1
0
mirror of https://github.com/Refactorio/RedMew.git synced 2025-01-30 04:30:58 +02:00
RedMew/map_gen/Diggy/Feature/ScatteredResources.lua
SimonFlapse 4258568c90
Catching up (#2) (#3)
* Add creep spread mechanic

* Added bot ore islands, use bool flag to turn on.

* Added a noise based chest spawning system for artefacts

* Added coin loot from biters and mining

* Track artefacts launched into space

* Add Creepy map preset

* Update donators.lua

* Add scenario info for crashsite (#291)

* Split colors resources from colors code & catchup on donators (#288)

* Split colors resources from colors code

* Switch back to colors

* Added jail button

Moved parts of the jail command to report.lua

Made jailing possible from a users report.

closes #215

* Added sound for new reports

Admins now get a sound when a new report is created. Useful for admins that doesn't have Factorio as active window.

Currently set the sound_path as utility/tutorial_notice

* Split chat triggers from control

* Move cheat tracking outside of control.lua

* Remove player-specific code

* Split donator/on_join messages out of control

* Move features into features folder

* Indentation fix

I aimed to fix the troublesome indentation.

* Added a single indent

* Make sure biter modifiers are accessible for mods

* Consistency change regarding table access

* Added NightTime.lua

Split the time assignment into a new file NightTime.lua allowing for it to be disabled. (Restore normal day/night cycle)

Also added a popup when a player places a solar panel informing that they are purely cosmetic

Removed the recipe for portable solar panels because they are useless, but the technology is needed.

* Fixed debug print grid value to show non-rounded value

* added support for hidden tiles

* Add newline to eof

* Fixed no newline, indentation and scope of research

* crash_site outposts set hidden tile to 'grass-1'

* Log items spawned by crafting in cheat mode

* Newline to eof

* Put responses into table

* Use trigger as table key

* Change name of lattice to diagonal lattice (#297)

* Add Diagonal Ribbon to map presets (#294)

* Reorganize control (#312)

* Check for config before disabling fish market (#311)

* Force diggy biters to spawn, even if there's no space (#308)

* Fixed some small things from feedback and issues (#313)

* Update fractal_balls.lua

* Add ALo's message and color (#314)

* Add join message for ALo

* Add ALo's color

* Typo in donators.lua

* fixed tile corruption issus closes #310 (#317)

* Update player_list.lua

* Update diagonal_ribbon.lua (#322)

* Regulars: remove duplicates and sort alphabetically (#320)
2018-11-12 20:23:25 +01:00

150 lines
5.2 KiB
Lua

--[[-- info
Provides the ability to spawn random ores all over the place.
]]
-- dependencies
local Event = require 'utils.event'
local Debug = require 'map_gen.Diggy.Debug'
local Template = require 'map_gen.Diggy.Template'
local Perlin = require 'map_gen.shared.perlin_noise'
local random = math.random
local sqrt = math.sqrt
local ceil = math.ceil
local floor = math.floor
-- this
local ScatteredResources = {}
local function get_name_by_random(collection)
local pre_calculated = random()
local current = 0
for name, probability in pairs(collection) do
current = current + probability
if (current >= pre_calculated) then
return name
end
end
Debug.print('Current \'' .. current .. '\' should be higher or equal to random \'' .. pre_calculated .. '\'')
end
--[[--
Registers all event handlers.
]]
function ScatteredResources.register(config)
local noise_resource_threshold = config.noise_resource_threshold
local noise_variance = config.noise_variance
local cluster_mode = config.cluster_mode
local distance_probability_modifier = config.distance_probability_modifier
local resource_probability = config.resource_probability
local max_resource_probability = config.max_resource_probability
local resource_chances = config.resource_chances
local resource_richness_probability = config.resource_richness_probability
local distance_richness_modifier = config.distance_richness_modifier
local liquid_value_modifiers = config.liquid_value_modifiers
local resource_richness_values = config.resource_richness_values
local minimum_resource_distance = config.minimum_resource_distance
local cluster_yield_multiplier = config.cluster_yield_multiplier
local function spawn_resource(surface, x, y, distance)
local resource_name = get_name_by_random(resource_chances)
if (minimum_resource_distance[resource_name] > distance) then
return
end
local min_max = resource_richness_values[get_name_by_random(resource_richness_probability)]
local amount = ceil(random(min_max[1], min_max[2]) * (1 + ((distance / distance_richness_modifier) * 0.01)))
if liquid_value_modifiers[name] then
amount = amount * modifier
end
if (cluster_mode) then
amount = amount * cluster_yield_multiplier
end
local position = {x = x, y = y}
Template.resources(surface, {{name = resource_name, position = position, amount = amount}})
end
function sum(t)
local sum = 0
for _, v in pairs(t) do
sum = sum + v
end
return sum
end
local seed
local function get_noise(surface, x, y)
seed = seed or surface.map_gen_settings.seed + surface.index + 200
return Perlin.noise(x * noise_variance, y * noise_variance, seed)
end
local resource_sum = sum(config.resource_chances)
if (1 ~= resource_sum) then
error('Expected a sum of 1.00, got \'' .. resource_sum .. '\' for config.feature.ScatteredResources.resource_chances.')
end
local richness_sum = sum(config.resource_richness_probability)
if (1 ~= richness_sum) then
error('Expected a sum of 1.00, got \'' .. richness_sum .. '\' for config.feature.ScatteredResources.resource_richness_probability.')
end
Event.add(Template.events.on_void_removed, function (event)
local position = event.position
local x = position.x
local y = position.y
local surface = event.surface
local distance = floor(sqrt(x * x + y * y))
if (cluster_mode and get_noise(surface, x, y) > noise_resource_threshold) then
spawn_resource(surface, x, y, distance)
return
end
local calculated_probability = resource_probability + ((distance / distance_probability_modifier) * 0.01)
local probability = max_resource_probability
if (calculated_probability < probability) then
probability = calculated_probability
end
-- cluster mode reduces the max probability to reduce max spread
if (cluster_mode) then
probability = probability * 0.5
end
if (probability > random()) then
spawn_resource(surface, x, y, distance)
end
end)
if (config.display_resource_fields) then
Event.add(defines.events.on_chunk_generated, function (event)
local surface = event.surface
local area = event.area
for x = area.left_top.x, area.left_top.x + 31 do
for y = area.left_top.y, area.left_top.y + 31 do
if get_noise(surface, x, y) >= noise_resource_threshold then
Debug.print_grid_value('ore', surface, {x = x, y = y}, nil, nil, true)
end
end
end
end)
end
end
function ScatteredResources.get_extra_map_info(config)
return [[Scattered Resources, resources are everywhere!
Scans of the mine have shown greater amounts of resources to be deeper in the mine]]
end
return ScatteredResources