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ComfyFactorio/maps/cave_miner_v2/terrain.lua
2020-10-28 06:33:21 +01:00

240 lines
8.9 KiB
Lua

local Public = {}
local GetNoise = require "utils.get_noise"
local Functions = require 'maps.cave_miner_v2.functions'
local Market = require 'maps.cave_miner_v2.market'
local math_abs = math.abs
local math_random = math.random
local math_floor = math.floor
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 size_of_rock_raffle = #rock_raffle
local loot_blacklist = {
["landfill"] = true,
}
function Public.roll_source_surface()
local map_gen_settings = {
["water"] = 0,
["starting_area"] = 1,
["cliff_settings"] = {cliff_elevation_interval = 0, cliff_elevation_0 = 0},
["default_enable_all_autoplace_controls"] = false,
["autoplace_settings"] = {
["entity"] = {treat_missing_as_default = false},
["tile"] = {treat_missing_as_default = false},
["decorative"] = {treat_missing_as_default = false},
},
autoplace_controls = {
["coal"] = {frequency = 0, size = 0, richness = 0},
["stone"] = {frequency = 0, size = 0, richness = 0},
["copper-ore"] = {frequency = 0, size = 0, richness = 0},
["iron-ore"] = {frequency = 0, size = 0, richness = 0},
["uranium-ore"] = {frequency = 0, size = 0, richness = 0},
["crude-oil"] = {frequency = 0, size = 0, richness = 0},
["trees"] = {frequency = 0, size = 0, richness = 0},
["enemy-base"] = {frequency = 0, size = 0, richness = 0}
},
}
local surface = game.create_surface("cave_miner_source", map_gen_settings)
surface.request_to_generate_chunks({x = 0, y = 0}, 2)
surface.force_generate_chunk_requests()
end
function Public.out_of_map(event)
local left_top_x = event.area.left_top.x
local left_top_y = event.area.left_top.y
local tiles = {}
local i = 0
for x = 0, 31, 1 do
for y = 0, 31, 1 do
i = i + 1
tiles[i] = {name = "out-of-map", position = {left_top_x + x, left_top_y + y}}
end
end
event.surface.set_tiles(tiles, false)
end
local biomes = {}
function biomes.oasis(surface, seed, position, square_distance, noise)
if noise > 0.83 then
surface.set_tiles({{name = "deepwater", position = position}}, true)
if math_random(1, 16) == 1 then surface.create_entity({name = "fish", position = position}) end
return
end
local noise_decoratives = GetNoise("decoratives", position, seed + 50000)
surface.set_tiles({{name = "grass-1", position = position}}, true)
if math_random(1, 16) == 1 and math_abs(noise_decoratives) > 0.17 then surface.create_entity({name = "tree-04", position = position}) end
if math_random(1, 128) == 1 then Functions.place_crude_oil(surface, position, 1) end
if noise < 0.73 then
local a = (-49 + math_random(0, 98)) * 0.01
local b = (-49 + math_random(0, 98)) * 0.01
surface.create_entity({name = rock_raffle[math_random(1, size_of_rock_raffle)], position = {position.x + a, position.y + b}})
end
end
function biomes.void(surface, seed, position)
surface.set_tiles({{name = "out-of-map", position = position}}, false, false, false, false)
end
function biomes.pond_cave(surface, seed, position, square_distance, noise)
local noise_2 = GetNoise("cm_ponds", position, seed)
if math_abs(noise_2) > 0.60 then
surface.set_tiles({{name = "water", position = position}}, true, false, false, false)
if math_random(1, 16) == 1 then surface.create_entity({name = "fish", position = position}) end
return
end
if math_abs(noise_2) > 0.25 and math_random(1, 2) > 1 then
local a = (-49 + math_random(0, 98)) * 0.01
local b = (-49 + math_random(0, 98)) * 0.01
surface.create_entity({name = rock_raffle[math_random(1, size_of_rock_raffle)], position = {position.x + a, position.y + b}})
return
end
if noise > -0.53 then
local a = (-49 + math_random(0, 98)) * 0.01
local b = (-49 + math_random(0, 98)) * 0.01
surface.create_entity({name = rock_raffle[math_random(1, size_of_rock_raffle)], position = {position.x + a, position.y + b}})
else
if math_random(1, 128) == 1 then
Market.spawn_random_cave_market(surface, position)
end
end
end
function biomes.spawn(surface, seed, position, square_distance)
if square_distance < 32 then return end
local noise = GetNoise("decoratives", position, seed)
if math_abs(noise) > 0.60 and square_distance < 1250 then
surface.set_tiles({{name = "water", position = position}}, true, false, false, false)
if math_random(1, 16) == 1 then surface.create_entity({name = "fish", position = position}) end
return
end
if math_abs(noise) > 0.25 and math_random(1, 2) > 1 then
local a = (-49 + math_random(0, 98)) * 0.01
local b = (-49 + math_random(0, 98)) * 0.01
surface.create_entity({name = rock_raffle[math_random(1, size_of_rock_raffle)], position = {position.x + a, position.y + b}})
return
end
if square_distance > 1750 then
local a = (-49 + math_random(0, 98)) * 0.01
local b = (-49 + math_random(0, 98)) * 0.01
surface.create_entity({name = rock_raffle[math_random(1, size_of_rock_raffle)], position = {position.x + a, position.y + b}})
end
end
function biomes.ocean(surface, seed, position, square_distance, noise)
if noise > 0.68 then
surface.set_tiles({{name = "deepwater", position = position}}, true, false, false, false)
if math_random(1, 32) == 1 then surface.create_entity({name = "fish", position = position}) end
return
end
if noise > 0.63 then
surface.set_tiles({{name = "water", position = position}}, true, false, false, false)
if math_random(1, 32) == 1 then surface.create_entity({name = "fish", position = position}) end
return
end
if math_random(1, 3) > 1 then
local a = (-49 + math_random(0, 98)) * 0.01
local b = (-49 + math_random(0, 98)) * 0.01
surface.create_entity({name = rock_raffle[math_random(1, size_of_rock_raffle)], position = {position.x + a, position.y + b}})
end
end
function biomes.cave(surface, seed, position, square_distance, noise)
local noise_cave_rivers1 = GetNoise("cave_rivers_2", position, seed + 100000)
if math_abs(noise_cave_rivers1) < 0.025 then
local noise_cave_rivers2 = GetNoise("cave_rivers_3", position, seed + 200000)
if noise_cave_rivers2 > 0 then
surface.set_tiles({{name = "water-shallow", position = position}}, true, false, false, false)
if math_random(1, 16) == 1 then surface.create_entity({name = "fish", position = position}) end
return
end
end
local no_rocks_2 = GetNoise("no_rocks_2", position, seed)
if no_rocks_2 > 0.7 then
if no_rocks_2 > 0.73 then
if math_random(1, 128) == 1 then Market.spawn_random_cave_market(surface, position) end
end
surface.set_tiles({{name = "dirt-" .. math_floor(no_rocks_2 * 16) % 4 + 3, position = position}}, true, false, false, false)
return
end
local noise_rock = GetNoise("small_caves", position, seed)
if noise_rock < 0.5 then
if math_random(1, 3) > 1 then
local a = (-49 + math_random(0, 98)) * 0.01
local b = (-49 + math_random(0, 98)) * 0.01
surface.create_entity({name = rock_raffle[math_random(1, size_of_rock_raffle)], position = {position.x + a, position.y + b}})
end
if math_random(1, 2048) == 1 then Functions.loot_crate(surface, position, "wooden-chest") return end
if math_random(1, 4096) == 1 then Functions.loot_crate(surface, position, "iron-chest") return end
return
end
if square_distance < 4096 then return end
if math_random(1, 4096) == 1 then Market.spawn_random_cave_market(surface, position) return end
if math_random(1, 64) == 1 then surface.create_entity({name = "biter-spawner", position = position, force = "enemy"}) return end
if math_random(1, 64) == 1 then Functions.place_worm(surface, position, 1) return end
end
local function get_biome(surface, seed, position)
local d = position.x ^ 2 + position.y ^ 2
if d < 2048 then return biomes.spawn, d end
local noise = GetNoise("cave_miner_01", position, seed)
local abs_noise = math_abs(noise)
if abs_noise < 0.088 then return biomes.cave, d, noise end
if abs_noise > 0.25 then
local noise = GetNoise("cave_rivers", position, seed)
if noise > 0.72 then return biomes.oasis, d, noise end
if noise < -0.5 then return biomes.pond_cave, d, noise end
end
local noise = GetNoise("cm_ocean", position, seed + 100000)
if noise > 0.6 then return biomes.ocean, d, noise end
local noise = GetNoise("cave_miner_02", position, seed)
if math_abs(noise) < 0.1 then return biomes.cave, d, noise end
return biomes.void
end
function Public.generate_cave(event)
local surface = event.surface
local left_top_x = event.area.left_top.x
local left_top_y = event.area.left_top.y
local seed = surface.map_gen_settings.seed
local tiles = {}
local i = 0
for x = 0, 31, 1 do
for y = 0, 31, 1 do
i = i + 1
local position = {x = left_top_x + x, y = left_top_y + y}
tiles[i] = {name = Functions.get_base_ground_tile(position, seed), position = position}
end
end
surface.set_tiles(tiles, true)
for x = 0.5, 31.5, 1 do
for y = 0.5, 31.5, 1 do
local position = {x = left_top_x + x, y = left_top_y + y}
local biome, square_distance, noise = get_biome(surface, seed, position)
biome(surface, seed, position, square_distance, noise)
end
end
end
return Public