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https://github.com/Refactorio/RedMew.git
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273 lines
11 KiB
Lua
273 lines
11 KiB
Lua
--Author: MewMew
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local perlin = require 'map_gen.shared.perlin_noise'
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local radius = 129
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local radsquare = radius * radius
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local clear_types = {'simple-entity', 'resource', 'tree'}
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local function do_clear_entities(world)
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local entities = world.surface.find_entities_filtered({area = world.area, type = clear_types})
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for _, entity in ipairs(entities) do
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entity.destroy()
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end
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end
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return function(x, y, world)
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local surface = world.surface
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if not world.island_resort_cleared then
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world.island_resort_cleared = true
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do_clear_entities(world)
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end
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local entities = {}
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local decoratives = {}
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local seed = surface.map_gen_settings.seed
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local seed_increment = 10000
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seed = seed + seed_increment
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local noise_island_starting_1 = perlin.noise(((x + seed) / 30), ((y + seed) / 30), 0)
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seed = seed + seed_increment
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local noise_island_starting_2 = perlin.noise(((x + seed) / 10), ((y + seed) / 10), 0)
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seed = seed + seed_increment
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local noise_island_starting = noise_island_starting_1 + (noise_island_starting_2 * 0.3)
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noise_island_starting = noise_island_starting * 8000
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seed = seed + seed_increment
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local noise_island_iron_and_copper_1 = perlin.noise(((x + seed) / 300), ((y + seed) / 300), 0)
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seed = seed + seed_increment
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local noise_island_iron_and_copper_2 = perlin.noise(((x + seed) / 40), ((y + seed) / 40), 0)
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seed = seed + seed_increment
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local noise_island_iron_and_copper_3 = perlin.noise(((x + seed) / 10), ((y + seed) / 10), 0)
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local noise_island_iron_and_copper =
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noise_island_iron_and_copper_1 + (noise_island_iron_and_copper_2 * 0.1) +
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(noise_island_iron_and_copper_3 * 0.05)
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seed = seed + seed_increment
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local noise_island_stone_and_coal_1 = perlin.noise(((x + seed) / 300), ((y + seed) / 300), 0)
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seed = seed + seed_increment
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local noise_island_stone_and_coal_2 = perlin.noise(((x + seed) / 40), ((y + seed) / 40), 0)
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seed = seed + seed_increment
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local noise_island_stone_and_coal_3 = perlin.noise(((x + seed) / 10), ((y + seed) / 10), 0)
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local noise_island_stone_and_coal =
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noise_island_stone_and_coal_1 + (noise_island_stone_and_coal_2 * 0.1) + (noise_island_stone_and_coal_3 * 0.05)
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seed = seed + seed_increment
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local noise_island_oil_and_uranium_1 = perlin.noise(((x + seed) / 300), ((y + seed) / 300), 0)
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seed = seed + seed_increment
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local noise_island_oil_and_uranium_2 = perlin.noise(((x + seed) / 40), ((y + seed) / 40), 0)
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seed = seed + seed_increment
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local noise_island_oil_and_uranium_3 = perlin.noise(((x + seed) / 10), ((y + seed) / 10), 0)
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local noise_island_oil_and_uranium =
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noise_island_oil_and_uranium_1 + (noise_island_oil_and_uranium_2 * 0.1) +
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(noise_island_oil_and_uranium_3 * 0.05)
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seed = seed + seed_increment
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local noise_island_resource = perlin.noise(((x + seed) / 60), ((y + seed) / 60), 0)
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seed = seed + seed_increment
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local noise_island_resource_2 = perlin.noise(((x + seed) / 10), ((y + seed) / 10), 0)
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noise_island_resource = noise_island_resource + noise_island_resource_2 * 0.15
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seed = seed + seed_increment
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local noise_trees_1 = perlin.noise(((x + seed) / 30), ((y + seed) / 30), 0)
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seed = seed + seed_increment
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local noise_trees_2 = perlin.noise(((x + seed) / 10), ((y + seed) / 10), 0)
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local noise_trees = noise_trees_1 + noise_trees_2 * 0.5
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seed = seed + seed_increment
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local noise_decoratives_1 = perlin.noise(((x + seed) / 50), ((y + seed) / 50), 0)
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seed = seed + seed_increment
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local noise_decoratives_2 = perlin.noise(((x + seed) / 10), ((y + seed) / 10), 0)
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local noise_decoratives = noise_decoratives_1 + noise_decoratives_2 * 0.5
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local tile_to_insert = 'water'
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--Create starting Island
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local a = y * y
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local b = x * x
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local tile_distance_to_center = a + b
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if tile_distance_to_center + noise_island_starting <= radsquare then
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tile_to_insert = 'grass-1'
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end
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if tile_distance_to_center + noise_island_starting > radsquare + 20000 then
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--Placement of Island Tiles
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if noise_island_oil_and_uranium > 0.53 then
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tile_to_insert = 'red-desert-1'
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end
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if noise_island_oil_and_uranium < -0.53 then
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tile_to_insert = 'red-desert-0'
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end
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if noise_island_stone_and_coal > 0.47 then
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tile_to_insert = 'grass-3'
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end
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if noise_island_stone_and_coal < -0.47 then
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tile_to_insert = 'grass-2'
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end
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if noise_island_iron_and_copper > 0.47 then
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tile_to_insert = 'sand-1'
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end
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if noise_island_iron_and_copper < -0.47 then
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tile_to_insert = 'sand-3'
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end
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end
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--Placement of Trees
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if tile_to_insert ~= 'water' then
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if noise_trees > 0.1 then
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local tree = 'tree-01'
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if tile_to_insert == 'grass-1' then
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tree = 'tree-05'
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end
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if tile_to_insert == 'grass-2' then
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tree = 'tree-02'
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end
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if tile_to_insert == 'grass-3' then
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tree = 'tree-04'
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end
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if tile_to_insert == 'sand-1' then
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tree = 'tree-07'
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end
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if tile_to_insert == 'sand-3' then
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tree = 'dry-hairy-tree'
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end
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if tile_to_insert == 'red-desert-1' then
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tree = 'dry-tree'
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end
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if tile_to_insert == 'red-desert-0' then
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if math.random(1, 3) == 1 then
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tree = 'sand-rock-big'
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else
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tree = 'sand-rock-big'
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end
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end
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if math.random(1, 8) == 1 then
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table.insert(entities, {name = tree})
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end
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end
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end
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if tile_to_insert == 'sand-1' or tile_to_insert == 'sand-3' then
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if math.random(1, 200) == 1 then
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table.insert(entities, {name = 'rock-big'})
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end
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end
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if tile_to_insert == 'grass-1' or tile_to_insert == 'grass-2' or tile_to_insert == 'grass-3' then
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if math.random(1, 2000) == 1 then
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table.insert(entities, {name = 'rock-big'})
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end
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end
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--Placement of Decoratives
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if tile_to_insert ~= 'water' then
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if noise_decoratives > 0.3 then
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local decorative = 'green-carpet-grass-1'
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if tile_to_insert == 'grass-1' then
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decorative = 'green-pita'
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end
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if tile_to_insert == 'grass-2' then
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decorative = 'green-pita'
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end
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if tile_to_insert == 'grass-3' then
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decorative = 'green-pita'
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end
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if tile_to_insert == 'sand-1' then
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decorative = 'green-asterisk'
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end
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if tile_to_insert == 'sand-3' then
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decorative = 'green-asterisk'
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end
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if tile_to_insert == 'red-desert-1' then
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decorative = 'red-asterisk'
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end
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if tile_to_insert == 'red-desert-0' then
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decorative = 'red-asterisk'
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end
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if math.random(1, 5) == 1 then
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table.insert(decoratives, {name = decorative, position = {x, y}, amount = 1})
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end
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end
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if tile_to_insert == 'red-desert-0' then
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if math.random(1, 50) == 1 then
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table.insert(decoratives, {name = 'rock-medium', position = {x, y}, amount = 1})
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end
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end
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end
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--Placement of Island Resources
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if tile_to_insert ~= 'water' then
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local c = math.max(math.abs(world.x), math.abs(world.y))
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local resource_amount_distance_multiplicator = (((c + 1) / 75) / 75) + 1
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local noise_resource_amount_modifier = perlin.noise(((world.x + seed) / 200), ((world.y + seed) / 200), 0)
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local resource_amount =
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1 + ((500 + (500 * noise_resource_amount_modifier * 0.2)) * resource_amount_distance_multiplicator)
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if tile_to_insert == 'sand-1' or tile_to_insert == 'sand-3' then
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if noise_island_iron_and_copper > 0.5 and noise_island_resource > 0.2 then
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table.insert(entities, {name = 'iron-ore', amount = resource_amount})
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end
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if noise_island_iron_and_copper < -0.5 and noise_island_resource > 0.2 then
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table.insert(entities, {name = 'copper-ore', amount = resource_amount})
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end
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end
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if tile_to_insert == 'grass-3' or tile_to_insert == 'grass-2' then
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if noise_island_stone_and_coal > 0.5 and noise_island_resource > 0.2 then
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table.insert(entities, {name = 'stone', amount = resource_amount})
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end
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if noise_island_stone_and_coal < -0.5 and noise_island_resource > 0.2 then
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table.insert(entities, {name = 'coal', amount = resource_amount})
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end
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end
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if tile_to_insert == 'red-desert-1' or tile_to_insert == 'red-desert-0' then
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if noise_island_oil_and_uranium > 0.55 and noise_island_resource > 0.25 and math.random(60) == 1 then
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table.insert(entities, {name = 'crude-oil', amount = resource_amount * 400})
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end
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if noise_island_oil_and_uranium < -0.55 and noise_island_resource > 0.35 then
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table.insert(entities, {name = 'uranium-ore', amount = resource_amount})
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end
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end
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noise_island_starting = noise_island_starting * 0.08
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--Starting Resources
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if tile_distance_to_center <= radsquare then
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if
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tile_distance_to_center + noise_island_starting > radsquare * 0.09 and
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tile_distance_to_center + noise_island_starting <= radsquare * 0.15
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then
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table.insert(entities, {name = 'stone', amount = resource_amount * 1.5})
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end
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if
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tile_distance_to_center + noise_island_starting > radsquare * 0.05 and
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tile_distance_to_center + noise_island_starting <= radsquare * 0.09
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then
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table.insert(entities, {name = 'coal', amount = resource_amount * 1.5})
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end
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if
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tile_distance_to_center + noise_island_starting > radsquare * 0.02 and
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tile_distance_to_center + noise_island_starting <= radsquare * 0.05
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then
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table.insert(entities, {name = 'iron-ore', amount = resource_amount * 1.5})
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end
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if
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tile_distance_to_center + noise_island_starting > radsquare * 0.003 and
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tile_distance_to_center + noise_island_starting <= radsquare * 0.02
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then
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table.insert(entities, {name = 'copper-ore', amount = resource_amount * 1.5})
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end
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if tile_distance_to_center + noise_island_starting <= radsquare * 0.002 then
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table.insert(entities, {name = 'crude-oil', amount = resource_amount * 400})
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end
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end
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end
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return {tile = tile_to_insert, entities = entities, decoratives = decoratives}
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end
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