mirror of
https://github.com/Refactorio/RedMew.git
synced 2024-12-12 10:04:40 +02:00
179 lines
9.4 KiB
Lua
179 lines
9.4 KiB
Lua
local perlin = require 'map_gen.shared.perlin_noise'
|
|
local simplex = require 'map_gen.shared.simplex_noise'
|
|
|
|
local tree_to_place = {'dry-tree', 'dry-hairy-tree', 'tree-06', 'tree-06', 'tree-01', 'tree-02', 'tree-03'}
|
|
|
|
function run_terrain_module(event)
|
|
if not global.terrain_seed_A then
|
|
global.terrain_seed_A = math.random(10, 10000)
|
|
end
|
|
if not global.terrain_seed_B then
|
|
global.terrain_seed_B = math.random(10, 10000)
|
|
end
|
|
|
|
local area = event.area
|
|
local surface = event.surface
|
|
local tiles = {}
|
|
local tileswater = {}
|
|
|
|
local entities = surface.find_entities(area)
|
|
for _, entity in pairs(entities) do
|
|
--if entity.type == "simple-entity" or entity.type == "resource" or entity.type == "tree" then
|
|
if entity.type == 'simple-entity' or entity.type == 'tree' then
|
|
--end
|
|
entity.destroy()
|
|
elseif (run_ores_module ~= nil and entity.type == 'resource') then
|
|
entity.destroy()
|
|
end
|
|
end
|
|
|
|
local top_left = area.left_top --make a more direct reference
|
|
|
|
--do it only per chunk, cause cheaper than every square, and who care anyway.
|
|
--local distance_bonus = 200 + math.sqrt(top_left.x*top_left.x + top_left.y*top_left.y) * 0.2
|
|
|
|
--for x = 0, 31, 1 do
|
|
-- for y = 0, 31, 1 do
|
|
|
|
--game.print(top_left.x .."-" ..top_left.y .. " to " .. area.right_bottom.x .. "-" .. area.right_bottom.y)
|
|
|
|
for x = top_left.x - 1, top_left.x + 32 do
|
|
for y = top_left.y - 1, top_left.y + 32 do
|
|
--local pos_x = top_left.x + x
|
|
--local pos_y = top_left.y + y
|
|
local tile = surface.get_tile(x, y)
|
|
|
|
if tile.name ~= 'out-of-map' then
|
|
local tile_to_insert = 'grass-3'
|
|
|
|
local wiggle = 50 + perlin.noise((x * 0.005), (y * 0.005), global.terrain_seed_A + 71) * 60
|
|
local terrain_A = perlin.noise((x * 0.005), (y * 0.005), global.terrain_seed_A + 19) * wiggle --For determining where water is
|
|
local terrain_sqr = terrain_A * terrain_A --we can use this again to mess with other layers as well
|
|
local terrain_D = 10 + perlin.noise((x * 0.001), (y * 0.001), global.terrain_seed_A + 5) * wiggle --terrain layer
|
|
|
|
--local wiggle = 50 + Simplex.d2((x*0.005),(y*0.005),global.terrain_seed_A + 71) * 60
|
|
--local terrain_A = Simplex.d2((x*0.005),(y*0.005),global.terrain_seed_A + 19) * wiggle --For determining where water is
|
|
--local terrain_sqr = terrain_A * terrain_A --we can use this again to mess with other layers as well
|
|
--local terrain_D = 10 + Simplex.d2((x*0.001),(y*0.001),global.terrain_seed_A + 5) * wiggle --terrain layer
|
|
|
|
if terrain_sqr < 50 then --Main water areas
|
|
--local deep = (terrain_sqr < 20) and true or false
|
|
terrain_A = perlin.noise((x * 0.01), (y * 0.01), global.terrain_seed_A + 31) * 90 + (wiggle * -0.2) --we only gen this when we consider placing water
|
|
--terrain_A = Simplex.d2((x*0.01),(y*0.01),global.terrain_seed_A + 31) * 90 + (wiggle * -0.2) --we only gen this when we consider placing water
|
|
|
|
if terrain_A * terrain_A > 40 then --creates random bridges over the water by overlapping with another noise layer
|
|
--table.insert(tileswater, {name = "water", position = {x,y}})
|
|
--table.insert(tileswater, {name = "water", position = {x+1,y}})
|
|
--table.insert(tileswater, {name = "water", position = {x,y+1}})
|
|
--table.insert(tileswater, {name = "water", position = {x+1,y+1}})
|
|
tile_to_insert = 'water'
|
|
else
|
|
if terrain_D >= 20 then
|
|
tile_to_insert = 'sand-1'
|
|
end
|
|
end
|
|
elseif terrain_sqr > 70 then
|
|
wiggle = 100 + perlin.noise((x * 0.01), (y * 0.01), global.terrain_seed_B + 41) * 60
|
|
local terrain_C = perlin.noise((x * 0.02), (y * 0.02), global.terrain_seed_A + 13) * wiggle --tree layer
|
|
|
|
--wiggle = 100 + Simplex.d2((x*0.01),(y*0.01),global.terrain_seed_B + 41) * 60
|
|
--local terrain_C = Simplex.d2((x*0.02),(y*0.02),global.terrain_seed_A + 13) * wiggle --tree layer
|
|
|
|
--if surface.can_place_entity {name="stone", position={x,y}} then
|
|
-- surface.create_entity {name="stone", position={x,y}, amount=math.floor(terrain_sqr)}
|
|
--end
|
|
|
|
if run_ores_module ~= nil then
|
|
run_ores_module_setup()
|
|
if x > top_left.x - 1 and x < top_left.x + 32 and y > top_left.y - 1 and y < top_left.y + 32 then
|
|
run_ores_module_tile(surface, x, y)
|
|
end
|
|
end
|
|
|
|
--if terrain_B > 35 then --we place ores
|
|
-- local a = 5
|
|
--
|
|
-- if terrain_B < 76 then a = math.floor(terrain_B*0.75 + terrain_C*0.5) % 4 + 1 end --if its not super high we place normal ores
|
|
--
|
|
-- local res_amount = distance_bonus + terrain_sqr * 0.1
|
|
-- res_amount = math.floor(res_amount * random_dense[a])
|
|
--
|
|
-- if surface.can_place_entity {name=random_ores[a], position={pos_x,pos_y}} then
|
|
-- surface.create_entity {name=random_ores[a], position={pos_x,pos_y}, amount=res_amount}
|
|
-- end
|
|
--end
|
|
|
|
--wiggle = 100 + perlin.noise((pos_x*0.02),(pos_y*0.02),global.terrain_seed_B + 71) * 60
|
|
|
|
if terrain_D < 20 then
|
|
if terrain_C < 4 then --we set grass-1 around near forest areas
|
|
tile_to_insert = 'grass-1'
|
|
|
|
if terrain_C < -20 and math.random(1, 3) == 1 then --dense trees
|
|
local treenum = math.random(3, 7)
|
|
if surface.can_place_entity {name = tree_to_place[treenum], position = {x, y}} then
|
|
surface.create_entity {name = tree_to_place[treenum], position = {x, y}}
|
|
end
|
|
else
|
|
if terrain_C < 0 and math.random(1, 7) == 1 then --less dense trees
|
|
local treenum = math.random(3, 5)
|
|
if surface.can_place_entity {name = tree_to_place[treenum], position = {x, y}} then
|
|
surface.create_entity {name = tree_to_place[treenum], position = {x, y}}
|
|
end
|
|
end
|
|
end
|
|
end
|
|
else
|
|
if terrain_D < 30 then
|
|
tile_to_insert = 'sand-1'
|
|
|
|
if terrain_C < -20 and math.random(1, 7) == 1 then --dense trees
|
|
local treenum = math.random(1, 3)
|
|
if surface.can_place_entity {name = tree_to_place[treenum], position = {x, y}} then
|
|
surface.create_entity {name = tree_to_place[treenum], position = {x, y}}
|
|
end
|
|
elseif terrain_C < 0 and math.random(1, 13) == 1 then --less dense trees
|
|
local treenum = math.random(1, 2)
|
|
if surface.can_place_entity {name = tree_to_place[treenum], position = {x, y}} then
|
|
surface.create_entity {name = tree_to_place[treenum], position = {x, y}}
|
|
end
|
|
end
|
|
else
|
|
--if terrain_C > 40 and math.random(1,200) == 1 and surface.can_place_entity {name="crude-oil", position={pos_x,pos_y}} then
|
|
-- surface.create_entity {name="crude-oil", position={pos_x,pos_y}, amount = math.random(20000,60000) +distance_bonus* 2000 }
|
|
--end
|
|
tile_to_insert = 'sand-3'
|
|
end
|
|
end
|
|
|
|
if
|
|
math.floor(terrain_D) % 5 == 1 and math.random(1, 70) == 1 and
|
|
surface.can_place_entity {name = 'rock-big', position = {x, y}}
|
|
then
|
|
surface.create_entity {name = 'rock-big', position = {x, y}}
|
|
end
|
|
else
|
|
if terrain_D >= 20 then
|
|
if terrain_D < 30 then
|
|
tile_to_insert = 'sand-1'
|
|
else
|
|
tile_to_insert = 'sand-3'
|
|
end
|
|
end
|
|
end
|
|
|
|
--if tile_to_insert == "water" then
|
|
--table.insert(tileswater, {name = tile_to_insert, position = {x,y}})
|
|
--else
|
|
table.insert(tiles, {name = tile_to_insert, position = {x, y}})
|
|
--end
|
|
end
|
|
end
|
|
end
|
|
--game.print("break end")
|
|
--game.print(lowest .. " to " .. highest)
|
|
|
|
surface.set_tiles(tiles, true)
|
|
--surface.set_tiles(tileswater,true)
|
|
end
|