--junkyard-- mewmew made this -- require "maps.modules.dynamic_landfill" require "maps.modules.satellite_score" require "maps.modules.mineable_wreckage_yields_scrap" require "maps.modules.spawners_contain_biters" require "maps.modules.biters_yield_coins" local unearthing_worm = require "functions.unearthing_worm" local unearthing_biters = require "functions.unearthing_biters" local create_entity_chain = require "functions.create_entity_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 "maps.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 = { ["grass-1"] = "dirt-7", ["grass-2"] = "dirt-6", ["grass-3"] = "dirt-5", ["grass-4"] = "dirt-4" , ["water"] = "water-green", ["deepwater"] = "deepwater-green", ["sand-1"] = "dirt-7", ["sand-2"] = "dirt-6", ["sand-3"] = "dirt-5" } local entity_replacements = { ["tree-01"] = "dead-grey-trunk", ["tree-02"] = "tree-06-brown", ["tree-03"] = "dead-grey-trunk", ["tree-04"] = "dry-hairy-tree", ["tree-05"] = "dead-grey-trunk", ["tree-06"] = "tree-06-brown", ["tree-07"] = "dry-hairy-tree", ["tree-08"] = "dead-grey-trunk", ["tree-09"] = "tree-06-brown", ["tree-02-red"] = "dry-tree", --["tree-06-brown"] = "dirt", ["tree-08-brown"] = "tree-06-brown", ["tree-09-brown"] = "tree-06-brown", ["tree-09-red"] = "tree-06-brown", ["iron-ore"] = "mineable-wreckage", ["copper-ore"] = "mineable-wreckage", ["coal"] = "mineable-wreckage", ["stone"] = "mineable-wreckage" } local wrecks = {"big-ship-wreck-1", "big-ship-wreck-2", "big-ship-wreck-3"} 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 * 0.005, 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 * 0.05, 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] * 0.35 + noise[3] * 0.23 + noise[4] * 0.11 return noise end end 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(2,4)}, 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 = "beacon", count = 1}, weight = 3, evolution_min = 0.7, evolution_max = 1}, --{{name = "boiler", count = math_random(2,4)}, weight = 3, evolution_min = 0.0, evolution_max = 0.3}, --{{name = "steam-engine", count = math_random(1,2)}, weight = 3, evolution_min = 0.0, evolution_max = 0.5}, --{{name = "steam-turbine", count = math_random(1,2)}, weight = 2, evolution_min = 0.5, evolution_max = 1}, --{{name = "nuclear-reactor", count = 1}, weight = 2, evolution_min = 0.5, evolution_max = 1}, --{{name = "centrifuge", count = math_random(1,2)}, weight = 2, evolution_min = 0.5, evolution_max = 1}, {{name = "heat-pipe", count = math_random(8,12)}, weight = 2, evolution_min = 0.5, evolution_max = 1}, --{{name = "heat-exchanger", count = math_random(2,4)}, 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 = "chemical-plant", count = math_random(2,4)}, weight = 3, evolution_min = 0.3, 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 = "pumpjack", count = math_random(1,2)}, weight = 1, evolution_min = 0.3, evolution_max = 0.8}, {{name = "pump", count = math_random(1,4)}, weight = 1, evolution_min = 0.3, evolution_max = 0.8}, --{{name = "steel-furnace", count = math_random(4,8)}, weight = 3, evolution_min = 0.2, evolution_max = 0.7}, --{{name = "stone-furnace", count = math_random(8,16)}, weight = 3, evolution_min = 0.0, evolution_max = 0.1}, --{{name = "radar", count = math_random(1,2)}, weight = 1, evolution_min = 0.1, evolution_max = 0.3}, {{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 = "storage-tank", count = math_random(2,4)}, weight = 3, evolution_min = 0.3, evolution_max = 0.6}, {{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} --{{name = "lab", count = math_random(2,4)}, weight = 2, evolution_min = 0.0, evolution_max = 0.1} } 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 / 5000 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 secret_shop(pos, surface) local secret_market_items = { {price = {{"coin", math_random(30,60)}}, offer = {type = 'give-item', item = 'construction-robot'}}, {price = {{"coin", math_random(100,200)}}, offer = {type = 'give-item', item = 'loader'}}, {price = {{"coin", math_random(200,300)}}, offer = {type = 'give-item', item = 'fast-loader'}}, {price = {{"coin", math_random(300,500)}}, offer = {type = 'give-item', item = 'express-loader'}}, {price = {{"coin", math_random(100,200)}}, offer = {type = 'give-item', item = 'locomotive'}}, {price = {{"coin", math_random(75,150)}}, offer = {type = 'give-item', item = 'cargo-wagon'}}, {price = {{"coin", math_random(2,3)}}, offer = {type = 'give-item', item = 'rail'}}, {price = {{"coin", math_random(4,12)}}, offer = {type = 'give-item', item = 'small-lamp'}}, {price = {{"coin", math_random(80,160)}}, offer = {type = 'give-item', item = 'car'}}, {price = {{"coin", math_random(300,600)}}, offer = {type = 'give-item', item = 'electric-furnace'}}, {price = {{"coin", math_random(80,160)}}, offer = {type = 'give-item', item = 'effectivity-module'}}, {price = {{"coin", math_random(80,160)}}, offer = {type = 'give-item', item = 'productivity-module'}}, {price = {{"coin", math_random(80,160)}}, offer = {type = 'give-item', item = 'speed-module'}}, {price = {{"coin", math_random(5,10)}}, offer = {type = 'give-item', item = 'wood', count = 50}}, {price = {{"coin", math_random(5,10)}}, offer = {type = 'give-item', item = 'iron-ore', count = 50}}, {price = {{"coin", math_random(5,10)}}, offer = {type = 'give-item', item = 'copper-ore', count = 50}}, {price = {{"coin", math_random(5,10)}}, offer = {type = 'give-item', item = 'stone', count = 50}}, {price = {{"coin", math_random(5,10)}}, offer = {type = 'give-item', item = 'coal', count = 50}}, {price = {{"coin", math_random(8,16)}}, offer = {type = 'give-item', item = 'uranium-ore', count = 50}}, {price = {{'wood', math_random(10,12)}}, offer = {type = 'give-item', item = "coin"}}, {price = {{'iron-ore', math_random(10,12)}}, offer = {type = 'give-item', item = "coin"}}, {price = {{'copper-ore', math_random(10,12)}}, offer = {type = 'give-item', item = "coin"}}, {price = {{'stone', math_random(10,12)}}, offer = {type = 'give-item', item = "coin"}}, {price = {{'coal', math_random(10,12)}}, offer = {type = 'give-item', item = "coin"}}, {price = {{'uranium-ore', math_random(8,10)}}, offer = {type = 'give-item', item = "coin"}} } 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, 8), 1 do market.add_market_item(secret_market_items[i]) end end local function place_random_scrap_entity(surface, position) local r = math.random(1, 100) if r < 8 then local buildings = {"nuclear-reactor", "centrifuge", "chemical-plant", "beacon"} local e = surface.create_entity({name = buildings[math.random(1, #buildings)], position = position, force = "player"}) e.operable = false e.active = false if e.name == "nuclear-reactor" then create_entity_chain(surface, {name = "heat-pipe", position = position, force = "player"}, math_random(32,128), 25) end if e.name == "chemical-plant" then create_entity_chain(surface, {name = "pipe", position = position, force = "player"}, math_random(16,32), 25) end return end if r < 40 then local e = surface.create_entity({name = "substation", position = position, force = "player"}) e.operable = false e.active = false return end if r < 60 then local e = surface.create_entity({name = "gun-turret", position = position, force = "enemy"}) e.insert({name = "firearm-magazine", count = math.random(16, 128)}) return end local e = surface.create_entity({name = "storage-tank", position = position, force = "player", direction = math.random(0, 3)}) e.operable = false e.active = false local fluids = {"crude-oil", "lubricant", "heavy-oil", "light-oil", "petroleum-gas", "sulfuric-acid", "water"} e.fluidbox[1] = {name = fluids[math.random(1, #fluids)], amount = math.random(15000, 25000)} create_entity_chain(surface, {name = "pipe", position = position, force = "player"}, math_random(6,8), 1) create_entity_chain(surface, {name = "pipe", position = position, force = "player"}, math_random(6,8), 1) create_entity_chain(surface, {name = "pipe", position = position, force = "player"}, math_random(40,70), 80) end local function process_entity(e) if not e.valid then return end if entity_replacements[e.name] then e.surface.create_entity({name = entity_replacements[e.name], position = e.position}) e.destroy() return end if e.type == "unit-spawner" then for _, wreck in pairs (e.surface.find_entities_filtered({area = {{e.position.x - 4, e.position.y - 4},{e.position.x + 4, e.position.y + 4}}, name = "mineable-wreckage"})) do if wreck.valid then wreck.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 x = 0, 31, 1 do for y = 0, 31, 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 local noise = get_noise(1, pos) if noise > 0.43 or noise < -0.43 then if math_random(1,3) ~= 1 then surface.create_entity({name = "mineable-wreckage", position = pos}) else if math_random(1,512) == 1 then create_shipwreck(surface, pos) else if math_random(1, 1024) == 1 then place_random_scrap_entity(surface, pos) end end end else if math_random(1, 98304) == 1 then secret_shop(pos, surface) end if math_random(1, 51200) == 1 then if noise < 0.2 or noise > -0.2 then create_entity_chain(surface, {name = "laser-turret", position = pos, force = "enemy"}, 1, 25) create_entity_chain(surface, {name = "accumulator", position = pos, force = "enemy"}, math_random(2, 6), 1) create_entity_chain(surface, {name = "solar-panel", position = pos, force = "enemy"}, math_random(8, 16), 1) create_entity_chain(surface, {name = "substation", position = pos, force = "enemy"}, math_random(4, 8), 1) end end end end end end surface.set_tiles(tiles, true) for _, e in pairs(surface.find_entities_filtered({area = event.area})) do process_entity(e) end if global.spawn_generated then return end if left_top.x < 96 then return end map_functions.draw_rainbow_patch({x = 0, y = 0}, surface, 14, 1500) for _, wreck in pairs (surface.find_entities_filtered({area = {{-10, -10},{10, 10}}, name = "mineable-wreckage"})) do local distance_to_center = math.sqrt(wreck.position.x^2 + wreck.position.y^2) if distance_to_center < 8 then wreck.destroy() end end global.spawn_generated = true 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, 10) ~= 1 then return end local pos = {x = position.x * 32 + math_random(1,32), y = position.y * 32 + math_random(1,32)} local noise = get_noise(1, pos) if noise > 0.4 or noise < -0.4 then return end local distance_to_center = math.sqrt(pos.x^2 + pos.y^2) local size = 5 + math.floor(distance_to_center * 0.0075) if size > 20 then size = 20 end local amount = 100 + distance_to_center map_functions.draw_rainbow_patch(pos, surface, size, amount) 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 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 = 16}) end if global.map_init_done then return end game.surfaces["nauvis"].ticks_per_day = game.surfaces["nauvis"].ticks_per_day * 2 global.map_init_done = true end local function on_player_mined_entity(event) local entity = event.entity if not entity.valid then return end if entity.name == "mineable-wreckage" then if math_random(1,32) == 1 then unearthing_biters(entity.surface, entity.position, math_random(4,12)) end if math_random(1,64) == 1 then unearthing_worm(entity.surface, entity.position) end end if entity.active == true then return end if entity.operable == true then return end if entity.force.name ~= "player" then return end local positions = {} local r = math.ceil(entity.prototype.max_health / 30) for x = r * -1, r, 1 do for y = r * -1, r, 1 do positions[#positions + 1] = {x = entity.position.x + x, y = entity.position.y + y} end end positions = shuffle(positions) for i = 1, math.ceil(entity.prototype.max_health / 20), 1 do if not positions[i] then return end if math_random(1,3) == 1 then unearthing_biters(entity.surface, entity.position, math_random(4,8)) else unearthing_worm(entity.surface, positions[i]) end end end local function on_entity_died(event) on_player_mined_entity(event) end local function on_research_finished(event) event.research.force.character_inventory_slots_bonus = game.forces.player.mining_drill_productivity_bonus * 200 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) event.add(defines.events.on_chunk_charted, on_chunk_charted)