From ee63ff067e030fe7bdd7d43963d53b208bbc1b1f Mon Sep 17 00:00:00 2001 From: theorangeangle <36866626+theorangeangle@users.noreply.github.com> Date: Mon, 27 May 2019 15:18:01 -0500 Subject: [PATCH] removed V1 of borg planet and renamed V2 to reflect its deprecated state. --- map_gen/maps/borg_planet.lua | 588 ------------------ ...t_v2.lua => deprecated_borg_planet_v2.lua} | 0 2 files changed, 588 deletions(-) delete mode 100644 map_gen/maps/borg_planet.lua rename map_gen/maps/{borg_planet_v2.lua => deprecated_borg_planet_v2.lua} (100%) diff --git a/map_gen/maps/borg_planet.lua b/map_gen/maps/borg_planet.lua deleted file mode 100644 index 79464235..00000000 --- a/map_gen/maps/borg_planet.lua +++ /dev/null @@ -1,588 +0,0 @@ --- luacheck: ignore --- This file is a linting disaster and needs an overhaul ---Author: MewMew --- !! ATTENTION !! --- Use water only in starting area as map setting!!! -local perlin = require 'map_gen.shared.perlin_noise' -local RS = require 'map_gen.shared.redmew_surface' - -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} -} - -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) - 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 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 - if entity.health == 'medium' then - e.health = ((e.health / 1000) * math.random(333, 666)) - end - if entity.health == 'high' then - e.health = ((e.health / 1000) * math.random(666, 999)) - end - if entity.health == 'random' then - e.health = ((e.health / 1000) * math.random(1, 1000)) - end - end - return true, e - end - end - end - return false -end - -local function find_tile_placement_spot_around_target_position(tilename, position, mode, density) - local x = position.x - local y = position.y - if not surface then - surface = RS.get_surface() - end - local scan_radius = 50 - if not tilename then - return - end - if not mode then - mode = 'ball' - end - 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 - - if mode == 'ball' then - if math.random(1, 2) == 1 then - density = density * -1 - end - r = math.random(1, 4) - end - if mode == 'line' then - density = 1 - r = math.random(1, 4) - end - if mode == 'line_down' then - density = density * -1 - r = math.random(1, 4) - end - if mode == 'line_up' then - density = 1 - r = math.random(1, 4) - end - if mode == 'block' then - r = 1 - density = 1 - 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 - 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 - 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 - y = y + density - end - 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 - 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 - y = y - density - end - i = i + 2 - end - end - - if r == 2 then - --start placing at 0,-1 - while i <= scan_radius do - 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 - table.insert(cluster_tiles, {name = tilename, position = {x, y}}) - surface.set_tiles(cluster_tiles, auto_correct) - return true, x, y - 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 - table.insert(cluster_tiles, {name = tilename, position = {x, y}}) - surface.set_tiles(cluster_tiles, auto_correct) - return true, x, y - 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 - table.insert(cluster_tiles, {name = tilename, position = {x, y}}) - surface.set_tiles(cluster_tiles, auto_correct) - return true, x, y - 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 - table.insert(cluster_tiles, {name = tilename, position = {x, y}}) - surface.set_tiles(cluster_tiles, auto_correct) - return true, x, y - 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 - 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 - y = y + density - end - 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 - 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 - y = y - density - end - 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 - 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 - for a = 1, i, 1 do - y = y + density - 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 - end - for a = 1, i, 1 do - x = x - density - 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 - end - for a = 1, i, 1 do - y = y - density - 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 - end - for a = 1, i, 1 do - x = x + density - 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 - end - i = i + 2 - end - end - return false -end - -local function create_tile_cluster(tilename, position, amount) - local mode = 'ball' - local pos = position - 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 1 == math.random(1, 2) then - pos.x = x - pos.y = y - end - end - if b == false then - return false, x, y - end - if i >= amount then - return true, x, y - 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 surface = event.surface - local tiles = {} - local resource_tiles = {} - local special_tiles = true - - local entities = surface.find_entities(area) - for _, entity in pairs(entities) do - if entity.type == 'resource' then - --table.insert(resource_tiles, {name = "sand-3", position = entity.position}) - 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-1' - 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 - - 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 > 0.4 then - tile_to_insert = 'sand-3' - end - if noise_borg_defense > 0.4 then - tile_to_insert = 'concrete' - end - if noise_borg_defense > 0.3 and noise_borg_defense < 0.4 then - tile_to_insert = 'stone-path' - end - if noise_borg_defense > 0.65 and noise_borg_defense < 0.66 then - if event.surface.can_place_entity {name = 'substation', position = {pos_x, pos_y}, force = 'enemy'} then - event.surface.create_entity {name = 'substation', position = {pos_x, pos_y}, force = 'enemy'} - end - end - if noise_borg_defense >= 0.54 and noise_borg_defense < 0.65 then - if event.surface.can_place_entity {name = 'solar-panel', position = {pos_x, pos_y}, force = 'enemy'} then - event.surface.create_entity {name = 'solar-panel', position = {pos_x, pos_y}, force = 'enemy'} - end - end - if noise_borg_defense > 0.53 and noise_borg_defense < 0.54 then - if event.surface.can_place_entity {name = 'substation', position = {pos_x, pos_y}, force = 'enemy'} then - event.surface.create_entity {name = 'substation', position = {pos_x, pos_y}, force = 'enemy'} - end - end - if noise_borg_defense > 0.51 and noise_borg_defense < 0.53 then - if event.surface.can_place_entity {name = 'accumulator', position = {pos_x, pos_y}, force = 'enemy'} then - event.surface.create_entity {name = 'accumulator', position = {pos_x, pos_y}, force = 'enemy'} - end - end - if noise_borg_defense > 0.50 and noise_borg_defense < 0.51 then - if event.surface.can_place_entity {name = 'substation', position = {pos_x, pos_y}, force = 'enemy'} then - event.surface.create_entity {name = 'substation', position = {pos_x, pos_y}, force = 'enemy'} - end - end - if noise_borg_defense > 0.49 and noise_borg_defense < 0.50 then - if event.surface.can_place_entity {name = 'laser-turret', position = {pos_x, pos_y}, force = 'enemy'} then - event.surface.create_entity {name = 'laser-turret', position = {pos_x, pos_y}, force = 'enemy'} - end - end - if noise_borg_defense > 0.485 and noise_borg_defense < 0.49 then - if event.surface.can_place_entity {name = 'substation', position = {pos_x, pos_y}, force = 'enemy'} then - event.surface.create_entity {name = 'substation', position = {pos_x, pos_y}, force = 'enemy'} - end - end - if noise_borg_defense > 0.45 and noise_borg_defense < 0.48 then - if event.surface.can_place_entity {name = 'stone-wall', position = {pos_x, pos_y}, force = 'enemy'} then - event.surface.create_entity {name = 'stone-wall', position = {pos_x, pos_y}, force = 'enemy'} - end - end - - local noise_walls_1 = perlin.noise(((pos_x + seed) / 200), ((pos_y + seed) / 200), 0) - seed = seed + seed_increment_number - local noise_walls_2 = perlin.noise(((pos_x + seed) / 100), ((pos_y + seed) / 100), 0) - seed = seed + seed_increment_number - local noise_walls_3 = perlin.noise(((pos_x + seed) / 25), ((pos_y + seed) / 25), 0) - seed = seed + seed_increment_number - local noise_walls = noise_walls_1 + noise_walls_2 + noise_walls_3 * 0.05 - - if noise_walls > 0.01 and noise_walls < 0.03 then - if event.surface.can_place_entity {name = 'stone-wall', position = {pos_x, pos_y}, force = 'enemy'} then - event.surface.create_entity {name = 'stone-wall', position = {pos_x, pos_y}, force = 'enemy'} - end - end - if noise_walls > -0.01 and noise_walls < 0.05 then - tile_to_insert = 'concrete' - end - if noise_walls > -0.03 and noise_walls < -0.01 then - tile_to_insert = 'stone-path' - end - if noise_walls > 0.05 and noise_walls < 0.07 then - tile_to_insert = 'stone-path' - end - - if noise_trees > 0.4 and tile_to_insert == 'sand-3' then - if math.random(1, 20) == 1 then - if event.surface.can_place_entity {name = 'dry-tree', position = {pos_x, pos_y}} then - event.surface.create_entity {name = 'dry-tree', position = {pos_x, pos_y}} - end - end - end - - local entity_list = {} - table.insert( - entity_list, - {name = 'big-ship-wreck-1', pos = {pos_x, pos_y}, chance = 65000, health = 'random'} - ) - table.insert( - entity_list, - {name = 'big-ship-wreck-2', pos = {pos_x, pos_y}, chance = 65000, health = 'random'} - ) - table.insert( - entity_list, - {name = 'big-ship-wreck-3', pos = {pos_x, pos_y}, chance = 65000, health = 'random'} - ) - table.insert(entity_list, {name = 'gun-turret', pos = {pos_x, pos_y}, force = 'enemy', chance = 4000}) - table.insert( - entity_list, - {name = 'medium-ship-wreck', pos = {pos_x, pos_y}, chance = 25000, health = 'medium'} - ) - table.insert( - entity_list, - {name = 'small-ship-wreck', pos = {pos_x, pos_y}, chance = 15000, health = 'medium'} - ) - table.insert(entity_list, {name = 'car', pos = {pos_x, pos_y}, chance = 150000, health = 'low'}) - table.insert( - entity_list, - {name = 'laser-turret', pos = {pos_x, pos_y}, chance = 100000, force = 'enemy', health = 'low'} - ) - table.insert( - entity_list, - {name = 'nuclear-reactor', pos = {pos_x, pos_y}, chance = 1000000, force = 'enemy', health = 'medium'} - ) - local b, placed_entity = place_entities(surface, entity_list) - if b == true then - if - placed_entity.name == 'big-ship-wreck-1' or placed_entity.name == 'big-ship-wreck-2' or - placed_entity.name == 'big-ship-wreck-3' - then - placed_entity.insert(wreck_item_pool[math.random(1, #wreck_item_pool)]) - placed_entity.insert(wreck_item_pool[math.random(1, #wreck_item_pool)]) - placed_entity.insert(wreck_item_pool[math.random(1, #wreck_item_pool)]) - end - if placed_entity.name == 'gun-turret' then - if math.random(1, 3) == 1 then - placed_entity.insert('piercing-rounds-magazine') - else - placed_entity.insert('firearm-magazine') - end - end - end - - if noise_trees < -0.5 then - if tile_to_insert == 'sand-3' or tile_to_insert == 'sand-1' then - if math.random(1, 15) == 1 then - if event.surface.can_place_entity {name = 'rock-big', position = {pos_x, pos_y}} then - event.surface.create_entity {name = 'rock-big', position = {pos_x, pos_y}} - end - end - end - end - - table.insert(tiles, {name = tile_to_insert, position = {pos_x, pos_y}}) - end - end - surface.set_tiles(tiles, true) - surface.set_tiles(resource_tiles, true) - - if special_tiles == true then - local pos_x = event.area.left_top.x + math.random(10, 21) - local pos_y = event.area.left_top.y + math.random(10, 21) - local pos = {x = pos_x, y = pos_y} - if math.random(1, 20) == 1 then - create_tile_cluster('water-green', pos, 300) - end - end -end - ---[[ -local function on_tick() - if game.tick % 180 == 0 then - if global.void_slime_is_alive == true then - local b,x,y = create_tile_cluster("lab-dark-1",global.void_slime,math.random(1,4)) - global.void_slime.x = x - global.void_slime.y = y - if b == false then - global.void_slime_is_alive = false - game.print("The void slime died.") - end - end - end -end - - -Event.add(defines.events.on_tick, on_tick) --]] diff --git a/map_gen/maps/borg_planet_v2.lua b/map_gen/maps/deprecated_borg_planet_v2.lua similarity index 100% rename from map_gen/maps/borg_planet_v2.lua rename to map_gen/maps/deprecated_borg_planet_v2.lua