2017-08-16 22:26:06 +02:00
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--Author: MewMew
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-- !! ATTENTION !!
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-- Use water only in starting area as map setting!!!
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2018-01-19 23:33:54 +02:00
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require "map_gen.shared.perlin_noise"
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2017-08-16 22:26:06 +02:00
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wreck_item_pool = {}
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wreck_item_pool = {{name="iron-gear-wheel", count=32},{name="iron-plate", count=64},{name="rocket-control-unit", count=1},{name="rocket-fuel", count=7} ,{name="coal", count=8},{name="rocket-launcher", count=1},{name="rocket", count=32},{name="copper-cable", count=128},{name="land-mine", count=64},{name="railgun", count=1},{name="railgun-dart", count=128},{name="fast-inserter", count=8},{name="stack-filter-inserter", count=2},{name="belt-immunity-equipment", count=1},{name="fusion-reactor-equipment", count=1},{name="electric-engine-unit", count=8},{name="exoskeleton-equipment", count=1},{name="rocket-fuel", count=10},{name="used-up-uranium-fuel-cell", count=3},{name="uranium-fuel-cell", count=2},{name="power-armor", count=1},{name="modular-armor", count=1},{name="water-barrel", count=4},{name="sulfuric-acid-barrel", count=6},{name="crude-oil-barrel", count=8},{name="energy-shield-equipment", count=1},{name="explosive-rocket", count=32}}
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local function place_entities(surface, entity_list)
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local directions = {defines.direction.north, defines.direction.east, defines.direction.south, defines.direction.west}
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for _, entity in pairs(entity_list) do
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local r = math.random(1,entity.chance)
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if r == 1 then
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if not entity.force then entity.force = "player" end
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local r = math.random(1,4)
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if surface.can_place_entity {name=entity.name, position=entity.pos, direction=directions[r], force=entity.force} then
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local e = surface.create_entity {name=entity.name, position=entity.pos, direction=directions[r], force=entity.force}
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if entity.health then
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if entity.health == "low" then e.health = ((e.health / 1000) * math.random(33,330)) end
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if entity.health == "medium" then e.health = ((e.health / 1000) * math.random(333,666)) end
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if entity.health == "high" then e.health = ((e.health / 1000) * math.random(666,999)) end
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if entity.health == "random" then e.health = ((e.health / 1000) * math.random(1,1000)) end
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end
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return true, e
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end
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end
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end
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return false
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end
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local function find_tile_placement_spot_around_target_position(tilename, position, mode, density)
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local x = position.x
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local y = position.y
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if not surface then surface = game.surfaces[1] end
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local scan_radius = 50
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if not tilename then return end
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if not mode then mode = "ball" end
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if not density then density = 1 end
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local cluster_tiles = {}
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local auto_correct = true
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local scanned_tile = surface.get_tile(x,y)
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if scanned_tile.name ~= tilename then
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table.insert(cluster_tiles, {name = tilename, position = {x,y}})
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surface.set_tiles(cluster_tiles,auto_correct)
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return true, x, y
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end
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local i = 2
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local r = 1
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if mode == "ball" then
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if math.random(1,2) == 1 then
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density = density * -1
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end
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r = math.random(1,4)
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end
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if mode == "line" then
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density = 1
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r = math.random(1,4)
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end
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if mode == "line_down" then
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density = density * -1
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r = math.random(1,4)
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end
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if mode == "line_up" then
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density = 1
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r = math.random(1,4)
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end
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if mode == "block" then
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r = 1
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density = 1
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end
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if r == 1 then
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--start placing at -1,-1
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while i <= scan_radius do
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y = y - density
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x = x - density
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for a = 1, i, 1 do
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local scanned_tile = surface.get_tile(x,y)
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if scanned_tile.name ~= tilename then
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table.insert(cluster_tiles, {name = tilename, position = {x,y}})
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surface.set_tiles(cluster_tiles,auto_correct)
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return true, x, y
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end
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x = x + density
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end
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for a = 1, i, 1 do
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local scanned_tile = surface.get_tile(x,y)
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if scanned_tile.name ~= tilename then
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table.insert(cluster_tiles, {name = tilename, position = {x,y}})
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surface.set_tiles(cluster_tiles,auto_correct)
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return true, x, y
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end
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y = y + density
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end
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for a = 1, i, 1 do
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local scanned_tile = surface.get_tile(x,y)
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if scanned_tile.name ~= tilename then
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table.insert(cluster_tiles, {name = tilename, position = {x,y}})
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surface.set_tiles(cluster_tiles,auto_correct)
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return true, x, y
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end
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x = x - density
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end
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for a = 1, i, 1 do
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local scanned_tile = surface.get_tile(x,y)
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if scanned_tile.name ~= tilename then
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table.insert(cluster_tiles, {name = tilename, position = {x,y}})
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surface.set_tiles(cluster_tiles,auto_correct)
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return true, x, y
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end
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y = y - density
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end
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i = i + 2
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end
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end
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if r == 2 then
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--start placing at 0,-1
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while i <= scan_radius do
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y = y - density
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x = x - density
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for a = 1, i, 1 do
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x = x + density
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local scanned_tile = surface.get_tile(x,y)
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if scanned_tile.name ~= tilename then
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table.insert(cluster_tiles, {name = tilename, position = {x,y}})
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surface.set_tiles(cluster_tiles,auto_correct)
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return true, x, y
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end
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end
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for a = 1, i, 1 do
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y = y + density
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local scanned_tile = surface.get_tile(x,y)
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if scanned_tile.name ~= tilename then
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table.insert(cluster_tiles, {name = tilename, position = {x,y}})
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surface.set_tiles(cluster_tiles,auto_correct)
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return true, x, y
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end
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end
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for a = 1, i, 1 do
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x = x - density
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local scanned_tile = surface.get_tile(x,y)
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if scanned_tile.name ~= tilename then
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table.insert(cluster_tiles, {name = tilename, position = {x,y}})
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surface.set_tiles(cluster_tiles,auto_correct)
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return true, x, y
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end
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end
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for a = 1, i, 1 do
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y = y - density
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local scanned_tile = surface.get_tile(x,y)
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if scanned_tile.name ~= tilename then
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table.insert(cluster_tiles, {name = tilename, position = {x,y}})
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surface.set_tiles(cluster_tiles,auto_correct)
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return true, x, y
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end
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end
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i = i + 2
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end
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end
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if r == 3 then
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--start placing at 1,-1
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while i <= scan_radius do
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y = y - density
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x = x + density
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for a = 1, i, 1 do
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local scanned_tile = surface.get_tile(x,y)
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if scanned_tile.name ~= tilename then
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table.insert(cluster_tiles, {name = tilename, position = {x,y}})
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surface.set_tiles(cluster_tiles,auto_correct)
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return true, x, y
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end
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y = y + density
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end
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for a = 1, i, 1 do
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local scanned_tile = surface.get_tile(x,y)
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if scanned_tile.name ~= tilename then
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table.insert(cluster_tiles, {name = tilename, position = {x,y}})
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surface.set_tiles(cluster_tiles,auto_correct)
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return true, x, y
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end
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x = x - density
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end
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for a = 1, i, 1 do
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local scanned_tile = surface.get_tile(x,y)
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if scanned_tile.name ~= tilename then
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table.insert(cluster_tiles, {name = tilename, position = {x,y}})
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surface.set_tiles(cluster_tiles,auto_correct)
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return true, x, y
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end
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y = y - density
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end
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for a = 1, i, 1 do
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local scanned_tile = surface.get_tile(x,y)
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if scanned_tile.name ~= tilename then
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table.insert(cluster_tiles, {name = tilename, position = {x,y}})
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surface.set_tiles(cluster_tiles,auto_correct)
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return true, x, y
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end
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x = x + density
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end
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i = i + 2
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end
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end
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if r == 4 then
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--start placing at 1,0
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while i <= scan_radius do
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y = y - density
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x = x + density
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for a = 1, i, 1 do
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y = y + density
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local scanned_tile = surface.get_tile(x,y)
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if scanned_tile.name ~= tilename then
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table.insert(cluster_tiles, {name = tilename, position = {x,y}})
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surface.set_tiles(cluster_tiles,auto_correct)
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return true, x, y
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end
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end
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for a = 1, i, 1 do
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x = x - density
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local scanned_tile = surface.get_tile(x,y)
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if scanned_tile.name ~= tilename then
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table.insert(cluster_tiles, {name = tilename, position = {x,y}})
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surface.set_tiles(cluster_tiles,auto_correct)
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return true, x, y
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end
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end
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for a = 1, i, 1 do
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y = y - density
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local scanned_tile = surface.get_tile(x,y)
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if scanned_tile.name ~= tilename then
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table.insert(cluster_tiles, {name = tilename, position = {x,y}})
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surface.set_tiles(cluster_tiles,auto_correct)
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return true, x, y
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end
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end
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for a = 1, i, 1 do
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x = x + density
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local scanned_tile = surface.get_tile(x,y)
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if scanned_tile.name ~= tilename then
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table.insert(cluster_tiles, {name = tilename, position = {x,y}})
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surface.set_tiles(cluster_tiles,auto_correct)
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return true, x, y
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end
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end
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i = i + 2
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end
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end
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return false
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end
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local function create_tile_cluster(tilename,position,amount)
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local mode = "ball"
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local cluster_tiles = {}
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local surface = game.surfaces[1]
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local pos = position
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local x = pos.x
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local y = pos.y
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for i = 1, amount, 1 do
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local b,x,y = find_tile_placement_spot_around_target_position(tilename, pos, mode)
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if b == true then
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if 1 == math.random(1,2) then
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pos.x = x
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pos.y = y
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end
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end
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if b == false then return false,x,y end
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if i >= amount then return true,x,y end
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end
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end
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function run_combined_module(event)
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if not global.perlin_noise_seed then global.perlin_noise_seed = math.random(1000,1000000) end
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if not global.void_slime then global.void_slime = {x=0,y=0} end
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if not global.void_slime_is_alive then global.void_slime_is_alive = true 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 decoratives = {}
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local resource_tiles = {}
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local special_tiles = true
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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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2017-12-28 20:11:25 +02:00
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--table.insert(resource_tiles, {name = "sand-3", position = entity.position})
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2017-08-16 22:26:06 +02:00
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special_tiles = false
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end
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if entity.type == "simple-entity" or entity.type == "tree" then
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if entity.name ~= "dry-tree" then
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entity.destroy()
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end
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end
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end
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for x = 0, 31, 1 do
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for y = 0, 31, 1 do
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local pos_x = event.area.left_top.x + x
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local pos_y = event.area.left_top.y + y
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local pos = {x = pos_x,y = pos_y}
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local tile = surface.get_tile(pos_x,pos_y)
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2017-12-28 20:11:25 +02:00
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local tile_to_insert = "sand-1"
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2017-08-16 22:26:06 +02:00
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local entity_placed = false
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local seed_increment_number = 10000
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local seed = global.perlin_noise_seed
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local noise_borg_defense_1 = perlin:noise(((pos_x+seed)/100),((pos_y+seed)/100),0)
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seed = seed + seed_increment_number
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local noise_borg_defense_2 = perlin:noise(((pos_x+seed)/20),((pos_y+seed)/20),0)
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seed = seed + seed_increment_number
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local noise_borg_defense = noise_borg_defense_1 + noise_borg_defense_2 * 0.15
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local noise_trees_1 = perlin:noise(((pos_x+seed)/50),((pos_y+seed)/50),0)
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seed = seed + seed_increment_number
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local noise_trees_2 = perlin:noise(((pos_x+seed)/15),((pos_y+seed)/15),0)
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seed = seed + seed_increment_number
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local noise_trees = noise_trees_1 + noise_trees_2 * 0.3
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if noise_borg_defense > 0.66 then
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local entity_list = {}
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table.insert(entity_list, {name="big-ship-wreck-1", pos={pos_x,pos_y},chance = 25})
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table.insert(entity_list, {name="big-ship-wreck-2", pos={pos_x,pos_y},chance = 25})
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table.insert(entity_list, {name="big-ship-wreck-3", pos={pos_x,pos_y},chance = 25})
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local b, placed_entity = place_entities(surface, entity_list)
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if b == true then
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if placed_entity.name == "big-ship-wreck-1" or placed_entity.name == "big-ship-wreck-2" or placed_entity.name == "big-ship-wreck-3" then
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placed_entity.insert(wreck_item_pool[math.random(1,#wreck_item_pool)])
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placed_entity.insert(wreck_item_pool[math.random(1,#wreck_item_pool)])
|
|
|
|
placed_entity.insert(wreck_item_pool[math.random(1,#wreck_item_pool)])
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
if noise_trees > 0.4 then
|
2017-12-28 20:11:25 +02:00
|
|
|
tile_to_insert = "sand-3"
|
2017-08-16 22:26:06 +02:00
|
|
|
end
|
|
|
|
if noise_borg_defense > 0.4 then
|
|
|
|
tile_to_insert = "concrete"
|
|
|
|
end
|
|
|
|
if noise_borg_defense > 0.3 and noise_borg_defense < 0.4 then
|
|
|
|
tile_to_insert = "stone-path"
|
|
|
|
end
|
|
|
|
if noise_borg_defense > 0.65 and noise_borg_defense < 0.66 then
|
|
|
|
if event.surface.can_place_entity {name="substation", position={pos_x,pos_y}, force="enemy"} then
|
|
|
|
event.surface.create_entity {name="substation", position={pos_x,pos_y}, force="enemy"}
|
|
|
|
end
|
|
|
|
end
|
|
|
|
if noise_borg_defense >= 0.54 and noise_borg_defense < 0.65 then
|
|
|
|
if event.surface.can_place_entity {name="solar-panel", position={pos_x,pos_y}, force="enemy"} then
|
|
|
|
event.surface.create_entity {name="solar-panel", position={pos_x,pos_y}, force="enemy"}
|
|
|
|
end
|
|
|
|
end
|
|
|
|
if noise_borg_defense > 0.53 and noise_borg_defense < 0.54 then
|
|
|
|
if event.surface.can_place_entity {name="substation", position={pos_x,pos_y}, force="enemy"} then
|
|
|
|
event.surface.create_entity {name="substation", position={pos_x,pos_y}, force="enemy"}
|
|
|
|
end
|
|
|
|
end
|
|
|
|
if noise_borg_defense > 0.51 and noise_borg_defense < 0.53 then
|
|
|
|
if event.surface.can_place_entity {name="accumulator", position={pos_x,pos_y}, force="enemy"} then
|
|
|
|
event.surface.create_entity {name="accumulator", position={pos_x,pos_y}, force="enemy"}
|
|
|
|
end
|
|
|
|
end
|
|
|
|
if noise_borg_defense > 0.50 and noise_borg_defense < 0.51 then
|
|
|
|
if event.surface.can_place_entity {name="substation", position={pos_x,pos_y}, force="enemy"} then
|
|
|
|
event.surface.create_entity {name="substation", position={pos_x,pos_y}, force="enemy"}
|
|
|
|
end
|
|
|
|
end
|
|
|
|
if noise_borg_defense > 0.49 and noise_borg_defense < 0.50 then
|
|
|
|
if event.surface.can_place_entity {name="laser-turret", position={pos_x,pos_y}, force="enemy"} then
|
|
|
|
event.surface.create_entity {name="laser-turret", position={pos_x,pos_y}, force="enemy"}
|
|
|
|
end
|
|
|
|
end
|
|
|
|
if noise_borg_defense > 0.485 and noise_borg_defense < 0.49 then
|
|
|
|
if event.surface.can_place_entity {name="substation", position={pos_x,pos_y}, force="enemy"} then
|
|
|
|
event.surface.create_entity {name="substation", position={pos_x,pos_y}, force="enemy"}
|
|
|
|
end
|
|
|
|
end
|
|
|
|
if noise_borg_defense > 0.45 and noise_borg_defense < 0.48 then
|
|
|
|
if event.surface.can_place_entity {name="stone-wall", position={pos_x,pos_y}, force="enemy"} then
|
|
|
|
event.surface.create_entity {name="stone-wall", position={pos_x,pos_y}, force="enemy"}
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
|
|
local noise_walls_1 = perlin:noise(((pos_x+seed)/200),((pos_y+seed)/200),0)
|
|
|
|
seed = seed + seed_increment_number
|
|
|
|
local noise_walls_2 = perlin:noise(((pos_x+seed)/100),((pos_y+seed)/100),0)
|
|
|
|
seed = seed + seed_increment_number
|
|
|
|
local noise_walls_3 = perlin:noise(((pos_x+seed)/25),((pos_y+seed)/25),0)
|
|
|
|
seed = seed + seed_increment_number
|
|
|
|
local noise_walls = noise_walls_1 + noise_walls_2 + noise_walls_3 * 0.05
|
|
|
|
|
|
|
|
if noise_walls > 0.01 and noise_walls < 0.03 then
|
|
|
|
if event.surface.can_place_entity {name="stone-wall", position={pos_x,pos_y}, force="enemy"} then
|
|
|
|
event.surface.create_entity {name="stone-wall", position={pos_x,pos_y}, force="enemy"}
|
|
|
|
end
|
|
|
|
end
|
|
|
|
if noise_walls > -0.01 and noise_walls < 0.05 then
|
|
|
|
tile_to_insert = "concrete"
|
|
|
|
end
|
|
|
|
if noise_walls > -0.03 and noise_walls < -0.01 then
|
|
|
|
tile_to_insert = "stone-path"
|
|
|
|
end
|
|
|
|
if noise_walls > 0.05 and noise_walls < 0.07 then
|
|
|
|
tile_to_insert = "stone-path"
|
|
|
|
end
|
|
|
|
|
2017-12-28 20:11:25 +02:00
|
|
|
if noise_trees > 0.4 and tile_to_insert == "sand-3" then
|
2017-08-16 22:26:06 +02:00
|
|
|
if math.random(1,20) == 1 then
|
|
|
|
if event.surface.can_place_entity {name="dry-tree", position={pos_x,pos_y}} then
|
|
|
|
event.surface.create_entity {name="dry-tree", position={pos_x,pos_y}}
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
local entity_list = {}
|
|
|
|
table.insert(entity_list, {name="big-ship-wreck-1", pos={pos_x,pos_y},chance = 65000, health="random"})
|
|
|
|
table.insert(entity_list, {name="big-ship-wreck-2", pos={pos_x,pos_y},chance = 65000, health="random"})
|
|
|
|
table.insert(entity_list, {name="big-ship-wreck-3", pos={pos_x,pos_y},chance = 65000, health="random"})
|
|
|
|
table.insert(entity_list, {name="gun-turret", pos={pos_x,pos_y}, force="enemy",chance = 4000})
|
|
|
|
table.insert(entity_list, {name="medium-ship-wreck", pos={pos_x,pos_y},chance = 25000, health="medium"})
|
|
|
|
table.insert(entity_list, {name="small-ship-wreck", pos={pos_x,pos_y},chance = 15000, health="medium"})
|
|
|
|
table.insert(entity_list, {name="car", pos={pos_x,pos_y},chance = 150000, health="low"})
|
|
|
|
table.insert(entity_list, {name="laser-turret", pos={pos_x,pos_y},chance = 100000, force="enemy", health="low"})
|
|
|
|
table.insert(entity_list, {name="nuclear-reactor", pos={pos_x,pos_y},chance = 1000000, force="enemy", health="medium"})
|
|
|
|
local b, placed_entity = place_entities(surface, entity_list)
|
|
|
|
if b == true then
|
|
|
|
if placed_entity.name == "big-ship-wreck-1" or placed_entity.name == "big-ship-wreck-2" or placed_entity.name == "big-ship-wreck-3" then
|
|
|
|
placed_entity.insert(wreck_item_pool[math.random(1,#wreck_item_pool)])
|
|
|
|
placed_entity.insert(wreck_item_pool[math.random(1,#wreck_item_pool)])
|
|
|
|
placed_entity.insert(wreck_item_pool[math.random(1,#wreck_item_pool)])
|
|
|
|
end
|
|
|
|
if placed_entity.name == "gun-turret" then
|
|
|
|
if math.random(1,3) == 1 then
|
|
|
|
placed_entity.insert("piercing-rounds-magazine")
|
|
|
|
else
|
|
|
|
placed_entity.insert("firearm-magazine")
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
if noise_trees < -0.5 then
|
2017-12-28 20:11:25 +02:00
|
|
|
if tile_to_insert == "sand-3" or tile_to_insert == "sand-1" then
|
2017-08-16 22:26:06 +02:00
|
|
|
if math.random(1,15) == 1 then
|
2017-12-28 23:53:39 +02:00
|
|
|
if event.surface.can_place_entity {name="rock-big", position={pos_x,pos_y}} then
|
|
|
|
event.surface.create_entity {name="rock-big", position={pos_x,pos_y}}
|
2017-08-16 22:26:06 +02:00
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
table.insert(tiles, {name = tile_to_insert, position = {pos_x,pos_y}})
|
|
|
|
end
|
|
|
|
end
|
|
|
|
surface.set_tiles(tiles,true)
|
|
|
|
surface.set_tiles(resource_tiles,true)
|
|
|
|
|
|
|
|
if special_tiles == true then
|
|
|
|
local pos_x = event.area.left_top.x + math.random(10,21)
|
|
|
|
local pos_y = event.area.left_top.y + math.random(10,21)
|
|
|
|
local pos = {x = pos_x,y = pos_y}
|
|
|
|
if math.random(1,20) == 1 then create_tile_cluster("water-green", pos, 300) end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
--[[
|
|
|
|
local function on_tick()
|
|
|
|
if game.tick % 180 == 0 then
|
|
|
|
if global.void_slime_is_alive == true then
|
|
|
|
local b,x,y = create_tile_cluster("lab-dark-1",global.void_slime,math.random(1,4))
|
|
|
|
global.void_slime.x = x
|
|
|
|
global.void_slime.y = y
|
|
|
|
if b == false then
|
|
|
|
global.void_slime_is_alive = false
|
|
|
|
game.print("The void slime died.")
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
|
|
Event.register(defines.events.on_tick, on_tick) --]]
|