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ComfyFactorio/maps/island_troopers/terrain.lua
2021-03-24 19:18:46 +01:00

401 lines
15 KiB
Lua

--luacheck: ignore
local math_random = math.random
local simplex_noise = require 'utils.simplex_noise'.d2
local rock_raffle = {'sand-rock-big', 'sand-rock-big', 'rock-big', 'rock-big', 'rock-big', 'rock-big', 'rock-big', 'rock-big', 'rock-huge'}
local function island_noise(p, seed_1, seed_2, seed_3)
local noise_1 = simplex_noise(p.x * seed_m1, p.y * seed_m1, seed_1)
local noise_2 = simplex_noise(p.x * seed_m2, p.y * seed_m2, seed_2)
local noise_3 = simplex_noise(p.x * seed_m3, p.y * seed_m3, seed_3)
local noise = math.abs(noise_1 + noise_2 * 0.5 + noise_3 * 0.2)
noise = noise / 1.7
return noise
end
local function island_noise_radius(position)
local noise = island_noise(position, seed_1, seed_2, seed_3)
local radius = global.stages[global.current_stage].size
return radius * 0.5 + noise * radius * 0.5
end
local function draw_island_tiles(surface, position, radius)
local tiles = {}
for y = radius * -1, radius, 1 do
for x = radius * -1, radius, 1 do
local p = {x = x + position.x, y = y + position.y}
if surface.get_tile(p).name == 'deepwater' then
local distance = math.sqrt(x ^ 2 + y ^ 2)
local tile = false
local noise_radius = island_noise_radius(p)
if distance < noise_radius - radius * 0.15 then
tile = {name = game.surfaces['island_tiles'].get_tile(x, y).name, position = p}
else
if distance < noise_radius then
tile = {name = 'water', position = p}
end
end
if tile then
tiles[#tiles + 1] = tile
end
end
end
end
surface.set_tiles(tiles, true)
return tiles
end
local function get_vector()
if global.current_stage == 1 then
return {0, -1}
end
if global.current_stage == #global.stages then
return {0, 1}
end
local position = global.path_tiles[#global.path_tiles].position
local island_size = global.stages[global.current_stage].size
local y_modifier = 0
if math.abs(position.y) < 32 + island_size * 3 then
y_modifier = math.random(25, 100) * -0.01
else
y_modifier = math.random(25, 100) * 0.01
end
return {1, y_modifier}
end
local function set_island_surface()
local map_gen_settings = {}
map_gen_settings.height = global.stages[global.current_stage].size * 2
map_gen_settings.width = global.stages[global.current_stage].size * 2
map_gen_settings.water = 0
map_gen_settings.terrain_segmentation = 1
map_gen_settings.seed = math.random(1, 999999999)
map_gen_settings.cliff_settings = {cliff_elevation_interval = math.random(2, 16), cliff_elevation_0 = math.random(2, 16)}
map_gen_settings.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 = 50, size = 0.1, richness = math.random(0, 10) * 0.1},
['enemy-base'] = {frequency = 'none', size = 'none', richness = 'none'}
}
game.create_surface('island_tiles', map_gen_settings)
local surface = game.surfaces['island_tiles']
surface.request_to_generate_chunks({0, 0}, math.ceil(max_island_radius / 32))
surface.force_generate_chunk_requests()
end
function draw_the_island()
if not global.stages[global.current_stage].size then
global.gamestate = 4
return
end
if game.surfaces['island_tiles'] then
game.delete_surface(game.surfaces['island_tiles'])
return
end
local surface = game.surfaces[1]
local position = global.path_tiles[#global.path_tiles].position
seed_1 = math.random(1, 9999999)
seed_2 = math.random(1, 9999999)
seed_3 = math.random(1, 9999999)
seed_m1 = (math.random(8, 16) * 0.1) / global.stages[global.current_stage].size
seed_m2 = (math.random(12, 24) * 0.1) / global.stages[global.current_stage].size
seed_m3 = (math.random(50, 100) * 0.1) / global.stages[global.current_stage].size
set_island_surface()
local tiles = draw_island_tiles(surface, position, global.stages[global.current_stage].size)
for _, decorative in pairs(game.surfaces['island_tiles'].find_decoratives_filtered({})) do
local distance = math.sqrt(decorative.position.x ^ 2 + decorative.position.y ^ 2)
if distance <= global.stages[global.current_stage].size then
surface.create_decoratives {
check_collision = true,
decoratives = {{name = decorative.decorative.name, position = {position.x + decorative.position.x, position.y + decorative.position.y}, amount = decorative.amount}}
}
end
end
for _, e in pairs(game.surfaces['island_tiles'].find_entities_filtered({})) do
local distance = math.sqrt(e.position.x ^ 2 + e.position.y ^ 2)
local p = {x = position.x + e.position.x, y = position.y + e.position.y}
if distance <= island_noise_radius(p) then
if e.type == 'simple-entity' then
e.clone({position = p, surface = surface, force = 'neutral'})
else
if surface.can_place_entity({name = 'tree-01', position = p}) then
e.clone({position = p, surface = surface, force = 'neutral'})
end
end
end
end
--local tree = global.tree_raffle[math.random(1, #global.tree_raffle)]
local seed = math.random(1, 1000000)
for _, t in pairs(tiles) do
if math.random(1, 32) == 1 then
local noise = simplex_noise(t.position.x * 0.02, t.position.y * 0.02, seed)
if noise > 0.75 or noise < -0.75 then
surface.create_entity({name = rock_raffle[math_random(1, #rock_raffle)], position = t.position})
end
end
--if surface.can_place_entity({name = "wooden-chest", position = t.position}) then
-- if math.random(1, 64) == 1 then
-- if simplex_noise(t.position.x * 0.02, t.position.y * 0.02, seed) > 0.25 then
-- surface.create_entity({name = tree, position = t.position})
-- end
-- end
--end
end
add_enemies(surface, tiles)
global.gamestate = 4
end
local function add_path_decoratives(surface, tiles)
local d = global.decorative_names[math.random(1, #global.decorative_names)]
for _, t in pairs(tiles) do
local noise = simplex_noise(t.position.x * 0.075, t.position.y * 0.075, game.surfaces[1].map_gen_settings.seed)
if math.random(1, 3) == 1 and noise > 0 then
surface.create_decoratives {check_collision = false, decoratives = {{name = d, position = t.position, amount = math.floor(math.abs(noise * 3)) + 1}}}
end
end
end
local draw_path_tile_whitelist = {
['water'] = true,
['deepwater'] = true
}
local path_tile_names = {'grass-2', 'grass-3', 'grass-4', 'dirt-1', 'dirt-2', 'dirt-3', 'dirt-4', 'dirt-5', 'dirt-6', 'dirt-7', 'water-shallow'}
function draw_path_to_next_stage()
local surface = game.surfaces[1]
--if global.current_stage ~= #global.stages then
-- if global.current_stage == #global.stages - 1 then
--game.print("--Final Stage--")
-- else
--game.print("--Stage " .. global.current_stage .. "--")
-- end
--end
local position = {x = 0, y = 0}
if global.path_tiles then
position = global.path_tiles[#global.path_tiles].position
end
--game.print(get_vector()[1] .. " " .. get_vector()[2])
global.path_tiles =
noise_vector_tile_path(
surface,
path_tile_names[math_random(1, #path_tile_names)],
position,
get_vector(),
global.stages[global.current_stage].path_length,
math.random(2, 4),
draw_path_tile_whitelist
)
add_path_decoratives(surface, global.path_tiles)
if global.current_stage ~= #global.stages and global.current_stage > 2 then
if math_random(1, 3) == 1 then
add_path_decoratives(
surface,
noise_vector_tile_path(
surface,
path_tile_names[math_random(1, #path_tile_names - 1)],
position,
{0, 1},
global.stages[#global.stages].path_length,
math.random(2, 4),
draw_path_tile_whitelist
)
)
end
end
global.gamestate = 3
end
local tile_reset_blacklist = {
['deepwater'] = true,
['out-of-map'] = true
}
local function get_level_tiles(surface)
global.level_tiles = {}
for chunk in surface.get_chunks() do
if chunk.y < 0 and game.forces.player.is_chunk_charted(surface, chunk) then
for x = 0, 31, 1 do
for y = 0, 31, 1 do
local tile = surface.get_tile({chunk.x * 32 + x, chunk.y * 32 + y})
if not tile_reset_blacklist[tile.name] then
local index = math.abs(tile.position.y)
if not global.level_tiles[index] then
global.level_tiles[index] = {}
end
global.level_tiles[index][#global.level_tiles[index] + 1] = tile
end
end
end
end
end
for k, tile_row in pairs(global.level_tiles) do
table.shuffle_table(global.level_tiles[k])
end
end
local function wipe_vision(surface)
for chunk in surface.get_chunks() do
if chunk.y < 0 then
game.forces.player.unchart_chunk(chunk, surface)
end
end
end
local particles = {'coal-particle', 'copper-ore-particle', 'iron-ore-particle', 'stone-particle'}
local function create_particles(surface, position)
local particle = particles[math_random(1, #particles)]
local m = math_random(10, 30)
local m2 = m * 0.005
for i = 1, 4, 1 do
surface.create_entity(
{
name = particle,
position = position,
frame_speed = 0.1,
vertical_speed = 0.1,
height = 0.1,
movement = {m2 - (math_random(0, m) * 0.01), m2 - (math_random(0, m) * 0.01)}
}
)
end
end
function kill_the_level()
local surface = game.surfaces[1]
if not global.level_tiles then
get_level_tiles(surface)
end
if not global.kill_the_level_speed then
global.kill_the_level_speed = 0
end
global.kill_the_level_speed = global.kill_the_level_speed + 0.0025
local amount = global.kill_the_level_speed
for i = #global.level_tiles, 1, -1 do
if global.level_tiles[i] then
for k, tile in pairs(global.level_tiles[i]) do
surface.set_tiles({{name = 'deepwater', position = tile.position}}, true)
create_particles(surface, tile.position)
global.level_tiles[i][k] = nil
amount = amount - 1
if amount <= 0 then
return
end
end
global.level_tiles[i] = nil
end
end
if #global.level_tiles == 0 then
wipe_vision(surface)
global.kill_the_level_speed = nil
global.level_tiles = nil
global.gamestate = 1
end
end
local function process_tile(surface, position)
if position.x < -128 then
surface.set_tiles({{name = 'out-of-map', position = position}}, true)
return
end
if position.x > 8192 then
surface.set_tiles({{name = 'out-of-map', position = position}}, true)
return
end
if position.y < 0 then
surface.set_tiles({{name = 'deepwater', position = position}}, true)
return
end
if position.y > 32 then
surface.set_tiles({{name = 'water-green', position = position}}, true)
if math.random(1, 4096) == 1 then
if math.random(1, 4) == 1 then
surface.set_tiles({{name = 'sand-1', position = position}}, true)
create_dump_chest(surface, position, false)
else
surface.set_tiles({{name = 'sand-1', position = position}}, true)
create_shopping_chest(surface, position, false)
end
end
return
end
if position.y > 10 + simplex_noise(position.x * 0.010, 0, game.surfaces[1].map_gen_settings.seed) * 4 then
surface.set_tiles({{name = 'water-green', position = position}}, true)
return
end
local index = math.floor((simplex_noise(position.x * 0.01, position.y * 0.01, game.surfaces[1].map_gen_settings.seed) * 10) % 3) + 1
surface.set_tiles({{name = 'sand-' .. index, position = position}}, true)
if position.x > 32 then
return true
end
if position.y == 6 then
if position.x == -16 then
create_shopping_chest(surface, position, false)
end
if position.x == 16 then
create_dump_chest(surface, position, false)
end
end
return true
end
local function on_chunk_generated(event)
if event.surface.index ~= 1 then
return
end
local left_top = event.area.left_top
local surface = event.surface
local decoratives = {}
for k, e in pairs(surface.find_entities_filtered({area = event.area})) do
if e.force.name ~= 'player' then
e.destroy()
end
end
for x = 0, 31, 1 do
for y = 0, 31, 1 do
local position = {x = left_top.x + x, y = left_top.y + y}
if process_tile(surface, position) then
local noise = simplex_noise(position.x * 0.050, position.y * 0.050, game.surfaces[1].map_gen_settings.seed)
if math.random(1, 2) == 1 and noise < -0.75 then
decoratives[#decoratives + 1] = {name = 'green-pita', position = position, amount = math.random(1, 3)}
end
if math.random(1, 4) == 1 and noise > 0.50 then
decoratives[#decoratives + 1] = {name = 'garballo', position = position, amount = math.random(1, 3)}
end
if math.random(1, 32) == 1 then
decoratives[#decoratives + 1] = {name = 'sand-dune-decal', position = position, amount = math.random(1, 3)}
end
end
end
end
surface.destroy_decoratives({area = event.area})
surface.create_decoratives {check_collision = true, decoratives = decoratives}
end
local event = require 'utils.event'
event.add(defines.events.on_chunk_generated, on_chunk_generated)