mirror of
https://github.com/ComfyFactory/ComfyFactorio.git
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358160c247
Revert "Fix 'player' shadowing in flying_texts.lua" This reverts commit 40805e68e3c0bf588b40f510d5c32b66ecca4717. Fix 'player' shadowing in flying_texts.lua all_central_positions_within_area utils/math/raffle
210 lines
7.4 KiB
Lua
210 lines
7.4 KiB
Lua
--luacheck: ignore
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--rivers-- mewmew made this --
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require 'modules.satellite_score'
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require 'modules.spawners_contain_biters'
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require 'modules.dynamic_landfill'
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require 'modules.rocks_yield_ore'
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local event = require 'utils.event'
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local table_insert = table.insert
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local math_random = math.random
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local simplex_noise = require 'utils.math.simplex_noise'.d2
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local map_functions = require 'utils.tools.map_functions'
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local disabled_for_deconstruction = {
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['fish'] = true
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}
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local rock_raffle = { 'big-sand-rock', 'big-sand-rock', 'big-rock', 'big-rock', 'big-rock', 'big-rock', 'big-rock', 'big-rock', 'huge-rock' }
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local tile_replacements = {
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['water'] = 'grass-2',
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['deepwater'] = 'grass-2',
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['dirt-1'] = 'grass-1',
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['dirt-2'] = 'grass-2',
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['dirt-3'] = 'grass-3',
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['dirt-4'] = 'grass-4',
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['sand-1'] = 'grass-1',
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['sand-2'] = 'grass-2',
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['sand-3'] = 'grass-3',
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['dry-dirt'] = 'grass-2',
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['red-desert-0'] = 'grass-1',
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['red-desert-1'] = 'grass-2',
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['red-desert-2'] = 'grass-3',
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['red-desert-3'] = 'grass-4'
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}
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local function shuffle(tbl)
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local size = #tbl
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for i = size, 1, -1 do
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local rand = math_random(size)
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tbl[i], tbl[rand] = tbl[rand], tbl[i]
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end
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return tbl
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end
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local function get_noise(name, pos)
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local seed = game.surfaces[1].map_gen_settings.seed
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local noise = {}
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local noise_seed_add = 25000
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if name == 1 then
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noise[1] = simplex_noise(pos.x * 0.007, pos.y * 0.007, seed)
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seed = seed + noise_seed_add
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noise[2] = simplex_noise(pos.x * 0.05, pos.y * 0.05, seed)
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seed = seed + noise_seed_add
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noise[3] = simplex_noise(pos.x * 0.1, pos.y * 0.1, seed)
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local noise = noise[1] + noise[2] * 0.1 + noise[3] * 0.025
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return noise
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end
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seed = seed + noise_seed_add
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seed = seed + noise_seed_add
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if name == 2 then
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noise[1] = simplex_noise(pos.x * 0.008, pos.y * 0.008, seed)
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seed = seed + noise_seed_add
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noise[2] = simplex_noise(pos.x * 0.05, pos.y * 0.05, seed)
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local noise = noise[1] + noise[2] * 0.05
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return noise
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end
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end
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local ore_level = 0.73
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local water_level = 0.25
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local connections = 0.08
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local function process_tiles(surface, pos, noise, noise_2)
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local tile = surface.get_tile(pos)
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if tile_replacements[tile.name] then
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surface.set_tiles({ { name = tile_replacements[tile.name], position = pos } }, true)
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end
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if noise > water_level * -1 and noise < water_level then
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if noise_2 < connections * -1 or noise_2 > connections then
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surface.set_tiles({ { name = 'water', position = pos } }, true)
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if math_random(1, 256) == 1 then
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surface.create_entity({ name = 'fish', position = pos })
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end
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return
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else
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if math_random(1, 2) == 1 then
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surface.create_entity({ name = rock_raffle[math_random(1, #rock_raffle)], position = pos })
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end
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end
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end
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end
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local function process_entities(surface, pos, noise, noise_2)
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if not surface.can_place_entity({ name = 'iron-ore', position = pos, amount = 1 }) then
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return
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end
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if noise > ore_level then
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local distance_to_center = math.sqrt(pos.x ^ 2 + pos.y ^ 2)
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local amount = (600 + distance_to_center) * math.abs(noise)
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if math.floor(noise * 15) % 3 ~= 0 then
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surface.create_entity({ name = 'iron-ore', position = pos, amount = amount })
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return
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else
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surface.create_entity({ name = 'coal', position = pos, amount = amount })
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return
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end
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end
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if noise < ore_level * -1 then
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local distance_to_center = math.sqrt(pos.x ^ 2 + pos.y ^ 2)
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local amount = (600 + distance_to_center) * math.abs(noise)
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if math.floor(noise * 15) % 3 ~= 0 then
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surface.create_entity({ name = 'copper-ore', position = pos, amount = amount })
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return
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else
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surface.create_entity({ name = 'stone', position = pos, amount = amount })
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return
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end
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end
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end
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local function on_chunk_generated(event)
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local surface = event.surface
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if surface.name ~= 'rivers' then
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return
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end
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local left_top = event.area.left_top
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local tiles = {}
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local entities = {}
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for x = 0, 31, 1 do
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for y = 0, 31, 1 do
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local pos = { x = left_top.x + x, y = left_top.y + y }
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local noise_1 = get_noise(1, pos)
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local noise_2 = get_noise(2, pos)
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process_tiles(surface, pos, noise_1, noise_2)
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process_entities(surface, pos, noise_1, noise_2)
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end
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end
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local decorative_names = {}
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for k, v in pairs(prototypes.decorative) do
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if v.autoplace_specification then
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decorative_names[#decorative_names + 1] = k
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end
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end
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surface.regenerate_decorative(decorative_names, { { left_top.x / 32, left_top.y / 32 } })
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end
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local function init_map()
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if game.surfaces['rivers'] then
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return
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end
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local map_gen_settings = {}
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map_gen_settings.water = '0'
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map_gen_settings.starting_area = '1'
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map_gen_settings.cliff_settings = { cliff_elevation_interval = 22, cliff_elevation_0 = 22 }
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map_gen_settings.autoplace_controls = {
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['coal'] = { frequency = 'none', size = 'none', richness = 'none' },
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['stone'] = { frequency = 'none', size = 'none', richness = 'none' },
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['copper-ore'] = { frequency = 'none', size = 'none', richness = 'none' },
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['iron-ore'] = { frequency = 'none', size = 'none', richness = 'none' },
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['crude-oil'] = { frequency = '4', size = '1', richness = '1' },
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['trees'] = { frequency = '4', size = '1', richness = '1' },
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['enemy-base'] = { frequency = '50', size = '1.5', richness = '1' }
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}
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game.create_surface('rivers', map_gen_settings)
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local surface = game.surfaces['rivers']
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surface.ticks_per_day = game.surfaces['rivers'].ticks_per_day * 1.5
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game.map_settings.enemy_expansion.enabled = true
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game.map_settings.enemy_expansion.min_expansion_cooldown = 18000
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game.map_settings.enemy_expansion.max_expansion_cooldown = 36000
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surface.request_to_generate_chunks({ 0, 0 }, 3)
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surface.force_generate_chunk_requests()
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map_functions.draw_smoothed_out_ore_circle({ x = -3, y = -3 }, 'iron-ore', surface, 8, 5000)
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map_functions.draw_smoothed_out_ore_circle({ x = 3, y = 3 }, 'copper-ore', surface, 8, 5000)
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map_functions.draw_smoothed_out_ore_circle({ x = 3, y = -3 }, 'stone', surface, 8, 5000)
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map_functions.draw_smoothed_out_ore_circle({ x = -3, y = 3 }, 'coal', surface, 8, 5000)
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end
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local function on_player_joined_game(event)
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init_map()
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local player = game.players[event.player_index]
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if player.online_time == 0 then
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player.insert({ name = 'iron-plate', count = 32 })
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player.insert({ name = 'iron-gear-wheel', count = 16 })
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player.teleport(game.surfaces['rivers'].find_non_colliding_position('character', { 0, 2 }, 50, 0.5), 'rivers')
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end
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end
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local function on_marked_for_deconstruction(event)
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if disabled_for_deconstruction[event.entity.name] then
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event.entity.cancel_deconstruction(game.players[event.player_index].force.name)
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end
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end
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event.add(defines.events.on_marked_for_deconstruction, on_marked_for_deconstruction)
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event.add(defines.events.on_player_joined_game, on_player_joined_game)
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event.add(defines.events.on_chunk_generated, on_chunk_generated)
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