require "modules.satellite_score" require "modules.thirst" local Map_info = require "modules.map_info" local get_noise = require "utils.get_noise" local table_insert = table.insert local math_random = math.random local math_floor = math.floor local math_abs = math.abs local string_sub = string.sub local oasis_start = 0.50 local water_start = 0.78 local sand_damage = oasis_start * 100 + 16 local trees = {"tree-01", "tree-04", "tree-06", "tree-08-red", "tree-08", "tree-09",} local tile_to_item = { ["stone-path"] = "stone-brick", ["hazard-concrete-left"] = "hazard-concrete", ["hazard-concrete-right"] = "hazard-concrete", ["refined-hazard-concrete-left"] = "refined-hazard-concrete", ["refined-hazard-concrete-right"] = "refined-hazard-concrete", } local save_tiles = { ["stone-path"] = true, ["hazard-concrete-left"] = true, ["hazard-concrete-right"] = true, ["refined-concrete"] = true, ["refined-hazard-concrete-left"] = true, ["refined-hazard-concrete-right"] = true, ["water"] = true, ["grass-1"] = true, ["grass-2"] = true, ["grass-3"] = true, ["water"] = true, ["deepwater"] = true, } local function get_moisture(position) local moisture = get_noise("oasis", position, global.desert_oasis_seed) moisture = moisture * 128 moisture = math.round(moisture, 1) return moisture end local function moisture_meter(player, moisture) local moisture_meter = player.gui.top.moisture_meter if not moisture_meter then moisture_meter = player.gui.top.add({type = "frame", name = "moisture_meter"}) moisture_meter.style.padding = 3 local label = moisture_meter.add({type = "label", caption = "Moisture Meter:"}) label.style.font = "heading-2" label.style.font_color = {0, 150, 0} local label = moisture_meter.add({type = "label", caption = 0}) label.style.font = "heading-2" label.style.font_color = {175, 175, 175} end moisture_meter.children[2].caption = moisture end local function draw_oasis(surface, left_top, seed) local tiles = {} local size_of_tiles = 0 local entities = {} local size_of_entities = 0 local left_top_x = left_top.x local left_top_y = left_top.y for x = 0, 31, 1 do for y = 0, 31, 1 do local position = {x = left_top_x + x, y = left_top_y + y} local noise = get_noise("oasis", position, seed) if noise >= oasis_start then if noise > water_start or noise > oasis_start + 0.035 and get_noise("cave_ponds", position, seed) > 0.72 then size_of_tiles = size_of_tiles + 1 if noise > 0.85 then tiles[size_of_tiles] = {name = "deepwater", position = position} else tiles[size_of_tiles] = {name = "water", position = position} end if math_random(1, 64) == 1 then size_of_entities = size_of_entities + 1 entities[size_of_entities] = {name = "fish", position = position} end else size_of_tiles = size_of_tiles + 1 tiles[size_of_tiles] = {name = "grass-" .. math_floor(noise * 32) % 3 + 1, position = position} for _, cliff in pairs(surface.find_entities_filtered({type = "cliff", position = position})) do cliff.destroy() end if math_random(1, 12) == 1 and surface.can_place_entity({name = "coal", position = position, amount = 1}) then size_of_entities = size_of_entities + 1 if math_abs(get_noise("n3", position, seed)) > 0.50 then entities[size_of_entities] = {name = trees[math_floor(get_noise("n2", position, seed) * 9) % 6 + 1], position = position} end end end end end end surface.set_tiles(tiles, true) for _, entity in pairs(entities) do if surface.can_place_entity(entity) then surface.create_entity(entity) end end end local function on_chunk_generated(event) local surface = event.surface if surface.name ~= "desert_oasis" then return end local seed = global.desert_oasis_seed local left_top = event.area.left_top for _, entity in pairs(surface.find_entities_filtered({area = event.area, type = "resource"})) do if get_noise("oasis", entity.position, seed) <= oasis_start then entity.destroy() else if game.item_prototypes[entity.name] then surface.create_entity({name = entity.name, position = entity.position, amount = math_random(200, 300) + math.sqrt(entity.position.x ^ 2 + entity.position.y ^ 2) * 0.65}) entity.destroy() end end end for _, entity in pairs(surface.find_entities_filtered({area = event.area, force = "enemy"})) do if get_noise("oasis", entity.position, seed) > -0.25 then entity.destroy() end end local noise = get_noise("oasis", left_top, seed) if noise > oasis_start - 0.35 then draw_oasis(surface, left_top, seed) return end end local function on_init() if game.surfaces["desert_oasis"] then return end local T = Map_info.Pop_info() T.localised_category = "desert_oasis" T.main_caption_color = {r = 170, g = 170, b = 0} T.sub_caption_color = {r = 120, g = 120, b = 0} local map_gen_settings = { water = 0.0, property_expression_names = { temperature = 50, moisture = 0, }, starting_area = 1, terrain_segmentation = 0.1, cliff_settings = {cliff_elevation_interval = 8, cliff_elevation_0 = 8}, autoplace_controls = { ["coal"] = {frequency = 23, size = 0.5, richness = 0.5}, ["stone"] = {frequency = 20, size = 0.5, richness = 0.5}, ["copper-ore"] = {frequency = 25, size = 0.5, richness = 0.5}, ["iron-ore"] = {frequency = 35, size = 0.5, richness = 0.5}, ["uranium-ore"] = {frequency = 20, size = 0.5, richness = 0.5}, ["crude-oil"] = {frequency = 80, size = 0.55, richness = 1}, ["trees"] = {frequency = 0.75, size = 0.75, richness = 0.1}, ["enemy-base"] = {frequency = 15, size = 1, richness = 1}, }, } global.desert_oasis_seed = 0 local noise local seed = 0 local position = {x = 0, y = 0} for _ = 1, 1024 ^ 2, 1 do seed = math_random(1, 999999999) noise = get_noise("oasis", position, seed) if noise > water_start + 0.02 then global.desert_oasis_seed = seed break end end game.create_surface("desert_oasis", map_gen_settings) local surface = game.surfaces["desert_oasis"] surface.request_to_generate_chunks({0,0}, 5) surface.force_generate_chunk_requests() local force = game.forces.player force.research_queue_enabled = true force.technologies["landfill"].enabled = false force.technologies["cliff-explosives"].enabled = false end local type_whitelist = { ["artillery-wagon"] = true, ["car"] = true, ["cargo-wagon"] = true, ["construction-robot"] = true, ["entity-ghost"] = true, ["fluid-wagon"] = true, ["heat-pipe"] = true, ["locomotive"] = true, ["logistic-robot"] = true, ["rail-chain-signal"] = true, ["rail-signal"] = true, ["straight-rail"] = true, ["train-stop"] = true, } local function deny_building(event) local entity = event.created_entity if not entity.valid then return end if type_whitelist[event.created_entity.type] then return end if save_tiles[entity.surface.get_tile(entity.position).name] then return end if event.player_index then game.players[event.player_index].insert({name = entity.name, count = 1}) else local inventory = event.robot.get_inventory(defines.inventory.robot_cargo) inventory.insert({name = entity.name, count = 1}) end event.created_entity.surface.create_entity({ name = "flying-text", position = entity.position, text = "Can not be built in the sands!", color = {r=0.98, g=0.66, b=0.22} }) entity.destroy() end local function on_built_entity(event) deny_building(event) end local function on_robot_built_entity(event) deny_building(event) end local function deny_tile_building(surface, inventory, tiles, tile) for _, t in pairs(tiles) do if not save_tiles[t.old_tile.name] then surface.set_tiles({{name = t.old_tile.name, position = t.position}}, true) if game.item_prototypes[tile.name] then inventory.insert({name = tile.name, count = 1}) else if tile_to_item[tile.name] then inventory.insert({name = tile_to_item[tile.name], count = 1}) else inventory.insert({name = "stone-brick", count = 1}) end end end end end local function on_player_built_tile(event) local player = game.players[event.player_index] deny_tile_building(player.surface, player, event.tiles, event.tile) end local function on_robot_built_tile(event) deny_tile_building(event.robot.surface, event.robot.get_inventory(defines.inventory.robot_cargo), event.tiles, event.tile) end local function on_player_joined_game(event) local player = game.players[event.player_index] if player.online_time == 0 then player.insert({name = "raw-fish", count = 3}) player.insert({name = "grenade", count = 1}) player.insert({name = "computer", count = 1}) player.insert({name = "iron-plate", count = 16}) player.insert({name = "iron-gear-wheel", count = 8}) player.insert({name = "stone", count = 5}) player.insert({name = "pistol", count = 1}) player.insert({name = "repair-pack", count = 2}) player.insert({name = "firearm-magazine", count = 8}) player.insert({name = "water-barrel", count = 1}) player.teleport(game.surfaces["desert_oasis"].find_non_colliding_position("character", {64, 64}, 50, 0.5), "desert_oasis") end end local function on_player_changed_position(event) if math_random(1, 4) ~= 1 then return end local player = game.players[event.player_index] local moisture = get_moisture(player.position) moisture_meter(player, moisture) if not player.character then return end if not player.character.valid then return end if player.vehicle then return end if save_tiles[player.surface.get_tile(player.position).name] then return end if math_random(1, 64) == 1 then player.surface.create_entity({name = "fire-flame", position = player.position}) end player.character.health = player.character.health - (sand_damage - moisture) * 0.60 if player.character.health == 0 then player.character.die() end end local Event = require 'utils.event' Event.on_init(on_init) Event.add(defines.events.on_robot_built_tile, on_robot_built_tile) Event.add(defines.events.on_player_built_tile, on_player_built_tile) Event.add(defines.events.on_robot_built_entity, on_robot_built_entity) Event.add(defines.events.on_built_entity, on_built_entity) Event.add(defines.events.on_player_joined_game, on_player_joined_game) Event.add(defines.events.on_player_changed_position, on_player_changed_position) Event.add(defines.events.on_chunk_generated, on_chunk_generated)