local perlin = require 'map_gen.shared.perlin_noise' local simplex = require 'map_gen.shared.simplex_noise' local tree_to_place = {'dry-tree', 'dry-hairy-tree', 'tree-06', 'tree-06', 'tree-01', 'tree-02', 'tree-03'} function run_terrain_module(event) if not global.terrain_seed_A then global.terrain_seed_A = math.random(10, 10000) end if not global.terrain_seed_B then global.terrain_seed_B = math.random(10, 10000) end local area = event.area local surface = event.surface local tiles = {} local tileswater = {} local entities = surface.find_entities(area) 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 == 'tree' then --end entity.destroy() elseif (run_ores_module ~= nil and entity.type == 'resource') then entity.destroy() end end local top_left = area.left_top --make a more direct reference --do it only per chunk, cause cheaper than every square, and who care anyway. --local distance_bonus = 200 + math.sqrt(top_left.x*top_left.x + top_left.y*top_left.y) * 0.2 --for x = 0, 31, 1 do -- for y = 0, 31, 1 do --game.print(top_left.x .."-" ..top_left.y .. " to " .. area.right_bottom.x .. "-" .. area.right_bottom.y) for x = top_left.x - 1, top_left.x + 32 do for y = top_left.y - 1, top_left.y + 32 do --local pos_x = top_left.x + x --local pos_y = top_left.y + y local tile = surface.get_tile(x, y) if tile.name ~= 'out-of-map' then local tile_to_insert = 'grass-3' local wiggle = 50 + perlin.noise((x * 0.005), (y * 0.005), global.terrain_seed_A + 71) * 60 local terrain_A = perlin.noise((x * 0.005), (y * 0.005), global.terrain_seed_A + 19) * wiggle --For determining where water is local terrain_sqr = terrain_A * terrain_A --we can use this again to mess with other layers as well local terrain_D = 10 + perlin.noise((x * 0.001), (y * 0.001), global.terrain_seed_A + 5) * wiggle --terrain layer --local wiggle = 50 + Simplex.d2((x*0.005),(y*0.005),global.terrain_seed_A + 71) * 60 --local terrain_A = Simplex.d2((x*0.005),(y*0.005),global.terrain_seed_A + 19) * wiggle --For determining where water is --local terrain_sqr = terrain_A * terrain_A --we can use this again to mess with other layers as well --local terrain_D = 10 + Simplex.d2((x*0.001),(y*0.001),global.terrain_seed_A + 5) * wiggle --terrain layer if terrain_sqr < 50 then --Main water areas --local deep = (terrain_sqr < 20) and true or false terrain_A = perlin.noise((x * 0.01), (y * 0.01), global.terrain_seed_A + 31) * 90 + (wiggle * -0.2) --we only gen this when we consider placing water --terrain_A = Simplex.d2((x*0.01),(y*0.01),global.terrain_seed_A + 31) * 90 + (wiggle * -0.2) --we only gen this when we consider placing water if terrain_A * terrain_A > 40 then --creates random bridges over the water by overlapping with another noise layer --table.insert(tileswater, {name = "water", position = {x,y}}) --table.insert(tileswater, {name = "water", position = {x+1,y}}) --table.insert(tileswater, {name = "water", position = {x,y+1}}) --table.insert(tileswater, {name = "water", position = {x+1,y+1}}) tile_to_insert = 'water' else if terrain_D >= 20 then tile_to_insert = 'sand-1' end end elseif terrain_sqr > 70 then wiggle = 100 + perlin.noise((x * 0.01), (y * 0.01), global.terrain_seed_B + 41) * 60 local terrain_C = perlin.noise((x * 0.02), (y * 0.02), global.terrain_seed_A + 13) * wiggle --tree layer --wiggle = 100 + Simplex.d2((x*0.01),(y*0.01),global.terrain_seed_B + 41) * 60 --local terrain_C = Simplex.d2((x*0.02),(y*0.02),global.terrain_seed_A + 13) * wiggle --tree layer --if surface.can_place_entity {name="stone", position={x,y}} then -- surface.create_entity {name="stone", position={x,y}, amount=math.floor(terrain_sqr)} --end if run_ores_module ~= nil then run_ores_module_setup() if x > top_left.x - 1 and x < top_left.x + 32 and y > top_left.y - 1 and y < top_left.y + 32 then run_ores_module_tile(surface, x, y) end end --if terrain_B > 35 then --we place ores -- local a = 5 -- -- if terrain_B < 76 then a = math.floor(terrain_B*0.75 + terrain_C*0.5) % 4 + 1 end --if its not super high we place normal ores -- -- local res_amount = distance_bonus + terrain_sqr * 0.1 -- res_amount = math.floor(res_amount * random_dense[a]) -- -- if surface.can_place_entity {name=random_ores[a], position={pos_x,pos_y}} then -- surface.create_entity {name=random_ores[a], position={pos_x,pos_y}, amount=res_amount} -- end --end --wiggle = 100 + perlin.noise((pos_x*0.02),(pos_y*0.02),global.terrain_seed_B + 71) * 60 if terrain_D < 20 then if terrain_C < 4 then --we set grass-1 around near forest areas tile_to_insert = 'grass-1' if terrain_C < -20 and math.random(1, 3) == 1 then --dense trees local treenum = math.random(3, 7) if surface.can_place_entity {name = tree_to_place[treenum], position = {x, y}} then surface.create_entity {name = tree_to_place[treenum], position = {x, y}} end else if terrain_C < 0 and math.random(1, 7) == 1 then --less dense trees local treenum = math.random(3, 5) if surface.can_place_entity {name = tree_to_place[treenum], position = {x, y}} then surface.create_entity {name = tree_to_place[treenum], position = {x, y}} end end end end else if terrain_D < 30 then tile_to_insert = 'sand-1' if terrain_C < -20 and math.random(1, 7) == 1 then --dense trees local treenum = math.random(1, 3) if surface.can_place_entity {name = tree_to_place[treenum], position = {x, y}} then surface.create_entity {name = tree_to_place[treenum], position = {x, y}} end elseif terrain_C < 0 and math.random(1, 13) == 1 then --less dense trees local treenum = math.random(1, 2) if surface.can_place_entity {name = tree_to_place[treenum], position = {x, y}} then surface.create_entity {name = tree_to_place[treenum], position = {x, y}} end end else --if terrain_C > 40 and math.random(1,200) == 1 and 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 = math.random(20000,60000) +distance_bonus* 2000 } --end tile_to_insert = 'sand-3' end end if math.floor(terrain_D) % 5 == 1 and math.random(1, 70) == 1 and surface.can_place_entity {name = 'rock-big', position = {x, y}} then surface.create_entity {name = 'rock-big', position = {x, y}} end else if terrain_D >= 20 then if terrain_D < 30 then tile_to_insert = 'sand-1' else tile_to_insert = 'sand-3' end end end --if tile_to_insert == "water" then --table.insert(tileswater, {name = tile_to_insert, position = {x,y}}) --else table.insert(tiles, {name = tile_to_insert, position = {x, y}}) --end end end end --game.print("break end") --game.print(lowest .. " to " .. highest) surface.set_tiles(tiles, true) --surface.set_tiles(tileswater,true) end