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ComfyFactorio/maps/dungeons/biome_grasslands.lua
2021-03-24 20:23:53 +01:00

126 lines
4.9 KiB
Lua

local Functions = require 'maps.dungeons.functions'
local Get_noise = require 'utils.get_noise'
local DungeonsTable = require 'maps.dungeons.table'
local table_shuffle_table = table.shuffle_table
local math_random = math.random
local math_abs = math.abs
local math_floor = math.floor
local decoratives = {'green-asterisk', 'green-bush-mini', 'green-carpet-grass', 'green-hairy-grass', 'green-small-grass'}
local ores = {'iron-ore', 'iron-ore', 'coal'}
local trees = {'tree-01', 'tree-02', 'tree-04', 'tree-05', 'tree-06', 'tree-07', 'tree-08'}
local size_of_trees = #trees
local function draw_deco(surface, position, decorative_name, seed)
if surface.get_tile(position).name == 'water' then
return
end
if surface.count_entities_filtered({type = 'resource', position = position}) > 0 then
return
end
local noise = Get_noise('decoratives', position, seed)
if math_abs(noise) > 0.28 then
surface.create_decoratives {check_collision = false, decoratives = {{name = decorative_name, position = position, amount = math.floor(math.abs(noise * 3)) + 1}}}
end
end
local function draw_room_decoratives(surface, room)
local seed = game.surfaces[surface.index].map_gen_settings.seed + math_random(1, 1000000)
local decorative_name = decoratives[math_random(1, #decoratives)]
for _, tile in pairs(room.path_tiles) do
draw_deco(surface, tile.position, decorative_name, seed)
end
for _, tile in pairs(room.room_border_tiles) do
draw_deco(surface, tile.position, decorative_name, seed)
end
for _, tile in pairs(room.room_tiles) do
draw_deco(surface, tile.position, decorative_name, seed)
end
end
local function add_enemy_units(surface, room)
for _, tile in pairs(room.room_border_tiles) do
if math_random(1, 32) == 1 then
Functions.spawn_random_biter(surface, tile.position)
end
end
for _, tile in pairs(room.room_tiles) do
if math_random(1, 32) == 1 then
Functions.spawn_random_biter(surface, tile.position)
end
end
end
local function grasslands(surface, room)
local dungeontable = DungeonsTable.get_dungeontable()
for _, tile in pairs(room.path_tiles) do
surface.set_tiles({{name = 'grass-1', position = tile.position}}, true)
end
if not room.room_tiles[1] then
draw_room_decoratives(surface, room)
return
end
local seed = game.surfaces[surface.index].map_gen_settings.seed + math_random(1, 1000000)
local tree_name = trees[math_random(1, size_of_trees)]
table_shuffle_table(room.room_tiles)
for key, tile in pairs(room.room_tiles) do
surface.set_tiles({{name = 'grass-2', position = tile.position}}, true)
if math_random(1, 16) == 1 and Get_noise('n3', tile.position, seed) > 0.1 then
surface.create_entity({name = ores[math_random(1, #ores)], position = tile.position, amount = Functions.get_common_resource_amount(surface.index)})
else
if math_random(1, math_random(2, 20)) == 1 and math_abs(Get_noise('decoratives', tile.position, seed + 100000)) > 0.2 then
surface.create_entity({name = tree_name, position = tile.position})
end
end
if key % 128 == 1 and math_random(1, 3) == 1 then
Functions.set_spawner_tier(
surface.create_entity({name = Functions.roll_spawner_name(), position = tile.position, force = dungeontable.enemy_forces[surface.index]}),
surface.index
)
end
if math_random(1, 320) == 1 then
surface.create_entity({name = Functions.roll_worm_name(surface.index), position = tile.position, force = dungeontable.enemy_forces[surface.index]})
end
if math_random(1, 1024) == 1 then
surface.create_entity({name = 'rock-huge', position = tile.position})
end
end
Functions.add_room_loot_crates(surface, room)
if math_random(1, 4) == 1 then
local r_max = math_floor(room.radius * 0.75)
local r = math_random(1, r_max)
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
end
table_shuffle_table(room.room_border_tiles)
for key, tile in pairs(room.room_border_tiles) do
surface.set_tiles({{name = 'grass-3', position = tile.position}}, true)
end
for key, tile in pairs(room.room_border_tiles) do
if key % 8 == 1 then
Functions.place_border_rock(surface, tile.position)
end
end
draw_room_decoratives(surface, room)
draw_room_decoratives(surface, room)
add_enemy_units(surface, room)
end
return grasslands