--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' 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 = game.surfaces[1] 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 cluster_tiles = {} local surface = game.surfaces[1] local pos = position local x = pos.x local y = pos.y 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) local area = event.area local surface = event.surface local entities = surface.find_entities(area) for _, entity in pairs(entities) do 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 Task.queue_task('run_borg', {area = event.area, surface = event.surface, x = x}) end end function run_borg(params) local tiles = {} local decoratives = {} 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 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 = surface.map_gen_settings.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 local noise_walls_1 = perlin:noise(((pos_x + seed) / 150), ((pos_y + seed) / 150), 0) seed = seed + seed_increment_number local noise_walls_2 = perlin:noise(((pos_x + seed) / 50), ((pos_y + seed) / 50), 0) seed = seed + seed_increment_number local noise_walls_3 = perlin:noise(((pos_x + seed) / 20), ((pos_y + seed) / 20), 0) seed = seed + seed_increment_number local noise_walls = noise_walls_1 + noise_walls_2 * 0.1 + noise_walls_3 * 0.03 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 > 0.17 then tile_to_insert = 'sand-3' end if noise_borg_defense > 0.4 then tile_to_insert = 'concrete' end if noise_borg_defense > 0.35 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 surface.can_place_entity {name = 'substation', position = {pos_x, pos_y}, force = 'enemy'} then 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 surface.can_place_entity {name = 'solar-panel', position = {pos_x, pos_y}, force = 'enemy'} then 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 surface.can_place_entity {name = 'substation', position = {pos_x, pos_y}, force = 'enemy'} then 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 surface.can_place_entity {name = 'accumulator', position = {pos_x, pos_y}, force = 'enemy'} then 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 surface.can_place_entity {name = 'substation', position = {pos_x, pos_y}, force = 'enemy'} then surface.create_entity {name = 'substation', position = {pos_x, pos_y}, force = 'enemy'} end end if noise_borg_defense >= 0.487 and noise_borg_defense < 0.50 then if surface.can_place_entity {name = 'laser-turret', position = {pos_x, pos_y}, force = 'enemy'} then 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 < 0.487 then if surface.can_place_entity {name = 'substation', position = {pos_x, pos_y}, force = 'enemy'} then surface.create_entity {name = 'substation', position = {pos_x, pos_y}, force = 'enemy'} end end if noise_borg_defense >= 0.45 and noise_borg_defense < 0.484 then if surface.can_place_entity {name = 'stone-wall', position = {pos_x, pos_y}, force = 'enemy'} then surface.create_entity {name = 'stone-wall', position = {pos_x, pos_y}, force = 'enemy'} end end if noise_trees > 0.2 and tile_to_insert == 'sand-3' then if math.random(1, 15) == 1 then if math.random(1, 5) == 1 then if surface.can_place_entity {name = 'dry-hairy-tree', position = {pos_x, pos_y}} then surface.create_entity {name = 'dry-hairy-tree', position = {pos_x, pos_y}} end else if surface.can_place_entity {name = 'dry-tree', position = {pos_x, pos_y}} then surface.create_entity {name = 'dry-tree', position = {pos_x, pos_y}} end end end end local entity_list = {} table.insert(entity_list, {name = 'big-ship-wreck-1', pos = {pos_x, pos_y}, chance = 35000, health = 'random'}) table.insert(entity_list, {name = 'big-ship-wreck-2', pos = {pos_x, pos_y}, chance = 45000, health = 'random'}) table.insert(entity_list, {name = 'big-ship-wreck-3', pos = {pos_x, pos_y}, chance = 55000, health = 'random'}) if noise_walls > -0.03 and noise_walls < 0.03 then table.insert(entity_list, {name = 'gun-turret', pos = {pos_x, pos_y}, force = 'enemy', chance = 40}) end if noise_borg_defense > 0.41 and noise_borg_defense < 0.45 then table.insert(entity_list, {name = 'gun-turret', pos = {pos_x, pos_y}, force = 'enemy', chance = 15}) end table.insert(entity_list, {name = 'pipe-to-ground', pos = {pos_x, pos_y}, force = 'enemy', chance = 7500}) if tile_to_insert ~= 'stone-path' and tile_to_insert ~= 'concrete' then table.insert( entity_list, {name = 'dead-dry-hairy-tree', pos = {pos_x, pos_y}, force = 'enemy', chance = 1500} ) table.insert(entity_list, {name = 'dead-grey-trunk', pos = {pos_x, pos_y}, force = 'enemy', chance = 1500}) end 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 surface.can_place_entity {name = 'rock-big', position = {pos_x, pos_y}} then surface.create_entity {name = 'rock-big', position = {pos_x, pos_y}} end end end end local noise_water_1 = perlin:noise(((pos_x + seed) / 200), ((pos_y + seed) / 200), 0) seed = seed + seed_increment_number local noise_water_2 = perlin:noise(((pos_x + seed) / 100), ((pos_y + seed) / 100), 0) seed = seed + seed_increment_number local noise_water_3 = perlin:noise(((pos_x + seed) / 25), ((pos_y + seed) / 25), 0) seed = seed + seed_increment_number local noise_water_4 = perlin:noise(((pos_x + seed) / 10), ((pos_y + seed) / 10), 0) seed = seed + seed_increment_number local noise_water = noise_water_1 + noise_water_2 + noise_water_3 * 0.07 + noise_water_4 * 0.07 local noise_water_1 = perlin:noise(((pos_x + seed) / 200), ((pos_y + seed) / 200), 0) seed = seed + seed_increment_number local noise_water_2 = perlin:noise(((pos_x + seed) / 100), ((pos_y + seed) / 100), 0) seed = seed + seed_increment_number local noise_water_3 = perlin:noise(((pos_x + seed) / 25), ((pos_y + seed) / 25), 0) seed = seed + seed_increment_number local noise_water_4 = perlin:noise(((pos_x + seed) / 10), ((pos_y + seed) / 10), 0) seed = seed + seed_increment_number local noise_water_2 = noise_water_1 + noise_water_2 + noise_water_3 * 0.07 + noise_water_4 * 0.07 if tile_to_insert ~= 'stone-path' and tile_to_insert ~= 'concrete' then if noise_water > -0.15 and noise_water < 0.15 and noise_water_2 > 0.5 then tile_to_insert = 'water-green' local a = pos_x + 1 table.insert(tiles, {name = tile_to_insert, position = {a, pos_y}}) local a = pos_y + 1 table.insert(tiles, {name = tile_to_insert, position = {pos_x, a}}) local a = pos_x - 1 table.insert(tiles, {name = tile_to_insert, position = {a, pos_y}}) local a = pos_y - 1 table.insert(tiles, {name = tile_to_insert, position = {pos_x, a}}) table.insert(tiles, {name = tile_to_insert, position = {pos_x, pos_y}}) end end if noise_borg_defense <= 0.45 and tile_to_insert ~= 'water-green' then local a = -0.01 local b = 0.01 if noise_walls > a and noise_walls < b then if surface.can_place_entity {name = 'stone-wall', position = {pos_x, pos_y}, force = 'enemy'} then surface.create_entity {name = 'stone-wall', position = {pos_x, pos_y}, force = 'enemy'} end end if noise_walls >= a and noise_walls <= b then tile_to_insert = 'concrete' end if noise_borg_defense < 0.40 then if noise_walls > b and noise_walls < b + 0.03 then tile_to_insert = 'stone-path' end if noise_walls > a - 0.03 and noise_walls < a then tile_to_insert = 'stone-path' end end end local noise_decoratives_1 = perlin:noise(((pos_x + seed) / 50), ((pos_y + seed) / 50), 0) seed = seed + seed_increment_number local noise_decoratives_2 = perlin:noise(((pos_x + seed) / 15), ((pos_y + seed) / 15), 0) seed = seed + seed_increment_number local noise_decoratives = noise_decoratives_1 + noise_decoratives_2 * 0.3 if noise_decoratives > 0.3 and noise_decoratives < 0.5 then if tile_to_insert ~= 'stone-path' and tile_to_insert ~= 'concrete' and tile_to_insert ~= 'water-green' then if math.random(1, 10) == 1 then table.insert(decoratives, {name = 'red-desert-bush', position = {pos_x, pos_y}, amount = 1}) end end end table.insert(tiles, {name = tile_to_insert, position = {pos_x, pos_y}}) end surface.set_tiles(tiles, true) for _, deco in pairs(decoratives) do surface.create_decoratives {check_collision = false, decoratives = {deco}} end end