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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-06 00:23:49 +02:00
ComfyFactorio/maps/biter_battles/biter_battles_terrain.lua
2021-03-24 18:22:45 +01:00

805 lines
33 KiB
Lua

--luacheck:ignore
local simplex_noise = require 'utils.simplex_noise'
local simplex_noise = simplex_noise.d2
local event = require 'utils.event'
local biter_battles_terrain = {}
local math_random = math.random
local table_insert = table.insert
local function on_chunk_generated(event)
local seed = game.surfaces[1].map_gen_settings.seed
if not game.surfaces['surface'] then
return
end
local surface = game.surfaces['surface']
if event.surface.name ~= surface.name then
return
end
local ore_amount = 2500
local ores = {'copper-ore', 'iron-ore', 'stone', 'coal'}
local noise = {}
--local tiles = {}
local aa = 0.0113
local bb = 21
local xx = 1.1
local cc = xx - (aa * bb)
for x = 0, 31, 1 do
for y = 0, 31, 1 do
-- tiles = {}
local pos_x = event.area.left_top.x + x
local pos_y = event.area.left_top.y + y
local tile_to_insert = false
local entity_has_been_placed = false
noise[1] = simplex_noise(pos_x / 250, pos_y / 250, seed)
noise[2] = simplex_noise(pos_x / 75, pos_y / 75, seed + 10000)
noise[8] = simplex_noise(pos_x / 15, pos_y / 15, seed + 40000)
noise[3] = noise[1] + noise[2] * 0.2 + noise[8] * 0.02
noise[4] = simplex_noise(pos_x / 200, pos_y / 200, seed + 15000)
noise[5] = simplex_noise(pos_x / 20, pos_y / 20, seed + 20000)
noise[6] = simplex_noise(pos_x / 8, pos_y / 8, seed + 25000)
noise[7] = simplex_noise(pos_x / 400, pos_y / 400, seed + 35000)
local water_noise = noise[4] + (noise[6] * 0.006) + (noise[5] * 0.04)
local a = ore_amount * (1 + (noise[2] * 0.3))
xx = 1.1
if noise[3] >= cc then
for yy = 1, bb, 1 do
local z = (yy % 4) + 1
xx = xx - aa
if noise[3] > xx then
if surface.can_place_entity {name = ores[z], position = {pos_x, pos_y}, amount = a} then
surface.create_entity {name = ores[z], position = {pos_x, pos_y}, amount = a}
end
entity_has_been_placed = true
break
end
end
end
if entity_has_been_placed == false then
if water_noise < -0.92 and water_noise < noise[7] then
tile_to_insert = 'water'
end
if water_noise < -0.97 and water_noise < noise[7] then
tile_to_insert = 'deepwater'
end
end
--if tile_to_insert then table_insert(tiles, {name = tile_to_insert, position = {pos_x,pos_y}}) end
if tile_to_insert then
surface.set_tiles({{name = tile_to_insert, position = {pos_x, pos_y}}}, true)
end
if tile_to_insert == 'water' or tile_to_insert == 'deepwater' then
if surface.can_place_entity {name = 'fish', position = {pos_x, pos_y}} and math_random(1, 14) == 1 then
surface.create_entity {name = 'fish', position = {pos_x, pos_y}}
end
end
end
end
if event.area.left_top.y < 160 or event.area.left_top.y > -192 then
local tiles = {}
local spawn_tile = surface.get_tile(game.forces.south.get_spawn_position(surface))
local radius = 24 --starting pond radius
local radsquare = radius * radius
local horizontal_border_width = global.horizontal_border_width
for x = 0, 31, 1 do
for y = 0, 31, 1 do
tiles = {}
local pos_x = event.area.left_top.x + x
local pos_y = event.area.left_top.y + y
local tile_to_insert = false
local tile_distance_to_center = pos_x ^ 2 + pos_y ^ 2
noise[4] = simplex_noise(pos_x / 85, pos_y / 85, seed + 20000)
noise[5] = simplex_noise(pos_x / 7, pos_y / 7, seed + 30000)
noise[7] = 1 + (noise[4] + (noise[5] * 0.75)) * 0.11
if pos_y >= ((horizontal_border_width / 2) * -1) * noise[7] and pos_y <= (horizontal_border_width / 2) * noise[7] then
if pos_x < 20 and pos_x > -20 then
local entities = surface.find_entities({{pos_x, pos_y}, {pos_x + 1, pos_y + 1}})
for _, e in pairs(entities) do
if e.type == 'simple-entity' or e.type == 'resource' or e.type == 'tree' then
e.destroy()
end
end
end
tile_to_insert = 'deepwater'
else
local t = surface.get_tile(pos_x, pos_y)
if t.name == 'deepwater' or t.name == 'water' then
if tile_distance_to_center < 20000 then
if spawn_tile.name == 'water' or spawn_tile.name == 'deepwater' then
tile_to_insert = 'sand-1'
else
tile_to_insert = spawn_tile.name
end
end
end
end
if tile_distance_to_center <= radsquare then
if tile_distance_to_center >= radsquare / 10 then
tile_to_insert = 'deepwater'
else
tile_to_insert = 'sand-1'
if tile_distance_to_center >= radsquare / 18 then
tile_to_insert = 'refined-concrete'
end
end
end
if tile_to_insert then
table_insert(tiles, {name = tile_to_insert, position = {pos_x, pos_y}})
end
surface.set_tiles(tiles, true)
if tile_to_insert == 'deepwater' then
if surface.can_place_entity {name = 'fish', position = {pos_x, pos_y}} and math_random(1, 35) == 1 then
surface.create_entity {name = 'fish', position = {pos_x, pos_y}}
end
end
end
end
end
end
local function find_tile_placement_spot_around_target_position(tilename, position, mode, density)
local x = position.x
local y = position.y
if not surface then
surface = game.surfaces['surface']
end
local scan_radius = 50
if not tilename then
return
end
if not mode then
mode = 'ball'
end
if not density then
density = 1
end
local cluster_tiles = {}
local auto_correct = true
local scanned_tile = surface.get_tile(x, y)
if scanned_tile.name ~= tilename then
table_insert(cluster_tiles, {name = tilename, position = {x, y}})
surface.set_tiles(cluster_tiles, auto_correct)
return true, x, y
end
local i = 2
local r = 1
if mode == 'ball' then
if math_random(1, 2) == 1 then
density = density * -1
end
r = math_random(1, 4)
end
if mode == 'line' then
density = 1
r = math_random(1, 4)
end
if mode == 'line_down' then
density = density * -1
r = math_random(1, 4)
end
if mode == 'line_up' then
density = 1
r = math_random(1, 4)
end
if mode == 'block' then
r = 1
density = 1
end
if r == 1 then
--start placing at -1,-1
while i <= scan_radius do
y = y - density
x = x - density
for a = 1, i, 1 do
local scanned_tile = surface.get_tile(x, y)
if scanned_tile.name ~= tilename then
table_insert(cluster_tiles, {name = tilename, position = {x, y}})
surface.set_tiles(cluster_tiles, auto_correct)
return true, x, y
end
x = x + density
end
for a = 1, i, 1 do
local scanned_tile = surface.get_tile(x, y)
if scanned_tile.name ~= tilename then
table_insert(cluster_tiles, {name = tilename, position = {x, y}})
surface.set_tiles(cluster_tiles, auto_correct)
return true, x, y
end
y = y + density
end
for a = 1, i, 1 do
local scanned_tile = surface.get_tile(x, y)
if scanned_tile.name ~= tilename then
table_insert(cluster_tiles, {name = tilename, position = {x, y}})
surface.set_tiles(cluster_tiles, auto_correct)
return true, x, y
end
x = x - density
end
for a = 1, i, 1 do
local scanned_tile = surface.get_tile(x, y)
if scanned_tile.name ~= tilename then
table_insert(cluster_tiles, {name = tilename, position = {x, y}})
surface.set_tiles(cluster_tiles, auto_correct)
return true, x, y
end
y = y - density
end
i = i + 2
end
end
if r == 2 then
--start placing at 0,-1
while i <= scan_radius do
y = y - density
x = x - density
for a = 1, i, 1 do
x = x + density
local scanned_tile = surface.get_tile(x, y)
if scanned_tile.name ~= tilename then
table_insert(cluster_tiles, {name = tilename, position = {x, y}})
surface.set_tiles(cluster_tiles, auto_correct)
return true, x, y
end
end
for a = 1, i, 1 do
y = y + density
local scanned_tile = surface.get_tile(x, y)
if scanned_tile.name ~= tilename then
table_insert(cluster_tiles, {name = tilename, position = {x, y}})
surface.set_tiles(cluster_tiles, auto_correct)
return true, x, y
end
end
for a = 1, i, 1 do
x = x - density
local scanned_tile = surface.get_tile(x, y)
if scanned_tile.name ~= tilename then
table_insert(cluster_tiles, {name = tilename, position = {x, y}})
surface.set_tiles(cluster_tiles, auto_correct)
return true, x, y
end
end
for a = 1, i, 1 do
y = y - density
local scanned_tile = surface.get_tile(x, y)
if scanned_tile.name ~= tilename then
table_insert(cluster_tiles, {name = tilename, position = {x, y}})
surface.set_tiles(cluster_tiles, auto_correct)
return true, x, y
end
end
i = i + 2
end
end
if r == 3 then
--start placing at 1,-1
while i <= scan_radius do
y = y - density
x = x + density
for a = 1, i, 1 do
local scanned_tile = surface.get_tile(x, y)
if scanned_tile.name ~= tilename then
table_insert(cluster_tiles, {name = tilename, position = {x, y}})
surface.set_tiles(cluster_tiles, auto_correct)
return true, x, y
end
y = y + density
end
for a = 1, i, 1 do
local scanned_tile = surface.get_tile(x, y)
if scanned_tile.name ~= tilename then
table_insert(cluster_tiles, {name = tilename, position = {x, y}})
surface.set_tiles(cluster_tiles, auto_correct)
return true, x, y
end
x = x - density
end
for a = 1, i, 1 do
local scanned_tile = surface.get_tile(x, y)
if scanned_tile.name ~= tilename then
table_insert(cluster_tiles, {name = tilename, position = {x, y}})
surface.set_tiles(cluster_tiles, auto_correct)
return true, x, y
end
y = y - density
end
for a = 1, i, 1 do
local scanned_tile = surface.get_tile(x, y)
if scanned_tile.name ~= tilename then
table_insert(cluster_tiles, {name = tilename, position = {x, y}})
surface.set_tiles(cluster_tiles, auto_correct)
return true, x, y
end
x = x + density
end
i = i + 2
end
end
if r == 4 then
--start placing at 1,0
while i <= scan_radius do
y = y - density
x = x + density
for a = 1, i, 1 do
y = y + density
local scanned_tile = surface.get_tile(x, y)
if scanned_tile.name ~= tilename then
table_insert(cluster_tiles, {name = tilename, position = {x, y}})
surface.set_tiles(cluster_tiles, auto_correct)
return true, x, y
end
end
for a = 1, i, 1 do
x = x - density
local scanned_tile = surface.get_tile(x, y)
if scanned_tile.name ~= tilename then
table_insert(cluster_tiles, {name = tilename, position = {x, y}})
surface.set_tiles(cluster_tiles, auto_correct)
return true, x, y
end
end
for a = 1, i, 1 do
y = y - density
local scanned_tile = surface.get_tile(x, y)
if scanned_tile.name ~= tilename then
table_insert(cluster_tiles, {name = tilename, position = {x, y}})
surface.set_tiles(cluster_tiles, auto_correct)
return true, x, y
end
end
for a = 1, i, 1 do
x = x + density
local scanned_tile = surface.get_tile(x, y)
if scanned_tile.name ~= tilename then
table_insert(cluster_tiles, {name = tilename, position = {x, y}})
surface.set_tiles(cluster_tiles, auto_correct)
return true, x, y
end
end
i = i + 2
end
end
return false
end
local function create_tile_cluster(tilename, position, amount)
local mode = 'ball'
local cluster_tiles = {}
local surface = game.surfaces['surface']
local pos = position
local x = pos.x
local y = pos.y
for i = 1, amount, 1 do
local b, x, y = find_tile_placement_spot_around_target_position(tilename, pos, mode)
if b == true then
if 1 == math_random(1, 16) then
pos.x = x
pos.y = y
end
end
if b == false then
return false, x, y
end
if i >= amount then
return true, x, y
end
end
end
function biter_battles_terrain.generate_spawn_water_pond()
local x = 1
local surface = game.surfaces['surface']
for _, silo in pairs(global.rocket_silo) do
local pos = {}
local wreck_pos = {}
pos['x'] = silo.position.x + 60 * x
pos['y'] = silo.position.y - 5 * x
create_tile_cluster('water-green', pos, 450)
local p = surface.find_non_colliding_position('big-ship-wreck-1', {pos['x'], pos['y'] - 3 * x}, 20, 1)
local e = surface.create_entity {name = 'big-ship-wreck-1', position = p, force = silo.force.name}
e.insert({name = 'copper-cable', count = 7})
e.insert({name = 'iron-stick', count = 3})
local p = surface.find_non_colliding_position('big-ship-wreck-3', {pos.x - 3 * x, pos.y}, 20, 1)
local e = surface.create_entity {name = 'big-ship-wreck-3', position = p, force = silo.force.name}
e.insert({name = 'land-mine', count = 6})
pos['x'] = silo.position.x - 80 * x
pos['y'] = silo.position.y - 60 * x
create_tile_cluster('water-green', pos, 300)
local p = surface.find_non_colliding_position('big-ship-wreck-2', {pos.x + 3 * x, pos.y - 5 * x}, 20, 1)
local e = surface.create_entity {name = 'big-ship-wreck-2', position = p, force = silo.force.name}
e.insert({name = 'empty-barrel', count = 1})
e.insert({name = 'lubricant-barrel', count = 2})
local p = surface.find_non_colliding_position('crude-oil', {pos.x - 5 * x, pos.y + 5 * x}, 50, 1)
local e = surface.create_entity {name = 'crude-oil', position = p, amount = 225000}
x = -1
end
for x = -200, 200, 1 do
for y = -200, 200, 1 do
local t = surface.get_tile(x, y)
if t.name == 'water-green' then
if surface.can_place_entity {name = 'fish', position = {x, y}} and math_random(1, 12) == 1 then
surface.create_entity {name = 'fish', position = {x, y}}
end
end
end
end
end
function biter_battles_terrain.clear_spawn_ores()
local surface = game.surfaces['surface']
for x = -200, 200, 1 do
for y = -200, 200, 1 do
local tile_distance_to_center = math.sqrt(x ^ 2 + y ^ 2)
if tile_distance_to_center < 150 then
local entities = surface.find_entities({{x, y}, {x + 1, y + 1}})
for _, e in pairs(entities) do
if e.type == 'resource' then
e.destroy()
end
end
end
end
end
end
function biter_battles_terrain.generate_market()
local surface = game.surfaces['surface']
for z = -1, 1, 2 do
local f = 'north'
if z == 1 then
f = 'south'
end
local x = global.rocket_silo[f].position.x + (80 * z)
local y = global.rocket_silo[f].position.y + (60 * z)
local p = surface.find_non_colliding_position('market', {x, y}, 20, 1)
local m = surface.create_entity {name = 'market', position = p, force = f}
local entities = surface.find_entities({{m.position.x - 1, m.position.y - 1}, {m.position.x + 1, m.position.y + 1}})
for _, ee in pairs(entities) do
if ee.type == 'simple-entity' or ee.type == 'resource' or ee.type == 'tree' then
ee.destroy()
end
end
m.minable = false
m.destructible = false
m.add_market_item {price = {{'raw-fish', 1}}, offer = {type = 'give-item', item = 'small-electric-pole', count = 2}}
m.add_market_item {price = {{'raw-fish', 1}}, offer = {type = 'give-item', item = 'firearm-magazine', count = 2}}
m.add_market_item {price = {{'raw-fish', 2}}, offer = {type = 'give-item', item = 'grenade'}}
m.add_market_item {price = {{'raw-fish', 2}}, offer = {type = 'give-item', item = 'land-mine', count = 1}}
m.add_market_item {price = {{'raw-fish', 5}}, offer = {type = 'give-item', item = 'light-armor'}}
m.add_market_item {price = {{'raw-fish', 8}}, offer = {type = 'give-item', item = 'radar'}}
m.add_market_item {price = {{'iron-ore', 50}}, offer = {type = 'give-item', item = 'raw-fish'}}
m.add_market_item {price = {{'copper-ore', 50}}, offer = {type = 'give-item', item = 'raw-fish'}}
m.add_market_item {price = {{'stone', 50}}, offer = {type = 'give-item', item = 'raw-fish'}}
m.add_market_item {price = {{'coal', 50}}, offer = {type = 'give-item', item = 'raw-fish'}}
end
end
function biter_battles_terrain.generate_artillery()
local tiles = {}
local surface = game.surfaces['surface']
global.spawn_artillery = {}
for z = -1, 1, 2 do
local f = 'north'
if z == 1 then
f = 'south'
end
global.spawn_artillery[f] = surface.create_entity {name = 'artillery-turret', position = {55 * z, 26 * z}, force = f}
local e = global.spawn_artillery[f]
e.minable = false
e.destructible = false
local entities = surface.find_entities({{e.position.x - 3, e.position.y - 4}, {e.position.x + 3, e.position.y + 4}})
for _, ee in pairs(entities) do
if ee.type == 'simple-entity' or ee.type == 'resource' or ee.type == 'tree' then
ee.destroy()
end
end
local m = surface.create_entity {name = 'market', position = {e.position.x, e.position.y + (3 * z)}, force = f}
m.minable = false
m.destructible = false
m.add_market_item {price = {{'raw-fish', 2}}, offer = {type = 'give-item', item = 'grenade'}}
m.add_market_item {price = {{'raw-fish', 1}}, offer = {type = 'give-item', item = 'land-mine', count = 1}}
m.add_market_item {price = {{'raw-fish', 60}}, offer = {type = 'give-item', item = 'artillery-shell'}}
m.add_market_item {price = {{'raw-fish', 20}}, offer = {type = 'give-item', item = 'artillery-targeting-remote'}}
for y = -1, 1, 1 do
for x = -2, 2, 1 do
table_insert(tiles, {name = 'refined-hazard-concrete-left', position = {e.position.x + x, e.position.y + y}})
end
end
for y = -2, 2, 1 do
for x = -1, 1, 1 do
table_insert(tiles, {name = 'refined-hazard-concrete-left', position = {e.position.x + x, e.position.y + y}})
end
end
end
surface.set_tiles(tiles, true)
end
function biter_battles_terrain.generate_spawn_ores(ore_layout)
local surface = game.surfaces['surface']
local seed = game.surfaces[1].map_gen_settings.seed
local tiles = {}
--generate ores around silos
local ore_layout = 'windows'
--local ore_layout = "4squares"
local ore_amount = 850
if ore_layout == '4squares' then
local size = 22
for _, rocket_silo in pairs(global.rocket_silo) do
local tiles = {}
for x = (size + 1) * -1, size + 1, 1 do
for y = (size + 1) * -1, size + 1, 1 do
table_insert(tiles, {name = 'stone-path', position = {rocket_silo.position.x + x, rocket_silo.position.y + y}})
end
end
surface.set_tiles(tiles, true)
local entities =
surface.find_entities(
{{(rocket_silo.position.x - 4) - size / 2, (rocket_silo.position.y - 5) - size / 2}, {rocket_silo.position.x + 4 + size / 2, rocket_silo.position.y + 5 + size / 2}}
)
for _, entity in pairs(entities) do
if entity.type == 'simple-entity' or entity.type == 'tree' or entity.type == 'resource' then
entity.destroy()
end
end
end
for x = size * -1, size, 1 do
for y = size * -1, size, 1 do
if x > 0 and y < 0 then
if
surface.can_place_entity {
name = 'stone',
position = {global.rocket_silo['south'].position.x + x, global.rocket_silo['south'].position.y + y},
amount = ore_amount
}
then
surface.create_entity {
name = 'stone',
position = {global.rocket_silo['south'].position.x + x, global.rocket_silo['south'].position.y + y},
amount = ore_amount
}
end
end
if x < 0 and y < 0 then
if
surface.can_place_entity {
name = 'coal',
position = {global.rocket_silo['south'].position.x + x, global.rocket_silo['south'].position.y + y},
amount = ore_amount
}
then
surface.create_entity {
name = 'coal',
position = {global.rocket_silo['south'].position.x + x, global.rocket_silo['south'].position.y + y},
amount = ore_amount
}
end
end
if x < 0 and y > 0 then
if
surface.can_place_entity {
name = 'copper-ore',
position = {global.rocket_silo['south'].position.x + x, global.rocket_silo['south'].position.y + y},
amount = ore_amount
}
then
surface.create_entity {
name = 'copper-ore',
position = {global.rocket_silo['south'].position.x + x, global.rocket_silo['south'].position.y + y},
amount = ore_amount
}
end
end
if x > 0 and y > 0 then
if
surface.can_place_entity {
name = 'iron-ore',
position = {global.rocket_silo['south'].position.x + x, global.rocket_silo['south'].position.y + y},
amount = ore_amount
}
then
surface.create_entity {
name = 'iron-ore',
position = {global.rocket_silo['south'].position.x + x, global.rocket_silo['south'].position.y + y},
amount = ore_amount
}
end
end
if x < 0 and y > 0 then
if
surface.can_place_entity {
name = 'stone',
position = {global.rocket_silo['north'].position.x + x, global.rocket_silo['north'].position.y + y},
amount = ore_amount
}
then
surface.create_entity {
name = 'stone',
position = {global.rocket_silo['north'].position.x + x, global.rocket_silo['north'].position.y + y},
amount = ore_amount
}
end
end
if x > 0 and y > 0 then
if
surface.can_place_entity {
name = 'coal',
position = {global.rocket_silo['north'].position.x + x, global.rocket_silo['north'].position.y + y},
amount = ore_amount
}
then
surface.create_entity {
name = 'coal',
position = {global.rocket_silo['north'].position.x + x, global.rocket_silo['north'].position.y + y},
amount = ore_amount
}
end
end
if x > 0 and y < 0 then
if
surface.can_place_entity {
name = 'copper-ore',
position = {global.rocket_silo['north'].position.x + x, global.rocket_silo['north'].position.y + y},
amount = ore_amount
}
then
surface.create_entity {
name = 'copper-ore',
position = {global.rocket_silo['north'].position.x + x, global.rocket_silo['north'].position.y + y},
amount = ore_amount
}
end
end
if x < 0 and y < 0 then
if
surface.can_place_entity {
name = 'iron-ore',
position = {global.rocket_silo['north'].position.x + x, global.rocket_silo['north'].position.y + y},
amount = ore_amount
}
then
surface.create_entity {
name = 'iron-ore',
position = {global.rocket_silo['north'].position.x + x, global.rocket_silo['north'].position.y + y},
amount = ore_amount
}
end
end
end
end
for _, rocket_silo in pairs(global.rocket_silo) do
local entities = surface.find_entities({{rocket_silo.position.x - 5, rocket_silo.position.y - 6}, {rocket_silo.position.x + 5, rocket_silo.position.y + 6}})
for _, entity in pairs(entities) do
if entity.type == 'resource' then
entity.destroy()
end
end
end
end
if ore_layout == 'windows' then
local m1 = 0.09
local m2 = 0
local m3 = 1
local m4 = 23
for x = m4 * -1, m4, 1 do
local noise = simplex_noise(x * m1, 1 * m1, seed + 50000)
noise = noise * m2 + m3
for y = (m4 + 1) * -1 * noise, m4 * noise, 1 do
table_insert(tiles, {name = 'stone-path', position = {global.rocket_silo['north'].position.x + x, global.rocket_silo['north'].position.y + y}})
end
local noise = simplex_noise(x * m1, 1 * m1, seed + 60000)
noise = noise * m2 + m3
for y = (m4 + 1) * -1 * noise, m4 * noise, 1 do
table_insert(tiles, {name = 'stone-path', position = {global.rocket_silo['south'].position.x + x, global.rocket_silo['south'].position.y + y}})
end
end
for y = (m4 + 1) * -1, m4, 1 do
local noise = simplex_noise(y * m1, 1 * m1, seed + 50000)
noise = noise * m2 + m3
for x = m4 * -1 * noise, m4 * noise, 1 do
table_insert(tiles, {name = 'stone-path', position = {global.rocket_silo['north'].position.x + x, global.rocket_silo['north'].position.y + y}})
end
local noise = simplex_noise(y * m1, 1 * m1, seed + 60000)
noise = noise * m2 + m3
for x = m4 * -1 * noise, m4 * noise, 1 do
table_insert(tiles, {name = 'stone-path', position = {global.rocket_silo['south'].position.x + x, global.rocket_silo['south'].position.y + y}})
end
end
surface.set_tiles(tiles, true)
local ore = {
'stone',
'stone',
'stone',
'stone',
'coal',
'coal',
'coal',
'coal',
'coal',
'copper-ore',
'copper-ore',
'copper-ore',
'copper-ore',
'copper-ore',
'iron-ore',
'iron-ore',
'iron-ore',
'iron-ore',
'iron-ore'
}
for z = 1, 19, 1 do
for x = -4 - z, 4 + z, 1 do
for y = -5 - z, 4 + z, 1 do
if
surface.can_place_entity {
name = ore[z],
position = {global.rocket_silo['south'].position.x + x, global.rocket_silo['south'].position.y + y},
amount = ore_amount
}
then
surface.create_entity {
name = ore[z],
position = {global.rocket_silo['south'].position.x + x, global.rocket_silo['south'].position.y + y},
amount = ore_amount
}
end
end
end
end
for z = 1, 19, 1 do
for x = -4 - z, 4 + z, 1 do
for y = -5 - z, 4 + z, 1 do
if
surface.can_place_entity {
name = ore[z],
position = {global.rocket_silo['north'].position.x + x, global.rocket_silo['north'].position.y + y},
amount = ore_amount
}
then
surface.create_entity {
name = ore[z],
position = {global.rocket_silo['north'].position.x + x, global.rocket_silo['north'].position.y + y},
amount = ore_amount
}
end
end
end
end
end
for _, rocket_silo in pairs(global.rocket_silo) do
local entities = surface.find_entities({{rocket_silo.position.x - 4, rocket_silo.position.y - 5}, {rocket_silo.position.x + 4, rocket_silo.position.y + 5}})
for _, entity in pairs(entities) do
if entity.type == 'resource' then
entity.destroy()
end
end
end
end
event.add(defines.events.on_chunk_generated, on_chunk_generated)
return biter_battles_terrain