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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-02-09 13:37:02 +02:00
danielmartin0 664db49196 v1.0.4.7.2
2022-03-09 21:39:47 +00:00

149 lines
5.7 KiB
Lua

local ores = require "maps.pirates.ores"
local Memory = require 'maps.pirates.memory'
local Math = require 'maps.pirates.math'
local Balance = require 'maps.pirates.balance'
local Structures = require 'maps.pirates.structures.structures'
local Common = require 'maps.pirates.common'
local Utils = require 'maps.pirates.utils_local'
local inspect = require 'utils.inspect'.inspect
local Ores = require 'maps.pirates.ores'
local IslandsCommon = require 'maps.pirates.surfaces.islands.common'
local Hunt = require 'maps.pirates.surfaces.islands.hunt'
local Public = {}
Public.Data = require 'maps.pirates.surfaces.islands.standard.data'
function Public.noises(args)
local ret = {}
ret.height = IslandsCommon.island_height_1(args)
ret.forest = args.noise_generator.forest
ret.forest_abs = function (p) return Math.abs(ret.forest(p)) end
ret.forest_abs_suppressed = function (p) return ret.forest_abs(p) - 1 * Math.slopefromto(ret.height(p), 0.17, 0.11) end
ret.rock = args.noise_generator.rock
ret.rock_abs = function (p) return Math.abs(ret.rock(p)) end
ret.mood = args.noise_generator.mood
ret.farness = IslandsCommon.island_farness_1(args) --isn't available on the iconized pass, only on actual generation; check args.iconized_generation before you use this
return ret
end
function Public.terrain(args)
local noises = Public.noises(args)
local p = args.p
if IslandsCommon.place_water_tile(args) then return end
if noises.height(p) < 0 then
args.tiles[#args.tiles + 1] = {name = 'water', position = args.p}
return
end
if noises.height(p) < 0.05 then
args.tiles[#args.tiles + 1] = {name = 'sand-1', position = args.p}
if (not args.iconized_generation) and noises.farness(p) > 0.02 and noises.farness(p) < 0.6 and Math.random(500) == 1 then
args.specials[#args.specials + 1] = {name = 'buried-treasure', position = args.p}
end
elseif noises.height(p) < 0.12 then
args.tiles[#args.tiles + 1] = {name = 'sand-2', position = args.p}
else
if noises.forest_abs_suppressed(p) > 0.3 and noises.rock(p) < 0.3 then
args.tiles[#args.tiles + 1] = {name = 'dry-dirt', position = args.p}
elseif noises.forest_abs_suppressed(p) > 0.15 and noises.rock(p) < 0.3 then
args.tiles[#args.tiles + 1] = {name = 'dirt-3', position = args.p}
else
args.tiles[#args.tiles + 1] = {name = 'dirt-2', position = args.p}
end
end
if noises.height(p) > 0.06 then
if noises.forest_abs_suppressed(p) > 0.5 then
if (not args.iconized_generation) and noises.forest_abs_suppressed(p) < 0.75 and Math.random(2000) == 1 then
args.specials[#args.specials + 1] = {name = 'chest', position = args.p}
else
local forest_noise = noises.forest(p)
local treedensity = 0.7 * Math.slopefromto(noises.forest_abs_suppressed(p), 0.5, 0.7)
if forest_noise > 0 then
if noises.rock(p) > 0 then
if Math.random(1,100) < treedensity*100 then args.entities[#args.entities + 1] = {name = 'tree-06', position = args.p, visible_on_overworld = true} end
else
if Math.random(1,100) < treedensity*100 then args.entities[#args.entities + 1] = {name = 'tree-06-brown', position = args.p} end
end
elseif forest_noise < -1 then
if Math.random(1,100) < treedensity*100 then args.entities[#args.entities + 1] = {name = 'tree-03', position = args.p, visible_on_overworld = true} end
else
if Math.random(1,100) < treedensity*100 then args.entities[#args.entities + 1] = {name = 'tree-07', position = args.p} end
end
end
end
end
if noises.forest_abs_suppressed(p) < 0.45 then
if noises.height(p) > 0.12 then
if noises.rock_abs(p) > 0.22 then
local rockdensity = 1/600 * Math.slopefromto(noises.rock_abs(p), 0.22, 0.6) + 1/5 * Math.slopefromto(noises.rock_abs(p), 2.4, 2.6)
local rockrng = Math.random()
if rockrng < rockdensity then
args.entities[#args.entities + 1] = IslandsCommon.random_rock_1(args.p)
elseif rockrng < rockdensity * 1.5 then
args.decoratives[#args.decoratives + 1] = {name = 'rock-medium', position = args.p}
elseif rockrng < rockdensity * 2 then
args.decoratives[#args.decoratives + 1] = {name = 'rock-small', position = args.p}
elseif rockrng < rockdensity * 2.5 then
args.decoratives[#args.decoratives + 1] = {name = 'rock-tiny', position = args.p}
end
end
end
end
if noises.height(p) > 0.18 and noises.mood(p) > 0.6 then
if noises.forest_abs(p) < 0.2 and noises.rock_abs(p) > 1.5 then
args.entities[#args.entities + 1] = {name = 'coal', position = args.p, amount = 7}
end
end
end
function Public.chunk_structures(args)
local spec = function(p)
local noises = Public.noises{p = p, noise_generator = args.noise_generator, static_params = args.static_params, seed = args.seed}
return {
placeable = noises.farness(p) > 0.3,
-- spawners_indestructible = noises.farness(p) > 0.7,
spawners_indestructible = false,
density_perchunk = 30 * Math.slopefromto(noises.mood(p), 0.14, -0.1) * Math.slopefromto(noises.farness(p), 0.3, 1)^2 * args.biter_base_density_scale,
}
end
IslandsCommon.enemies_1(args, spec)
local spec2 = function(p)
local noises = Public.noises{p = p, noise_generator = args.noise_generator, static_params = args.static_params, seed = args.seed}
return {
placeable = noises.height(p) >= 0 and noises.forest_abs_suppressed(p) < 0.3 + Math.max(0, 0.2 - noises.height(p)),
chanceper4chunks = 0.5 * Math.slopefromto(noises.farness(p), 0.1, 0.4) * Math.slopefromto(noises.mood(p), 0, 0.25),
}
end
IslandsCommon.assorted_structures_1(args, spec2)
end
function Public.break_rock(surface, p, entity_name)
-- return Ores.try_ore_spawn(surface, p, entity_name)
end
function Public.generate_silo_setup_position()
return Hunt.silo_setup_position()
end
return Public