1
0
mirror of https://github.com/Refactorio/RedMew.git synced 2024-12-16 10:19:27 +02:00
RedMew/map_gen/combined/borg_planet_v2.lua
2018-05-23 22:34:47 +01:00

621 lines
26 KiB
Lua

--Author: MewMew
-- !! ATTENTION !!
-- Use water only in starting area as map setting!!!
local perlin = require 'map_gen.shared.perlin_noise'
local Task = require 'utils.Task'
wreck_item_pool = {}
wreck_item_pool = {
{name = 'iron-gear-wheel', count = 32},
{name = 'iron-plate', count = 64},
{name = 'rocket-control-unit', count = 1},
{name = 'rocket-fuel', count = 7},
{name = 'coal', count = 8},
{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},
{name = 'power-armor', count = 1},
{name = 'modular-armor', count = 1},
{name = 'water-barrel', count = 4},
{name = 'sulfuric-acid-barrel', count = 6},
{name = 'crude-oil-barrel', count = 8},
{name = 'energy-shield-equipment', count = 1},
{name = 'explosive-rocket', count = 32}
}
local function place_entities(surface, entity_list)
local directions = {
defines.direction.north,
defines.direction.east,
defines.direction.south,
defines.direction.west
}
for _, entity in pairs(entity_list) do
local r = math.random(1, entity.chance)
if r == 1 then
if not entity.force then
entity.force = 'player'
end
local r = math.random(1, 4)
if
surface.can_place_entity {
name = entity.name,
position = entity.pos,
direction = directions[r],
force = entity.force
}
then
local e =
surface.create_entity {
name = entity.name,
position = entity.pos,
direction = directions[r],
force = entity.force
}
if entity.health then
if entity.health == 'low' then
e.health = ((e.health / 1000) * math.random(33, 330))
end
if entity.health == 'medium' then
e.health = ((e.health / 1000) * math.random(333, 666))
end
if entity.health == 'high' then
e.health = ((e.health / 1000) * math.random(666, 999))
end
if entity.health == 'random' then
e.health = ((e.health / 1000) * math.random(1, 1000))
end
end
return true, e
end
end
end
return false
end
local function find_tile_placement_spot_around_target_position(tilename, position, mode, density)
local x = position.x
local y = position.y
if not surface then
surface = game.surfaces[1]
end
local scan_radius = 50
if not tilename then
return
end
if not mode then
mode = 'ball'
end
if not density then
density = 1
end
local cluster_tiles = {}
local auto_correct = true
local scanned_tile = surface.get_tile(x, y)
if scanned_tile.name ~= tilename then
table.insert(cluster_tiles, {name = tilename, position = {x, y}})
surface.set_tiles(cluster_tiles, auto_correct)
return true, x, y
end
local i = 2
local r = 1
if mode == 'ball' then
if math.random(1, 2) == 1 then
density = density * -1
end
r = math.random(1, 4)
end
if mode == 'line' then
density = 1
r = math.random(1, 4)
end
if mode == 'line_down' then
density = density * -1
r = math.random(1, 4)
end
if mode == 'line_up' then
density = 1
r = math.random(1, 4)
end
if mode == 'block' then
r = 1
density = 1
end
if r == 1 then
--start placing at -1,-1
while i <= scan_radius do
y = y - density
x = x - density
for a = 1, i, 1 do
local scanned_tile = surface.get_tile(x, y)
if scanned_tile.name ~= tilename then
table.insert(cluster_tiles, {name = tilename, position = {x, y}})
surface.set_tiles(cluster_tiles, auto_correct)
return true, x, y
end
x = x + density
end
for a = 1, i, 1 do
local scanned_tile = surface.get_tile(x, y)
if scanned_tile.name ~= tilename then
table.insert(cluster_tiles, {name = tilename, position = {x, y}})
surface.set_tiles(cluster_tiles, auto_correct)
return true, x, y
end
y = y + density
end
for a = 1, i, 1 do
local scanned_tile = surface.get_tile(x, y)
if scanned_tile.name ~= tilename then
table.insert(cluster_tiles, {name = tilename, position = {x, y}})
surface.set_tiles(cluster_tiles, auto_correct)
return true, x, y
end
x = x - density
end
for a = 1, i, 1 do
local scanned_tile = surface.get_tile(x, y)
if scanned_tile.name ~= tilename then
table.insert(cluster_tiles, {name = tilename, position = {x, y}})
surface.set_tiles(cluster_tiles, auto_correct)
return true, x, y
end
y = y - density
end
i = i + 2
end
end
if r == 2 then
--start placing at 0,-1
while i <= scan_radius do
y = y - density
x = x - density
for a = 1, i, 1 do
x = x + density
local scanned_tile = surface.get_tile(x, y)
if scanned_tile.name ~= tilename then
table.insert(cluster_tiles, {name = tilename, position = {x, y}})
surface.set_tiles(cluster_tiles, auto_correct)
return true, x, y
end
end
for a = 1, i, 1 do
y = y + density
local scanned_tile = surface.get_tile(x, y)
if scanned_tile.name ~= tilename then
table.insert(cluster_tiles, {name = tilename, position = {x, y}})
surface.set_tiles(cluster_tiles, auto_correct)
return true, x, y
end
end
for a = 1, i, 1 do
x = x - density
local scanned_tile = surface.get_tile(x, y)
if scanned_tile.name ~= tilename then
table.insert(cluster_tiles, {name = tilename, position = {x, y}})
surface.set_tiles(cluster_tiles, auto_correct)
return true, x, y
end
end
for a = 1, i, 1 do
y = y - density
local scanned_tile = surface.get_tile(x, y)
if scanned_tile.name ~= tilename then
table.insert(cluster_tiles, {name = tilename, position = {x, y}})
surface.set_tiles(cluster_tiles, auto_correct)
return true, x, y
end
end
i = i + 2
end
end
if r == 3 then
--start placing at 1,-1
while i <= scan_radius do
y = y - density
x = x + density
for a = 1, i, 1 do
local scanned_tile = surface.get_tile(x, y)
if scanned_tile.name ~= tilename then
table.insert(cluster_tiles, {name = tilename, position = {x, y}})
surface.set_tiles(cluster_tiles, auto_correct)
return true, x, y
end
y = y + density
end
for a = 1, i, 1 do
local scanned_tile = surface.get_tile(x, y)
if scanned_tile.name ~= tilename then
table.insert(cluster_tiles, {name = tilename, position = {x, y}})
surface.set_tiles(cluster_tiles, auto_correct)
return true, x, y
end
x = x - density
end
for a = 1, i, 1 do
local scanned_tile = surface.get_tile(x, y)
if scanned_tile.name ~= tilename then
table.insert(cluster_tiles, {name = tilename, position = {x, y}})
surface.set_tiles(cluster_tiles, auto_correct)
return true, x, y
end
y = y - density
end
for a = 1, i, 1 do
local scanned_tile = surface.get_tile(x, y)
if scanned_tile.name ~= tilename then
table.insert(cluster_tiles, {name = tilename, position = {x, y}})
surface.set_tiles(cluster_tiles, auto_correct)
return true, x, y
end
x = x + density
end
i = i + 2
end
end
if r == 4 then
--start placing at 1,0
while i <= scan_radius do
y = y - density
x = x + density
for a = 1, i, 1 do
y = y + density
local scanned_tile = surface.get_tile(x, y)
if scanned_tile.name ~= tilename then
table.insert(cluster_tiles, {name = tilename, position = {x, y}})
surface.set_tiles(cluster_tiles, auto_correct)
return true, x, y
end
end
for a = 1, i, 1 do
x = x - density
local scanned_tile = surface.get_tile(x, y)
if scanned_tile.name ~= tilename then
table.insert(cluster_tiles, {name = tilename, position = {x, y}})
surface.set_tiles(cluster_tiles, auto_correct)
return true, x, y
end
end
for a = 1, i, 1 do
y = y - density
local scanned_tile = surface.get_tile(x, y)
if scanned_tile.name ~= tilename then
table.insert(cluster_tiles, {name = tilename, position = {x, y}})
surface.set_tiles(cluster_tiles, auto_correct)
return true, x, y
end
end
for a = 1, i, 1 do
x = x + density
local scanned_tile = surface.get_tile(x, y)
if scanned_tile.name ~= tilename then
table.insert(cluster_tiles, {name = tilename, position = {x, y}})
surface.set_tiles(cluster_tiles, auto_correct)
return true, x, y
end
end
i = i + 2
end
end
return false
end
local function create_tile_cluster(tilename, position, amount)
local mode = 'ball'
local cluster_tiles = {}
local surface = game.surfaces[1]
local pos = position
local x = pos.x
local y = pos.y
for i = 1, amount, 1 do
local b, x, y = find_tile_placement_spot_around_target_position(tilename, pos, mode)
if b == true then
if 1 == math.random(1, 2) then
pos.x = x
pos.y = y
end
end
if b == false then
return false, x, y
end
if i >= amount then
return true, x, y
end
end
end
function run_combined_module(event)
local area = event.area
local surface = event.surface
local entities = surface.find_entities(area)
for _, entity in pairs(entities) do
if entity.type == 'simple-entity' or entity.type == 'tree' then
if entity.name ~= 'dry-tree' then
entity.destroy()
end
end
end
for x = 0, 31, 1 do
Task.queue_task('run_borg', {area = event.area, surface = event.surface, x = x})
end
end
function run_borg(params)
local tiles = {}
local decoratives = {}
local area = params.area
local surface = params.surface
local x = params.x
local pos_x = area.left_top.x + x
for y = 0, 31, 1 do
local pos_y = area.left_top.y + y
local pos = {x = pos_x, y = pos_y}
local tile = surface.get_tile(pos_x, pos_y)
local tile_to_insert = 'sand-1'
local entity_placed = false
local seed_increment_number = 10000
local seed = surface.map_gen_settings.seed
local noise_borg_defense_1 = perlin:noise(((pos_x + seed) / 100), ((pos_y + seed) / 100), 0)
seed = seed + seed_increment_number
local noise_borg_defense_2 = perlin:noise(((pos_x + seed) / 20), ((pos_y + seed) / 20), 0)
seed = seed + seed_increment_number
local noise_borg_defense = noise_borg_defense_1 + noise_borg_defense_2 * 0.15
local noise_trees_1 = perlin:noise(((pos_x + seed) / 50), ((pos_y + seed) / 50), 0)
seed = seed + seed_increment_number
local noise_trees_2 = perlin:noise(((pos_x + seed) / 15), ((pos_y + seed) / 15), 0)
seed = seed + seed_increment_number
local noise_trees = noise_trees_1 + noise_trees_2 * 0.3
local noise_walls_1 = perlin:noise(((pos_x + seed) / 150), ((pos_y + seed) / 150), 0)
seed = seed + seed_increment_number
local noise_walls_2 = perlin:noise(((pos_x + seed) / 50), ((pos_y + seed) / 50), 0)
seed = seed + seed_increment_number
local noise_walls_3 = perlin:noise(((pos_x + seed) / 20), ((pos_y + seed) / 20), 0)
seed = seed + seed_increment_number
local noise_walls = noise_walls_1 + noise_walls_2 * 0.1 + noise_walls_3 * 0.03
if noise_borg_defense > 0.66 then
local entity_list = {}
table.insert(entity_list, {name = 'big-ship-wreck-1', pos = {pos_x, pos_y}, chance = 25})
table.insert(entity_list, {name = 'big-ship-wreck-2', pos = {pos_x, pos_y}, chance = 25})
table.insert(entity_list, {name = 'big-ship-wreck-3', pos = {pos_x, pos_y}, chance = 25})
local b, placed_entity = place_entities(surface, entity_list)
if b == true then
if
placed_entity.name == 'big-ship-wreck-1' or placed_entity.name == 'big-ship-wreck-2' or
placed_entity.name == 'big-ship-wreck-3'
then
placed_entity.insert(wreck_item_pool[math.random(1, #wreck_item_pool)])
placed_entity.insert(wreck_item_pool[math.random(1, #wreck_item_pool)])
placed_entity.insert(wreck_item_pool[math.random(1, #wreck_item_pool)])
end
end
end
if noise_trees > 0.17 then
tile_to_insert = 'sand-3'
end
if noise_borg_defense > 0.4 then
tile_to_insert = 'concrete'
end
if noise_borg_defense > 0.35 and noise_borg_defense < 0.4 then
tile_to_insert = 'stone-path'
end
if noise_borg_defense > 0.65 and noise_borg_defense < 0.66 then
if surface.can_place_entity {name = 'substation', position = {pos_x, pos_y}, force = 'enemy'} then
surface.create_entity {name = 'substation', position = {pos_x, pos_y}, force = 'enemy'}
end
end
if noise_borg_defense >= 0.54 and noise_borg_defense < 0.65 then
if surface.can_place_entity {name = 'solar-panel', position = {pos_x, pos_y}, force = 'enemy'} then
surface.create_entity {name = 'solar-panel', position = {pos_x, pos_y}, force = 'enemy'}
end
end
if noise_borg_defense > 0.53 and noise_borg_defense < 0.54 then
if surface.can_place_entity {name = 'substation', position = {pos_x, pos_y}, force = 'enemy'} then
surface.create_entity {name = 'substation', position = {pos_x, pos_y}, force = 'enemy'}
end
end
if noise_borg_defense >= 0.51 and noise_borg_defense < 0.53 then
if surface.can_place_entity {name = 'accumulator', position = {pos_x, pos_y}, force = 'enemy'} then
surface.create_entity {name = 'accumulator', position = {pos_x, pos_y}, force = 'enemy'}
end
end
if noise_borg_defense >= 0.50 and noise_borg_defense < 0.51 then
if surface.can_place_entity {name = 'substation', position = {pos_x, pos_y}, force = 'enemy'} then
surface.create_entity {name = 'substation', position = {pos_x, pos_y}, force = 'enemy'}
end
end
if noise_borg_defense >= 0.487 and noise_borg_defense < 0.50 then
if surface.can_place_entity {name = 'laser-turret', position = {pos_x, pos_y}, force = 'enemy'} then
surface.create_entity {name = 'laser-turret', position = {pos_x, pos_y}, force = 'enemy'}
end
end
if noise_borg_defense >= 0.485 and noise_borg_defense < 0.487 then
if surface.can_place_entity {name = 'substation', position = {pos_x, pos_y}, force = 'enemy'} then
surface.create_entity {name = 'substation', position = {pos_x, pos_y}, force = 'enemy'}
end
end
if noise_borg_defense >= 0.45 and noise_borg_defense < 0.484 then
if surface.can_place_entity {name = 'stone-wall', position = {pos_x, pos_y}, force = 'enemy'} then
surface.create_entity {name = 'stone-wall', position = {pos_x, pos_y}, force = 'enemy'}
end
end
if noise_trees > 0.2 and tile_to_insert == 'sand-3' then
if math.random(1, 15) == 1 then
if math.random(1, 5) == 1 then
if surface.can_place_entity {name = 'dry-hairy-tree', position = {pos_x, pos_y}} then
surface.create_entity {name = 'dry-hairy-tree', position = {pos_x, pos_y}}
end
else
if surface.can_place_entity {name = 'dry-tree', position = {pos_x, pos_y}} then
surface.create_entity {name = 'dry-tree', position = {pos_x, pos_y}}
end
end
end
end
local entity_list = {}
table.insert(entity_list, {name = 'big-ship-wreck-1', pos = {pos_x, pos_y}, chance = 35000, health = 'random'})
table.insert(entity_list, {name = 'big-ship-wreck-2', pos = {pos_x, pos_y}, chance = 45000, health = 'random'})
table.insert(entity_list, {name = 'big-ship-wreck-3', pos = {pos_x, pos_y}, chance = 55000, health = 'random'})
if noise_walls > -0.03 and noise_walls < 0.03 then
table.insert(entity_list, {name = 'gun-turret', pos = {pos_x, pos_y}, force = 'enemy', chance = 40})
end
if noise_borg_defense > 0.41 and noise_borg_defense < 0.45 then
table.insert(entity_list, {name = 'gun-turret', pos = {pos_x, pos_y}, force = 'enemy', chance = 15})
end
table.insert(entity_list, {name = 'pipe-to-ground', pos = {pos_x, pos_y}, force = 'enemy', chance = 7500})
if tile_to_insert ~= 'stone-path' and tile_to_insert ~= 'concrete' then
table.insert(
entity_list,
{name = 'dead-dry-hairy-tree', pos = {pos_x, pos_y}, force = 'enemy', chance = 1500}
)
table.insert(entity_list, {name = 'dead-grey-trunk', pos = {pos_x, pos_y}, force = 'enemy', chance = 1500})
end
table.insert(entity_list, {name = 'medium-ship-wreck', pos = {pos_x, pos_y}, chance = 25000, health = 'medium'})
table.insert(entity_list, {name = 'small-ship-wreck', pos = {pos_x, pos_y}, chance = 15000, health = 'medium'})
table.insert(entity_list, {name = 'car', pos = {pos_x, pos_y}, chance = 150000, health = 'low'})
table.insert(
entity_list,
{name = 'laser-turret', pos = {pos_x, pos_y}, chance = 100000, force = 'enemy', health = 'low'}
)
table.insert(
entity_list,
{name = 'nuclear-reactor', pos = {pos_x, pos_y}, chance = 1000000, force = 'enemy', health = 'medium'}
)
local b, placed_entity = place_entities(surface, entity_list)
if b == true then
if
placed_entity.name == 'big-ship-wreck-1' or placed_entity.name == 'big-ship-wreck-2' or
placed_entity.name == 'big-ship-wreck-3'
then
placed_entity.insert(wreck_item_pool[math.random(1, #wreck_item_pool)])
placed_entity.insert(wreck_item_pool[math.random(1, #wreck_item_pool)])
placed_entity.insert(wreck_item_pool[math.random(1, #wreck_item_pool)])
end
if placed_entity.name == 'gun-turret' then
if math.random(1, 3) == 1 then
placed_entity.insert('piercing-rounds-magazine')
else
placed_entity.insert('firearm-magazine')
end
end
end
if noise_trees < -0.5 then
if tile_to_insert == 'sand-3' or tile_to_insert == 'sand-1' then
if math.random(1, 15) == 1 then
if surface.can_place_entity {name = 'rock-big', position = {pos_x, pos_y}} then
surface.create_entity {name = 'rock-big', position = {pos_x, pos_y}}
end
end
end
end
local noise_water_1 = perlin:noise(((pos_x + seed) / 200), ((pos_y + seed) / 200), 0)
seed = seed + seed_increment_number
local noise_water_2 = perlin:noise(((pos_x + seed) / 100), ((pos_y + seed) / 100), 0)
seed = seed + seed_increment_number
local noise_water_3 = perlin:noise(((pos_x + seed) / 25), ((pos_y + seed) / 25), 0)
seed = seed + seed_increment_number
local noise_water_4 = perlin:noise(((pos_x + seed) / 10), ((pos_y + seed) / 10), 0)
seed = seed + seed_increment_number
local noise_water = noise_water_1 + noise_water_2 + noise_water_3 * 0.07 + noise_water_4 * 0.07
local noise_water_1 = perlin:noise(((pos_x + seed) / 200), ((pos_y + seed) / 200), 0)
seed = seed + seed_increment_number
local noise_water_2 = perlin:noise(((pos_x + seed) / 100), ((pos_y + seed) / 100), 0)
seed = seed + seed_increment_number
local noise_water_3 = perlin:noise(((pos_x + seed) / 25), ((pos_y + seed) / 25), 0)
seed = seed + seed_increment_number
local noise_water_4 = perlin:noise(((pos_x + seed) / 10), ((pos_y + seed) / 10), 0)
seed = seed + seed_increment_number
local noise_water_2 = noise_water_1 + noise_water_2 + noise_water_3 * 0.07 + noise_water_4 * 0.07
if tile_to_insert ~= 'stone-path' and tile_to_insert ~= 'concrete' then
if noise_water > -0.15 and noise_water < 0.15 and noise_water_2 > 0.5 then
tile_to_insert = 'water-green'
local a = pos_x + 1
table.insert(tiles, {name = tile_to_insert, position = {a, pos_y}})
local a = pos_y + 1
table.insert(tiles, {name = tile_to_insert, position = {pos_x, a}})
local a = pos_x - 1
table.insert(tiles, {name = tile_to_insert, position = {a, pos_y}})
local a = pos_y - 1
table.insert(tiles, {name = tile_to_insert, position = {pos_x, a}})
table.insert(tiles, {name = tile_to_insert, position = {pos_x, pos_y}})
end
end
if noise_borg_defense <= 0.45 and tile_to_insert ~= 'water-green' then
local a = -0.01
local b = 0.01
if noise_walls > a and noise_walls < b then
if surface.can_place_entity {name = 'stone-wall', position = {pos_x, pos_y}, force = 'enemy'} then
surface.create_entity {name = 'stone-wall', position = {pos_x, pos_y}, force = 'enemy'}
end
end
if noise_walls >= a and noise_walls <= b then
tile_to_insert = 'concrete'
end
if noise_borg_defense < 0.40 then
if noise_walls > b and noise_walls < b + 0.03 then
tile_to_insert = 'stone-path'
end
if noise_walls > a - 0.03 and noise_walls < a then
tile_to_insert = 'stone-path'
end
end
end
local noise_decoratives_1 = perlin:noise(((pos_x + seed) / 50), ((pos_y + seed) / 50), 0)
seed = seed + seed_increment_number
local noise_decoratives_2 = perlin:noise(((pos_x + seed) / 15), ((pos_y + seed) / 15), 0)
seed = seed + seed_increment_number
local noise_decoratives = noise_decoratives_1 + noise_decoratives_2 * 0.3
if noise_decoratives > 0.3 and noise_decoratives < 0.5 then
if tile_to_insert ~= 'stone-path' and tile_to_insert ~= 'concrete' and tile_to_insert ~= 'water-green' then
if math.random(1, 10) == 1 then
table.insert(decoratives, {name = 'red-desert-bush', position = {pos_x, pos_y}, amount = 1})
end
end
end
table.insert(tiles, {name = tile_to_insert, position = {pos_x, pos_y}})
end
surface.set_tiles(tiles, true)
for _, deco in pairs(decoratives) do
surface.create_decoratives {check_collision = false, decoratives = {deco}}
end
end