--Author: MewMew -- Threaded by Tris -- !! 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 = '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 function auto_place_entity_around_target(entity, scan_radius, mode, density, surface) local x = entity.pos.x local y = entity.pos.y if not surface then surface = game.surfaces[1] end if not scan_radius then scan_radius = 6 end if not entity then return end if not mode then mode = 'ball' end if not density then density = 1 end if surface.can_place_entity {name = entity.name, position = {x, y}} then local e = surface.create_entity {name = entity.name, position = {x, y}} return true, e 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 if surface.can_place_entity {name = entity.name, position = {x, y}} then local e = surface.create_entity {name = entity.name, position = {x, y}} return true, e end x = x + density end for a = 1, i, 1 do if surface.can_place_entity {name = entity.name, position = {x, y}} then local e = surface.create_entity {name = entity.name, position = {x, y}} return true, e end y = y + density end for a = 1, i, 1 do if surface.can_place_entity {name = entity.name, position = {x, y}} then local e = surface.create_entity {name = entity.name, position = {x, y}} return true, e end x = x - density end for a = 1, i, 1 do if surface.can_place_entity {name = entity.name, position = {x, y}} then local e = surface.create_entity {name = entity.name, position = {x, y}} return true, e 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 if surface.can_place_entity {name = entity.name, position = {x, y}} then local e = surface.create_entity {name = entity.name, position = {x, y}} return true, e end end for a = 1, i, 1 do y = y + density if surface.can_place_entity {name = entity.name, position = {x, y}} then local e = surface.create_entity {name = entity.name, position = {x, y}} return true, e end end for a = 1, i, 1 do x = x - density if surface.can_place_entity {name = entity.name, position = {x, y}} then local e = surface.create_entity {name = entity.name, position = {x, y}} return true, e end end for a = 1, i, 1 do y = y - density if surface.can_place_entity {name = entity.name, position = {x, y}} then local e = surface.create_entity {name = entity.name, position = {x, y}} return true, e 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 if surface.can_place_entity {name = entity.name, position = {x, y}} then local e = surface.create_entity {name = entity.name, position = {x, y}} return true, e end y = y + density end for a = 1, i, 1 do if surface.can_place_entity {name = entity.name, position = {x, y}} then local e = surface.create_entity {name = entity.name, position = {x, y}} return true, e end x = x - density end for a = 1, i, 1 do if surface.can_place_entity {name = entity.name, position = {x, y}} then local e = surface.create_entity {name = entity.name, position = {x, y}} return true, e end y = y - density end for a = 1, i, 1 do if surface.can_place_entity {name = entity.name, position = {x, y}} then local e = surface.create_entity {name = entity.name, position = {x, y}} return true, e 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 if surface.can_place_entity {name = entity.name, position = {x, y}} then local e = surface.create_entity {name = entity.name, position = {x, y}} return true, e end end for a = 1, i, 1 do x = x - density if surface.can_place_entity {name = entity.name, position = {x, y}} then local e = surface.create_entity {name = entity.name, position = {x, y}} return true, e end end for a = 1, i, 1 do y = y - density if surface.can_place_entity {name = entity.name, position = {x, y}} then local e = surface.create_entity {name = entity.name, position = {x, y}} return true, e end end for a = 1, i, 1 do x = x + density if surface.can_place_entity {name = entity.name, position = {x, y}} then local e = surface.create_entity {name = entity.name, position = {x, y}} return true, e end end i = i + 2 end end return false end local function create_tree_cluster(pos, amount) if not pos then return false end if amount == nil then amount = 7 end local scan_radius = amount * 2 --local mode = "line_down" --if math.random(1,2) == 1 then mode = "line_up" end local mode = 'ball' local entity = {} entity.pos = pos for i = 1, amount, 1 do entity.name = 'tree-06' local density = 2 if 1 == math.random(1, 20) then entity.name = 'tree-07' end if 1 == math.random(1, 70) then entity.name = 'tree-09' end if 1 == math.random(1, 10) then entity.name = 'tree-04' end if 1 == math.random(1, 9) then density = 1 end if 1 == math.random(1, 3) then density = 3 end if 1 == math.random(1, 3) then density = 4 end local b, e = auto_place_entity_around_target(entity, scan_radius, mode, density) if b == true then if 1 == math.random(1, 3) then entity.pos = e.position end end end return b, e end global.swamp_tiles_hold = {} global.swamp_decoratives_hold = {} function run_swamp_init(params) global.swamp_tiles_hold = {} global.swamp_decoratives_hold = {} end function run_swamp_place_tiles(params) local surface = params.surface surface.set_tiles(global.swamp_tiles_hold) for _, deco in pairs(global.swamp_decoratives_hold) do surface.create_decoratives {check_collision = false, decoratives = {deco}} end end function run_swamp_river(params) local area = params.area local surface = params.surface local x = params.x local pos_x = area.left_top.x + x local seed = params.seed for y = 0, 31, 1 do local pos_y = area.left_top.y + y local noise_terrain_1 = perlin.noise(((pos_x + seed) / 150), ((pos_y + seed) / 150), 0) local noise_terrain_2 = perlin.noise(((pos_x + seed) / 75), ((pos_y + seed) / 75), 0) local noise_terrain_3 = perlin.noise(((pos_x + seed) / 50), ((pos_y + seed) / 50), 0) local noise_terrain_4 = perlin.noise(((pos_x + seed) / 7), ((pos_y + seed) / 7), 0) local noise_terrain = noise_terrain_1 + (noise_terrain_2 * 0.2) + (noise_terrain_3 * 0.1) + (noise_terrain_4 * 0.02) local tile_to_insert if noise_terrain > -0.03 and noise_terrain < 0.03 then tile_to_insert = 'water-green' local a = pos_x + 1 table.insert(global.swamp_tiles_hold, {name = tile_to_insert, position = {a, pos_y}}) local a = pos_y + 1 table.insert(global.swamp_tiles_hold, {name = tile_to_insert, position = {pos_x, a}}) local a = pos_x - 1 table.insert(global.swamp_tiles_hold, {name = tile_to_insert, position = {a, pos_y}}) local a = pos_y - 1 table.insert(global.swamp_tiles_hold, {name = tile_to_insert, position = {pos_x, a}}) table.insert(global.swamp_tiles_hold, {name = tile_to_insert, position = {pos_x, pos_y}}) end end end function run_swamp_destroy_trees(params) 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 ~= 'tree-09' and entity.name ~= 'tree-07' and entity.name ~= 'tree-06' then --and entity.name ~= "tree-04" entity.destroy() end end end end function run_swamp_entities(params) local area = params.area local surface = params.surface local x = params.x local pos_x = area.left_top.x + x local forest_cluster = params.forest_cluster 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 = tile local entity_placed = false -- or tile.name == "grass-2" --if tile.name ~= "water" and tile.name ~= "deepwater" and tile.name ~= "water-green" then if tile.name ~= 'water-green' then table.insert(global.swamp_tiles_hold, {name = 'grass-1', position = {pos_x, pos_y}}) 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'} ) local b, placed_entity = place_entities(surface, entity_list) if b == true 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 local entity_list = {} table.insert(entity_list, {name = 'tree-04', pos = {pos_x, pos_y}, chance = 400}) table.insert(entity_list, {name = 'tree-09', pos = {pos_x, pos_y}, chance = 1000}) table.insert(entity_list, {name = 'tree-07', pos = {pos_x, pos_y}, chance = 400}) table.insert(entity_list, {name = 'tree-06', pos = {pos_x, pos_y}, chance = 150}) table.insert(entity_list, {name = 'rock-big', pos = {pos_x, pos_y}, chance = 400}) table.insert(entity_list, {name = 'green-coral', pos = {pos_x, pos_y}, chance = 10000}) table.insert( entity_list, {name = 'medium-ship-wreck', pos = {pos_x, pos_y}, chance = 25000, health = 'random'} ) table.insert( entity_list, {name = 'small-ship-wreck', pos = {pos_x, pos_y}, chance = 25000, health = 'random'} ) table.insert(entity_list, {name = 'car', pos = {pos_x, pos_y}, chance = 125000, health = 'low'}) table.insert( entity_list, {name = 'stone-furnace', pos = {pos_x, pos_y}, chance = 100000, health = 'random', force = 'enemy'} ) local b, placed_entity = place_entities(surface, entity_list) if forest_cluster == true then if math.random(1, 800) == 1 then create_tree_cluster(pos, 120) end end else --if tile.name == "water" then tile_to_insert = "water" end --if tile.name == "deepwater" then tile_to_insert = "deepwater" end end end end function run_combined_module(event) -- Generate Rivers if not global.perlin_noise_seed then global.perlin_noise_seed = math.random(1000, 1000000) end local seed = global.perlin_noise_seed local tiles = {} Task.queue_task('run_swamp_init', {}) for x = 0, 31, 1 do Task.queue_task('run_swamp_river', {area = event.area, surface = event.surface, x = x, seed = seed}) end Task.queue_task('run_swamp_place_tiles', {surface = event.surface}) -- Generate other thingies Task.queue_task('run_swamp_destroy_trees', {area = event.area, surface = event.surface, x = x}) local forest_cluster = true if math.random(1, 4) == 1 then forest_cluster = false end Task.queue_task('run_swamp_init', {}) for x = 0, 31, 1 do Task.queue_task( 'run_swamp_entities', {area = event.area, surface = event.surface, x = x, forest_cluster = forest_cluster} ) end Task.queue_task('run_swamp_place_tiles', {surface = event.surface}) Task.queue_task('run_swamp_cleanup', {area = event.area, surface = event.surface}) Task.queue_task('run_chart_update', {area = event.area, surface = event.surface}) end function run_chart_update(params) local x = params.area.left_top.x / 32 local y = params.area.left_top.y / 32 if game.forces.player.is_chunk_charted(params.surface, {x, y}) then -- Don't use full area, otherwise adjacent chunks get charted game.forces.player.chart( params.surface, { {params.area.left_top.x, params.area.left_top.y}, {params.area.left_top.x + 30, params.area.left_top.y + 30} } ) end end function run_swamp_cleanup(params) local area = params.area local surface = params.surface local decoratives = {} --check for existing chunk if you would overwrite decoratives local for_start_x = 0 local for_end_x = 31 local for_start_y = 0 local for_end_y = 31 local testing_pos = area.left_top.x - 1 local tile = surface.get_tile(testing_pos, area.left_top.y) if tile.name then for_start_x = -1 end local testing_pos = area.left_top.y - 1 local tile = surface.get_tile(area.left_top.x, testing_pos) if tile.name then for_start_y = -1 end local testing_pos = area.right_bottom.x local tile = surface.get_tile(testing_pos, area.right_bottom.y) if tile.name then for_end_x = 32 end local testing_pos = area.right_bottom.y local tile = surface.get_tile(area.right_bottom.x, testing_pos) if tile.name then for_end_y = 32 end for x = for_start_x, for_end_x, 1 do for y = for_start_y, for_end_y, 1 do local pos_x = area.left_top.x + x local pos_y = area.left_top.y + y local tile = surface.get_tile(pos_x, pos_y) local decal_has_been_placed = false if tile.name == 'grass-1' then if decal_has_been_placed == false then local r = math.random(1, 3) if r == 1 then table.insert( decoratives, {name = 'green-carpet-grass-1', position = {pos_x, pos_y}, amount = 1} ) decal_has_been_placed = false end end if decal_has_been_placed == false then local r = math.random(1, 7) if r == 1 then table.insert(decoratives, {name = 'green-hairy-grass-1', position = {pos_x, pos_y}, amount = 1}) decal_has_been_placed = false end end if decal_has_been_placed == false then local r = math.random(1, 10) if r == 1 then table.insert(decoratives, {name = 'green-bush-mini', position = {pos_x, pos_y}, amount = 1}) decal_has_been_placed = false end end if decal_has_been_placed == false then local r = math.random(1, 6) if r == 1 then table.insert(decoratives, {name = 'green-pita', position = {pos_x, pos_y}, amount = 1}) decal_has_been_placed = false end end if decal_has_been_placed == false then local r = math.random(1, 12) if r == 1 then table.insert(decoratives, {name = 'green-small-grass-1', position = {pos_x, pos_y}, amount = 1}) decal_has_been_placed = false end end if decal_has_been_placed == false then local r = math.random(1, 25) if r == 1 then table.insert(decoratives, {name = 'green-asterisk', position = {pos_x, pos_y}, amount = 1}) decal_has_been_placed = false end end end if tile.name == 'water' or tile.name == 'water-green' then if decal_has_been_placed == false then local r = math.random(1, 18) if r == 1 then table.insert( decoratives, {name = 'green-carpet-grass-1', position = {pos_x, pos_y}, amount = 1} ) decal_has_been_placed = false end end if decal_has_been_placed == false then local r = math.random(1, 950) if r == 1 then table.insert(decoratives, {name = 'green-small-grass-1', position = {pos_x, pos_y}, amount = 1}) decal_has_been_placed = false end end if decal_has_been_placed == false then local r = math.random(1, 150) if r == 1 then table.insert(decoratives, {name = 'green-bush-mini', position = {pos_x, pos_y}, amount = 1}) decal_has_been_placed = false end end end end end for _, deco in pairs(decoratives) do surface.create_decoratives {check_collision = false, decoratives = {deco}} end end