--Author: MewMew -- !! ATTENTION !! -- Use water only in starting area as map setting!!! local perlin = require 'map_gen.shared.perlin_noise' local Task = require 'utils.task' 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 = '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} } 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 c = 0.5 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 = RS.get_surface() 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 entity.destroy() end end Task.queue_task('run_planet_init', {}) --run_planet_init() for x = 0, 31, 1 do Task.queue_task('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} ) Task.queue_task('run_planet_place_tiles', {surface = event.surface}) 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-1' 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-1' 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 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 = 'rock-medium', position = {pos_x, pos_y}, amount = 1} ) end if math.random(1, 80) == 1 then table.insert( global.planet_decoratives_hold, {name = 'sand-rock-small', position = {pos_x, pos_y}, amount = 1} ) end else if math.random(1, 1500) == 1 then table.insert( global.planet_decoratives_hold, {name = 'rock-medium', position = {pos_x, pos_y}, amount = 1} ) end if math.random(1, 180) == 1 then table.insert( global.planet_decoratives_hold, {name = 'sand-rock-small', position = {pos_x, pos_y}, amount = 1} ) end end end else tile_to_insert = 'red-desert-0' 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 = 'sand-rock-big', position = {pos_x, pos_y}} then surface.create_entity {name = 'sand-rock-big', position = {pos_x, pos_y}} end else if surface.can_place_entity {name = 'sand-rock-big', position = {pos_x, pos_y}} then surface.create_entity {name = 'sand-rock-big', 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 = 'rock-medium', position = {pos_x, pos_y}, amount = 1} ) end else if tile_to_insert ~= 'water' and tile_to_insert ~= 'sand-1' then if math.random(1, 15) == 1 then table.insert( global.planet_decoratives_hold, {name = 'sand-rock-small', position = {pos_x, pos_y}, amount = 1} ) else if math.random(1, 8) == 1 then table.insert( global.planet_decoratives_hold, {name = 'sand-rock-small', 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