mirror of
https://github.com/ComfyFactory/ComfyFactorio.git
synced 2025-01-08 00:39:30 +02:00
132 lines
4.7 KiB
Lua
132 lines
4.7 KiB
Lua
local random = math.random
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local abs = math.abs
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local Functions = require 'maps.chronosphere.world_functions'
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local Raffle = require 'maps.chronosphere.raffles'
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local Chrono_table = require 'maps.chronosphere.table'
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local function process_tile(p, seed, tiles, entities, treasure)
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local objective = Chrono_table.get_table()
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local biters = objective.world.variant.biters
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local richness = random(50 + 20 * objective.chronojumps, 100 + 20 * objective.chronojumps) * objective.world.ores.factor * 0.5
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local iron_size = 0.24
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local copper_size = 0.24
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local stone_size = 0.24
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local coal_size = 0.32
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local noise1 = Functions.get_noise('large_caves', p, seed)
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local noise2 = Functions.get_noise('cave_rivers', p, seed)
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local noise3 = Functions.get_noise('ores', p, seed)
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local noise4 = Functions.get_noise('forest_location', p, seed)
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--Chasms
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local noise5 = Functions.get_noise('cave_ponds', p, seed)
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local noise6 = Functions.get_noise('small_caves', p, seed)
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if noise5 < 0.45 and noise5 > -0.45 then
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if noise6 > 0.75 then
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tiles[#tiles + 1] = {name = 'out-of-map', position = p}
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return
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end
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if noise6 < -0.75 then
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tiles[#tiles + 1] = {name = 'out-of-map', position = p}
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return
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end
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end
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if noise1 > -0.05 and noise1 < 0.05 and noise2 < 0.25 then
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tiles[#tiles + 1] = {name = 'water-green', position = p}
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if random(1, 128) == 1 then
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entities[#entities + 1] = {name = 'fish', position = p}
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end
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return
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elseif noise1 > -0.20 and noise1 < 0.20 and abs(noise2) < 0.95 then
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if noise3 > -coal_size and noise3 < coal_size then
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entities[#entities + 1] = {name = 'coal', position = p, amount = richness}
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end
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end
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if noise2 > -0.70 and noise2 < 0.70 then
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if random(1, 48) == 1 then
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entities[#entities + 1] = {name = Raffle.trees[random(1, #Raffle.trees)], position = p}
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end
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if noise2 > -0.05 and noise2 < 0.05 then
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if noise3 > -iron_size and noise3 < iron_size then
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entities[#entities + 1] = {name = 'iron-ore', position = p, amount = richness}
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end
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elseif noise2 > -0.10 and noise2 < 0.10 then
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if noise3 > -copper_size and noise3 < copper_size then
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entities[#entities + 1] = {name = 'copper-ore', position = p, amount = richness}
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end
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end
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else
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tiles[#tiles + 1] = {name = 'dirt-7', position = p}
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if noise3 > -stone_size and noise3 < stone_size then
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entities[#entities + 1] = {name = 'stone', position = p, amount = richness}
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end
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if random(1, 52 - biters) == 1 and Functions.distance(p.x, p.y) > 200 then
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entities[#entities + 1] = {name = Raffle.spawners[random(1, #Raffle.spawners)], position = p, spawn_decorations = true}
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end
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end
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if Functions.distance(p.x, p.y) > 175 and noise2 > -0.70 and noise2 < 0.70 then
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if random(1, 2048) == 1 then
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treasure[#treasure + 1] = p
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end
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end
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if noise4 > 0.9 then
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if random(1, 100) > 42 then
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entities[#entities + 1] = {name = Raffle.trees[random(1, #Raffle.trees)], position = p}
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end
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return
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end
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if noise4 < -0.9 then
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if random(1, 100) > 42 then
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entities[#entities + 1] = {name = Raffle.trees[random(1, #Raffle.trees)], position = p}
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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 normal_chunk(surface, left_top)
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local tiles = {}
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local entities = {}
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local treasure = {}
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local seed = surface.map_gen_settings.seed
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for y = 0, 31, 1 do
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for x = 0, 31, 1 do
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local p = {x = left_top.x + x, y = left_top.y + y}
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process_tile(p, seed, tiles, entities, treasure)
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end
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end
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surface.set_tiles(tiles, true)
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Functions.spawn_treasures(surface, treasure)
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Functions.spawn_entities(surface, entities)
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end
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local function empty_chunk(surface, left_top)
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local tiles = {}
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local entities = {}
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local treasure = {}
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local seed = surface.map_gen_settings.seed
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for y = 0, 31, 1 do
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for x = 0, 31, 1 do
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local p = {x = left_top.x + x, y = left_top.y + y}
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process_tile(p, seed, tiles, entities, treasure)
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end
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end
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surface.set_tiles(tiles, true)
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Functions.replace_water(surface, left_top)
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end
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local function riverlands(_, surface, left_top)
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if abs(left_top.y) <= 31 and abs(left_top.x) <= 31 then
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empty_chunk(surface, left_top)
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return
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end
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if abs(left_top.y) > 31 or abs(left_top.x) > 31 then
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normal_chunk(surface, left_top)
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return
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end
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end
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return riverlands
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