mirror of
https://github.com/ComfyFactory/ComfyFactorio.git
synced 2025-01-06 00:23:49 +02:00
251 lines
10 KiB
Lua
251 lines
10 KiB
Lua
--luacheck: ignore
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local simplex_noise = require 'utils.simplex_noise'.d2
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local math_random = math.random
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local wod_logo_tiles = require 'maps.wave_of_death.logo'
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local noises = {
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['biter_territory_decoratives'] = {{modifier = 0.03, weight = 1}, {modifier = 0.05, weight = 0.3}, {modifier = 0.1, weight = 0.05}},
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['biter_territory_beach'] = {{modifier = 0.07, weight = 1}, {modifier = 0.03, weight = 0.3}, {modifier = 0.1, weight = 0.1}},
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['rocks'] = {{modifier = 0.01, weight = 1}, {modifier = 0.04, weight = 0.3}, {modifier = 0.1, weight = 0.05}},
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['trees'] = {{modifier = 0.01, weight = 1}, {modifier = 0.04, weight = 0.3}, {modifier = 0.1, weight = 0.05}},
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['ore'] = {{modifier = 0.008, weight = 1}, {modifier = 0.025, weight = 0.25}, {modifier = 0.1, weight = 0.1}},
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['ponds'] = {{modifier = 0.012, weight = 1}, {modifier = 0.035, weight = 0.25}, {modifier = 0.1, weight = 0.1}},
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['grass'] = {{modifier = 0.005, weight = 1}, {modifier = 0.01, weight = 0.25}, {modifier = 0.1, weight = 0.03}},
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['decoratives'] = {{modifier = 0.03, weight = 1}, {modifier = 0.015, weight = 0.25}, {modifier = 0.1, weight = 0.1}},
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['random_things'] = {{modifier = 3, weight = 1}}
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}
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local decorative_whitelist = {
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'garballo',
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'garballo-mini-dry',
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'green-asterisk',
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'green-bush-mini',
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'green-carpet-grass',
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'green-hairy-grass',
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'green-pita',
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'green-pita-mini',
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'green-small-grass'
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}
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local function get_noise(name, pos, seed)
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local noise = 0
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for _, n in pairs(noises[name]) do
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noise = noise + simplex_noise(pos.x * n.modifier, pos.y * n.modifier, seed) * n.weight
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seed = seed + 10000
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end
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return noise
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end
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local function wod_logo(surface, left_top)
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if left_top.y ~= -320 then
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return
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end
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if left_top.x ~= -256 then
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return
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end
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for _, tile in pairs(wod_logo_tiles.data) do
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surface.set_tiles({{name = wod_logo_tiles.index[tile[2]], position = {tile[1][1] - 50, tile[1][2] - 436}}})
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end
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end
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local function init(surface, left_top)
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if left_top.x ~= 256 then
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return
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end
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if left_top.y ~= 256 then
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return
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end
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global.loaders = {}
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for i = 1, 4, 1 do
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local position = {x = -208 + 160 * (i - 1), y = 32}
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for x = -12, 12, 1 do
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for y = -12, 12, 1 do
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local pos = {x = position.x + x, y = position.y + y}
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local distance_to_center = math.sqrt(x ^ 2 + y ^ 2)
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if distance_to_center < 3.5 then
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surface.set_tiles({{name = 'stone-path', position = pos}})
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else
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if distance_to_center < 9 then
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if surface.get_tile(pos).name == 'water' then
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surface.set_tiles({{name = 'grass-2', 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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end
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for _, e in pairs(surface.find_entities_filtered({area = {{position.x - 2, position.y - 2}, {position.x + 3, position.y + 3}}, force = 'neutral'})) do
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e.destroy()
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end
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global.loaders[i] = surface.create_entity({name = 'loader', position = position, force = tostring(i)})
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global.loaders[i].minable = false
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game.forces[i].set_spawn_position({x = position.x, y = position.y + 8}, surface)
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--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"})
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end
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local center_position = {x = 32, y = 0}
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for x = -6, 6, 1 do
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for y = -6, 6, 1 do
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if math.sqrt(x ^ 2 + y ^ 2) < 6 then
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local pos = {x = center_position.x + x, y = center_position.y + y}
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surface.set_tiles({{name = 'water-shallow', 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 place_entities(surface, position, noise_position, seed)
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local noise = get_noise('ponds', noise_position, seed + 50000)
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local noise_2 = get_noise('decoratives', noise_position, seed + 60000)
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if noise > -0.1 and noise < 0.1 and noise_2 > 0.3 then
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surface.set_tiles({{name = 'water', position = position}})
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if get_noise('random_things', noise_position, seed) > 0.82 then
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surface.create_entity({name = 'fish', position = position})
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end
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return
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end
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local noise = get_noise('ore', noise_position, seed + 5000)
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if noise > 0.75 then
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surface.create_entity({name = 'iron-ore', position = position, amount = 1000 + math.abs(noise * 1000)})
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return
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end
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local noise = get_noise('ore', noise_position, seed + 10000)
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if noise > 0.75 then
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surface.create_entity({name = 'copper-ore', position = position, amount = 1000 + math.abs(noise * 1000)})
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return
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end
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local noise = get_noise('ore', noise_position, seed + 15000)
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if noise > 0.82 then
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surface.create_entity({name = 'coal', position = position, amount = 1000 + math.abs(noise * 1000)})
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return
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end
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local noise = get_noise('ore', noise_position, seed + 20000)
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if noise > 0.82 then
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surface.create_entity({name = 'stone', position = position, amount = 1000 + math.abs(noise * 1000)})
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return
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end
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local noise = get_noise('ore', noise_position, seed + 25000)
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if noise > 0.93 then
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surface.create_entity({name = 'uranium-ore', position = position, amount = 1000 + math.abs(noise * 1000)})
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return
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end
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if noise < -0.93 then
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if surface.can_place_entity({name = 'crude-oil', position = position, amount = 1000}) and get_noise('random_things', noise_position, seed) > 0.5 then
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surface.create_entity({name = 'crude-oil', position = position, amount = 200000 + math.abs(noise * 1000)})
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end
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return
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end
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if get_noise('rocks', noise_position, seed + 30000) > 0.82 then
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local random_noise = get_noise('random_things', noise_position, seed)
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if random_noise > 0.5 then
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if random_noise > 0.75 then
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surface.create_entity({name = 'rock-big', position = position})
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else
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surface.create_entity({name = 'rock-huge', position = position})
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end
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end
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return
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end
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local noise = get_noise('trees', noise_position, seed + 35000)
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if noise > 0.65 then
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if get_noise('random_things', noise_position, seed) > 0.35 then
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surface.create_entity({name = 'tree-04', position = position})
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end
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return
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end
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if noise < -0.85 then
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if get_noise('random_things', noise_position, seed) > 0.45 then
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surface.create_entity({name = 'dry-hairy-tree', position = position})
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end
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return
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end
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local noise = get_noise('decoratives', noise_position, seed + 50000)
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if noise > 0.4 then
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if get_noise('random_things', noise_position, seed) > 0 then
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surface.create_decoratives({check_collision = false, decoratives = {{name = 'green-asterisk', position = position, amount = 1}}})
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end
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return
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end
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if noise < -0.4 then
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if get_noise('random_things', noise_position, seed) > 0 then
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surface.create_decoratives({check_collision = false, decoratives = {{name = 'green-pita', position = position, amount = 1}}})
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end
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return
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end
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end
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local function draw_lanes(surface, left_top)
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local seed = game.surfaces[1].map_gen_settings.seed + 4096
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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 position = {x = left_top.x + x, y = left_top.y + y}
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local noise_position = {x = left_top.x % 160 + x, y = left_top.y + y}
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local noise = get_noise('biter_territory_beach', noise_position, seed)
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if position.y < -160 - math.abs(noise * 12) then
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surface.set_tiles({{name = 'water-shallow', position = position}}, true)
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local noise = get_noise('biter_territory_decoratives', noise_position, seed)
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if noise > -0.3 and noise < 0.3 then
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if math_random(1, 1) == 1 then
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surface.create_decoratives({check_collision = false, decoratives = {{name = 'green-hairy-grass', position = position, amount = 1}}})
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end
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else
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if noise > 0.75 then
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if math_random(1, 2) == 1 then
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surface.create_decoratives({check_collision = false, decoratives = {{name = 'green-carpet-grass', position = position, amount = 1}}})
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end
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end
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end
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else
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local position = {x = left_top.x + x, y = left_top.y + y}
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local noise_position = {x = left_top.x % 160 + x, y = left_top.y + y}
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local i = (math.floor(get_noise('grass', noise_position, seed + 5000) * 5) % 4) + 1
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surface.set_tiles({{name = 'grass-' .. i, position = position}})
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place_entities(surface, position, noise_position, seed)
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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 draw_void(surface, left_top)
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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 position = {x = left_top.x + x, y = left_top.y + y}
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surface.set_tiles({{name = 'out-of-map', position = position}})
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end
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end
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end
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local function clear_chunk(surface, area)
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surface.destroy_decoratives {area = area, name = decorative_whitelist, invert = true}
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for _, e in pairs(surface.find_entities_filtered({area = area})) do
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if e.name ~= 'character' then
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e.destroy()
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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.index == 1 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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if left_top.x % 160 < 64 or left_top.x > 288 or left_top.x < -256 or left_top.y < -320 then
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draw_void(surface, left_top)
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else
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clear_chunk(surface, event.area)
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draw_lanes(surface, left_top)
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end
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init(surface, left_top)
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wod_logo(surface, left_top)
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end
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return on_chunk_generated
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