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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-04 00:15:45 +02:00
ComfyFactorio/maps/biter_battles_terrain_neko.lua
2018-09-20 23:04:01 +02:00

558 lines
20 KiB
Lua

local simplex_noise = require 'map_gen.shared.simplex_noise'
local Event = require 'utils.event'
biter_battles_terrain = {}
--no need to constantly work out each chunk
local radius = 24 --starting pond radius
local radsquare = radius*radius
local ore_amount = 1400
local ores = {"copper-ore", "iron-ore", "stone", "coal", "uranium-ore"}
-- /c game.forces["north"].chart(game.player.surface, {lefttop = {x = -1024, y = -1024}, rightbottom = {x = 1024, y = 1024}})
local function on_chunk_generated(event)
if not global.noise_seed then global.noise_seed = math.random(1,5000000) end
local left_top = event.area.left_top --decreased var calls in later loop with more direct
local surface = game.surfaces[1]
local noise = {}
local entities = surface.find_entities(event.area)
for _, entity in pairs(entities) do
if entity.type == "resource" then
entity.destroy()
end
end
for x = 0, 31, 1 do
for y = 0, 31, 1 do
local pos_x = left_top.x + x
local pos_y = left_top.y + y
local tile_to_insert = false
--noise[1] = simplex_noise.d2(pos_x/350, pos_y/350,global.noise_seed)
noise[1] = simplex_noise.d2(pos_x*0.008, pos_y*0.008,global.noise_seed) --100
noise[2] = simplex_noise.d2(pos_x*0.05, pos_y*0.05,global.noise_seed+10000)
noise[3] = noise[1] + noise[2] * 0.1
--local xx = 1
--for yy = 1, 17, 1 do
--local z = (yy % 4) + 1
--xx = xx - 0.010
--if noise[3] > xx then
if noise[3] > 0.65 then
local a = ore_amount * (1+(noise[2]*0.3)) --moved to when used
--local z = (yy % 4) + 1
noise[4] = simplex_noise.d2(pos_x*0.005, pos_y*0.005,global.noise_seed+5000)
noise[5] = simplex_noise.d2(pos_x*0.005, pos_y*0.005,global.noise_seed+3000)
local z = 2
if noise[4] > 0.2 then
if noise[5] > 0.05 then
z = 3
elseif noise[5] < -0.05 then
z = 4
else
z = 5
end
elseif noise[4] < -0.2 then
if noise[5] > 0.05 then
z = 1
elseif noise[5] < -0.05 then
z = 2
else
z = 5
end
else
z = math.floor((noise[3]+noise[2]*0.1)* 40) % 4 + 1
end
--if noise[4] > 0.0 and noise[4] < 0.05 then z = (math.floor((noise[3]+noise[2]*0.1)* 40) % 4) + 1 end
if surface.can_place_entity {name=ores[z], position={pos_x,pos_y}, amount=a} then
surface.create_entity {name=ores[z], position={pos_x,pos_y}, amount=a}
end
--break
elseif noise[3] < -0.85 then
if math.random(1,250) == 1 and surface.can_place_entity {name="crude-oil", position={pos_x,pos_y}} then
surface.create_entity {name="crude-oil", position={pos_x,pos_y}, amount = math.random(140000,380000) }
end
end
--end
end
end
if left_top.y > 96 or left_top.y < -128 then return end --tweeked range
local tiles = {}
local spawn_tile = surface.get_tile(game.forces.south.get_spawn_position(surface))
for x = 0, 31, 1 do
for y = 0, 31, 1 do
local pos_x = left_top.x + x
local pos_y = left_top.y + y
local tile_to_insert = false
local tile_distance_to_center = pos_x^2 + pos_y^2
noise[4] = simplex_noise.d2(pos_x*0.0118, pos_y*0.0118,global.noise_seed+20000)
noise[5] = simplex_noise.d2(pos_x*0.15, pos_y*0.15,global.noise_seed+30000)
noise[7] = 1 + (noise[4]+(noise[5]*0.75))*0.1
if pos_y >= ((global.horizontal_border_width/2)*-1)*noise[7] and pos_y <= (global.horizontal_border_width/2)*noise[7] then
local entities = surface.find_entities({{pos_x, pos_y}, {pos_x+1, pos_y+1}})
for _, e in pairs(entities) do
if e.type == "simple-entity" or e.type == "resource" or e.type == "tree" then
e.destroy()
end
end
tile_to_insert = "deepwater"
else
local t = surface.get_tile(pos_x,pos_y)
if t.name == "deepwater" or t.name =="water" then
if tile_distance_to_center < 20000 then
if spawn_tile.name == "water" or spawn_tile.name == "deepwater" then
tile_to_insert = "sand-1"
else
tile_to_insert = spawn_tile.name
end
end
end
end
if tile_distance_to_center <= radsquare then
if tile_distance_to_center >= radsquare/10 then
tile_to_insert = "deepwater"
else
tile_to_insert = "sand-1"
if tile_distance_to_center >= radsquare/18 then
tile_to_insert = "refined-concrete"
end
end
end
if tile_to_insert then table.insert(tiles, {name = tile_to_insert, position = {pos_x,pos_y}}) end
end
end
surface.set_tiles(tiles,true)
for x = 0, 31, 1 do
for y = 0, 31, 1 do
local pos_x = left_top.x + x
local pos_y = left_top.y + y
local t = surface.get_tile(pos_x,pos_y)
if t.name == "water" or t.name == "deepwater" or t.name == "water-green" then
if surface.can_place_entity{name="fish", position={pos_x,pos_y}} and math.random(1,40) == 1 then
surface.create_entity {name="fish", position={pos_x,pos_y}}
end
end
end
end
end
local function find_tile_placement_spot_around_target_position(tilename, position, mode, density)
local x = position.x
local y = position.y
if not surface then surface = game.surfaces[1] end
local scan_radius = 50
if not tilename then return end
if not mode then mode = "ball" end
if not density then density = 1 end
local cluster_tiles = {}
local auto_correct = true
local scanned_tile = surface.get_tile(x,y)
if scanned_tile.name ~= tilename then
table.insert(cluster_tiles, {name = tilename, position = {x,y}})
surface.set_tiles(cluster_tiles,auto_correct)
return true, x, y
end
local i = 2
local r = 1
if mode == "ball" then
if math.random(1,2) == 1 then
density = density * -1
end
r = math.random(1,4)
end
if mode == "line" then
density = 1
r = math.random(1,4)
end
if mode == "line_down" then
density = density * -1
r = math.random(1,4)
end
if mode == "line_up" then
density = 1
r = math.random(1,4)
end
if mode == "block" then
r = 1
density = 1
end
if r == 1 then
--start placing at -1,-1
while i <= scan_radius do
y = y - density
x = x - density
for a = 1, i, 1 do
local scanned_tile = surface.get_tile(x,y)
if scanned_tile.name ~= tilename then
table.insert(cluster_tiles, {name = tilename, position = {x,y}})
surface.set_tiles(cluster_tiles,auto_correct)
return true, x, y
end
x = x + density
end
for a = 1, i, 1 do
local scanned_tile = surface.get_tile(x,y)
if scanned_tile.name ~= tilename then
table.insert(cluster_tiles, {name = tilename, position = {x,y}})
surface.set_tiles(cluster_tiles,auto_correct)
return true, x, y
end
y = y + density
end
for a = 1, i, 1 do
local scanned_tile = surface.get_tile(x,y)
if scanned_tile.name ~= tilename then
table.insert(cluster_tiles, {name = tilename, position = {x,y}})
surface.set_tiles(cluster_tiles,auto_correct)
return true, x, y
end
x = x - density
end
for a = 1, i, 1 do
local scanned_tile = surface.get_tile(x,y)
if scanned_tile.name ~= tilename then
table.insert(cluster_tiles, {name = tilename, position = {x,y}})
surface.set_tiles(cluster_tiles,auto_correct)
return true, x, y
end
y = y - density
end
i = i + 2
end
end
if r == 2 then
--start placing at 0,-1
while i <= scan_radius do
y = y - density
x = x - density
for a = 1, i, 1 do
x = x + density
local scanned_tile = surface.get_tile(x,y)
if scanned_tile.name ~= tilename then
table.insert(cluster_tiles, {name = tilename, position = {x,y}})
surface.set_tiles(cluster_tiles,auto_correct)
return true, x, y
end
end
for a = 1, i, 1 do
y = y + density
local scanned_tile = surface.get_tile(x,y)
if scanned_tile.name ~= tilename then
table.insert(cluster_tiles, {name = tilename, position = {x,y}})
surface.set_tiles(cluster_tiles,auto_correct)
return true, x, y
end
end
for a = 1, i, 1 do
x = x - density
local scanned_tile = surface.get_tile(x,y)
if scanned_tile.name ~= tilename then
table.insert(cluster_tiles, {name = tilename, position = {x,y}})
surface.set_tiles(cluster_tiles,auto_correct)
return true, x, y
end
end
for a = 1, i, 1 do
y = y - density
local scanned_tile = surface.get_tile(x,y)
if scanned_tile.name ~= tilename then
table.insert(cluster_tiles, {name = tilename, position = {x,y}})
surface.set_tiles(cluster_tiles,auto_correct)
return true, x, y
end
end
i = i + 2
end
end
if r == 3 then
--start placing at 1,-1
while i <= scan_radius do
y = y - density
x = x + density
for a = 1, i, 1 do
local scanned_tile = surface.get_tile(x,y)
if scanned_tile.name ~= tilename then
table.insert(cluster_tiles, {name = tilename, position = {x,y}})
surface.set_tiles(cluster_tiles,auto_correct)
return true, x, y
end
y = y + density
end
for a = 1, i, 1 do
local scanned_tile = surface.get_tile(x,y)
if scanned_tile.name ~= tilename then
table.insert(cluster_tiles, {name = tilename, position = {x,y}})
surface.set_tiles(cluster_tiles,auto_correct)
return true, x, y
end
x = x - density
end
for a = 1, i, 1 do
local scanned_tile = surface.get_tile(x,y)
if scanned_tile.name ~= tilename then
table.insert(cluster_tiles, {name = tilename, position = {x,y}})
surface.set_tiles(cluster_tiles,auto_correct)
return true, x, y
end
y = y - density
end
for a = 1, i, 1 do
local scanned_tile = surface.get_tile(x,y)
if scanned_tile.name ~= tilename then
table.insert(cluster_tiles, {name = tilename, position = {x,y}})
surface.set_tiles(cluster_tiles,auto_correct)
return true, x, y
end
x = x + density
end
i = i + 2
end
end
if r == 4 then
--start placing at 1,0
while i <= scan_radius do
y = y - density
x = x + density
for a = 1, i, 1 do
y = y + density
local scanned_tile = surface.get_tile(x,y)
if scanned_tile.name ~= tilename then
table.insert(cluster_tiles, {name = tilename, position = {x,y}})
surface.set_tiles(cluster_tiles,auto_correct)
return true, x, y
end
end
for a = 1, i, 1 do
x = x - density
local scanned_tile = surface.get_tile(x,y)
if scanned_tile.name ~= tilename then
table.insert(cluster_tiles, {name = tilename, position = {x,y}})
surface.set_tiles(cluster_tiles,auto_correct)
return true, x, y
end
end
for a = 1, i, 1 do
y = y - density
local scanned_tile = surface.get_tile(x,y)
if scanned_tile.name ~= tilename then
table.insert(cluster_tiles, {name = tilename, position = {x,y}})
surface.set_tiles(cluster_tiles,auto_correct)
return true, x, y
end
end
for a = 1, i, 1 do
x = x + density
local scanned_tile = surface.get_tile(x,y)
if scanned_tile.name ~= tilename then
table.insert(cluster_tiles, {name = tilename, position = {x,y}})
surface.set_tiles(cluster_tiles,auto_correct)
return true, x, y
end
end
i = i + 2
end
end
return false
end
local function create_tile_cluster(tilename,position,amount)
local mode = "ball"
local cluster_tiles = {}
local surface = game.surfaces[1]
local pos = position
local x = pos.x
local y = pos.y
for i = 1, amount, 1 do
local b,x,y = find_tile_placement_spot_around_target_position(tilename, pos, mode)
if b == true then
if 1 == math.random(1,16) then
pos.x = x
pos.y = y
end
end
if b == false then return false,x,y end
if i >= amount then return true,x,y end
end
end
function biter_battles_terrain.generate_spawn_water_pond()
local x = 1
local surface = game.surfaces[1]
for _, silo in pairs(global.rocket_silo) do
local pos = {}
local wreck_pos = {}
pos["x"]=silo.position.x + 60*x
pos["y"]=silo.position.y - 5*x
wreck_pos["x"]=silo.position.x + 60*x
wreck_pos["y"]=silo.position.y - 5*x
create_tile_cluster("water-green",pos,450)
local p = surface.find_non_colliding_position("big-ship-wreck-1", {wreck_pos.x,wreck_pos.y-3*x}, 20,1)
local e = surface.create_entity {name="big-ship-wreck-1", position=p, force=silo.force.name}
e.insert({name = 'copper-cable', count = 7})
e.insert({name = 'iron-stick', count = 3})
local p = surface.find_non_colliding_position("big-ship-wreck-3", {pos.x-3*x,pos.y}, 20,1)
local e = surface.create_entity {name="big-ship-wreck-3", position=p, force=silo.force.name}
e.insert({name = 'land-mine', count = 6})
pos["x"]=silo.position.x - math.random(80,90)*x
pos["y"]=silo.position.y - math.random(50,70)*x
create_tile_cluster("water-green",pos,300)
local p = surface.find_non_colliding_position("big-ship-wreck-2", {pos.x+3*x,pos.y+1*x}, 20,1)
local e = surface.create_entity {name="big-ship-wreck-2", position=p, force=silo.force.name}
e.insert({name = 'empty-barrel', count = 1})
e.insert({name = 'lubricant-barrel', count = 2})
local p = surface.find_non_colliding_position("crude-oil", {pos.x-5*x,pos.y+5*x}, 50,1)
local e = surface.create_entity {name="crude-oil", position=p, amount=225000}
x = -1
end
end
function biter_battles_terrain.clear_spawn_ores()
local surface = game.surfaces[1]
for x = -200,200,1 do
for y = -200,200,1 do
local tile_distance_to_center = math.sqrt(x^2 + y^2)
if tile_distance_to_center < 150 then
local entities = surface.find_entities({{x, y}, {x+1, y+1}})
for _, e in pairs(entities) do
if e.type == "resource" then
e.destroy()
end
end
end
end
end
end
function biter_battles_terrain.generate_spawn_ores(ore_layout)
local surface = game.surfaces[1]
local tiles = {}
--generate ores around silos
local ore_layout = "windows"
--local ore_layout = "4squares"
local ore_amount = 1000
if ore_layout == "4squares" then
local size = 22
for _, rocket_silo in pairs(global.rocket_silo) do
local tiles = {}
for x = (size+1)*-1, size+1, 1 do
for y = (size+1)*-1, size+1, 1 do
table.insert(tiles, {name = "stone-path", position = {rocket_silo.position.x + x,rocket_silo.position.y + y}})
end
end
surface.set_tiles(tiles,true)
local entities = surface.find_entities({{(rocket_silo.position.x-4)-size/2, (rocket_silo.position.y-5)-size/2}, {rocket_silo.position.x+4+size/2, rocket_silo.position.y+5+size/2}})
for _, entity in pairs(entities) do
if entity.type == "simple-entity" or entity.type == "tree" or entity.type == "resource" then
entity.destroy()
end
end
end
for x = size*-1, size, 1 do
for y = size*-1, size, 1 do
if x > 0 and y < 0 then
if surface.can_place_entity {name="stone", position={global.rocket_silo["south"].position.x + x,global.rocket_silo["south"].position.y + y}, amount=ore_amount} then
surface.create_entity {name="stone", position={global.rocket_silo["south"].position.x + x,global.rocket_silo["south"].position.y + y}, amount=ore_amount}
end
end
if x < 0 and y < 0 then
if surface.can_place_entity {name="coal", position={global.rocket_silo["south"].position.x + x,global.rocket_silo["south"].position.y + y}, amount=ore_amount} then
surface.create_entity {name="coal", position={global.rocket_silo["south"].position.x + x,global.rocket_silo["south"].position.y + y}, amount=ore_amount}
end
end
if x < 0 and y > 0 then
if surface.can_place_entity {name="copper-ore", position={global.rocket_silo["south"].position.x + x,global.rocket_silo["south"].position.y + y}, amount=ore_amount} then
surface.create_entity {name="copper-ore", position={global.rocket_silo["south"].position.x + x,global.rocket_silo["south"].position.y + y}, amount=ore_amount}
end
end
if x > 0 and y > 0 then
if surface.can_place_entity {name="iron-ore", position={global.rocket_silo["south"].position.x + x,global.rocket_silo["south"].position.y + y}, amount=ore_amount} then
surface.create_entity {name="iron-ore", position={global.rocket_silo["south"].position.x + x,global.rocket_silo["south"].position.y + y}, amount=ore_amount}
end
end
if x < 0 and y > 0 then
if surface.can_place_entity {name="stone", position={global.rocket_silo["north"].position.x + x,global.rocket_silo["north"].position.y + y}, amount=ore_amount} then
surface.create_entity {name="stone", position={global.rocket_silo["north"].position.x + x,global.rocket_silo["north"].position.y + y}, amount=ore_amount}
end
end
if x > 0 and y > 0 then
if surface.can_place_entity {name="coal", position={global.rocket_silo["north"].position.x + x,global.rocket_silo["north"].position.y + y}, amount=ore_amount} then
surface.create_entity {name="coal", position={global.rocket_silo["north"].position.x + x,global.rocket_silo["north"].position.y + y}, amount=ore_amount}
end
end
if x > 0 and y < 0 then
if surface.can_place_entity {name="copper-ore", position={global.rocket_silo["north"].position.x + x,global.rocket_silo["north"].position.y + y}, amount=ore_amount} then
surface.create_entity {name="copper-ore", position={global.rocket_silo["north"].position.x + x,global.rocket_silo["north"].position.y + y}, amount=ore_amount}
end
end
if x < 0 and y < 0 then
if surface.can_place_entity {name="iron-ore", position={global.rocket_silo["north"].position.x + x,global.rocket_silo["north"].position.y + y}, amount=ore_amount} then
surface.create_entity {name="iron-ore", position={global.rocket_silo["north"].position.x + x,global.rocket_silo["north"].position.y + y}, amount=ore_amount}
end
end
end
end
for _, rocket_silo in pairs(global.rocket_silo) do
local entities = surface.find_entities({{rocket_silo.position.x-5, rocket_silo.position.y-6}, {rocket_silo.position.x+5, rocket_silo.position.y+6}})
for _, entity in pairs(entities) do
if entity.type == "resource" then
entity.destroy()
end
end
end
end
if ore_layout == "windows" then
for x = -24, 24, 1 do
for y = -25, 24, 1 do
table.insert(tiles, {name = "stone-path", position = {global.rocket_silo["south"].position.x + x,global.rocket_silo["south"].position.y + y}})
table.insert(tiles, {name = "stone-path", position = {global.rocket_silo["north"].position.x + x,global.rocket_silo["north"].position.y + y}})
end
end
surface.set_tiles(tiles,true)
local ore = {"stone","stone","stone","stone","coal","coal","coal","coal","coal","copper-ore","copper-ore","copper-ore","copper-ore","copper-ore","iron-ore","iron-ore","iron-ore","iron-ore","iron-ore"}
for z = 1, 19, 1 do
for x = -4-z, 4+z, 1 do
for y = -5-z, 4+z, 1 do
if surface.can_place_entity {name=ore[z], position={global.rocket_silo["south"].position.x + x,global.rocket_silo["south"].position.y + y}, amount=ore_amount} then
surface.create_entity {name=ore[z], position={global.rocket_silo["south"].position.x + x,global.rocket_silo["south"].position.y + y}, amount=ore_amount}
end
end
end
end
for z = 1, 19, 1 do
for x = -4-z, 4+z, 1 do
for y = -5-z, 4+z, 1 do
if surface.can_place_entity {name=ore[z], position={global.rocket_silo["north"].position.x + x,global.rocket_silo["north"].position.y + y}, amount=ore_amount} then
surface.create_entity {name=ore[z], position={global.rocket_silo["north"].position.x + x,global.rocket_silo["north"].position.y + y}, amount=ore_amount}
end
end
end
end
end
for _, rocket_silo in pairs(global.rocket_silo) do
local entities = surface.find_entities({{rocket_silo.position.x-4, rocket_silo.position.y-5}, {rocket_silo.position.x+4, rocket_silo.position.y+5}})
for _, entity in pairs(entities) do
if entity.type == "resource" then
entity.destroy()
end
end
end
end
Event.add(defines.events.on_chunk_generated, on_chunk_generated)
return biter_battles_ores