mirror of
https://github.com/ComfyFactory/ComfyFactorio.git
synced 2025-01-08 00:39:30 +02:00
90 lines
3.4 KiB
Lua
90 lines
3.4 KiB
Lua
local Functions = require "maps.dungeons.functions"
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local Get_noise = require "utils.get_noise"
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local table_shuffle_table = table.shuffle_table
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local table_insert = table.insert
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local table_remove = table.remove
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local math_random = math.random
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local math_abs = math.abs
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local math_sqrt = math.sqrt
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local math_floor = math.floor
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local decoratives = {"green-asterisk", "green-bush-mini", "green-carpet-grass", "green-hairy-grass", "green-small-grass"}
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local ores = {"iron-ore", "iron-ore", "iron-ore", "iron-ore", "copper-ore", "copper-ore", "copper-ore","coal", "coal", "stone", "stone"}
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local trees = {"tree-01", "tree-02", "tree-03", "tree-04", "tree-05"}
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local size_of_trees = #trees
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local function draw_deco(surface, position, decorative_name, seed)
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if surface.get_tile(position).name == "water" then return end
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local noise = Get_noise("decoratives", position, seed)
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if math_abs(noise) > 0.28 then
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surface.create_decoratives{check_collision = false, decoratives = {{name = decorative_name, position = position, amount = math.floor(math.abs(noise * 3)) + 1}}}
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end
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end
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local function draw_room_decoratives(surface, room)
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local seed = game.surfaces[1].map_gen_settings.seed + math_random(1, 1000000)
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local decorative_name = decoratives[math_random(1, #decoratives)]
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for _, tile in pairs(room.path_tiles) do draw_deco(surface, tile.position, decorative_name, seed) end
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for _, tile in pairs(room.room_border_tiles) do draw_deco(surface, tile.position, decorative_name, seed) end
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for _, tile in pairs(room.room_tiles) do draw_deco(surface, tile.position, decorative_name, seed) end
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end
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local function grasslands(surface, room)
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for _, tile in pairs(room.path_tiles) do
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surface.set_tiles({{name = "grass-1", position = tile.position}}, true)
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end
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if not room.room_tiles[1] then draw_room_decoratives(surface, room) return end
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local tree_name = trees[math_random(1, size_of_trees)]
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table_shuffle_table(room.room_tiles)
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for key, tile in pairs(room.room_tiles) do
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surface.set_tiles({{name = "grass-2", position = tile.position}}, true)
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if math_random(1, 48) == 1 then
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surface.create_entity({name = ores[math_random(1, #ores)], position = tile.position, amount = math_random(250, 500) + global.dungeons.depth * 10})
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else
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if math_random(1, 12) == 1 then
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surface.create_entity({name = tree_name, position = tile.position})
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end
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end
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if math_random(1, 256) == 1 then
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surface.create_entity({name = Functions.roll_worm_name(), position = tile.position})
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end
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if math_random(1, 1024) == 1 then
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surface.create_entity({name = "rock-huge", position = tile.position})
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end
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end
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if room.center then
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if math_random(1, 4) == 1 then
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local r = math_floor(math_sqrt(#room.room_tiles) * 0.25) + 1
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for x = r * -1, r, 1 do
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for y = r * -1, r, 1 do
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local p = {room.center.x + x, room.center.y + y}
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surface.set_tiles({{name = "water", position = p}})
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if math_random(1, 8) == 1 then
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surface.create_entity({name = "fish", position = p})
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end
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end
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end
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else
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if math_random(1, 3) == 1 then
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surface.create_entity({name = Functions.roll_spawner_name(), position = room.center})
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end
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end
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end
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table_shuffle_table(room.room_border_tiles)
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for key, tile in pairs(room.room_border_tiles) do
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surface.set_tiles({{name = "grass-3", position = tile.position}}, true)
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if key % 8 == 1 then
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surface.create_entity({name = "rock-big", position = tile.position})
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end
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end
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draw_room_decoratives(surface, room)
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end
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return grasslands |