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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-22 03:38:48 +02:00
2021-03-24 19:18:46 +01:00

1255 lines
48 KiB
Lua

--luacheck: ignore
local Biters = require 'modules.wave_defense.biter_rolls'
local Immersive_cargo_wagons = require 'modules.immersive_cargo_wagons.main'
local Treasure = require 'maps.mountain_fortress_v2.treasure'
local Market = require 'functions.basic_markets'
local math_random = math.random
local math_floor = math.floor
local math_abs = math.abs
local simplex_noise = require 'utils.simplex_noise'.d2
local rock_raffle = {'sand-rock-big', 'sand-rock-big', 'rock-big', 'rock-big', 'rock-big', 'rock-big', 'rock-big', 'rock-big', 'rock-big', 'rock-huge'}
local wagon_raffle = {'cargo-wagon', 'cargo-wagon', 'cargo-wagon', 'locomotive', 'fluid-wagon'}
local size_of_rock_raffle = #rock_raffle
local spawner_raffle = {'biter-spawner', 'biter-spawner', 'biter-spawner', 'spitter-spawner'}
local noises = {
['no_rocks'] = {{modifier = 0.0033, weight = 1}, {modifier = 0.01, weight = 0.22}, {modifier = 0.05, weight = 0.05}, {modifier = 0.1, weight = 0.04}},
['no_rocks_2'] = {{modifier = 0.013, weight = 1}, {modifier = 0.1, weight = 0.1}},
['large_caves'] = {{modifier = 0.0033, weight = 1}, {modifier = 0.01, weight = 0.22}, {modifier = 0.05, weight = 0.05}, {modifier = 0.1, weight = 0.04}},
['small_caves'] = {{modifier = 0.008, weight = 1}, {modifier = 0.03, weight = 0.15}, {modifier = 0.25, weight = 0.05}},
['small_caves_2'] = {{modifier = 0.009, weight = 1}, {modifier = 0.05, weight = 0.25}, {modifier = 0.25, weight = 0.05}},
['cave_ponds'] = {{modifier = 0.01, weight = 1}, {modifier = 0.1, weight = 0.06}},
['cave_rivers'] = {{modifier = 0.005, weight = 1}, {modifier = 0.01, weight = 0.25}, {modifier = 0.05, weight = 0.01}},
['cave_rivers_2'] = {{modifier = 0.003, weight = 1}, {modifier = 0.01, weight = 0.21}, {modifier = 0.05, weight = 0.01}},
['cave_rivers_3'] = {{modifier = 0.002, weight = 1}, {modifier = 0.01, weight = 0.15}, {modifier = 0.05, weight = 0.01}},
['cave_rivers_4'] = {{modifier = 0.001, weight = 1}, {modifier = 0.01, weight = 0.11}, {modifier = 0.05, weight = 0.01}},
['scrapyard'] = {{modifier = 0.005, weight = 1}, {modifier = 0.01, weight = 0.35}, {modifier = 0.05, weight = 0.23}, {modifier = 0.1, weight = 0.11}}
}
local level_depth = 704
local worm_level_modifier = 0.18
local average_number_of_wagons_per_level = 2
local chunks_per_level = ((level_depth - 32) / 32) ^ 2
local chance_for_wagon_spawn = math_floor(chunks_per_level / average_number_of_wagons_per_level)
local function get_noise(name, pos, seed)
local noise = 0
local d = 0
for _, n in pairs(noises[name]) do
noise = noise + simplex_noise(pos.x * n.modifier, pos.y * n.modifier, seed) * n.weight
d = d + n.weight
seed = seed + 10000
end
noise = noise / d
return noise
end
local function get_replacement_tile(surface, position)
for i = 1, 128, 1 do
local vectors = {{0, i}, {0, i * -1}, {i, 0}, {i * -1, 0}}
table.shuffle_table(vectors)
for k, v in pairs(vectors) do
local tile = surface.get_tile(position.x + v[1], position.y + v[2])
if tile.valid and not tile.collides_with('resource-layer') then
return tile.name
end
end
end
return 'grass-1'
end
local function place_wagon(surface, left_top)
local position = {x = left_top.x + math_random(4, 12) * 2, y = left_top.y + math_random(4, 12) * 2}
local direction
local tiles
local r1 = math_random(2, 4) * 2
local r2 = math_random(2, 4) * 2
if math_random(1, 2) == 1 then
tiles = surface.find_tiles_filtered({area = {{position.x, position.y - r1}, {position.x + 2, position.y + r2}}})
direction = 0
else
tiles = surface.find_tiles_filtered({area = {{position.x - r1, position.y}, {position.x + r2, position.y + 2}}})
direction = 2
end
for k, tile in pairs(tiles) do
if tile.collides_with('resource-layer') then
surface.set_tiles({{name = 'landfill', position = tile.position}}, true)
end
for _, e in pairs(surface.find_entities_filtered({position = tile.position, force = {'neutral', 'enemy'}})) do
e.destroy()
end
if tile.position.y % 2 == 0 and tile.position.x % 2 == 0 then
surface.create_entity({name = 'straight-rail', position = tile.position, force = 'player', direction = direction})
end
end
local entity = surface.create_entity({name = wagon_raffle[math_random(1, #wagon_raffle)], position = position, force = 'player'})
entity.minable = false
local wagon = Immersive_cargo_wagons.register_wagon(entity, true)
wagon.entity_count = 999
end
local function get_oil_amount(p)
return (math_abs(p.y) * 200 + 10000) * math_random(75, 125) * 0.01
end
local function process_level_11_position(p, seed, tiles, entities, markets, treasure)
local noise_1 = get_noise('small_caves', p, seed)
local noise_2 = get_noise('no_rocks_2', p, seed + 10000)
if noise_1 > 0.7 then
tiles[#tiles + 1] = {name = 'water', position = p}
if math_random(1, 48) == 1 then
entities[#entities + 1] = {name = 'fish', position = p}
end
return
end
if noise_1 < -0.72 then
tiles[#tiles + 1] = {name = 'lab-dark-1', position = p}
entities[#entities + 1] = {name = 'uranium-ore', position = p, amount = math_abs(p.y) + 1 * 3}
return
end
if noise_1 > -0.30 and noise_1 < 0.30 then
if noise_1 > -0.14 and noise_1 < 0.14 then
tiles[#tiles + 1] = {name = 'dirt-7', position = p}
if math_random(1, 2) == 1 then
entities[#entities + 1] = {name = rock_raffle[math_random(1, size_of_rock_raffle)], position = p}
end
if math_random(1, 256) == 1 then
treasure[#treasure + 1] = p
end
else
tiles[#tiles + 1] = {name = 'out-of-map', position = p}
end
return
end
if math_random(1, 64) == 1 and noise_2 > 0.65 then
entities[#entities + 1] = {name = 'crude-oil', position = p, amount = get_oil_amount(p)}
end
if math_random(1, 8192) == 1 then
markets[#markets + 1] = p
end
if math_random(1, 1024) == 1 then
entities[#entities + 1] = {name = 'crash-site-chest-' .. math_random(1, 2), position = p, force = 'neutral'}
end
tiles[#tiles + 1] = {name = 'tutorial-grid', position = p}
end
local function process_level_10_position(p, seed, tiles, entities, markets, treasure)
local scrapyard = get_noise('scrapyard', p, seed)
if scrapyard < -0.70 or scrapyard > 0.70 then
tiles[#tiles + 1] = {name = 'grass-3', position = p}
if math_random(1, 40) == 1 then
treasure[#treasure + 1] = p
end
return
end
if scrapyard < -0.65 or scrapyard > 0.65 then
tiles[#tiles + 1] = {name = 'water-green', position = p}
return
end
if math_abs(scrapyard) > 0.40 and math_abs(scrapyard) < 0.65 then
if math_random(1, 64) == 1 then
Biters.wave_defense_set_worm_raffle(math_abs(p.y) * worm_level_modifier)
entities[#entities + 1] = {name = Biters.wave_defense_roll_worm_name(), position = p, force = 'enemy'}
end
tiles[#tiles + 1] = {name = 'water-mud', position = p}
return
end
if math_abs(scrapyard) > 0.25 and math_abs(scrapyard) < 0.40 then
if math_random(1, 128) == 1 then
Biters.wave_defense_set_worm_raffle(math_abs(p.y) * worm_level_modifier)
entities[#entities + 1] = {name = Biters.wave_defense_roll_worm_name(), position = p, force = 'enemy'}
end
tiles[#tiles + 1] = {name = 'water-shallow', position = p}
return
end
if scrapyard > -0.15 and scrapyard < 0.15 then
if math_random(1, 100) > 88 then
entities[#entities + 1] = {name = 'tree-0' .. math_random(1, 9), position = p}
else
if math_random(1, 2) == 1 then
entities[#entities + 1] = {name = rock_raffle[math_random(1, size_of_rock_raffle)], position = p}
end
end
tiles[#tiles + 1] = {name = 'dirt-6', position = p}
return
end
tiles[#tiles + 1] = {name = 'grass-2', position = p}
end
local function process_level_9_position(p, seed, tiles, entities, markets, treasure)
local maze_p = {x = math_floor(p.x - p.x % 10), y = math_floor(p.y - p.y % 10)}
local maze_noise = get_noise('no_rocks_2', maze_p, seed)
if maze_noise > -0.35 and maze_noise < 0.35 then
tiles[#tiles + 1] = {name = 'dirt-7', position = p}
local no_rocks_2 = get_noise('no_rocks_2', p, seed)
if math_random(1, 2) == 1 and no_rocks_2 > -0.5 then
entities[#entities + 1] = {name = rock_raffle[math_random(1, size_of_rock_raffle)], position = p}
end
if math_random(1, 1024) == 1 then
treasure[#treasure + 1] = p
end
if math_random(1, 256) == 1 then
Biters.wave_defense_set_worm_raffle(math_abs(p.y) * worm_level_modifier)
entities[#entities + 1] = {name = Biters.wave_defense_roll_worm_name(), position = p, force = 'enemy'}
end
return
end
if maze_noise > 0 and maze_noise < 0.45 then
if math_random(1, 512) == 1 then
markets[#markets + 1] = p
end
if math_random(1, 256) == 1 then
entities[#entities + 1] = {name = 'crude-oil', position = p, amount = get_oil_amount(p)}
end
if math_random(1, 32) == 1 then
entities[#entities + 1] = {name = 'tree-0' .. math_random(1, 9), position = p}
end
return
end
if maze_noise < -0.5 or maze_noise > 0.5 then
tiles[#tiles + 1] = {name = 'deepwater', position = p}
if math_random(1, 96) == 1 then
entities[#entities + 1] = {name = 'fish', position = p}
end
return
end
tiles[#tiles + 1] = {name = 'water', position = p}
if math_random(1, 96) == 1 then
entities[#entities + 1] = {name = 'fish', position = p}
end
end
local scrap_entities = {
'crash-site-assembling-machine-1-broken',
'crash-site-assembling-machine-2-broken',
'crash-site-assembling-machine-1-broken',
'crash-site-assembling-machine-2-broken',
'crash-site-lab-broken',
'medium-ship-wreck',
'small-ship-wreck',
'medium-ship-wreck',
'small-ship-wreck',
'medium-ship-wreck',
'small-ship-wreck',
'medium-ship-wreck',
'small-ship-wreck',
'crash-site-chest-1',
'crash-site-chest-2',
'crash-site-chest-1',
'crash-site-chest-2',
'crash-site-chest-1',
'crash-site-chest-2'
}
local scrap_entities_index = #scrap_entities
--SCRAPYARD
local function process_level_8_position(p, seed, tiles, entities, markets, treasure)
local scrapyard = get_noise('scrapyard', p, seed)
--Chasms
local noise_cave_ponds = get_noise('cave_ponds', p, seed)
local small_caves = get_noise('small_caves', p, seed)
if noise_cave_ponds < 0.15 and noise_cave_ponds > -0.15 then
if small_caves > 0.35 then
tiles[#tiles + 1] = {name = 'out-of-map', position = p}
return
end
if small_caves < -0.35 then
tiles[#tiles + 1] = {name = 'out-of-map', position = p}
return
end
end
if scrapyard < -0.25 or scrapyard > 0.25 then
if math_random(1, 256) == 1 then
entities[#entities + 1] = {name = 'gun-turret', position = p, force = 'enemy'}
end
tiles[#tiles + 1] = {name = 'dirt-7', position = p}
if scrapyard < -0.55 or scrapyard > 0.55 then
if math_random(1, 2) == 1 then
entities[#entities + 1] = {name = rock_raffle[math_random(1, size_of_rock_raffle)], position = p}
end
return
end
if scrapyard < -0.28 or scrapyard > 0.28 then
if math_random(1, 128) == 1 then
Biters.wave_defense_set_worm_raffle(math_abs(p.y) * worm_level_modifier)
entities[#entities + 1] = {name = Biters.wave_defense_roll_worm_name(), position = p, force = 'enemy'}
end
if math_random(1, 96) == 1 then
entities[#entities + 1] = {name = scrap_entities[math_random(1, scrap_entities_index)], position = p, force = 'enemy'}
end
if math_random(1, 5) > 1 then
entities[#entities + 1] = {name = 'mineable-wreckage', position = p}
end
if math_random(1, 256) == 1 then
entities[#entities + 1] = {name = 'land-mine', position = p, force = 'enemy'}
end
return
end
return
end
local cave_ponds = get_noise('cave_ponds', p, seed)
if cave_ponds < -0.6 and scrapyard > -0.2 and scrapyard < 0.2 then
tiles[#tiles + 1] = {name = 'deepwater-green', position = p}
if math_random(1, 128) == 1 then
entities[#entities + 1] = {name = 'fish', position = p}
end
return
end
local large_caves = get_noise('large_caves', p, seed)
if scrapyard > -0.15 and scrapyard < 0.15 then
if math_floor(large_caves * 10) % 4 < 3 then
tiles[#tiles + 1] = {name = 'dirt-7', position = p}
if math_random(1, 2) == 1 then
entities[#entities + 1] = {name = rock_raffle[math_random(1, size_of_rock_raffle)], position = p}
end
return
end
end
if math_random(1, 64) == 1 and cave_ponds > 0.6 then
entities[#entities + 1] = {name = 'crude-oil', position = p, amount = get_oil_amount(p)}
end
tiles[#tiles + 1] = {name = 'stone-path', position = p}
if math_random(1, 256) == 1 then
entities[#entities + 1] = {name = 'land-mine', position = p, force = 'enemy'}
end
end
local function process_level_7_position(p, seed, tiles, entities, markets, treasure)
local cave_rivers_3 = get_noise('cave_rivers_3', p, seed)
local cave_rivers_4 = get_noise('cave_rivers_4', p, seed + 50000)
local no_rocks_2 = get_noise('no_rocks_2', p, seed)
if cave_rivers_3 > -0.025 and cave_rivers_3 < 0.025 and no_rocks_2 > -0.6 then
tiles[#tiles + 1] = {name = 'water', position = p}
if math_random(1, 128) == 1 then
entities[#entities + 1] = {name = 'fish', position = p}
end
return
end
if cave_rivers_4 > -0.025 and cave_rivers_4 < 0.025 and no_rocks_2 > -0.6 then
tiles[#tiles + 1] = {name = 'water', position = p}
if math_random(1, 128) == 1 then
entities[#entities + 1] = {name = 'fish', position = p}
end
return
end
local noise_ores = get_noise('no_rocks_2', p, seed + 25000)
if cave_rivers_3 > -0.20 and cave_rivers_3 < 0.20 then
tiles[#tiles + 1] = {name = 'grass-' .. math_floor(cave_rivers_3 * 32) % 3 + 1, position = p}
if cave_rivers_3 > -0.10 and cave_rivers_3 < 0.10 then
if math_random(1, 8) == 1 and no_rocks_2 > -0.25 then
entities[#entities + 1] = {name = 'tree-01', position = p}
end
if math_random(1, 2048) == 1 then
markets[#markets + 1] = p
end
if noise_ores < -0.5 and no_rocks_2 > -0.6 then
if cave_rivers_3 > 0 and cave_rivers_3 < 0.07 then
entities[#entities + 1] = {name = 'iron-ore', position = p, amount = math_abs(p.y) + 1}
end
end
end
if math_random(1, 64) == 1 and no_rocks_2 > 0.7 then
entities[#entities + 1] = {name = 'crude-oil', position = p, amount = get_oil_amount(p)}
end
if math_random(1, 2048) == 1 then
treasure[#treasure + 1] = p
end
return
end
if cave_rivers_4 > -0.20 and cave_rivers_4 < 0.20 then
tiles[#tiles + 1] = {name = 'grass-' .. math_floor(cave_rivers_4 * 32) % 3 + 1, position = p}
if cave_rivers_4 > -0.10 and cave_rivers_4 < 0.10 then
if math_random(1, 8) == 1 and no_rocks_2 > -0.25 then
entities[#entities + 1] = {name = 'tree-02', position = p}
end
if math_random(1, 2048) == 1 then
markets[#markets + 1] = p
end
if noise_ores < -0.5 and no_rocks_2 > -0.6 then
if cave_rivers_4 > 0 and cave_rivers_4 < 0.07 then
entities[#entities + 1] = {name = 'copper-ore', position = p, amount = math_abs(p.y) + 1}
end
end
end
if math_random(1, 64) == 1 and no_rocks_2 > 0.7 then
entities[#entities + 1] = {name = 'crude-oil', position = p, amount = get_oil_amount(p)}
end
if math_random(1, 2048) == 1 then
treasure[#treasure + 1] = p
end
return
end
--Chasms
local noise_cave_ponds = get_noise('cave_ponds', p, seed)
local small_caves = get_noise('small_caves', p, seed)
if noise_cave_ponds < 0.25 and noise_cave_ponds > -0.25 then
if small_caves > 0.55 then
tiles[#tiles + 1] = {name = 'out-of-map', position = p}
return
end
if small_caves < -0.55 then
tiles[#tiles + 1] = {name = 'out-of-map', position = p}
return
end
end
tiles[#tiles + 1] = {name = 'dirt-7', position = p}
if math_random(1, 100) > 15 then
entities[#entities + 1] = {name = rock_raffle[math_random(1, size_of_rock_raffle)], position = p}
end
if math_random(1, 256) == 1 then
treasure[#treasure + 1] = p
end
end
local function process_level_6_position(p, seed, tiles, entities, markets, treasure)
local large_caves = get_noise('large_caves', p, seed)
local cave_rivers = get_noise('cave_rivers', p, seed)
--Chasms
local noise_cave_ponds = get_noise('cave_ponds', p, seed)
local small_caves = get_noise('small_caves', p, seed)
if noise_cave_ponds < 0.45 and noise_cave_ponds > -0.45 then
if small_caves > 0.45 then
tiles[#tiles + 1] = {name = 'out-of-map', position = p}
return
end
if small_caves < -0.45 then
tiles[#tiles + 1] = {name = 'out-of-map', position = p}
return
end
end
if large_caves > -0.03 and large_caves < 0.03 and cave_rivers < 0.25 then
tiles[#tiles + 1] = {name = 'water-green', position = p}
if math_random(1, 128) == 1 then
entities[#entities + 1] = {name = 'fish', position = p}
end
return
end
if cave_rivers > -0.1 and cave_rivers < 0.1 then
if math_random(1, 36) == 1 then
entities[#entities + 1] = {name = 'tree-0' .. math_random(1, 9), position = p}
end
if math_random(1, 128) == 1 then
Biters.wave_defense_set_worm_raffle(math_abs(p.y) * worm_level_modifier)
entities[#entities + 1] = {name = Biters.wave_defense_roll_worm_name(), position = p, force = 'enemy'}
end
else
tiles[#tiles + 1] = {name = 'dirt-7', position = p}
if math_random(1, 100) > 15 then
entities[#entities + 1] = {name = rock_raffle[math_random(1, size_of_rock_raffle)], position = p}
end
if math_random(1, 512) == 1 then
treasure[#treasure + 1] = p
end
if math_random(1, 4096) == 1 then
entities[#entities + 1] = {name = 'crude-oil', position = p, amount = get_oil_amount(p)}
end
if math_random(1, 8096) == 1 then
markets[#markets + 1] = p
end
end
end
local function process_level_5_position(p, seed, tiles, entities, markets, treasure)
local small_caves = get_noise('small_caves', p, seed)
local noise_cave_ponds = get_noise('cave_ponds', p, seed)
if small_caves > -0.24 and small_caves < 0.24 then
tiles[#tiles + 1] = {name = 'dirt-7', position = p}
if math_random(1, 768) == 1 then
treasure[#treasure + 1] = p
end
if math_random(1, 2) == 1 then
entities[#entities + 1] = {name = rock_raffle[math_random(1, size_of_rock_raffle)], position = p}
end
return
end
if small_caves < -0.50 or small_caves > 0.50 then
tiles[#tiles + 1] = {name = 'deepwater-green', position = p}
if math_random(1, 128) == 1 then
entities[#entities + 1] = {name = 'fish', position = p}
end
if math_random(1, 128) == 1 then
Biters.wave_defense_set_worm_raffle(math_abs(p.y) * worm_level_modifier)
entities[#entities + 1] = {name = Biters.wave_defense_roll_worm_name(), position = p, force = 'enemy'}
end
return
end
if small_caves > -0.40 and small_caves < 0.40 then
if noise_cave_ponds > 0.35 then
tiles[#tiles + 1] = {name = 'dirt-' .. math_random(1, 4), position = p}
if math_random(1, 256) == 1 then
treasure[#treasure + 1] = p
end
if math_random(1, 256) == 1 then
entities[#entities + 1] = {name = 'crude-oil', position = p, amount = get_oil_amount(p)}
end
return
end
if noise_cave_ponds > 0.25 then
tiles[#tiles + 1] = {name = 'dirt-7', position = p}
if math_random(1, 512) == 1 then
treasure[#treasure + 1] = p
end
if math_random(1, 2) == 1 then
entities[#entities + 1] = {name = rock_raffle[math_random(1, size_of_rock_raffle)], position = p}
end
return
end
end
tiles[#tiles + 1] = {name = 'out-of-map', position = p}
end
local function process_level_4_position(p, seed, tiles, entities, markets, treasure)
local noise_large_caves = get_noise('large_caves', p, seed)
local noise_cave_ponds = get_noise('cave_ponds', p, seed)
local small_caves = get_noise('small_caves', p, seed)
if math_abs(noise_large_caves) > 0.7 then
tiles[#tiles + 1] = {name = 'water', position = p}
if math_random(1, 16) == 1 then
entities[#entities + 1] = {name = 'fish', position = p}
end
return
end
if math_abs(noise_large_caves) > 0.6 then
if math_random(1, 16) == 1 then
entities[#entities + 1] = {name = 'tree-02', position = p}
end
if math_random(1, 32) == 1 then
markets[#markets + 1] = p
end
end
if math_abs(noise_large_caves) > 0.5 then
tiles[#tiles + 1] = {name = 'grass-2', position = p}
if math_random(1, 620) == 1 then
entities[#entities + 1] = {name = 'crude-oil', position = p, amount = get_oil_amount(p)}
end
if math_random(1, 384) == 1 then
Biters.wave_defense_set_worm_raffle(math_abs(p.y) * worm_level_modifier)
entities[#entities + 1] = {name = Biters.wave_defense_roll_worm_name(), position = p, force = 'enemy'}
end
if math_random(1, 1024) == 1 then
treasure[#treasure + 1] = p
end
return
end
if math_abs(noise_large_caves) > 0.475 then
tiles[#tiles + 1] = {name = 'dirt-7', position = p}
if math_random(1, 2) == 1 then
entities[#entities + 1] = {name = rock_raffle[math_random(1, size_of_rock_raffle)], position = p}
end
if math_random(1, 2048) == 1 then
treasure[#treasure + 1] = p
end
return
end
--Chasms
if noise_cave_ponds < 0.15 and noise_cave_ponds > -0.15 then
if small_caves > 0.75 then
tiles[#tiles + 1] = {name = 'out-of-map', position = p}
return
end
if small_caves < -0.75 then
tiles[#tiles + 1] = {name = 'out-of-map', position = p}
return
end
end
if small_caves > -0.15 and small_caves < 0.15 then
tiles[#tiles + 1] = {name = 'dirt-7', position = p}
if math_random(1, 2) == 1 then
entities[#entities + 1] = {name = rock_raffle[math_random(1, size_of_rock_raffle)], position = p}
end
if math_random(1, 1024) == 1 then
treasure[#treasure + 1] = p
end
return
end
if noise_large_caves > -0.2 and noise_large_caves < 0.2 then
--Main Rock Terrain
local no_rocks_2 = get_noise('no_rocks_2', p, seed + 75000)
if no_rocks_2 > 0.80 or no_rocks_2 < -0.80 then
tiles[#tiles + 1] = {name = 'dirt-' .. math_floor(no_rocks_2 * 8) % 2 + 5, position = p}
if math_random(1, 512) == 1 then
treasure[#treasure + 1] = p
end
return
end
if math_random(1, 2048) == 1 then
treasure[#treasure + 1] = p
end
tiles[#tiles + 1] = {name = 'dirt-7', position = p}
if math_random(1, 100) > 30 then
entities[#entities + 1] = {name = rock_raffle[math_random(1, size_of_rock_raffle)], position = p}
end
return
end
tiles[#tiles + 1] = {name = 'out-of-map', position = p}
end
local function process_level_3_position(p, seed, tiles, entities, markets, treasure)
local small_caves = get_noise('small_caves', p, seed + 50000)
local small_caves_2 = get_noise('small_caves_2', p, seed + 70000)
local noise_large_caves = get_noise('large_caves', p, seed + 60000)
local noise_cave_ponds = get_noise('cave_ponds', p, seed)
--Market Spots
if noise_cave_ponds < -0.77 then
if noise_cave_ponds > -0.79 then
tiles[#tiles + 1] = {name = 'dirt-7', position = p}
entities[#entities + 1] = {name = rock_raffle[math_random(1, size_of_rock_raffle)], position = p}
else
tiles[#tiles + 1] = {name = 'grass-' .. math_floor(noise_cave_ponds * 32) % 3 + 1, position = p}
if math_random(1, 32) == 1 then
markets[#markets + 1] = p
end
if math_random(1, 16) == 1 then
entities[#entities + 1] = {name = 'tree-0' .. math_random(1, 9), position = p}
end
end
return
end
if noise_large_caves > -0.15 and noise_large_caves < 0.15 or small_caves_2 > 0 then
--Green Water Ponds
if noise_cave_ponds > 0.80 then
tiles[#tiles + 1] = {name = 'deepwater-green', position = p}
if math_random(1, 16) == 1 then
entities[#entities + 1] = {name = 'fish', position = p}
end
return
end
--Chasms
if noise_cave_ponds < 0.12 and noise_cave_ponds > -0.12 then
if small_caves > 0.85 then
tiles[#tiles + 1] = {name = 'out-of-map', position = p}
return
end
if small_caves < -0.85 then
tiles[#tiles + 1] = {name = 'out-of-map', position = p}
return
end
end
--Rivers
local cave_rivers = get_noise('cave_rivers', p, seed + 100000)
if cave_rivers < 0.024 and cave_rivers > -0.024 then
if noise_cave_ponds > 0.2 then
tiles[#tiles + 1] = {name = 'water-shallow', position = p}
if math_random(1, 64) == 1 then
entities[#entities + 1] = {name = 'fish', position = p}
end
return
end
end
local cave_rivers_2 = get_noise('cave_rivers_2', p, seed)
if cave_rivers_2 < 0.024 and cave_rivers_2 > -0.024 then
if noise_cave_ponds < 0.4 then
tiles[#tiles + 1] = {name = 'water-shallow', position = p}
if math_random(1, 64) == 1 then
entities[#entities + 1] = {name = 'fish', position = p}
end
return
end
end
if noise_cave_ponds > 0.725 then
tiles[#tiles + 1] = {name = 'dirt-' .. math_random(4, 6), position = p}
return
end
local no_rocks = get_noise('no_rocks', p, seed + 25000)
--Worm oil Zones
if no_rocks < 0.20 and no_rocks > -0.20 then
if small_caves > 0.35 then
tiles[#tiles + 1] = {name = 'dirt-' .. math_floor(noise_cave_ponds * 32) % 7 + 1, position = p}
if math_random(1, 320) == 1 then
entities[#entities + 1] = {name = 'crude-oil', position = p, amount = get_oil_amount(p)}
end
if math_random(1, 50) == 1 then
Biters.wave_defense_set_worm_raffle(math_abs(p.y) * worm_level_modifier)
entities[#entities + 1] = {name = Biters.wave_defense_roll_worm_name(), position = p, force = 'enemy'}
end
if math_random(1, 512) == 1 then
treasure[#treasure + 1] = p
end
if math_random(1, 64) == 1 then
entities[#entities + 1] = {name = 'dead-tree-desert', position = p}
end
return
end
end
--Main Rock Terrain
local no_rocks_2 = get_noise('no_rocks_2', p, seed + 75000)
if no_rocks_2 > 0.80 or no_rocks_2 < -0.80 then
tiles[#tiles + 1] = {name = 'dirt-' .. math_floor(no_rocks_2 * 8) % 2 + 5, position = p}
if math_random(1, 512) == 1 then
treasure[#treasure + 1] = p
end
return
end
if math_random(1, 2048) == 1 then
treasure[#treasure + 1] = p
end
tiles[#tiles + 1] = {name = 'dirt-7', position = p}
if math_random(1, 100) > 30 then
entities[#entities + 1] = {name = rock_raffle[math_random(1, size_of_rock_raffle)], position = p}
end
return
end
tiles[#tiles + 1] = {name = 'out-of-map', position = p}
end
local function process_level_2_position(p, seed, tiles, entities, markets, treasure)
local small_caves = get_noise('small_caves', p, seed)
local noise_large_caves = get_noise('large_caves', p, seed)
if noise_large_caves > -0.75 and noise_large_caves < 0.75 then
local noise_cave_ponds = get_noise('cave_ponds', p, seed)
--Chasms
if noise_cave_ponds < 0.15 and noise_cave_ponds > -0.15 then
if small_caves > 0.32 then
tiles[#tiles + 1] = {name = 'out-of-map', position = p}
return
end
if small_caves < -0.32 then
tiles[#tiles + 1] = {name = 'out-of-map', position = p}
return
end
end
--Green Water Ponds
if noise_cave_ponds > 0.80 then
tiles[#tiles + 1] = {name = 'deepwater-green', position = p}
if math_random(1, 16) == 1 then
entities[#entities + 1] = {name = 'fish', position = p}
end
return
end
--Rivers
local cave_rivers = get_noise('cave_rivers', p, seed + 100000)
if cave_rivers < 0.037 and cave_rivers > -0.037 then
if noise_cave_ponds < 0.1 then
tiles[#tiles + 1] = {name = 'water-shallow', position = p}
if math_random(1, 64) == 1 then
entities[#entities + 1] = {name = 'fish', position = p}
end
return
end
end
if noise_cave_ponds > 0.66 then
tiles[#tiles + 1] = {name = 'dirt-' .. math_random(4, 6), position = p}
return
end
--Market Spots
if noise_cave_ponds < -0.80 then
tiles[#tiles + 1] = {name = 'grass-' .. math_floor(noise_cave_ponds * 32) % 3 + 1, position = p}
if math_random(1, 32) == 1 then
markets[#markets + 1] = p
end
if math_random(1, 16) == 1 then
entities[#entities + 1] = {name = 'tree-0' .. math_random(1, 9), position = p}
end
return
end
local no_rocks = get_noise('no_rocks', p, seed + 25000)
--Worm oil Zones
if no_rocks < 0.20 and no_rocks > -0.20 then
if small_caves > 0.30 then
tiles[#tiles + 1] = {name = 'dirt-' .. math_floor(noise_cave_ponds * 32) % 7 + 1, position = p}
if math_random(1, 450) == 1 then
entities[#entities + 1] = {name = 'crude-oil', position = p, amount = get_oil_amount(p)}
end
if math_random(1, 64) == 1 then
Biters.wave_defense_set_worm_raffle(math_abs(p.y) * worm_level_modifier)
entities[#entities + 1] = {name = Biters.wave_defense_roll_worm_name(), position = p, force = 'enemy'}
end
if math_random(1, 1024) == 1 then
treasure[#treasure + 1] = p
end
if math_random(1, 64) == 1 then
entities[#entities + 1] = {name = 'dead-tree-desert', position = p}
end
return
end
end
--Main Rock Terrain
local no_rocks_2 = get_noise('no_rocks_2', p, seed + 75000)
if no_rocks_2 > 0.80 or no_rocks_2 < -0.80 then
tiles[#tiles + 1] = {name = 'dirt-' .. math_floor(no_rocks_2 * 8) % 2 + 5, position = p}
if math_random(1, 512) == 1 then
treasure[#treasure + 1] = p
end
return
end
if math_random(1, 2048) == 1 then
treasure[#treasure + 1] = p
end
tiles[#tiles + 1] = {name = 'dirt-7', position = p}
if math_random(1, 100) > 25 then
entities[#entities + 1] = {name = rock_raffle[math_random(1, size_of_rock_raffle)], position = p}
end
return
end
tiles[#tiles + 1] = {name = 'out-of-map', position = p}
end
local function process_level_1_position(p, seed, tiles, entities, markets, treasure)
local small_caves = get_noise('small_caves', p, seed)
local noise_large_caves = get_noise('large_caves', p, seed)
local noise_cave_ponds = get_noise('cave_ponds', p, seed)
--Chasms
if noise_cave_ponds < 0.12 and noise_cave_ponds > -0.12 then
if small_caves > 0.55 then
tiles[#tiles + 1] = {name = 'out-of-map', position = p}
return
end
if small_caves < -0.55 then
tiles[#tiles + 1] = {name = 'out-of-map', position = p}
return
end
end
--Green Water Ponds
if noise_cave_ponds > 0.80 then
tiles[#tiles + 1] = {name = 'deepwater-green', position = p}
if math_random(1, 16) == 1 then
entities[#entities + 1] = {name = 'fish', position = p}
end
return
end
--Rivers
local cave_rivers = get_noise('cave_rivers', p, seed + 100000)
if cave_rivers < 0.044 and cave_rivers > -0.044 then
if noise_cave_ponds > 0 then
tiles[#tiles + 1] = {name = 'water-shallow', position = p}
if math_random(1, 64) == 1 then
entities[#entities + 1] = {name = 'fish', position = p}
end
return
end
end
if noise_cave_ponds > 0.76 then
tiles[#tiles + 1] = {name = 'dirt-' .. math_random(4, 6), position = p}
return
end
--Market Spots
if noise_cave_ponds < -0.75 then
tiles[#tiles + 1] = {name = 'grass-' .. math_floor(noise_cave_ponds * 32) % 3 + 1, position = p}
if math_random(1, 32) == 1 then
markets[#markets + 1] = p
end
if math_random(1, 32) == 1 then
entities[#entities + 1] = {name = 'tree-0' .. math_random(1, 9), position = p}
end
return
end
local no_rocks = get_noise('no_rocks', p, seed + 25000)
--Worm oil Zones
if p.y < -64 + noise_cave_ponds * 10 then
if no_rocks < 0.12 and no_rocks > -0.12 then
if small_caves > 0.30 then
tiles[#tiles + 1] = {name = 'dirt-' .. math_floor(noise_cave_ponds * 32) % 7 + 1, position = p}
if math_random(1, 450) == 1 then
entities[#entities + 1] = {name = 'crude-oil', position = p, amount = get_oil_amount(p)}
end
if math_random(1, 96) == 1 then
Biters.wave_defense_set_worm_raffle(math_abs(p.y) * worm_level_modifier)
entities[#entities + 1] = {name = Biters.wave_defense_roll_worm_name(), position = p, force = 'enemy'}
end
if math_random(1, 1024) == 1 then
treasure[#treasure + 1] = p
end
if math_random(1, 64) == 1 then
entities[#entities + 1] = {name = 'dead-tree-desert', position = p}
end
return
end
end
end
--Main Rock Terrain
local no_rocks_2 = get_noise('no_rocks_2', p, seed + 75000)
if no_rocks_2 > 0.65 or no_rocks_2 < -0.65 then
tiles[#tiles + 1] = {name = 'dirt-' .. math_floor(no_rocks_2 * 8) % 2 + 5, position = p}
if math_random(1, 32) == 1 then
entities[#entities + 1] = {name = 'dead-tree-desert', position = p}
end
if math_random(1, 512) == 1 then
treasure[#treasure + 1] = p
end
return
end
if math_random(1, 2048) == 1 then
treasure[#treasure + 1] = p
end
tiles[#tiles + 1] = {name = 'dirt-7', position = p}
if math_random(1, 100) > 25 then
entities[#entities + 1] = {name = rock_raffle[math_random(1, size_of_rock_raffle)], position = p}
end
end
local levels = {
process_level_1_position,
process_level_2_position,
process_level_3_position,
process_level_4_position,
process_level_5_position,
process_level_6_position,
process_level_7_position,
process_level_8_position,
process_level_9_position,
process_level_10_position,
process_level_11_position
}
local entity_functions = {
['turret'] = function(surface, entity)
surface.create_entity(entity)
end,
['simple-entity'] = function(surface, entity)
surface.create_entity(entity)
end,
['ammo-turret'] = function(surface, entity)
local e = surface.create_entity(entity)
e.insert({name = 'uranium-rounds-magazine', count = math_random(16, 64)})
end,
['container'] = function(surface, entity)
Treasure(surface, entity.position, entity.name)
end
}
local function rock_chunk(surface, left_top)
local tiles = {}
local entities = {}
local markets = {}
local treasure = {}
local seed = surface.map_gen_settings.seed
local level_index = math_floor((math_abs(left_top.y / level_depth)) % 11) + 1
local process_level = levels[level_index]
for y = 0, 31, 1 do
for x = 0, 31, 1 do
local p = {x = left_top.x + x, y = left_top.y + y}
process_level(p, seed, tiles, entities, markets, treasure)
end
end
surface.set_tiles(tiles, true)
if #markets > 0 then
local position = markets[math_random(1, #markets)]
if surface.count_entities_filtered {area = {{position.x - 96, position.y - 96}, {position.x + 96, position.y + 96}}, name = 'market', limit = 1} == 0 then
local market = Market.mountain_market(surface, position, math_abs(position.y) * 0.004)
market.destructible = false
end
end
for _, p in pairs(treasure) do
local name = 'wooden-chest'
if math_random(1, 6) == 1 then
name = 'iron-chest'
end
Treasure(surface, p, name)
end
for _, entity in pairs(entities) do
if entity_functions[game.entity_prototypes[entity.name].type] then
entity_functions[game.entity_prototypes[entity.name].type](surface, entity)
else
if surface.can_place_entity(entity) then
surface.create_entity(entity)
end
end
end
end
local function border_chunk(surface, left_top)
local trees = {'dead-grey-trunk', 'dead-grey-trunk', 'dry-tree'}
for x = 0, 31, 1 do
for y = 5, 31, 1 do
local pos = {x = left_top.x + x, y = left_top.y + y}
if math_random(1, math.ceil(pos.y + pos.y) + 64) == 1 then
surface.create_entity({name = trees[math_random(1, #trees)], position = pos})
end
end
end
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 math_random(1, pos.y + 2) == 1 then
surface.create_decoratives {
check_collision = false,
decoratives = {
{name = 'rock-medium', position = pos, amount = math_random(1, 1 + math.ceil(20 - y / 2))}
}
}
end
if math_random(1, pos.y + 2) == 1 then
surface.create_decoratives {
check_collision = false,
decoratives = {
{name = 'rock-small', position = pos, amount = math_random(1, 1 + math.ceil(20 - y / 2))}
}
}
end
if math_random(1, pos.y + 2) == 1 then
surface.create_decoratives {
check_collision = false,
decoratives = {
{name = 'rock-tiny', position = pos, amount = math_random(1, 1 + math.ceil(20 - y / 2))}
}
}
end
if math_random(1, math.ceil(pos.y + pos.y) + 2) == 1 then
surface.create_entity({name = rock_raffle[math_random(1, size_of_rock_raffle)], position = pos})
end
end
end
for _, e in pairs(surface.find_entities_filtered({area = {{left_top.x, left_top.y}, {left_top.x + 32, left_top.y + 32}}, type = 'cliff'})) do
e.destroy()
end
end
local function biter_chunk(surface, left_top)
local tile_positions = {}
for x = 0, 31, 1 do
for y = 0, 31, 1 do
local p = {x = left_top.x + x, y = left_top.y + y}
tile_positions[#tile_positions + 1] = p
end
end
for i = 1, 1, 1 do
local position = surface.find_non_colliding_position('biter-spawner', tile_positions[math_random(1, #tile_positions)], 16, 2)
if position then
local e = surface.create_entity({name = spawner_raffle[math_random(1, #spawner_raffle)], position = position, force = 'enemy'})
e.destructible = false
e.active = false
end
end
for i = 1, 3, 1 do
local position = surface.find_non_colliding_position('big-worm-turret', tile_positions[math_random(1, #tile_positions)], 16, 2)
if position then
local e = surface.create_entity({name = 'big-worm-turret', position = position, force = 'enemy'})
e.destructible = false
end
end
--for _, e in pairs(surface.find_entities_filtered({area = {{left_top.x, left_top.y},{left_top.x + 32, left_top.y + 32}}, type = "cliff"})) do e.destroy() end
end
local function replace_water(surface, left_top)
for x = 0, 31, 1 do
for y = 0, 31, 1 do
local p = {x = left_top.x + x, y = left_top.y + y}
if surface.get_tile(p).collides_with('resource-layer') then
surface.set_tiles({{name = get_replacement_tile(surface, p), position = p}}, true)
end
end
end
end
local function out_of_map(surface, left_top)
for x = 0, 31, 1 do
for y = 0, 31, 1 do
surface.set_tiles({{name = 'out-of-map', position = {x = left_top.x + x, y = left_top.y + y}}})
end
end
end
local function wall(surface, left_top, seed)
local entities = {}
for x = 0, 31, 1 do
for y = 0, 31, 1 do
local p = {x = left_top.x + x, y = left_top.y + y}
local small_caves = get_noise('small_caves', p, seed)
local cave_ponds = get_noise('cave_rivers', p, seed + 100000)
if y > 9 + cave_ponds * 6 and y < 23 + small_caves * 6 then
if small_caves > 0.15 or cave_ponds > 0.15 then
--surface.set_tiles({{name = "water-shallow", position = p}})
surface.set_tiles({{name = 'deepwater', position = p}})
if math_random(1, 48) == 1 then
surface.create_entity({name = 'fish', position = p})
end
else
surface.set_tiles({{name = 'dirt-7', position = p}})
if math_random(1, 2) == 1 then
surface.create_entity({name = rock_raffle[math_random(1, size_of_rock_raffle)], position = p})
end
end
else
surface.set_tiles({{name = 'dirt-7', position = p}})
if surface.can_place_entity({name = 'stone-wall', position = p, force = 'enemy'}) then
if math_random(1, 512) == 1 and y > 3 and y < 28 then
if math_random(1, 2) == 1 then
Treasure(surface, p, 'wooden-chest')
else
Treasure(surface, p, 'iron-chest')
end
else
if y < 5 or y > 26 then
if y <= 15 then
if math_random(1, y + 1) == 1 then
local e = surface.create_entity({name = 'stone-wall', position = p, force = 'player'})
e.minable = false
end
else
if math_random(1, 32 - y) == 1 then
local e = surface.create_entity({name = 'stone-wall', position = p, force = 'player'})
e.minable = false
end
end
end
end
end
if math_random(1, 16) == 1 then
if surface.can_place_entity({name = 'small-worm-turret', position = p, force = 'enemy'}) then
Biters.wave_defense_set_worm_raffle(math_abs(p.y) * worm_level_modifier)
surface.create_entity({name = Biters.wave_defense_roll_worm_name(), position = p, force = 'enemy'})
end
end
if math_random(1, 32) == 1 then
if surface.can_place_entity({name = 'gun-turret', position = p, force = 'enemy'}) then
local e = surface.create_entity({name = 'gun-turret', position = p, force = 'enemy'})
if math_abs(p.y) < level_depth * 2.5 then
e.insert({name = 'firearm-magazine', count = math_random(64, 128)})
elseif math_abs(p.y) < level_depth * 4.5 then
e.insert({name = 'piercing-rounds-magazine', count = math_random(64, 128)})
else
e.insert({name = 'uranium-rounds-magazine', count = math_random(64, 128)})
end
end
end
end
end
end
end
local function process_chunk(surface, left_top)
if not surface then
return
end
if not surface.valid then
return
end
if left_top.x >= level_depth * 0.5 then
return
end
if left_top.x < level_depth * -0.5 then
return
end
if left_top.y % level_depth == 0 and left_top.y < 0 then
wall(surface, left_top, surface.map_gen_settings.seed)
return
end
if left_top.y >= 0 then
replace_water(surface, left_top)
end
if left_top.y > 32 then
game.forces.player.chart(surface, {{left_top.x, left_top.y}, {left_top.x + 31, left_top.y + 31}})
end
if left_top.y == -128 and left_top.x == -128 then
local p = global.locomotive.position
for _, entity in pairs(surface.find_entities_filtered({area = {{p.x - 3, p.y - 4}, {p.x + 3, p.y + 10}}, type = 'simple-entity'})) do
entity.destroy()
end
end
if left_top.y < 0 then
rock_chunk(surface, left_top)
if math_random(1, chance_for_wagon_spawn) == 1 then
place_wagon(surface, left_top)
end
return
end
if left_top.y > 96 then
out_of_map(surface, left_top)
return
end
if left_top.y > 64 then
biter_chunk(surface, left_top)
return
end
if left_top.y >= 0 then
border_chunk(surface, left_top)
return
end
end
local function on_chunk_generated(event)
if string.sub(event.surface.name, 0, 8) ~= 'mountain' then
return
end
process_chunk(event.surface, event.area.left_top)
end
local event = require 'utils.event'
event.add(defines.events.on_chunk_generated, on_chunk_generated)
return level_depth