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https://github.com/ComfyFactory/ComfyFactorio.git
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74 lines
2.1 KiB
Lua
74 lines
2.1 KiB
Lua
local Functions = require 'maps.dungeons.functions'
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local Get_noise = require 'utils.get_noise'
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local table_shuffle_table = table.shuffle_table
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local table_insert = table.insert
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local math_random = math.random
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local math_floor = math.floor
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local rainbow_tiles = {
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'red-refined-concrete',
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'orange-refined-concrete',
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'yellow-refined-concrete',
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'green-refined-concrete',
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'cyan-refined-concrete',
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'blue-refined-concrete',
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'pink-refined-concrete',
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'purple-refined-concrete'
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}
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local ores = {
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'copper-ore',
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'iron-ore',
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'stone',
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'coal'
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}
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local function rainbow(surface, room)
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local tiles = {}
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for _, tile in pairs(room.path_tiles) do
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table_insert(tiles, tile)
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end
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for _, tile in pairs(room.room_border_tiles) do
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table_insert(tiles, tile)
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end
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for _, tile in pairs(room.room_tiles) do
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table_insert(tiles, tile)
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end
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local seed = game.surfaces[surface.index].map_gen_settings.seed + math_random(1, 1000000)
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for _, tile in pairs(tiles) do
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local noise = Get_noise('n3', tile.position, seed)
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local index = math_floor(noise * 32) % 8 + 1
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surface.set_tiles({{name = rainbow_tiles[index], position = tile.position}}, true)
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if math_random(1, 2) == 1 and index % 2 == 0 then
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surface.create_entity({name = ores[index * 0.5], position = tile.position, amount = Functions.get_common_resource_amount(surface.index)})
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end
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end
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if not room.room_border_tiles[1] then
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return
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end
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table_shuffle_table(room.room_tiles)
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for key, tile in pairs(room.room_tiles) do
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if math_random(1, 512) == 1 or key == 1 then
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Functions.rare_loot_crate(surface, tile.position)
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else
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if math_random(1, 512) == 1 then
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Functions.epic_loot_crate(surface, tile.position)
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end
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end
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end
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table_shuffle_table(room.room_border_tiles)
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for key, tile in pairs(room.room_border_tiles) do
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if key % 8 == 1 then
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Functions.place_border_rock(surface, tile.position)
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end
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end
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end
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return rainbow
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