1
0
mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-02-01 13:08:05 +02:00
2021-03-25 03:39:07 +01:00

121 lines
4.3 KiB
Lua

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