mirror of
https://github.com/ComfyFactory/ComfyFactorio.git
synced 2024-12-30 23:17:53 +02:00
126 lines
4.9 KiB
Lua
126 lines
4.9 KiB
Lua
local Functions = require 'maps.dungeons.functions'
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local Get_noise = require 'utils.get_noise'
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local DungeonsTable = require 'maps.dungeons.table'
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local table_shuffle_table = table.shuffle_table
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local math_random = math.random
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local math_abs = math.abs
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local math_floor = math.floor
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local decoratives = {'green-asterisk', 'green-bush-mini', 'green-carpet-grass', 'green-hairy-grass', 'green-small-grass'}
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local ores = {'iron-ore', 'iron-ore', 'coal'}
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local trees = {'tree-01', 'tree-02', 'tree-04', 'tree-05', 'tree-06', 'tree-07', 'tree-08'}
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local size_of_trees = #trees
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local function draw_deco(surface, position, decorative_name, seed)
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if surface.get_tile(position).name == 'water' then
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return
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end
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if surface.count_entities_filtered({type = 'resource', position = position}) > 0 then
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return
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end
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local noise = Get_noise('decoratives', position, seed)
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if math_abs(noise) > 0.28 then
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surface.create_decoratives {check_collision = false, decoratives = {{name = decorative_name, position = position, amount = math.floor(math.abs(noise * 3)) + 1}}}
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end
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end
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local function draw_room_decoratives(surface, room)
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local seed = game.surfaces[surface.index].map_gen_settings.seed + math_random(1, 1000000)
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local decorative_name = decoratives[math_random(1, #decoratives)]
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for _, tile in pairs(room.path_tiles) do
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draw_deco(surface, tile.position, decorative_name, seed)
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end
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for _, tile in pairs(room.room_border_tiles) do
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draw_deco(surface, tile.position, decorative_name, seed)
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end
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for _, tile in pairs(room.room_tiles) do
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draw_deco(surface, tile.position, decorative_name, seed)
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end
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end
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local function add_enemy_units(surface, room)
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for _, tile in pairs(room.room_border_tiles) do
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if math_random(1, 32) == 1 then
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Functions.spawn_random_biter(surface, tile.position)
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end
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end
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for _, tile in pairs(room.room_tiles) do
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if math_random(1, 32) == 1 then
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Functions.spawn_random_biter(surface, tile.position)
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end
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end
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end
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local function grasslands(surface, room)
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local dungeontable = DungeonsTable.get_dungeontable()
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for _, tile in pairs(room.path_tiles) do
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surface.set_tiles({{name = 'grass-1', position = tile.position}}, true)
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end
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if not room.room_tiles[1] then
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draw_room_decoratives(surface, room)
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return
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end
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local seed = game.surfaces[surface.index].map_gen_settings.seed + math_random(1, 1000000)
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local tree_name = trees[math_random(1, size_of_trees)]
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table_shuffle_table(room.room_tiles)
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for key, tile in pairs(room.room_tiles) do
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surface.set_tiles({{name = 'grass-2', position = tile.position}}, true)
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if math_random(1, 16) == 1 and Get_noise('n3', tile.position, seed) > 0.1 then
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surface.create_entity({name = ores[math_random(1, #ores)], position = tile.position, amount = Functions.get_common_resource_amount(surface.index)})
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else
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if math_random(1, math_random(2, 20)) == 1 and math_abs(Get_noise('decoratives', tile.position, seed + 100000)) > 0.2 then
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surface.create_entity({name = tree_name, position = tile.position})
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end
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end
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if key % 128 == 1 and math_random(1, 3) == 1 then
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Functions.set_spawner_tier(
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surface.create_entity({name = Functions.roll_spawner_name(), position = tile.position, force = dungeontable.enemy_forces[surface.index]}),
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surface.index
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)
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end
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if math_random(1, 320) == 1 then
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surface.create_entity({name = Functions.roll_worm_name(surface.index), position = tile.position, force = dungeontable.enemy_forces[surface.index]})
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end
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if math_random(1, 1024) == 1 then
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surface.create_entity({name = 'rock-huge', position = tile.position})
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end
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end
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Functions.add_room_loot_crates(surface, room)
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if math_random(1, 4) == 1 then
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local r_max = math_floor(room.radius * 0.75)
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local r = math_random(1, r_max)
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for x = r * -1, r, 1 do
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for y = r * -1, r, 1 do
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local p = {room.center.x + x, room.center.y + y}
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surface.set_tiles({{name = 'water', position = p}})
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if math_random(1, 8) == 1 then
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surface.create_entity({name = 'fish', position = p})
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end
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end
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end
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end
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table_shuffle_table(room.room_border_tiles)
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for key, tile in pairs(room.room_border_tiles) do
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surface.set_tiles({{name = 'grass-3', position = tile.position}}, true)
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end
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for key, tile in pairs(room.room_border_tiles) do
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if key % 8 == 1 then
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Functions.place_border_rock(surface, tile.position)
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end
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end
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draw_room_decoratives(surface, room)
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draw_room_decoratives(surface, room)
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add_enemy_units(surface, room)
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end
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return grasslands
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