1
0
mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-06 00:23:49 +02:00
ComfyFactorio/maps/pidgeotto/terrain.lua
2021-05-08 15:12:33 +02:00

303 lines
10 KiB
Lua

local Event = require 'utils.event'
local Builder = require 'maps.pidgeotto.b'
local map_functions = require 'tools.map_functions'
local simplex_noise = require 'utils.simplex_noise'.d2
local FDT = require 'maps.pidgeotto.table'
local math_random = math.random
local math_abs = math.abs
local math_sqrt = math.sqrt
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_replacement_tile(surface, position)
for i = 1, 128, 1 do
local vectors = {{0, i}, {0, i * -1}, {i, 0}, {i * -1, 0}}
shuffle(vectors)
for k, v in pairs(vectors) do
local tile = surface.get_tile(position.x + v[1], position.y + v[2])
if not tile.collides_with('resource-layer') then
return tile.name
end
end
end
return 'grass-1'
end
local function is_enemy_territory(p)
if p.x - 64 < math_abs(p.y) then
return false
end
--if p.x - 64 < p.y then return false end
if p.x < 256 then
return false
end
if p.x > 1024 then
return false
end
if p.y > 512 then
return false
end
if p.y < -512 then
return false
end
return true
end
local function place_fish_market(surface, position)
local market = surface.create_entity({name = 'market', position = position, force = 'player'})
market.minable = false
return market
end
local function enemy_territory(surface, left_top)
if left_top.x < 256 then
return
end
if left_top.x > 750 then
return
end
if left_top.y > 766 then
return
end
if left_top.y < -256 then
return
end
local area = {{left_top.x, left_top.y}, {left_top.x + 32, left_top.y + 32}}
if left_top.x > 300 then
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 is_enemy_territory(pos) then
if math_random(1, 512) == 1 then
if surface.can_place_entity({name = 'biter-spawner', force = 'decoratives', position = pos}) then
local entity
if math_random(1, 4) == 1 then
entity = surface.create_entity({name = 'spitter-spawner', force = 'decoratives', position = pos})
else
entity = surface.create_entity({name = 'biter-spawner', force = 'decoratives', position = pos})
end
entity.active = false
entity.destructible = false
end
end
end
end
end
end
for _, entity in pairs(surface.find_entities_filtered({area = area, type = {'tree', 'cliff'}})) do
if is_enemy_territory(entity.position) then
entity.destroy()
end
end
for _, entity in pairs(surface.find_entities_filtered({area = area, type = 'resource'})) do
if is_enemy_territory(entity.position) then
surface.create_entity({name = 'uranium-ore', position = entity.position, amount = math_random(200, 8000)})
entity.destroy()
end
end
for _, tile in pairs(surface.find_tiles_filtered({name = {'water', 'deepwater'}, area = area})) do
if is_enemy_territory(tile.position) then
surface.set_tiles({{name = get_replacement_tile(surface, tile.position), position = {tile.position.x, tile.position.y}}}, true)
end
end
end
local function fish_mouth(surface, left_top)
if left_top.x > -1800 then
return
end
if left_top.y > 64 then
return
end
if left_top.y < -64 then
return
end
if left_top.x < -2200 then
return
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}
local noise = simplex_noise(pos.x * 0.006, 0, game.surfaces[1].map_gen_settings.seed) * 20
if pos.y <= 12 + noise and pos.y >= -12 + noise then
surface.set_tiles({{name = 'water', position = pos}})
end
end
end
end
local function generate_spawn_area(surface)
local spawn_area_generated = FDT.get('spawn_area_generated')
if spawn_area_generated then
return
end
surface.request_to_generate_chunks({0, 0}, 8)
local chunk_load_tick = FDT.get('chunk_load_tick')
if chunk_load_tick > game.tick then
return
end
local spawn_position_x = -128
surface.create_entity({name = 'electric-beam', position = {254, -90}, source = {254, -90}, target = {254, 134}})
surface.create_entity({name = 'electric-beam', position = {159, -90}, source = {159, -90}, target = {254, -90}})
for _, tile in pairs(surface.find_tiles_filtered({name = {'water', 'deepwater'}, area = {{-300, -256}, {300, 300}}})) do
local noise = math_abs(simplex_noise(tile.position.x * 0.02, tile.position.y * 0.02, game.surfaces[1].map_gen_settings.seed) * 16)
if tile.position.x > -160 + noise then
surface.set_tiles({{name = get_replacement_tile(surface, tile.position), position = {tile.position.x, tile.position.y}}}, true)
end
end
for _, entity in pairs(surface.find_entities_filtered({type = {'resource', 'cliff'}, area = {{-300, -256}, {300, 300}}})) do
if entity.position.x > -300 + math_abs(simplex_noise(entity.position.x * 0.02, entity.position.y * 0.02, game.surfaces[1].map_gen_settings.seed) * 32) then
entity.destroy()
end
end
local decorative_names = {}
for k, v in pairs(game.decorative_prototypes) do
if v.autoplace_specification then
decorative_names[#decorative_names + 1] = k
end
end
for x = -4, 4, 1 do
for y = -3, 3, 1 do
surface.regenerate_decorative(decorative_names, {{x, y}})
end
end
local _y = 80
local ore_positions = {
{x = spawn_position_x - 52, y = _y},
{x = spawn_position_x - 52, y = _y * 0.5},
{x = spawn_position_x - 52, y = 0},
{x = spawn_position_x - 52, y = _y * -0.5},
{x = spawn_position_x - 52, y = _y * -1}
}
shuffle(ore_positions)
map_functions.draw_smoothed_out_ore_circle(ore_positions[1], 'copper-ore', surface, 15, 2500)
map_functions.draw_smoothed_out_ore_circle(ore_positions[2], 'iron-ore', surface, 15, 2500)
map_functions.draw_smoothed_out_ore_circle(ore_positions[3], 'coal', surface, 15, 1500)
map_functions.draw_smoothed_out_ore_circle(ore_positions[4], 'stone', surface, 15, 1500)
map_functions.draw_noise_tile_circle({x = spawn_position_x - 20, y = 0}, 'water', surface, 16)
map_functions.draw_oil_circle(ore_positions[5], 'crude-oil', surface, 8, 200000)
local pos = surface.find_non_colliding_position('market', {spawn_position_x, 0}, 50, 1)
local market = FDT.set('market', place_fish_market(surface, pos))
local r = 16
for _, entity in pairs(
surface.find_entities_filtered(
{
area = {
{market.position.x - r, market.position.y - r},
{market.position.x + r, market.position.y + r}
},
type = 'tree'
}
)
) do
local distance_to_center = math_sqrt((entity.position.x - market.position.x) ^ 2 + (entity.position.y - market.position.y) ^ 2)
if distance_to_center < r then
if math_random(1, r) > distance_to_center then
entity.destroy()
end
end
end
local turret_pos = surface.find_non_colliding_position('gun-turret', {spawn_position_x + 5, 1}, 50, 1)
local turret = surface.create_entity({name = 'gun-turret', position = turret_pos, force = 'player'})
turret.insert({name = 'firearm-magazine', count = 32})
for x = -20, 20, 1 do
for y = -20, 20, 1 do
local market_pos = {x = market.position.x + x, y = market.position.y + y}
local distance_to_center = x ^ 2 + y ^ 2
if distance_to_center > 64 and distance_to_center < 225 then
if math_random(1, 3) == 1 and surface.can_place_entity({name = 'wooden-chest', position = market_pos, force = 'player'}) then
surface.create_entity({name = 'wooden-chest', position = market_pos, force = 'player'})
end
end
end
end
local area = {{x = -160, y = -96}, {x = 160, y = 96}}
for _, tile in pairs(surface.find_tiles_filtered({name = 'water', area = area})) do
if math_random(1, 32) == 1 then
surface.create_entity({name = 'fish', position = tile.position})
end
end
local character_pos = surface.find_non_colliding_position('character', {spawn_position_x + 1, 4}, 50, 1)
game.forces['player'].set_spawn_position(character_pos, surface)
for _, player in pairs(game.connected_players) do
local spawn_pos = surface.find_non_colliding_position('character', {spawn_position_x + 1, 4}, 50, 1)
player.teleport(spawn_pos, surface)
end
local rr = 200
local p = {x = -131, y = 5}
game.forces.player.chart(
surface,
{
{p.x - rr - 100, p.y - rr},
{p.x + rr + 400, p.y + rr}
}
)
FDT.set('spawn_area_generated', true)
end
local function process_chunk(left_top)
local active_surface_index = FDT.get('active_surface_index')
local surface = game.surfaces[active_surface_index]
if not surface or not surface.valid then
return
end
generate_spawn_area(surface, left_top)
enemy_territory(surface, left_top)
fish_mouth(surface, left_top)
local market = FDT.get('market')
game.forces.player.chart(surface, {{left_top.x, left_top.y}, {left_top.x + 31, left_top.y + 31}})
if market and market.valid then
FDT.set('game_reset', false)
end
end
local function on_chunk_generated(event)
local map_name = 'pidgeotto'
if string.sub(event.surface.name, 0, #map_name) ~= map_name then
return
end
if FDT.get('stop_generating_map') then
return
end
local left_top = event.area.left_top
Builder.make_chunk(event)
process_chunk(left_top)
end
Event.add(defines.events.on_chunk_generated, on_chunk_generated)