From 98820ddeb29024157206b80d010808baa5529e21 Mon Sep 17 00:00:00 2001 From: TWLTriston Date: Sat, 21 Oct 2017 07:14:50 -0400 Subject: [PATCH] Red planet is now threaded --- locale/gen_combined/red_planet_v2.lua | 621 ++++++++++++++------------ locale/resources/regulars.lua | 2 + 2 files changed, 327 insertions(+), 296 deletions(-) diff --git a/locale/gen_combined/red_planet_v2.lua b/locale/gen_combined/red_planet_v2.lua index 1a642400..91748151 100644 --- a/locale/gen_combined/red_planet_v2.lua +++ b/locale/gen_combined/red_planet_v2.lua @@ -4,6 +4,7 @@ -- 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="coal", count=4},{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}} @@ -37,9 +38,7 @@ local resource_amount_distance_multiplicator = (((c + 1) / 75) / 75) + 1 function run_combined_module(event) if not global.perlin_noise_seed then global.perlin_noise_seed = math.random(1000,1000000) end local surface = game.surfaces[1] - local tiles = {} - local decoratives = {} - local tree_to_place = {"dry-tree","dry-hairy-tree","tree-06","tree-06","tree-01","tree-02","tree-03"} + local entities = surface.find_entities(event.area) for _, entity in pairs(entities) do if entity.type == "simple-entity" or entity.type == "resource" or entity.type == "tree" then @@ -47,298 +46,328 @@ function run_combined_module(event) 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 tile = surface.get_tile(pos_x,pos_y) - local tile_to_insert = "concrete" + Thread.queue_action("run_planet_init", {} ) + --run_planet_init() + for x = 0, 31, 1 do + Thread.queue_action("run_planet", {area = event.area, surface = event.surface, x = x}) + --run_planet( {area = event.area, surface = event.surface, x = x}) + end + --run_planet_place_tiles( {surface = event.surface} ) + Thread.queue_action("run_planet_place_tiles", {surface = event.surface}) - local a = pos_x - local b = pos_y - local resource_entity_placed = false - - 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="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 - end - - local seed_increment_number = 10000 - local seed = global.perlin_noise_seed - - local noise_terrain_1 = perlin:noise(((pos_x+seed)/400),((pos_y+seed)/400),0) - noise_terrain_1 = noise_terrain_1 * 100 - seed = seed + seed_increment_number - local noise_terrain_2 = perlin:noise(((pos_x+seed)/250),((pos_y+seed)/250),0) - noise_terrain_2 = noise_terrain_2 * 100 - seed = seed + seed_increment_number - local noise_terrain_3 = perlin:noise(((pos_x+seed)/100),((pos_y+seed)/100),0) - noise_terrain_3 = noise_terrain_3 * 50 - seed = seed + seed_increment_number - local noise_terrain_4 = perlin:noise(((pos_x+seed)/20),((pos_y+seed)/20),0) - noise_terrain_4 = noise_terrain_4 * 10 - seed = seed + seed_increment_number - local noise_terrain_5 = perlin:noise(((pos_x+seed)/5),((pos_y+seed)/5),0) - noise_terrain_5 = noise_terrain_5 * 4 - seed = seed + seed_increment_number - local noise_sand = perlin:noise(((pos_x+seed)/18),((pos_y+seed)/18),0) - noise_sand = noise_sand * 10 - - --DECORATIVES - seed = seed + seed_increment_number - local noise_decoratives_1 = perlin:noise(((pos_x+seed)/20),((pos_y+seed)/20),0) - noise_decoratives_1 = noise_decoratives_1 - seed = seed + seed_increment_number - local noise_decoratives_2 = perlin:noise(((pos_x+seed)/30),((pos_y+seed)/30),0) - noise_decoratives_2 = noise_decoratives_2 - seed = seed + seed_increment_number - local noise_decoratives_3 = perlin:noise(((pos_x+seed)/30),((pos_y+seed)/30),0) - noise_decoratives_3 = noise_decoratives_3 - - - seed = seed + seed_increment_number - local noise_water_1 = perlin:noise(((pos_x+seed)/250),((pos_y+seed)/300),0) - noise_water_1 = noise_water_1 * 100 - seed = seed + seed_increment_number - local noise_water_2 = perlin:noise(((pos_x+seed)/100),((pos_y+seed)/150),0) - noise_water_2 = noise_water_2 * 50 - - --RESOURCES - seed = seed + seed_increment_number - local noise_resources = perlin:noise(((pos_x+seed)/100),((pos_y+seed)/100),0) - seed = seed + seed_increment_number - local noise_resources_2 = perlin:noise(((pos_x+seed)/40),((pos_y+seed)/40),0) - seed = seed + seed_increment_number - local noise_resources_3 = perlin:noise(((pos_x+seed)/20),((pos_y+seed)/20),0) - noise_resources = noise_resources * 50 + noise_resources_2 * 20 + noise_resources_3 * 20 - noise_resources = noise_resources_2 * 100 - - seed = seed + seed_increment_number - local noise_resource_amount_modifier = perlin:noise(((pos_x+seed)/200),((pos_y+seed)/200),0) - local resource_amount = 1 + ((400 + (400*noise_resource_amount_modifier*0.2)) * resource_amount_distance_multiplicator) - seed = seed + seed_increment_number - local noise_resources_iron_and_copper = perlin:noise(((pos_x+seed)/250),((pos_y+seed)/250),0) - noise_resources_iron_and_copper = noise_resources_iron_and_copper * 100 - seed = seed + seed_increment_number - local noise_resources_coal_and_uranium = perlin:noise(((pos_x+seed)/250),((pos_y+seed)/250),0) - noise_resources_coal_and_uranium = noise_resources_coal_and_uranium * 100 - seed = seed + seed_increment_number - local noise_resources_stone_and_oil = perlin:noise(((pos_x+seed)/150),((pos_y+seed)/150),0) - noise_resources_stone_and_oil = noise_resources_stone_and_oil * 100 - - seed = seed + seed_increment_number - local noise_red_desert_rocks_1 = perlin:noise(((pos_x+seed)/20),((pos_y+seed)/20),0) - noise_red_desert_rocks_1 = noise_red_desert_rocks_1 * 100 - seed = seed + seed_increment_number - local noise_red_desert_rocks_2 = perlin:noise(((pos_x+seed)/10),((pos_y+seed)/10),0) - noise_red_desert_rocks_2 = noise_red_desert_rocks_2 * 50 - seed = seed + seed_increment_number - local noise_red_desert_rocks_3 = perlin:noise(((pos_x+seed)/5),((pos_y+seed)/5),0) - noise_red_desert_rocks_3 = noise_red_desert_rocks_3 * 100 - seed = seed + seed_increment_number - local noise_forest = perlin:noise(((pos_x+seed)/100),((pos_y+seed)/100),0) - noise_forest = noise_forest * 100 - seed = seed + seed_increment_number - local noise_forest_2 = perlin:noise(((pos_x+seed)/20),((pos_y+seed)/20),0) - noise_forest_2 = noise_forest_2 * 20 - - local terrain_smoothing = math.random(0,1) - local place_tree_number - - if noise_terrain_1 < 8 + terrain_smoothing + noise_terrain_2 + noise_terrain_3 + noise_terrain_4 then - tile_to_insert = "red-desert" - if noise_water_1 + noise_water_2 + noise_sand > -10 and noise_water_1 + noise_water_2 + noise_sand < 25 and noise_terrain_1 < -52 + noise_terrain_2 + noise_terrain_3 + noise_terrain_4 + noise_terrain_5 then - tile_to_insert = "sand" - place_tree_number = math.random(3,#tree_to_place) - else - place_tree_number = math.random(1,(#tree_to_place - 3)) - end - - if noise_water_1 + noise_water_2 > 0 and noise_water_1 + noise_water_2 < 15 and noise_terrain_1 < -60 + noise_terrain_2 + noise_terrain_3 + noise_terrain_4 + noise_terrain_5 then - tile_to_insert = "water" - 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}}) - if noise_water_1 + noise_water_2 < 2 or noise_water_1 + noise_water_2 > 13 then - if math.random(1,15) == 1 then - table.insert(decoratives, {name="green-carpet-grass", position={pos_x,pos_y}, amount=1}) - end - if math.random(1,15) == 1 then - table.insert(decoratives, {name="brown-cane-cluster", position={pos_x,pos_y}, amount=1}) - end - end - end - - if tile_to_insert ~= "water" then - if noise_water_1 + noise_water_2 > 16 and noise_water_1 + noise_water_2 < 25 and noise_terrain_1 < -55 + noise_terrain_2 + noise_terrain_3 + noise_terrain_4 + noise_terrain_5 then - if math.random(1,35) == 1 then - table.insert(decoratives, {name="brown-carpet-grass", position={pos_x,pos_y}, amount=1}) - end - end - if noise_water_1 + noise_water_2 > -10 and noise_water_1 + noise_water_2 < -1 and noise_terrain_1 < -55 + noise_terrain_2 + noise_terrain_3 + noise_terrain_4 + noise_terrain_5 then - if math.random(1,35) == 1 then - table.insert(decoratives, {name="brown-carpet-grass", position={pos_x,pos_y}, amount=1}) - end - end - if noise_decoratives_1 > 0.5 and noise_decoratives_1 <= 0.8 then - if math.random(1,12) == 1 then table.insert(decoratives, {name="red-desert-bush", position={pos_x,pos_y}, amount=1}) end - end - if noise_decoratives_1 > 0.4 and noise_decoratives_1 <= 0.5 then - if math.random(1,4) == 1 then table.insert(decoratives, {name="red-desert-bush", position={pos_x,pos_y}, amount=1}) end - end - end - - --HAPPY TREES - if noise_terrain_1 < -30 + noise_terrain_2 + noise_terrain_3 + noise_terrain_5 + noise_forest_2 then - if noise_forest > 0 and noise_forest <= 10 then - if math.random(1,50) == 1 then - if surface.can_place_entity {name=tree_to_place[place_tree_number], position={pos_x,pos_y}} then - surface.create_entity {name=tree_to_place[place_tree_number], position={pos_x,pos_y}} - end - end - end - if noise_forest > 10 and noise_forest <= 20 then - if math.random(1,25) == 1 then - if surface.can_place_entity {name=tree_to_place[place_tree_number], position={pos_x,pos_y}} then - surface.create_entity {name=tree_to_place[place_tree_number], position={pos_x,pos_y}} - end - end - end - if noise_forest > 20 then - if math.random(1,10) == 1 then - if surface.can_place_entity {name=tree_to_place[place_tree_number], position={pos_x,pos_y}} then - surface.create_entity {name=tree_to_place[place_tree_number], position={pos_x,pos_y}} - end - end - end - end - - if tile_to_insert ~= "water" then - if noise_terrain_1 < 8 + noise_terrain_2 + noise_terrain_3 + noise_terrain_4 and noise_terrain_1 > -5 + noise_terrain_2 + noise_terrain_3 + noise_terrain_4 then - if math.random(1,45) == 1 then - table.insert(decoratives, {name="red-desert-rock-medium", position={pos_x,pos_y}, amount=1}) - end - if math.random(1,20) == 1 then - table.insert(decoratives, {name="red-desert-rock-tiny", position={pos_x,pos_y}, amount=1}) - end - else - if math.random(1,375) == 1 then - table.insert(decoratives, {name="red-desert-rock-medium", position={pos_x,pos_y}, amount=1}) - end - if math.random(1,45) == 1 then - table.insert(decoratives, {name="red-desert-rock-tiny", position={pos_x,pos_y}, amount=1}) - end - end - end - else - tile_to_insert = "red-desert-dark" - end - if resource_entity_placed == false and noise_resources_coal_and_uranium + noise_resources < -72 and noise_terrain_1 > 65 + noise_terrain_2 + noise_terrain_3 + noise_terrain_4 then - if surface.can_place_entity {name="uranium-ore", position={pos_x,pos_y}} then - surface.create_entity {name="uranium-ore", position={pos_x,pos_y}, amount=resource_amount} - resource_entity_placed = true - end - end - if resource_entity_placed == false and noise_resources_iron_and_copper + noise_resources > 72 and noise_terrain_1 > 15 + noise_terrain_2 + noise_terrain_3 + noise_terrain_4 then - if surface.can_place_entity {name="iron-ore", position={pos_x,pos_y}} then - surface.create_entity {name="iron-ore", position={pos_x,pos_y}, amount=resource_amount} - resource_entity_placed = true - end - end - if resource_entity_placed == false and noise_resources_coal_and_uranium + noise_resources > 70 and noise_terrain_1 > 15 + noise_terrain_2 + noise_terrain_3 + noise_terrain_4 then - if surface.can_place_entity {name="coal", position={pos_x,pos_y}} then - surface.create_entity {name="coal", position={pos_x,pos_y}, amount=resource_amount} - resource_entity_placed = true - end - end - if resource_entity_placed == false and noise_resources_iron_and_copper + noise_resources < -72 and noise_terrain_1 > 15 + noise_terrain_2 + noise_terrain_3 + noise_terrain_4 then - if surface.can_place_entity {name="copper-ore", position={pos_x,pos_y}} then - surface.create_entity {name="copper-ore", position={pos_x,pos_y}, amount=resource_amount} - resource_entity_placed = true - end - end - if resource_entity_placed == false and noise_resources_stone_and_oil + noise_resources > 72 and noise_terrain_1 > 15 + noise_terrain_2 + noise_terrain_3 + noise_terrain_4 then - if surface.can_place_entity {name="stone", position={pos_x,pos_y}} then - surface.create_entity {name="stone", position={pos_x,pos_y}, amount=resource_amount} - resource_entity_placed = true - end - end - if resource_entity_placed == false and noise_resources_stone_and_oil + noise_resources < -70 and noise_terrain_1 < -50 + noise_terrain_2 + noise_terrain_3 + noise_terrain_4 then - if math.random(1,42) == 1 then - if surface.can_place_entity {name="crude-oil", position={pos_x,pos_y}} then - surface.create_entity {name="crude-oil", position={pos_x,pos_y}, amount=(resource_amount*500)} - resource_entity_placed = true - end - end - end - - if resource_entity_placed == false and noise_red_desert_rocks_1 + noise_red_desert_rocks_2 + noise_red_desert_rocks_3 > 20 and noise_red_desert_rocks_1 + noise_red_desert_rocks_2 < 60 and noise_terrain_1 > 7 + noise_terrain_2 + noise_terrain_3 + noise_terrain_4 then - if math.random(1,3) == 1 then - if math.random(1,3) == 1 then - if surface.can_place_entity {name="red-desert-rock-huge-01", position={pos_x,pos_y}} then - surface.create_entity {name="red-desert-rock-huge-01", position={pos_x,pos_y}} - end - else - if surface.can_place_entity {name="red-desert-rock-big-01", position={pos_x,pos_y}} then - surface.create_entity {name="red-desert-rock-big-01", position={pos_x,pos_y}} - end - end - end - end - - if noise_red_desert_rocks_1 + noise_red_desert_rocks_2 + noise_red_desert_rocks_3 + noise_terrain_4 >= 10 and noise_red_desert_rocks_1 + noise_red_desert_rocks_2 + noise_red_desert_rocks_3 < 20 and noise_terrain_1 > 7 + noise_terrain_2 + noise_terrain_3 + noise_terrain_4 then - if math.random(1,5) == 1 then - table.insert(decoratives, {name="red-desert-rock-medium", position={pos_x,pos_y}, amount=1}) - end - else - if tile_to_insert ~= "water" and tile_to_insert ~= "sand" then - if math.random(1,15) == 1 then - table.insert(decoratives, {name="red-desert-rock-small", position={pos_x,pos_y}, amount=1}) - else - if math.random(1,8) == 1 then - table.insert(decoratives, {name="red-desert-rock-tiny", position={pos_x,pos_y}, amount=1}) - end - end - end - end - if tile_to_insert ~= "water" then - if noise_decoratives_2 > 0.6 then - if math.random(1,9) == 1 then table.insert(decoratives, {name="red-asterisk", position={pos_x,pos_y}, amount=1}) end - else - if noise_decoratives_2 > 0.4 then - if math.random(1,17) == 1 then table.insert(decoratives, {name="red-asterisk", position={pos_x,pos_y}, amount=1}) end - end - end - if noise_decoratives_3 < -0.6 then - if math.random(1,2) == 1 then table.insert(decoratives, {name="brown-fluff-dry", position={pos_x,pos_y}, amount=1}) end - else - if noise_decoratives_3 < -0.4 then - if math.random(1,5) == 1 then table.insert(decoratives, {name="brown-fluff-dry", position={pos_x,pos_y}, amount=1}) end - end - end - end - table.insert(tiles, {name = tile_to_insert, position = {pos_x,pos_y}}) - end - end - - surface.set_tiles(tiles,false) - surface.create_decoratives{check_collision=false, decoratives=decoratives} +end + + +global.planet_tiles_hold = {} +global.planet_decoratives_hold = {} + +function run_planet_init(params) + global.planet_tiles_hold = {} + global.planet_decoratives_hold = {} +end + +function run_planet_place_tiles(params) + local surface = params.surface + surface.set_tiles(global.planet_tiles_hold) + for _,deco in pairs(global.planet_decoratives_hold) do + surface.create_decoratives{check_collision=false, decoratives={deco}} + end +end + +function run_planet( params ) + local tree_to_place = {"dry-tree","dry-hairy-tree","tree-06","tree-06","tree-01","tree-02","tree-03"} + local area = params.area + local surface = params.surface + + local x = params.x + local pos_x = area.left_top.x + x + + for y = 0, 31, 1 do + local pos_y = area.left_top.y + y + local seed = surface.map_gen_settings.seed + local tile = surface.get_tile(pos_x,pos_y) + local tile_to_insert = "concrete" + + local a = pos_x + local b = pos_y + local resource_entity_placed = false + + 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="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 + end + + local seed_increment_number = 10000 + + local noise_terrain_1 = perlin:noise(((pos_x+seed)/400),((pos_y+seed)/400),0) + noise_terrain_1 = noise_terrain_1 * 100 + seed = seed + seed_increment_number + local noise_terrain_2 = perlin:noise(((pos_x+seed)/250),((pos_y+seed)/250),0) + noise_terrain_2 = noise_terrain_2 * 100 + seed = seed + seed_increment_number + local noise_terrain_3 = perlin:noise(((pos_x+seed)/100),((pos_y+seed)/100),0) + noise_terrain_3 = noise_terrain_3 * 50 + seed = seed + seed_increment_number + local noise_terrain_4 = perlin:noise(((pos_x+seed)/20),((pos_y+seed)/20),0) + noise_terrain_4 = noise_terrain_4 * 10 + seed = seed + seed_increment_number + local noise_terrain_5 = perlin:noise(((pos_x+seed)/5),((pos_y+seed)/5),0) + noise_terrain_5 = noise_terrain_5 * 4 + seed = seed + seed_increment_number + local noise_sand = perlin:noise(((pos_x+seed)/18),((pos_y+seed)/18),0) + noise_sand = noise_sand * 10 + + --DECORATIVES + seed = seed + seed_increment_number + local noise_decoratives_1 = perlin:noise(((pos_x+seed)/20),((pos_y+seed)/20),0) + noise_decoratives_1 = noise_decoratives_1 + seed = seed + seed_increment_number + local noise_decoratives_2 = perlin:noise(((pos_x+seed)/30),((pos_y+seed)/30),0) + noise_decoratives_2 = noise_decoratives_2 + seed = seed + seed_increment_number + local noise_decoratives_3 = perlin:noise(((pos_x+seed)/30),((pos_y+seed)/30),0) + noise_decoratives_3 = noise_decoratives_3 + + + seed = seed + seed_increment_number + local noise_water_1 = perlin:noise(((pos_x+seed)/250),((pos_y+seed)/300),0) + noise_water_1 = noise_water_1 * 100 + seed = seed + seed_increment_number + local noise_water_2 = perlin:noise(((pos_x+seed)/100),((pos_y+seed)/150),0) + noise_water_2 = noise_water_2 * 50 + + --RESOURCES + seed = seed + seed_increment_number + local noise_resources = perlin:noise(((pos_x+seed)/100),((pos_y+seed)/100),0) + seed = seed + seed_increment_number + local noise_resources_2 = perlin:noise(((pos_x+seed)/40),((pos_y+seed)/40),0) + seed = seed + seed_increment_number + local noise_resources_3 = perlin:noise(((pos_x+seed)/20),((pos_y+seed)/20),0) + noise_resources = noise_resources * 50 + noise_resources_2 * 20 + noise_resources_3 * 20 + noise_resources = noise_resources_2 * 100 + + seed = seed + seed_increment_number + local noise_resource_amount_modifier = perlin:noise(((pos_x+seed)/200),((pos_y+seed)/200),0) + local resource_amount = 1 + ((400 + (400*noise_resource_amount_modifier*0.2)) * resource_amount_distance_multiplicator) + seed = seed + seed_increment_number + local noise_resources_iron_and_copper = perlin:noise(((pos_x+seed)/250),((pos_y+seed)/250),0) + noise_resources_iron_and_copper = noise_resources_iron_and_copper * 100 + seed = seed + seed_increment_number + local noise_resources_coal_and_uranium = perlin:noise(((pos_x+seed)/250),((pos_y+seed)/250),0) + noise_resources_coal_and_uranium = noise_resources_coal_and_uranium * 100 + seed = seed + seed_increment_number + local noise_resources_stone_and_oil = perlin:noise(((pos_x+seed)/150),((pos_y+seed)/150),0) + noise_resources_stone_and_oil = noise_resources_stone_and_oil * 100 + + seed = seed + seed_increment_number + local noise_red_desert_rocks_1 = perlin:noise(((pos_x+seed)/20),((pos_y+seed)/20),0) + noise_red_desert_rocks_1 = noise_red_desert_rocks_1 * 100 + seed = seed + seed_increment_number + local noise_red_desert_rocks_2 = perlin:noise(((pos_x+seed)/10),((pos_y+seed)/10),0) + noise_red_desert_rocks_2 = noise_red_desert_rocks_2 * 50 + seed = seed + seed_increment_number + local noise_red_desert_rocks_3 = perlin:noise(((pos_x+seed)/5),((pos_y+seed)/5),0) + noise_red_desert_rocks_3 = noise_red_desert_rocks_3 * 100 + seed = seed + seed_increment_number + local noise_forest = perlin:noise(((pos_x+seed)/100),((pos_y+seed)/100),0) + noise_forest = noise_forest * 100 + seed = seed + seed_increment_number + local noise_forest_2 = perlin:noise(((pos_x+seed)/20),((pos_y+seed)/20),0) + noise_forest_2 = noise_forest_2 * 20 + + local terrain_smoothing = math.random(0,1) + local place_tree_number + + if noise_terrain_1 < 8 + terrain_smoothing + noise_terrain_2 + noise_terrain_3 + noise_terrain_4 then + tile_to_insert = "red-desert" + if noise_water_1 + noise_water_2 + noise_sand > -10 and noise_water_1 + noise_water_2 + noise_sand < 25 and noise_terrain_1 < -52 + noise_terrain_2 + noise_terrain_3 + noise_terrain_4 + noise_terrain_5 then + tile_to_insert = "sand" + place_tree_number = math.random(3,#tree_to_place) + else + place_tree_number = math.random(1,(#tree_to_place - 3)) + end + + if noise_water_1 + noise_water_2 > 0 and noise_water_1 + noise_water_2 < 15 and noise_terrain_1 < -60 + noise_terrain_2 + noise_terrain_3 + noise_terrain_4 + noise_terrain_5 then + tile_to_insert = "water" + local a = pos_x + 1 + table.insert(global.planet_tiles_hold, {name = tile_to_insert, position = {a,pos_y}}) + local a = pos_y + 1 + table.insert(global.planet_tiles_hold, {name = tile_to_insert, position = {pos_x,a}}) + local a = pos_x - 1 + table.insert(global.planet_tiles_hold, {name = tile_to_insert, position = {a,pos_y}}) + local a = pos_y - 1 + table.insert(global.planet_tiles_hold, {name = tile_to_insert, position = {pos_x,a}}) + if noise_water_1 + noise_water_2 < 2 or noise_water_1 + noise_water_2 > 13 then + if math.random(1,15) == 1 then + table.insert(global.planet_decoratives_hold, {name="green-carpet-grass", position={pos_x,pos_y}, amount=1}) + end + if math.random(1,15) == 1 then + table.insert(global.planet_decoratives_hold, {name="brown-cane-cluster", position={pos_x,pos_y}, amount=1}) + end + end + end + + if tile_to_insert ~= "water" then + if noise_water_1 + noise_water_2 > 16 and noise_water_1 + noise_water_2 < 25 and noise_terrain_1 < -55 + noise_terrain_2 + noise_terrain_3 + noise_terrain_4 + noise_terrain_5 then + if math.random(1,35) == 1 then + table.insert(global.planet_decoratives_hold, {name="brown-carpet-grass", position={pos_x,pos_y}, amount=1}) + end + end + if noise_water_1 + noise_water_2 > -10 and noise_water_1 + noise_water_2 < -1 and noise_terrain_1 < -55 + noise_terrain_2 + noise_terrain_3 + noise_terrain_4 + noise_terrain_5 then + if math.random(1,35) == 1 then + table.insert(global.planet_decoratives_hold, {name="brown-carpet-grass", position={pos_x,pos_y}, amount=1}) + end + end + if noise_decoratives_1 > 0.5 and noise_decoratives_1 <= 0.8 then + if math.random(1,12) == 1 then table.insert(global.planet_decoratives_hold, {name="red-desert-bush", position={pos_x,pos_y}, amount=1}) end + end + if noise_decoratives_1 > 0.4 and noise_decoratives_1 <= 0.5 then + if math.random(1,4) == 1 then table.insert(global.planet_decoratives_hold, {name="red-desert-bush", position={pos_x,pos_y}, amount=1}) end + end + end + + --HAPPY TREES + if noise_terrain_1 < -30 + noise_terrain_2 + noise_terrain_3 + noise_terrain_5 + noise_forest_2 then + if noise_forest > 0 and noise_forest <= 10 then + if math.random(1,50) == 1 then + if surface.can_place_entity {name=tree_to_place[place_tree_number], position={pos_x,pos_y}} then + surface.create_entity {name=tree_to_place[place_tree_number], position={pos_x,pos_y}} + end + end + end + if noise_forest > 10 and noise_forest <= 20 then + if math.random(1,25) == 1 then + if surface.can_place_entity {name=tree_to_place[place_tree_number], position={pos_x,pos_y}} then + surface.create_entity {name=tree_to_place[place_tree_number], position={pos_x,pos_y}} + end + end + end + if noise_forest > 20 then + if math.random(1,10) == 1 then + if surface.can_place_entity {name=tree_to_place[place_tree_number], position={pos_x,pos_y}} then + surface.create_entity {name=tree_to_place[place_tree_number], position={pos_x,pos_y}} + end + end + end + end + + if tile_to_insert ~= "water" then + if noise_terrain_1 < 8 + noise_terrain_2 + noise_terrain_3 + noise_terrain_4 and noise_terrain_1 > -5 + noise_terrain_2 + noise_terrain_3 + noise_terrain_4 then + if math.random(1,180) == 1 then + table.insert(global.planet_decoratives_hold, {name="red-desert-rock-medium", position={pos_x,pos_y}, amount=1}) + end + if math.random(1,80) == 1 then + table.insert(global.planet_decoratives_hold, {name="red-desert-rock-tiny", position={pos_x,pos_y}, amount=1}) + end + else + if math.random(1,1500) == 1 then + table.insert(global.planet_decoratives_hold, {name="red-desert-rock-medium", position={pos_x,pos_y}, amount=1}) + end + if math.random(1,180) == 1 then + table.insert(global.planet_decoratives_hold, {name="red-desert-rock-tiny", position={pos_x,pos_y}, amount=1}) + end + end + end + else + tile_to_insert = "red-desert-dark" + end + if resource_entity_placed == false and noise_resources_coal_and_uranium + noise_resources < -72 and noise_terrain_1 > 65 + noise_terrain_2 + noise_terrain_3 + noise_terrain_4 then + if surface.can_place_entity {name="uranium-ore", position={pos_x,pos_y}} then + surface.create_entity {name="uranium-ore", position={pos_x,pos_y}, amount=resource_amount} + resource_entity_placed = true + end + end + if resource_entity_placed == false and noise_resources_iron_and_copper + noise_resources > 72 and noise_terrain_1 > 15 + noise_terrain_2 + noise_terrain_3 + noise_terrain_4 then + if surface.can_place_entity {name="iron-ore", position={pos_x,pos_y}} then + surface.create_entity {name="iron-ore", position={pos_x,pos_y}, amount=resource_amount} + resource_entity_placed = true + end + end + if resource_entity_placed == false and noise_resources_coal_and_uranium + noise_resources > 70 and noise_terrain_1 > 15 + noise_terrain_2 + noise_terrain_3 + noise_terrain_4 then + if surface.can_place_entity {name="coal", position={pos_x,pos_y}} then + surface.create_entity {name="coal", position={pos_x,pos_y}, amount=resource_amount} + resource_entity_placed = true + end + end + if resource_entity_placed == false and noise_resources_iron_and_copper + noise_resources < -72 and noise_terrain_1 > 15 + noise_terrain_2 + noise_terrain_3 + noise_terrain_4 then + if surface.can_place_entity {name="copper-ore", position={pos_x,pos_y}} then + surface.create_entity {name="copper-ore", position={pos_x,pos_y}, amount=resource_amount} + resource_entity_placed = true + end + end + if resource_entity_placed == false and noise_resources_stone_and_oil + noise_resources > 72 and noise_terrain_1 > 15 + noise_terrain_2 + noise_terrain_3 + noise_terrain_4 then + if surface.can_place_entity {name="stone", position={pos_x,pos_y}} then + surface.create_entity {name="stone", position={pos_x,pos_y}, amount=resource_amount} + resource_entity_placed = true + end + end + if resource_entity_placed == false and noise_resources_stone_and_oil + noise_resources < -70 and noise_terrain_1 < -50 + noise_terrain_2 + noise_terrain_3 + noise_terrain_4 then + if math.random(1,42) == 1 then + if surface.can_place_entity {name="crude-oil", position={pos_x,pos_y}} then + surface.create_entity {name="crude-oil", position={pos_x,pos_y}, amount=(resource_amount*500)} + resource_entity_placed = true + end + end + end + + if resource_entity_placed == false and noise_red_desert_rocks_1 + noise_red_desert_rocks_2 + noise_red_desert_rocks_3 > 20 and noise_red_desert_rocks_1 + noise_red_desert_rocks_2 < 60 and noise_terrain_1 > 7 + noise_terrain_2 + noise_terrain_3 + noise_terrain_4 then + if math.random(1,3) == 1 then + if math.random(1,3) == 1 then + if surface.can_place_entity {name="red-desert-rock-huge-01", position={pos_x,pos_y}} then + surface.create_entity {name="red-desert-rock-huge-01", position={pos_x,pos_y}} + end + else + if surface.can_place_entity {name="red-desert-rock-big-01", position={pos_x,pos_y}} then + surface.create_entity {name="red-desert-rock-big-01", position={pos_x,pos_y}} + end + end + end + end + + if noise_red_desert_rocks_1 + noise_red_desert_rocks_2 + noise_red_desert_rocks_3 + noise_terrain_4 >= 10 and noise_red_desert_rocks_1 + noise_red_desert_rocks_2 + noise_red_desert_rocks_3 < 20 and noise_terrain_1 > 7 + noise_terrain_2 + noise_terrain_3 + noise_terrain_4 then + if math.random(1,5) == 1 then + table.insert(global.planet_decoratives_hold, {name="red-desert-rock-medium", position={pos_x,pos_y}, amount=1}) + end + else + if tile_to_insert ~= "water" and tile_to_insert ~= "sand" then + if math.random(1,15) == 1 then + table.insert(global.planet_decoratives_hold, {name="red-desert-rock-small", position={pos_x,pos_y}, amount=1}) + else + if math.random(1,8) == 1 then + table.insert(global.planet_decoratives_hold, {name="red-desert-rock-tiny", position={pos_x,pos_y}, amount=1}) + end + end + end + end + if tile_to_insert ~= "water" then + if noise_decoratives_2 > 0.6 then + if math.random(1,9) == 1 then table.insert(global.planet_decoratives_hold, {name="red-asterisk", position={pos_x,pos_y}, amount=1}) end + else + if noise_decoratives_2 > 0.4 then + if math.random(1,17) == 1 then table.insert(global.planet_decoratives_hold, {name="red-asterisk", position={pos_x,pos_y}, amount=1}) end + end + end + if noise_decoratives_3 < -0.6 then + if math.random(1,2) == 1 then table.insert(global.planet_decoratives_hold, {name="brown-fluff-dry", position={pos_x,pos_y}, amount=1}) end + else + if noise_decoratives_3 < -0.4 then + if math.random(1,5) == 1 then table.insert(global.planet_decoratives_hold, {name="brown-fluff-dry", position={pos_x,pos_y}, amount=1}) end + end + end + end + table.insert(global.planet_tiles_hold, {name = tile_to_insert, position = {pos_x,pos_y}}) + end end diff --git a/locale/resources/regulars.lua b/locale/resources/regulars.lua index e887642e..75f16a1d 100644 --- a/locale/resources/regulars.lua +++ b/locale/resources/regulars.lua @@ -121,4 +121,6 @@ return ["yago2003"] = "", ["saneman"] = "", ["mesohorknee"] = "", +["brl_chacal"] = "", +["spechok"] = "", }