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RedMew/map_gen/maps/terraforming_danger_ores.lua

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local b = require 'map_gen.shared.builders'
local Generate = require 'map_gen.shared.generate'
local Perlin = require 'map_gen.shared.perlin_noise'
local Event = require 'utils.event'
local Global = require 'utils.global'
local math = require 'utils.math'
local table = require 'utils.table'
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local RS = require 'map_gen.shared.redmew_surface'
local MGSP = require 'resources.map_gen_settings'
local ScenarioInfo = require 'features.gui.info'
ScenarioInfo.set_map_name('Danger Ore Quadrants')
ScenarioInfo.set_map_description(
[[
Clear the ore to expand the base,
focus mining efforts on specific quadrants to ensure
proper material ratios, expand the map with pollution!
]]
)
ScenarioInfo.add_map_extra_info(
[[
This map is split in four quadrants. Each quadrant has a main resource.
[item=iron-ore] north east, [item=copper-ore] south west, [item=coal] north west, [item=stone] south east
You may not build the factory on ore patches. Exceptions:
[item=burner-mining-drill] [item=electric-mining-drill] [item=pumpjack] [item=small-electric-pole] [item=medium-electric-pole] [item=big-electric-pole] [item=substation] [item=car] [item=tank]
[item=transport-belt] [item=fast-transport-belt] [item=express-transport-belt] [item=underground-belt] [item=fast-underground-belt] [item=express-underground-belt]
The map size is restricted to the pollution generated. A significant amount of
pollution must affect a section of the map before it is revealed. Pollution
does not affect biter evolution.]]
)
ScenarioInfo.set_map_description(
[[
Clear the ore to expand the base,
focus mining efforts on specific quadrants to ensure
proper material ratios, expand the map with pollution!
]]
)
ScenarioInfo.set_new_info(
[[
2019-04-24:
- Stone ore density reduced by 1/2
- Ore quadrants randomized
- Increased time factor of biter evolution from 5 to 7
- Added win conditions (+5% evolution every 5 rockets until 100%, +100 rockets until biters are wiped)
2019-03-30:
- Uranium ore patch threshold increased slightly
- Bug fix: Cars and tanks can now be placed onto ore!
- Starting minimum pollution to expand map set to 650
View current pollution via Debug Settings [F4] show-pollution-values,
then open map and turn on pollution via the red box.
- Starting water at spawn increased from radius 8 to radius 16 circle.
2019-03-27:
- Ore arranged into quadrants to allow for more controlled resource gathering.
]]
)
require 'map_gen.shared.danger_ore_banned_entities'
global.config.lazy_bastard.enabled = false
RS.set_first_player_position_check_override(true)
RS.set_spawn_island_tile('grass-1')
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RS.set_map_gen_settings(
{
MGSP.grass_only,
MGSP.enable_water,
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{
terrain_segmentation = 'normal',
water = 'normal'
},
MGSP.starting_area_very_low,
MGSP.ore_oil_none,
MGSP.enemy_none,
MGSP.cliff_none
}
)
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local perlin_noise = Perlin.noise
local fast_remove = table.fast_remove
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Generate.enable_register_events = false
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local oil_seed
local uranium_seed
local density_seed
local enemy_seed
local water_seed
local tree_seed
local oil_scale = 1 / 64
local oil_threshold = 0.6
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local uranium_scale = 1 / 72
local uranium_threshold = 0.63
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local density_scale = 1 / 48
local density_threshold = 0.5
local density_multiplier = 50
local water_scale = 1 / 96
local water_threshold = 0.5
local deepwater_threshold = 0.55
local tree_scale = 1 / 64
local tree_threshold = -0.25
local tree_chance = 0.125
local start_chunks_half_size = 3
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local max_pollution = 2500
local pollution_increment = 2
global.min_pollution = 300
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local chunk_list = {index = 1}
local surface
local start_size = start_chunks_half_size * 64
local value = b.euclidean_value
local quadrant_config = {
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['iron-ore'] = {
['tiles'] = {
[1] = 'grass-1',
[2] = 'grass-2',
[3] = 'grass-3',
[4] = 'grass-4'
},
['ratios'] = {
{resource = b.resource(b.full_shape, 'iron-ore', value(0, 0.5)), weight = 60},
{resource = b.resource(b.full_shape, 'copper-ore', value(0, 0.5)), weight = 20},
{resource = b.resource(b.full_shape, 'stone', value(0, 0.5)), weight = 2},
{resource = b.resource(b.full_shape, 'coal', value(0, 0.5)), weight = 20}
}
},
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['copper-ore'] = {
['tiles'] = {
[1] = 'red-desert-0',
[2] = 'red-desert-1',
[3] = 'red-desert-2',
[4] = 'red-desert-3'
},
['ratios'] = {
{resource = b.resource(b.full_shape, 'iron-ore', value(0, 0.5)), weight = 20},
{resource = b.resource(b.full_shape, 'copper-ore', value(0, 0.5)), weight = 60},
{resource = b.resource(b.full_shape, 'stone', value(0, 0.5)), weight = 2},
{resource = b.resource(b.full_shape, 'coal', value(0, 0.5)), weight = 20}
}
},
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['coal'] = {
['tiles'] = {
[1] = 'dirt-1',
[2] = 'dirt-2',
[3] = 'dirt-3',
[4] = 'dirt-4',
[5] = 'dirt-5',
[6] = 'dirt-6',
[7] = 'dirt-7'
},
['ratios'] = {
{resource = b.resource(b.full_shape, 'iron-ore', value(0, 0.5)), weight = 20},
{resource = b.resource(b.full_shape, 'copper-ore', value(0, 0.5)), weight = 20},
{resource = b.resource(b.full_shape, 'stone', value(0, 0.5)), weight = 2},
{resource = b.resource(b.full_shape, 'coal', value(0, 0.5)), weight = 40}
}
},
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['stone'] = {
['tiles'] = {
[1] = 'sand-1',
[2] = 'sand-2',
[3] = 'sand-3'
},
['ratios'] = {
{resource = b.resource(b.full_shape, 'iron-ore', value(0, 0.5)), weight = 20},
{resource = b.resource(b.full_shape, 'copper-ore', value(0, 0.5)), weight = 20},
{resource = b.resource(b.full_shape, 'stone', value(0, 0.5)), weight = 30},
{resource = b.resource(b.full_shape, 'coal', value(0, 0.5)), weight = 20}
}
}
}
local tile_quadrants = {
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[1] = 'stone',
[2] = 'iron-ore',
[3] = 'copper-ore',
[4] = 'coal'
}
local tiles_pos_x_pos_y
local tiles_pos_x_pos_y_count
local tiles_pos_x_neg_y
local tiles_pos_x_neg_y_count
local tiles_neg_x_pos_y
local tiles_neg_x_pos_y_count
local tiles_neg_x_neg_y
local tiles_neg_x_neg_y_count
local ores_pos_x_pos_y
local ores_pos_x_neg_y
local ores_neg_x_pos_y
local ores_neg_x_neg_y
local weighted_ores_pos_x_pos_y
local weighted_ores_pos_x_neg_y
local weighted_ores_neg_x_pos_y
local weighted_ores_neg_x_neg_y
local total_ores_pos_x_pos_y
local total_ores_pos_x_neg_y
local total_ores_neg_x_pos_y
local total_ores_neg_x_neg_y
local ore_circle = b.circle(68)
local start_ores
local start_segment
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Global.register_init(
{chunk_list = chunk_list},
function(tbl)
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local s = RS.get_surface()
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tbl.seed = s.map_gen_settings.seed
tbl.surface = s
game.difficulty_settings.technology_price_multiplier = 20
game.forces.player.technologies.logistics.researched = true
game.forces.player.technologies.automation.researched = true
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game.forces.player.technologies['mining-productivity-1'].enabled = false
game.forces.player.technologies['mining-productivity-2'].enabled = false
game.forces.player.technologies['mining-productivity-3'].enabled = false
game.forces.player.technologies['mining-productivity-4'].enabled = false
game.map_settings.enemy_evolution.time_factor = 0.000007
game.map_settings.enemy_evolution.destroy_factor = 0.000010
game.map_settings.enemy_evolution.pollution_factor = 0.000000 -- Pollution has no affect on evolution
game.draw_resource_selection = false
tbl.random = game.create_random_generator(tbl.seed)
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end,
function(tbl)
local seed = tbl.seed
oil_seed = seed
uranium_seed = seed * 2
density_seed = seed * 3
enemy_seed = seed * 4
water_seed = seed * 5
tree_seed = seed * 6
chunk_list = tbl.chunk_list
surface = tbl.surface
local random = tbl.random
random.re_seed(seed)
table.shuffle_table(tile_quadrants, random)
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tiles_pos_x_pos_y = quadrant_config[tile_quadrants[1]]['tiles']
tiles_pos_x_pos_y_count = #quadrant_config[tile_quadrants[1]]['tiles']
tiles_pos_x_neg_y = quadrant_config[tile_quadrants[2]]['tiles']
tiles_pos_x_neg_y_count = #quadrant_config[tile_quadrants[2]]['tiles']
tiles_neg_x_pos_y = quadrant_config[tile_quadrants[3]]['tiles']
tiles_neg_x_pos_y_count = #quadrant_config[tile_quadrants[3]]['tiles']
tiles_neg_x_neg_y = quadrant_config[tile_quadrants[4]]['tiles']
tiles_neg_x_neg_y_count = #quadrant_config[tile_quadrants[4]]['tiles']
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ores_pos_x_pos_y = quadrant_config[tile_quadrants[1]]['ratios']
ores_pos_x_neg_y = quadrant_config[tile_quadrants[2]]['ratios']
ores_neg_x_pos_y = quadrant_config[tile_quadrants[3]]['ratios']
ores_neg_x_neg_y = quadrant_config[tile_quadrants[4]]['ratios']
weighted_ores_pos_x_pos_y = b.prepare_weighted_array(ores_pos_x_pos_y)
weighted_ores_pos_x_neg_y = b.prepare_weighted_array(ores_pos_x_neg_y)
weighted_ores_neg_x_pos_y = b.prepare_weighted_array(ores_neg_x_pos_y)
weighted_ores_neg_x_neg_y = b.prepare_weighted_array(ores_neg_x_neg_y)
total_ores_pos_x_pos_y = weighted_ores_pos_x_pos_y.total
total_ores_pos_x_neg_y = weighted_ores_pos_x_neg_y.total
total_ores_neg_x_pos_y = weighted_ores_neg_x_pos_y.total
total_ores_neg_x_neg_y = weighted_ores_neg_x_neg_y.total
start_ores = {
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b.resource(ore_circle, tile_quadrants[2], value(125, 0)),
b.resource(ore_circle, tile_quadrants[4], value(125, 0)),
b.resource(ore_circle, tile_quadrants[3], value(125, 0)),
b.resource(ore_circle, tile_quadrants[1], value(125, 0))
}
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start_segment = b.segment_pattern(start_ores)
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end
)
local oil_shape = b.throttle_world_xy(b.full_shape, 1, 7, 1, 7)
local oil_resource = b.resource(oil_shape, 'crude-oil', value(250000, 150))
local uranium_resource = b.resource(b.full_shape, 'uranium-ore', value(200, 1))
local spawn_zone = b.circle(64)
local function ore(x, y, world)
if spawn_zone(x, y) then
return
end
local start_ore = start_segment(x, y, world)
if start_ore then
return start_ore
end
local oil_x, oil_y = x * oil_scale, y * oil_scale
local oil_noise = perlin_noise(oil_x, oil_y, oil_seed)
if oil_noise > oil_threshold then
return oil_resource(x, y, world)
end
local uranium_x, uranium_y = x * uranium_scale, y * uranium_scale
local uranium_noise = perlin_noise(uranium_x, uranium_y, uranium_seed)
if uranium_noise > uranium_threshold then
return uranium_resource(x, y, world)
end
local i
local index
local resource
if x > 0 and y > 0 then
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i = math.random() * total_ores_pos_x_pos_y
index = table.binary_search(weighted_ores_pos_x_pos_y, i)
if (index < 0) then
index = bit32.bnot(index)
end
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resource = ores_pos_x_pos_y[index].resource
elseif x > 0 and y < 0 then
i = math.random() * total_ores_pos_x_neg_y
index = table.binary_search(weighted_ores_pos_x_neg_y, i)
if (index < 0) then
index = bit32.bnot(index)
end
resource = ores_pos_x_neg_y[index].resource
elseif x < 0 and y > 0 then
i = math.random() * total_ores_neg_x_pos_y
index = table.binary_search(weighted_ores_neg_x_pos_y, i)
if (index < 0) then
index = bit32.bnot(index)
end
resource = ores_neg_x_pos_y[index].resource
else
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i = math.random() * total_ores_neg_x_neg_y
index = table.binary_search(weighted_ores_neg_x_neg_y, i)
if (index < 0) then
index = bit32.bnot(index)
end
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resource = ores_neg_x_neg_y[index].resource
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end
local entity = resource(x, y, world)
local density_x, density_y = x * density_scale, y * density_scale
local density_noise = perlin_noise(density_x, density_y, density_seed)
if density_noise > density_threshold then
entity.amount = entity.amount * density_multiplier
end
entity.enable_tree_removal = false
return entity
end
local worm_names = {'small-worm-turret', 'medium-worm-turret', 'big-worm-turret', 'behemoth-worm-turret'}
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local spawner_names = {'biter-spawner', 'spitter-spawner'}
local factor = 10 / (768 * 32)
local max_chance = 1 / 6
local scale_factor = 32
local sf = 1 / scale_factor
local m = 1 / 850
global.win_condition_evolution_rocket_maxed = -1
global.win_condition_biters_disabled = false
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local function enemy(x, y, world)
if global.win_condition_biters_disabled == true then
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return nil
end
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local d = math.sqrt(world.x * world.x + world.y * world.y)
if d < 64 then
return nil
end
local threshold = 1 - d * m
threshold = math.max(threshold, 0.35)
x, y = x * sf, y * sf
if perlin_noise(x, y, enemy_seed) <= threshold then
return
end
if math.random(8) == 1 then
local lvl
if d < 400 then
lvl = 1
elseif d < 650 then
lvl = 2
elseif d < 900 then
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lvl = 3
else
lvl = 4
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end
local chance = math.min(max_chance, d * factor)
if math.random() < chance then
local worm_id
if d > 1000 then
local power = 1000 / d
worm_id = math.ceil((math.random() ^ power) * lvl)
else
worm_id = math.random(lvl)
end
return {name = worm_names[worm_id]}
end
else
local chance = math.min(max_chance, d * factor)
if math.random() < chance then
local spawner_id = math.random(2)
return {name = spawner_names[spawner_id]}
end
end
end
local function water_shape(x, y)
local water_noise = perlin_noise(x * water_scale, y * water_scale, water_seed)
if water_noise >= deepwater_threshold then
return 'deepwater'
elseif water_noise >= water_threshold then
return 'water'
else
-- Control the tiles at X quadrant
if x > 31 and y > 31 then
-- southeast
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return tiles_pos_x_pos_y[math.ceil(math.random(tiles_pos_x_pos_y_count))]
elseif x > 0 and y < 31 and y > 0 then
-- southeast to northeast
if math.random(100) < 50 + y * 2 then
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return tiles_pos_x_pos_y[math.ceil(math.random(tiles_pos_x_pos_y_count))]
else
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return tiles_pos_x_neg_y[math.ceil(math.random(tiles_pos_x_neg_y_count))]
end
elseif x > 0 and y >= 0 then
-- southeast to southwest
if math.random(100) < 50 + x * 2 then
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return tiles_pos_x_pos_y[math.ceil(math.random(tiles_pos_x_pos_y_count))]
else
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return tiles_neg_x_pos_y[math.ceil(math.random(tiles_neg_x_pos_y_count))]
end
elseif x > 31 and y < -31 then
-- northeast
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return tiles_pos_x_neg_y[math.ceil(math.random(tiles_pos_x_neg_y_count))]
elseif x > 0 and x < 31 and y <= 0 then
-- northeast to northwest
if math.random(100) < 50 + x * 2 then
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return tiles_pos_x_neg_y[math.ceil(math.random(tiles_pos_x_neg_y_count))]
else
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return tiles_neg_x_neg_y[math.ceil(math.random(tiles_neg_x_neg_y_count))]
end
elseif x > 0 and y < 0 then
-- northeast to southeast
if math.random(100) < 50 - y * 2 then
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return tiles_pos_x_neg_y[math.ceil(math.random(tiles_pos_x_neg_y_count))]
else
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return tiles_pos_x_pos_y[math.ceil(math.random(tiles_pos_x_pos_y_count))]
end
elseif x < -31 and y < -31 then
-- northwest
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return tiles_neg_x_neg_y[math.ceil(math.random(tiles_neg_x_neg_y_count))]
elseif x > -31 and x < 0 and y <= 0 then
-- northwest to northeast
if math.random(100) < 50 - x * 2 then
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return tiles_neg_x_neg_y[math.ceil(math.random(tiles_neg_x_neg_y_count))]
else
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return tiles_pos_x_neg_y[math.ceil(math.random(tiles_pos_x_neg_y_count))]
end
elseif x < 0 and y > -31 and y < 0 then
-- northwest to southwest
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if math.random(100) < (50 - y * 2) then
return tiles_neg_x_neg_y[math.ceil(math.random(tiles_neg_x_neg_y_count))]
else
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return tiles_neg_x_pos_y[math.ceil(math.random(tiles_neg_x_pos_y_count))]
end
elseif x < -31 and y > 31 then
-- southwest
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return tiles_neg_x_pos_y[math.ceil(math.random(tiles_neg_x_pos_y_count))]
elseif x < 0 and y > 0 and y < 32 then
-- southwest to northwest
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if math.random(100) < (50 + y * 2) then
return tiles_neg_x_pos_y[math.ceil(math.random(tiles_neg_x_pos_y_count))]
else
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return tiles_neg_x_neg_y[math.ceil(math.random(tiles_neg_x_neg_y_count))]
end
elseif x < 0 and y > 0 then
-- southwest to southeast
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if math.random(100) < 50 - x * 2 then
return tiles_neg_x_pos_y[math.ceil(math.random(tiles_neg_x_pos_y_count))]
else
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return tiles_pos_x_pos_y[math.ceil(math.random(tiles_pos_x_pos_y_count))]
end
end
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end
end
local trees = {
'tree-01',
'tree-02',
'tree-02-red',
'tree-03',
'tree-04',
'tree-05',
'tree-06',
'tree-06-brown',
'tree-07',
'tree-08',
'tree-08-brown',
'tree-08-red',
'tree-09',
'tree-09-brown',
'tree-09-red'
}
local trees_count = #trees
local function tree_shape(x, y)
local tree_noise = perlin_noise(x * tree_scale, y * tree_scale, tree_seed)
if tree_noise > tree_threshold or math.random() > tree_chance then
return nil
end
return {name = trees[math.random(trees_count)]}
end
local water = b.circle(16)
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water = b.change_tile(water, true, 'water')
water = b.any {b.rectangle(32, 4), b.rectangle(4, 32), water}
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local start = b.if_else(water, b.full_shape)
start = b.change_map_gen_collision_tile(start, 'water-tile', 'grass-1')
local map = b.choose(ore_circle, start, water_shape)
map = b.apply_entity(map, ore)
map = b.apply_entity(map, enemy)
map = b.apply_entity(map, tree_shape)
map = b.fish(map, 0.025)
local bounds = b.rectangle(start_size, start_size)
local function rocket_launched(event)
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local entity = event.rocket
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if not entity or not entity.valid or not entity.force == 'player' then
return
end
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local inventory = entity.get_inventory(defines.inventory.rocket)
if not inventory or not inventory.valid then
return
end
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local satellite_count = game.forces.player.get_item_launched('satellite')
if satellite_count == 0 then
return
end
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-- Increase enemy_evolution
local current_evolution = game.forces.enemy.evolution_factor
local message
if global.win_condition_biters_disabled == false then
if (satellite_count % 5) == 0 and global.win_condition_evolution_rocket_maxed == -1 then
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message =
'Continued launching of satellites has angered the local biter population, evolution increasing...'
game.print(message)
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current_evolution = current_evolution + 0.05
end
if current_evolution >= 1 and global.win_condition_evolution_rocket_maxed == -1 then
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current_evolution = 1
global.win_condition_evolution_rocket_maxed = satellite_count
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message =
'Biters at maximum evolution! Protect the base for an additional 100 rockets to wipe them out forever.'
game.print(message)
end
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game.forces.enemy.evolution_factor = current_evolution
if global.win_condition_evolution_rocket_maxed > 0 and satellite_count >= (global.win_condition_evolution_rocket_maxed + 100) then
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message = 'Congratulations! Biters have been wiped from the map!'
game.print(message)
global.win_condition_biters_disabled = true
for key, enemy_entity in pairs(surface.find_entities_filtered({force = 'enemy'})) do
enemy_entity.destroy()
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end
end
end
end
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local function on_chunk(event)
if surface ~= event.surface then
return
end
local left_top = event.area.left_top
local x, y = left_top.x, left_top.y
if bounds(x + 0.5, y + 0.5) then
Generate.do_chunk(event)
else
local tiles = {}
for x1 = x, x + 31 do
for y1 = y, y + 31 do
tiles[#tiles + 1] = {name = 'out-of-map', position = {x1, y1}}
end
end
surface.set_tiles(tiles, true)
chunk_list[#chunk_list + 1] = left_top
end
end
local function on_tick()
local index = chunk_list.index
if index > #chunk_list then
chunk_list.index = 1
return
end
local pos = chunk_list[index]
local pollution = surface.get_pollution(pos)
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local current_min_pollution = global.min_pollution
if pollution > current_min_pollution then
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fast_remove(chunk_list, index)
local area = {left_top = pos, right_bottom = {pos.x + 32, pos.y + 32}}
local event = {surface = surface, area = area}
Generate.schedule_chunk(event)
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if current_min_pollution < max_pollution then
global.min_pollution = current_min_pollution + pollution_increment
end
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return
end
chunk_list.index = index + 1
end
Event.add(defines.events.on_chunk_generated, on_chunk)
Event.add(defines.events.on_rocket_launched, rocket_launched)
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Event.on_nth_tick(1, on_tick)
return map