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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-10 00:43:27 +02:00
ComfyFactorio/maps/biter_battles_v2/terrain.lua
2019-04-12 02:57:25 +02:00

303 lines
11 KiB
Lua

-- Terrain for Biter Battles -- by MewMew
local event = require 'utils.event'
local math_random = math.random
local simplex_noise = require 'utils.simplex_noise'.d2
local create_tile_chain = require "functions.create_tile_chain"
local spawn_circle_size = 28
local ores = {"copper-ore", "iron-ore", "stone", "coal"}
local function shuffle(tbl)
local size = #tbl
for i = size, 1, -1 do
local rand = math_random(size)
tbl[i], tbl[rand] = tbl[rand], tbl[i]
end
return tbl
end
local function get_noise(name, pos)
local seed = game.surfaces[1].map_gen_settings.seed
local noise_seed_add = 25000
if name == 1 then
local noise = {}
noise[1] = simplex_noise(pos.x * 0.0042, pos.y * 0.0042, seed)
seed = seed + noise_seed_add
noise[2] = simplex_noise(pos.x * 0.031, pos.y * 0.031, seed)
--seed = seed + noise_seed_add
--noise[3] = simplex_noise(pos.x * 0.1, pos.y * 0.1, seed)
local noise = noise[1] + noise[2] * 0.08-- + noise[3] * 0.015
return noise
end
if name == 2 then
local noise = {}
noise[1] = simplex_noise(pos.x * 0.011, pos.y * 0.011, seed)
seed = seed + noise_seed_add
noise[2] = simplex_noise(pos.x * 0.08, pos.y * 0.08, seed)
local noise = noise[1] + noise[2] * 0.2
return noise
end
if name == 3 then
local noise = {}
noise[1] = simplex_noise(pos.x * 0.02, pos.y * 0.02, seed)
seed = seed + noise_seed_add
noise[2] = simplex_noise(pos.x * 0.08, pos.y * 0.08, seed)
local noise = noise[1] + noise[2] * 0.1
return noise
end
end
local function draw_noise_ore_patch(position, name, surface, radius, richness)
if not position then return end
if not name then return end
if not surface then return end
if not radius then return end
if not richness then return end
local math_random = math.random
local noise_seed_add = 25000
local richness_part = richness / radius
for y = radius * -3, radius * 3, 1 do
for x = radius * -3, radius * 3, 1 do
local pos = {x = x + position.x, y = y + position.y}
local seed = game.surfaces[1].map_gen_settings.seed
local noise_1 = simplex_noise(pos.x * 0.0125, pos.y * 0.0125, seed)
seed = seed + noise_seed_add
local noise_2 = simplex_noise(pos.x * 0.1, pos.y * 0.1, seed)
local noise = noise_1 + noise_2 * 0.12
local distance_to_center = math.sqrt(x^2 + y^2)
local a = richness - richness_part * distance_to_center
if distance_to_center < radius - math.abs(noise * radius * 0.85) and a > 1 then
if surface.can_place_entity({name = name, position = pos, amount = a}) then
surface.create_entity{name = name, position = pos, amount = a}
local mirror_pos = {x = pos.x * -1, y = pos.y * -1}
surface.create_entity{name = name, position = mirror_pos, amount = a}
end
end
end
end
end
local function generate_horizontal_river(surface, pos)
if pos.y < -32 then return false end
if pos.y > -5 and pos.x > -5 and pos.x < 5 then return false end
if -11 < pos.y + (get_noise(1, pos) * 5) then return true end
--if -13 < pos.y + (get_noise(1, pos) * 5) then return true end
return false
end
local function generate_circle_spawn(event)
if event.area.left_top.y < -160 then return end
if event.area.left_top.x < -160 then return end
if event.area.left_top.x > 160 then return end
local surface = event.surface
local left_top_x = event.area.left_top.x
local left_top_y = event.area.left_top.y
for x = 0, 31, 1 do
for y = 0, 31, 1 do
local pos = {x = left_top_x + x, y = left_top_y + y}
local distance_to_center = math.sqrt(pos.x ^ 2 + pos.y ^ 2)
local tile = false
if distance_to_center < spawn_circle_size then
tile = "deepwater"
if math_random(1, 48) == 1 then surface.create_entity({name = "fish", position = pos}) end
end
if distance_to_center < 9.5 then tile = "refined-concrete" end
if distance_to_center < 7 then tile = "sand-1" end
if tile then surface.set_tiles({{name = tile, position = pos}}, true) end
if surface.can_place_entity({name = "stone-wall", position = pos}) then
local noise = get_noise(2, pos) * 15
local r = 100
if distance_to_center + noise < r and distance_to_center + noise > r - 1.75 then
surface.create_entity({name = "stone-wall", position = pos, force = "north"})
end
if distance_to_center + noise < r - 4 and distance_to_center + noise > r - 6 then
if math_random(1,150) == 1 then
if surface.can_place_entity({name = "gun-turret", position = pos}) then
local t = surface.create_entity({name = "gun-turret", position = pos, force = "north"})
t.insert({name = "firearm-magazine", count = math_random(3,6)})
end
end
end
end
end
end
end
local function generate_silos(event)
if global.bb_game_won_by_team then return end
if global.rocket_silo["north"] then
if global.rocket_silo["north"].valid then return end
end
local surface = event.surface
local pos = surface.find_non_colliding_position("rocket-silo", {0,-64}, 32, 1)
if not pos then pos = {x = 0, y = -64} end
global.rocket_silo["north"] = surface.create_entity({
name = "rocket-silo",
position = pos,
force = "north"
})
global.rocket_silo["north"].minable = false
for i = 1, 32, 1 do
create_tile_chain(surface, {name = "stone-path", position = global.rocket_silo["north"].position}, 32, 10)
end
end
local function generate_river(event)
if event.area.left_top.y < -32 then return end
local surface = event.surface
local left_top_x = event.area.left_top.x
local left_top_y = event.area.left_top.y
for x = 0, 31, 1 do
for y = 0, 31, 1 do
local pos = {x = left_top_x + x, y = left_top_y + y}
local distance_to_center = math.sqrt(pos.x ^ 2 + pos.y ^ 2)
if generate_horizontal_river(surface, pos) then
surface.set_tiles({{name = "deepwater", position = pos}})
if math_random(1, 64) == 1 then surface.create_entity({name = "fish", position = pos}) end
end
end
end
end
local function rainbow_ore_and_ponds(event)
local surface = event.surface
local left_top_x = event.area.left_top.x
local left_top_y = event.area.left_top.y
for x = 0, 31, 1 do
for y = 0, 31, 1 do
local pos = {x = left_top_x + x, y = left_top_y + y}
if surface.can_place_entity({name = "iron-ore", position = pos}) then
local noise = get_noise(1, pos)
if noise > 0.83 then
local amount = math_random(1000, 2000) + math.sqrt(pos.x ^ 2 + pos.y ^ 2) * 2
local m = (noise - 0.82) * 40
amount = amount * m
local i = math.ceil(math.abs(noise * 50)) % 4
if i == 0 then i = 4 end
surface.create_entity({name = ores[i], position = pos, amount = amount})
end
if noise < -0.86 then
if noise < -0.92 then
surface.set_tiles({{name = "deepwater", position = pos}})
else
surface.set_tiles({{name = "water", position = pos}})
end
if math_random(1, 48) == 1 then surface.create_entity({name = "fish", position = pos}) end
end
end
end
end
end
local function generate_potential_spawn_ore(event)
if event.area.left_top.x ~= -320 then return end
if event.area.left_top.y ~= -320 then return end
local surface = event.surface
local r = 130
local area = {{r * -1, r * -1}, {r, 0}}
local ores = {}
ores["iron-ore"] = surface.count_entities_filtered({name = "iron-ore", area = area})
ores["copper-ore"] = surface.count_entities_filtered({name = "copper-ore", area = area})
ores["coal"] = surface.count_entities_filtered({name = "coal", area = area})
ores["stone"] = surface.count_entities_filtered({name = "stone", area = area})
for ore, ore_count in pairs(ores) do
if ore_count < 750 or ore_count == nil then
local pos = {}
for a = 1, 32, 1 do
pos = {x = -96 + math_random(0, 192), y = -20 - math_random(0, 96)}
if surface.can_place_entity({name = "coal", position = pos, amount = 1}) then
break
end
end
draw_noise_ore_patch(pos, ore, surface, math_random(18, 28), math_random(2000, 3000))
end
end
end
local function on_chunk_generated(event)
if event.area.left_top.y >= 0 then return end
local surface = event.surface
if surface.name ~= "biter_battles" then return end
for _, e in pairs(surface.find_entities_filtered({area = event.area, force = "enemy"})) do
surface.create_entity({name = e.name, position = e.position, force = "north_biters", direction = e.direction})
e.destroy()
end
rainbow_ore_and_ponds(event)
generate_river(event)
generate_circle_spawn(event)
generate_potential_spawn_ore(event)
generate_silos(event)
if event.area.left_top.y == -320 and event.area.left_top.x == -320 then
local area = {{-10,-10},{10,10}}
for _, e in pairs(surface.find_entities_filtered({area = area})) do
if e.name ~= "player" then e.destroy() end
end
surface.destroy_decoratives({area = area})
for _, silo in pairs(global.rocket_silo) do
for _, entity in pairs(surface.find_entities({{silo.position.x - 4, silo.position.y - 4}, {silo.position.x + 4, silo.position.y + 4}})) do
if entity.type == "simple-entity" or entity.type == "tree" or entity.type == "resource" then
entity.destroy()
end
end
end
end
end
--Landfill Restriction
local function restrict_landfill(surface, inventory, tiles)
for _, t in pairs(tiles) do
local distance_to_center = math.sqrt(t.position.x ^ 2 + t.position.y ^ 2)
local check_position = t.position
if check_position.y > 0 then check_position = {x = check_position.x * -1, y = (check_position.y * -1) - 1} end
if generate_horizontal_river(surface, check_position) or distance_to_center < spawn_circle_size then
surface.set_tiles({{name = t.old_tile.name, position = t.position}}, true)
inventory.insert({name = "landfill", count = 1})
end
end
end
local function on_player_built_tile(event)
local player = game.players[event.player_index]
restrict_landfill(player.surface, player, event.tiles)
end
local function on_robot_built_tile(event)
restrict_landfill(event.robot.surface, event.robot.get_inventory(defines.inventory.robot_cargo), event.tiles)
end
--Construction Robot Restriction
local function on_robot_built_entity(event)
local deny_building = false
local force_name = event.robot.force.name
if force_name == "north" then
if event.created_entity.position.y >= -10 then deny_building = true end
end
if force_name == "player" then
if event.created_entity.position.y <= 10 then deny_building = true end
end
if not deny_building then return end
local inventory = event.robot.get_inventory(defines.inventory.robot_cargo)
inventory.insert({name = event.created_entity.name, count = 1})
event.robot.surface.create_entity({name = "explosion", position = event.created_entity.position})
event.created_entity.destroy()
end
local function on_marked_for_deconstruction(event)
if not event.entity.valid then return end
if event.entity.name == "fish" then event.entity.cancel_deconstruction(game.players[event.player_index].force.name) end
end
event.add(defines.events.on_marked_for_deconstruction, on_marked_for_deconstruction)
event.add(defines.events.on_entity_damaged, on_entity_damaged)
event.add(defines.events.on_robot_built_entity, on_robot_built_entity)
event.add(defines.events.on_robot_built_tile, on_robot_built_tile)
event.add(defines.events.on_player_built_tile, on_player_built_tile)
event.add(defines.events.on_chunk_generated, on_chunk_generated)