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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-08 00:39:30 +02:00
ComfyFactorio/maps/lost_desert.lua
2018-09-24 20:54:20 +02:00

365 lines
16 KiB
Lua

--lost desert-- mewmew made this --
local chunk_loader = require "maps.tools.lazy_chunk_loader"
local simplex_noise = require 'utils.simplex_noise'
simplex_noise = simplex_noise.d2
local event = require 'utils.event'
local function shipwreck(position, surface)
local wrecks = {"big-ship-wreck-1", "big-ship-wreck-2", "big-ship-wreck-3"}
local wreck = wrecks[math.random(1,#wrecks)]
local p = game.surfaces[1].find_non_colliding_position(wreck,position, 2,0.5)
if not p then return end
local wreck_raffle_table = {}
local wreck_loot_weights = {}
table.insert(wreck_loot_weights, {{name = 'iron-gear-wheel', count = math.random(16,48)},5})
table.insert(wreck_loot_weights, {{name = 'burner-inserter', count = math.random(16,32)},2})
table.insert(wreck_loot_weights, {{name = 'engine-unit', count = math.random(1,16)},3})
table.insert(wreck_loot_weights, {{name = 'rocket-fuel', count = math.random(1,5)},3})
table.insert(wreck_loot_weights, {{name = 'lubricant-barrel', count = math.random(1,10)},3})
table.insert(wreck_loot_weights, {{name = 'crude-oil-barrel', count = math.random(1,10)},3})
table.insert(wreck_loot_weights, {{name = "firearm-magazine", count = math.random(64,128)},8})
table.insert(wreck_loot_weights, {{name = 'grenade', count = math.random(16,32)},5})
table.insert(wreck_loot_weights, {{name = 'land-mine', count = math.random(16,32)},5})
table.insert(wreck_loot_weights, {{name = 'light-armor', count = 1},1})
table.insert(wreck_loot_weights, {{name = 'heavy-armor', count = 1},2})
table.insert(wreck_loot_weights, {{name = 'pipe', count = math.random(10,100)},3})
table.insert(wreck_loot_weights, {{name = 'rail', count = math.random(32,100)},4})
table.insert(wreck_loot_weights, {{name = 'assembling-machine-1', count = math.random(1,4)},2})
table.insert(wreck_loot_weights, {{name = 'assembling-machine-2', count = math.random(1,3)},2})
table.insert(wreck_loot_weights, {{name = 'assembling-machine-3', count = math.random(1,2)},1})
table.insert(wreck_loot_weights, {{name = 'combat-shotgun', count = 1},4})
table.insert(wreck_loot_weights, {{name = 'piercing-shotgun-shell', count = math.random(16,48)},5})
table.insert(wreck_loot_weights, {{name = 'flamethrower', count = 1},4})
table.insert(wreck_loot_weights, {{name = 'rocket-launcher', count = 1},4})
table.insert(wreck_loot_weights, {{name = 'flamethrower-ammo', count = math.random(16,48)},5})
table.insert(wreck_loot_weights, {{name = 'rocket', count = math.random(16,48)},5})
table.insert(wreck_loot_weights, {{name = 'explosive-rocket', count = math.random(16,48)},5})
table.insert(wreck_loot_weights, {{name = 'modular-armor', count = 1},3})
table.insert(wreck_loot_weights, {{name = 'power-armor', count = 1},1})
table.insert(wreck_loot_weights, {{name = 'uranium-rounds-magazine', count = math.random(16,32)},3})
table.insert(wreck_loot_weights, {{name = 'piercing-rounds-magazine', count = math.random(64,128)},5})
table.insert(wreck_loot_weights, {{name = 'railgun', count = 1},3})
table.insert(wreck_loot_weights, {{name = 'railgun-dart', count = math.random(16,48)},4})
table.insert(wreck_loot_weights, {{name = 'exoskeleton-equipment', count = 1},1})
table.insert(wreck_loot_weights, {{name = 'defender-capsule', count = math.random(8,16)},5})
table.insert(wreck_loot_weights, {{name = 'distractor-capsule', count = math.random(4,8)},4})
table.insert(wreck_loot_weights, {{name = 'destroyer-capsule', count = math.random(4,8)},3})
table.insert(wreck_loot_weights, {{name = 'atomic-bomb', count = 1},1})
for _, t in pairs (wreck_loot_weights) do
for x = 1, t[2], 1 do
table.insert(wreck_raffle_table, t[1])
end
end
local e = surface.create_entity {name=wreck, position=p, force="player"}
e.minable = false
local i = e.get_inventory(defines.inventory.chest)
for x = 1, math.random(2,3), 1 do
local loot = wreck_raffle_table[math.random(1,#wreck_raffle_table)]
i.insert(loot)
end
end
local function shuffle(tbl)
local size = #tbl
for i = size, 1, -1 do
local rand = math.random(size)
tbl[i], tbl[rand] = tbl[rand], tbl[i]
end
return tbl
end
local function create_cluster(name, pos, size, surface, spread, resource_amount)
local p = {x = pos.x, y = pos.y}
local math_random = math.random
for z = 1, size, 1 do
for x = 1, 8, 1 do
local y = 1
if spread then y = math_random(1, spread) end
local modifier_raffle = {{0,y*-1},{y*-1,0},{y,0},{0,y},{y*-1,y*-1},{y,y},{y,y*-1},{y*-1,y}}
modifier_raffle = shuffle(modifier_raffle)
local m = modifier_raffle[x]
local pos = {x = p.x + m[1], y = p.y + m[2]}
if resource_amount then
surface.create_entity {name=name, position=pos, amount=resource_amount}
p = {x = pos.x, y = pos.y}
break
else
if surface.can_place_entity({name=name, position=pos}) then
surface.create_entity {name=name, position=pos}
p = {x = pos.x, y = pos.y}
break
end
end
end
end
end
local function get_noise(name, pos)
local seed = game.surfaces[1].map_gen_settings.seed
local noise = {}
local noise_seed_add = 25000
seed = seed + noise_seed_add
if name == 1 then
noise[1] = simplex_noise(pos.x * 0.001, pos.y * 0.001, seed)
seed = seed + noise_seed_add
noise[2] = simplex_noise(pos.x * 0.01, pos.y * 0.01, seed)
seed = seed + noise_seed_add
noise[3] = simplex_noise(pos.x * 0.05, pos.y * 0.05, seed)
seed = seed + noise_seed_add
noise[4] = simplex_noise(pos.x * 0.1, pos.y * 0.1, seed)
local noise = noise[1] + noise[2] * 0.15 + noise[3] * 0.02 + noise[4] * 0.001
return noise
end
seed = seed + noise_seed_add
seed = seed + noise_seed_add
seed = seed + noise_seed_add
seed = seed + noise_seed_add
if name == "rocks_1" then
noise[1] = simplex_noise(pos.x * 0.005, pos.y * 0.005, seed)
seed = seed + noise_seed_add
noise[2] = simplex_noise(pos.x * 0.01, pos.y * 0.01, seed)
seed = seed + noise_seed_add
noise[3] = simplex_noise(pos.x * 0.1, pos.y * 0.1, seed)
local noise = noise[1] + noise[2] * 0.005 + noise[3] * 0.0002
return noise
end
seed = seed + noise_seed_add
seed = seed + noise_seed_add
seed = seed + noise_seed_add
if name == "deco_1" then
noise[1] = simplex_noise(pos.x * 0.01, pos.y * 0.01, seed)
local noise = noise[1]
return noise
end
seed = seed + noise_seed_add
if name == "deco_2" then
noise[1] = simplex_noise(pos.x * 0.01, pos.y * 0.01, seed)
local noise = noise[1]
return noise
end
seed = seed + noise_seed_add
if name == "dead_trees" then
noise[1] = simplex_noise(pos.x * 0.005, pos.y * 0.005, seed)
local noise = noise[1]
return noise
end
seed = seed + noise_seed_add
end
local worm_raffle = {"small-worm-turret", "small-worm-turret", "small-worm-turret", "medium-worm-turret", "medium-worm-turret", "big-worm-turret"}
local rock_raffle = {"sand-rock-big","sand-rock-big","rock-big","rock-big","rock-big","rock-big","rock-huge"}
local ore_spawn_raffle = {"iron-ore","iron-ore","iron-ore","copper-ore","copper-ore","copper-ore","coal","coal","stone","stone","uranium-ore","crude-oil"}
chunk_loader.add(function(chunk_piece)
local surface = game.surfaces["lost_desert"]
if chunk_piece[2] ~= surface.index then return end
local chunk_piece_position = chunk_piece[1]
local chunk_pos_x = chunk_piece_position.x
local chunk_pos_y = chunk_piece_position.y
local area = {
left_top = {x = chunk_piece_position.x, y = chunk_piece_position.y},
right_bottom = {x = chunk_piece_position.x + 8, y = chunk_piece_position.y + 8}
}
local tiles = {}
local entities_to_place = {
rocks = {},
worms = {},
enemy_buildings = {},
trees = {},
fish = {},
shipwrecks = {}
}
local decoratives = {}
local math_random = math.random
local entities = surface.find_entities(area)
for _, e in pairs(entities) do
if e.type == "tree" or e.force.name == "enemy" then
--e.destroy()
end
end
local sands = {"sand-1", "sand-2", "sand-3"}
local tile_to_insert = false
for x = 0, 7, 1 do
for y = 0, 7, 1 do
local pos_x = chunk_pos_x + x
local pos_y = chunk_pos_y + y
local pos = {x = pos_x, y = pos_y}
local tile_distance_to_center = pos_x^2 + pos_y^2
tile_to_insert = false
local noise_1 = get_noise(1, pos)
if tile_distance_to_center > 10000 then
if noise_1 <= -0.9 then
if math_random(1,250) == 1 then table.insert(entities_to_place.shipwrecks, pos) end
end
if noise_1 <= -0.85 then
if math_random(1,16) == 1 then table.insert(entities_to_place.worms, pos) end
if math_random(1,16) == 1 then table.insert(entities_to_place.enemy_buildings, pos) end
end
end
if noise_1 <= -0.4 then tile_to_insert = "sand-2" end
if noise_1 > -0.4 then tile_to_insert = "sand-1" end
if noise_1 > 0.4 then tile_to_insert = "sand-3" end
if noise_1 > 0.72 and noise_1 < 0.8 then if math_random(1,3) == 1 then table.insert(decoratives, {name = "garballo", position = pos, amount = math_random(1,3)}) end end
if noise_1 > 0.75 then if math_random(1,5) == 1 then table.insert(entities_to_place.trees, {"tree-05", pos}) end end
if noise_1 > 0.8 then
tile_to_insert = "water"
if math_random(1,32) == 1 then table.insert(entities_to_place.fish, pos) end
end
if noise_1 > 0.9 then tile_to_insert = "deepwater" end
if tile_to_insert ~= "deepwater" and tile_to_insert ~= "water" and noise_1 < 0.7 then
if math_random(1,20000) == 1 and noise_1 < 0.65 then
local spread = 1
local amount = math_random(400,600)
local size = math.ceil(math.sqrt(tile_distance_to_center),0)
local ore = ore_spawn_raffle[math_random(1,#ore_spawn_raffle)]
if ore == "crude-oil" then
spread = 10
amount = 100000 + math_random(tile_distance_to_center,tile_distance_to_center*2)
size = math_random(4,16)
end
create_cluster(ore, pos, size, surface, spread, amount)
end
local noise_dead_trees = get_noise("dead_trees", pos)
local noise_rocks_1 = get_noise("rocks_1", pos)
local noise_deco_1 = get_noise("deco_1", pos)
local noise_deco_2 = get_noise("deco_2", pos)
while true do
if noise_dead_trees > 0.5 then
if math_random(1,55) == 1 then table.insert(entities_to_place.trees, {"tree-06", pos}) end
break
end
if noise_rocks_1 > 0.5 and noise_dead_trees < -0.4 then
if noise_rocks_1 > 0.55 then
if math_random(1,6) == 1 then table.insert(entities_to_place.rocks, pos) end
end
tile_to_insert = "dirt-1"
end
if noise_deco_1 > 0.75 then
if math_random(1,7) == 1 then table.insert(decoratives, {name = "brown-fluff-dry", position = pos, amount = math_random(1,3)}) end
break
end
if noise_deco_1 < -0.75 then
if math_random(1,7) == 1 then table.insert(decoratives, {name = "red-desert-bush", position = pos, amount = math_random(1,3)}) end
break
end
if noise_deco_2 > 0.75 then
if math_random(1,7) == 1 then table.insert(decoratives, {name = "white-desert-bush", position = pos, amount = math_random(1,3)}) end
break
end
if noise_deco_2 < -0.75 then
if math_random(1,7) == 1 then table.insert(decoratives, {name = "brown-asterisk", position = pos, amount = math_random(1,3)}) end
break
end
if tile_to_insert == "sand-1" then
if math_random(1,50) == 1 then table.insert(decoratives, {name = "sand-dune-decal", position = pos, amount = 1}) end
end
break
end
end
if tile_to_insert == false then
--table.insert(tiles, {name = "sand-4", position = {pos_x,pos_y}}) tree-06
else
table.insert(tiles, {name = tile_to_insert, position = {pos_x,pos_y}})
end
end
end
surface.set_tiles(tiles,true)
surface.create_decoratives{check_collision=false, decoratives=decoratives}
for _, p in pairs(entities_to_place.shipwrecks) do
shipwreck(p, surface)
end
for _, p in pairs(entities_to_place.enemy_buildings) do
if math_random(1,3) == 1 then
if surface.can_place_entity({name="spitter-spawner", position=p}) then surface.create_entity {name="spitter-spawner", position=p} end
else
if surface.can_place_entity({name="biter-spawner", position=p}) then surface.create_entity {name="biter-spawner", position=p} end
end
end
for _, p in pairs(entities_to_place.worms) do
local e = worm_raffle[math.random(1,#worm_raffle)]
if surface.can_place_entity({name=e, position=p}) then surface.create_entity {name=e, position=p} end
end
for _, p in pairs(entities_to_place.rocks) do
local e = rock_raffle[math.random(1,#rock_raffle)]
surface.create_entity {name=e, position=p}
end
for _, p in pairs(entities_to_place.trees) do
if surface.can_place_entity({name=p[1], position=p[2]}) then surface.create_entity {name=p[1], position=p[2]} end
end
for _, p in pairs(entities_to_place.fish) do
surface.create_entity {name="fish",position=p}
end
return true
end
)
local function on_player_joined_game(event)
local player = game.players[event.player_index]
if not global.map_init_done then
local map_gen_settings = {}
map_gen_settings.water = "none"
map_gen_settings.cliff_settings = {cliff_elevation_interval = 20, cliff_elevation_0 = 20}
map_gen_settings.autoplace_controls = {
["coal"] = {frequency = "very-low", size = "normal", richness = "normal"},
["stone"] = {frequency = "very-low", size = "normal", richness = "normal"},
["copper-ore"] = {frequency = "very-low", size = "normal", richness = "normal"},
["iron-ore"] = {frequency = "very-low", size = "normal", richness = "normal"},
["crude-oil"] = {frequency = "very-low", size = "normal", richness = "normal"},
["trees"] = {frequency = "none", size = "none", richness = "none"},
["enemy-base"] = {frequency = "very-low", size = "small", richness = "none"},
["grass"] = {frequency = "none", size = "none", richness = "none"},
["sand"] = {frequency = "none", size = "none", richness = "none"},
["desert"] = {frequency = "none", size = "none", richness = "none"},
["dirt"] = {frequency = "none", size = "none", richness = "none"}
}
game.map_settings.pollution.pollution_restored_per_tree_damage = 0
game.create_surface("lost_desert", map_gen_settings)
game.forces["player"].set_spawn_position({0,0},game.surfaces["lost_desert"])
local surface = game.surfaces["lost_desert"]
create_cluster("stone", {x=-30,y=30}, 1500, surface, 1, math.random(400,600))
create_cluster("copper-ore", {x=30,y=30}, 1500, surface, 1, math.random(400,600))
create_cluster("coal", {x=30,y=-30}, 1500, surface, 1, math.random(400,600))
create_cluster("iron-ore", {x=-30,y=-30}, 1500, surface, 1, math.random(400,600))
create_cluster("crude-oil", {x=0,y=0}, 5, surface, 10, math.random(300000,400000))
global.map_init_done = true
end
local surface = game.surfaces["lost_desert"]
if player.online_time < 5 and surface.is_chunk_generated({0,0}) then
player.teleport(surface.find_non_colliding_position("player", {0,0}, 2, 1), "lost_desert")
else
if player.online_time < 5 then
player.teleport({0,0}, "lost_desert")
end
end
if player.online_time < 10 then
player.insert {name = 'raw-fish', count = 3}
player.insert {name = 'iron-axe', count = 1}
player.insert {name = 'light-armor', count = 1}
end
end
function cheat_mode()
local cheat_mode_enabed = false
if cheat_mode_enabed == true then
local surface = game.surfaces["lost_desert"]
game.player.cheat_mode=true
game.players[1].insert({name="power-armor-mk2"})
game.players[1].insert({name="fusion-reactor-equipment", count=4})
game.players[1].insert({name="personal-laser-defense-equipment", count=8})
game.players[1].insert({name="rocket-launcher"})
game.players[1].insert({name="explosive-rocket", count=200})
game.speed = 2
surface.daytime = 1
game.player.force.research_all_technologies()
game.forces["enemy"].evolution_factor = 0.2
local chart = 300
local surface = game.surfaces["lost_desert"]
game.forces["player"].chart(surface, {lefttop = {x = chart*-1, y = chart*-1}, rightbottom = {x = chart, y = chart}})
end
end
event.add(defines.events.on_marked_for_deconstruction, on_marked_for_deconstruction)
event.add(defines.events.on_player_joined_game, on_player_joined_game)