--choppy-- mewmew made this -- require "on_tick_schedule" require "modules.dynamic_landfill" require "modules.satellite_score" require "modules.spawners_contain_biters" require "maps.choppy_map_intro" local unearthing_worm = require "functions.unearthing_worm" local unearthing_biters = require "functions.unearthing_biters" local tick_tack_trap = require "functions.tick_tack_trap" local create_entity_chain = require "functions.create_entity_chain" local create_tile_chain = require "functions.create_tile_chain" local simplex_noise = require 'utils.simplex_noise' simplex_noise = simplex_noise.d2 local event = require 'utils.event' local table_insert = table.insert local math_random = math.random local map_functions = require "tools.map_functions" local disabled_for_deconstruction = { ["fish"] = true, ["rock-huge"] = true, ["rock-big"] = true, ["sand-rock-big"] = true, ["mineable-wreckage"] = true } local tile_replacements = { ["dirt-1"] = "grass-1", ["dirt-2"] = "grass-2", ["dirt-3"] = "grass-3", ["dirt-4"] = "grass-4", ["sand-1"] = "grass-1", ["sand-2"] = "grass-2", ["sand-3"] = "grass-3", ["dry-dirt"] = "grass-2", ["red-desert-0"] = "grass-1", ["red-desert-1"] = "grass-2", ["red-desert-2"] = "grass-3", ["red-desert-3"] = "grass-4", } 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_noise(name, pos) local seed = game.surfaces[1].map_gen_settings.seed local noise_seed_add = 25000 seed = seed + noise_seed_add if name == 1 then local noise = {} noise[1] = simplex_noise(pos.x * 0.006, pos.y * 0.006, seed) seed = seed + noise_seed_add noise[2] = simplex_noise(pos.x * 0.01, pos.y * 0.01, seed) seed = seed + noise_seed_add noise[3] = simplex_noise(pos.x * 0.05, pos.y * 0.05, seed) seed = seed + noise_seed_add noise[4] = simplex_noise(pos.x * 0.1, pos.y * 0.1, seed) local noise = noise[1] + noise[2] * 0.25 + noise[3] * 0.15 + noise[4] * 0.05 return noise end end local function process_entity(e) if not e.valid then return end if e.name == "crude-oil" then return end if e.type == "tree" then e.destroy() return end if e.type == "resource" then e.surface.create_entity({name = "rock-big", position = e.position}) e.destroy() return end if e.type == "unit-spawner" then for _, entity in pairs (e.surface.find_entities_filtered({area = {{e.position.x - 6, e.position.y - 6},{e.position.x + 6, e.position.y + 6}}, force = "neutral"})) do if entity.valid then entity.destroy() end end return end end local function on_chunk_generated(event) local surface = event.surface local left_top = event.area.left_top local tiles = {} local entities = {} for _, e in pairs(surface.find_entities_filtered({area = event.area})) do process_entity(e) end for x = 0.5, 31.5, 1 do for y = 0.5, 31.5, 1 do local tile_to_insert = false local pos = {x = left_top.x + x, y = left_top.y + y} local tile = surface.get_tile(pos) if tile_replacements[tile.name] then table_insert(tiles, {name = tile_replacements[tile.name], position = pos}) end if not tile.collides_with("player-layer") then if surface.can_place_entity({name = "tree-01", position = pos}) then local noise = get_noise(1, pos) if noise > 0.08 then if noise > 0.6 then if math_random(1,3) ~= 1 then surface.create_entity({name = "tree-08-brown", position = pos}) end else if math_random(1,3) ~= 1 then surface.create_entity({name = "tree-01", position = pos}) end end end if noise < -0.08 then if noise < -0.6 then if math_random(1,3) ~= 1 then surface.create_entity({name = "tree-04", position = pos}) end else if math_random(1,3) ~= 1 then surface.create_entity({name = "tree-02-red", position = pos}) end end end end end 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, {position}) if global.spawn_generated then return end if left_top.x < 96 then return end for _, e in pairs (surface.find_entities_filtered({area = {{-50, -50},{50, 50}}})) do local distance_to_center = math.sqrt(e.position.x^2 + e.position.y^2) if e.valid then if distance_to_center < 8 and e.type == "tree" and math_random(1,5) ~= 1 then e.destroy() end end end global.spawn_generated = true 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 if event.entity.type == "tree" then event.entity.cancel_deconstruction(game.players[event.player_index].force.name) end end local function on_player_joined_game(event) local player = game.players[event.player_index] if player.online_time == 0 then player.insert({name = "pistol", count = 1}) player.insert({name = "firearm-magazine", count = 8}) end if global.map_init_done then return end game.map_settings.pollution.ageing = 0 --game.map_settings.pollution.min_pollution_to_damage_trees = 1000000 --game.map_settings.pollution.pollution_per_tree_damage = 0 --game.map_settings.pollution.pollution_restored_per_tree_damage = 0 game.surfaces["nauvis"].ticks_per_day = game.surfaces["nauvis"].ticks_per_day * 2 global.map_init_done = true end local tree_yield = { ["tree-01"] = "iron-ore", ["tree-02-red"] = "copper-ore", ["tree-04"] = "coal", ["tree-08-brown"] = "stone", ["rock-big"] = "uranium-ore" } local function get_amount(entity) local distance_to_center = math.sqrt(entity.position.x^2 + entity.position.y^2) local amount = 35 + (distance_to_center * 0.25) if amount > 500 then amount = 500 end amount = math.random(math.ceil(amount * 0.5), math.ceil(amount * 1.5)) return amount end local function trap(entity) if math_random(1,1024) == 1 then tick_tack_trap(entity.surface, entity.position) return end if math_random(1,256) == 1 then unearthing_worm(entity.surface, entity.position) end if math_random(1,128) == 1 then unearthing_biters(entity.surface, entity.position, math_random(4,8)) end end local function on_player_mined_entity(event) local entity = event.entity if not entity.valid then return end if entity.type == "tree" then trap(entity) end if tree_yield[entity.name] then if event.buffer then event.buffer.clear() end if not event.player_index then return end local amount = get_amount(entity) local second_item_amount = math_random(2,5) local second_item = "wood" if entity.type == "simple-entity" then amount = amount * 2 second_item_amount = math_random(8,16) second_item = "stone" end entity.surface.create_entity({ name = "flying-text", position = entity.position, text = "+" .. amount .. " [item=" .. tree_yield[entity.name] .. "] +" .. second_item_amount .. " [item=" .. second_item .. "]", color = {r=0.8,g=0.8,b=0.8}}) local player = game.players[event.player_index] local inserted_count = player.insert({name = tree_yield[entity.name], count = amount}) amount = amount - inserted_count if amount > 0 then entity.surface.spill_item_stack(entity.position,{name = tree_yield[entity.name], count = amount}, true) end local inserted_count = player.insert({name = second_item, count = second_item_amount}) second_item_amount = second_item_amount - inserted_count if second_item_amount > 0 then entity.surface.spill_item_stack(entity.position,{name = second_item, count = second_item_amount}, true) end end end local function on_research_finished(event) event.research.force.character_inventory_slots_bonus = game.forces.player.mining_drill_productivity_bonus * 500 if not event.research.force.technologies["steel-axe"].researched then return end event.research.force.manual_mining_speed_modifier = 1 + game.forces.player.mining_drill_productivity_bonus * 2 end local function on_entity_died(event) on_player_mined_entity(event) if not event.entity.valid then return end if event.entity.type == "tree" then for _, entity in pairs (event.entity.surface.find_entities_filtered({area = {{event.entity.position.x - 4, event.entity.position.y - 4},{event.entity.position.x + 4, event.entity.position.y + 4}}, name = "fire-flame-on-tree"})) do if entity.valid then entity.destroy() end end end end event.add(defines.events.on_research_finished, on_research_finished) event.add(defines.events.on_marked_for_deconstruction, on_marked_for_deconstruction) event.add(defines.events.on_player_joined_game, on_player_joined_game) event.add(defines.events.on_player_mined_entity, on_player_mined_entity) event.add(defines.events.on_entity_died, on_entity_died) event.add(defines.events.on_chunk_generated, on_chunk_generated)