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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-22 03:38:48 +02:00
2021-03-25 03:49:03 +01:00

100 lines
3.5 KiB
Lua

local random = math.random
local abs = math.abs
local max = math.max
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 function process_tile(p, seed, tiles, entities, treasure)
local objective = Chrono_table.get_table()
local noise1 = Functions.get_noise('scrapyard', p, seed)
local evo = game.forces['enemy'].evolution_factor
local handicap = max(0, 120 - objective.chronojumps * 20)
if noise1 < -0.70 or noise1 > 0.70 then
tiles[#tiles + 1] = {name = 'grass-3', position = p}
if random(1, 40) == 1 then
treasure[#treasure + 1] = p
end
return
end
if noise1 < -0.65 or noise1 > 0.65 then
tiles[#tiles + 1] = {name = 'water-green', position = p}
return
end
if abs(noise1) > 0.50 and abs(noise1) < 0.65 then
if random(1, 70) == 1 and Functions.distance(p.x, p.y) > 170 + handicap then
entities[#entities + 1] = {name = Raffle.worms[random(1 + floor(evo * 8), floor(1 + evo * 16))], position = p, spawn_decorations = true}
end
tiles[#tiles + 1] = {name = 'water-mud', position = p}
return
end
if abs(noise1) > 0.35 and abs(noise1) < 0.50 then
if random(1, 140) == 1 and Functions.distance(p.x, p.y) > 180 + handicap then
entities[#entities + 1] = {name = Raffle.worms[random(1 + floor(evo * 8), floor(1 + evo * 16))], position = p, spawn_decorations = true}
end
tiles[#tiles + 1] = {name = 'water-shallow', position = p}
return
end
if noise1 > -0.15 and noise1 < 0.15 then
if random(1, 100) > 58 then
entities[#entities + 1] = {name = Raffle.trees[random(1, #Raffle.trees)], position = p}
else
if random(1, 8) == 1 then
entities[#entities + 1] = {name = Raffle.rocks[random(1, #Raffle.rocks)], position = p}
end
end
tiles[#tiles + 1] = {name = 'grass-1', position = p}
return
end
if random(1, 160) == 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
tiles[#tiles + 1] = {name = 'grass-2', position = p}
end
local function normal_chunk(surface, left_top)
local tiles = {}
local entities = {}
local treasure = {}
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, treasure)
end
end
surface.set_tiles(tiles, true)
Functions.spawn_treasures(surface, treasure)
Functions.spawn_entities(surface, entities)
end
local function empty_chunk(surface, left_top)
local tiles = {}
local entities = {}
local treasure = {}
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, treasure)
end
end
surface.set_tiles(tiles, true)
Functions.replace_water(surface, left_top)
end
local function swamp(_, surface, left_top)
if abs(left_top.y) <= 63 and abs(left_top.x) <= 63 then
empty_chunk(surface, left_top)
end
if abs(left_top.y) > 63 or abs(left_top.x) > 63 then
normal_chunk(surface, left_top)
end
end
return swamp