--Author: MewMew --[[ !! ATTENTION !! This map is DEPRECATED and is no longer updated. If you wish to update parts of the scenario, you are free to do so and submit a PR on discord. Current bugs include: -starting area can still be under attack -copper ore never spawns without bugs -map balance is hard early game and easy afterwards -some turrets are unpowered -small ship wrecks are not accessible -general performance is not very good in MP ]] -- Use water only in starting area as map setting!!! local perlin = require 'map_gen.shared.perlin_noise' local Token = require 'utils.token' local RS = require 'map_gen.shared.redmew_surface' local MGSP = require 'resources.map_gen_settings' local ScenarioInfo = require 'features.gui.info' local insert = table.insert local random = math.random local 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} } ScenarioInfo.set_map_name('Borg Planet (Deprecated)') ScenarioInfo.set_map_description('Welcome in a world filled with dangers.\nIf you want to stay alive you must stay between the lines.\nResistance is futile.') ScenarioInfo.set_map_extra_info('Lootable crash parts with items inside.\nEnemy turrets defending some parts of the world.') RS.set_map_gen_settings({MGSP.water_none}) local ship_callback = Token.register( function(entity) entity.health = random(entity.health) entity.insert(wreck_item_pool[random(#wreck_item_pool)]) entity.insert(wreck_item_pool[random(#wreck_item_pool)]) entity.insert(wreck_item_pool[random(#wreck_item_pool)]) end ) local clear_types = {'simple-entity', '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 local medium_health = Token.register( function(e) e.health = random(math.floor(e.health * 0.333), math.floor(e.health * 0.666)) end ) local low_health = Token.register( function(e) e.health = random(math.floor(e.health * 0.033), math.floor(e.health * 0.330)) end ) local turrent_callback = Token.register( function(e) if random(1, 3) == 1 then e.insert('piercing-rounds-magazine') else e.insert('firearm-magazine') end end ) return function(_, _, world) -- luacheck: ignore 561 local entities = {} local surface = world.surface if not world.island_resort_cleared then world.island_resort_cleared = true do_clear_entities(world) end local tile_to_insert = 'sand-1' local seed_increment_number = 10000 local seed = surface.map_gen_settings.seed local noise_borg_defense_1 = perlin.noise(((world.x + seed) / 100), ((world.y + seed) / 100), 0) seed = seed + seed_increment_number local noise_borg_defense_2 = perlin.noise(((world.x + seed) / 20), ((world.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(((world.x + seed) / 50), ((world.y + seed) / 50), 0) seed = seed + seed_increment_number local noise_trees_2 = perlin.noise(((world.x + seed) / 15), ((world.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(((world.x + seed) / 150), ((world.y + seed) / 150), 0) seed = seed + seed_increment_number local noise_walls_2 = perlin.noise(((world.x + seed) / 50), ((world.y + seed) / 50), 0) seed = seed + seed_increment_number local noise_walls_3 = perlin.noise(((world.x + seed) / 20), ((world.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 if random(25) == 1 then insert(entities, {name = 'big-ship-wreck-1', force = 'player', callback = ship_callback}) elseif random(25) == 1 then insert(entities, {name = 'big-ship-wreck-2', force = 'player', callback = ship_callback}) elseif random(25) == 1 then insert(entities, {name = 'big-ship-wreck-3', force = 'player', callback = ship_callback}) 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 insert(entities, {name = 'substation', force = 'enemy'}) end if noise_borg_defense >= 0.54 and noise_borg_defense < 0.65 then insert(entities, {name = 'solar-panel', force = 'enemy'}) end if noise_borg_defense > 0.53 and noise_borg_defense < 0.54 then insert(entities, {name = 'substation', force = 'enemy'}) end if noise_borg_defense >= 0.51 and noise_borg_defense < 0.53 then insert(entities, {name = 'accumulator', force = 'enemy'}) end if noise_borg_defense >= 0.50 and noise_borg_defense < 0.51 then insert(entities, {name = 'substation', force = 'enemy'}) end if noise_borg_defense >= 0.487 and noise_borg_defense < 0.50 then insert(entities, {name = 'laser-turret', force = 'enemy'}) end if noise_borg_defense >= 0.485 and noise_borg_defense < 0.487 then insert(entities, {name = 'substation', force = 'enemy'}) end if noise_borg_defense >= 0.45 and noise_borg_defense < 0.484 then insert(entities, {name = 'stone-wall', force = 'enemy'}) end if noise_trees > 0.2 and tile_to_insert == 'sand-3' then if random(1, 15) == 1 then if random(1, 5) == 1 then insert(entities, {name = 'dry-hairy-tree'}) else insert(entities, {name = 'dry-tree'}) end end end if random(35000) == 1 then insert(entities, {name = 'big-ship-wreck-1', force = 'player', callback = ship_callback}) elseif random(45000) == 1 then insert(entities, {name = 'big-ship-wreck-2', force = 'player', callback = ship_callback}) elseif random(55000) == 1 then insert(entities, {name = 'big-ship-wreck-3', force = 'player', callback = ship_callback}) elseif noise_walls > -0.03 and noise_walls < 0.03 and random(40) == 1 then insert(entities, {name = 'gun-turret', force = 'enemy', callback = turrent_callback}) elseif noise_borg_defense > 0.41 and noise_borg_defense < 0.45 and random(15) == 1 then insert(entities, {name = 'gun-turret', force = 'enemy', callback = turrent_callback}) elseif random(7500) == 1 then insert(entities, {name = 'pipe-to-ground', force = 'enemy'}) elseif tile_to_insert ~= 'stone-path' and tile_to_insert ~= 'concrete' and random(1500) == 1 then insert(entities, {name = 'dead-dry-hairy-tree'}) elseif tile_to_insert ~= 'stone-path' and tile_to_insert ~= 'concrete' and random(1500) == 1 then insert(entities, {name = 'dead-grey-trunk'}) elseif random(25000) == 1 then insert(entities, {name = 'medium-ship-wreck', force = 'player', callback = medium_health}) elseif random(15000) == 1 then insert(entities, {name = 'small-ship-wreck', force = 'player', callback = medium_health}) elseif random(150000) == 1 then insert(entities, {name = 'car', force = 'player', callback = low_health}) elseif random(100000) == 1 then insert(entities, {name = 'laser-turret', force = 'enemy', callback = low_health}) elseif random(1000000) == 1 then insert(entities, {name = 'nuclear-reactor', force = 'enemy', callback = medium_health}) end if noise_trees < -0.5 and (tile_to_insert == 'sand-3' or tile_to_insert == 'sand-1') and random(15) == 1 then insert(entities, {name = 'rock-big'}) end local noise_water_1 = perlin.noise(((world.x + seed) / 200), ((world.y + seed) / 200), 0) seed = seed + seed_increment_number local noise_water_2 = perlin.noise(((world.x + seed) / 100), ((world.y + seed) / 100), 0) seed = seed + seed_increment_number local noise_water_3 = perlin.noise(((world.x + seed) / 25), ((world.y + seed) / 25), 0) seed = seed + seed_increment_number local noise_water_4 = perlin.noise(((world.x + seed) / 10), ((world.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 noise_water_1 = perlin.noise(((world.x + seed) / 200), ((world.y + seed) / 200), 0) seed = seed + seed_increment_number noise_water_2 = perlin.noise(((world.x + seed) / 100), ((world.y + seed) / 100), 0) seed = seed + seed_increment_number noise_water_3 = perlin.noise(((world.x + seed) / 25), ((world.y + seed) / 25), 0) seed = seed + seed_increment_number noise_water_4 = perlin.noise(((world.x + seed) / 10), ((world.y + seed) / 10), 0) seed = seed + seed_increment_number 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' and noise_water > -0.15 and noise_water < 0.15 and noise_water_2 > 0.5 then tile_to_insert = 'water-green' 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 insert(entities, {name = 'stone-wall', force = 'enemy'}) 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(((world.x + seed) / 50), ((world.y + seed) / 50), 0) seed = seed + seed_increment_number local noise_decoratives_2 = perlin.noise(((world.x + seed) / 15), ((world.y + seed) / 15), 0) local noise_decoratives = noise_decoratives_1 + noise_decoratives_2 * 0.3 local decoratives 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' and random(10) == 1 then decoratives = {name = 'red-desert-bush', amount = 1} end end return {tile = tile_to_insert, entities = entities, decoratives = decoratives} end