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mirror of https://github.com/Refactorio/RedMew.git synced 2025-01-18 03:21:47 +02:00
RedMew/map_layout.lua
2017-06-30 17:10:19 +02:00

1368 lines
48 KiB
Lua

--[[
Hey there!
With this you can customize your world generation.
Just set the map_styles of your choice to true to make it happen.
---MewMew---
notes:
--]]
require "perlin_noise"
perlin:load( )
if not global.perlin_noise_seed then global.perlin_noise_seed = math.random(1000,1000000) end
local map_styles = {}
map_styles = {
up = false,
right = false,
square = false,
circle = false,
red_planet = false,
dagobah_swamp = false,
grey_void = false,
resource_cluster_truck = false,
perlin_01 = false,
perlin_02 = false
}
if map_styles.red_planet == true or map_styles.dagobah_swamp == true then
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}}
end
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_entitie_cluster(name, pos, amount)
local surface = game.surfaces[1]
local entity = {}
entity.pos = pos
entity.name = name
local mode = "ball"
for i = 1, amount, 1 do
local b, e = auto_place_entity_around_target(entity, 30, mode)
if b == true then
if 1 == math.random(1,40) then
entity.pos = e.position
end
if e.type == "resource" then
e.amount = math.random(500,1500)
end
end
end
return b, e
end
local function create_rock_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 entity = {}
entity.pos = pos
for i = 1, amount, 1 do
if 1 == math.random(1,3) then
entity.name = "red-desert-rock-huge-01"
else
entity.name = "red-desert-rock-big-01"
end
local b, e = auto_place_entity_around_target(entity, scan_radius, mode)
if b == true then
if 1 ~= math.random(1,20) then
entity.pos = e.position
end
end
end
return b, e
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
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 = false
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,false)
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
local function on_chunk_generated(event)
if map_styles.perlin_02 == true then
local seed = global.perlin_noise_seed
local surface = game.surfaces[1]
local tiles = {}
local void_tiles = {}
local entities = surface.find_entities(event.area)
for _, entity in pairs(entities) do
if entity.type ~= "player" then
entity.destroy()
end
end
for x = 0, 31, 1 do
for y = 0, 31, 1 do
local pos_x = event.area.left_top.x + x
local pos_y = event.area.left_top.y + y
table.insert(void_tiles, {name = "concrete", position = {pos_x,pos_y}})
local tile = surface.get_tile(pos_x,pos_y)
local tile_to_insert = "concrete"
--if tile.name ~= "water" and tile.name ~= "deepwater" then
local noise_terrain_1 = perlin:noise(((pos_x+seed)/500),((pos_y+seed)/500),0)
noise_terrain_1 = noise_terrain_1 * 100
local noise_terrain_2 = perlin:noise(((pos_x+seed+40000)/250),((pos_y+seed+40000)/250),0)
noise_terrain_2 = noise_terrain_2 * 50
local noise_terrain_3 = perlin:noise(((pos_x+seed+50000)/50),((pos_y+seed+50000)/50),0)
noise_terrain_3 = noise_terrain_3 * 50
local noise_terrain_4 = perlin:noise(((pos_x+seed+50000)/20),((pos_y+seed+70000)/20),0)
noise_terrain_4 = noise_terrain_4 * 10
local noise_terrain_5 = perlin:noise(((pos_x+seed+50000)/5),((pos_y+seed+70000)/5),0)
noise_terrain_5 = noise_terrain_5 * 10
local noise_red_desert_rocks = perlin:noise(((pos_x+seed+100000)/10),((pos_y+seed+100000)/10),0)
noise_red_desert_rocks = noise_red_desert_rocks * 100
local p3 = perlin:noise(((pos_x+seed+200000)/10),((pos_y+seed+200000)/10),0)
p3 = p3 * 100
local noise_forest = perlin:noise(((pos_x+seed+300000)/100),((pos_y+seed+300000)/100),0)
noise_forest = noise_forest * 100
local terrain_smoothing = math.random(0,1)
if noise_terrain_1 < 8 + terrain_smoothing + noise_terrain_2 + noise_terrain_3 + noise_terrain_4 then
tile_to_insert = "red-desert"
if noise_terrain_1 < -75 + noise_terrain_2 + noise_terrain_5 then
tile_to_insert = "water"
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}})
end
if noise_terrain_1 < -5 then
if noise_forest > 0 and noise_forest <= 10 then
if math.random(1,50) == 1 then
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
if noise_forest > 10 and noise_forest <= 20 then
if math.random(1,25) == 1 then
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
if noise_forest > 20 then
if math.random(1,10) == 1 then
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
else
tile_to_insert = "red-desert-dark"
if noise_red_desert_rocks > 20 and noise_terrain_1 > -2 + terrain_smoothing + noise_terrain_2 + noise_terrain_3 then
if math.random(1,3) == 1 then
if surface.can_place_entity {name="red-desert-rock-huge-01", position={pos_x,pos_y}} then
surface.create_entity {name="red-desert-rock-huge-01", position={pos_x,pos_y}}
end
else
if surface.can_place_entity {name="red-desert-rock-big-01", position={pos_x,pos_y}} then
surface.create_entity {name="red-desert-rock-big-01", position={pos_x,pos_y}}
end
end
end
end
--else
-- if tile.name == "water" then tile_to_insert = "water" end
-- if tile.name == "deepwater" then tile_to_insert = "deepwater" end
--end
table.insert(tiles, {name = tile_to_insert, position = {pos_x,pos_y}})
end
end
--surface.set_tiles(void_tiles,false)
surface.set_tiles(tiles,true)
--surface.set_tiles(tiles,true)
end
if map_styles.perlin_01 == true then
local seed = global.perlin_noise_seed
local tiles = {}
local entities = event.surface.find_entities(event.area)
for _, entity in pairs(entities) do
if entity.type ~= "player" then
entity.destroy()
end
end
local entity_list = {}
for x = 0, 31, 1 do
for y = 0, 31, 1 do
local pos_x = event.area.left_top.x + x
local pos_y = event.area.left_top.y + y
local p = perlin:noise(((pos_x+seed)/10),((pos_y+seed)/10),0)
p = round((p * 100),0) + 50
if p < 55 then table.insert(tiles, {name = "concrete", position = {pos_x,pos_y}}) end
if p >= 55 then table.insert(tiles, {name = "stone-path", position = {pos_x,pos_y}}) end
if p >= 56 and p <= 80 then
if event.surface.can_place_entity {name="stone-wall", position={pos_x,pos_y}} then
event.surface.create_entity {name="stone-wall", position={pos_x,pos_y}}
end
end
if p >= 99 and p < 100 then
if event.surface.can_place_entity {name="accumulator", position={pos_x,pos_y}} then
event.surface.create_entity {name="accumulator", position={pos_x,pos_y}}
end
end
if p >= 102 and p < 105 then
if event.surface.can_place_entity {name="substation", position={pos_x,pos_y}} then
event.surface.create_entity {name="substation", position={pos_x,pos_y}}
end
end
if p >= 105 and p < 111 then
if event.surface.can_place_entity {name="solar-panel", position={pos_x,pos_y}} then
event.surface.create_entity {name="solar-panel", position={pos_x,pos_y}}
end
end
if p >= 111 then
if event.surface.can_place_entity {name="laser-turret", position={pos_x,pos_y}} then
event.surface.create_entity {name="laser-turret", position={pos_x,pos_y}}
end
end
end
end
event.surface.set_tiles(tiles,true)
end
if map_styles.square == true then
local size = 30
size = size / 2
size = round(size,0)
local negative_size = size * -1
local area = event.area
local surface = event.surface
local tiles = {}
for x = 0, 31, 1 do
for y = 0, 31, 1 do
local pos_x = event.area.left_top.x + x
local pos_y = event.area.left_top.y + y
if pos_y >= size or pos_x >= size or pos_x < negative_size or pos_y < negative_size then
table.insert(tiles, {name = "out-of-map", position = {pos_x,pos_y}})
end
end
end
surface.set_tiles(tiles)
end
if map_styles.circle == true then
local radius = 1609
local radsquare = radius*radius
local surface = event.surface
local tiles = {}
for x = 0, 31, 1 do
for y = 0, 31, 1 do
local tile_distance_to_center = nil
local pos_x = event.area.left_top.x + x
local pos_y = event.area.left_top.y + y
local a = pos_y * pos_y
local b = pos_x * pos_x
local tile_distance_to_center = a + b
if tile_distance_to_center >= radsquare then
table.insert(tiles, {name = "out-of-map", position = {pos_x,pos_y}})
end
end
end
surface.set_tiles(tiles)
end
if map_styles.resource_cluster_truck == true then
if not global.resource_cluster_truck then global.resource_cluster_truck = 1 end
local entities = event.surface.find_entities(event.area)
for _, entity in pairs(entities) do
if entity.type == "resource" then
entity.destroy()
end
end
local pos_x = event.area.left_top.x + math.random(10, 20)
local pos_y = event.area.left_top.y + math.random(10, 20)
local radius = 10
local surface = event.surface
local tiles = {}
local center = 15
local ore_spawn = math.random(1,6)
local oil_amount = math.random(10000,150000)
local resource_amount = math.random(400,7000)
if math.random(1,12) == 1 then resource_amount = math.random(7000,150000) end
if global.resource_cluster_truck % 2 == 1 then
for x = 0, 31, 1 do
for y = 0, 31, 1 do
local tile_distance_to_center = nil
local pos_x = event.area.left_top.x + x
local pos_y = event.area.left_top.y + y
center_x = event.area.left_top.x + center
center_y = event.area.left_top.y + center
local a = (pos_x - center_x) * (pos_x - center_x)
local b = (pos_y - center_y) * (pos_y - center_y)
local tile_distance_to_center = math.sqrt(a + b)
if tile_distance_to_center < radius then
if tile_distance_to_center <= 0 then tile_distance_to_center = tile_distance_to_center * -1 end
tile_distance_to_center = tile_distance_to_center + 1
local amount = resource_amount
if tile_distance_to_center < radius / 2 then
amount = resource_amount * 1.5
end
if tile_distance_to_center < radius / 3 then
amount = resource_amount * 2
end
if ore_spawn == 6 then amount = oil_amount end
if ore_spawn == 1 then
if surface.can_place_entity {name="stone", position={x=pos_x,y=pos_y}, amount = amount} then
surface.create_entity {name="stone", position={x=pos_x,y=pos_y}, amount = amount}
end
end
if ore_spawn == 2 then
if surface.can_place_entity {name="iron-ore", position={x=pos_x,y=pos_y}, amount = amount} then
surface.create_entity {name="iron-ore", position={x=pos_x,y=pos_y}, amount = amount}
end
end
if ore_spawn == 3 then
if surface.can_place_entity {name="coal", position={x=pos_x,y=pos_y}, amount = amount} then
surface.create_entity {name="coal", position={x=pos_x,y=pos_y}, amount = amount}
end
end
if ore_spawn == 4 then
if surface.can_place_entity {name="copper-ore", position={x=pos_x,y=pos_y}, amount = amount} then
surface.create_entity {name="copper-ore", position={x=pos_x,y=pos_y}, amount = amount}
end
end
if ore_spawn == 5 then
if surface.can_place_entity {name="uranium-ore", position={x=pos_x,y=pos_y}, amount = amount} then
surface.create_entity {name="uranium-ore", position={x=pos_x,y=pos_y}, amount = amount}
end
end
if ore_spawn == 6 then
if surface.can_place_entity {name="crude-oil", position={x=pos_x,y=pos_y}, amount = amount} then
surface.create_entity {name="crude-oil", position={x=pos_x,y=pos_y}, amount = amount}
end
end
end
end
end
end
global.resource_cluster_truck = global.resource_cluster_truck + 1
end
if map_styles.up == true then
local area = event.area
local surface = event.surface
local tiles = {}
if event.area.left_top.y > 50 or event.area.left_top.x > 96 or event.area.left_top.x < -128 then
for x = event.area.left_top.x, event.area.right_bottom.x do
for y = event.area.left_top.y, event.area.right_bottom.y do
table.insert(tiles, {name = "out-of-map", position = {x,y}})
end
end
surface.set_tiles(tiles)
end
end
if map_styles.right == true then
local area = event.area
local surface = event.surface
local tiles = {}
if event.area.left_top.x < -75 or event.area.left_top.y > 32 or event.area.left_top.y < -400 then
for x = event.area.left_top.x, event.area.right_bottom.x do
for y = event.area.left_top.y, event.area.right_bottom.y do
table.insert(tiles, {name = "out-of-map", position = {x,y}})
end
end
surface.set_tiles(tiles)
end
end
if map_styles.dagobah_swamp == true then
local area = event.area
local surface = event.surface
--local surface = game.surfaces[1]
local tiles = {}
local decoratives = {}
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
local forest_cluster = true
if math.random(1,4) == 1 then forest_cluster = false end
for x = 0, 31, 1 do
for y = 0, 31, 1 do
local pos_x = event.area.left_top.x + x
local pos_y = event.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-dry"
if tile.name ~= "water" and tile.name ~= "deepwater" then
tile_to_insert = "grass"
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="stone-rock", 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
table.insert(tiles, {name = tile_to_insert, position = {pos_x,pos_y}})
end
end
surface.set_tiles(tiles,true)
--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 = event.area.left_top.x - 1
local tile = surface.get_tile(testing_pos, event.area.left_top.y)
if tile.name then for_start_x = -1 end
local testing_pos = event.area.left_top.y - 1
local tile = surface.get_tile(event.area.left_top.x, testing_pos)
if tile.name then for_start_y = -1 end
local testing_pos = event.area.right_bottom.x
local tile = surface.get_tile(testing_pos, event.area.right_bottom.y)
if tile.name then for_end_x = 32 end
local testing_pos = event.area.right_bottom.y
local tile = surface.get_tile(event.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 = event.area.left_top.x + x
local pos_y = event.area.left_top.y + y
local tile = surface.get_tile(pos_x, pos_y)
local decal_has_been_placed = false
if tile.name == "grass" 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", 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", 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", 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" 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", 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", 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
if map_styles.red_planet == true then
local area = event.area
local surface = event.surface
local tiles = {}
local water_tiles = {}
local decoratives = {}
local entities = surface.find_entities(area)
for _, entity in pairs(entities) do
if entity.type == "tree" or entity.type == "simple-entity" then
entity.destroy()
end
end
local rock_cluster = true
if math.random(1,3) == 1 then rock_cluster = false end
for x = 0, 31, 1 do
for y = 0, 31, 1 do
local pos_x = event.area.left_top.x + x
local pos_y = event.area.left_top.y + y
local pos = {pos_x,pos_y}
local tile = surface.get_tile(pos_x,pos_y)
local entity_placed = false
-- or tile.name == "grass-dry"
if tile.name == "grass" or tile.name == "sand" or tile.name == "dirt" or tile.name == "grass-medium" then
table.insert(tiles, {name = "red-desert", position = {pos_x,pos_y}})
local entity_list = {}
table.insert(entity_list, {name="dry-tree", pos={pos_x,pos_y},chance = 160})
table.insert(entity_list, {name="red-desert-rock-big-01", pos={pos_x,pos_y},chance = 800})
table.insert(entity_list, {name="red-desert-rock-huge-01", pos={pos_x,pos_y},chance = 1500})
table.insert(entity_list, {name="stone-rock", pos={pos_x,pos_y},chance = 1300})
table.insert(entity_list, {name="medium-ship-wreck", pos={pos_x,pos_y},chance = 15000, 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 = 100000, 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 == false then
table.insert(entity_list, {name="big-ship-wreck-1", pos={pos_x,pos_y},chance = 75000, health="random"})
table.insert(entity_list, {name="big-ship-wreck-2", pos={pos_x,pos_y},chance = 75000, health="random"})
table.insert(entity_list, {name="big-ship-wreck-3", pos={pos_x,pos_y},chance = 75000, 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
end
else
if tile.name == "water" or tile.name == "water-green" then
--table.insert(water_tiles, {name = "water-green", position = {pos_x,pos_y}})
else
if tile.name == "deepwater" or tile.name == "deepwater-green" then
--table.insert(water_tiles, {name = "deepwater-green", position = {pos_x,pos_y}})
else
table.insert(tiles, {name = "red-desert-dark", position = {pos_x,pos_y}})
if rock_cluster == true then
if math.random(1,1200) == 1 then create_rock_cluster({x=pos_x,y=pos_y},math.random(15,75)) end
end
local entity_list = {}
table.insert(entity_list, {name="red-desert-rock-big-01", pos={pos_x,pos_y},chance = 400})
table.insert(entity_list, {name="red-desert-rock-huge-01", pos={pos_x,pos_y},chance = 700})
table.insert(entity_list, {name="pipe-to-ground", pos={pos_x,pos_y},chance = 15000, force="enemy"})
table.insert(entity_list, {name="programmable-speaker", pos={pos_x,pos_y},chance = 25000, force="enemy", health="high"})
table.insert(entity_list, {name="laser-turret", pos={pos_x,pos_y},chance = 50000, force="enemy", health="low"})
table.insert(entity_list, {name="tank", pos={pos_x,pos_y},chance = 500000, health="low"})
local b, placed_entity = place_entities(surface, entity_list)
if b == false then
table.insert(entity_list, {name="big-ship-wreck-1", pos={pos_x,pos_y},chance = 75000, health="random"})
table.insert(entity_list, {name="big-ship-wreck-2", pos={pos_x,pos_y},chance = 75000, health="random"})
table.insert(entity_list, {name="big-ship-wreck-3", pos={pos_x,pos_y},chance = 75000, 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
end
end
end
end
end
end
surface.set_tiles(tiles,true)
--surface.set_tiles(water_tiles,false)
--surface.set_tiles(water_tiles,false)
--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 = event.area.left_top.x - 1
local tile = surface.get_tile(testing_pos, event.area.left_top.y)
if tile.name then for_start_x = -1 end
local testing_pos = event.area.left_top.y - 1
local tile = surface.get_tile(event.area.left_top.x, testing_pos)
if tile.name then for_start_y = -1 end
local testing_pos = event.area.right_bottom.x
local tile = surface.get_tile(testing_pos, event.area.right_bottom.y)
if tile.name then for_end_x = 32 end
local testing_pos = event.area.right_bottom.y
local tile = surface.get_tile(event.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 = event.area.left_top.x + x
local pos_y = event.area.left_top.y + y
local tile = surface.get_tile(pos_x, pos_y)
local decal_has_been_placed = false
if tile.name == "red-desert" then
if decal_has_been_placed == false then
local r = math.random(1,21)
if r == 1 then
table.insert(decoratives, {name="red-desert-bush", position={pos_x,pos_y}, amount=1})
decal_has_been_placed = true
end
end
if decal_has_been_placed == false then
local r = math.random(1,34)
if r == 1 then
table.insert(decoratives, {name="red-desert-rock-tiny", position={pos_x,pos_y}, amount=1})
decal_has_been_placed = true
end
end
if decal_has_been_placed == false then
local r = math.random(1,76)
if r == 1 then
table.insert(decoratives, {name="red-desert-rock-medium", position={pos_x,pos_y}, amount=1})
decal_has_been_placed = true
end
end
if decal_has_been_placed == false then
local r = math.random(1,25)
if r == 1 then
table.insert(decoratives, {name="red-asterisk", position={pos_x,pos_y}, amount=1})
decal_has_been_placed = true
end
end
if decal_has_been_placed == false then
local r = math.random(1,36)
if r == 1 then
table.insert(decoratives, {name="brown-hairy-grass", position={pos_x,pos_y}, amount=1})
decal_has_been_placed = true
end
end
if decal_has_been_placed == false then
local r = math.random(1,44)
if r == 1 then
table.insert(decoratives, {name="brown-carpet-grass", position={pos_x,pos_y}, amount=1})
decal_has_been_placed = true
end
end
if decal_has_been_placed == false then
local r = math.random(1,227)
if r == 1 then
table.insert(decoratives, {name="brown-coral-mini", position={pos_x,pos_y}, amount=1})
decal_has_been_placed = true
end
end
if decal_has_been_placed == false then
local r = math.random(1,227)
if r == 1 then
table.insert(decoratives, {name="orange-coral-mini", position={pos_x,pos_y}, amount=1})
decal_has_been_placed = true
end
end
end
if tile.name == "red-desert-dark" then
if decal_has_been_placed == false then
local r = math.random(1,25)
if r == 1 then
table.insert(decoratives, {name="red-desert-bush", position={pos_x,pos_y}, amount=1})
decal_has_been_placed = true
end
end
if decal_has_been_placed == false then
local r = math.random(1,25)
if r == 1 then
table.insert(decoratives, {name="red-desert-rock-medium", position={pos_x,pos_y}, amount=1})
decal_has_been_placed = true
end
end
if decal_has_been_placed == false then
local r = math.random(1,15)
if r == 1 then
table.insert(decoratives, {name="red-desert-rock-small", position={pos_x,pos_y}, amount=1})
decal_has_been_placed = true
end
end
if decal_has_been_placed == false then
local r = math.random(1,12)
if r == 1 then
table.insert(decoratives, {name="red-desert-rock-tiny", position={pos_x,pos_y}, amount=1})
decal_has_been_placed = true
end
end
if decal_has_been_placed == false then
local r = math.random(1,27)
if r == 1 then
table.insert(decoratives, {name="red-asterisk", position={pos_x,pos_y}, amount=1})
decal_has_been_placed = true
end
end
if decal_has_been_placed == false then
local r = math.random(1,32)
if r == 1 then
table.insert(decoratives, {name="brown-hairy-grass", position={pos_x,pos_y}, amount=1})
decal_has_been_placed = true
end
end
if decal_has_been_placed == false then
local r = math.random(1,61)
if r == 1 then
table.insert(decoratives, {name="brown-carpet-grass", position={pos_x,pos_y}, amount=1})
decal_has_been_placed = true
end
end
--[[if decal_has_been_placed == false then
local r = math.random(1,71)
if r == 1 then
table.insert(decoratives, {name="brown-cane-cluster", position={pos_x,pos_y}, amount=1})
decal_has_been_placed = true
end
end
--]]
end
--[[if tile.name == "grass" then
end
if tile.name == "grass-dry" then
end
if tile.name == "grass-medium" then
end
if tile.name == "dirt" then
end
if tile.name == "dirt-dark" then
end--]]
end
end
for _,deco in pairs(decoratives) do
surface.create_decoratives{check_collision=false, decoratives={deco}}
end
end
if map_styles.grey_void == true then
if not global.void_slime then global.void_slime = {x=0,y=0} end
if not global.void_slime_is_alive then global.void_slime_is_alive = true end
local area = event.area
local surface = event.surface
local tiles = {}
local decoratives = {}
local resource_tiles = {}
local special_tiles = true
local entities = surface.find_entities(area)
for _, entity in pairs(entities) do
if entity.type == "resource" then
table.insert(resource_tiles, {name = "concrete", position = entity.position})
special_tiles = false
end
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
for y = 0, 31, 1 do
local pos_x = event.area.left_top.x + x
local pos_y = event.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
if tile.name ~= "lab-dark-1" then
table.insert(tiles, {name = "lab-dark-1", position = {pos_x,pos_y}})
end
end
end
surface.set_tiles(tiles,false)
surface.set_tiles(resource_tiles,false)
if special_tiles == true then
local pos_x = event.area.left_top.x + math.random(10,21)
local pos_y = event.area.left_top.y + math.random(10,21)
local pos = {x = pos_x,y = pos_y}
if math.random(1,20) == 1 then create_tile_cluster("water", pos, 300) end
--if math.random(1,3) == 1 then create_tile_cluster("lab-dark-2", pos, 1000) end
--if math.random(1,700) == 1 then create_tile_cluster("lab-dark-2", pos, 300) end
end
end
end
local function on_tick()
if map_styles.grey_void == true then
if game.tick % 60 == 0 then
if global.void_slime_is_alive == true then
local b,x,y = create_tile_cluster("lab-dark-2",global.void_slime,1)
global.void_slime.x = x
global.void_slime.y = y
if b == false then
global.void_slime_is_alive = false
game.print("The void slime died.")
end
end
end
end
end
--[[
function regen()
game.surfaces[1].regenerate_decorative {"red-asterisk", "green-bush-mini", "green-carpet-grass" }
end
function reveal(var)
local a = var
local b = var * -1
game.forces.player.chart(game.player.surface, {lefttop = {x = a, y = a}, rightbottom = {x = b, y = b}})
end
--]]
Event.register(defines.events.on_tick, on_tick)
Event.register(defines.events.on_chunk_generated, on_chunk_generated)