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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2024-12-28 23:06:38 +02:00
ComfyFactorio/maps/rainbow_road.lua
2021-03-24 20:14:55 +01:00

135 lines
4.7 KiB
Lua

--luacheck: ignore
local event = require 'utils.event'
local simplex_noise = require 'utils.simplex_noise'.d2
local rainbow_colors = require 'tools.rainbow_colors'
local map_functions = require 'tools.map_functions'
require 'modules.satellite_score'
local ore_spawn_raffle = {'iron-ore', 'iron-ore', 'iron-ore', 'iron-ore', 'copper-ore', 'copper-ore', 'copper-ore', 'coal', 'coal', 'coal', 'stone', 'uranium-ore', 'crude-oil'}
local stars = {'', '', '', '', ''}
local function get_noise(name, pos)
local seed = game.surfaces[1].map_gen_settings.seed
local noise_seed_add = 25000
seed = seed + noise_seed_add
if name == 1 then
local noise = {}
noise[1] = simplex_noise(pos.x * 0.0015, pos.y * 0.0015, seed)
seed = seed + noise_seed_add
noise[2] = simplex_noise(pos.x * 0.01, pos.y * 0.01, seed)
local noise = noise[1] + noise[2] * 0.005
-- + noise[3] * 0.15 + noise[4] * 0.05
return noise
end
seed = seed + noise_seed_add
seed = seed + noise_seed_add
seed = seed + noise_seed_add
seed = seed + noise_seed_add
if name == 2 then
local noise = {}
noise[1] = simplex_noise(pos.x * 0.0015, pos.y * 0.0015, seed)
local noise = noise[1]
return noise
end
end
local function process_tile(surface, pos)
local noise = get_noise(1, pos)
if noise > 0.15 or noise < -0.15 then
surface.set_tiles({{name = 'out-of-map', position = pos}})
if noise > 0.25 or noise < -0.25 then
if math.random(1, 1024) == 1 then
local scale = math.random(20, 100) * 0.1
--rendering.draw_sprite({sprite = "file/star.png", target = pos, surface = surface, render_layer = "ground", orientation = math.random(0,100) * 0.01, x_scale = scale, y_scale = scale})
rendering.draw_text {
text = stars[math.random(1, #stars)],
surface = surface,
target = pos,
color = {r = 1, g = 1, b = 0},
orientation = math.random(0, 100) * 0.01,
scale = scale,
font = 'heading-1',
alignment = 'center',
scale_with_zoom = false
}
end
end
return
end
local tile = surface.get_tile(pos).name
if tile == 'deepwater' then
return
end
surface.set_tiles({{name = 'lab-dark-2', position = pos}})
local noise_2 = get_noise(2, pos)
local color_index = (math.floor(math.abs(noise_2) * 2500) % #rainbow_colors) + 1
rendering.draw_sprite({sprite = 'tile/lab-dark-2', target = pos, surface = surface, tint = rainbow_colors[color_index], render_layer = 'ground'})
if noise < 0.10 and noise > -0.10 then
--if noise_2 < 0.3 and noise_2 > -0.3 then
if math.random(1, 2048) == 1 then
local n = ore_spawn_raffle[math.random(1, #ore_spawn_raffle)]
local distance_to_center = math.sqrt(pos.x ^ 2 + pos.y ^ 2)
local amount = 750 + distance_to_center * 2
if n == 'crude-oil' then
map_functions.draw_oil_circle(pos, n, surface, 6, 500 * amount)
else
map_functions.draw_smoothed_out_ore_circle(pos, n, surface, math.random(8, 11), amount)
end
end
--end
end
end
local function get_spawn_position()
for y = 0, 1024, 1 do
for x = 0, 1024, 1 do
local pos = {x = x, y = y}
local noise = get_noise(1, pos)
if noise < 0.1 and noise > -0.1 then
return pos
end
end
end
end
local function on_chunk_generated(event)
local surface = event.surface
local left_top = event.area.left_top
for x = 0.5, 31.5, 1 do
for y = 0.5, 31.5, 1 do
local pos = {x = left_top.x + x, y = left_top.y + y}
process_tile(surface, pos)
end
end
end
local function on_player_joined_game(event)
local player = game.players[event.player_index]
if player.online_time == 0 then
player.insert {name = 'pistol', count = 1}
player.insert {name = 'firearm-magazine', count = 16}
player.insert {name = 'iron-plate', count = 100}
player.insert {name = 'copper-plate', count = 50}
player.insert {name = 'car', count = 1}
player.insert {name = 'rocket-fuel', count = 1}
end
end
local function on_init()
local surface = game.surfaces[1]
global.sprites = {}
game.forces['player'].set_spawn_position(get_spawn_position(surface), surface)
end
event.on_init(on_init)
event.add(defines.events.on_chunk_generated, on_chunk_generated)
event.add(defines.events.on_player_joined_game, on_player_joined_game)