mirror of
https://github.com/Refactorio/RedMew.git
synced 2025-11-06 09:09:26 +02:00
Merge pull request #86 from Valansch/develop_borg_threaded
Conversion of borg planet to threaded generation
This commit is contained in:
@@ -1,19 +1,21 @@
|
||||
--Author: MewMew
|
||||
-- !! ATTENTION !!
|
||||
-- !! ATTENTION !!
|
||||
-- Use water only in starting area as map setting!!!
|
||||
require "locale.gen_shared.perlin_noise"
|
||||
local Thread = require "locale.utils.Thread"
|
||||
|
||||
wreck_item_pool = {}
|
||||
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}}
|
||||
|
||||
global.perlin_noise_seed = 50000 --math.random(1000,1000000)
|
||||
local function place_entities(surface, entity_list)
|
||||
local directions = {defines.direction.north, defines.direction.east, defines.direction.south, defines.direction.west}
|
||||
for _, entity in pairs(entity_list) do
|
||||
local r = math.random(1,entity.chance)
|
||||
local directions = {defines.direction.north, defines.direction.east, defines.direction.south, defines.direction.west}
|
||||
for _, entity in pairs(entity_list) do
|
||||
local r = math.random(1,entity.chance)
|
||||
if r == 1 then
|
||||
if not entity.force then entity.force = "player" end
|
||||
local r = math.random(1,4)
|
||||
if surface.can_place_entity {name=entity.name, position=entity.pos, direction=directions[r], force=entity.force} then
|
||||
local r = math.random(1,4)
|
||||
if surface.can_place_entity {name=entity.name, position=entity.pos, direction=directions[r], force=entity.force} then
|
||||
local e = surface.create_entity {name=entity.name, position=entity.pos, direction=directions[r], force=entity.force}
|
||||
if entity.health then
|
||||
if entity.health == "low" then e.health = ((e.health / 1000) * math.random(33,330)) end
|
||||
@@ -22,8 +24,8 @@ local function place_entities(surface, entity_list)
|
||||
if entity.health == "random" then e.health = ((e.health / 1000) * math.random(1,1000)) end
|
||||
end
|
||||
return true, e
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
return false
|
||||
end
|
||||
@@ -38,19 +40,19 @@ local function find_tile_placement_spot_around_target_position(tilename, positio
|
||||
if not density then density = 1 end
|
||||
local cluster_tiles = {}
|
||||
local auto_correct = true
|
||||
|
||||
|
||||
local scanned_tile = surface.get_tile(x,y)
|
||||
if scanned_tile.name ~= tilename then
|
||||
table.insert(cluster_tiles, {name = tilename, position = {x,y}})
|
||||
surface.set_tiles(cluster_tiles,auto_correct)
|
||||
return true, x, y
|
||||
end
|
||||
|
||||
|
||||
local i = 2
|
||||
local r = 1
|
||||
|
||||
local r = 1
|
||||
|
||||
if mode == "ball" then
|
||||
if math.random(1,2) == 1 then
|
||||
if math.random(1,2) == 1 then
|
||||
density = density * -1
|
||||
end
|
||||
r = math.random(1,4)
|
||||
@@ -70,170 +72,170 @@ local function find_tile_placement_spot_around_target_position(tilename, positio
|
||||
if mode == "block" then
|
||||
r = 1
|
||||
density = 1
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
if r == 1 then
|
||||
--start placing at -1,-1
|
||||
while i <= scan_radius do
|
||||
y = y - density
|
||||
x = x - density
|
||||
for a = 1, i, 1 do
|
||||
local scanned_tile = surface.get_tile(x,y)
|
||||
if scanned_tile.name ~= tilename then
|
||||
y = y - density
|
||||
x = x - density
|
||||
for a = 1, i, 1 do
|
||||
local scanned_tile = surface.get_tile(x,y)
|
||||
if scanned_tile.name ~= tilename then
|
||||
table.insert(cluster_tiles, {name = tilename, position = {x,y}})
|
||||
surface.set_tiles(cluster_tiles,auto_correct)
|
||||
return true, x, y
|
||||
end
|
||||
x = x + density
|
||||
end
|
||||
for a = 1, i, 1 do
|
||||
end
|
||||
for a = 1, i, 1 do
|
||||
local scanned_tile = surface.get_tile(x,y)
|
||||
if scanned_tile.name ~= tilename then
|
||||
if scanned_tile.name ~= tilename then
|
||||
table.insert(cluster_tiles, {name = tilename, position = {x,y}})
|
||||
surface.set_tiles(cluster_tiles,auto_correct)
|
||||
return true, x, y
|
||||
end
|
||||
y = y + density
|
||||
end
|
||||
for a = 1, i, 1 do
|
||||
end
|
||||
for a = 1, i, 1 do
|
||||
local scanned_tile = surface.get_tile(x,y)
|
||||
if scanned_tile.name ~= tilename then
|
||||
if scanned_tile.name ~= tilename then
|
||||
table.insert(cluster_tiles, {name = tilename, position = {x,y}})
|
||||
surface.set_tiles(cluster_tiles,auto_correct)
|
||||
return true, x, y
|
||||
end
|
||||
x = x - density
|
||||
end
|
||||
for a = 1, i, 1 do
|
||||
end
|
||||
for a = 1, i, 1 do
|
||||
local scanned_tile = surface.get_tile(x,y)
|
||||
if scanned_tile.name ~= tilename then
|
||||
if scanned_tile.name ~= tilename then
|
||||
table.insert(cluster_tiles, {name = tilename, position = {x,y}})
|
||||
surface.set_tiles(cluster_tiles,auto_correct)
|
||||
return true, x, y
|
||||
end
|
||||
y = y - density
|
||||
end
|
||||
end
|
||||
i = i + 2
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
if r == 2 then
|
||||
--start placing at 0,-1
|
||||
while i <= scan_radius do
|
||||
y = y - density
|
||||
y = y - density
|
||||
x = x - density
|
||||
for a = 1, i, 1 do
|
||||
x = x + density
|
||||
local scanned_tile = surface.get_tile(x,y)
|
||||
if scanned_tile.name ~= tilename then
|
||||
if scanned_tile.name ~= tilename then
|
||||
table.insert(cluster_tiles, {name = tilename, position = {x,y}})
|
||||
surface.set_tiles(cluster_tiles,auto_correct)
|
||||
return true, x, y
|
||||
end
|
||||
end
|
||||
end
|
||||
for a = 1, i, 1 do
|
||||
y = y + density
|
||||
local scanned_tile = surface.get_tile(x,y)
|
||||
if scanned_tile.name ~= tilename then
|
||||
if scanned_tile.name ~= tilename then
|
||||
table.insert(cluster_tiles, {name = tilename, position = {x,y}})
|
||||
surface.set_tiles(cluster_tiles,auto_correct)
|
||||
return true, x, y
|
||||
end
|
||||
end
|
||||
end
|
||||
for a = 1, i, 1 do
|
||||
x = x - density
|
||||
local scanned_tile = surface.get_tile(x,y)
|
||||
if scanned_tile.name ~= tilename then
|
||||
if scanned_tile.name ~= tilename then
|
||||
table.insert(cluster_tiles, {name = tilename, position = {x,y}})
|
||||
surface.set_tiles(cluster_tiles,auto_correct)
|
||||
return true, x, y
|
||||
end
|
||||
end
|
||||
end
|
||||
for a = 1, i, 1 do
|
||||
y = y - density
|
||||
local scanned_tile = surface.get_tile(x,y)
|
||||
if scanned_tile.name ~= tilename then
|
||||
if scanned_tile.name ~= tilename then
|
||||
table.insert(cluster_tiles, {name = tilename, position = {x,y}})
|
||||
surface.set_tiles(cluster_tiles,auto_correct)
|
||||
return true, x, y
|
||||
end
|
||||
end
|
||||
end
|
||||
i = i + 2
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
if r == 3 then
|
||||
--start placing at 1,-1
|
||||
while i <= scan_radius do
|
||||
y = y - density
|
||||
x = x + density
|
||||
for a = 1, i, 1 do
|
||||
y = y - density
|
||||
x = x + density
|
||||
for a = 1, i, 1 do
|
||||
local scanned_tile = surface.get_tile(x,y)
|
||||
if scanned_tile.name ~= tilename then
|
||||
if scanned_tile.name ~= tilename then
|
||||
table.insert(cluster_tiles, {name = tilename, position = {x,y}})
|
||||
surface.set_tiles(cluster_tiles,auto_correct)
|
||||
return true, x, y
|
||||
end
|
||||
y = y + density
|
||||
end
|
||||
for a = 1, i, 1 do
|
||||
end
|
||||
for a = 1, i, 1 do
|
||||
local scanned_tile = surface.get_tile(x,y)
|
||||
if scanned_tile.name ~= tilename then
|
||||
if scanned_tile.name ~= tilename then
|
||||
table.insert(cluster_tiles, {name = tilename, position = {x,y}})
|
||||
surface.set_tiles(cluster_tiles,auto_correct)
|
||||
return true, x, y
|
||||
end
|
||||
x = x - density
|
||||
end
|
||||
for a = 1, i, 1 do
|
||||
end
|
||||
for a = 1, i, 1 do
|
||||
local scanned_tile = surface.get_tile(x,y)
|
||||
if scanned_tile.name ~= tilename then
|
||||
if scanned_tile.name ~= tilename then
|
||||
table.insert(cluster_tiles, {name = tilename, position = {x,y}})
|
||||
surface.set_tiles(cluster_tiles,auto_correct)
|
||||
return true, x, y
|
||||
end
|
||||
y = y - density
|
||||
end
|
||||
for a = 1, i, 1 do
|
||||
for a = 1, i, 1 do
|
||||
local scanned_tile = surface.get_tile(x,y)
|
||||
if scanned_tile.name ~= tilename then
|
||||
if scanned_tile.name ~= tilename then
|
||||
table.insert(cluster_tiles, {name = tilename, position = {x,y}})
|
||||
surface.set_tiles(cluster_tiles,auto_correct)
|
||||
return true, x, y
|
||||
end
|
||||
x = x + density
|
||||
end
|
||||
end
|
||||
i = i + 2
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
if r == 4 then
|
||||
--start placing at 1,0
|
||||
while i <= scan_radius do
|
||||
y = y - density
|
||||
x = x + density
|
||||
x = x + density
|
||||
for a = 1, i, 1 do
|
||||
y = y + density
|
||||
local scanned_tile = surface.get_tile(x,y)
|
||||
if scanned_tile.name ~= tilename then
|
||||
if scanned_tile.name ~= tilename then
|
||||
table.insert(cluster_tiles, {name = tilename, position = {x,y}})
|
||||
surface.set_tiles(cluster_tiles,auto_correct)
|
||||
return true, x, y
|
||||
end
|
||||
end
|
||||
end
|
||||
for a = 1, i, 1 do
|
||||
x = x - density
|
||||
local scanned_tile = surface.get_tile(x,y)
|
||||
if scanned_tile.name ~= tilename then
|
||||
if scanned_tile.name ~= tilename then
|
||||
table.insert(cluster_tiles, {name = tilename, position = {x,y}})
|
||||
surface.set_tiles(cluster_tiles,auto_correct)
|
||||
return true, x, y
|
||||
end
|
||||
end
|
||||
end
|
||||
for a = 1, i, 1 do
|
||||
y = y - density
|
||||
local scanned_tile = surface.get_tile(x,y)
|
||||
if scanned_tile.name ~= tilename then
|
||||
if scanned_tile.name ~= tilename then
|
||||
table.insert(cluster_tiles, {name = tilename, position = {x,y}})
|
||||
surface.set_tiles(cluster_tiles,auto_correct)
|
||||
return true, x, y
|
||||
@@ -242,15 +244,15 @@ local function find_tile_placement_spot_around_target_position(tilename, positio
|
||||
for a = 1, i, 1 do
|
||||
x = x + density
|
||||
local scanned_tile = surface.get_tile(x,y)
|
||||
if scanned_tile.name ~= tilename then
|
||||
if scanned_tile.name ~= tilename then
|
||||
table.insert(cluster_tiles, {name = tilename, position = {x,y}})
|
||||
surface.set_tiles(cluster_tiles,auto_correct)
|
||||
return true, x, y
|
||||
end
|
||||
end
|
||||
end
|
||||
i = i + 2
|
||||
end
|
||||
end
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
@@ -263,292 +265,276 @@ local function create_tile_cluster(tilename,position,amount)
|
||||
local y = pos.y
|
||||
for i = 1, amount, 1 do
|
||||
local b,x,y = find_tile_placement_spot_around_target_position(tilename, pos, mode)
|
||||
if b == true then
|
||||
if b == true then
|
||||
if 1 == math.random(1,2) then
|
||||
pos.x = x
|
||||
pos.y = y
|
||||
end
|
||||
end
|
||||
end
|
||||
if b == false then return false,x,y end
|
||||
if i >= amount then return true,x,y end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function run_combined_module(event)
|
||||
if not global.perlin_noise_seed then global.perlin_noise_seed = math.random(1000,1000000) end
|
||||
if not global.void_slime then global.void_slime = {x=0,y=0} end
|
||||
if not global.void_slime_is_alive then global.void_slime_is_alive = true end
|
||||
local area = event.area
|
||||
local area = event.area
|
||||
local surface = event.surface
|
||||
local tiles = {}
|
||||
local decoratives = {}
|
||||
local special_tiles = true
|
||||
|
||||
local entities = surface.find_entities(area)
|
||||
for _, entity in pairs(entities) do
|
||||
if entity.type == "resource" then
|
||||
special_tiles = false
|
||||
end
|
||||
if entity.type == "simple-entity" or entity.type == "tree" then
|
||||
if entity.name ~= "dry-tree" then
|
||||
entity.destroy()
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
for x = 0, 31, 1 do
|
||||
for y = 0, 31, 1 do
|
||||
local pos_x = event.area.left_top.x + x
|
||||
local pos_y = event.area.left_top.y + y
|
||||
local pos = {x = pos_x,y = pos_y}
|
||||
local tile = surface.get_tile(pos_x,pos_y)
|
||||
local tile_to_insert = "sand"
|
||||
local entity_placed = false
|
||||
|
||||
local seed_increment_number = 10000
|
||||
local seed = global.perlin_noise_seed
|
||||
|
||||
local noise_borg_defense_1 = perlin:noise(((pos_x+seed)/100),((pos_y+seed)/100),0)
|
||||
seed = seed + seed_increment_number
|
||||
local noise_borg_defense_2 = perlin:noise(((pos_x+seed)/20),((pos_y+seed)/20),0)
|
||||
seed = seed + seed_increment_number
|
||||
local noise_borg_defense = noise_borg_defense_1 + noise_borg_defense_2 * 0.15
|
||||
|
||||
local noise_trees_1 = perlin:noise(((pos_x+seed)/50),((pos_y+seed)/50),0)
|
||||
seed = seed + seed_increment_number
|
||||
local noise_trees_2 = perlin:noise(((pos_x+seed)/15),((pos_y+seed)/15),0)
|
||||
seed = seed + seed_increment_number
|
||||
local noise_trees = noise_trees_1 + noise_trees_2 * 0.3
|
||||
|
||||
local noise_walls_1 = perlin:noise(((pos_x+seed)/150),((pos_y+seed)/150),0)
|
||||
seed = seed + seed_increment_number
|
||||
local noise_walls_2 = perlin:noise(((pos_x+seed)/50),((pos_y+seed)/50),0)
|
||||
seed = seed + seed_increment_number
|
||||
local noise_walls_3 = perlin:noise(((pos_x+seed)/20),((pos_y+seed)/20),0)
|
||||
seed = seed + seed_increment_number
|
||||
local noise_walls = noise_walls_1 + noise_walls_2 * 0.1 + noise_walls_3 * 0.03
|
||||
|
||||
if noise_borg_defense > 0.66 then
|
||||
local entity_list = {}
|
||||
table.insert(entity_list, {name="big-ship-wreck-1", pos={pos_x,pos_y},chance = 25})
|
||||
table.insert(entity_list, {name="big-ship-wreck-2", pos={pos_x,pos_y},chance = 25})
|
||||
table.insert(entity_list, {name="big-ship-wreck-3", pos={pos_x,pos_y},chance = 25})
|
||||
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
|
||||
end
|
||||
end
|
||||
|
||||
if noise_trees > 0.17 then
|
||||
tile_to_insert = "sand-dark"
|
||||
end
|
||||
if noise_borg_defense > 0.4 then
|
||||
tile_to_insert = "concrete"
|
||||
end
|
||||
if noise_borg_defense > 0.35 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 >= 0.487 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 < 0.487 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 < 0.484 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_trees > 0.2 and tile_to_insert == "sand-dark" then
|
||||
if math.random(1,15) == 1 then
|
||||
if math.random(1,5) == 1 then
|
||||
if event.surface.can_place_entity {name="dry-hairy-tree", position={pos_x,pos_y}} then
|
||||
event.surface.create_entity {name="dry-hairy-tree", position={pos_x,pos_y}}
|
||||
end
|
||||
else
|
||||
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
|
||||
end
|
||||
|
||||
Thread.queue_action("run_borg", {area = event.area, surface = event.surface, x = x})
|
||||
end
|
||||
end
|
||||
|
||||
function run_borg( params )
|
||||
local tiles = {}
|
||||
local decoratives = {}
|
||||
|
||||
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 pos = {x = pos_x,y = pos_y}
|
||||
local tile = surface.get_tile(pos_x,pos_y)
|
||||
local tile_to_insert = "sand"
|
||||
local entity_placed = false
|
||||
|
||||
local seed_increment_number = 10000
|
||||
local seed = surface.map_gen_settings.seed
|
||||
|
||||
local noise_borg_defense_1 = perlin:noise(((pos_x+seed)/100),((pos_y+seed)/100),0)
|
||||
seed = seed + seed_increment_number
|
||||
local noise_borg_defense_2 = perlin:noise(((pos_x+seed)/20),((pos_y+seed)/20),0)
|
||||
seed = seed + seed_increment_number
|
||||
local noise_borg_defense = noise_borg_defense_1 + noise_borg_defense_2 * 0.15
|
||||
|
||||
local noise_trees_1 = perlin:noise(((pos_x+seed)/50),((pos_y+seed)/50),0)
|
||||
seed = seed + seed_increment_number
|
||||
local noise_trees_2 = perlin:noise(((pos_x+seed)/15),((pos_y+seed)/15),0)
|
||||
seed = seed + seed_increment_number
|
||||
local noise_trees = noise_trees_1 + noise_trees_2 * 0.3
|
||||
|
||||
local noise_walls_1 = perlin:noise(((pos_x+seed)/150),((pos_y+seed)/150),0)
|
||||
seed = seed + seed_increment_number
|
||||
local noise_walls_2 = perlin:noise(((pos_x+seed)/50),((pos_y+seed)/50),0)
|
||||
seed = seed + seed_increment_number
|
||||
local noise_walls_3 = perlin:noise(((pos_x+seed)/20),((pos_y+seed)/20),0)
|
||||
seed = seed + seed_increment_number
|
||||
local noise_walls = noise_walls_1 + noise_walls_2 * 0.1 + noise_walls_3 * 0.03
|
||||
|
||||
if noise_borg_defense > 0.66 then
|
||||
local entity_list = {}
|
||||
table.insert(entity_list, {name="big-ship-wreck-1", pos={pos_x,pos_y},chance = 35000, health="random"})
|
||||
table.insert(entity_list, {name="big-ship-wreck-2", pos={pos_x,pos_y},chance = 45000, health="random"})
|
||||
table.insert(entity_list, {name="big-ship-wreck-3", pos={pos_x,pos_y},chance = 55000, health="random"})
|
||||
if noise_walls > -0.03 and noise_walls < 0.03 then
|
||||
table.insert(entity_list, {name="gun-turret", pos={pos_x,pos_y}, force="enemy",chance = 40})
|
||||
end
|
||||
if noise_borg_defense > 0.41 and noise_borg_defense < 0.45 then
|
||||
table.insert(entity_list, {name="gun-turret", pos={pos_x,pos_y}, force="enemy",chance = 15})
|
||||
end
|
||||
table.insert(entity_list, {name="pipe-to-ground", pos={pos_x,pos_y}, force="enemy",chance = 7500})
|
||||
if tile_to_insert ~= "stone-path" and tile_to_insert ~= "concrete" then
|
||||
table.insert(entity_list, {name="dead-dry-hairy-tree", pos={pos_x,pos_y}, force="enemy",chance = 1500})
|
||||
table.insert(entity_list, {name="dead-grey-trunk", pos={pos_x,pos_y}, force="enemy",chance = 1500})
|
||||
end
|
||||
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)
|
||||
table.insert(entity_list, {name="big-ship-wreck-1", pos={pos_x,pos_y},chance = 25})
|
||||
table.insert(entity_list, {name="big-ship-wreck-2", pos={pos_x,pos_y},chance = 25})
|
||||
table.insert(entity_list, {name="big-ship-wreck-3", pos={pos_x,pos_y},chance = 25})
|
||||
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
|
||||
if tile_to_insert == "sand-dark" or tile_to_insert == "sand" then
|
||||
if math.random(1,15) == 1 then
|
||||
if event.surface.can_place_entity {name="stone-rock", position={pos_x,pos_y}} then
|
||||
event.surface.create_entity {name="stone-rock", position={pos_x,pos_y}}
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
local noise_water_1 = perlin:noise(((pos_x+seed)/200),((pos_y+seed)/200),0)
|
||||
seed = seed + seed_increment_number
|
||||
local noise_water_2 = perlin:noise(((pos_x+seed)/100),((pos_y+seed)/100),0)
|
||||
seed = seed + seed_increment_number
|
||||
local noise_water_3 = perlin:noise(((pos_x+seed)/25),((pos_y+seed)/25),0)
|
||||
seed = seed + seed_increment_number
|
||||
local noise_water_4 = perlin:noise(((pos_x+seed)/10),((pos_y+seed)/10),0)
|
||||
seed = seed + seed_increment_number
|
||||
local noise_water = noise_water_1 + noise_water_2 + noise_water_3 * 0.07 + noise_water_4 * 0.07
|
||||
|
||||
local noise_water_1 = perlin:noise(((pos_x+seed)/200),((pos_y+seed)/200),0)
|
||||
seed = seed + seed_increment_number
|
||||
local noise_water_2 = perlin:noise(((pos_x+seed)/100),((pos_y+seed)/100),0)
|
||||
seed = seed + seed_increment_number
|
||||
local noise_water_3 = perlin:noise(((pos_x+seed)/25),((pos_y+seed)/25),0)
|
||||
seed = seed + seed_increment_number
|
||||
local noise_water_4 = perlin:noise(((pos_x+seed)/10),((pos_y+seed)/10),0)
|
||||
seed = seed + seed_increment_number
|
||||
local noise_water_2 = noise_water_1 + noise_water_2 + noise_water_3 * 0.07 + noise_water_4 * 0.07
|
||||
|
||||
if tile_to_insert ~= "stone-path" and tile_to_insert ~= "concrete" then
|
||||
|
||||
if noise_water > -0.15 and noise_water < 0.15 and noise_water_2 > 0.5 then
|
||||
tile_to_insert = "water-green"
|
||||
local a = pos_x + 1
|
||||
table.insert(tiles, {name = tile_to_insert, position = {a,pos_y}})
|
||||
local a = pos_y + 1
|
||||
table.insert(tiles, {name = tile_to_insert, position = {pos_x,a}})
|
||||
local a = pos_x - 1
|
||||
table.insert(tiles, {name = tile_to_insert, position = {a,pos_y}})
|
||||
local a = pos_y - 1
|
||||
table.insert(tiles, {name = tile_to_insert, position = {pos_x,a}})
|
||||
table.insert(tiles, {name = tile_to_insert, position = {pos_x,pos_y}})
|
||||
end
|
||||
end
|
||||
|
||||
if noise_borg_defense <= 0.45 and tile_to_insert ~= "water-green" then
|
||||
local a = -0.01
|
||||
local b = 0.01
|
||||
if noise_walls > a and noise_walls < b 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 >= a and noise_walls <= b then
|
||||
tile_to_insert = "concrete"
|
||||
end
|
||||
if noise_borg_defense < 0.40 then
|
||||
if noise_walls > b and noise_walls < b + 0.03 then
|
||||
tile_to_insert = "stone-path"
|
||||
end
|
||||
if noise_walls > a - 0.03 and noise_walls < a then
|
||||
tile_to_insert = "stone-path"
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
local noise_decoratives_1 = perlin:noise(((pos_x+seed)/50),((pos_y+seed)/50),0)
|
||||
seed = seed + seed_increment_number
|
||||
local noise_decoratives_2 = perlin:noise(((pos_x+seed)/15),((pos_y+seed)/15),0)
|
||||
seed = seed + seed_increment_number
|
||||
local noise_decoratives = noise_decoratives_1 + noise_decoratives_2 * 0.3
|
||||
|
||||
if noise_decoratives > 0.3 and noise_decoratives < 0.5 then
|
||||
if tile_to_insert ~= "stone-path" and tile_to_insert ~= "concrete" and tile_to_insert ~= "water-green" then
|
||||
if math.random(1,10) == 1 then
|
||||
table.insert(decoratives, {name="red-desert-bush", position={pos_x,pos_y}, amount=1})
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
table.insert(tiles, {name = tile_to_insert, position = {pos_x,pos_y}})
|
||||
end
|
||||
end
|
||||
|
||||
if noise_trees > 0.17 then
|
||||
tile_to_insert = "sand-dark"
|
||||
end
|
||||
if noise_borg_defense > 0.4 then
|
||||
tile_to_insert = "concrete"
|
||||
end
|
||||
if noise_borg_defense > 0.35 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 surface.can_place_entity {name="substation", position={pos_x,pos_y}, force="enemy"} then
|
||||
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 surface.can_place_entity {name="solar-panel", position={pos_x,pos_y}, force="enemy"} then
|
||||
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 surface.can_place_entity {name="substation", position={pos_x,pos_y}, force="enemy"} then
|
||||
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 surface.can_place_entity {name="accumulator", position={pos_x,pos_y}, force="enemy"} then
|
||||
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 surface.can_place_entity {name="substation", position={pos_x,pos_y}, force="enemy"} then
|
||||
surface.create_entity {name="substation", position={pos_x,pos_y}, force="enemy"}
|
||||
end
|
||||
end
|
||||
if noise_borg_defense >= 0.487 and noise_borg_defense < 0.50 then
|
||||
if surface.can_place_entity {name="laser-turret", position={pos_x,pos_y}, force="enemy"} then
|
||||
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 < 0.487 then
|
||||
if surface.can_place_entity {name="substation", position={pos_x,pos_y}, force="enemy"} then
|
||||
surface.create_entity {name="substation", position={pos_x,pos_y}, force="enemy"}
|
||||
end
|
||||
end
|
||||
if noise_borg_defense >= 0.45 and noise_borg_defense < 0.484 then
|
||||
if surface.can_place_entity {name="stone-wall", position={pos_x,pos_y}, force="enemy"} then
|
||||
surface.create_entity {name="stone-wall", position={pos_x,pos_y}, force="enemy"}
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
if noise_trees > 0.2 and tile_to_insert == "sand-dark" then
|
||||
if math.random(1,15) == 1 then
|
||||
if math.random(1,5) == 1 then
|
||||
if surface.can_place_entity {name="dry-hairy-tree", position={pos_x,pos_y}} then
|
||||
surface.create_entity {name="dry-hairy-tree", position={pos_x,pos_y}}
|
||||
end
|
||||
else
|
||||
if surface.can_place_entity {name="dry-tree", position={pos_x,pos_y}} then
|
||||
surface.create_entity {name="dry-tree", position={pos_x,pos_y}}
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
local entity_list = {}
|
||||
table.insert(entity_list, {name="big-ship-wreck-1", pos={pos_x,pos_y},chance = 35000, health="random"})
|
||||
table.insert(entity_list, {name="big-ship-wreck-2", pos={pos_x,pos_y},chance = 45000, health="random"})
|
||||
table.insert(entity_list, {name="big-ship-wreck-3", pos={pos_x,pos_y},chance = 55000, health="random"})
|
||||
if noise_walls > -0.03 and noise_walls < 0.03 then
|
||||
table.insert(entity_list, {name="gun-turret", pos={pos_x,pos_y}, force="enemy",chance = 40})
|
||||
end
|
||||
if noise_borg_defense > 0.41 and noise_borg_defense < 0.45 then
|
||||
table.insert(entity_list, {name="gun-turret", pos={pos_x,pos_y}, force="enemy",chance = 15})
|
||||
end
|
||||
table.insert(entity_list, {name="pipe-to-ground", pos={pos_x,pos_y}, force="enemy",chance = 7500})
|
||||
if tile_to_insert ~= "stone-path" and tile_to_insert ~= "concrete" then
|
||||
table.insert(entity_list, {name="dead-dry-hairy-tree", pos={pos_x,pos_y}, force="enemy",chance = 1500})
|
||||
table.insert(entity_list, {name="dead-grey-trunk", pos={pos_x,pos_y}, force="enemy",chance = 1500})
|
||||
end
|
||||
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
|
||||
if tile_to_insert == "sand-dark" or tile_to_insert == "sand" then
|
||||
if math.random(1,15) == 1 then
|
||||
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}}
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
local noise_water_1 = perlin:noise(((pos_x+seed)/200),((pos_y+seed)/200),0)
|
||||
seed = seed + seed_increment_number
|
||||
local noise_water_2 = perlin:noise(((pos_x+seed)/100),((pos_y+seed)/100),0)
|
||||
seed = seed + seed_increment_number
|
||||
local noise_water_3 = perlin:noise(((pos_x+seed)/25),((pos_y+seed)/25),0)
|
||||
seed = seed + seed_increment_number
|
||||
local noise_water_4 = perlin:noise(((pos_x+seed)/10),((pos_y+seed)/10),0)
|
||||
seed = seed + seed_increment_number
|
||||
local noise_water = noise_water_1 + noise_water_2 + noise_water_3 * 0.07 + noise_water_4 * 0.07
|
||||
|
||||
local noise_water_1 = perlin:noise(((pos_x+seed)/200),((pos_y+seed)/200),0)
|
||||
seed = seed + seed_increment_number
|
||||
local noise_water_2 = perlin:noise(((pos_x+seed)/100),((pos_y+seed)/100),0)
|
||||
seed = seed + seed_increment_number
|
||||
local noise_water_3 = perlin:noise(((pos_x+seed)/25),((pos_y+seed)/25),0)
|
||||
seed = seed + seed_increment_number
|
||||
local noise_water_4 = perlin:noise(((pos_x+seed)/10),((pos_y+seed)/10),0)
|
||||
seed = seed + seed_increment_number
|
||||
local noise_water_2 = noise_water_1 + noise_water_2 + noise_water_3 * 0.07 + noise_water_4 * 0.07
|
||||
|
||||
if tile_to_insert ~= "stone-path" and tile_to_insert ~= "concrete" then
|
||||
|
||||
if noise_water > -0.15 and noise_water < 0.15 and noise_water_2 > 0.5 then
|
||||
tile_to_insert = "water-green"
|
||||
local a = pos_x + 1
|
||||
table.insert(tiles, {name = tile_to_insert, position = {a,pos_y}})
|
||||
local a = pos_y + 1
|
||||
table.insert(tiles, {name = tile_to_insert, position = {pos_x,a}})
|
||||
local a = pos_x - 1
|
||||
table.insert(tiles, {name = tile_to_insert, position = {a,pos_y}})
|
||||
local a = pos_y - 1
|
||||
table.insert(tiles, {name = tile_to_insert, position = {pos_x,a}})
|
||||
table.insert(tiles, {name = tile_to_insert, position = {pos_x,pos_y}})
|
||||
end
|
||||
end
|
||||
|
||||
if noise_borg_defense <= 0.45 and tile_to_insert ~= "water-green" then
|
||||
local a = -0.01
|
||||
local b = 0.01
|
||||
if noise_walls > a and noise_walls < b then
|
||||
if surface.can_place_entity {name="stone-wall", position={pos_x,pos_y}, force="enemy"} then
|
||||
surface.create_entity {name="stone-wall", position={pos_x,pos_y}, force="enemy"}
|
||||
end
|
||||
end
|
||||
if noise_walls >= a and noise_walls <= b then
|
||||
tile_to_insert = "concrete"
|
||||
end
|
||||
if noise_borg_defense < 0.40 then
|
||||
if noise_walls > b and noise_walls < b + 0.03 then
|
||||
tile_to_insert = "stone-path"
|
||||
end
|
||||
if noise_walls > a - 0.03 and noise_walls < a then
|
||||
tile_to_insert = "stone-path"
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
local noise_decoratives_1 = perlin:noise(((pos_x+seed)/50),((pos_y+seed)/50),0)
|
||||
seed = seed + seed_increment_number
|
||||
local noise_decoratives_2 = perlin:noise(((pos_x+seed)/15),((pos_y+seed)/15),0)
|
||||
seed = seed + seed_increment_number
|
||||
local noise_decoratives = noise_decoratives_1 + noise_decoratives_2 * 0.3
|
||||
|
||||
if noise_decoratives > 0.3 and noise_decoratives < 0.5 then
|
||||
if tile_to_insert ~= "stone-path" and tile_to_insert ~= "concrete" and tile_to_insert ~= "water-green" then
|
||||
if math.random(1,10) == 1 then
|
||||
table.insert(decoratives, {name="red-desert-bush", position={pos_x,pos_y}, amount=1})
|
||||
end
|
||||
end
|
||||
end
|
||||
table.insert(tiles, {name = tile_to_insert, position = {pos_x,pos_y}})
|
||||
end
|
||||
surface.set_tiles(tiles,true)
|
||||
|
||||
|
||||
for _,deco in pairs(decoratives) do
|
||||
surface.create_decoratives{check_collision=false, decoratives={deco}}
|
||||
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
|
||||
end
|
||||
|
||||
|
||||
Event.register(defines.events.on_tick, on_tick) --]]
|
||||
@@ -23,7 +23,7 @@ global.next_async_callback_time = -1
|
||||
local function on_tick()
|
||||
if global.actions_queue[1] then
|
||||
local callback = global.actions_queue[1]
|
||||
pcall(callback.action, callback.params)
|
||||
pcall(_G[callback.action], callback.params)
|
||||
table.remove(global.actions_queue, 1)
|
||||
end
|
||||
if game.tick == global.next_async_callback_time then
|
||||
|
||||
@@ -31,7 +31,7 @@ end
|
||||
|
||||
local init = true
|
||||
local function on_player_mined_item(event)
|
||||
if init then
|
||||
if init then
|
||||
game.forces.enemy.research_all_technologies() --avoids losing logstics slot configuration on force toggle
|
||||
init = false
|
||||
end
|
||||
@@ -45,4 +45,4 @@ end
|
||||
|
||||
Event.register(defines.events.on_player_ammo_inventory_changed, ammo_changed)
|
||||
Event.register(defines.events.on_player_deconstructed_area, on_player_deconstructed_area)
|
||||
Event.register(defines.events.on_player_mined_entity, on_player_mined_item)
|
||||
--Event.register(defines.events.on_player_mined_entity, on_player_mined_item)
|
||||
|
||||
Reference in New Issue
Block a user