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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-08 00:39:30 +02:00
ComfyFactorio/maps/fish_defender/terrain.lua
2020-07-12 20:57:41 +02:00

379 lines
16 KiB
Lua

local map_functions = require "tools.map_functions"
local simplex_noise = require "utils.simplex_noise".d2
local math_random = math.random
local math_abs = math.abs
local math_floor = math.floor
local math_sqrt = math.sqrt
local hourglass_center_piece_length = 64
local worm_raffle_table = {
[1] = {"small-worm-turret", "small-worm-turret", "small-worm-turret", "small-worm-turret", "small-worm-turret", "small-worm-turret"},
[2] = {"small-worm-turret", "small-worm-turret", "small-worm-turret", "small-worm-turret", "small-worm-turret", "medium-worm-turret"},
[3] = {"small-worm-turret", "small-worm-turret", "small-worm-turret", "small-worm-turret", "medium-worm-turret", "medium-worm-turret"},
[4] = {"small-worm-turret", "small-worm-turret", "small-worm-turret", "medium-worm-turret", "medium-worm-turret", "medium-worm-turret"},
[5] = {"small-worm-turret", "small-worm-turret", "medium-worm-turret", "medium-worm-turret", "medium-worm-turret", "big-worm-turret"},
[6] = {"small-worm-turret", "medium-worm-turret", "medium-worm-turret", "medium-worm-turret", "medium-worm-turret", "big-worm-turret"},
[7] = {"medium-worm-turret", "medium-worm-turret", "medium-worm-turret", "medium-worm-turret", "big-worm-turret", "big-worm-turret"},
[8] = {"medium-worm-turret", "medium-worm-turret", "medium-worm-turret", "medium-worm-turret", "big-worm-turret", "big-worm-turret"},
[9] = {"medium-worm-turret", "medium-worm-turret", "medium-worm-turret", "big-worm-turret", "big-worm-turret", "big-worm-turret"},
[10] = {"medium-worm-turret", "medium-worm-turret", "big-worm-turret", "big-worm-turret", "big-worm-turret", "big-worm-turret"}
}
local rock_raffle = {"sand-rock-big","sand-rock-big","rock-big","rock-big","rock-big","rock-big","rock-big","rock-big","rock-huge"}
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 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 < 160 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
local noise = math_abs(simplex_noise(0, p.y * 0.015, game.surfaces[1].map_gen_settings.seed) * 96)
local noise_2 = math_abs(simplex_noise(0, p.y * 0.1, game.surfaces[1].map_gen_settings.seed) * 16)
if p.x > 288 + noise + noise_2 + math_abs(p.y * 0.75) then return false end
return true
end
local body_radius = 3072
local body_square_radius = body_radius ^ 2
local body_center_position = {x = -1500, y = 0}
local body_spacing = math_floor(body_radius * 0.82)
local body_circle_center_1 = {x = body_center_position.x, y = body_center_position.y - body_spacing}
local body_circle_center_2 = {x = body_center_position.x, y = body_center_position.y + body_spacing}
local fin_radius = 800
local square_fin_radius = fin_radius ^ 2
local fin_circle_center_1 = {x = -480, y = 0}
local fin_circle_center_2 = {x = -480 - 360, y = 0}
local function is_body(p)
if p.y <= map_height and p.y >= map_height * -1 and p.x <= 160 and p.x > body_center_position.x then return true end
--Main Fish Body
local distance_to_center_1 = ((p.x - body_circle_center_1.x)^2 + (p.y - body_circle_center_1.y)^2)
local distance_to_center_2 = ((p.x - body_circle_center_2.x)^2 + (p.y - body_circle_center_2.y)^2)
--if distance_to_center_1 < body_square_radius and distance_to_center_2 < body_square_radius then return true end
if distance_to_center_1 < body_square_radius then
if distance_to_center_2 < body_square_radius then return true end
end
--Fish Fins
local distance_to_center_1 = ((p.x - fin_circle_center_1.x)^2 + (p.y - fin_circle_center_1.y)^2)
if distance_to_center_1 + math_abs(simplex_noise(0, p.y * 0.075, game.surfaces[1].map_gen_settings.seed) * 32000) > square_fin_radius then
local distance_to_center_2 = ((p.x - fin_circle_center_2.x)^2 + (p.y - fin_circle_center_2.y)^2)
if distance_to_center_2 < square_fin_radius then
return true
end
end
return false
end
local function is_out_of_map_tile(p)
if p.y > 850 then return true end
if p.y < -850 then return true end
if p.x < -3264 then return true end
if p.x > 800 then return true end
if is_enemy_territory(p) then return false end
if is_body(p) then return false end
return true
end
local function generate_spawn_area(surface)
surface.request_to_generate_chunks({x = 0, y = 0}, 7)
surface.request_to_generate_chunks({x = 160, y = 0}, 5)
--surface.force_generate_chunk_requests()
if global.spawn_area_generated then return end
if not surface.is_chunk_generated({-7, 0}) then return end
if not surface.is_chunk_generated({5, 0}) then return end
global.spawn_area_generated = true
local spawn_position_x = -128
surface.create_entity({name = "electric-beam", position = {160, -96}, source = {160, -96}, target = {160,96}})
for _, tile in pairs(surface.find_tiles_filtered({name = {"water", "deepwater"}, area = {{-160, -160},{160, 160}}})) 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 = {{spawn_position_x - 32, -256},{160, 256}}})) do
if is_body(entity.position) then
if entity.position.x > spawn_position_x - 32 + math_abs(simplex_noise(entity.position.x * 0.02, entity.position.y * 0.02, game.surfaces[1].map_gen_settings.seed) * 16) then
entity.destroy()
end
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}}
table.shuffle_table(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)
global.market = place_fish_market(surface, pos)
local r = 16
for _, entity in pairs(surface.find_entities_filtered({area = {{global.market.position.x - r, global.market.position.y - r}, {global.market.position.x + r, global.market.position.y + r}}, type = "tree"})) do
local distance_to_center = math_sqrt((entity.position.x - global.market.position.x)^2 + (entity.position.y - global.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 pos = surface.find_non_colliding_position("gun-turret",{spawn_position_x + 5, 1}, 50, 1)
local turret = surface.create_entity({name = "gun-turret", position = pos, force = "player"})
turret.insert({name = "firearm-magazine", count = 32})
for x = -20, 20, 1 do
for y = -20, 20, 1 do
local pos = {x = global.market.position.x + x, y = global.market.position.y + y}
--local distance_to_center = math_sqrt(x^2 + y^2)
--if distance_to_center > 8 and distance_to_center < 15 then
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 = pos, force = "player"}) then
local chest = surface.create_entity({name = "wooden-chest", position = 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 pos = surface.find_non_colliding_position("character",{spawn_position_x + 1, 4}, 50, 1)
game.forces["player"].set_spawn_position(pos, surface)
for _, player in pairs(game.connected_players) do
local pos = surface.find_non_colliding_position("character",{spawn_position_x + 1, 4}, 50, 1)
player.teleport(pos, surface)
end
end
local function enemy_territory(surface, left_top)
--surface.request_to_generate_chunks({x = 256, y = 0}, 16)
--surface.force_generate_chunk_requests()
if left_top.x < 160 then return end
if left_top.x > 750 then return end
if left_top.y > 512 then return end
if left_top.y < -512 then return end
local area = {{left_top.x, left_top.y},{left_top.x + 32, left_top.y + 32}}
--local area = {{160, -512},{750, 512}}
--for _, tile in pairs(surface.find_tiles_filtered({area = area})) do
-- if is_enemy_territory(tile.position) then
-- surface.set_tiles({{name = "water-mud", position = {tile.position.x, tile.position.y}}}, true)
-- end
--end
if left_top.x > 256 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
--if pos.x % 32 == 0 and pos.y % 32 == 0 then
-- 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
-- surface.regenerate_decorative(decorative_names, {{x=math_floor(pos.x/32),y=math_floor(pos.y/32)}})
--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 > -2300 then return end
if left_top.y > 64 then return end
if left_top.y < -64 then return end
if left_top.x < -3292 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
function fish_eye(surface, position)
surface.request_to_generate_chunks(position, 2)
surface.force_generate_chunk_requests()
for x = -48, 48, 1 do
for y = -48, 48, 1 do
local p = {x = position.x + x, y = position.y + y}
--local distance = math_sqrt(((position.x - p.x) ^ 2) + ((position.y - p.y) ^ 2))
--if distance < 44 then
-- surface.set_tiles({{name = "water-green", position = p}}, true)
--end
--if distance < 22 then
-- surface.set_tiles({{name = "out-of-map", position = p}}, true)
--end
local distance = ((position.x - p.x) ^ 2) + ((position.y - p.y) ^ 2)
if distance < 1936 then
if distance < 484 then
surface.set_tiles({{name = "out-of-map", position = p}}, true)
else
surface.set_tiles({{name = "water-green", position = p}}, true)
end
end
end
end
end
local ores = {"coal", "iron-ore", "copper-ore", "stone"}
local function plankton_territory(surface, position, seed)
local noise = simplex_noise(position.x * 0.009, position.y * 0.009, seed)
local d = 196
local tile_to_set = "out-of-map"
if position.x + position.y > (d * -1) - (math_abs(noise) * d * 3) and position.x > position.y - (d + (math_abs(noise) * d * 3)) then return "out-of-map" end
local noise_2 = simplex_noise(position.x * 0.0075, position.y * 0.0075, seed + 10000)
--if noise_2 > 0.87 then surface.set_tiles({{name = "deepwater-green", position = position}}, true) return true end
if noise_2 > 0.87 then return "deepwater-green" end
if noise_2 > 0.75 then
local i = math_floor(noise * 6) % 4 + 1
--surface.set_tiles({{name = "grass-" .. i, position = position}}, true)
surface.create_entity({name = ores[i], position = position, amount = 1 + 2500 * math_abs(noise_2 * 3)})
return ("grass-" .. i)
end
if noise_2 < -0.76 then
local i = math_floor(noise * 6) % 4 + 1
--surface.set_tiles({{name = "grass-" .. i, position = position}}, true)
if noise_2 < -0.86 then surface.create_entity({name = "uranium-ore", position = position, amount = 1 + 1000 * math_abs(noise_2 * 2)}) return ("grass-" .. i) end
if math_random(1, 3) ~= 1 then surface.create_entity({name = rock_raffle[math_random(1, #rock_raffle)], position = position}) end
return ("grass-" .. i)
end
if noise < 0.12 and noise > -0.12 then
local i = math_floor(noise * 32) % 4 + 1
--surface.set_tiles({{name = "grass-" .. i, position = position}}, true)
if math_random(1, 5) == 1 then surface.create_entity({name = rock_raffle[math_random(1, #rock_raffle)], position = position}) end
return ("grass-" .. i)
end
--surface.set_tiles({{name = "water", position = position}}, true)
if math_random(1, 128) == 1 then surface.create_entity({name = "fish", position = position}) end
return "water"
end
local function process_chunk(left_top)
local surface = game.surfaces["fish_defender"]
local seed = game.surfaces[1].map_gen_settings.seed
generate_spawn_area(surface)
enemy_territory(surface, left_top)
fish_mouth(surface, left_top)
local tiles = {}
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_out_of_map_tile(pos) then
--if not plankton_territory(surface, pos, seed) then surface.set_tiles({{name = "out-of-map", position = pos}}, true) end
local tile_to_set = plankton_territory(surface, pos, seed)
--local tile_to_set = "out-of-map"
table.insert(tiles, {name = tile_to_set, position = pos})
end
end
end
surface.set_tiles(tiles,true)
--if game.tick == 0 then return end
--if game.forces.player.is_chunk_charted(surface, {left_top.x / 32, 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
end
local function process_chunk_queue()
for k, left_top in pairs(global.chunk_queue) do
process_chunk(left_top)
table.remove(global.chunk_queue, k)
return
end
end
local function on_chunk_generated(event)
if game.surfaces["fish_defender"].index ~= event.surface.index then return end
local left_top = event.area.left_top
if game.tick == 0 then
process_chunk(left_top)
else
table.insert(global.chunk_queue, {x = left_top.x, y = left_top.y})
end
end
local event = require 'utils.event'
event.on_nth_tick(25, process_chunk_queue)
event.add(defines.events.on_chunk_generated, on_chunk_generated)