local Event = require 'utils.event' local Builder = require 'maps.pidgeotto.b' local map_functions = require 'tools.map_functions' local simplex_noise = require 'utils.simplex_noise'.d2 local FDT = require 'maps.pidgeotto.table' local math_random = math.random local math_abs = math.abs local math_sqrt = math.sqrt local function shuffle(tbl) local size = #tbl for i = size, 1, -1 do local rand = math.random(size) tbl[i], tbl[rand] = tbl[rand], tbl[i] end return tbl end 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}} shuffle(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 < 256 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 return true end local function place_fish_market(surface, position) local market = surface.create_entity({name = 'market', position = position, force = 'player'}) market.minable = false return market end local function enemy_territory(surface, left_top) if left_top.x < 256 then return end if left_top.x > 750 then return end if left_top.y > 766 then return end if left_top.y < -256 then return end local area = {{left_top.x, left_top.y}, {left_top.x + 32, left_top.y + 32}} if left_top.x > 300 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 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 > -1800 then return end if left_top.y > 64 then return end if left_top.y < -64 then return end if left_top.x < -2200 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 local function generate_spawn_area(surface) local spawn_area_generated = FDT.get('spawn_area_generated') if spawn_area_generated then return end surface.request_to_generate_chunks({0, 0}, 8) local chunk_load_tick = FDT.get('chunk_load_tick') if chunk_load_tick > game.tick then return end local spawn_position_x = -128 surface.create_entity({name = 'electric-beam', position = {254, -90}, source = {254, -90}, target = {254, 134}}) surface.create_entity({name = 'electric-beam', position = {159, -90}, source = {159, -90}, target = {254, -90}}) for _, tile in pairs(surface.find_tiles_filtered({name = {'water', 'deepwater'}, area = {{-300, -256}, {300, 300}}})) 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 = {{-300, -256}, {300, 300}}})) do if entity.position.x > -300 + math_abs(simplex_noise(entity.position.x * 0.02, entity.position.y * 0.02, game.surfaces[1].map_gen_settings.seed) * 32) then entity.destroy() 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} } shuffle(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) local market = FDT.set('market', place_fish_market(surface, pos)) local r = 16 for _, entity in pairs( surface.find_entities_filtered( { area = { {market.position.x - r, market.position.y - r}, {market.position.x + r, market.position.y + r} }, type = 'tree' } ) ) do local distance_to_center = math_sqrt((entity.position.x - market.position.x) ^ 2 + (entity.position.y - 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 turret_pos = surface.find_non_colliding_position('gun-turret', {spawn_position_x + 5, 1}, 50, 1) local turret = surface.create_entity({name = 'gun-turret', position = turret_pos, force = 'player'}) turret.insert({name = 'firearm-magazine', count = 32}) for x = -20, 20, 1 do for y = -20, 20, 1 do local market_pos = {x = market.position.x + x, y = market.position.y + y} local distance_to_center = x ^ 2 + y ^ 2 if distance_to_center > 64 and distance_to_center < 225 then if math_random(1, 3) == 1 and surface.can_place_entity({name = 'wooden-chest', position = market_pos, force = 'player'}) then surface.create_entity({name = 'wooden-chest', position = market_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 character_pos = surface.find_non_colliding_position('character', {spawn_position_x + 1, 4}, 50, 1) game.forces['player'].set_spawn_position(character_pos, surface) for _, player in pairs(game.connected_players) do local spawn_pos = surface.find_non_colliding_position('character', {spawn_position_x + 1, 4}, 50, 1) player.teleport(spawn_pos, surface) end local rr = 200 local p = {x = -131, y = 5} game.forces.player.chart( surface, { {p.x - rr - 100, p.y - rr}, {p.x + rr + 400, p.y + rr} } ) FDT.set('spawn_area_generated', true) end local function process_chunk(left_top) local active_surface_index = FDT.get('active_surface_index') local surface = game.surfaces[active_surface_index] if not surface or not surface.valid then return end generate_spawn_area(surface, left_top) enemy_territory(surface, left_top) fish_mouth(surface, left_top) local market = FDT.get('market') game.forces.player.chart(surface, {{left_top.x, left_top.y}, {left_top.x + 31, left_top.y + 31}}) if market and market.valid then FDT.set('game_reset', false) end end local function on_chunk_generated(event) local map_name = 'pidgeotto' if string.sub(event.surface.name, 0, #map_name) ~= map_name then return end if FDT.get('stop_generating_map') then return end local left_top = event.area.left_top Builder.make_chunk(event) process_chunk(left_top) end Event.add(defines.events.on_chunk_generated, on_chunk_generated)