mirror of
https://github.com/ComfyFactory/ComfyFactorio.git
synced 2025-01-10 00:43:27 +02:00
905bd3f3f5
loots and biteys
102 lines
4.1 KiB
Lua
102 lines
4.1 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 table_remove = table.remove
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local math_random = math.random
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local math_abs = math.abs
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local decoratives = {"brown-asterisk", "brown-carpet-grass", "brown-fluff", "brown-fluff-dry", "brown-hairy-grass", "brown-asterisk", "brown-fluff", "brown-fluff-dry"}
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local ores = {"iron-ore", "iron-ore", "iron-ore", "iron-ore", "copper-ore", "copper-ore", "copper-ore","coal", "coal","stone", "stone"}
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local trees = {"dead-dry-hairy-tree", "dead-grey-trunk", "dead-tree-desert", "dry-hairy-tree", "dry-tree"}
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local size_of_trees = #trees
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local function draw_deco(surface, position, decorative_name, seed)
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if surface.get_tile(position).name == "water" then return end
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local noise = Get_noise("decoratives", position, seed)
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if math_abs(noise) > 0.35 then
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surface.create_decoratives{check_collision = false, decoratives = {{name = decorative_name, position = position, amount = math.floor(math.abs(noise * 3)) + 1}}}
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end
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end
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local function draw_room_decoratives(surface, room)
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local seed = game.surfaces[1].map_gen_settings.seed + math_random(1, 1000000)
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local decorative_name = decoratives[math_random(1, #decoratives)]
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for _, tile in pairs(room.path_tiles) do draw_deco(surface, tile.position, decorative_name, seed) end
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for _, tile in pairs(room.room_border_tiles) do draw_deco(surface, tile.position, decorative_name, seed) end
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for _, tile in pairs(room.room_tiles) do draw_deco(surface, tile.position, decorative_name, seed) end
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end
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local function dirtlands(surface, room)
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local path_tile = "dirt-" .. math_random(1, 3)
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for _, tile in pairs(room.path_tiles) do
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surface.set_tiles({{name = path_tile, position = tile.position}}, true)
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end
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if not room.room_border_tiles[1] then draw_room_decoratives(surface, room) return 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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surface.set_tiles({{name = "dirt-7", position = tile.position}}, true)
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if math_random(1, 64) == 1 then
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surface.create_entity({name = ores[math_random(1, #ores)], position = tile.position, amount = math_random(250, 500) + global.dungeons.depth * 10})
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else
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if math_random(1, 128) == 1 then
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surface.create_entity({name = trees[math_random(1, size_of_trees)], position = tile.position})
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end
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end
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if key % 128 == 0 and math_random(1, 2) == 1 then
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surface.create_entity({name = Functions.roll_spawner_name(), position = tile.position, force = "enemy"})
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end
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if math_random(1, 320) == 1 then
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surface.create_entity({name = Functions.roll_worm_name(), position = tile.position, force = "enemy"})
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end
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if math_random(1, 512) == 1 then
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surface.create_entity({name = "mineable-wreckage", position = tile.position})
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end
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if math_random(1, 256) == 1 then
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surface.create_entity({name = "rock-huge", position = tile.position})
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end
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if math_random(1, 256) == 1 then
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Functions.common_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.uncommon_loot_crate(surface, tile.position)
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end
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end
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end
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if room.center then
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if math_random(1, 16) == 1 then
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for x = -1, 1, 1 do
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for y = -1, 1, 1 do
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local p = {room.center.x + x, room.center.y + y}
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surface.set_tiles({{name = "water", position = p}})
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if math_random(1, 4) == 1 then
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surface.create_entity({name = "fish", position = p})
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end
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end
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end
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else
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if math_random(1, 24) == 1 then
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surface.create_entity({name = "crude-oil", position = room.center, amount = Functions.get_crude_oil_amount()})
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end
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if math_random(1, 2) == 1 then
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surface.create_entity({name = Functions.roll_spawner_name(), position = room.center})
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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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surface.set_tiles({{name = "dirt-4", position = tile.position}}, true)
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if key % 8 == 1 then
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surface.create_entity({name = "rock-big", position = tile.position})
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end
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end
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draw_room_decoratives(surface, room)
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end
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return dirtlands |