mirror of
https://github.com/ComfyFactory/ComfyFactorio.git
synced 2025-01-26 03:52:22 +02:00
166 lines
6.1 KiB
Lua
166 lines
6.1 KiB
Lua
local random = math.random
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local abs = math.abs
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local max = math.max
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local min = math.min
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local floor = math.floor
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local Functions = require 'maps.chronosphere.world_functions'
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local Raffle = require 'maps.chronosphere.raffles'
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local Chrono_table = require 'maps.chronosphere.table'
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local Specials = require 'maps.chronosphere.terrain_specials'
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local function process_tile(p, seed, tiles, entities, factories)
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local objective = Chrono_table.get_table()
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local danger = 0
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if objective.world.variant.id == 2 then
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danger = 1
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end
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local noise1 = Functions.get_noise('scrapyard', p, seed)
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local moisture = objective.world.variant.moisture
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local handicap = max(0, 160 - objective.chronojumps * 20)
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--Chasms
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local noise2 = Functions.get_noise('cave_ponds', p, seed)
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local noise3 = Functions.get_noise('small_caves', p, seed)
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if noise2 < 0.15 and noise2 > -0.15 then
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if noise3 > 0.35 then
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tiles[#tiles + 1] = {name = 'out-of-map', position = p}
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return
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end
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if noise3 < -0.35 then
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tiles[#tiles + 1] = {name = 'out-of-map', position = p}
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return
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end
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end
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if noise1 < -0.25 + danger * 0.05 or noise1 > 0.25 - danger * 0.05 then
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if random(1, 256 - danger * 128) == 1 and Functions.distance(p.x, p.y) > 50 then
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entities[#entities + 1] = {name = 'gun-turret', position = p, force = 'scrapyard'}
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end
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tiles[#tiles + 1] = {name = 'dirt-7', position = p}
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if danger == 0 and (noise1 < -0.55 or noise1 > 0.55) then
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if random(1, 40) == 1 and Functions.distance(p.x, p.y) > 150 + handicap then
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entities[#entities + 1] = {name = Raffle.spawners[random(1, #Raffle.spawners)], position = p, spawn_decorations = true}
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end
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return
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end
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if noise1 + 0.5 > -0.05 - 0.1 * moisture and noise1 + 0.5 < 0.05 + 0.1 * moisture then
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if random(1, 100) > 42 then
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entities[#entities + 1] = {name = Raffle.dead_trees[random(1, #Raffle.dead_trees)], position = p}
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end
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end
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if noise1 < -0.28 - danger * 0.1 or noise1 > 0.28 + danger * 0.1 then
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if random(1, 48) == 1 then
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entities[#entities + 1] = {name = Raffle.scraps_inv[random(1, #Raffle.scraps_inv)], position = p, force = 'neutral'}
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else
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if danger == 0 then
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if random(1, 5000) <= objective.world.variant.fa then
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factories[#factories + 1] = p
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else
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if random(1, 5) > 1 then
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entities[#entities + 1] = {name = Raffle.scraps[random(1, #Raffle.scraps)], position = p, force = 'neutral'}
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end
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end
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else
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if random(1, 5000) <= objective.world.variant.fa then
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factories[#factories + 1] = p
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else
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if random(1, 3) == 1 then
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entities[#entities + 1] = {name = Raffle.scraps[random(1, #Raffle.scraps)], position = p, force = 'neutral'}
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end
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end
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end
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end
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end
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end
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if noise2 < -0.6 and noise1 > -0.2 and noise1 < 0.2 then
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tiles[#tiles + 1] = {name = 'deepwater-green', position = p}
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if random(1, 128) == 1 then
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entities[#entities + 1] = {name = 'fish', position = p}
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end
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return
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end
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local noise4 = Functions.get_noise('large_caves', p, seed)
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if noise1 > -0.15 and noise1 < 0.15 then
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if floor(noise4 * 10) % 4 < 3 then
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tiles[#tiles + 1] = {name = 'dirt-7', position = p}
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local jumps = min(objective.chronojumps * 5, 100)
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if random(1, 200 - jumps) == 1 and Functions.distance(p.x, p.y) > 150 + handicap and danger == 0 then
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entities[#entities + 1] = {name = Raffle.spawners[random(1, #Raffle.spawners)], position = p, spawn_decorations = true}
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end
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return
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end
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end
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tiles[#tiles + 1] = {name = 'dirt-7', position = p}
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tiles[#tiles + 1] = {name = 'stone-path', position = p}
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end
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local function danger_chunk(surface, left_top)
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local tiles = {}
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local entities = {}
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local factories = {}
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local seed = surface.map_gen_settings.seed
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for y = 0, 31, 1 do
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for x = 0, 31, 1 do
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local p = {x = left_top.x + x, y = left_top.y + y}
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process_tile(p, seed, tiles, entities, factories)
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end
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end
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surface.set_tiles(tiles, true)
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Functions.replace_water(surface, left_top)
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Specials.danger_event(surface, left_top)
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end
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local function normal_chunk(surface, left_top)
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local tiles = {}
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local entities = {}
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local factories = {}
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local seed = surface.map_gen_settings.seed
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for y = 0, 31, 1 do
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for x = 0, 31, 1 do
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local p = {x = left_top.x + x, y = left_top.y + y}
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process_tile(p, seed, tiles, entities, factories)
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end
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end
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surface.set_tiles(tiles, true)
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Functions.spawn_entities(surface, entities)
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for _, pos in pairs(factories) do
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Specials.production_factory(surface, pos)
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end
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end
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local function empty_chunk(surface, left_top)
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local tiles = {}
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local entities = {}
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local factories = {}
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local seed = surface.map_gen_settings.seed
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for y = 0, 31, 1 do
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for x = 0, 31, 1 do
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local p = {x = left_top.x + x, y = left_top.y + y}
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process_tile(p, seed, tiles, entities, factories)
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end
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end
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surface.set_tiles(tiles, true)
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Functions.replace_water(surface, left_top)
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end
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local function scrapyard(variant, surface, left_top)
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local id = variant.id
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if abs(left_top.y) <= 31 and abs(left_top.x) <= 31 then
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empty_chunk(surface, left_top)
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return
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end
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if id == 2 and abs(left_top.y) == 448 and abs(left_top.x) == 448 then
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danger_chunk(surface, left_top)
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return
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end
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if abs(left_top.y) > 31 or abs(left_top.x) > 31 then
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normal_chunk(surface, left_top)
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return
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end
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end
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return scrapyard
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