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RedMew/locale/gen_combined/island_resort.lua

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--Author: MewMew
require "locale.gen_shared.perlin_noise"
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local Thread = require "locale.utils.Thread"
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local radius = 129
local radsquare = radius*radius
function run_combined_module(event)
local entities = event.surface.find_entities(event.area)
for _, entity in pairs(entities) do
if entity.type == "simple-entity" or entity.type == "resource" or entity.type == "tree" then
entity.destroy()
end
end
Thread.queue_action("run_island_init", {} )
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for x = 0, 31, 1 do
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Thread.queue_action("run_island", {area = event.area, surface = event.surface, x = x})
-- run_island( {area = event.area, surface = event.surface, x = x})
end
Thread.queue_action("run_island_place_tiles", {surface = event.surface})
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end
global.island_tiles_hold = {}
global.island_decoratives_hold = {}
function run_island_init(params)
global.island_tiles_hold = {}
global.island_decoratives_hold = {}
end
function run_island_place_tiles(params)
local surface = params.surface
surface.set_tiles(global.island_tiles_hold)
for _,deco in pairs(global.island_decoratives_hold) do
surface.create_decoratives{check_collision=false, decoratives={deco}}
end
end
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function run_island( params )
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local area = params.area
local surface = params.surface
local x = params.x
local pos_x = area.left_top.x + x
for y = 0, 31, 1 do
local pos_y = area.left_top.y + y
local seed = surface.map_gen_settings.seed
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local seed_increment = 10000
seed = seed + seed_increment
local noise_island_starting_1 = perlin:noise(((pos_x+seed)/30),((pos_y+seed)/30),0)
seed = seed + seed_increment
local noise_island_starting_2 = perlin:noise(((pos_x+seed)/10),((pos_y+seed)/10),0)
seed = seed + seed_increment
local noise_island_starting = noise_island_starting_1 + (noise_island_starting_2 * 0.3)
noise_island_starting = noise_island_starting * 8000
seed = seed + seed_increment
local noise_island_iron_and_copper_1 = perlin:noise(((pos_x+seed)/300),((pos_y+seed)/300),0)
seed = seed + seed_increment
local noise_island_iron_and_copper_2 = perlin:noise(((pos_x+seed)/40),((pos_y+seed)/40),0)
seed = seed + seed_increment
local noise_island_iron_and_copper_3 = perlin:noise(((pos_x+seed)/10),((pos_y+seed)/10),0)
local noise_island_iron_and_copper = noise_island_iron_and_copper_1 + (noise_island_iron_and_copper_2 * 0.1) + (noise_island_iron_and_copper_3 * 0.05)
seed = seed + seed_increment
local noise_island_stone_and_coal_1 = perlin:noise(((pos_x+seed)/300),((pos_y+seed)/300),0)
seed = seed + seed_increment
local noise_island_stone_and_coal_2 = perlin:noise(((pos_x+seed)/40),((pos_y+seed)/40),0)
seed = seed + seed_increment
local noise_island_stone_and_coal_3 = perlin:noise(((pos_x+seed)/10),((pos_y+seed)/10),0)
local noise_island_stone_and_coal = noise_island_stone_and_coal_1 + (noise_island_stone_and_coal_2 * 0.1) + (noise_island_stone_and_coal_3 * 0.05)
seed = seed + seed_increment
local noise_island_oil_and_uranium_1 = perlin:noise(((pos_x+seed)/300),((pos_y+seed)/300),0)
seed = seed + seed_increment
local noise_island_oil_and_uranium_2 = perlin:noise(((pos_x+seed)/40),((pos_y+seed)/40),0)
seed = seed + seed_increment
local noise_island_oil_and_uranium_3 = perlin:noise(((pos_x+seed)/10),((pos_y+seed)/10),0)
local noise_island_oil_and_uranium = noise_island_oil_and_uranium_1 + (noise_island_oil_and_uranium_2 * 0.1) + (noise_island_oil_and_uranium_3 * 0.05)
seed = seed + seed_increment
local noise_island_resource = perlin:noise(((pos_x+seed)/60),((pos_y+seed)/60),0)
seed = seed + seed_increment
local noise_island_resource_2 = perlin:noise(((pos_x+seed)/10),((pos_y+seed)/10),0)
noise_island_resource = noise_island_resource + noise_island_resource_2 * 0.15
seed = seed + seed_increment
local noise_trees_1 = perlin:noise(((pos_x+seed)/30),((pos_y+seed)/30),0)
seed = seed + seed_increment
local noise_trees_2 = perlin:noise(((pos_x+seed)/10),((pos_y+seed)/10),0)
local noise_trees = noise_trees_1 + noise_trees_2 * 0.5
seed = seed + seed_increment
local noise_decoratives_1 = perlin:noise(((pos_x+seed)/50),((pos_y+seed)/50),0)
seed = seed + seed_increment
local noise_decoratives_2 = perlin:noise(((pos_x+seed)/10),((pos_y+seed)/10),0)
local noise_decoratives = noise_decoratives_1 + noise_decoratives_2 * 0.5
local tile_to_insert = "water"
--Create starting Island
local tile_distance_to_center = nil
local a = pos_y * pos_y
local b = pos_x * pos_x
local tile_distance_to_center = a + b
if tile_distance_to_center + noise_island_starting <= radsquare then
tile_to_insert = "grass"
end
if tile_distance_to_center + noise_island_starting > radsquare + 20000 then
--Placement of Island Tiles
if noise_island_oil_and_uranium > 0.53 then
tile_to_insert = "red-desert"
end
if noise_island_oil_and_uranium < -0.53 then
tile_to_insert = "red-desert-dark"
end
if noise_island_stone_and_coal > 0.47 then
tile_to_insert = "grass-medium"
end
if noise_island_stone_and_coal < -0.47 then
tile_to_insert = "grass-dry"
end
if noise_island_iron_and_copper > 0.47 then
tile_to_insert = "sand"
end
if noise_island_iron_and_copper < -0.47 then
tile_to_insert = "sand-dark"
end
end
--Placement of Trees
if tile_to_insert ~= "water" then
if noise_trees > 0.1 then
local tree = "tree-01"
if tile_to_insert == "grass" then
tree = "tree-05"
end
if tile_to_insert == "grass-dry" then
tree = "tree-02"
end
if tile_to_insert == "grass-medium" then
tree = "tree-04"
end
if tile_to_insert == "sand" then
tree = "tree-07"
end
if tile_to_insert == "sand-dark" then
tree = "dry-hairy-tree"
end
if tile_to_insert == "red-desert" then
tree = "dry-tree"
end
if tile_to_insert == "red-desert-dark" then
if math.random(1,3) == 1 then
tree = "red-desert-rock-huge-01"
else
tree = "red-desert-rock-big-01"
end
end
if math.random(1,8) == 1 then
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if surface.can_place_entity {name=tree, position={pos_x,pos_y}} then
surface.create_entity {name=tree, position={pos_x,pos_y}}
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end
end
end
end
if tile_to_insert == "sand" or tile_to_insert == "sand-dark" then
if math.random(1,200) == 1 then
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if surface.can_place_entity {name="stone-rock", position={pos_x,pos_y}} then
surface.create_entity {name="stone-rock", position={pos_x,pos_y}}
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end
end
end
if tile_to_insert == "grass" or tile_to_insert == "grass-dry" or tile_to_insert == "grass-medium" then
if math.random(1,2000) == 1 then
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if surface.can_place_entity {name="stone-rock", position={pos_x,pos_y}} then
surface.create_entity {name="stone-rock", position={pos_x,pos_y}}
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end
end
end
--Placement of Decoratives
if tile_to_insert ~= "water" then
if noise_decoratives > 0.3 then
local decorative = "green-carpet-grass"
if tile_to_insert == "grass" then
decorative = "green-pita"
end
if tile_to_insert == "grass-dry" then
decorative = "green-pita"
end
if tile_to_insert == "grass-medium" then
decorative = "green-pita"
end
if tile_to_insert == "sand" then
decorative = "green-asterisk"
end
if tile_to_insert == "sand-dark" then
decorative = "green-asterisk"
end
if tile_to_insert == "red-desert" then
decorative = "red-asterisk"
end
if tile_to_insert == "red-desert-dark" then
decorative = "red-asterisk"
end
if math.random(1,5) == 1 then
table.insert(global.island_decoratives_hold, {name=decorative, position={pos_x,pos_y}, amount=1})
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end
end
if tile_to_insert == "red-desert-dark" then
if math.random(1,50) == 1 then
table.insert(global.island_decoratives_hold, {name="red-desert-rock-medium", position={pos_x,pos_y}, amount=1})
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end
end
end
--Placement of Island Resources
if tile_to_insert ~= "water" then
local a = pos_x
local b = pos_y
local c = 1
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if area.right_bottom.x < 0 then a = area.right_bottom.x * -1 end
if area.right_bottom.y < 0 then b = area.right_bottom.y * -1 end
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if a > b then c = a else c = b end
local resource_amount_distance_multiplicator = (((c + 1) / 75) / 75) + 1
local noise_resource_amount_modifier = perlin:noise(((pos_x+seed)/200),((pos_y+seed)/200),0)
local resource_amount = 1 + ((500 + (500*noise_resource_amount_modifier*0.2)) * resource_amount_distance_multiplicator)
if tile_to_insert == "sand" or tile_to_insert == "sand-dark" then
if noise_island_iron_and_copper > 0.5 and noise_island_resource > 0.2 then
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if surface.can_place_entity {name="iron-ore", position={pos_x,pos_y}} then
surface.create_entity {name="iron-ore", position={pos_x,pos_y}, amount=resource_amount}
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end
end
if noise_island_iron_and_copper < -0.5 and noise_island_resource > 0.2 then
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if surface.can_place_entity {name="copper-ore", position={pos_x,pos_y}} then
surface.create_entity {name="copper-ore", position={pos_x,pos_y}, amount=resource_amount}
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end
end
end
if tile_to_insert == "grass-medium" or tile_to_insert == "grass-dry" then
if noise_island_stone_and_coal > 0.5 and noise_island_resource > 0.2 then
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if surface.can_place_entity {name="stone", position={pos_x,pos_y}} then
surface.create_entity {name="stone", position={pos_x,pos_y}, amount=resource_amount*1.5}
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end
end
if noise_island_stone_and_coal < -0.5 and noise_island_resource > 0.2 then
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if surface.can_place_entity {name="coal", position={pos_x,pos_y}} then
surface.create_entity {name="coal", position={pos_x,pos_y}, amount=resource_amount}
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end
end
end
if tile_to_insert == "red-desert" or tile_to_insert == "red-desert-dark" then
if noise_island_oil_and_uranium > 0.55 and noise_island_resource > 0.25 then
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if surface.can_place_entity {name="crude-oil", position={pos_x,pos_y}} then
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if math.random(1,60) == 1 then
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surface.create_entity {name="crude-oil", position={pos_x,pos_y}, amount=resource_amount*400}
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end
end
end
if noise_island_oil_and_uranium < -0.55 and noise_island_resource > 0.35 then
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if surface.can_place_entity {name="uranium-ore", position={pos_x,pos_y}} then
surface.create_entity {name="uranium-ore", position={pos_x,pos_y}, amount=resource_amount}
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end
end
end
noise_island_starting = noise_island_starting * 0.08
--Starting Resources
if tile_distance_to_center <= radsquare then
if tile_distance_to_center + noise_island_starting > radsquare * 0.09 and tile_distance_to_center + noise_island_starting <= radsquare * 0.15 then
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if surface.can_place_entity {name="stone", position={pos_x,pos_y}} then
surface.create_entity {name="stone", position={pos_x,pos_y}, amount=resource_amount*1.5}
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end
end
if tile_distance_to_center + noise_island_starting > radsquare * 0.05 and tile_distance_to_center + noise_island_starting <= radsquare * 0.09 then
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if surface.can_place_entity {name="coal", position={pos_x,pos_y}} then
surface.create_entity {name="coal", position={pos_x,pos_y}, amount=resource_amount*1.5}
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end
end
if tile_distance_to_center + noise_island_starting > radsquare * 0.02 and tile_distance_to_center + noise_island_starting <= radsquare * 0.05 then
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if surface.can_place_entity {name="iron-ore", position={pos_x,pos_y}} then
surface.create_entity {name="iron-ore", position={pos_x,pos_y}, amount=resource_amount*1.5}
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end
end
if tile_distance_to_center + noise_island_starting > radsquare * 0.003 and tile_distance_to_center + noise_island_starting <= radsquare * 0.02 then
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if surface.can_place_entity {name="copper-ore", position={pos_x,pos_y}} then
surface.create_entity {name="copper-ore", position={pos_x,pos_y}, amount=resource_amount*1.5}
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end
end
if tile_distance_to_center + noise_island_starting <= radsquare * 0.002 then
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if surface.can_place_entity {name="crude-oil", position={pos_x,pos_y}} then
if math.random(1,16) == 1 then surface.create_entity {name="crude-oil", position={pos_x,pos_y}, amount=resource_amount*400} end
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end
end
end
end
if tile_to_insert == "water" then
local a = pos_x + 1
table.insert(global.island_tiles_hold, {name = tile_to_insert, position = {a,pos_y}})
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local a = pos_y + 1
table.insert(global.island_tiles_hold, {name = tile_to_insert, position = {pos_x,a}})
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local a = pos_x - 1
table.insert(global.island_tiles_hold, {name = tile_to_insert, position = {a,pos_y}})
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local a = pos_y - 1
table.insert(global.island_tiles_hold, {name = tile_to_insert, position = {pos_x,a}})
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end
table.insert(global.island_tiles_hold, {name = tile_to_insert, position = {pos_x,pos_y}})
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end
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end