1
0
mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-08 00:39:30 +02:00
ComfyFactorio/maps/lost_desert.lua
2019-03-03 22:50:51 +01:00

324 lines
14 KiB
Lua

--lost desert-- mewmew made this --
local simplex_noise = require 'utils.simplex_noise'
simplex_noise = simplex_noise.d2
local event = require 'utils.event'
local map_functions = require "maps.tools.map_functions"
local math_random = math.random
require "maps.tools.map_pregen"
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 wreck_raffle_table = {}
local wreck_loot_weights = {}
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 = 'heavy-armor', count = 1},2})
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},3})
table.insert(wreck_loot_weights, {{name = 'piercing-shotgun-shell', count = math.random(16,48)},5})
table.insert(wreck_loot_weights, {{name = 'flamethrower', count = 1},3})
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=position, 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 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
local m = 2
noise[1] = simplex_noise(pos.x * 0.001 * m, pos.y * 0.001 * m, seed)
seed = seed + noise_seed_add
noise[2] = simplex_noise(pos.x * 0.01 * m, pos.y * 0.01 * m, seed)
seed = seed + noise_seed_add
noise[3] = simplex_noise(pos.x * 0.05 * m, pos.y * 0.05 * m, seed)
seed = seed + noise_seed_add
noise[4] = simplex_noise(pos.x * 0.1 * m, pos.y * 0.1 * m, seed)
local noise = noise[1] + noise[2] * 0.05 + 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"}
local function on_chunk_generated(event)
local surface = game.surfaces["lost_desert"]
if event.surface.name ~= surface.name then return end
local chunk_pos_x = event.area.left_top.x
local chunk_pos_y = event.area.left_top.y
local area = {
left_top = {x = chunk_pos_x, y = chunk_pos_y},
right_bottom = {x = chunk_pos_x + 31, y = chunk_pos_y + 31}
}
local tiles = {}
local entities_to_place = {
rocks = {},
worms = {},
enemy_buildings = {},
trees = {},
fish = {},
shipwrecks = {}
}
surface.destroy_decoratives(area)
local decoratives = {}
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, 31, 1 do
for y = 0, 31, 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 <= -0.80 then
if math_random(1,250) == 1 then table.insert(entities_to_place.shipwrecks, pos) end
end
if noise_1 <= -0.75 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
if math_random(1,400) == 1 then
if surface.count_entities_filtered({name = "market", area = {{pos.x - 50, pos.y - 50}, {pos.x + 50, pos.y + 50}}, limit = 1}) < 1 then
if surface.can_place_entity {name = "market", position = pos} then
local market = surface.create_entity {name = "market", position = pos}
market.destructible = false
market.add_market_item({price = {{"wood", math.random(2,10)}}, offer = {type = 'give-item', item = 'raw-fish'}})
end
end
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, 15000) == 1 and noise_1 < 0.65 then
local ore = ore_spawn_raffle[math_random(1,#ore_spawn_raffle)]
if ore == "crude-oil" then
amount = 100000 + math_random(tile_distance_to_center,tile_distance_to_center*2)
map_functions.draw_oil_circle(pos, ore, surface, math_random(4,12), amount)
else
map_functions.draw_crazy_smoothed_out_ore_circle(pos, ore, surface, math_random(10,70), math_random(300,400) + math.sqrt(tile_distance_to_center))
end
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})
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
if not global.lost_desert_spawn_ores then
if chunk_pos_x > 96 then
map_functions.draw_smoothed_out_ore_circle({x=0, y=20}, "stone", surface , 14, 500)
map_functions.draw_smoothed_out_ore_circle({x=0, y=-20}, "coal", surface , 14, 500)
map_functions.draw_smoothed_out_ore_circle({x=-20, y=0}, "iron-ore", surface , 14, 500)
map_functions.draw_smoothed_out_ore_circle({x=20, y=0}, "copper-ore", surface , 14, 500)
global.lost_desert_spawn_ores = true
end
end
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 = "none", size = "none", richness = "none"},
["stone"] = {frequency = "none", size = "none", richness = "none"},
["copper-ore"] = {frequency = "none", size = "none", richness = "none"},
["uranium-ore"] = {frequency = "none", size = "none", richness = "none"},
["iron-ore"] = {frequency = "none", size = "none", richness = "none"},
["crude-oil"] = {frequency = "none", size = "none", richness = "none"},
["trees"] = {frequency = "none", size = "none", richness = "none"},
["enemy-base"] = {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("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 = 'light-armor', count = 1}
end
end
event.add(defines.events.on_chunk_generated, on_chunk_generated)
--event.add(defines.events.on_marked_for_deconstruction, on_marked_for_deconstruction)
event.add(defines.events.on_player_joined_game, on_player_joined_game)