mirror of
https://github.com/Refactorio/RedMew.git
synced 2024-12-14 10:13:13 +02:00
95 lines
3.4 KiB
Lua
95 lines
3.4 KiB
Lua
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if ores_module then return end
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ores_module = true
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local random_ores = {"iron-ore","coal","copper-ore","stone","uranium-ore"}
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local random_dense = {1.15,0.8,1,0.9, 0.5} --ore density reference
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function run_ores_module_setup()
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if not global.ores_seed_A then global.ores_seed_A = math.random(10,10000) end
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if not global.ores_seed_B then global.ores_seed_B = math.random(10,10000) end
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end
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--generate ores for entire chunk
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function run_ores_module(event)
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--game.print("gen crazy ores")
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run_ores_module_setup()
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--if not global.ores_seed_A then global.ores_seed_A = math.random(10,10000) end
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--if not global.ores_seed_B then global.ores_seed_B = math.random(10,10000) end
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local area = event.area
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local surface = event.surface
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local tiles = {}
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local entities = surface.find_entities(area)
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for _, entity in pairs(entities) do
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if entity.type == "resource" then
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entity.destroy()
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end
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end
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local top_left = area.left_top --make a more direct reference
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local distance_bonus = 200 + math.sqrt(top_left.x*top_left.x + top_left.y*top_left.y) * 0.2
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for x = top_left.x, top_left.x + 31 do
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for y = top_left.y, top_left.y + 31 do
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--table.insert(tiles, {name = "out-of-map", position = {x,y}})
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local wiggle = 100 + perlin:noise((x*0.005),(y*0.005),global.ores_seed_A + 41) * 60
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local Ores_A = perlin:noise((x*0.01),(y*0.01),global.ores_seed_B + 57) * wiggle
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if Ores_A > 35 then --we place ores
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local Ores_B = perlin:noise((x*0.02),(y*0.02),global.ores_seed_B + 13) * wiggle
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local a = 5
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--
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if Ores_A < 76 then a = math.floor(Ores_A*0.75 + Ores_B*0.5) % 4 + 1 end --if its not super high we place normal ores
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--
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local res_amount = distance_bonus
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res_amount = math.floor(res_amount * random_dense[a])
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--
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if surface.can_place_entity {name=random_ores[a], position={x,y}} then
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surface.create_entity {name=random_ores[a], position={x,y}, amount=res_amount}
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end
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elseif Ores_A < -60 then
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if math.random(1,200) == 1 and surface.can_place_entity {name="crude-oil", position={x,y}} then
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surface.create_entity {name="crude-oil", position={x,y}, amount = math.random(5000,20000) +math.floor(distance_bonus)* 1500 }
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end
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end
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end
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end
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end
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--used when terrain modual passes to it, can save extra calculations
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function run_ores_module_tile(surface,x,y)
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distance_bonus = 200 + math.sqrt(x*x + y*y) * 0.2
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local wiggle = 100 + perlin:noise((x*0.005),(y*0.005),global.ores_seed_A + 41) * 60
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local Ores_A = perlin:noise((x*0.01),(y*0.01),global.ores_seed_B + 57) * wiggle
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if Ores_A > 35 then --we place ores
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local Ores_B = perlin:noise((x*0.02),(y*0.02),global.ores_seed_B + 13) * wiggle
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local a = 5
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--
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if Ores_A < 76 then a = math.floor(Ores_A*0.75 + Ores_B*0.5) % 4 + 1 end --if its not super high we place normal ores
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--
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local res_amount = distance_bonus
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res_amount = math.floor(res_amount * random_dense[a])
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--
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--if surface.can_place_entity {name=random_ores[a], position={x,y}} then
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--We assume it can be places because terrain gen told us to.
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surface.create_entity {name=random_ores[a], position={x,y}, amount=res_amount}
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--end
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elseif Ores_A < -60 then
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if math.random(1,200) == 1 then
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surface.create_entity {name="crude-oil", position={x,y}, amount = math.random(5000,20000) +math.floor(distance_bonus)* 1500 }
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end
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end
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end
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