mirror of
https://github.com/Refactorio/RedMew.git
synced 2024-12-12 10:04:40 +02:00
Red planet is now threaded
This commit is contained in:
parent
c0a6303493
commit
98820ddeb2
@ -4,6 +4,7 @@
|
|||||||
-- Use water only in starting area as map setting!!!
|
-- Use water only in starting area as map setting!!!
|
||||||
|
|
||||||
require "locale.gen_shared.perlin_noise"
|
require "locale.gen_shared.perlin_noise"
|
||||||
|
local Thread = require "locale.utils.Thread"
|
||||||
|
|
||||||
wreck_item_pool = {}
|
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}}
|
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)
|
function run_combined_module(event)
|
||||||
if not global.perlin_noise_seed then global.perlin_noise_seed = math.random(1000,1000000) end
|
if not global.perlin_noise_seed then global.perlin_noise_seed = math.random(1000,1000000) end
|
||||||
local surface = game.surfaces[1]
|
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)
|
local entities = surface.find_entities(event.area)
|
||||||
for _, entity in pairs(entities) do
|
for _, entity in pairs(entities) do
|
||||||
if entity.type == "simple-entity" or entity.type == "resource" or entity.type == "tree" then
|
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
|
||||||
end
|
end
|
||||||
|
|
||||||
for x = 0, 31, 1 do
|
Thread.queue_action("run_planet_init", {} )
|
||||||
for y = 0, 31, 1 do
|
--run_planet_init()
|
||||||
local pos_x = event.area.left_top.x + x
|
for x = 0, 31, 1 do
|
||||||
local pos_y = event.area.left_top.y + y
|
Thread.queue_action("run_planet", {area = event.area, surface = event.surface, x = x})
|
||||||
local tile = surface.get_tile(pos_x,pos_y)
|
--run_planet( {area = event.area, surface = event.surface, x = x})
|
||||||
local tile_to_insert = "concrete"
|
end
|
||||||
|
--run_planet_place_tiles( {surface = event.surface} )
|
||||||
|
Thread.queue_action("run_planet_place_tiles", {surface = event.surface})
|
||||||
|
|
||||||
local a = pos_x
|
end
|
||||||
local b = pos_y
|
|
||||||
local resource_entity_placed = false
|
|
||||||
|
global.planet_tiles_hold = {}
|
||||||
local entity_list = {}
|
global.planet_decoratives_hold = {}
|
||||||
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"})
|
function run_planet_init(params)
|
||||||
table.insert(entity_list, {name="big-ship-wreck-3", pos={pos_x,pos_y},chance = 65000, health="random"})
|
global.planet_tiles_hold = {}
|
||||||
table.insert(entity_list, {name="medium-ship-wreck", pos={pos_x,pos_y},chance = 25000, health="medium"})
|
global.planet_decoratives_hold = {}
|
||||||
table.insert(entity_list, {name="small-ship-wreck", pos={pos_x,pos_y},chance = 15000, health="medium"})
|
end
|
||||||
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"})
|
function run_planet_place_tiles(params)
|
||||||
table.insert(entity_list, {name="nuclear-reactor", pos={pos_x,pos_y},chance = 1000000, force="enemy", health="medium"})
|
local surface = params.surface
|
||||||
local b, placed_entity = place_entities(surface, entity_list)
|
surface.set_tiles(global.planet_tiles_hold)
|
||||||
if b == true then
|
for _,deco in pairs(global.planet_decoratives_hold) do
|
||||||
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
|
surface.create_decoratives{check_collision=false, decoratives={deco}}
|
||||||
placed_entity.insert(wreck_item_pool[math.random(1,#wreck_item_pool)])
|
end
|
||||||
placed_entity.insert(wreck_item_pool[math.random(1,#wreck_item_pool)])
|
end
|
||||||
placed_entity.insert(wreck_item_pool[math.random(1,#wreck_item_pool)])
|
|
||||||
end
|
function run_planet( params )
|
||||||
end
|
local tree_to_place = {"dry-tree","dry-hairy-tree","tree-06","tree-06","tree-01","tree-02","tree-03"}
|
||||||
|
local area = params.area
|
||||||
local seed_increment_number = 10000
|
local surface = params.surface
|
||||||
local seed = global.perlin_noise_seed
|
|
||||||
|
local x = params.x
|
||||||
local noise_terrain_1 = perlin:noise(((pos_x+seed)/400),((pos_y+seed)/400),0)
|
local pos_x = area.left_top.x + x
|
||||||
noise_terrain_1 = noise_terrain_1 * 100
|
|
||||||
seed = seed + seed_increment_number
|
for y = 0, 31, 1 do
|
||||||
local noise_terrain_2 = perlin:noise(((pos_x+seed)/250),((pos_y+seed)/250),0)
|
local pos_y = area.left_top.y + y
|
||||||
noise_terrain_2 = noise_terrain_2 * 100
|
local seed = surface.map_gen_settings.seed
|
||||||
seed = seed + seed_increment_number
|
local tile = surface.get_tile(pos_x,pos_y)
|
||||||
local noise_terrain_3 = perlin:noise(((pos_x+seed)/100),((pos_y+seed)/100),0)
|
local tile_to_insert = "concrete"
|
||||||
noise_terrain_3 = noise_terrain_3 * 50
|
|
||||||
seed = seed + seed_increment_number
|
local a = pos_x
|
||||||
local noise_terrain_4 = perlin:noise(((pos_x+seed)/20),((pos_y+seed)/20),0)
|
local b = pos_y
|
||||||
noise_terrain_4 = noise_terrain_4 * 10
|
local resource_entity_placed = false
|
||||||
seed = seed + seed_increment_number
|
|
||||||
local noise_terrain_5 = perlin:noise(((pos_x+seed)/5),((pos_y+seed)/5),0)
|
local entity_list = {}
|
||||||
noise_terrain_5 = noise_terrain_5 * 4
|
table.insert(entity_list, {name="big-ship-wreck-1", pos={pos_x,pos_y},chance = 65000, health="random"})
|
||||||
seed = seed + seed_increment_number
|
table.insert(entity_list, {name="big-ship-wreck-2", pos={pos_x,pos_y},chance = 65000, health="random"})
|
||||||
local noise_sand = perlin:noise(((pos_x+seed)/18),((pos_y+seed)/18),0)
|
table.insert(entity_list, {name="big-ship-wreck-3", pos={pos_x,pos_y},chance = 65000, health="random"})
|
||||||
noise_sand = noise_sand * 10
|
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"})
|
||||||
--DECORATIVES
|
table.insert(entity_list, {name="car", pos={pos_x,pos_y},chance = 150000, health="low"})
|
||||||
seed = seed + seed_increment_number
|
table.insert(entity_list, {name="laser-turret", pos={pos_x,pos_y},chance = 100000, force="enemy", health="low"})
|
||||||
local noise_decoratives_1 = perlin:noise(((pos_x+seed)/20),((pos_y+seed)/20),0)
|
table.insert(entity_list, {name="nuclear-reactor", pos={pos_x,pos_y},chance = 1000000, force="enemy", health="medium"})
|
||||||
noise_decoratives_1 = noise_decoratives_1
|
local b, placed_entity = place_entities(surface, entity_list)
|
||||||
seed = seed + seed_increment_number
|
if b == true then
|
||||||
local noise_decoratives_2 = perlin:noise(((pos_x+seed)/30),((pos_y+seed)/30),0)
|
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
|
||||||
noise_decoratives_2 = noise_decoratives_2
|
placed_entity.insert(wreck_item_pool[math.random(1,#wreck_item_pool)])
|
||||||
seed = seed + seed_increment_number
|
placed_entity.insert(wreck_item_pool[math.random(1,#wreck_item_pool)])
|
||||||
local noise_decoratives_3 = perlin:noise(((pos_x+seed)/30),((pos_y+seed)/30),0)
|
placed_entity.insert(wreck_item_pool[math.random(1,#wreck_item_pool)])
|
||||||
noise_decoratives_3 = noise_decoratives_3
|
end
|
||||||
|
end
|
||||||
|
|
||||||
seed = seed + seed_increment_number
|
local seed_increment_number = 10000
|
||||||
local noise_water_1 = perlin:noise(((pos_x+seed)/250),((pos_y+seed)/300),0)
|
|
||||||
noise_water_1 = noise_water_1 * 100
|
local noise_terrain_1 = perlin:noise(((pos_x+seed)/400),((pos_y+seed)/400),0)
|
||||||
seed = seed + seed_increment_number
|
noise_terrain_1 = noise_terrain_1 * 100
|
||||||
local noise_water_2 = perlin:noise(((pos_x+seed)/100),((pos_y+seed)/150),0)
|
seed = seed + seed_increment_number
|
||||||
noise_water_2 = noise_water_2 * 50
|
local noise_terrain_2 = perlin:noise(((pos_x+seed)/250),((pos_y+seed)/250),0)
|
||||||
|
noise_terrain_2 = noise_terrain_2 * 100
|
||||||
--RESOURCES
|
seed = seed + seed_increment_number
|
||||||
seed = seed + seed_increment_number
|
local noise_terrain_3 = perlin:noise(((pos_x+seed)/100),((pos_y+seed)/100),0)
|
||||||
local noise_resources = perlin:noise(((pos_x+seed)/100),((pos_y+seed)/100),0)
|
noise_terrain_3 = noise_terrain_3 * 50
|
||||||
seed = seed + seed_increment_number
|
seed = seed + seed_increment_number
|
||||||
local noise_resources_2 = perlin:noise(((pos_x+seed)/40),((pos_y+seed)/40),0)
|
local noise_terrain_4 = perlin:noise(((pos_x+seed)/20),((pos_y+seed)/20),0)
|
||||||
seed = seed + seed_increment_number
|
noise_terrain_4 = noise_terrain_4 * 10
|
||||||
local noise_resources_3 = perlin:noise(((pos_x+seed)/20),((pos_y+seed)/20),0)
|
seed = seed + seed_increment_number
|
||||||
noise_resources = noise_resources * 50 + noise_resources_2 * 20 + noise_resources_3 * 20
|
local noise_terrain_5 = perlin:noise(((pos_x+seed)/5),((pos_y+seed)/5),0)
|
||||||
noise_resources = noise_resources_2 * 100
|
noise_terrain_5 = noise_terrain_5 * 4
|
||||||
|
seed = seed + seed_increment_number
|
||||||
seed = seed + seed_increment_number
|
local noise_sand = perlin:noise(((pos_x+seed)/18),((pos_y+seed)/18),0)
|
||||||
local noise_resource_amount_modifier = perlin:noise(((pos_x+seed)/200),((pos_y+seed)/200),0)
|
noise_sand = noise_sand * 10
|
||||||
local resource_amount = 1 + ((400 + (400*noise_resource_amount_modifier*0.2)) * resource_amount_distance_multiplicator)
|
|
||||||
seed = seed + seed_increment_number
|
--DECORATIVES
|
||||||
local noise_resources_iron_and_copper = perlin:noise(((pos_x+seed)/250),((pos_y+seed)/250),0)
|
seed = seed + seed_increment_number
|
||||||
noise_resources_iron_and_copper = noise_resources_iron_and_copper * 100
|
local noise_decoratives_1 = perlin:noise(((pos_x+seed)/20),((pos_y+seed)/20),0)
|
||||||
seed = seed + seed_increment_number
|
noise_decoratives_1 = noise_decoratives_1
|
||||||
local noise_resources_coal_and_uranium = perlin:noise(((pos_x+seed)/250),((pos_y+seed)/250),0)
|
seed = seed + seed_increment_number
|
||||||
noise_resources_coal_and_uranium = noise_resources_coal_and_uranium * 100
|
local noise_decoratives_2 = perlin:noise(((pos_x+seed)/30),((pos_y+seed)/30),0)
|
||||||
seed = seed + seed_increment_number
|
noise_decoratives_2 = noise_decoratives_2
|
||||||
local noise_resources_stone_and_oil = perlin:noise(((pos_x+seed)/150),((pos_y+seed)/150),0)
|
seed = seed + seed_increment_number
|
||||||
noise_resources_stone_and_oil = noise_resources_stone_and_oil * 100
|
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_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
|
||||||
seed = seed + seed_increment_number
|
local noise_water_1 = perlin:noise(((pos_x+seed)/250),((pos_y+seed)/300),0)
|
||||||
local noise_red_desert_rocks_2 = perlin:noise(((pos_x+seed)/10),((pos_y+seed)/10),0)
|
noise_water_1 = noise_water_1 * 100
|
||||||
noise_red_desert_rocks_2 = noise_red_desert_rocks_2 * 50
|
seed = seed + seed_increment_number
|
||||||
seed = seed + seed_increment_number
|
local noise_water_2 = perlin:noise(((pos_x+seed)/100),((pos_y+seed)/150),0)
|
||||||
local noise_red_desert_rocks_3 = perlin:noise(((pos_x+seed)/5),((pos_y+seed)/5),0)
|
noise_water_2 = noise_water_2 * 50
|
||||||
noise_red_desert_rocks_3 = noise_red_desert_rocks_3 * 100
|
|
||||||
seed = seed + seed_increment_number
|
--RESOURCES
|
||||||
local noise_forest = perlin:noise(((pos_x+seed)/100),((pos_y+seed)/100),0)
|
seed = seed + seed_increment_number
|
||||||
noise_forest = noise_forest * 100
|
local noise_resources = perlin:noise(((pos_x+seed)/100),((pos_y+seed)/100),0)
|
||||||
seed = seed + seed_increment_number
|
seed = seed + seed_increment_number
|
||||||
local noise_forest_2 = perlin:noise(((pos_x+seed)/20),((pos_y+seed)/20),0)
|
local noise_resources_2 = perlin:noise(((pos_x+seed)/40),((pos_y+seed)/40),0)
|
||||||
noise_forest_2 = noise_forest_2 * 20
|
seed = seed + seed_increment_number
|
||||||
|
local noise_resources_3 = perlin:noise(((pos_x+seed)/20),((pos_y+seed)/20),0)
|
||||||
local terrain_smoothing = math.random(0,1)
|
noise_resources = noise_resources * 50 + noise_resources_2 * 20 + noise_resources_3 * 20
|
||||||
local place_tree_number
|
noise_resources = noise_resources_2 * 100
|
||||||
|
|
||||||
if noise_terrain_1 < 8 + terrain_smoothing + noise_terrain_2 + noise_terrain_3 + noise_terrain_4 then
|
seed = seed + seed_increment_number
|
||||||
tile_to_insert = "red-desert"
|
local noise_resource_amount_modifier = perlin:noise(((pos_x+seed)/200),((pos_y+seed)/200),0)
|
||||||
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
|
local resource_amount = 1 + ((400 + (400*noise_resource_amount_modifier*0.2)) * resource_amount_distance_multiplicator)
|
||||||
tile_to_insert = "sand"
|
seed = seed + seed_increment_number
|
||||||
place_tree_number = math.random(3,#tree_to_place)
|
local noise_resources_iron_and_copper = perlin:noise(((pos_x+seed)/250),((pos_y+seed)/250),0)
|
||||||
else
|
noise_resources_iron_and_copper = noise_resources_iron_and_copper * 100
|
||||||
place_tree_number = math.random(1,(#tree_to_place - 3))
|
seed = seed + seed_increment_number
|
||||||
end
|
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
|
||||||
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
|
seed = seed + seed_increment_number
|
||||||
tile_to_insert = "water"
|
local noise_resources_stone_and_oil = perlin:noise(((pos_x+seed)/150),((pos_y+seed)/150),0)
|
||||||
local a = pos_x + 1
|
noise_resources_stone_and_oil = noise_resources_stone_and_oil * 100
|
||||||
table.insert(tiles, {name = tile_to_insert, position = {a,pos_y}})
|
|
||||||
local a = pos_y + 1
|
seed = seed + seed_increment_number
|
||||||
table.insert(tiles, {name = tile_to_insert, position = {pos_x,a}})
|
local noise_red_desert_rocks_1 = perlin:noise(((pos_x+seed)/20),((pos_y+seed)/20),0)
|
||||||
local a = pos_x - 1
|
noise_red_desert_rocks_1 = noise_red_desert_rocks_1 * 100
|
||||||
table.insert(tiles, {name = tile_to_insert, position = {a,pos_y}})
|
seed = seed + seed_increment_number
|
||||||
local a = pos_y - 1
|
local noise_red_desert_rocks_2 = perlin:noise(((pos_x+seed)/10),((pos_y+seed)/10),0)
|
||||||
table.insert(tiles, {name = tile_to_insert, position = {pos_x,a}})
|
noise_red_desert_rocks_2 = noise_red_desert_rocks_2 * 50
|
||||||
if noise_water_1 + noise_water_2 < 2 or noise_water_1 + noise_water_2 > 13 then
|
seed = seed + seed_increment_number
|
||||||
if math.random(1,15) == 1 then
|
local noise_red_desert_rocks_3 = perlin:noise(((pos_x+seed)/5),((pos_y+seed)/5),0)
|
||||||
table.insert(decoratives, {name="green-carpet-grass", position={pos_x,pos_y}, amount=1})
|
noise_red_desert_rocks_3 = noise_red_desert_rocks_3 * 100
|
||||||
end
|
seed = seed + seed_increment_number
|
||||||
if math.random(1,15) == 1 then
|
local noise_forest = perlin:noise(((pos_x+seed)/100),((pos_y+seed)/100),0)
|
||||||
table.insert(decoratives, {name="brown-cane-cluster", position={pos_x,pos_y}, amount=1})
|
noise_forest = noise_forest * 100
|
||||||
end
|
seed = seed + seed_increment_number
|
||||||
end
|
local noise_forest_2 = perlin:noise(((pos_x+seed)/20),((pos_y+seed)/20),0)
|
||||||
end
|
noise_forest_2 = noise_forest_2 * 20
|
||||||
|
|
||||||
if tile_to_insert ~= "water" then
|
local terrain_smoothing = math.random(0,1)
|
||||||
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
|
local place_tree_number
|
||||||
if math.random(1,35) == 1 then
|
|
||||||
table.insert(decoratives, {name="brown-carpet-grass", position={pos_x,pos_y}, amount=1})
|
if noise_terrain_1 < 8 + terrain_smoothing + noise_terrain_2 + noise_terrain_3 + noise_terrain_4 then
|
||||||
end
|
tile_to_insert = "red-desert"
|
||||||
end
|
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
|
||||||
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
|
tile_to_insert = "sand"
|
||||||
if math.random(1,35) == 1 then
|
place_tree_number = math.random(3,#tree_to_place)
|
||||||
table.insert(decoratives, {name="brown-carpet-grass", position={pos_x,pos_y}, amount=1})
|
else
|
||||||
end
|
place_tree_number = math.random(1,(#tree_to_place - 3))
|
||||||
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
|
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
|
||||||
end
|
tile_to_insert = "water"
|
||||||
if noise_decoratives_1 > 0.4 and noise_decoratives_1 <= 0.5 then
|
local a = pos_x + 1
|
||||||
if math.random(1,4) == 1 then table.insert(decoratives, {name="red-desert-bush", position={pos_x,pos_y}, amount=1}) end
|
table.insert(global.planet_tiles_hold, {name = tile_to_insert, position = {a,pos_y}})
|
||||||
end
|
local a = pos_y + 1
|
||||||
end
|
table.insert(global.planet_tiles_hold, {name = tile_to_insert, position = {pos_x,a}})
|
||||||
|
local a = pos_x - 1
|
||||||
--HAPPY TREES
|
table.insert(global.planet_tiles_hold, {name = tile_to_insert, position = {a,pos_y}})
|
||||||
if noise_terrain_1 < -30 + noise_terrain_2 + noise_terrain_3 + noise_terrain_5 + noise_forest_2 then
|
local a = pos_y - 1
|
||||||
if noise_forest > 0 and noise_forest <= 10 then
|
table.insert(global.planet_tiles_hold, {name = tile_to_insert, position = {pos_x,a}})
|
||||||
if math.random(1,50) == 1 then
|
if noise_water_1 + noise_water_2 < 2 or noise_water_1 + noise_water_2 > 13 then
|
||||||
if surface.can_place_entity {name=tree_to_place[place_tree_number], position={pos_x,pos_y}} then
|
if math.random(1,15) == 1 then
|
||||||
surface.create_entity {name=tree_to_place[place_tree_number], position={pos_x,pos_y}}
|
table.insert(global.planet_decoratives_hold, {name="green-carpet-grass", position={pos_x,pos_y}, amount=1})
|
||||||
end
|
end
|
||||||
end
|
if math.random(1,15) == 1 then
|
||||||
end
|
table.insert(global.planet_decoratives_hold, {name="brown-cane-cluster", position={pos_x,pos_y}, amount=1})
|
||||||
if noise_forest > 10 and noise_forest <= 20 then
|
end
|
||||||
if math.random(1,25) == 1 then
|
end
|
||||||
if surface.can_place_entity {name=tree_to_place[place_tree_number], position={pos_x,pos_y}} then
|
end
|
||||||
surface.create_entity {name=tree_to_place[place_tree_number], position={pos_x,pos_y}}
|
|
||||||
end
|
if tile_to_insert ~= "water" then
|
||||||
end
|
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
|
||||||
end
|
if math.random(1,35) == 1 then
|
||||||
if noise_forest > 20 then
|
table.insert(global.planet_decoratives_hold, {name="brown-carpet-grass", position={pos_x,pos_y}, amount=1})
|
||||||
if math.random(1,10) == 1 then
|
end
|
||||||
if surface.can_place_entity {name=tree_to_place[place_tree_number], position={pos_x,pos_y}} then
|
end
|
||||||
surface.create_entity {name=tree_to_place[place_tree_number], position={pos_x,pos_y}}
|
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
|
||||||
end
|
if math.random(1,35) == 1 then
|
||||||
end
|
table.insert(global.planet_decoratives_hold, {name="brown-carpet-grass", position={pos_x,pos_y}, amount=1})
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
if noise_decoratives_1 > 0.5 and noise_decoratives_1 <= 0.8 then
|
||||||
if tile_to_insert ~= "water" 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
|
||||||
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
|
end
|
||||||
if math.random(1,45) == 1 then
|
if noise_decoratives_1 > 0.4 and noise_decoratives_1 <= 0.5 then
|
||||||
table.insert(decoratives, {name="red-desert-rock-medium", position={pos_x,pos_y}, amount=1})
|
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
|
||||||
if math.random(1,20) == 1 then
|
end
|
||||||
table.insert(decoratives, {name="red-desert-rock-tiny", position={pos_x,pos_y}, amount=1})
|
|
||||||
end
|
--HAPPY TREES
|
||||||
else
|
if noise_terrain_1 < -30 + noise_terrain_2 + noise_terrain_3 + noise_terrain_5 + noise_forest_2 then
|
||||||
if math.random(1,375) == 1 then
|
if noise_forest > 0 and noise_forest <= 10 then
|
||||||
table.insert(decoratives, {name="red-desert-rock-medium", position={pos_x,pos_y}, amount=1})
|
if math.random(1,50) == 1 then
|
||||||
end
|
if surface.can_place_entity {name=tree_to_place[place_tree_number], position={pos_x,pos_y}} then
|
||||||
if math.random(1,45) == 1 then
|
surface.create_entity {name=tree_to_place[place_tree_number], position={pos_x,pos_y}}
|
||||||
table.insert(decoratives, {name="red-desert-rock-tiny", position={pos_x,pos_y}, amount=1})
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
if noise_forest > 10 and noise_forest <= 20 then
|
||||||
else
|
if math.random(1,25) == 1 then
|
||||||
tile_to_insert = "red-desert-dark"
|
if surface.can_place_entity {name=tree_to_place[place_tree_number], position={pos_x,pos_y}} then
|
||||||
end
|
surface.create_entity {name=tree_to_place[place_tree_number], position={pos_x,pos_y}}
|
||||||
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
|
end
|
||||||
if surface.can_place_entity {name="uranium-ore", position={pos_x,pos_y}} then
|
end
|
||||||
surface.create_entity {name="uranium-ore", position={pos_x,pos_y}, amount=resource_amount}
|
end
|
||||||
resource_entity_placed = true
|
if noise_forest > 20 then
|
||||||
end
|
if math.random(1,10) == 1 then
|
||||||
end
|
if surface.can_place_entity {name=tree_to_place[place_tree_number], position={pos_x,pos_y}} then
|
||||||
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
|
surface.create_entity {name=tree_to_place[place_tree_number], position={pos_x,pos_y}}
|
||||||
if surface.can_place_entity {name="iron-ore", position={pos_x,pos_y}} then
|
end
|
||||||
surface.create_entity {name="iron-ore", position={pos_x,pos_y}, amount=resource_amount}
|
end
|
||||||
resource_entity_placed = true
|
end
|
||||||
end
|
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 tile_to_insert ~= "water" then
|
||||||
if surface.can_place_entity {name="coal", position={pos_x,pos_y}} 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
|
||||||
surface.create_entity {name="coal", position={pos_x,pos_y}, amount=resource_amount}
|
if math.random(1,180) == 1 then
|
||||||
resource_entity_placed = true
|
table.insert(global.planet_decoratives_hold, {name="red-desert-rock-medium", position={pos_x,pos_y}, amount=1})
|
||||||
end
|
end
|
||||||
end
|
if math.random(1,80) == 1 then
|
||||||
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
|
table.insert(global.planet_decoratives_hold, {name="red-desert-rock-tiny", position={pos_x,pos_y}, amount=1})
|
||||||
if surface.can_place_entity {name="copper-ore", position={pos_x,pos_y}} then
|
end
|
||||||
surface.create_entity {name="copper-ore", position={pos_x,pos_y}, amount=resource_amount}
|
else
|
||||||
resource_entity_placed = true
|
if math.random(1,1500) == 1 then
|
||||||
end
|
table.insert(global.planet_decoratives_hold, {name="red-desert-rock-medium", position={pos_x,pos_y}, amount=1})
|
||||||
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 math.random(1,180) == 1 then
|
||||||
if surface.can_place_entity {name="stone", position={pos_x,pos_y}} then
|
table.insert(global.planet_decoratives_hold, {name="red-desert-rock-tiny", position={pos_x,pos_y}, amount=1})
|
||||||
surface.create_entity {name="stone", position={pos_x,pos_y}, amount=resource_amount}
|
end
|
||||||
resource_entity_placed = true
|
end
|
||||||
end
|
end
|
||||||
end
|
else
|
||||||
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
|
tile_to_insert = "red-desert-dark"
|
||||||
if math.random(1,42) == 1 then
|
end
|
||||||
if surface.can_place_entity {name="crude-oil", position={pos_x,pos_y}} then
|
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
|
||||||
surface.create_entity {name="crude-oil", position={pos_x,pos_y}, amount=(resource_amount*500)}
|
if surface.can_place_entity {name="uranium-ore", position={pos_x,pos_y}} then
|
||||||
resource_entity_placed = true
|
surface.create_entity {name="uranium-ore", position={pos_x,pos_y}, amount=resource_amount}
|
||||||
end
|
resource_entity_placed = true
|
||||||
end
|
end
|
||||||
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 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 surface.can_place_entity {name="iron-ore", position={pos_x,pos_y}} then
|
||||||
if math.random(1,3) == 1 then
|
surface.create_entity {name="iron-ore", position={pos_x,pos_y}, amount=resource_amount}
|
||||||
if math.random(1,3) == 1 then
|
resource_entity_placed = true
|
||||||
if surface.can_place_entity {name="red-desert-rock-huge-01", position={pos_x,pos_y}} then
|
end
|
||||||
surface.create_entity {name="red-desert-rock-huge-01", position={pos_x,pos_y}}
|
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
|
||||||
else
|
if surface.can_place_entity {name="coal", position={pos_x,pos_y}} then
|
||||||
if surface.can_place_entity {name="red-desert-rock-big-01", position={pos_x,pos_y}} then
|
surface.create_entity {name="coal", position={pos_x,pos_y}, amount=resource_amount}
|
||||||
surface.create_entity {name="red-desert-rock-big-01", position={pos_x,pos_y}}
|
resource_entity_placed = true
|
||||||
end
|
end
|
||||||
end
|
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
|
||||||
end
|
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}
|
||||||
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
|
resource_entity_placed = true
|
||||||
if math.random(1,5) == 1 then
|
end
|
||||||
table.insert(decoratives, {name="red-desert-rock-medium", position={pos_x,pos_y}, amount=1})
|
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
|
||||||
else
|
if surface.can_place_entity {name="stone", position={pos_x,pos_y}} then
|
||||||
if tile_to_insert ~= "water" and tile_to_insert ~= "sand" then
|
surface.create_entity {name="stone", position={pos_x,pos_y}, amount=resource_amount}
|
||||||
if math.random(1,15) == 1 then
|
resource_entity_placed = true
|
||||||
table.insert(decoratives, {name="red-desert-rock-small", position={pos_x,pos_y}, amount=1})
|
end
|
||||||
else
|
end
|
||||||
if math.random(1,8) == 1 then
|
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
|
||||||
table.insert(decoratives, {name="red-desert-rock-tiny", position={pos_x,pos_y}, amount=1})
|
if math.random(1,42) == 1 then
|
||||||
end
|
if surface.can_place_entity {name="crude-oil", position={pos_x,pos_y}} then
|
||||||
end
|
surface.create_entity {name="crude-oil", position={pos_x,pos_y}, amount=(resource_amount*500)}
|
||||||
end
|
resource_entity_placed = true
|
||||||
end
|
end
|
||||||
if tile_to_insert ~= "water" then
|
end
|
||||||
if noise_decoratives_2 > 0.6 then
|
end
|
||||||
if math.random(1,9) == 1 then table.insert(decoratives, {name="red-asterisk", position={pos_x,pos_y}, amount=1}) end
|
|
||||||
else
|
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 noise_decoratives_2 > 0.4 then
|
if math.random(1,3) == 1 then
|
||||||
if math.random(1,17) == 1 then table.insert(decoratives, {name="red-asterisk", position={pos_x,pos_y}, amount=1}) end
|
if math.random(1,3) == 1 then
|
||||||
end
|
if surface.can_place_entity {name="red-desert-rock-huge-01", position={pos_x,pos_y}} then
|
||||||
end
|
surface.create_entity {name="red-desert-rock-huge-01", position={pos_x,pos_y}}
|
||||||
if noise_decoratives_3 < -0.6 then
|
end
|
||||||
if math.random(1,2) == 1 then table.insert(decoratives, {name="brown-fluff-dry", position={pos_x,pos_y}, amount=1}) end
|
else
|
||||||
else
|
if surface.can_place_entity {name="red-desert-rock-big-01", position={pos_x,pos_y}} then
|
||||||
if noise_decoratives_3 < -0.4 then
|
surface.create_entity {name="red-desert-rock-big-01", position={pos_x,pos_y}}
|
||||||
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
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
table.insert(tiles, {name = tile_to_insert, position = {pos_x,pos_y}})
|
|
||||||
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
|
||||||
end
|
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})
|
||||||
surface.set_tiles(tiles,false)
|
end
|
||||||
surface.create_decoratives{check_collision=false, decoratives=decoratives}
|
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
|
end
|
||||||
|
@ -121,4 +121,6 @@ return
|
|||||||
["yago2003"] = "",
|
["yago2003"] = "",
|
||||||
["saneman"] = "",
|
["saneman"] = "",
|
||||||
["mesohorknee"] = "",
|
["mesohorknee"] = "",
|
||||||
|
["brl_chacal"] = "",
|
||||||
|
["spechok"] = "",
|
||||||
}
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user