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RedMew/map_gen/maps/toxic_jungle.lua
2019-01-31 20:15:41 -05:00

126 lines
3.0 KiB
Lua

local b = require 'map_gen.shared.builders'
local Event = require 'utils.event'
local Perlin = require 'map_gen.shared.perlin_noise'
local match = string.match
local remove = table.remove
local enemy_seed = 420420
local market_items = require 'resources.market_items'
for i = #market_items, 1, -1 do
if match(market_items[i].name, 'flamethrower') then
remove(market_items, i)
end
end
Event.add(
defines.events.on_research_finished,
function(event)
local p_force = game.forces.player
local r = event.research
if r.name == 'flamethrower' then
p_force.recipes['flamethrower'].enabled = false
p_force.recipes['flamethrower-turret'].enabled = false
end
end
)
local trees = {
'tree-01',
'tree-02',
'tree-02-red',
'tree-03',
'tree-04',
'tree-05',
'tree-06',
'tree-06-brown',
'tree-07',
'tree-08',
'tree-08-brown',
'tree-08-red',
'tree-09',
'tree-09-brown',
'tree-09-red'
}
local trees_count = #trees
local function tree_shape()
local tree = trees[math.random(trees_count)]
return {name = tree}
--, always_place = true}
end
local worm_names = {'small-worm-turret', 'medium-worm-turret', 'big-worm-turret'}
local spawner_names = {'biter-spawner', 'spitter-spawner'}
local factor = 10 / (768 * 32)
local max_chance = 1 / 6
local scale_factor = 32
local sf = 1 / scale_factor
local m = 1 / 850
local function enemy(x, y, world)
local d = math.sqrt(world.x * world.x + world.y * world.y)
if d < 2 then
return nil
end
if d < 100 then
return tree_shape()
end
local threshold = 1 - d * m
threshold = math.max(threshold, 0.25) -- -0.125)
x, y = x * sf, y * sf
if Perlin.noise(x, y, enemy_seed) > threshold then
if math.random(8) == 1 then
local lvl
if d < 400 then
lvl = 1
elseif d < 650 then
lvl = 2
else
lvl = 3
end
local chance = math.min(max_chance, d * factor)
if math.random() < chance then
local worm_id
if d > 1000 then
local power = 1000 / d
worm_id = math.ceil((math.random() ^ power) * lvl)
else
worm_id = math.random(lvl)
end
return {name = worm_names[worm_id]}
--, always_place = true}
end
else
local chance = math.min(max_chance, d * factor)
if math.random() < chance then
local spawner_id = math.random(2)
return {name = spawner_names[spawner_id]}
--, always_place = true}
end
end
else
return tree_shape()
end
end
local map = b.full_shape
map = b.change_map_gen_tile(map, 'water', 'water-green')
map = b.change_map_gen_tile(map, 'deepwater', 'deepwater-green')
map = b.apply_entity(map, enemy)
return map