mirror of
https://github.com/ComfyFactory/ComfyFactorio.git
synced 2025-01-22 03:38:48 +02:00
100 lines
3.5 KiB
Lua
100 lines
3.5 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 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 function process_tile(p, seed, tiles, entities, treasure)
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local objective = Chrono_table.get_table()
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local noise1 = Functions.get_noise('scrapyard', p, seed)
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local evo = game.forces['enemy'].evolution_factor
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local handicap = max(0, 120 - objective.chronojumps * 20)
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if noise1 < -0.70 or noise1 > 0.70 then
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tiles[#tiles + 1] = {name = 'grass-3', position = p}
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if random(1, 40) == 1 then
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treasure[#treasure + 1] = p
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end
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return
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end
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if noise1 < -0.65 or noise1 > 0.65 then
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tiles[#tiles + 1] = {name = 'water-green', position = p}
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return
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end
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if abs(noise1) > 0.50 and abs(noise1) < 0.65 then
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if random(1, 70) == 1 and Functions.distance(p.x, p.y) > 170 + handicap then
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entities[#entities + 1] = {name = Raffle.worms[random(1 + floor(evo * 8), floor(1 + evo * 16))], position = p, spawn_decorations = true}
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end
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tiles[#tiles + 1] = {name = 'water-mud', position = p}
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return
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end
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if abs(noise1) > 0.35 and abs(noise1) < 0.50 then
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if random(1, 140) == 1 and Functions.distance(p.x, p.y) > 180 + handicap then
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entities[#entities + 1] = {name = Raffle.worms[random(1 + floor(evo * 8), floor(1 + evo * 16))], position = p, spawn_decorations = true}
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end
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tiles[#tiles + 1] = {name = 'water-shallow', position = p}
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return
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end
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if noise1 > -0.15 and noise1 < 0.15 then
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if random(1, 100) > 58 then
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entities[#entities + 1] = {name = Raffle.trees[random(1, #Raffle.trees)], position = p}
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else
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if random(1, 8) == 1 then
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entities[#entities + 1] = {name = Raffle.rocks[random(1, #Raffle.rocks)], position = p}
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end
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end
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tiles[#tiles + 1] = {name = 'grass-1', position = p}
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return
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end
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if random(1, 160) == 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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tiles[#tiles + 1] = {name = 'grass-2', position = p}
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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 treasure = {}
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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, treasure)
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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_treasures(surface, treasure)
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Functions.spawn_entities(surface, entities)
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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 treasure = {}
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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, treasure)
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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 swamp(_, surface, left_top)
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if abs(left_top.y) <= 63 and abs(left_top.x) <= 63 then
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empty_chunk(surface, left_top)
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end
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if abs(left_top.y) > 63 or abs(left_top.x) > 63 then
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normal_chunk(surface, left_top)
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end
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end
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return swamp
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