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ComfyFactorio/maps/chronosphere/worlds/caveworld.lua
2021-03-25 03:49:03 +01:00

158 lines
5.7 KiB
Lua

local random = math.random
local abs = math.abs
local max = math.max
local floor = math.floor
local Functions = require 'maps.chronosphere.world_functions'
local Raffle = require 'maps.chronosphere.raffles'
local Chrono_table = require 'maps.chronosphere.table'
local function process_tile(p, seed, tiles, entities, treasure, decoratives)
local objective = Chrono_table.get_table()
local biters = objective.world.variant.biters
local tunnels = 0
if objective.world.variant.id == 2 then
tunnels = 120
end
local handicap = max(0, 160 - objective.chronojumps * 20)
local noise1 = Functions.get_noise('large_caves', p, seed)
local noise2 = Functions.get_noise('cave_ponds', p, seed)
local noise3 = Functions.get_noise('small_caves', p, seed)
if abs(noise1) > 0.7 then
tiles[#tiles + 1] = {name = 'water', position = p}
if random(1, 16) == 1 then
entities[#entities + 1] = {name = 'fish', position = p}
end
return
end
if abs(noise1) > 0.6 then
if random(1, 16) == 1 then
entities[#entities + 1] = {name = Raffle.trees[random(11, 15)], position = p}
end
end
if abs(noise1) > 0.5 then
tiles[#tiles + 1] = {name = 'grass-2', position = p}
if random(1, 122 - biters) == 1 and Functions.distance(p.x, p.y) > 150 + handicap then
entities[#entities + 1] = {name = Raffle.spawners[random(1, #Raffle.spawners)], position = p, spawn_decorations = true}
end
if random(1, 1024) == 1 then
treasure[#treasure + 1] = p
end
return
end
if abs(noise1) > 0.375 then
tiles[#tiles + 1] = {name = 'dirt-6', position = p}
if random(1, 5) > 1 then
entities[#entities + 1] = {name = Raffle.rocks[random(1, #Raffle.rocks)], position = p}
end
decoratives[#decoratives + 1] = {name = Raffle.rock_decoratives[random(1, #Raffle.rock_decoratives)], position = p, amount = 3}
if random(1, 2 * 1024) == 1 then
treasure[#treasure + 1] = p
end
return
end
--Chasms
if noise2 < 0.25 and noise2 > -0.25 then
if noise3 > 0.75 then
tiles[#tiles + 1] = {name = 'out-of-map', position = p}
return
end
if noise3 < -0.75 then
tiles[#tiles + 1] = {name = 'out-of-map', position = p}
return
end
end
if noise3 > -0.25 and noise3 < 0.25 then
tiles[#tiles + 1] = {name = 'dirt-6', position = p}
local evo = game.forces['enemy'].evolution_factor
local roll = random(1, 1000)
if roll > 830 + tunnels then
entities[#entities + 1] = {name = Raffle.rocks[random(1, #Raffle.rocks)], position = p}
decoratives[#decoratives + 1] = {name = Raffle.rock_decoratives[random(1, #Raffle.rock_decoratives)], position = p, amount = random(2, 4)}
elseif roll > 820 + tunnels and Functions.distance(p.x, p.y) > 150 then
entities[#entities + 1] = {name = Raffle.worms[random(1 + floor(evo * 8), floor(1 + evo * 16))], position = p, spawn_decorations = true}
else
if random(1, 1024) == 1 then
treasure[#treasure + 1] = p
end
decoratives[#decoratives + 1] = {name = Raffle.rock_decoratives[random(1, #Raffle.rock_decoratives)], position = p, amount = 1}
end
return
end
if noise1 > -0.28 and noise1 < 0.28 then
--Main Rock Terrain
local noise4 = Functions.get_noise('no_rocks_2', p, seed + 75000)
if noise4 > 0.80 or noise4 < -0.80 then
tiles[#tiles + 1] = {name = 'dirt-' .. floor(noise4 * 8) % 2 + 5, position = p}
if random(1, 512) == 1 then
treasure[#treasure + 1] = p
end
return
end
if random(1, 2 * 1024) == 1 then
treasure[#treasure + 1] = p
end
tiles[#tiles + 1] = {name = 'dirt-6', position = p}
if random(1, 100) > 50 then
entities[#entities + 1] = {name = Raffle.rocks[random(1, #Raffle.rocks)], position = p}
end
decoratives[#decoratives + 1] = {name = Raffle.rock_decoratives[random(1, #Raffle.rock_decoratives)], position = p, amount = 4}
return
end
tiles[#tiles + 1] = {name = 'out-of-map', position = p}
end
local function normal_chunk(surface, left_top)
local tiles = {}
local entities = {}
local treasure = {}
local decoratives = {}
local seed = surface.map_gen_settings.seed
for y = 0, 31, 1 do
for x = 0, 31, 1 do
local p = {x = left_top.x + x, y = left_top.y + y}
process_tile(p, seed, tiles, entities, treasure, decoratives)
end
end
surface.set_tiles(tiles, true)
Functions.spawn_treasures(surface, treasure)
Functions.spawn_entities(surface, entities)
Functions.spawn_decoratives(surface, decoratives)
end
local function empty_chunk(surface, left_top)
local tiles = {}
local entities = {}
local treasure = {}
local decoratives = {}
local seed = surface.map_gen_settings.seed
for y = 0, 31, 1 do
for x = 0, 31, 1 do
local p = {x = left_top.x + x, y = left_top.y + y}
process_tile(p, seed, tiles, entities, treasure, decoratives)
end
end
surface.set_tiles(tiles, true)
Functions.replace_water(surface, left_top)
Functions.spawn_decoratives(surface, decoratives)
end
local function caveworld(_, surface, left_top)
if abs(left_top.y) <= 31 and abs(left_top.x) <= 31 then
empty_chunk(surface, left_top)
return
end
if abs(left_top.y) > 31 or abs(left_top.x) > 31 then
normal_chunk(surface, left_top)
return
end
end
return caveworld