require "locale.gen_shared.perlin_noise" local random_ores = {"iron-ore","coal","copper-ore","stone","uranium-ore"} local random_dense = {1.15,0.8,1,0.9, 0.5} --ore density reference function run_ores_module_setup() if not global.ores_seed_A then global.ores_seed_A = math.random(10,10000) end if not global.ores_seed_B then global.ores_seed_B = math.random(10,10000) end end --generate ores for entire chunk function run_ores_module(event) --game.print("gen crazy ores") run_ores_module_setup() --if not global.ores_seed_A then global.ores_seed_A = math.random(10,10000) end --if not global.ores_seed_B then global.ores_seed_B = math.random(10,10000) end local area = event.area local surface = event.surface local tiles = {} local entities = surface.find_entities(area) for _, entity in pairs(entities) do if entity.type == "resource" then entity.destroy() end end local top_left = area.left_top --make a more direct reference local distance_bonus = 200 + math.sqrt(top_left.x*top_left.x + top_left.y*top_left.y) * 0.2 for x = top_left.x, top_left.x + 31 do for y = top_left.y, top_left.y + 31 do --table.insert(tiles, {name = "out-of-map", position = {x,y}}) local wiggle = 100 + perlin:noise((x*0.005),(y*0.005),global.ores_seed_A + 41) * 60 local Ores_A = perlin:noise((x*0.01),(y*0.01),global.ores_seed_B + 57) * wiggle if Ores_A > 35 then --we place ores local Ores_B = perlin:noise((x*0.02),(y*0.02),global.ores_seed_B + 13) * wiggle local a = 5 -- if Ores_A < 76 then a = math.floor(Ores_A*0.75 + Ores_B*0.5) % 4 + 1 end --if its not super high we place normal ores -- local res_amount = distance_bonus res_amount = math.floor(res_amount * random_dense[a]) -- if surface.can_place_entity {name=random_ores[a], position={x,y}} then surface.create_entity {name=random_ores[a], position={x,y}, amount=res_amount} end elseif Ores_A < -60 then if math.random(1,200) == 1 and surface.can_place_entity {name="crude-oil", position={x,y}} then surface.create_entity {name="crude-oil", position={x,y}, amount = math.random(5000,20000) +math.floor(distance_bonus)* 1500 } end end end end end --used when terrain modual passes to it, can save extra calculations function run_ores_module_tile(surface,x,y) distance_bonus = 200 + math.sqrt(x*x + y*y) * 0.2 local wiggle = 100 + perlin:noise((x*0.005),(y*0.005),global.ores_seed_A + 41) * 60 local Ores_A = perlin:noise((x*0.01),(y*0.01),global.ores_seed_B + 57) * wiggle if Ores_A > 35 then --we place ores local Ores_B = perlin:noise((x*0.02),(y*0.02),global.ores_seed_B + 13) * wiggle local a = 5 -- if Ores_A < 76 then a = math.floor(Ores_A*0.75 + Ores_B*0.5) % 4 + 1 end --if its not super high we place normal ores -- local res_amount = distance_bonus res_amount = math.floor(res_amount * random_dense[a]) -- --if surface.can_place_entity {name=random_ores[a], position={x,y}} then --We assume it can be places because terrain gen told us to. surface.create_entity {name=random_ores[a], position={x,y}, amount=res_amount} --end elseif Ores_A < -60 then if math.random(1,200) == 1 then surface.create_entity {name="crude-oil", position={x,y}, amount = math.random(5000,20000) +math.floor(distance_bonus)* 1500 } end end end