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451 lines
16 KiB
Lua
451 lines
16 KiB
Lua
--Author: MewMew
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-- !! ATTENTION !!
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-- Use water only in starting area as map setting!!!
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require "locale.gen_shared.perlin_noise"
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wreck_item_pool = {}
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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}}
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local function place_entities(surface, entity_list)
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local directions = {defines.direction.north, defines.direction.east, defines.direction.south, defines.direction.west}
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for _, entity in pairs(entity_list) do
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local r = math.random(1,entity.chance)
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if r == 1 then
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if not entity.force then entity.force = "player" end
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local r = math.random(1,4)
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if surface.can_place_entity {name=entity.name, position=entity.pos, direction=directions[r], force=entity.force} then
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local e = surface.create_entity {name=entity.name, position=entity.pos, direction=directions[r], force=entity.force}
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if entity.health then
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if entity.health == "low" then e.health = ((e.health / 1000) * math.random(33,330)) end
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if entity.health == "medium" then e.health = ((e.health / 1000) * math.random(333,666)) end
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if entity.health == "high" then e.health = ((e.health / 1000) * math.random(666,999)) end
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if entity.health == "random" then e.health = ((e.health / 1000) * math.random(1,1000)) end
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end
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return true, e
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end
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end
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end
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return false
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end
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local function auto_place_entity_around_target(entity, scan_radius, mode, density, surface)
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local x = entity.pos.x
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local y = entity.pos.y
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if not surface then surface = game.surfaces[1] end
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if not scan_radius then scan_radius = 6 end
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if not entity then return end
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if not mode then mode = "ball" end
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if not density then density = 1 end
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if surface.can_place_entity {name=entity.name, position={x,y}} then
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local e = surface.create_entity {name=entity.name, position={x,y}}
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return true, e
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end
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local i = 2
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local r = 1
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if mode == "ball" then
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if math.random(1,2) == 1 then
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density = density * -1
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end
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r = math.random(1,4)
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end
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if mode == "line" then
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density = 1
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r = math.random(1,4)
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end
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if mode == "line_down" then
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density = density * -1
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r = math.random(1,4)
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end
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if mode == "line_up" then
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density = 1
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r = math.random(1,4)
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end
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if mode == "block" then
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r = 1
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density = 1
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end
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if r == 1 then
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--start placing at -1,-1
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while i <= scan_radius do
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y = y - density
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x = x - density
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for a = 1, i, 1 do
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if surface.can_place_entity {name=entity.name, position={x,y}} then
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local e = surface.create_entity {name=entity.name, position={x,y}}
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return true, e
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end
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x = x + density
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end
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for a = 1, i, 1 do
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if surface.can_place_entity {name=entity.name, position={x,y}} then
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local e = surface.create_entity {name=entity.name, position={x,y}}
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return true, e
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end
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y = y + density
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end
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for a = 1, i, 1 do
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if surface.can_place_entity {name=entity.name, position={x,y}} then
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local e = surface.create_entity {name=entity.name, position={x,y}}
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return true, e
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end
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x = x - density
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end
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for a = 1, i, 1 do
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if surface.can_place_entity {name=entity.name, position={x,y}} then
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local e = surface.create_entity {name=entity.name, position={x,y}}
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return true, e
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end
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y = y - density
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end
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i = i + 2
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end
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end
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if r == 2 then
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--start placing at 0,-1
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while i <= scan_radius do
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y = y - density
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x = x - density
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for a = 1, i, 1 do
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x = x + density
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if surface.can_place_entity {name=entity.name, position={x,y}} then
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local e = surface.create_entity {name=entity.name, position={x,y}}
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return true, e
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end
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end
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for a = 1, i, 1 do
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y = y + density
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if surface.can_place_entity {name=entity.name, position={x,y}} then
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local e = surface.create_entity {name=entity.name, position={x,y}}
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return true, e
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end
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end
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for a = 1, i, 1 do
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x = x - density
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if surface.can_place_entity {name=entity.name, position={x,y}} then
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local e = surface.create_entity {name=entity.name, position={x,y}}
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return true, e
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end
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end
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for a = 1, i, 1 do
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y = y - density
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if surface.can_place_entity {name=entity.name, position={x,y}} then
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local e = surface.create_entity {name=entity.name, position={x,y}}
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return true, e
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end
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end
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i = i + 2
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end
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end
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if r == 3 then
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--start placing at 1,-1
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while i <= scan_radius do
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y = y - density
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x = x + density
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for a = 1, i, 1 do
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if surface.can_place_entity {name=entity.name, position={x,y}} then
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local e = surface.create_entity {name=entity.name, position={x,y}}
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return true, e
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end
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y = y + density
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end
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for a = 1, i, 1 do
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if surface.can_place_entity {name=entity.name, position={x,y}} then
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local e = surface.create_entity {name=entity.name, position={x,y}}
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return true, e
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end
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x = x - density
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end
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for a = 1, i, 1 do
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if surface.can_place_entity {name=entity.name, position={x,y}} then
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local e = surface.create_entity {name=entity.name, position={x,y}}
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return true, e
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end
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y = y - density
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end
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for a = 1, i, 1 do
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if surface.can_place_entity {name=entity.name, position={x,y}} then
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local e = surface.create_entity {name=entity.name, position={x,y}}
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return true, e
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end
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x = x + density
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end
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i = i + 2
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end
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end
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if r == 4 then
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--start placing at 1,0
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while i <= scan_radius do
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y = y - density
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x = x + density
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for a = 1, i, 1 do
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y = y + density
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if surface.can_place_entity {name=entity.name, position={x,y}} then
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local e = surface.create_entity {name=entity.name, position={x,y}}
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return true, e
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end
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end
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for a = 1, i, 1 do
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x = x - density
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if surface.can_place_entity {name=entity.name, position={x,y}} then
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local e = surface.create_entity {name=entity.name, position={x,y}}
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return true, e
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end
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end
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for a = 1, i, 1 do
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y = y - density
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if surface.can_place_entity {name=entity.name, position={x,y}} then
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local e = surface.create_entity {name=entity.name, position={x,y}}
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return true, e
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end
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end
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for a = 1, i, 1 do
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x = x + density
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if surface.can_place_entity {name=entity.name, position={x,y}} then
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local e = surface.create_entity {name=entity.name, position={x,y}}
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return true, e
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end
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end
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i = i + 2
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end
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end
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return false
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end
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local function create_tree_cluster(pos, amount)
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if not pos then return false end
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if amount == nil then amount = 7 end
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local scan_radius = amount * 2
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--local mode = "line_down"
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--if math.random(1,2) == 1 then mode = "line_up" end
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local mode = "ball"
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local entity = {}
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entity.pos = pos
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for i = 1, amount, 1 do
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entity.name = "tree-06"
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local density = 2
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if 1 == math.random(1,20) then entity.name = "tree-07" end
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if 1 == math.random(1,70) then entity.name = "tree-09" end
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if 1 == math.random(1,10) then entity.name = "tree-04" end
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if 1 == math.random(1,9) then density = 1 end
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if 1 == math.random(1,3) then density = 3 end
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if 1 == math.random(1,3) then density = 4 end
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local b, e = auto_place_entity_around_target(entity, scan_radius, mode, density)
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if b == true then
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if 1 == math.random(1,3) then
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entity.pos = e.position
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end
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end
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end
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return b, e
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end
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function run_combined_module(event)
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-- Generate Rivers
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if not global.perlin_noise_seed then global.perlin_noise_seed = math.random(1000,1000000) end
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local seed = global.perlin_noise_seed
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local tiles = {}
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for x = 0, 31, 1 do
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for y = 0, 31, 1 do
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local pos_x = event.area.left_top.x + x
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local pos_y = event.area.left_top.y + y
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local noise_terrain_1 = perlin:noise(((pos_x+seed)/150),((pos_y+seed)/150),0)
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local noise_terrain_2 = perlin:noise(((pos_x+seed)/75),((pos_y+seed)/75),0)
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local noise_terrain_3 = perlin:noise(((pos_x+seed)/50),((pos_y+seed)/50),0)
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local noise_terrain_4 = perlin:noise(((pos_x+seed)/7),((pos_y+seed)/7),0)
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local noise_terrain = noise_terrain_1 + (noise_terrain_2 * 0.2) + (noise_terrain_3 * 0.1) + (noise_terrain_4 * 0.02)
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local tile_to_insert
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if noise_terrain > -0.03 and noise_terrain < 0.03 then
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tile_to_insert = "water-green"
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local a = pos_x + 1
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table.insert(tiles, {name = tile_to_insert, position = {a,pos_y}})
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local a = pos_y + 1
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table.insert(tiles, {name = tile_to_insert, position = {pos_x,a}})
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local a = pos_x - 1
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table.insert(tiles, {name = tile_to_insert, position = {a,pos_y}})
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local a = pos_y - 1
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table.insert(tiles, {name = tile_to_insert, position = {pos_x,a}})
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table.insert(tiles, {name = tile_to_insert, position = {pos_x,pos_y}})
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end
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end
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end
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event.surface.set_tiles(tiles,true)
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-- Generate other thingies
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local area = event.area
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local surface = event.surface
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--local surface = game.surfaces[1]
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local tiles = {}
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local decoratives = {}
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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 entity.type == "simple-entity" or entity.type == "tree" then
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if entity.name ~= "tree-09" and entity.name ~= "tree-07" and entity.name ~= "tree-06" then --and entity.name ~= "tree-04"
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entity.destroy()
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end
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end
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end
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local forest_cluster = true
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if math.random(1,4) == 1 then forest_cluster = false end
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for x = 0, 31, 1 do
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for y = 0, 31, 1 do
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local pos_x = event.area.left_top.x + x
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local pos_y = event.area.left_top.y + y
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local pos = {x = pos_x,y = pos_y}
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local tile = surface.get_tile(pos_x,pos_y)
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local tile_to_insert = tile
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local entity_placed = false
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-- or tile.name == "grass-dry"
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--if tile.name ~= "water" and tile.name ~= "deepwater" and tile.name ~= "water-green" then
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if tile.name ~= "water-green" then
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table.insert(tiles, {name = "grass", position = {pos_x,pos_y}})
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local entity_list = {}
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table.insert(entity_list, {name="big-ship-wreck-1", pos={pos_x,pos_y},chance = 65000, health="random"})
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table.insert(entity_list, {name="big-ship-wreck-2", pos={pos_x,pos_y},chance = 65000, health="random"})
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table.insert(entity_list, {name="big-ship-wreck-3", pos={pos_x,pos_y},chance = 65000, health="random"})
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local b, placed_entity = place_entities(surface, entity_list)
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if b == true then
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placed_entity.insert(wreck_item_pool[math.random(1,#wreck_item_pool)])
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placed_entity.insert(wreck_item_pool[math.random(1,#wreck_item_pool)])
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placed_entity.insert(wreck_item_pool[math.random(1,#wreck_item_pool)])
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end
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local entity_list = {}
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table.insert(entity_list, {name="tree-04", pos={pos_x,pos_y},chance = 400})
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table.insert(entity_list, {name="tree-09", pos={pos_x,pos_y},chance = 1000})
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table.insert(entity_list, {name="tree-07", pos={pos_x,pos_y},chance = 400})
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table.insert(entity_list, {name="tree-06", pos={pos_x,pos_y},chance = 150})
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table.insert(entity_list, {name="stone-rock", pos={pos_x,pos_y},chance = 400})
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table.insert(entity_list, {name="green-coral", pos={pos_x,pos_y},chance = 10000})
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table.insert(entity_list, {name="medium-ship-wreck", pos={pos_x,pos_y},chance = 25000, health="random"})
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table.insert(entity_list, {name="small-ship-wreck", pos={pos_x,pos_y},chance = 25000, health="random"})
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table.insert(entity_list, {name="car", pos={pos_x,pos_y},chance = 125000, health="low"})
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table.insert(entity_list, {name="stone-furnace", pos={pos_x,pos_y},chance = 100000, health="random", force="enemy"})
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local b, placed_entity = place_entities(surface, entity_list)
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if forest_cluster == true then
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if math.random(1,800) == 1 then create_tree_cluster(pos, 120) end
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end
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else
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--if tile.name == "water" then tile_to_insert = "water" end
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--if tile.name == "deepwater" then tile_to_insert = "deepwater" 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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--check for existing chunk if you would overwrite decoratives
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local for_start_x = 0
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local for_end_x = 31
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local for_start_y = 0
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local for_end_y = 31
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local testing_pos = event.area.left_top.x - 1
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local tile = surface.get_tile(testing_pos, event.area.left_top.y)
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if tile.name then for_start_x = -1 end
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local testing_pos = event.area.left_top.y - 1
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local tile = surface.get_tile(event.area.left_top.x, testing_pos)
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if tile.name then for_start_y = -1 end
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local testing_pos = event.area.right_bottom.x
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local tile = surface.get_tile(testing_pos, event.area.right_bottom.y)
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if tile.name then for_end_x = 32 end
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local testing_pos = event.area.right_bottom.y
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local tile = surface.get_tile(event.area.right_bottom.x, testing_pos)
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if tile.name then for_end_y = 32 end
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for x = for_start_x, for_end_x, 1 do
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for y = for_start_y, for_end_y, 1 do
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local pos_x = event.area.left_top.x + x
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local pos_y = event.area.left_top.y + y
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local tile = surface.get_tile(pos_x, pos_y)
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local decal_has_been_placed = false
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if tile.name == "grass" then
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if decal_has_been_placed == false then
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local r = math.random(1,3)
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if r == 1 then
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table.insert(decoratives, {name="green-carpet-grass", position={pos_x,pos_y}, amount=1})
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decal_has_been_placed = false
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end
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end
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if decal_has_been_placed == false then
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local r = math.random(1,7)
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if r == 1 then
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table.insert(decoratives, {name="green-hairy-grass", position={pos_x,pos_y}, amount=1})
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decal_has_been_placed = false
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end
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end
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if decal_has_been_placed == false then
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local r = math.random(1,10)
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if r == 1 then
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table.insert(decoratives, {name="green-bush-mini", position={pos_x,pos_y}, amount=1})
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decal_has_been_placed = false
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end
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end
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if decal_has_been_placed == false then
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local r = math.random(1,6)
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if r == 1 then
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table.insert(decoratives, {name="green-pita", position={pos_x,pos_y}, amount=1})
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decal_has_been_placed = false
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end
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end
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if decal_has_been_placed == false then
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local r = math.random(1,12)
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if r == 1 then
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table.insert(decoratives, {name="green-small-grass", position={pos_x,pos_y}, amount=1})
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decal_has_been_placed = false
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end
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end
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if decal_has_been_placed == false then
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local r = math.random(1,25)
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if r == 1 then
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table.insert(decoratives, {name="green-asterisk", position={pos_x,pos_y}, amount=1})
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decal_has_been_placed = false
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end
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end
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end
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if tile.name == "water" or tile.name == "water-green" then
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if decal_has_been_placed == false then
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local r = math.random(1,18)
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if r == 1 then
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table.insert(decoratives, {name="green-carpet-grass", position={pos_x,pos_y}, amount=1})
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decal_has_been_placed = false
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end
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end
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if decal_has_been_placed == false then
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local r = math.random(1,950)
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if r == 1 then
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table.insert(decoratives, {name="green-small-grass", position={pos_x,pos_y}, amount=1})
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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
|