-worm-turret", "big-worm-turret"}, [7] = {"medium-worm-turret", "medium-worm-turret", "medium-worm-turret", "medium-worm-turret", "big-worm-turret", "big-worm-turret"}, [8] = {"medium-worm-turret", "medium-worm-turret", "medium-worm-turret", "medium-worm-turret", "big-worm-turret", "big-worm-turret"}, [9] = {"medium-worm-turret", "medium-worm-turret", "medium-worm-turret", "big-worm-turret", "big-worm-turret", "big-worm-turret"}, [10] = {"medium-worm-turret", "medium-worm-turret", "big-worm-turret", "big-worm-turret", "big-worm-turret", "big-worm-turret"} } local rock_raffle = {"sand-rock-big","sand-rock-big","rock-big","rock-big","rock-big","rock-big","rock-big","rock-big","rock-huge"} local function get_replacement_tile(surface, position) for i = 1, 128, 1 do local vectors = {{0, i}, {0, i * -1}, {i, 0}, {i * -1, 0}} table.shuffle_table(vectors) for k, v in pairs(vectors) do local tile = surface.get_tile(position.x + v[1], position.y + v[2]) if not tile.collides_with("resource-layer") then return tile.name end end end return "grass-1" end local function is_enemy_territory(p) if p.x - 64 < math_abs(p.y) then return false end --if p.x - 64 < p.y then return false end if p.x < 160 then return false end if p.x > 1024 then return false end if p.y > 512 then return false end if p.y < -512 then return false end local noise = math_abs(simplex_noise(0, p.y * 0.015, game.surfaces[1].map_gen_settings.seed) * 96) local noise_2 = math_abs(simplex_noise(0, p.y * 0.1, game.surfaces[1].map_gen_settings.seed) * 16) if p.x > 288 + noise + noise_2 + math_abs(p.y * 0.75) then return false end return true end local body_radius = 3072 local body_square_radius = body_radius ^ 2 local body_center_position = {x = -1500, y = 0} local body_spacing = math_floor(body_radius * 0.82) local body_circle_center_1 = {x = body_center_position.x, y = body_center_position.y - body_spacing} local body_circle_center_2 = {x = body_center_position.x, y = body_center_position.y + body_spacing} local fin_radius = 800 local square_fin_radius = fin_radius ^ 2 local fin_circle_center_1 = {x = -480, y = 0} local fin_circle_center_2 = {x = -480 - 360, y = 0} local function is_body(p) if p.y <= map_height and p.y >= map_height * -1 and p.x <= 160 and p.x > body_center_position.x then return true end --Main Fish Body local distance_to_center_1 = ((p.x - body_circle_center_1.x)^2 + (p.y - body_circle_center_1.y)^2) local distance_to_center_2 = ((p.x - body_circle_center_2.x)^2 + (p.y - body_circle_center_2.y)^2) if distance_to_center_1 < body_square_radius and distance_to_center_2 < body_square_radius then return true end --Fish Fins local distance_to_center_1 = ((p.x - fin_circle_center_1.x)^2 + (p.y - fin_circle_center_1.y)^2) if distance_to_center_1 + math_abs(simplex_noise(0, p.y * 0.075, game.surfaces[1].map_gen_settings.seed) * 32000) > square_fin_radius then local distance_to_center_2 = ((p.x - fin_circle_center_2.x)^2 + (p.y - fin_circle_center_2.y)^2) if distance_to_center_2 < square_fin_radius then return true end end return false end local function is_out_of_map_tile(p) if p.y > 850 then return true end if p.y < -850 then return true end if p.x < -3264 then return true end if p.x > 800 then return true end if is_enemy_territory(p) then return false end if is_body(p) then return false end return true end local function generate_spawn_area(surface) surface.request_to_generate_chunks({x = 0, y = 0}, 7) surface.request_to_generate_chunks({x = 160, y = 0}, 5) --surface.force_generate_chunk_requests() if global.spawn_area_generated then return end if not surface.is_chunk_generated({-7, 0}) then return end if not surface.is_chunk_generated({5, 0}) then return end global.spawn_area_generated = true local spawn_position_x = -128 surface.create_entity({name = "electric-beam", position = {160, -96}, source = {160, -96}, target = {160,96}}) for _, tile in pairs(surface.find_tiles_filtered({name = {"water", "deepwater"}, area = {{-160, -160},{160, 160}}})) do local noise = math_abs(simplex_noise(tile.position.x * 0.02, tile.position.y * 0.02, game.surfaces[1].map_gen_settings.seed) * 16) if tile.position.x > -160 + noise then surface.set_tiles({{name = get_replacement_tile(surface, tile.position), position = {tile.position.x, tile.position.y}}}, true) end end for _, entity in pairs(surface.find_entities_filtered({type = {"resource", "cliff"}, area = {{spawn_position_x - 32, -256},{160, 256}}})) do if is_body(entity.position) then if entity.position.x > spawn_position_x - 32 + math_abs(simplex_noise(entity.position.x * 0.02, entity.position.y * 0.02, game.surfaces[1].map_gen_settings.seed) * 16) then entity.destroy() end end end 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 for x = -4, 4, 1 do for y = -3, 3, 1 do surface.regenerate_decorative(decorative_names, {{x,y}}) end end local y = 80 local ore_positions = {{x = spawn_position_x - 52, y = y},{x = spawn_position_x - 52, y = y * 0.5},{x = spawn_position_x - 52, y = 0},{x = spawn_position_x - 52, y = y * -0.5},{x = spawn_position_x - 52, y = y * -1}} table.shuffle_table(ore_positions) map_functions.draw_smoothed_out_ore_circle(ore_positions[1], "copper-ore", surface, 15, 2500) map_functions.draw_smoothed_out_ore_circle(ore_positions[2], "iron-ore", surface, 15, 2500) map_functions.draw_smoothed_out_ore_circle(ore_positions[3], "coal", surface, 15, 1500) map_functions.draw_smoothed_out_ore_circle(ore_positions[4], "stone", surface, 15, 1500) map_functions.draw_noise_tile_circle({x = spawn_position_x - 20, y = 0}, "water", surface, 16) map_functions.draw_oil_circle(ore_positions[5], "crude-oil", surface, 8, 200000) local pos = surface.find_non_colliding_position("market",{spawn_position_x, 0}, 50, 1) global.market = place_fish_market(surface, pos) local r = 16 for _, entity in pairs(surface.find_entities_filtered({area = {{global.market.position.x - r, global.market.position.y - r}, {global.market.position.x + r, global.market.position.y + r}}, type = "tree"})) do local distance_to_center = math_sqrt((entity.position.x - global.market.position.x)^2 + (entity.position.y - global.market.position.y)^2) if distance_to_center < r then if math_random(1, r) > distance_to_center then entity.destroy() end end end local pos = surface.find_non_colliding_position("gun-turret",{spawn_position_x + 5, 1}, 50, 1) local turret = surface.create_entity({name = "gun-turret", position = pos, force = "player"}) turret.insert({name = "firearm-magazine", count = 32}) for x = -20, 20, 1 do for y = -20, 20, 1 do local pos = {x = global.market.position.x + x, y = global.market.position.y + y} local distance_to_center = math_sqrt(x^2 + y^2) if distance_to_center > 8 and distance_to_center < 15 then if math_random(1,3) == 1 and surface.can_place_entity({name = "wooden-chest", position = pos, force = "player"}) then local chest = surface.create_entity({name = "wooden-chest", position = pos, force = "player"}) end end end end local area = {{x = -160, y = -96}, {x = 160, y = 96}} for _, tile in pairs(surface.find_tiles_filtered({name = "water", area = area})) do if math_random(1, 32) == 1 then surface.create_entity({name = "fish", position = tile.position}) end end local pos = surface.find_non_colliding_position("character",{spawn_position_x + 1, 4}, 50, 1) game.forces["player"].set_spawn_position(pos, surface) for _, player in pairs(game.connected_players) do local pos = surface.find_non_colliding_position("character",{spawn_position_x + 1, 4}, 50, 1) player.teleport(pos, surface) end end local function enemy_territory(surface, left_top) --surface.request_to_generate_chunks({x = 256, y = 0}, 16) --surface.force_generate_chunk_requests() if left_top.x < 160 then return end if left_top.x > 750 then return end if left_top.y > 512 then return end if left_top.y < -512 then return end local area = {{left_top.x, left_top.y},{left_top.x + 32, left_top.y + 32}} --local area = {{160, -512},{750, 512}} --for _, tile in pairs(surface.find_tiles_filtered({area = area})) do -- if is_enemy_territory(tile.position) then -- surface.set_tiles({{name = "water-mud", position = {tile.position.x, tile.position.y}}}, true) -- end --end if left_top.x > 256 then 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 is_enemy_territory(pos) then if math_random(1, 512) == 1 then if surface.can_place_entity({name = "biter-spawner", force = "decoratives", position = pos}) then local entity if math_random(1,4) == 1 then entity = surface.create_entity({name = "spitter-spawner", force = "decoratives", position = pos}) else entity = surface.create_entity({name = "biter-spawner", force = "decoratives", position = pos}) end entity.active = false entity.destructible = false end end --if pos.x % 32 == 0 and pos.y % 32 == 0 then -- 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, {{x=math_floor(pos.x/32),y=math_floor(pos.y/32)}}) --end end end end end for _, entity in pairs(surface.find_entities_filtered({area = area, type = {"tree", "cliff"}})) do if is_enemy_territory(entity.position) then entity.destroy() end end for _, entity in pairs(surface.find_entities_filtered({area = area, type = "resource"})) do if is_enemy_territory(entity.position) then surface.create_entity({name = "uranium-ore", position = entity.position, amount = math_random(200, 8000)}) entity.destroy() end end for _, tile in pairs(surface.find_tiles_filtered({name = {"water", "deepwater"}, area = area})) do if is_enemy_territory(tile.position) then surface.set_tiles({{name = get_replacement_tile(surface, tile.position), position = {tile.position.x, tile.position.y}}}, true) end end end local function fish_mouth(surface, left_top) if left_top.x > -2300 then return end if left_top.y > 64 then return end if left_top.y < -64 then return end if left_top.x < -3292 then return 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} local noise = simplex_noise(pos.x * 0.006, 0, game.surfaces[1].map_gen_settings.seed) * 20 if pos.y <= 12 + noise and pos.y >= -12 + noise then surface.set_tiles({{name = "water", position = pos}}) end end end end function fish_eye(surface, position) surface.request_to_generate_chunks(position, 2) surface.force_generate_chunk_requests() for x = -48, 48, 1 do for y = -48, 48, 1 do local p = {x = position.x + x, y = position.y + y} local distance = math_sqrt(((position.x - p.x) ^ 2) + ((position.y - p.y) ^ 2)) if distance < 44 then surface.set_tiles({{name = "water-green", position = p}}, true) end if distance < 22 then surface.set_tiles({{name = "out-of-map", position = p}}, true) end end end end local ores = {"coal", "iron-ore", "copper-ore", "stone"} local function plankton_territory(surface, position, seed) local noise = simplex_noise(position.x * 0.009, position.y * 0.009, seed) local d = 196 if position.x + position.y > (d * -1) - (math_abs(noise) * d * 3) and position.x > position.y - (d + (math_abs(noise) * d * 3)) then return false end local noise_2 = simplex_noise(position.x * 0.0075, position.y * 0.0075, seed + 10000) if noise_2 > 0.87 then surface.set_tiles({{name = "deepwater-green", position = position}}, true) return true end if noise_2 > 0.75 then local i = math_floor(noise * 6) % 4 + 1 surface.set_tiles({{name = "grass-" .. i, position = position}}, true) surface.create_entity({name = ores[i], position = position, amount = 1 + 2500 * math_abs(noise_2 * 3)}) return true end if noise_2 < -0.76 then local i = math_floor(noise * 6) % 4 + 1 surface.set_tiles({{name = "grass-" .. i, position = position}}, true) if noise_2 < -0.86 then surface.create_entity({name = "uranium-ore", position = position, amount = 1 + 1000 * math_abs(noise_2 * 2)}) return true end if math_random(1, 3) ~= 1 then surface.create_entity({name = rock_raffle[math_random(1, #rock_raffle)], position = position}) end return true end if noise < 0.12 and noise > -0.12 then local i = math_floor(noise * 32) % 4 + 1 surface.set_tiles({{name = "grass-" .. i, position = position}}, true) if math_random(1, 5) == 1 then surface.create_entity({name = rock_raffle[math_random(1, #rock_raffle)], position = position}) end return true end surface.set_tiles({{name = "water", position = position}}, true) if math_random(1, 128) == 1 then surface.create_entity({name = "fish", position = position}) end return true end local function process_chunk(left_top) local surface = game.surfaces["fish_defender"] local seed = game.surfaces[1].map_gen_settings.seed generate_spawn_area(surface) enemy_territory(surface, left_top) fish_mouth(surface, left_top) 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 is_out_of_map_tile(pos) then if not plankton_territory(surface, pos, seed) then surface.set_tiles({{name = "out-of-map", position = pos}}, true) end end end end --if game.tick == 0 then return end --if game.forces.player.is_chunk_charted(surface, {left_top.x / 32, left_top.y / 32}) then game.forces.player.chart(surface, {{left_top.x, left_top.y},{left_top.x + 31, left_top.y + 31}}) --end end local function process_chunk_queue() for k, left_top in pairs(global.chunk_queue) do process_chunk(left_top) table.remove(global.chunk_queue, k) return end end local function on_chunk_generated(event) if game.surfaces["fish_defender"].index ~= event.surface.index then return end local left_top = event.area.left_top if game.tick == 0 then process_chunk(left_top) else table.insert(global.chunk_queue, {x = left_top.x, y = left_top.y}) end end local event = require 'utils.event' event.on_nth_tick(25, process_chunk_queue) event.add(defines.events.on_chunk_generated, on_chunk_generated)