mirror of
https://github.com/Refactorio/RedMew.git
synced 2024-12-16 10:19:27 +02:00
621 lines
26 KiB
Lua
621 lines
26 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 Task = require 'utils.Task'
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wreck_item_pool = {}
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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 function place_entities(surface, entity_list)
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local directions = {
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defines.direction.north,
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defines.direction.east,
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defines.direction.south,
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defines.direction.west
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}
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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
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entity.force = 'player'
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end
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local r = math.random(1, 4)
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if
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surface.can_place_entity {
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name = entity.name,
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position = entity.pos,
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direction = directions[r],
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force = entity.force
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}
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then
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local e =
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surface.create_entity {
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name = entity.name,
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position = entity.pos,
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direction = directions[r],
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force = entity.force
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}
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if entity.health then
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if entity.health == 'low' then
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e.health = ((e.health / 1000) * math.random(33, 330))
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end
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if entity.health == 'medium' then
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e.health = ((e.health / 1000) * math.random(333, 666))
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end
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if entity.health == 'high' then
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e.health = ((e.health / 1000) * math.random(666, 999))
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end
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if entity.health == 'random' then
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e.health = ((e.health / 1000) * math.random(1, 1000))
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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 find_tile_placement_spot_around_target_position(tilename, position, mode, density)
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local x = position.x
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local y = position.y
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if not surface then
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surface = game.surfaces[1]
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end
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local scan_radius = 50
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if not tilename then
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return
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end
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if not mode then
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mode = 'ball'
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end
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if not density then
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density = 1
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end
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local cluster_tiles = {}
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local auto_correct = true
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local scanned_tile = surface.get_tile(x, y)
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if scanned_tile.name ~= tilename then
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table.insert(cluster_tiles, {name = tilename, position = {x, y}})
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surface.set_tiles(cluster_tiles, auto_correct)
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return true, x, y
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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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local scanned_tile = surface.get_tile(x, y)
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if scanned_tile.name ~= tilename then
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table.insert(cluster_tiles, {name = tilename, position = {x, y}})
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surface.set_tiles(cluster_tiles, auto_correct)
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return true, x, y
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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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local scanned_tile = surface.get_tile(x, y)
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if scanned_tile.name ~= tilename then
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table.insert(cluster_tiles, {name = tilename, position = {x, y}})
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surface.set_tiles(cluster_tiles, auto_correct)
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return true, x, y
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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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local scanned_tile = surface.get_tile(x, y)
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if scanned_tile.name ~= tilename then
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table.insert(cluster_tiles, {name = tilename, position = {x, y}})
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surface.set_tiles(cluster_tiles, auto_correct)
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return true, x, y
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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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local scanned_tile = surface.get_tile(x, y)
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if scanned_tile.name ~= tilename then
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table.insert(cluster_tiles, {name = tilename, position = {x, y}})
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surface.set_tiles(cluster_tiles, auto_correct)
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return true, x, y
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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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local scanned_tile = surface.get_tile(x, y)
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if scanned_tile.name ~= tilename then
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table.insert(cluster_tiles, {name = tilename, position = {x, y}})
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surface.set_tiles(cluster_tiles, auto_correct)
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return true, x, y
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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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local scanned_tile = surface.get_tile(x, y)
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if scanned_tile.name ~= tilename then
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table.insert(cluster_tiles, {name = tilename, position = {x, y}})
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surface.set_tiles(cluster_tiles, auto_correct)
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return true, x, y
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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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local scanned_tile = surface.get_tile(x, y)
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if scanned_tile.name ~= tilename then
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table.insert(cluster_tiles, {name = tilename, position = {x, y}})
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surface.set_tiles(cluster_tiles, auto_correct)
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return true, x, y
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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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local scanned_tile = surface.get_tile(x, y)
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if scanned_tile.name ~= tilename then
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table.insert(cluster_tiles, {name = tilename, position = {x, y}})
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surface.set_tiles(cluster_tiles, auto_correct)
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return true, x, y
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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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local scanned_tile = surface.get_tile(x, y)
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if scanned_tile.name ~= tilename then
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table.insert(cluster_tiles, {name = tilename, position = {x, y}})
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surface.set_tiles(cluster_tiles, auto_correct)
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return true, x, y
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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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local scanned_tile = surface.get_tile(x, y)
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if scanned_tile.name ~= tilename then
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table.insert(cluster_tiles, {name = tilename, position = {x, y}})
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surface.set_tiles(cluster_tiles, auto_correct)
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return true, x, y
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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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local scanned_tile = surface.get_tile(x, y)
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if scanned_tile.name ~= tilename then
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table.insert(cluster_tiles, {name = tilename, position = {x, y}})
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surface.set_tiles(cluster_tiles, auto_correct)
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return true, x, y
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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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local scanned_tile = surface.get_tile(x, y)
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if scanned_tile.name ~= tilename then
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table.insert(cluster_tiles, {name = tilename, position = {x, y}})
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surface.set_tiles(cluster_tiles, auto_correct)
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return true, x, y
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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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local scanned_tile = surface.get_tile(x, y)
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if scanned_tile.name ~= tilename then
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table.insert(cluster_tiles, {name = tilename, position = {x, y}})
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surface.set_tiles(cluster_tiles, auto_correct)
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return true, x, y
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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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local scanned_tile = surface.get_tile(x, y)
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if scanned_tile.name ~= tilename then
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table.insert(cluster_tiles, {name = tilename, position = {x, y}})
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surface.set_tiles(cluster_tiles, auto_correct)
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return true, x, y
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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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local scanned_tile = surface.get_tile(x, y)
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if scanned_tile.name ~= tilename then
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table.insert(cluster_tiles, {name = tilename, position = {x, y}})
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surface.set_tiles(cluster_tiles, auto_correct)
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return true, x, y
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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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local scanned_tile = surface.get_tile(x, y)
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if scanned_tile.name ~= tilename then
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table.insert(cluster_tiles, {name = tilename, position = {x, y}})
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surface.set_tiles(cluster_tiles, auto_correct)
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return true, x, y
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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_tile_cluster(tilename, position, amount)
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local mode = 'ball'
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local cluster_tiles = {}
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local surface = game.surfaces[1]
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local pos = position
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local x = pos.x
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local y = pos.y
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for i = 1, amount, 1 do
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local b, x, y = find_tile_placement_spot_around_target_position(tilename, pos, mode)
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if b == true then
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if 1 == math.random(1, 2) then
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pos.x = x
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pos.y = y
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end
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end
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if b == false then
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return false, x, y
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end
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if i >= amount then
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return true, x, y
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end
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end
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end
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function run_combined_module(event)
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local area = event.area
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local surface = event.surface
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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 ~= 'dry-tree' then
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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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for x = 0, 31, 1 do
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Task.queue_task('run_borg', {area = event.area, surface = event.surface, x = x})
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end
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end
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function run_borg(params)
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local tiles = {}
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local decoratives = {}
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local area = params.area
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local surface = params.surface
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local x = params.x
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local pos_x = area.left_top.x + x
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for y = 0, 31, 1 do
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local pos_y = 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 = 'sand-1'
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local entity_placed = false
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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(((pos_x + seed) / 100), ((pos_y + seed) / 100), 0)
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seed = seed + seed_increment_number
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local noise_borg_defense_2 = perlin:noise(((pos_x + seed) / 20), ((pos_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(((pos_x + seed) / 50), ((pos_y + seed) / 50), 0)
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seed = seed + seed_increment_number
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local noise_trees_2 = perlin:noise(((pos_x + seed) / 15), ((pos_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(((pos_x + seed) / 150), ((pos_y + seed) / 150), 0)
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seed = seed + seed_increment_number
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local noise_walls_2 = perlin:noise(((pos_x + seed) / 50), ((pos_y + seed) / 50), 0)
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seed = seed + seed_increment_number
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local noise_walls_3 = perlin:noise(((pos_x + seed) / 20), ((pos_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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local entity_list = {}
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table.insert(entity_list, {name = 'big-ship-wreck-1', pos = {pos_x, pos_y}, chance = 25})
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table.insert(entity_list, {name = 'big-ship-wreck-2', pos = {pos_x, pos_y}, chance = 25})
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table.insert(entity_list, {name = 'big-ship-wreck-3', pos = {pos_x, pos_y}, chance = 25})
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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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if
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placed_entity.name == 'big-ship-wreck-1' or placed_entity.name == 'big-ship-wreck-2' or
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placed_entity.name == 'big-ship-wreck-3'
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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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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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if surface.can_place_entity {name = 'substation', position = {pos_x, pos_y}, force = 'enemy'} then
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surface.create_entity {name = 'substation', position = {pos_x, pos_y}, force = 'enemy'}
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end
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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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if surface.can_place_entity {name = 'solar-panel', position = {pos_x, pos_y}, force = 'enemy'} then
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surface.create_entity {name = 'solar-panel', position = {pos_x, pos_y}, force = 'enemy'}
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end
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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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if surface.can_place_entity {name = 'substation', position = {pos_x, pos_y}, force = 'enemy'} then
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surface.create_entity {name = 'substation', position = {pos_x, pos_y}, force = 'enemy'}
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end
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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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if surface.can_place_entity {name = 'accumulator', position = {pos_x, pos_y}, force = 'enemy'} then
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surface.create_entity {name = 'accumulator', position = {pos_x, pos_y}, force = 'enemy'}
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end
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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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if surface.can_place_entity {name = 'substation', position = {pos_x, pos_y}, force = 'enemy'} then
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surface.create_entity {name = 'substation', position = {pos_x, pos_y}, force = 'enemy'}
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end
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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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if surface.can_place_entity {name = 'laser-turret', position = {pos_x, pos_y}, force = 'enemy'} then
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surface.create_entity {name = 'laser-turret', position = {pos_x, pos_y}, force = 'enemy'}
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end
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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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if surface.can_place_entity {name = 'substation', position = {pos_x, pos_y}, force = 'enemy'} then
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surface.create_entity {name = 'substation', position = {pos_x, pos_y}, force = 'enemy'}
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end
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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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if surface.can_place_entity {name = 'stone-wall', position = {pos_x, pos_y}, force = 'enemy'} then
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surface.create_entity {name = 'stone-wall', position = {pos_x, pos_y}, force = 'enemy'}
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end
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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
|