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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-06 00:23:49 +02:00
ComfyFactorio/maps/wave_of_death/terrain.lua
2021-03-24 20:14:55 +01:00

251 lines
10 KiB
Lua

--luacheck: ignore
local simplex_noise = require 'utils.simplex_noise'.d2
local math_random = math.random
local wod_logo_tiles = require 'maps.wave_of_death.logo'
local noises = {
['biter_territory_decoratives'] = {{modifier = 0.03, weight = 1}, {modifier = 0.05, weight = 0.3}, {modifier = 0.1, weight = 0.05}},
['biter_territory_beach'] = {{modifier = 0.07, weight = 1}, {modifier = 0.03, weight = 0.3}, {modifier = 0.1, weight = 0.1}},
['rocks'] = {{modifier = 0.01, weight = 1}, {modifier = 0.04, weight = 0.3}, {modifier = 0.1, weight = 0.05}},
['trees'] = {{modifier = 0.01, weight = 1}, {modifier = 0.04, weight = 0.3}, {modifier = 0.1, weight = 0.05}},
['ore'] = {{modifier = 0.008, weight = 1}, {modifier = 0.025, weight = 0.25}, {modifier = 0.1, weight = 0.1}},
['ponds'] = {{modifier = 0.012, weight = 1}, {modifier = 0.035, weight = 0.25}, {modifier = 0.1, weight = 0.1}},
['grass'] = {{modifier = 0.005, weight = 1}, {modifier = 0.01, weight = 0.25}, {modifier = 0.1, weight = 0.03}},
['decoratives'] = {{modifier = 0.03, weight = 1}, {modifier = 0.015, weight = 0.25}, {modifier = 0.1, weight = 0.1}},
['random_things'] = {{modifier = 3, weight = 1}}
}
local decorative_whitelist = {
'garballo',
'garballo-mini-dry',
'green-asterisk',
'green-bush-mini',
'green-carpet-grass',
'green-hairy-grass',
'green-pita',
'green-pita-mini',
'green-small-grass'
}
local function get_noise(name, pos, seed)
local noise = 0
for _, n in pairs(noises[name]) do
noise = noise + simplex_noise(pos.x * n.modifier, pos.y * n.modifier, seed) * n.weight
seed = seed + 10000
end
return noise
end
local function wod_logo(surface, left_top)
if left_top.y ~= -320 then
return
end
if left_top.x ~= -256 then
return
end
for _, tile in pairs(wod_logo_tiles.data) do
surface.set_tiles({{name = wod_logo_tiles.index[tile[2]], position = {tile[1][1] - 50, tile[1][2] - 436}}})
end
end
local function init(surface, left_top)
if left_top.x ~= 256 then
return
end
if left_top.y ~= 256 then
return
end
global.loaders = {}
for i = 1, 4, 1 do
local position = {x = -208 + 160 * (i - 1), y = 32}
for x = -12, 12, 1 do
for y = -12, 12, 1 do
local pos = {x = position.x + x, y = position.y + y}
local distance_to_center = math.sqrt(x ^ 2 + y ^ 2)
if distance_to_center < 3.5 then
surface.set_tiles({{name = 'stone-path', position = pos}})
else
if distance_to_center < 9 then
if surface.get_tile(pos).name == 'water' then
surface.set_tiles({{name = 'grass-2', position = pos}})
end
end
end
end
end
for _, e in pairs(surface.find_entities_filtered({area = {{position.x - 2, position.y - 2}, {position.x + 3, position.y + 3}}, force = 'neutral'})) do
e.destroy()
end
global.loaders[i] = surface.create_entity({name = 'loader', position = position, force = tostring(i)})
global.loaders[i].minable = false
game.forces[i].set_spawn_position({x = position.x, y = position.y + 8}, surface)
--rendering.draw_sprite({sprite = "file/maps/wave_of_death/WoD.png", target = {x = -140 + 160*(i - 1), y = 0}, surface = surface, orientation = 0, x_scale = 2, y_scale = 2, render_layer = "ground-tile"})
end
local center_position = {x = 32, y = 0}
for x = -6, 6, 1 do
for y = -6, 6, 1 do
if math.sqrt(x ^ 2 + y ^ 2) < 6 then
local pos = {x = center_position.x + x, y = center_position.y + y}
surface.set_tiles({{name = 'water-shallow', position = pos}})
end
end
end
end
local function place_entities(surface, position, noise_position, seed)
local noise = get_noise('ponds', noise_position, seed + 50000)
local noise_2 = get_noise('decoratives', noise_position, seed + 60000)
if noise > -0.1 and noise < 0.1 and noise_2 > 0.3 then
surface.set_tiles({{name = 'water', position = position}})
if get_noise('random_things', noise_position, seed) > 0.82 then
surface.create_entity({name = 'fish', position = position})
end
return
end
local noise = get_noise('ore', noise_position, seed + 5000)
if noise > 0.75 then
surface.create_entity({name = 'iron-ore', position = position, amount = 1000 + math.abs(noise * 1000)})
return
end
local noise = get_noise('ore', noise_position, seed + 10000)
if noise > 0.75 then
surface.create_entity({name = 'copper-ore', position = position, amount = 1000 + math.abs(noise * 1000)})
return
end
local noise = get_noise('ore', noise_position, seed + 15000)
if noise > 0.82 then
surface.create_entity({name = 'coal', position = position, amount = 1000 + math.abs(noise * 1000)})
return
end
local noise = get_noise('ore', noise_position, seed + 20000)
if noise > 0.82 then
surface.create_entity({name = 'stone', position = position, amount = 1000 + math.abs(noise * 1000)})
return
end
local noise = get_noise('ore', noise_position, seed + 25000)
if noise > 0.93 then
surface.create_entity({name = 'uranium-ore', position = position, amount = 1000 + math.abs(noise * 1000)})
return
end
if noise < -0.93 then
if surface.can_place_entity({name = 'crude-oil', position = position, amount = 1000}) and get_noise('random_things', noise_position, seed) > 0.5 then
surface.create_entity({name = 'crude-oil', position = position, amount = 200000 + math.abs(noise * 1000)})
end
return
end
if get_noise('rocks', noise_position, seed + 30000) > 0.82 then
local random_noise = get_noise('random_things', noise_position, seed)
if random_noise > 0.5 then
if random_noise > 0.75 then
surface.create_entity({name = 'rock-big', position = position})
else
surface.create_entity({name = 'rock-huge', position = position})
end
end
return
end
local noise = get_noise('trees', noise_position, seed + 35000)
if noise > 0.65 then
if get_noise('random_things', noise_position, seed) > 0.35 then
surface.create_entity({name = 'tree-04', position = position})
end
return
end
if noise < -0.85 then
if get_noise('random_things', noise_position, seed) > 0.45 then
surface.create_entity({name = 'dry-hairy-tree', position = position})
end
return
end
local noise = get_noise('decoratives', noise_position, seed + 50000)
if noise > 0.4 then
if get_noise('random_things', noise_position, seed) > 0 then
surface.create_decoratives({check_collision = false, decoratives = {{name = 'green-asterisk', position = position, amount = 1}}})
end
return
end
if noise < -0.4 then
if get_noise('random_things', noise_position, seed) > 0 then
surface.create_decoratives({check_collision = false, decoratives = {{name = 'green-pita', position = position, amount = 1}}})
end
return
end
end
local function draw_lanes(surface, left_top)
local seed = game.surfaces[1].map_gen_settings.seed + 4096
for x = 0, 31, 1 do
for y = 0, 31, 1 do
local position = {x = left_top.x + x, y = left_top.y + y}
local noise_position = {x = left_top.x % 160 + x, y = left_top.y + y}
local noise = get_noise('biter_territory_beach', noise_position, seed)
if position.y < -160 - math.abs(noise * 12) then
surface.set_tiles({{name = 'water-shallow', position = position}}, true)
local noise = get_noise('biter_territory_decoratives', noise_position, seed)
if noise > -0.3 and noise < 0.3 then
if math_random(1, 1) == 1 then
surface.create_decoratives({check_collision = false, decoratives = {{name = 'green-hairy-grass', position = position, amount = 1}}})
end
else
if noise > 0.75 then
if math_random(1, 2) == 1 then
surface.create_decoratives({check_collision = false, decoratives = {{name = 'green-carpet-grass', position = position, amount = 1}}})
end
end
end
else
local position = {x = left_top.x + x, y = left_top.y + y}
local noise_position = {x = left_top.x % 160 + x, y = left_top.y + y}
local i = (math.floor(get_noise('grass', noise_position, seed + 5000) * 5) % 4) + 1
surface.set_tiles({{name = 'grass-' .. i, position = position}})
place_entities(surface, position, noise_position, seed)
end
end
end
end
local function draw_void(surface, left_top)
for x = 0, 31, 1 do
for y = 0, 31, 1 do
local position = {x = left_top.x + x, y = left_top.y + y}
surface.set_tiles({{name = 'out-of-map', position = position}})
end
end
end
local function clear_chunk(surface, area)
surface.destroy_decoratives {area = area, name = decorative_whitelist, invert = true}
for _, e in pairs(surface.find_entities_filtered({area = area})) do
if e.name ~= 'character' then
e.destroy()
end
end
end
local function on_chunk_generated(event)
local surface = event.surface
if surface.index == 1 then
return
end
local left_top = event.area.left_top
if left_top.x % 160 < 64 or left_top.x > 288 or left_top.x < -256 or left_top.y < -320 then
draw_void(surface, left_top)
else
clear_chunk(surface, event.area)
draw_lanes(surface, left_top)
end
init(surface, left_top)
wod_logo(surface, left_top)
end
return on_chunk_generated