--deep jungle-- mewmew made this -- require 'modules.no_deconstruction_of_neutral_entities' require 'modules.spawners_contain_biters' require 'modules.biters_yield_coins' require 'modules.rocks_yield_coins' require 'modules.flashlight_toggle_button' local map_functions = require 'tools.map_functions' local simplex_noise = require 'utils.simplex_noise' simplex_noise = simplex_noise.d2 local event = require 'utils.event' local math_random = math.random 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 secret_shop(pos, surface) local secret_market_items = { {price = {{'coin', math_random(300, 600)}}, offer = {type = 'give-item', item = 'combat-shotgun'}}, {price = {{'coin', math_random(200, 400)}}, offer = {type = 'give-item', item = 'rocket-launcher'}}, {price = {{'coin', math_random(5, 10)}}, offer = {type = 'give-item', item = 'piercing-rounds-magazine'}}, --{price = {{"coin", math_random(150,250)}}, offer = {type = 'give-item', item = 'uranium-rounds-magazine'}}, {price = {{'coin', math_random(15, 30)}}, offer = {type = 'give-item', item = 'piercing-shotgun-shell'}}, {price = {{'coin', math_random(10, 20)}}, offer = {type = 'give-item', item = 'rocket'}}, {price = {{'coin', math_random(20, 30)}}, offer = {type = 'give-item', item = 'explosive-rocket'}}, {price = {{'coin', math_random(30, 60)}}, offer = {type = 'give-item', item = 'cluster-grenade'}}, {price = {{'coin', math_random(8, 16)}}, offer = {type = 'give-item', item = 'land-mine'}}, {price = {{'coin', math_random(200, 300)}}, offer = {type = 'give-item', item = 'heavy-armor'}}, {price = {{'coin', math_random(400, 800)}}, offer = {type = 'give-item', item = 'modular-armor'}}, {price = {{'coin', math_random(1000, 2000)}}, offer = {type = 'give-item', item = 'power-armor'}}, {price = {{'coin', math_random(2500, 5000)}}, offer = {type = 'give-item', item = 'fusion-reactor-equipment'}}, {price = {{'coin', math_random(200, 400)}}, offer = {type = 'give-item', item = 'battery-equipment'}}, {price = {{'coin', math_random(150, 250)}}, offer = {type = 'give-item', item = 'belt-immunity-equipment'}}, {price = {{'coin', math_random(100, 200)}}, offer = {type = 'give-item', item = 'night-vision-equipment'}}, {price = {{'coin', math_random(400, 800)}}, offer = {type = 'give-item', item = 'exoskeleton-equipment'}}, {price = {{'coin', math_random(200, 300)}}, offer = {type = 'give-item', item = 'personal-roboport-equipment'}}, {price = {{'coin', math_random(25, 50)}}, offer = {type = 'give-item', item = 'construction-robot'}}, -- {price = {{"coin", math_random(10000,20000)}}, offer = {type = 'give-item', item = 'energy-shield-equipment'}}, -- {price = {{"coin", math_random(5000,15000)}}, offer = {type = 'give-item', item = 'personal-laser-defense-equipment'}}, {price = {{'coin', math_random(100, 300)}}, offer = {type = 'give-item', item = 'loader'}}, {price = {{'coin', math_random(200, 400)}}, offer = {type = 'give-item', item = 'fast-loader'}}, {price = {{'coin', math_random(300, 500)}}, offer = {type = 'give-item', item = 'express-loader'}}, {price = {{'coin', math_random(150, 300)}}, offer = {type = 'give-item', item = 'locomotive'}}, {price = {{'coin', math_random(100, 200)}}, offer = {type = 'give-item', item = 'cargo-wagon'}}, {price = {{'coin', math_random(5, 15)}}, offer = {type = 'give-item', item = 'grenade'}}, {price = {{'coin', math_random(80, 160)}}, offer = {type = 'give-item', item = 'cliff-explosives'}}, {price = {{'coin', math_random(10, 20)}}, offer = {type = 'give-item', item = 'explosives', count = 50}}, {price = {{'coin', math_random(4, 8)}}, offer = {type = 'give-item', item = 'rail', count = 4}}, {price = {{'coin', math_random(20, 30)}}, offer = {type = 'give-item', item = 'train-stop'}}, {price = {{'coin', math_random(4, 12)}}, offer = {type = 'give-item', item = 'small-lamp'}}, {price = {{'coin', math_random(1, 4)}}, offer = {type = 'give-item', item = 'firearm-magazine'}}, {price = {{'coin', math_random(60, 150)}}, offer = {type = 'give-item', item = 'car', count = 1}}, {price = {{'coin', math_random(75, 150)}}, offer = {type = 'give-item', item = 'gun-turret', count = 1}}, {price = {{'coin', math_random(500, 750)}}, offer = {type = 'give-item', item = 'laser-turret', count = 1}}, {price = {{'coin', math_random(1000, 2000)}}, offer = {type = 'give-item', item = 'artillery-turret', count = 1}}, {price = {{'coin', math_random(100, 200)}}, offer = {type = 'give-item', item = 'artillery-shell', count = 1}}, {price = {{'coin', math_random(50, 150)}}, offer = {type = 'give-item', item = 'artillery-targeting-remote', count = 1}}, {price = {{'coin', math_random(5, 15)}}, offer = {type = 'give-item', item = 'shotgun-shell', count = 1}}, {price = {{'coin', math_random(8000, 16000)}}, offer = {type = 'give-item', item = 'power-armor-mk2', count = 1}}, {price = {{'coin', math_random(80, 160)}}, offer = {type = 'give-item', item = 'solar-panel-equipment', count = 1}}, {price = {{'coin', math_random(4, 8)}}, offer = {type = 'give-item', item = 'wood', count = 50}}, {price = {{'coin', math_random(4, 8)}}, offer = {type = 'give-item', item = 'iron-ore', count = 50}}, {price = {{'coin', math_random(4, 8)}}, offer = {type = 'give-item', item = 'copper-ore', count = 50}}, {price = {{'coin', math_random(4, 8)}}, offer = {type = 'give-item', item = 'stone', count = 50}}, {price = {{'coin', math_random(4, 8)}}, offer = {type = 'give-item', item = 'coal', count = 50}} --{price = {{"coin", math_random(4,8)}}, offer = {type = 'give-item', item = 'uranium-ore', count = 50}} } secret_market_items = shuffle(secret_market_items) local market = surface.create_entity {name = 'market', position = pos} market.destructible = false for i = 1, math.random(6, 10), 1 do market.add_market_item(secret_market_items[i]) end end local function treasure_chest(position) if not game.surfaces['deep_jungle'].can_place_entity({name = 'steel-chest', position = position, force = 'player'}) then return end treasure_chest_raffle_table = {} treasure_chest_loot_weights = {} table.insert(treasure_chest_loot_weights, {{name = 'landfill', count = math_random(8, 16)}, 16}) table.insert(treasure_chest_loot_weights, {{name = 'iron-gear-wheel', count = math_random(16, 48)}, 8}) table.insert(treasure_chest_loot_weights, {{name = 'coal', count = math_random(16, 48)}, 2}) table.insert(treasure_chest_loot_weights, {{name = 'copper-cable', count = math_random(64, 128)}, 8}) table.insert(treasure_chest_loot_weights, {{name = 'inserter', count = math_random(4, 8)}, 4}) table.insert(treasure_chest_loot_weights, {{name = 'fast-inserter', count = math_random(4, 8)}, 3}) table.insert(treasure_chest_loot_weights, {{name = 'burner-inserter', count = math_random(4, 8)}, 6}) table.insert(treasure_chest_loot_weights, {{name = 'rocket-fuel', count = math_random(1, 5)}, 3}) table.insert(treasure_chest_loot_weights, {{name = 'small-electric-pole', count = math_random(4, 8)}, 7}) table.insert(treasure_chest_loot_weights, {{name = 'firearm-magazine', count = math_random(16, 48)}, 8}) table.insert(treasure_chest_loot_weights, {{name = 'submachine-gun', count = 1}, 4}) table.insert(treasure_chest_loot_weights, {{name = 'grenade', count = math_random(6, 12)}, 5}) table.insert(treasure_chest_loot_weights, {{name = 'land-mine', count = math_random(8, 16)}, 5}) table.insert(treasure_chest_loot_weights, {{name = 'light-armor', count = 1}, 1}) table.insert(treasure_chest_loot_weights, {{name = 'heavy-armor', count = 1}, 2}) table.insert(treasure_chest_loot_weights, {{name = 'pipe', count = math_random(10, 100)}, 6}) table.insert(treasure_chest_loot_weights, {{name = 'explosives', count = math_random(40, 50)}, 6}) table.insert(treasure_chest_loot_weights, {{name = 'shotgun', count = 1}, 3}) table.insert(treasure_chest_loot_weights, {{name = 'shotgun-shell', count = math_random(8, 16)}, 3}) table.insert(treasure_chest_loot_weights, {{name = 'stone-brick', count = math_random(80, 100)}, 4}) table.insert(treasure_chest_loot_weights, {{name = 'small-lamp', count = math_random(2, 4)}, 2}) table.insert(treasure_chest_loot_weights, {{name = 'rail', count = math_random(16, 48)}, 3}) table.insert(treasure_chest_loot_weights, {{name = 'coin', count = math_random(32, 320)}, 1}) table.insert(treasure_chest_loot_weights, {{name = 'assembling-machine-1', count = math_random(1, 3)}, 3}) table.insert(treasure_chest_loot_weights, {{name = 'assembling-machine-2', count = math_random(1, 3)}, 2}) table.insert(treasure_chest_loot_weights, {{name = 'assembling-machine-3', count = math_random(1, 2)}, 1}) for _, t in pairs(treasure_chest_loot_weights) do for x = 1, t[2], 1 do table.insert(treasure_chest_raffle_table, t[1]) end end local e = game.surfaces['deep_jungle'].create_entity {name = 'wooden-chest', position = position, force = 'player'} e.minable = false local i = e.get_inventory(defines.inventory.chest) for x = 1, math_random(3, 7), 1 do local loot = treasure_chest_raffle_table[math_random(1, #treasure_chest_raffle_table)] i.insert(loot) end end local function rare_treasure_chest(position) if not game.surfaces['deep_jungle'].can_place_entity({name = 'steel-chest', position = position, force = 'player'}) then return end local rare_treasure_chest_raffle_table = {} local rare_treasure_chest_loot_weights = {} table.insert(rare_treasure_chest_loot_weights, {{name = 'combat-shotgun', count = 1}, 5}) table.insert(rare_treasure_chest_loot_weights, {{name = 'piercing-shotgun-shell', count = math_random(8, 16)}, 5}) table.insert(rare_treasure_chest_loot_weights, {{name = 'rocket-launcher', count = 1}, 5}) table.insert(rare_treasure_chest_loot_weights, {{name = 'rocket', count = math_random(4, 8)}, 5}) table.insert(rare_treasure_chest_loot_weights, {{name = 'explosive-rocket', count = math_random(4, 8)}, 5}) table.insert(rare_treasure_chest_loot_weights, {{name = 'modular-armor', count = 1}, 3}) table.insert(rare_treasure_chest_loot_weights, {{name = 'piercing-rounds-magazine', count = math_random(32, 64)}, 3}) table.insert(rare_treasure_chest_loot_weights, {{name = 'defender-capsule', count = math_random(4, 8)}, 5}) table.insert(rare_treasure_chest_loot_weights, {{name = 'distractor-capsule', count = math_random(3, 5)}, 4}) table.insert(rare_treasure_chest_loot_weights, {{name = 'destroyer-capsule', count = math_random(2, 3)}, 3}) for _, t in pairs(rare_treasure_chest_loot_weights) do for x = 1, t[2], 1 do table.insert(rare_treasure_chest_raffle_table, t[1]) end end local e = game.surfaces['deep_jungle'].create_entity {name = 'steel-chest', 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 = rare_treasure_chest_raffle_table[math_random(1, #rare_treasure_chest_raffle_table)] i.insert(loot) end end local function get_noise(name, pos) local seed = game.surfaces[1].map_gen_settings.seed local noise_seed_add = 25000 if name == 1 then local noise = {} noise[1] = simplex_noise(pos.x * 0.001, pos.y * 0.001, seed) seed = seed + noise_seed_add noise[2] = simplex_noise(pos.x * 0.01, pos.y * 0.01, seed + noise_seed_add) local noise = noise[1] + noise[2] * 0.1 return noise end if name == 2 then local noise = {} noise[1] = simplex_noise(pos.x * 0.015, pos.y * 0.015, seed) seed = seed + noise_seed_add noise[2] = simplex_noise(pos.x * 0.15, pos.y * 0.15, seed + noise_seed_add) local noise = noise[1] + noise[2] * 0.2 return noise end if name == 3 then local noise = {} noise[1] = simplex_noise(pos.x * 0.025, pos.y * 0.025, seed) seed = seed + noise_seed_add noise[2] = simplex_noise(pos.x * 0.2, pos.y * 0.2, seed + noise_seed_add) local noise = noise[1] + noise[2] * 0.2 return noise end if name == 'greenwater' then local noise = {} noise[1] = simplex_noise(pos.x * 0.003, pos.y * 0.003, seed) seed = seed + noise_seed_add noise[2] = simplex_noise(pos.x * 0.03, pos.y * 0.03, seed + noise_seed_add) local noise = noise[1] + noise[2] * 0.1 return noise end end local rock_raffle = {'sand-rock-big', 'sand-rock-big', 'rock-big', 'rock-big', 'rock-big', 'rock-big', 'rock-huge'} local tree_raffle = {'tree-04', 'tree-07', 'tree-09', 'tree-06', 'tree-04', 'tree-07', 'tree-09', 'tree-04'} local function process_tile(pos) local noise_1 = get_noise(1, pos) if noise_1 > -0.03 and noise_1 < 0.03 then return 'deepwater' end if noise_1 > -0.05 and noise_1 < 0.05 then return 'water' end local noise_greenwater = get_noise('greenwater', pos) if noise_greenwater > -0.035 and noise_greenwater < 0.035 then return 'water-green' end if noise_1 > -0.08 and noise_1 < 0.08 then return false end local noise_2 = get_noise(2, pos) if noise_2 > 0.37 or noise_2 < -0.37 then if math_random(1, 4) == 1 then return false, tree_raffle[math.ceil(math.abs(noise_1 * 8))] end end local noise_3 = get_noise(3, pos) if noise_3 > 0.5 then if math_random(1, 3) == 1 then return false, rock_raffle[math_random(1, #rock_raffle)] end end return false end local function on_chunk_generated(event) local surface = game.surfaces['deep_jungle'] if event.surface.name ~= surface.name then return end local chunk_pos_x = event.area.left_top.x local chunk_pos_y = event.area.left_top.y local tiles = {} local entities_to_place = {} local treasure_chests = {} local rare_treasure_chests = {} local secret_shops = {} local tile_to_insert = false for x = 0, 31, 1 do for y = 0, 31, 1 do local pos = {x = chunk_pos_x + x, y = chunk_pos_y + y} tile_to_insert, entity_to_place = process_tile(pos) if entity_to_place then table.insert(entities_to_place, {name = entity_to_place, position = pos, force = 'player'}) end if tile_to_insert then table.insert(tiles, {name = tile_to_insert, position = pos}) if math_random(1, 40) == 1 and tile_to_insert == 'deepwater' then surface.create_entity({name = 'fish', position = pos}) end end if math_random(1, 1500) == 1 then table.insert(treasure_chests, pos) end if math_random(1, 16000) == 1 then table.insert(rare_treasure_chests, pos) end if math_random(1, 8000) == 1 then table.insert(secret_shops, pos) end end end surface.set_tiles(tiles, true) for _, e in pairs(entities_to_place) do if not surface.get_tile(e.position).collides_with('player-layer') then surface.create_entity(e) end end for _, p in pairs(treasure_chests) do treasure_chest(p) end for _, p in pairs(rare_treasure_chests) do rare_treasure_chest(p) end for _, p in pairs(secret_shops) do if not surface.get_tile(p).collides_with('player-layer') then local area = {{p.x - 128, p.y - 128}, {p.x + 128, p.y + 128}} if surface.count_entities_filtered({name = 'market', area = area}) == 0 then secret_shop(p, surface) end end end end local function on_chunk_charted(event) if not global.chunks_charted then global.chunks_charted = {} end local surface = game.surfaces[event.surface_index] local position = event.position if global.chunks_charted[tostring(position.x) .. tostring(position.y)] then return end global.chunks_charted[tostring(position.x) .. tostring(position.y)] = 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 math_random(1, 14) ~= 1 then return end map_functions.draw_rainbow_patch({x = position.x * 32 + math_random(1, 32), y = position.y * 32 + math_random(1, 32)}, surface, math_random(14, 26), 2000) end local function on_player_joined_game(event) local player = game.players[event.player_index] local surface = game.surfaces['deep_jungle'] 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), 'deep_jungle') else if player.online_time < 5 then player.teleport({0, 0}, 'deep_jungle') end end if player.online_time < 2 then player.insert {name = 'iron-plate', count = 32} end end local function on_entity_died(event) local surface = event.entity.surface if event.entity.type == 'tree' then if math_random(1, 8) == 1 then local p = surface.find_non_colliding_position('small-biter', event.entity.position, 2, 0.5) if p then surface.create_entity {name = 'small-biter', position = event.entity.position} end return end if math_random(1, 16) == 1 then local p = surface.find_non_colliding_position('medium-biter', event.entity.position, 2, 0.5) if p then surface.create_entity {name = 'medium-biter', position = event.entity.position} end return end if math_random(1, 32) == 1 then local p = surface.find_non_colliding_position('big-biter', event.entity.position, 2, 0.5) if p then surface.create_entity {name = 'big-biter', position = event.entity.position} end return end if math_random(1, 512) == 1 then local p = surface.find_non_colliding_position('behemoth-biter', event.entity.position, 2, 0.5) if p then surface.create_entity {name = 'behemoth-biter', position = event.entity.position} end return end end if event.entity.type == 'simple-entity' then if math_random(1, 8) == 1 then surface.create_entity {name = 'small-worm-turret', position = event.entity.position} return end if math_random(1, 16) == 1 then surface.create_entity {name = 'medium-worm-turret', position = event.entity.position} return end if math_random(1, 32) == 1 then surface.create_entity {name = 'big-worm-turret', position = event.entity.position} return end end end local function on_init() local map_gen_settings = {} map_gen_settings.moisture = 0.99 map_gen_settings.water = 'none' map_gen_settings.starting_area = 'normal' map_gen_settings.cliff_settings = {cliff_elevation_interval = 4, cliff_elevation_0 = 0.1} map_gen_settings.autoplace_controls = { ['coal'] = {frequency = 'none', size = 'none', richness = 'none'}, ['stone'] = {frequency = 'none', size = 'none', richness = 'none'}, ['copper-ore'] = {frequency = 'none', size = 'none', richness = 'none'}, ['iron-ore'] = {frequency = 'none', size = 'none', richness = 'none'}, ['crude-oil'] = {frequency = 'very-high', size = 'big', richness = 'normal'}, ['trees'] = {frequency = 'none', size = 'none', richness = 'none'}, ['enemy-base'] = {frequency = 'high', size = 'big', richness = 'good'} } game.create_surface('deep_jungle', map_gen_settings) game.forces['player'].set_spawn_position({0, 0}, game.surfaces['deep_jungle']) end event.on_init(on_init) event.add(defines.events.on_chunk_generated, on_chunk_generated) event.add(defines.events.on_chunk_charted, on_chunk_charted) event.add(defines.events.on_entity_died, on_entity_died) event.add(defines.events.on_player_joined_game, on_player_joined_game) require 'modules.rocks_yield_ore'