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https://github.com/ComfyFactory/ComfyFactorio.git
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5e2200f897
Fixed overlap that could occur between special structures (small mining base, etc.) and "quest structures" (silo, market, etc.)
122 lines
4.6 KiB
Lua
122 lines
4.6 KiB
Lua
-- This file is part of thesixthroc's Pirate Ship softmod, licensed under GPLv3 and stored at https://github.com/danielmartin0/ComfyFactorio-Pirates.
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-- local Memory = require 'maps.pirates.memory'
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local Math = require 'maps.pirates.math'
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-- local Balance = require 'maps.pirates.balance'
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-- local Structures = require 'maps.pirates.structures.structures'
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-- local Common = require 'maps.pirates.common'
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-- local Utils = require 'maps.pirates.utils_local'
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local _inspect = require 'utils.inspect'.inspect
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local Ores = require 'maps.pirates.ores'
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local IslandsCommon = require 'maps.pirates.surfaces.islands.common'
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local Hunt = require 'maps.pirates.surfaces.islands.hunt'
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local Public = {}
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Public.Data = require 'maps.pirates.surfaces.islands.first.data'
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function Public.noises(args)
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local ret = {}
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ret.height = IslandsCommon.island_height_1(args)
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ret.forest = args.noise_generator.forest
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ret.forest_abs = function (p) return Math.abs(ret.forest(p)) end
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ret.forest_abs_suppressed = function (p) return ret.forest_abs(p) - 1 * Math.slopefromto(ret.height(p), 0.35, 0.1) end
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ret.rock = args.noise_generator.rock
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ret.rock_abs = function (p) return Math.abs(ret.rock(p)) end
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ret.farness = IslandsCommon.island_farness_1(args) --isn't available on the iconized pass, only on actual generation; check args.iconized_generation before you use this
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return ret
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end
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function Public.terrain(args)
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local noises = Public.noises(args)
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local p = args.p
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if IslandsCommon.place_water_tile(args) then return end
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if noises.height(p) < 0 then
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args.tiles[#args.tiles + 1] = {name = 'water', position = args.p}
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return
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end
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if noises.height(p) < 0.1 then
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args.tiles[#args.tiles + 1] = {name = 'sand-1', position = args.p}
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-- if args.specials and noises.farness(p) > 0.0001 and noises.farness(p) < 0.6 and Math.random(150) == 1 then
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-- args.specials[#args.specials + 1] = {name = 'buried-treasure', position = args.p}
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-- end
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elseif noises.height(p) < 0.16 then
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args.tiles[#args.tiles + 1] = {name = 'grass-4', position = args.p}
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else
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if noises.forest_abs_suppressed(p) > 0.5 and noises.rock(p) < 0.3 then
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args.tiles[#args.tiles + 1] = {name = 'grass-3', position = args.p}
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elseif noises.forest_abs_suppressed(p) > 0.2 and noises.rock(p) < 0.3 then
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args.tiles[#args.tiles + 1] = {name = 'grass-2', position = args.p}
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else
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args.tiles[#args.tiles + 1] = {name = 'grass-1', position = args.p}
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end
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end
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if noises.height(p) > 0.2 then
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if noises.forest_abs(p) > 0.65 then
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if (not args.iconized_generation) and Math.random(1600) == 1 then
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args.specials[#args.specials + 1] = {name = 'chest', position = args.p}
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else
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local treedensity = 0.4 * Math.slopefromto(noises.forest_abs_suppressed(p), 0.6, 0.85)
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if noises.forest(p) > 0.87 then
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if Math.random(1,100) < treedensity*100 then args.entities[#args.entities + 1] = {name = 'tree-01', position = args.p, visible_on_overworld = true} end
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elseif noises.forest(p) < -1.4 then
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if Math.random(1,100) < treedensity*100 then args.entities[#args.entities + 1] = {name = 'tree-03', position = args.p, visible_on_overworld = true} end
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else
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if Math.random(1,100) < treedensity*100 then args.entities[#args.entities + 1] = {name = 'tree-02', position = args.p, visible_on_overworld = true} end
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end
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end
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end
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end
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if noises.forest_abs_suppressed(p) < 0.6 then
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if noises.height(p) > 0.12 then
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local rockdensity = 0.0018 * Math.slopefromto(noises.rock_abs(p), -0.15, 0.3)
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local rockrng = Math.random()
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if rockrng < rockdensity then
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args.entities[#args.entities + 1] = IslandsCommon.random_rock_1(args.p)
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elseif rockrng < rockdensity * 1.5 then
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args.decoratives[#args.decoratives + 1] = {name = 'rock-medium', position = args.p}
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elseif rockrng < rockdensity * 2 then
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args.decoratives[#args.decoratives + 1] = {name = 'rock-small', position = args.p}
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elseif rockrng < rockdensity * 2.5 then
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args.decoratives[#args.decoratives + 1] = {name = 'rock-tiny', position = args.p}
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end
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end
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end
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end
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function Public.chunk_structures(args)
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local spec = function(p)
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local noises = Public.noises{p = p, noise_generator = args.noise_generator, static_params = args.static_params, seed = args.seed}
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return {
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placeable = noises.farness(p) > 0.4,
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density_perchunk = 28 * Math.slopefromto(noises.farness(p), 0.4, 1)^2,
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}
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end
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IslandsCommon.enemies_1(args, spec, false, 0.4)
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end
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function Public.break_rock(surface, p, entity_name)
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return Ores.try_ore_spawn(surface, p, entity_name, 8)
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end
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function Public.generate_silo_setup_position(points_to_avoid)
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return Hunt.silo_setup_position(points_to_avoid)
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end
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return Public |