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https://github.com/Refactorio/RedMew.git
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65 lines
2.2 KiB
Lua
65 lines
2.2 KiB
Lua
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require "map_gen.shared.perlin_noise"
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local tree_to_place = {"dry-tree","dry-hairy-tree","tree-06","tree-06","tree-01","tree-02","tree-03"}
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function run_terrain_module(event)
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if not global.terrain_seed_A then global.terrain_seed_A = math.random(10,10000) end
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if not global.terrain_seed_B then global.terrain_seed_B = math.random(10,10000) end
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local area = event.area
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local surface = event.surface
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local tiles = {}
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local tileswater = {}
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local entities = surface.find_entities(area)
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for _, entity in pairs(entities) do
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if (run_ores_module ~= nil and entity.type == "resource") then
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entity.destroy()
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end
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end
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local top_left = area.left_top --make a more direct reference
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for x = top_left.x-1, top_left.x + 32 do
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for y = top_left.y-1, top_left.y + 32 do
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--local pos_x = top_left.x + x
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--local pos_y = top_left.y + y
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local tile = surface.get_tile(x,y)
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if tile.name ~= "out-of-map" then
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--local tile_to_insert = "grass-3"
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local wiggle = 50 + perlin:noise((x*0.005),(y*0.005),global.terrain_seed_A + 71) * 60
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local terrain_A = perlin:noise((x*0.005),(y*0.005),global.terrain_seed_A + 19) * wiggle --For determining where water is
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local terrain_sqr = terrain_A * terrain_A --we can use this again to mess with other layers as well
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if terrain_sqr < 50 then --Main water areas
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--local deep = (terrain_sqr < 20) and true or false
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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
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--terrain_A = simplex_2d((x*0.01),(y*0.01),global.terrain_seed_A + 31) * 90 + (wiggle * -0.2) --we only gen this when we consider placing water
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if terrain_A * terrain_A > 40 then --creates random bridges over the water by overlapping with another noise layer
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table.insert(tiles, {name = "water", position = {x,y}})
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end
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elseif terrain_sqr > 70 then
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if run_ores_module ~= nil then
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run_ores_module_setup()
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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
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run_ores_module_tile(surface,x,y)
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end
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end
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end
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end
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end
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end
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surface.set_tiles(tiles,true)
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--surface.set_tiles(tileswater,true)
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end
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