--lost desert-- mewmew made this -- local chunk_loader = require "maps.tools.lazy_chunk_loader" local simplex_noise = require 'utils.simplex_noise' simplex_noise = simplex_noise.d2 local event = require 'utils.event' local function shipwreck(position, surface) local wrecks = {"big-ship-wreck-1", "big-ship-wreck-2", "big-ship-wreck-3"} local wreck = wrecks[math.random(1,#wrecks)] local p = game.surfaces[1].find_non_colliding_position(wreck,position, 2,0.5) if not p then return end local wreck_raffle_table = {} local wreck_loot_weights = {} table.insert(wreck_loot_weights, {{name = 'iron-gear-wheel', count = math.random(16,48)},5}) table.insert(wreck_loot_weights, {{name = 'burner-inserter', count = math.random(16,32)},2}) table.insert(wreck_loot_weights, {{name = 'engine-unit', count = math.random(1,16)},3}) table.insert(wreck_loot_weights, {{name = 'rocket-fuel', count = math.random(1,5)},3}) table.insert(wreck_loot_weights, {{name = 'lubricant-barrel', count = math.random(1,10)},3}) table.insert(wreck_loot_weights, {{name = 'crude-oil-barrel', count = math.random(1,10)},3}) table.insert(wreck_loot_weights, {{name = "firearm-magazine", count = math.random(64,128)},8}) table.insert(wreck_loot_weights, {{name = 'grenade', count = math.random(16,32)},5}) table.insert(wreck_loot_weights, {{name = 'land-mine', count = math.random(16,32)},5}) table.insert(wreck_loot_weights, {{name = 'light-armor', count = 1},1}) table.insert(wreck_loot_weights, {{name = 'heavy-armor', count = 1},2}) table.insert(wreck_loot_weights, {{name = 'pipe', count = math.random(10,100)},3}) table.insert(wreck_loot_weights, {{name = 'rail', count = math.random(32,100)},4}) table.insert(wreck_loot_weights, {{name = 'assembling-machine-1', count = math.random(1,4)},2}) table.insert(wreck_loot_weights, {{name = 'assembling-machine-2', count = math.random(1,3)},2}) table.insert(wreck_loot_weights, {{name = 'assembling-machine-3', count = math.random(1,2)},1}) table.insert(wreck_loot_weights, {{name = 'combat-shotgun', count = 1},4}) table.insert(wreck_loot_weights, {{name = 'piercing-shotgun-shell', count = math.random(16,48)},5}) table.insert(wreck_loot_weights, {{name = 'flamethrower', count = 1},4}) table.insert(wreck_loot_weights, {{name = 'rocket-launcher', count = 1},4}) table.insert(wreck_loot_weights, {{name = 'flamethrower-ammo', count = math.random(16,48)},5}) table.insert(wreck_loot_weights, {{name = 'rocket', count = math.random(16,48)},5}) table.insert(wreck_loot_weights, {{name = 'explosive-rocket', count = math.random(16,48)},5}) table.insert(wreck_loot_weights, {{name = 'modular-armor', count = 1},3}) table.insert(wreck_loot_weights, {{name = 'power-armor', count = 1},1}) table.insert(wreck_loot_weights, {{name = 'uranium-rounds-magazine', count = math.random(16,32)},3}) table.insert(wreck_loot_weights, {{name = 'piercing-rounds-magazine', count = math.random(64,128)},5}) table.insert(wreck_loot_weights, {{name = 'railgun', count = 1},3}) table.insert(wreck_loot_weights, {{name = 'railgun-dart', count = math.random(16,48)},4}) table.insert(wreck_loot_weights, {{name = 'exoskeleton-equipment', count = 1},1}) table.insert(wreck_loot_weights, {{name = 'defender-capsule', count = math.random(8,16)},5}) table.insert(wreck_loot_weights, {{name = 'distractor-capsule', count = math.random(4,8)},4}) table.insert(wreck_loot_weights, {{name = 'destroyer-capsule', count = math.random(4,8)},3}) table.insert(wreck_loot_weights, {{name = 'atomic-bomb', count = 1},1}) for _, t in pairs (wreck_loot_weights) do for x = 1, t[2], 1 do table.insert(wreck_raffle_table, t[1]) end end local e = surface.create_entity {name=wreck, position=p, force="player"} e.minable = false local i = e.get_inventory(defines.inventory.chest) for x = 1, math.random(2,3), 1 do local loot = wreck_raffle_table[math.random(1,#wreck_raffle_table)] i.insert(loot) end end 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 create_cluster(name, pos, size, surface, spread, resource_amount) local p = {x = pos.x, y = pos.y} local math_random = math.random for z = 1, size, 1 do for x = 1, 8, 1 do local y = 1 if spread then y = math_random(1, spread) end local modifier_raffle = {{0,y*-1},{y*-1,0},{y,0},{0,y},{y*-1,y*-1},{y,y},{y,y*-1},{y*-1,y}} modifier_raffle = shuffle(modifier_raffle) local m = modifier_raffle[x] local pos = {x = p.x + m[1], y = p.y + m[2]} if resource_amount then surface.create_entity {name=name, position=pos, amount=resource_amount} p = {x = pos.x, y = pos.y} break else if surface.can_place_entity({name=name, position=pos}) then surface.create_entity {name=name, position=pos} p = {x = pos.x, y = pos.y} break end end end end end local function get_noise(name, pos) local seed = game.surfaces[1].map_gen_settings.seed local noise = {} local noise_seed_add = 25000 seed = seed + noise_seed_add if name == 1 then 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) 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] * 0.15 + noise[3] * 0.02 + noise[4] * 0.001 return noise end seed = seed + noise_seed_add seed = seed + noise_seed_add seed = seed + noise_seed_add seed = seed + noise_seed_add if name == "rocks_1" then noise[1] = simplex_noise(pos.x * 0.005, pos.y * 0.005, 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 * 0.1, pos.y * 0.1, seed) local noise = noise[1] + noise[2] * 0.005 + noise[3] * 0.0002 return noise end seed = seed + noise_seed_add seed = seed + noise_seed_add seed = seed + noise_seed_add if name == "deco_1" then noise[1] = simplex_noise(pos.x * 0.01, pos.y * 0.01, seed) local noise = noise[1] return noise end seed = seed + noise_seed_add if name == "deco_2" then noise[1] = simplex_noise(pos.x * 0.01, pos.y * 0.01, seed) local noise = noise[1] return noise end seed = seed + noise_seed_add if name == "dead_trees" then noise[1] = simplex_noise(pos.x * 0.005, pos.y * 0.005, seed) local noise = noise[1] return noise end seed = seed + noise_seed_add end local worm_raffle = {"small-worm-turret", "small-worm-turret", "small-worm-turret", "medium-worm-turret", "medium-worm-turret", "big-worm-turret"} local rock_raffle = {"sand-rock-big","sand-rock-big","rock-big","rock-big","rock-big","rock-big","rock-huge"} local ore_spawn_raffle = {"iron-ore","iron-ore","iron-ore","copper-ore","copper-ore","copper-ore","coal","coal","stone","stone","uranium-ore","crude-oil"} chunk_loader.add(function(chunk_piece) local surface = game.surfaces["lost_desert"] if chunk_piece[2] ~= surface.index then return end local chunk_piece_position = chunk_piece[1] local chunk_pos_x = chunk_piece_position.x local chunk_pos_y = chunk_piece_position.y local area = { left_top = {x = chunk_piece_position.x, y = chunk_piece_position.y}, right_bottom = {x = chunk_piece_position.x + 8, y = chunk_piece_position.y + 8} } local tiles = {} local entities_to_place = { rocks = {}, worms = {}, enemy_buildings = {}, trees = {}, fish = {}, shipwrecks = {} } local decoratives = {} local math_random = math.random local entities = surface.find_entities(area) for _, e in pairs(entities) do if e.type == "tree" or e.force.name == "enemy" then --e.destroy() end end local sands = {"sand-1", "sand-2", "sand-3"} local tile_to_insert = false for x = 0, 7, 1 do for y = 0, 7, 1 do local pos_x = chunk_pos_x + x local pos_y = chunk_pos_y + y local pos = {x = pos_x, y = pos_y} local tile_distance_to_center = pos_x^2 + pos_y^2 tile_to_insert = false local noise_1 = get_noise(1, pos) if tile_distance_to_center > 10000 then if noise_1 <= -0.9 then if math_random(1,250) == 1 then table.insert(entities_to_place.shipwrecks, pos) end end if noise_1 <= -0.85 then if math_random(1,16) == 1 then table.insert(entities_to_place.worms, pos) end if math_random(1,16) == 1 then table.insert(entities_to_place.enemy_buildings, pos) end end end if noise_1 <= -0.4 then tile_to_insert = "sand-2" end if noise_1 > -0.4 then tile_to_insert = "sand-1" end if noise_1 > 0.4 then tile_to_insert = "sand-3" end if noise_1 > 0.72 and noise_1 < 0.8 then if math_random(1,3) == 1 then table.insert(decoratives, {name = "garballo", position = pos, amount = math_random(1,3)}) end end if noise_1 > 0.75 then if math_random(1,5) == 1 then table.insert(entities_to_place.trees, {"tree-05", pos}) end end if noise_1 > 0.8 then tile_to_insert = "water" if math_random(1,32) == 1 then table.insert(entities_to_place.fish, pos) end end if noise_1 > 0.9 then tile_to_insert = "deepwater" end if tile_to_insert ~= "deepwater" and tile_to_insert ~= "water" and noise_1 < 0.7 then if math_random(1,20000) == 1 and noise_1 < 0.65 then local spread = 1 local amount = math_random(400,600) local size = math.ceil(math.sqrt(tile_distance_to_center),0) local ore = ore_spawn_raffle[math_random(1,#ore_spawn_raffle)] if ore == "crude-oil" then spread = 10 amount = 100000 + math_random(tile_distance_to_center,tile_distance_to_center*2) size = math_random(4,16) end create_cluster(ore, pos, size, surface, spread, amount) end local noise_dead_trees = get_noise("dead_trees", pos) local noise_rocks_1 = get_noise("rocks_1", pos) local noise_deco_1 = get_noise("deco_1", pos) local noise_deco_2 = get_noise("deco_2", pos) while true do if noise_dead_trees > 0.5 then if math_random(1,55) == 1 then table.insert(entities_to_place.trees, {"tree-06", pos}) end break end if noise_rocks_1 > 0.5 and noise_dead_trees < -0.4 then if noise_rocks_1 > 0.55 then if math_random(1,6) == 1 then table.insert(entities_to_place.rocks, pos) end end tile_to_insert = "dirt-1" end if noise_deco_1 > 0.75 then if math_random(1,7) == 1 then table.insert(decoratives, {name = "brown-fluff-dry", position = pos, amount = math_random(1,3)}) end break end if noise_deco_1 < -0.75 then if math_random(1,7) == 1 then table.insert(decoratives, {name = "red-desert-bush", position = pos, amount = math_random(1,3)}) end break end if noise_deco_2 > 0.75 then if math_random(1,7) == 1 then table.insert(decoratives, {name = "white-desert-bush", position = pos, amount = math_random(1,3)}) end break end if noise_deco_2 < -0.75 then if math_random(1,7) == 1 then table.insert(decoratives, {name = "brown-asterisk", position = pos, amount = math_random(1,3)}) end break end if tile_to_insert == "sand-1" then if math_random(1,50) == 1 then table.insert(decoratives, {name = "sand-dune-decal", position = pos, amount = 1}) end end break end end if tile_to_insert == false then --table.insert(tiles, {name = "sand-4", position = {pos_x,pos_y}}) tree-06 else table.insert(tiles, {name = tile_to_insert, position = {pos_x,pos_y}}) end end end surface.set_tiles(tiles,true) surface.create_decoratives{check_collision=false, decoratives=decoratives} for _, p in pairs(entities_to_place.shipwrecks) do shipwreck(p, surface) end for _, p in pairs(entities_to_place.enemy_buildings) do if math_random(1,3) == 1 then if surface.can_place_entity({name="spitter-spawner", position=p}) then surface.create_entity {name="spitter-spawner", position=p} end else if surface.can_place_entity({name="biter-spawner", position=p}) then surface.create_entity {name="biter-spawner", position=p} end end end for _, p in pairs(entities_to_place.worms) do local e = worm_raffle[math.random(1,#worm_raffle)] if surface.can_place_entity({name=e, position=p}) then surface.create_entity {name=e, position=p} end end for _, p in pairs(entities_to_place.rocks) do local e = rock_raffle[math.random(1,#rock_raffle)] surface.create_entity {name=e, position=p} end for _, p in pairs(entities_to_place.trees) do if surface.can_place_entity({name=p[1], position=p[2]}) then surface.create_entity {name=p[1], position=p[2]} end end for _, p in pairs(entities_to_place.fish) do surface.create_entity {name="fish",position=p} end return true 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 = "very-low", size = "normal", richness = "normal"}, ["stone"] = {frequency = "very-low", size = "normal", richness = "normal"}, ["copper-ore"] = {frequency = "very-low", size = "normal", richness = "normal"}, ["iron-ore"] = {frequency = "very-low", size = "normal", richness = "normal"}, ["crude-oil"] = {frequency = "very-low", size = "normal", richness = "normal"}, ["trees"] = {frequency = "none", size = "none", richness = "none"}, ["enemy-base"] = {frequency = "very-low", size = "small", richness = "none"}, ["grass"] = {frequency = "none", size = "none", richness = "none"}, ["sand"] = {frequency = "none", size = "none", richness = "none"}, ["desert"] = {frequency = "none", size = "none", richness = "none"}, ["dirt"] = {frequency = "none", size = "none", richness = "none"} } game.map_settings.pollution.pollution_restored_per_tree_damage = 0 game.create_surface("lost_desert", map_gen_settings) game.forces["player"].set_spawn_position({0,0},game.surfaces["lost_desert"]) local surface = game.surfaces["lost_desert"] create_cluster("stone", {x=-30,y=30}, 1500, surface, 1, math.random(400,600)) create_cluster("copper-ore", {x=30,y=30}, 1500, surface, 1, math.random(400,600)) create_cluster("coal", {x=30,y=-30}, 1500, surface, 1, math.random(400,600)) create_cluster("iron-ore", {x=-30,y=-30}, 1500, surface, 1, math.random(400,600)) create_cluster("crude-oil", {x=0,y=0}, 5, surface, 10, math.random(300000,400000)) global.map_init_done = true end local surface = game.surfaces["lost_desert"] if player.online_time < 5 and surface.is_chunk_generated({0,0}) then player.teleport(surface.find_non_colliding_position("player", {0,0}, 2, 1), "lost_desert") else if player.online_time < 5 then player.teleport({0,0}, "lost_desert") end end if player.online_time < 10 then player.insert {name = 'raw-fish', count = 3} player.insert {name = 'iron-axe', count = 1} player.insert {name = 'light-armor', count = 1} end end function cheat_mode() local cheat_mode_enabed = false if cheat_mode_enabed == true then local surface = game.surfaces["lost_desert"] game.player.cheat_mode=true game.players[1].insert({name="power-armor-mk2"}) game.players[1].insert({name="fusion-reactor-equipment", count=4}) game.players[1].insert({name="personal-laser-defense-equipment", count=8}) game.players[1].insert({name="rocket-launcher"}) game.players[1].insert({name="explosive-rocket", count=200}) game.speed = 2 surface.daytime = 1 game.player.force.research_all_technologies() game.forces["enemy"].evolution_factor = 0.2 local chart = 300 local surface = game.surfaces["lost_desert"] game.forces["player"].chart(surface, {lefttop = {x = chart*-1, y = chart*-1}, rightbottom = {x = chart, y = chart}}) end end event.add(defines.events.on_marked_for_deconstruction, on_marked_for_deconstruction) event.add(defines.events.on_player_joined_game, on_player_joined_game)