--luacheck: ignore -- forest maze from mewmew require 'modules.satellite_score' require 'modules.biter_pets' require 'modules.no_deconstruction_of_neutral_entities' require 'modules.spawners_contain_biters' local event = require 'utils.event' local map_functions = require 'tools.map_functions' local simplex_noise = require 'utils.simplex_noise'.d2 local math_random = math.random local labyrinth_cell_size = 16 --valid values are 2, 4, 8, 16, 32 local lake_noise_value = -0.55 local modifiers = { {x = 0, y = -1}, {x = -1, y = 0}, {x = 1, y = 0}, {x = 0, y = 1} } local modifiers_diagonal = { {diagonal = {x = -1, y = 1}, connection_1 = {x = -1, y = 0}, connection_2 = {x = 0, y = 1}}, {diagonal = {x = 1, y = -1}, connection_1 = {x = 1, y = 0}, connection_2 = {x = 0, y = -1}}, {diagonal = {x = 1, y = 1}, connection_1 = {x = 1, y = 0}, connection_2 = {x = 0, y = 1}}, {diagonal = {x = -1, y = -1}, connection_1 = {x = -1, y = 0}, connection_2 = {x = 0, y = -1}} } 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 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 wrecks = {'big-ship-wreck-1', 'big-ship-wreck-2', 'big-ship-wreck-3'} local function create_shipwreck(surface, position) local raffle = {} local loot = { {{name = 'iron-gear-wheel', count = math_random(80, 100)}, weight = 3, evolution_min = 0.0, evolution_max = 0.3}, {{name = 'copper-cable', count = math_random(100, 200)}, weight = 3, evolution_min = 0.0, evolution_max = 0.3}, {{name = 'engine-unit', count = math_random(16, 32)}, weight = 2, evolution_min = 0.1, evolution_max = 0.5}, {{name = 'electric-engine-unit', count = math_random(16, 32)}, weight = 2, evolution_min = 0.4, evolution_max = 0.8}, {{name = 'battery', count = math_random(40, 80)}, weight = 2, evolution_min = 0.3, evolution_max = 0.8}, {{name = 'advanced-circuit', count = math_random(40, 80)}, weight = 3, evolution_min = 0.4, evolution_max = 1}, {{name = 'electronic-circuit', count = math_random(100, 200)}, weight = 3, evolution_min = 0.0, evolution_max = 0.4}, {{name = 'processing-unit', count = math_random(30, 60)}, weight = 3, evolution_min = 0.7, evolution_max = 1}, {{name = 'explosives', count = math_random(25, 50)}, weight = 1, evolution_min = 0.2, evolution_max = 0.6}, {{name = 'lubricant-barrel', count = math_random(4, 10)}, weight = 1, evolution_min = 0.3, evolution_max = 0.5}, {{name = 'rocket-fuel', count = math_random(4, 10)}, weight = 2, evolution_min = 0.3, evolution_max = 0.7}, {{name = 'steel-plate', count = math_random(50, 100)}, weight = 2, evolution_min = 0.1, evolution_max = 0.3}, {{name = 'nuclear-fuel', count = 1}, weight = 2, evolution_min = 0.7, evolution_max = 1}, {{name = 'burner-inserter', count = math_random(4, 8)}, weight = 3, evolution_min = 0.0, evolution_max = 0.1}, {{name = 'inserter', count = math_random(4, 8)}, weight = 3, evolution_min = 0.0, evolution_max = 0.4}, {{name = 'long-handed-inserter', count = math_random(4, 8)}, weight = 3, evolution_min = 0.0, evolution_max = 0.4}, {{name = 'fast-inserter', count = math_random(4, 8)}, weight = 3, evolution_min = 0.1, evolution_max = 1}, {{name = 'filter-inserter', count = math_random(4, 8)}, weight = 1, evolution_min = 0.2, evolution_max = 1}, {{name = 'stack-filter-inserter', count = math_random(2, 4)}, weight = 1, evolution_min = 0.4, evolution_max = 1}, {{name = 'stack-inserter', count = math_random(2, 4)}, weight = 3, evolution_min = 0.3, evolution_max = 1}, {{name = 'small-electric-pole', count = math_random(8, 16)}, weight = 3, evolution_min = 0.0, evolution_max = 0.3}, {{name = 'medium-electric-pole', count = math_random(4, 8)}, weight = 3, evolution_min = 0.2, evolution_max = 1}, {{name = 'wooden-chest', count = math_random(16, 24)}, weight = 3, evolution_min = 0.0, evolution_max = 0.2}, {{name = 'iron-chest', count = math_random(4, 8)}, weight = 3, evolution_min = 0.1, evolution_max = 0.4}, {{name = 'steel-chest', count = math_random(4, 8)}, weight = 3, evolution_min = 0.3, evolution_max = 1}, {{name = 'small-lamp', count = math_random(8, 16)}, weight = 3, evolution_min = 0.1, evolution_max = 0.3}, {{name = 'rail', count = math_random(50, 75)}, weight = 3, evolution_min = 0.1, evolution_max = 0.6}, {{name = 'assembling-machine-1', count = math_random(1, 2)}, weight = 3, evolution_min = 0.0, evolution_max = 0.3}, {{name = 'assembling-machine-2', count = math_random(1, 2)}, weight = 3, evolution_min = 0.2, evolution_max = 0.8}, {{name = 'offshore-pump', count = 1}, weight = 2, evolution_min = 0.0, evolution_max = 0.1}, {{name = 'heat-pipe', count = math_random(8, 12)}, weight = 2, evolution_min = 0.5, evolution_max = 1}, {{name = 'arithmetic-combinator', count = math_random(8, 16)}, weight = 1, evolution_min = 0.1, evolution_max = 1}, {{name = 'constant-combinator', count = math_random(8, 16)}, weight = 1, evolution_min = 0.1, evolution_max = 1}, {{name = 'decider-combinator', count = math_random(8, 16)}, weight = 1, evolution_min = 0.1, evolution_max = 1}, {{name = 'power-switch', count = math_random(2, 4)}, weight = 1, evolution_min = 0.1, evolution_max = 1}, {{name = 'programmable-speaker', count = math_random(2, 4)}, weight = 1, evolution_min = 0.1, evolution_max = 1}, {{name = 'green-wire', count = math_random(50, 100)}, weight = 1, evolution_min = 0.1, evolution_max = 1}, {{name = 'red-wire', count = math_random(50, 100)}, weight = 1, evolution_min = 0.1, evolution_max = 1}, {{name = 'burner-mining-drill', count = math_random(2, 4)}, weight = 3, evolution_min = 0.0, evolution_max = 0.2}, {{name = 'electric-mining-drill', count = math_random(2, 4)}, weight = 3, evolution_min = 0.2, evolution_max = 0.6}, {{name = 'express-transport-belt', count = math_random(25, 75)}, weight = 3, evolution_min = 0.5, evolution_max = 1}, {{name = 'express-underground-belt', count = math_random(4, 8)}, weight = 3, evolution_min = 0.5, evolution_max = 1}, {{name = 'express-splitter', count = math_random(2, 4)}, weight = 3, evolution_min = 0.5, evolution_max = 1}, {{name = 'fast-transport-belt', count = math_random(25, 75)}, weight = 3, evolution_min = 0.2, evolution_max = 0.7}, {{name = 'fast-underground-belt', count = math_random(4, 8)}, weight = 3, evolution_min = 0.2, evolution_max = 0.7}, {{name = 'fast-splitter', count = math_random(2, 4)}, weight = 3, evolution_min = 0.2, evolution_max = 0.3}, {{name = 'transport-belt', count = math_random(25, 75)}, weight = 3, evolution_min = 0, evolution_max = 0.3}, {{name = 'underground-belt', count = math_random(4, 8)}, weight = 3, evolution_min = 0, evolution_max = 0.3}, {{name = 'splitter', count = math_random(2, 4)}, weight = 3, evolution_min = 0, evolution_max = 0.3}, {{name = 'pipe', count = math_random(40, 50)}, weight = 3, evolution_min = 0.0, evolution_max = 0.3}, {{name = 'pipe-to-ground', count = math_random(8, 16)}, weight = 1, evolution_min = 0.2, evolution_max = 0.5}, {{name = 'pump', count = math_random(1, 4)}, weight = 1, evolution_min = 0.3, evolution_max = 0.8}, {{name = 'rail-signal', count = math_random(8, 16)}, weight = 2, evolution_min = 0.2, evolution_max = 0.8}, {{name = 'rail-chain-signal', count = math_random(8, 16)}, weight = 2, evolution_min = 0.2, evolution_max = 0.8}, {{name = 'stone-wall', count = math_random(25, 75)}, weight = 1, evolution_min = 0.1, evolution_max = 0.5}, {{name = 'gate', count = math_random(4, 8)}, weight = 1, evolution_min = 0.1, evolution_max = 0.5}, {{name = 'train-stop', count = math_random(1, 2)}, weight = 1, evolution_min = 0.2, evolution_max = 0.7}, {{name = 'express-loader', count = math_random(1, 2)}, weight = 1, evolution_min = 0.5, evolution_max = 1}, {{name = 'fast-loader', count = math_random(1, 2)}, weight = 1, evolution_min = 0.2, evolution_max = 0.7}, {{name = 'loader', count = math_random(1, 2)}, weight = 1, evolution_min = 0.0, evolution_max = 0.5} } local distance_to_center = math.sqrt(position.x ^ 2 + position.y ^ 2) if distance_to_center < 1 then distance_to_center = 0.1 else distance_to_center = distance_to_center / 4000 end if distance_to_center > 1 then distance_to_center = 1 end for _, t in pairs(loot) do for x = 1, t.weight, 1 do if t.evolution_min <= distance_to_center and t.evolution_max >= distance_to_center then table.insert(raffle, t[1]) end end end local e = surface.create_entity {name = wrecks[math_random(1, #wrecks)], position = position, force = 'player'} for x = 1, math_random(2, 3), 1 do local loot = raffle[math_random(1, #raffle)] e.insert(loot) end 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 * 0.002, pos.y * 0.002, seed) local noise = noise[1] return noise end end local function set_cell_tiles(surface, cell_left_top, tile_name) for x = 0.5, labyrinth_cell_size, 1 do for y = 0.5, labyrinth_cell_size, 1 do local pos = {x = cell_left_top.x + x, y = cell_left_top.y + y} surface.set_tiles({{name = tile_name, position = pos}}, true) end end end local function labyrinth_wall(surface, cell_left_top) local noise = get_noise(1, cell_left_top) if noise < lake_noise_value then return end local tile_name = 'grass-2' if noise > 0.6 then tile_name = 'dirt-6' set_cell_tiles(surface, cell_left_top, tile_name) for x = 0.5, labyrinth_cell_size, 1 do for y = 0.5, labyrinth_cell_size, 1 do local pos = {x = cell_left_top.x + x, y = cell_left_top.y + y} if math_random(1, 3) ~= 1 then surface.create_entity({name = 'dead-tree-desert', position = pos}) else surface.create_entity({name = rock_raffle[math_random(1, #rock_raffle)], position = pos}) end end end return end set_cell_tiles(surface, cell_left_top, tile_name) for x = 0.5, labyrinth_cell_size, 1 do for y = 0.5, labyrinth_cell_size, 1 do local pos = {x = cell_left_top.x + x, y = cell_left_top.y + y} if math_random(1, 3) ~= 1 then surface.create_entity({name = 'tree-04', position = pos}) else if math_random(1, 3) == 1 then surface.create_entity({name = rock_raffle[math_random(1, #rock_raffle)], position = pos}) end end end end end local function labyrinth_path(surface, cell_left_top) local noise = get_noise(1, cell_left_top) if noise < lake_noise_value then return end local tile_name = 'grass-1' if noise > 0.6 then tile_name = 'dirt-7' end set_cell_tiles(surface, cell_left_top, tile_name) end local function draw_oceans(surface, cell_left_top) if get_noise(1, cell_left_top) >= lake_noise_value then return end set_cell_tiles(surface, cell_left_top, 'deepwater') for x = 0.5, labyrinth_cell_size, 1 do for y = 0.5, labyrinth_cell_size, 1 do local pos = {x = cell_left_top.x + x, y = cell_left_top.y + y} if math_random(1, 256) == 1 then surface.create_entity({name = 'fish', position = pos}) end end end end local function get_path_connections_count(cell_pos) local connections = 0 for _, m in pairs(modifiers) do if global.labyrinth_cells[tostring(cell_pos.x + m.x) .. '_' .. tostring(cell_pos.y + m.y)] then connections = connections + 1 end end return connections end local function process_labyrinth_cell(pos) local cell_position = {x = pos.x / labyrinth_cell_size, y = pos.y / labyrinth_cell_size} global.labyrinth_cells[tostring(cell_position.x) .. '_' .. tostring(cell_position.y)] = false for _, modifier in pairs(modifiers_diagonal) do if global.labyrinth_cells[tostring(cell_position.x + modifier.diagonal.x) .. '_' .. tostring(cell_position.y + modifier.diagonal.y)] then local connection_1 = global.labyrinth_cells[tostring(cell_position.x + modifier.connection_1.x) .. '_' .. tostring(cell_position.y + modifier.connection_1.y)] local connection_2 = global.labyrinth_cells[tostring(cell_position.x + modifier.connection_2.x) .. '_' .. tostring(cell_position.y + modifier.connection_2.y)] if not connection_1 and not connection_2 then return false end end end for _, m in pairs(modifiers) do if get_path_connections_count({x = cell_position.x + m.x, y = cell_position.y + m.y}) >= math_random(2, 3) then return false end end if get_path_connections_count(cell_position) >= math_random(2, 3) then return false end global.labyrinth_cells[tostring(cell_position.x) .. '_' .. tostring(cell_position.y)] = true return true end local function labyrinth(event) local positions = {} for x = 0, 32 - labyrinth_cell_size, labyrinth_cell_size do for y = 0, 32 - labyrinth_cell_size, labyrinth_cell_size do positions[#positions + 1] = {x = event.area.left_top.x + x, y = event.area.left_top.y + y} end end positions = shuffle(positions) for _, pos in pairs(positions) do draw_oceans(event.surface, pos) if process_labyrinth_cell(pos) then labyrinth_path(event.surface, pos) else labyrinth_wall(event.surface, pos) end end end local function on_chunk_generated(event) local surface = game.surfaces['forest_maze'] if event.surface.name ~= surface.name then return end local left_top = event.area.left_top local area = { left_top = {x = left_top.x, y = left_top.y}, right_bottom = {x = left_top.x + 31, y = left_top.y + 31} } surface.destroy_decoratives({area = area}) local entities = surface.find_entities(area) for _, e in pairs(entities) do if e.valid then if e.name ~= 'character' then e.destroy() end end end labyrinth(event) 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 = left_top.x / 32, y = left_top.y / 32}}) end local function draw_secret_area(surface, position) local positions = {} for x = 0, labyrinth_cell_size - 1, 1 do for y = 0, labyrinth_cell_size - 1, 1 do positions[#positions + 1] = {x = position.x + x, y = position.y + y} end end positions = shuffle(positions) local wrecks_to_place = math_random(1, math.ceil(labyrinth_cell_size * 0.33)) for i = 1, #positions, 1 do if surface.can_place_entity({name = 'big-ship-wreck-1', position = positions[i]}) then create_shipwreck(surface, positions[i]) wrecks_to_place = wrecks_to_place - 1 if wrecks_to_place <= 0 then break end end end end local ore_chance_weights = { {'iron-ore', 25}, {'copper-ore', 18}, {'coal', 14}, {'stone', 10}, {'crude-oil', 5}, {'uranium-ore', 3} } local ore_raffle = {} for _, t in pairs(ore_chance_weights) do for x = 1, t[2], 1 do table.insert(ore_raffle, t[1]) end end local function draw_ores(surface, position) local ore = ore_raffle[math_random(1, #ore_raffle)] for x = 0, labyrinth_cell_size - 1, 1 do for y = 0, labyrinth_cell_size - 1, 1 do local pos = {x = position.x + x, y = position.y + y} local amount = 250 + math.sqrt(pos.x ^ 2 + pos.y ^ 2) * 0.5 if ore == 'crude-oil' then if math_random(1, 32) == 1 and surface.can_place_entity({name = ore, position = pos, amount = amount * 200}) then surface.create_entity({name = ore, position = pos, amount = amount * 200}) end else surface.create_entity({name = ore, position = pos, amount = amount}) end end end end local function draw_water(surface, position) map_functions.draw_noise_tile_circle( {x = position.x + labyrinth_cell_size * 0.5, y = position.y + labyrinth_cell_size * 0.5}, 'water', surface, math.floor(labyrinth_cell_size * 0.3) ) for _, tile in pairs(surface.find_tiles_filtered({name = 'water', area = {{position.x, position.y}, {position.x + labyrinth_cell_size, position.y + labyrinth_cell_size}}})) do if math_random(1, 12) == 1 then surface.create_entity({name = 'fish', position = tile.position}) end end end local enemy_chances = { {'biter-spawner', 20}, {'spitter-spawner', 8}, {'small-worm-turret', 5}, {'medium-worm-turret', 4}, {'big-worm-turret', 3}, {'behemoth-worm-turret', 1} } local enemy_raffle = {} for _, t in pairs(enemy_chances) do for x = 1, t[2], 1 do table.insert(enemy_raffle, t[1]) end end local function draw_enemies(surface, position) local positions = {} for x = 0, labyrinth_cell_size - 1, 1 do for y = 0, labyrinth_cell_size - 1, 1 do positions[#positions + 1] = {x = position.x + x, y = position.y + y} end end positions = shuffle(positions) for i = 1, labyrinth_cell_size, 1 do local enemy = enemy_raffle[math_random(1, #enemy_raffle)] if surface.can_place_entity({name = enemy, position = positions[i]}) then surface.create_entity({name = enemy, position = positions[i], force = 'enemy'}) end end end local function draw_rocks(surface, position) local r = math_random(0, 100) if r < 50 then surface.create_entity( {name = rock_raffle[math_random(1, #rock_raffle)], position = {x = position.x + labyrinth_cell_size * 0.5, y = position.y + labyrinth_cell_size * 0.5}} ) return end if r <= 100 then surface.create_entity( {name = rock_raffle[math_random(1, #rock_raffle)], position = {x = position.x + labyrinth_cell_size * 0.5, y = position.y + labyrinth_cell_size * 0.25}} ) surface.create_entity( {name = rock_raffle[math_random(1, #rock_raffle)], position = {x = position.x + labyrinth_cell_size * 0.75, y = position.y + labyrinth_cell_size * 0.75}} ) surface.create_entity( {name = rock_raffle[math_random(1, #rock_raffle)], position = {x = position.x + labyrinth_cell_size * 0.25, y = position.y + labyrinth_cell_size * 0.75}} ) return end end local function process_chunk_charted_cell(surface, pos) local cell_position = {x = pos.x / labyrinth_cell_size, y = pos.y / labyrinth_cell_size} if not global.labyrinth_cells[tostring(cell_position.x) .. '_' .. tostring(cell_position.y)] then return end local noise = get_noise(1, pos) if noise < lake_noise_value then return end --RETURN IF IT IS WATER LAKE local connection_count = get_path_connections_count(cell_position) if connection_count == 0 then draw_secret_area(surface, pos) end if connection_count == 1 then if math_random(1, 2) == 1 then draw_ores(surface, pos) else local distance_to_center = math.sqrt(pos.x ^ 2 + pos.y ^ 2) if distance_to_center > 196 then if math_random(1, 3) == 1 then draw_water(surface, pos) else draw_enemies(surface, pos) end else if math_random(1, 3) == 1 then draw_water(surface, pos) end end end end if connection_count == 3 then if math_random(1, 2) == 1 then draw_rocks(surface, pos) end end end local function on_chunk_charted(event) local surface = game.surfaces[event.surface_index] if game.tick < 300 then return end if not global.chunks_charted then game.forces.player.clear_chart(surface) global.chunks_charted = {} end local left_top = {x = event.position.x * 32, y = event.position.y * 32} if global.chunks_charted[tostring(left_top.x) .. '_' .. tostring(left_top.y)] then return end global.chunks_charted[tostring(left_top.x) .. '_' .. tostring(left_top.y)] = true for x = 0, 32 - labyrinth_cell_size, labyrinth_cell_size do for y = 0, 32 - labyrinth_cell_size, labyrinth_cell_size do local pos = {x = left_top.x + x, y = left_top.y + y} process_chunk_charted_cell(surface, pos) end end end local function on_player_joined_game(event) local player = game.players[event.player_index] if not global.map_init_done then local map_gen_settings = {} map_gen_settings.water = 'none' map_gen_settings.cliff_settings = {cliff_elevation_interval = 20, cliff_elevation_0 = 20} 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'}, ['uranium-ore'] = {frequency = 'none', size = 'none', richness = 'none'}, ['iron-ore'] = {frequency = 'none', size = 'none', richness = 'none'}, ['crude-oil'] = {frequency = 'none', size = 'none', richness = 'none'}, ['trees'] = {frequency = 'none', size = 'none', richness = 'none'}, ['enemy-base'] = {frequency = 'none', size = 'none', richness = 'none'} } game.map_settings.pollution.ageing = 0 game.map_settings.pollution.pollution_restored_per_tree_damage = 0 game.create_surface('forest_maze', map_gen_settings) game.forces['player'].set_spawn_position({0, 0}, game.surfaces['forest_maze']) local surface = game.surfaces['forest_maze'] surface.daytime = 1 surface.freeze_daytime = 1 --local radius = 512 --game.forces.player.chart(surface, {{x = -1 * radius, y = -1 * radius}, {x = radius, y = radius}}) global.map_init_done = true end local surface = game.surfaces['forest_maze'] 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), 'forest_maze') else if player.online_time < 5 then player.teleport({0, 0}, 'forest_maze') end end if player.online_time < 10 then player.insert {name = 'iron-gear-wheel', count = 8} player.insert {name = 'iron-plate', count = 16} --player.insert {name = 'grenade', count = 160} end end --TREE BURNING NERF local function on_entity_died(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 local function on_init() global.labyrinth_cells = {} end event.on_init(on_init) event.add(defines.events.on_entity_died, on_entity_died) 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_player_joined_game, on_player_joined_game)