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ComfyFactorio/maps/dungeons/biome_grasslands.lua
2020-04-04 19:07:08 +02:00

77 lines
2.8 KiB
Lua

local Functions = require "maps.dungeons.functions"
local table_shuffle_table = table.shuffle_table
local table_insert = table.insert
local table_remove = table.remove
local math_random = math.random
local math_abs = math.abs
local math_sqrt = math.sqrt
local math_floor = math.floor
local ores = {"iron-ore", "iron-ore", "iron-ore", "iron-ore", "copper-ore", "copper-ore", "copper-ore","coal", "coal", "stone", "stone"}
local trees = {"tree-01", "tree-02", "tree-03", "tree-04", "tree-05"}
local size_of_trees = #trees
local worms = {}
for _ = 1, 64, 1 do table_insert(worms, "small") end
for _ = 1, 8, 1 do table_insert(worms, "medium") end
for _ = 1, 4, 1 do table_insert(worms, "big") end
for _ = 1, 1, 1 do table_insert(worms, "behemoth") end
local size_of_worms = #worms
local function grasslands(surface, room)
for _, tile in pairs(room.path_tiles) do
surface.set_tiles({{name = "grass-1", position = tile.position}}, true)
end
if #room.room_tiles > 1 then table_shuffle_table(room.room_tiles) end
for key, tile in pairs(room.room_tiles) do
surface.set_tiles({{name = "grass-2", position = tile.position}}, true)
if math_random(1, 64) == 1 then
surface.create_entity({name = ores[math_random(1, #ores)], position = tile.position, amount = math_random(250, 500) + global.dungeons.depth * 10})
else
if math_random(1, 24) == 1 then
surface.create_entity({name = trees[math_random(1, size_of_trees)], position = tile.position})
end
end
if math_random(1, 512) == 1 then
local turret_name = worms[math_random(1, size_of_worms)] .. "-worm-turret"
surface.create_entity({name = turret_name, position = tile.position})
end
if math_random(1, 1024) == 1 then
surface.create_entity({name = "rock-huge", position = tile.position})
end
end
if room.center then
if math_random(1, 4) == 1 then
local r = math_floor(math_sqrt(#room.room_tiles) * 0.25) + 1
for x = r * -1, r, 1 do
for y = r * -1, r, 1 do
local p = {room.center.x + x, room.center.y + y}
surface.set_tiles({{name = "water", position = p}})
if math_random(1, 8) == 1 then
surface.create_entity({name = "fish", position = p})
end
end
end
else
if math_random(1, 3) == 1 then
surface.create_entity({name = Functions.roll_spawner_name(), position = room.center})
end
end
end
if #room.room_border_tiles > 1 then table_shuffle_table(room.room_border_tiles) end
for key, tile in pairs(room.room_border_tiles) do
surface.set_tiles({{name = "grass-3", position = tile.position}}, true)
if key < 9 then
surface.create_entity({name = "rock-big", position = tile.position})
else
if math_random(1, 8) == 1 then
surface.create_entity({name = trees[math_random(1, size_of_trees)], position = tile.position})
end
end
end
end
return grasslands