mirror of
https://github.com/ComfyFactory/ComfyFactorio.git
synced 2025-02-01 13:08:05 +02:00
121 lines
4.3 KiB
Lua
121 lines
4.3 KiB
Lua
local random = math.random
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local abs = math.abs
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local max = math.max
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local min = math.min
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local floor = math.floor
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local Functions = require 'maps.chronosphere.world_functions'
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local Raffle = require 'maps.chronosphere.raffles'
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local Chrono_table = require 'maps.chronosphere.table'
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local Specials = require 'maps.chronosphere.terrain_specials'
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local function process_tile(p, seed, entities, treasure, factories)
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local objective = Chrono_table.get_table()
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local noise1 = Functions.get_noise('scrapyard', p, seed)
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local noise2 = Functions.get_noise('large_caves', p, seed)
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local biters = objective.world.variant.biters
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local ore_factor = objective.world.ores.factor
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local moisture = objective.world.variant.moisture
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local handicap = max(0, 160 - objective.chronojumps * 20)
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if noise1 < -0.75 or noise1 > 0.75 then
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if random(1, 52 - biters) == 1 and Functions.distance(p.x, p.y) > 150 + handicap then
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entities[#entities + 1] = {name = Raffle.spawners[random(1, #Raffle.spawners)], position = p, spawn_decorations = true}
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end
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end
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if noise1 > -0.08 - 0.01 * ore_factor and noise1 < 0.08 + 0.01 * ore_factor then
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if random(1, 30) == 1 then
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entities[#entities + 1] = {name = Raffle.rocks[random(1, #Raffle.rocks)], position = p}
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else
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if random(1, 5000) <= objective.world.variant.fa then
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factories[#factories + 1] = p
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end
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end
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end
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if noise1 + 0.5 > -0.1 - 0.1 * moisture and noise1 + 0.5 < 0.1 + 0.1 * moisture then
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if random(1, 100) > 42 - handicap / 6 then
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if random(1, 800) == 1 then
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treasure[#treasure + 1] = p
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else
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if objective.world.variant.id == 11 then
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entities[#entities + 1] = {name = Raffle.dead_trees[random(1, #Raffle.dead_trees)], position = p}
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else
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entities[#entities + 1] = {name = Raffle.trees[random(1, #Raffle.trees)], position = p}
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end
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end
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end
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end
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if noise1 > -0.10 and noise1 < 0.10 then
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if floor(noise2 * 10) % 4 < 3 then
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local jumps = min(objective.chronojumps * 5, 100)
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local roll = random(1, 200 - jumps - biters)
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if Functions.distance(p.x, p.y) > 200 + handicap then
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if roll == 1 then
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entities[#entities + 1] = {name = Raffle.spawners[random(1, #Raffle.spawners)], position = p, spawn_decorations = true}
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elseif roll == 2 then
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local evo = game.forces['enemy'].evolution_factor
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entities[#entities + 1] = {name = Raffle.worms[random(1 + floor(evo * 8), floor(1 + evo * 16))], position = p, spawn_decorations = true}
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elseif roll == 3 then
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if random(1, 50) == 1 then
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treasure[#treasure + 1] = p
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end
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end
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end
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end
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end
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end
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local function normal_chunk(surface, left_top)
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local entities = {}
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local treasure = {}
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local factories = {}
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local seed = surface.map_gen_settings.seed
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for y = 0, 31, 1 do
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for x = 0, 31, 1 do
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local p = {x = left_top.x + x, y = left_top.y + y}
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process_tile(p, seed, entities, treasure, factories)
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end
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end
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if random(1, 60) == 1 then
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Functions.build_blueprint(surface, left_top, random(4, 6), "neutral")
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end
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Functions.spawn_treasures(surface, treasure)
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Functions.spawn_entities(surface, entities)
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for _, pos in pairs(factories) do
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Specials.production_factory(surface, pos)
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end
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end
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local function empty_chunk(surface, left_top)
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local entities = {}
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local treasure = {}
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local factories = {}
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local seed = surface.map_gen_settings.seed
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for y = 0, 31, 1 do
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for x = 0, 31, 1 do
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local p = {x = left_top.x + x, y = left_top.y + y}
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process_tile(p, seed, entities, treasure, factories)
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end
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end
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Functions.replace_water(surface, left_top)
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end
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local function basic(variant, surface, left_top)
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local id = variant.id
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if abs(left_top.y) <= 31 and abs(left_top.x) <= 31 then
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empty_chunk(surface, left_top)
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end
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if abs(left_top.y) > 31 or abs(left_top.x) > 31 then
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normal_chunk(surface, left_top)
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end
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if id == 11 then
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Functions.replace_water(surface, left_top)
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end
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end
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return basic
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