mirror of
https://github.com/Refactorio/RedMew.git
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274 lines
11 KiB
Lua
274 lines
11 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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local perlin = require 'map_gen.shared.perlin_noise'
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local Token = require 'utils.global_token'
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local wreck_item_pool = {
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{name = 'iron-gear-wheel', count = 32},
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{name = 'iron-plate', count = 64},
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{name = 'rocket-control-unit', count = 1},
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{name = 'rocket-fuel', count = 7},
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{name = 'coal', count = 8},
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{name = 'rocket-launcher', count = 1},
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{name = 'rocket', count = 32},
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{name = 'copper-cable', count = 128},
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{name = 'land-mine', count = 64},
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{name = 'railgun', count = 1},
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{name = 'railgun-dart', count = 128},
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{name = 'fast-inserter', count = 8},
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{name = 'stack-filter-inserter', count = 2},
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{name = 'belt-immunity-equipment', count = 1},
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{name = 'fusion-reactor-equipment', count = 1},
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{name = 'electric-engine-unit', count = 8},
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{name = 'exoskeleton-equipment', count = 1},
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{name = 'rocket-fuel', count = 10},
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{name = 'used-up-uranium-fuel-cell', count = 3},
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{name = 'uranium-fuel-cell', count = 2},
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{name = 'power-armor', count = 1},
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{name = 'modular-armor', count = 1},
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{name = 'water-barrel', count = 4},
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{name = 'sulfuric-acid-barrel', count = 6},
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{name = 'crude-oil-barrel', count = 8},
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{name = 'energy-shield-equipment', count = 1},
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{name = 'explosive-rocket', count = 32}
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}
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local ship_callback =
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Token.register(
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function(entity)
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entity.health = math.random(entity.health)
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entity.insert(wreck_item_pool[math.random(#wreck_item_pool)])
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entity.insert(wreck_item_pool[math.random(#wreck_item_pool)])
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entity.insert(wreck_item_pool[math.random(#wreck_item_pool)])
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end
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)
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local clear_types = {'simple-entity', '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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local random_health =
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Token.register(
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function(e)
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e.health = math.random(e.health)
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end
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)
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local medium_health =
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Token.register(
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function(e)
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e.health = math.random(math.floor(e.health * 0.333), math.floor(e.health * 0.666))
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end
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)
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local low_health =
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Token.register(
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function(e)
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e.health = math.random(math.floor(e.health * 0.033), math.floor(e.health * 0.330))
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end
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)
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local turrent_callback =
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Token.register(
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function(e)
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if math.random(1, 3) == 1 then
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e.insert('piercing-rounds-magazine')
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else
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e.insert('firearm-magazine')
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end
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end
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)
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return function(x, y, world)
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local entities = {}
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local area = world.area
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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 tile_to_insert = 'sand-1'
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local seed_increment_number = 10000
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local seed = surface.map_gen_settings.seed
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local noise_borg_defense_1 = perlin.noise(((world.x + seed) / 100), ((world.y + seed) / 100), 0)
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seed = seed + seed_increment_number
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local noise_borg_defense_2 = perlin.noise(((world.x + seed) / 20), ((world.y + seed) / 20), 0)
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seed = seed + seed_increment_number
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local noise_borg_defense = noise_borg_defense_1 + noise_borg_defense_2 * 0.15
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local noise_trees_1 = perlin.noise(((world.x + seed) / 50), ((world.y + seed) / 50), 0)
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seed = seed + seed_increment_number
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local noise_trees_2 = perlin.noise(((world.x + seed) / 15), ((world.y + seed) / 15), 0)
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seed = seed + seed_increment_number
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local noise_trees = noise_trees_1 + noise_trees_2 * 0.3
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local noise_walls_1 = perlin.noise(((world.x + seed) / 150), ((world.y + seed) / 150), 0)
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seed = seed + seed_increment_number
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local noise_walls_2 = perlin.noise(((world.x + seed) / 50), ((world.y + seed) / 50), 0)
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seed = seed + seed_increment_number
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local noise_walls_3 = perlin.noise(((world.x + seed) / 20), ((world.y + seed) / 20), 0)
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seed = seed + seed_increment_number
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local noise_walls = noise_walls_1 + noise_walls_2 * 0.1 + noise_walls_3 * 0.03
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if noise_borg_defense > 0.66 then
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if math.random(25) == 1 then
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table.insert(entities, {name = 'big-ship-wreck-1', force = 'player', callback = ship_callback})
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elseif math.random(25) == 1 then
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table.insert(entities, {name = 'big-ship-wreck-2', force = 'player', callback = ship_callback})
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elseif math.random(25) == 1 then
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table.insert(entities, {name = 'big-ship-wreck-3', force = 'player', callback = ship_callback})
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end
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end
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if noise_trees > 0.17 then
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tile_to_insert = 'sand-3'
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end
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if noise_borg_defense > 0.4 then
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tile_to_insert = 'concrete'
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end
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if noise_borg_defense > 0.35 and noise_borg_defense < 0.4 then
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tile_to_insert = 'stone-path'
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end
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if noise_borg_defense > 0.65 and noise_borg_defense < 0.66 then
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table.insert(entities, {name = 'substation', force = 'enemy'})
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end
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if noise_borg_defense >= 0.54 and noise_borg_defense < 0.65 then
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table.insert(entities, {name = 'solar-panel', force = 'enemy'})
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end
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if noise_borg_defense > 0.53 and noise_borg_defense < 0.54 then
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table.insert(entities, {name = 'substation', force = 'enemy'})
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end
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if noise_borg_defense >= 0.51 and noise_borg_defense < 0.53 then
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table.insert(entities, {name = 'accumulator', force = 'enemy'})
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end
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if noise_borg_defense >= 0.50 and noise_borg_defense < 0.51 then
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table.insert(entities, {name = 'substation', force = 'enemy'})
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end
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if noise_borg_defense >= 0.487 and noise_borg_defense < 0.50 then
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table.insert(entities, {name = 'laser-turret', force = 'enemy'})
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end
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if noise_borg_defense >= 0.485 and noise_borg_defense < 0.487 then
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table.insert(entities, {name = 'substation', force = 'enemy'})
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end
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if noise_borg_defense >= 0.45 and noise_borg_defense < 0.484 then
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table.insert(entities, {name = 'stone-wall', force = 'enemy'})
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end
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if noise_trees > 0.2 and tile_to_insert == 'sand-3' then
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if math.random(1, 15) == 1 then
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if math.random(1, 5) == 1 then
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table.insert(entities, {name = 'dry-hairy-tree'})
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else
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table.insert(entities, {name = 'dry-tree'})
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end
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end
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end
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if math.random(35000) == 1 then
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table.insert(entities, {name = 'big-ship-wreck-1', force = 'player', callback = ship_callback})
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elseif math.random(45000) == 1 then
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table.insert(entities, {name = 'big-ship-wreck-2', force = 'player', callback = ship_callback})
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elseif math.random(55000) == 1 then
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table.insert(entities, {name = 'big-ship-wreck-3', force = 'player', callback = ship_callback})
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elseif noise_walls > -0.03 and noise_walls < 0.03 and math.random(40) == 1 then
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table.insert(entities, {name = 'gun-turret', force = 'enemy', callback = turrent_callback})
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elseif noise_borg_defense > 0.41 and noise_borg_defense < 0.45 and math.random(15) == 1 then
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table.insert(entities, {name = 'gun-turret', force = 'enemy', callback = turrent_callback})
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elseif math.random(7500) == 1 then
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table.insert(entities, {name = 'pipe-to-ground', force = 'enemy'})
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elseif tile_to_insert ~= 'stone-path' and tile_to_insert ~= 'concrete' and math.random(1500) == 1 then
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table.insert(entities, {name = 'dead-dry-hairy-tree'})
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elseif tile_to_insert ~= 'stone-path' and tile_to_insert ~= 'concrete' and math.random(1500) == 1 then
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table.insert(entities, {name = 'dead-grey-trunk'})
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elseif math.random(25000) == 1 then
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table.insert(entities, {name = 'medium-ship-wreck', force = 'player', callback = medium_health})
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elseif math.random(15000) == 1 then
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table.insert(entities, {name = 'small-ship-wreck', force = 'player', callback = medium_health})
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elseif math.random(150000) == 1 then
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table.insert(entities, {name = 'car', force = 'player', callback = low_health})
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elseif math.random(100000) == 1 then
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table.insert(entities, {name = 'laser-turret', force = 'enemy', callback = low_health})
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elseif math.random(1000000) == 1 then
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table.insert(entities, {name = 'nuclear-reactor', force = 'enemy', callback = medium_health})
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end
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if noise_trees < -0.5 and (tile_to_insert == 'sand-3' or tile_to_insert == 'sand-1') and math.random(15) == 1 then
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table.insert(entities, {name = 'rock-big'})
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end
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local noise_water_1 = perlin.noise(((world.x + seed) / 200), ((world.y + seed) / 200), 0)
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seed = seed + seed_increment_number
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local noise_water_2 = perlin.noise(((world.x + seed) / 100), ((world.y + seed) / 100), 0)
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seed = seed + seed_increment_number
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local noise_water_3 = perlin.noise(((world.x + seed) / 25), ((world.y + seed) / 25), 0)
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seed = seed + seed_increment_number
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local noise_water_4 = perlin.noise(((world.x + seed) / 10), ((world.y + seed) / 10), 0)
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seed = seed + seed_increment_number
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local noise_water = noise_water_1 + noise_water_2 + noise_water_3 * 0.07 + noise_water_4 * 0.07
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noise_water_1 = perlin.noise(((world.x + seed) / 200), ((world.y + seed) / 200), 0)
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seed = seed + seed_increment_number
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noise_water_2 = perlin.noise(((world.x + seed) / 100), ((world.y + seed) / 100), 0)
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seed = seed + seed_increment_number
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noise_water_3 = perlin.noise(((world.x + seed) / 25), ((world.y + seed) / 25), 0)
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seed = seed + seed_increment_number
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noise_water_4 = perlin.noise(((world.x + seed) / 10), ((world.y + seed) / 10), 0)
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seed = seed + seed_increment_number
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noise_water_2 = noise_water_1 + noise_water_2 + noise_water_3 * 0.07 + noise_water_4 * 0.07
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if
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tile_to_insert ~= 'stone-path' and tile_to_insert ~= 'concrete' and noise_water > -0.15 and noise_water < 0.15 and
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noise_water_2 > 0.5
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then
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tile_to_insert = 'water-green'
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end
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if noise_borg_defense <= 0.45 and tile_to_insert ~= 'water-green' then
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local a = -0.01
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local b = 0.01
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if noise_walls > a and noise_walls < b then
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table.insert(entities, {name = 'stone-wall', force = 'enemy'})
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end
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if noise_walls >= a and noise_walls <= b then
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tile_to_insert = 'concrete'
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end
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if noise_borg_defense < 0.40 then
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if noise_walls > b and noise_walls < b + 0.03 then
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tile_to_insert = 'stone-path'
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end
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if noise_walls > a - 0.03 and noise_walls < a then
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tile_to_insert = 'stone-path'
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end
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end
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end
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local noise_decoratives_1 = perlin.noise(((world.x + seed) / 50), ((world.y + seed) / 50), 0)
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seed = seed + seed_increment_number
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local noise_decoratives_2 = perlin.noise(((world.x + seed) / 15), ((world.y + seed) / 15), 0)
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local noise_decoratives = noise_decoratives_1 + noise_decoratives_2 * 0.3
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local decoratives
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if noise_decoratives > 0.3 and noise_decoratives < 0.5 then
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if
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tile_to_insert ~= 'stone-path' and tile_to_insert ~= 'concrete' and tile_to_insert ~= 'water-green' and
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math.random(10) == 1
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then
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decoratives = {name = 'red-desert-bush', amount = 1}
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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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