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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-26 03:52:22 +02:00
2021-03-25 03:49:03 +01:00

166 lines
6.1 KiB
Lua

local random = math.random
local abs = math.abs
local max = math.max
local min = math.min
local floor = math.floor
local Functions = require 'maps.chronosphere.world_functions'
local Raffle = require 'maps.chronosphere.raffles'
local Chrono_table = require 'maps.chronosphere.table'
local Specials = require 'maps.chronosphere.terrain_specials'
local function process_tile(p, seed, tiles, entities, factories)
local objective = Chrono_table.get_table()
local danger = 0
if objective.world.variant.id == 2 then
danger = 1
end
local noise1 = Functions.get_noise('scrapyard', p, seed)
local moisture = objective.world.variant.moisture
local handicap = max(0, 160 - objective.chronojumps * 20)
--Chasms
local noise2 = Functions.get_noise('cave_ponds', p, seed)
local noise3 = Functions.get_noise('small_caves', p, seed)
if noise2 < 0.15 and noise2 > -0.15 then
if noise3 > 0.35 then
tiles[#tiles + 1] = {name = 'out-of-map', position = p}
return
end
if noise3 < -0.35 then
tiles[#tiles + 1] = {name = 'out-of-map', position = p}
return
end
end
if noise1 < -0.25 + danger * 0.05 or noise1 > 0.25 - danger * 0.05 then
if random(1, 256 - danger * 128) == 1 and Functions.distance(p.x, p.y) > 50 then
entities[#entities + 1] = {name = 'gun-turret', position = p, force = 'scrapyard'}
end
tiles[#tiles + 1] = {name = 'dirt-7', position = p}
if danger == 0 and (noise1 < -0.55 or noise1 > 0.55) then
if random(1, 40) == 1 and Functions.distance(p.x, p.y) > 150 + handicap then
entities[#entities + 1] = {name = Raffle.spawners[random(1, #Raffle.spawners)], position = p, spawn_decorations = true}
end
return
end
if noise1 + 0.5 > -0.05 - 0.1 * moisture and noise1 + 0.5 < 0.05 + 0.1 * moisture then
if random(1, 100) > 42 then
entities[#entities + 1] = {name = Raffle.dead_trees[random(1, #Raffle.dead_trees)], position = p}
end
end
if noise1 < -0.28 - danger * 0.1 or noise1 > 0.28 + danger * 0.1 then
if random(1, 48) == 1 then
entities[#entities + 1] = {name = Raffle.scraps_inv[random(1, #Raffle.scraps_inv)], position = p, force = 'neutral'}
else
if danger == 0 then
if random(1, 5000) <= objective.world.variant.fa then
factories[#factories + 1] = p
else
if random(1, 5) > 1 then
entities[#entities + 1] = {name = Raffle.scraps[random(1, #Raffle.scraps)], position = p, force = 'neutral'}
end
end
else
if random(1, 5000) <= objective.world.variant.fa then
factories[#factories + 1] = p
else
if random(1, 3) == 1 then
entities[#entities + 1] = {name = Raffle.scraps[random(1, #Raffle.scraps)], position = p, force = 'neutral'}
end
end
end
end
end
end
if noise2 < -0.6 and noise1 > -0.2 and noise1 < 0.2 then
tiles[#tiles + 1] = {name = 'deepwater-green', position = p}
if random(1, 128) == 1 then
entities[#entities + 1] = {name = 'fish', position = p}
end
return
end
local noise4 = Functions.get_noise('large_caves', p, seed)
if noise1 > -0.15 and noise1 < 0.15 then
if floor(noise4 * 10) % 4 < 3 then
tiles[#tiles + 1] = {name = 'dirt-7', position = p}
local jumps = min(objective.chronojumps * 5, 100)
if random(1, 200 - jumps) == 1 and Functions.distance(p.x, p.y) > 150 + handicap and danger == 0 then
entities[#entities + 1] = {name = Raffle.spawners[random(1, #Raffle.spawners)], position = p, spawn_decorations = true}
end
return
end
end
tiles[#tiles + 1] = {name = 'dirt-7', position = p}
tiles[#tiles + 1] = {name = 'stone-path', position = p}
end
local function danger_chunk(surface, left_top)
local tiles = {}
local entities = {}
local factories = {}
local seed = surface.map_gen_settings.seed
for y = 0, 31, 1 do
for x = 0, 31, 1 do
local p = {x = left_top.x + x, y = left_top.y + y}
process_tile(p, seed, tiles, entities, factories)
end
end
surface.set_tiles(tiles, true)
Functions.replace_water(surface, left_top)
Specials.danger_event(surface, left_top)
end
local function normal_chunk(surface, left_top)
local tiles = {}
local entities = {}
local factories = {}
local seed = surface.map_gen_settings.seed
for y = 0, 31, 1 do
for x = 0, 31, 1 do
local p = {x = left_top.x + x, y = left_top.y + y}
process_tile(p, seed, tiles, entities, factories)
end
end
surface.set_tiles(tiles, true)
Functions.spawn_entities(surface, entities)
for _, pos in pairs(factories) do
Specials.production_factory(surface, pos)
end
end
local function empty_chunk(surface, left_top)
local tiles = {}
local entities = {}
local factories = {}
local seed = surface.map_gen_settings.seed
for y = 0, 31, 1 do
for x = 0, 31, 1 do
local p = {x = left_top.x + x, y = left_top.y + y}
process_tile(p, seed, tiles, entities, factories)
end
end
surface.set_tiles(tiles, true)
Functions.replace_water(surface, left_top)
end
local function scrapyard(variant, surface, left_top)
local id = variant.id
if abs(left_top.y) <= 31 and abs(left_top.x) <= 31 then
empty_chunk(surface, left_top)
return
end
if id == 2 and abs(left_top.y) == 448 and abs(left_top.x) == 448 then
danger_chunk(surface, left_top)
return
end
if abs(left_top.y) > 31 or abs(left_top.x) > 31 then
normal_chunk(surface, left_top)
return
end
end
return scrapyard