--Author: MewMew local perlin = require 'map_gen.shared.perlin_noise' local b = require 'map_gen.shared.builders' local radius = 129 local radsquare = radius * radius local start_seed = 1234567 local clear_types = {'simple-entity', 'resource', 'tree'} local function do_clear_entities(world) local entities = world.surface.find_entities_filtered({area = world.area, type = clear_types}) for _, entity in ipairs(entities) do entity.destroy() end end function map(x, y, world) if not world.island_resort_cleared then world.island_resort_cleared = true do_clear_entities(world) end local entities = {} local decoratives = {} local seed = start_seed local seed_increment = 10000 seed = seed + seed_increment local noise_island_starting_1 = perlin.noise(((x + seed) / 30), ((y + seed) / 30), 0) seed = seed + seed_increment local noise_island_starting_2 = perlin.noise(((x + seed) / 10), ((y + seed) / 10), 0) seed = seed + seed_increment local noise_island_starting = noise_island_starting_1 + (noise_island_starting_2 * 0.3) noise_island_starting = noise_island_starting * 8000 seed = seed + seed_increment local noise_island_iron_and_copper_1 = perlin.noise(((x + seed) / 300), ((y + seed) / 300), 0) seed = seed + seed_increment local noise_island_iron_and_copper_2 = perlin.noise(((x + seed) / 40), ((y + seed) / 40), 0) seed = seed + seed_increment local noise_island_iron_and_copper_3 = perlin.noise(((x + seed) / 10), ((y + seed) / 10), 0) local noise_island_iron_and_copper = noise_island_iron_and_copper_1 + (noise_island_iron_and_copper_2 * 0.1) + (noise_island_iron_and_copper_3 * 0.05) seed = seed + seed_increment local noise_island_stone_and_coal_1 = perlin.noise(((x + seed) / 300), ((y + seed) / 300), 0) seed = seed + seed_increment local noise_island_stone_and_coal_2 = perlin.noise(((x + seed) / 40), ((y + seed) / 40), 0) seed = seed + seed_increment local noise_island_stone_and_coal_3 = perlin.noise(((x + seed) / 10), ((y + seed) / 10), 0) local noise_island_stone_and_coal = noise_island_stone_and_coal_1 + (noise_island_stone_and_coal_2 * 0.1) + (noise_island_stone_and_coal_3 * 0.05) seed = seed + seed_increment local noise_island_oil_and_uranium_1 = perlin.noise(((x + seed) / 300), ((y + seed) / 300), 0) seed = seed + seed_increment local noise_island_oil_and_uranium_2 = perlin.noise(((x + seed) / 40), ((y + seed) / 40), 0) seed = seed + seed_increment local noise_island_oil_and_uranium_3 = perlin.noise(((x + seed) / 10), ((y + seed) / 10), 0) local noise_island_oil_and_uranium = noise_island_oil_and_uranium_1 + (noise_island_oil_and_uranium_2 * 0.1) + (noise_island_oil_and_uranium_3 * 0.05) seed = seed + seed_increment local noise_island_resource = perlin.noise(((x + seed) / 60), ((y + seed) / 60), 0) seed = seed + seed_increment local noise_island_resource_2 = perlin.noise(((x + seed) / 10), ((y + seed) / 10), 0) noise_island_resource = noise_island_resource + noise_island_resource_2 * 0.15 seed = seed + seed_increment local noise_trees_1 = perlin.noise(((x + seed) / 30), ((y + seed) / 30), 0) seed = seed + seed_increment local noise_trees_2 = perlin.noise(((x + seed) / 10), ((y + seed) / 10), 0) local noise_trees = noise_trees_1 + noise_trees_2 * 0.5 seed = seed + seed_increment local noise_decoratives_1 = perlin.noise(((x + seed) / 50), ((y + seed) / 50), 0) seed = seed + seed_increment local noise_decoratives_2 = perlin.noise(((x + seed) / 10), ((y + seed) / 10), 0) local noise_decoratives = noise_decoratives_1 + noise_decoratives_2 * 0.5 local tile_to_insert = 'water' --Create starting Island local a = y * y local b = x * x local tile_distance_to_center = a + b if tile_distance_to_center + noise_island_starting <= radsquare then tile_to_insert = 'grass-1' end if tile_distance_to_center + noise_island_starting > radsquare + 20000 then --Placement of Island Tiles if noise_island_oil_and_uranium > 0.53 then tile_to_insert = 'red-desert-1' end if noise_island_oil_and_uranium < -0.53 then tile_to_insert = 'red-desert-0' end if noise_island_stone_and_coal > 0.47 then tile_to_insert = 'grass-3' end if noise_island_stone_and_coal < -0.47 then tile_to_insert = 'grass-2' end if noise_island_iron_and_copper > 0.47 then tile_to_insert = 'sand-1' end if noise_island_iron_and_copper < -0.47 then tile_to_insert = 'sand-3' end end --Placement of Trees if tile_to_insert ~= 'water' then if noise_trees > 0.1 then local tree = 'tree-01' if tile_to_insert == 'grass-1' then tree = 'tree-05' end if tile_to_insert == 'grass-2' then tree = 'tree-02' end if tile_to_insert == 'grass-3' then tree = 'tree-04' end if tile_to_insert == 'sand-1' then tree = 'tree-07' end if tile_to_insert == 'sand-3' then tree = 'dry-hairy-tree' end if tile_to_insert == 'red-desert-1' then tree = 'dry-tree' end if tile_to_insert == 'red-desert-0' then if math.random(1, 3) == 1 then tree = 'sand-rock-big' else tree = 'sand-rock-big' end end if math.random(1, 8) == 1 then table.insert(entities, {name = tree}) end end end if tile_to_insert == 'sand-1' or tile_to_insert == 'sand-3' then if math.random(1, 200) == 1 then table.insert(entities, {name = 'rock-big'}) end end if tile_to_insert == 'grass-1' or tile_to_insert == 'grass-2' or tile_to_insert == 'grass-3' then if math.random(1, 2000) == 1 then table.insert(entities, {name = 'rock-big'}) end end --Placement of Decoratives if tile_to_insert ~= 'water' then if noise_decoratives > 0.3 then local decorative = 'green-carpet-grass-1' if tile_to_insert == 'grass-1' then decorative = 'green-pita' end if tile_to_insert == 'grass-2' then decorative = 'green-pita' end if tile_to_insert == 'grass-3' then decorative = 'green-pita' end if tile_to_insert == 'sand-1' then decorative = 'green-asterisk' end if tile_to_insert == 'sand-3' then decorative = 'green-asterisk' end if tile_to_insert == 'red-desert-1' then decorative = 'red-asterisk' end if tile_to_insert == 'red-desert-0' then decorative = 'red-asterisk' end if math.random(1, 5) == 1 then table.insert(decoratives, {name = decorative, position = {x, y}, amount = 1}) end end if tile_to_insert == 'red-desert-0' then if math.random(1, 50) == 1 then table.insert(decoratives, {name = 'rock-medium', position = {x, y}, amount = 1}) end end end --Placement of Island Resources if tile_to_insert ~= 'water' then local c = math.max(math.abs(world.x), math.abs(world.y)) local resource_amount_distance_multiplicator = (((c + 1) / 75) / 75) + 1 local noise_resource_amount_modifier = perlin.noise(((world.x + seed) / 200), ((world.y + seed) / 200), 0) local resource_amount = 1 + ((500 + (500 * noise_resource_amount_modifier * 0.2)) * resource_amount_distance_multiplicator) if tile_to_insert == 'sand-1' or tile_to_insert == 'sand-3' then if noise_island_iron_and_copper > 0.5 and noise_island_resource > 0.2 then table.insert(entities, {name = 'iron-ore', amount = resource_amount}) end if noise_island_iron_and_copper < -0.5 and noise_island_resource > 0.2 then table.insert(entities, {name = 'copper-ore', amount = resource_amount}) end end if tile_to_insert == 'grass-3' or tile_to_insert == 'grass-2' then if noise_island_stone_and_coal > 0.5 and noise_island_resource > 0.2 then table.insert(entities, {name = 'stone', amount = resource_amount}) end if noise_island_stone_and_coal < -0.5 and noise_island_resource > 0.2 then table.insert(entities, {name = 'coal', amount = resource_amount}) end end if tile_to_insert == 'red-desert-1' or tile_to_insert == 'red-desert-0' then if noise_island_oil_and_uranium > 0.55 and noise_island_resource > 0.25 and math.random(60) == 1 then table.insert(entities, {name = 'crude-oil', amount = resource_amount * 400}) end if noise_island_oil_and_uranium < -0.55 and noise_island_resource > 0.35 then table.insert(entities, {name = 'uranium-ore', amount = resource_amount}) end end noise_island_starting = noise_island_starting * 0.08 --Starting Resources if tile_distance_to_center <= radsquare then if tile_distance_to_center + noise_island_starting > radsquare * 0.09 and tile_distance_to_center + noise_island_starting <= radsquare * 0.15 then table.insert(entities, {name = 'stone', amount = resource_amount * 1.5}) end if tile_distance_to_center + noise_island_starting > radsquare * 0.05 and tile_distance_to_center + noise_island_starting <= radsquare * 0.09 then table.insert(entities, {name = 'coal', amount = resource_amount * 1.5}) end if tile_distance_to_center + noise_island_starting > radsquare * 0.02 and tile_distance_to_center + noise_island_starting <= radsquare * 0.05 then table.insert(entities, {name = 'iron-ore', amount = resource_amount * 1.5}) end if tile_distance_to_center + noise_island_starting > radsquare * 0.003 and tile_distance_to_center + noise_island_starting <= radsquare * 0.02 then table.insert(entities, {name = 'copper-ore', amount = resource_amount * 1.5}) end if tile_distance_to_center + noise_island_starting <= radsquare * 0.002 then table.insert(entities, {name = 'crude-oil', amount = resource_amount * 400}) end end end return {tile = tile_to_insert, entities = entities, decoratives = decoratives} end return b.fish(map, 0.0025)