mirror of
https://github.com/Refactorio/RedMew.git
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628 lines
23 KiB
Lua
628 lines
23 KiB
Lua
--Author: MewMew
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-- Threaded by Tris
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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 = 'coal', count = 4},
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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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}
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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 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
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surface = game.surfaces[1]
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end
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if not scan_radius then
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scan_radius = 6
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end
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if not entity 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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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
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return false
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end
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if amount == nil then
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amount = 7
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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
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entity.name = 'tree-07'
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end
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if 1 == math.random(1, 70) then
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entity.name = 'tree-09'
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end
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if 1 == math.random(1, 10) then
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entity.name = 'tree-04'
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end
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if 1 == math.random(1, 9) then
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density = 1
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end
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if 1 == math.random(1, 3) then
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density = 3
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end
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if 1 == math.random(1, 3) then
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density = 4
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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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global.swamp_tiles_hold = {}
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global.swamp_decoratives_hold = {}
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function run_swamp_init(params)
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global.swamp_tiles_hold = {}
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global.swamp_decoratives_hold = {}
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end
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function run_swamp_place_tiles(params)
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local surface = params.surface
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surface.set_tiles(global.swamp_tiles_hold)
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for _, deco in pairs(global.swamp_decoratives_hold) do
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surface.create_decoratives {check_collision = false, decoratives = {deco}}
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end
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end
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function run_swamp_river(params)
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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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local seed = params.seed
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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 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 =
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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(global.swamp_tiles_hold, {name = tile_to_insert, position = {a, pos_y}})
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local a = pos_y + 1
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table.insert(global.swamp_tiles_hold, {name = tile_to_insert, position = {pos_x, a}})
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local a = pos_x - 1
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table.insert(global.swamp_tiles_hold, {name = tile_to_insert, position = {a, pos_y}})
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local a = pos_y - 1
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table.insert(global.swamp_tiles_hold, {name = tile_to_insert, position = {pos_x, a}})
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table.insert(global.swamp_tiles_hold, {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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function run_swamp_destroy_trees(params)
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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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end
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function run_swamp_entities(params)
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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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local forest_cluster = params.forest_cluster
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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 = tile
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local entity_placed = false
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-- or tile.name == "grass-2"
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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(global.swamp_tiles_hold, {name = 'grass-1', position = {pos_x, pos_y}})
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local entity_list = {}
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table.insert(
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entity_list,
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{name = 'big-ship-wreck-1', pos = {pos_x, pos_y}, chance = 65000, health = 'random'}
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)
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table.insert(
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entity_list,
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{name = 'big-ship-wreck-2', pos = {pos_x, pos_y}, chance = 65000, health = 'random'}
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)
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table.insert(
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entity_list,
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{name = 'big-ship-wreck-3', pos = {pos_x, pos_y}, chance = 65000, health = 'random'}
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)
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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 = 'rock-big', 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(
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entity_list,
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{name = 'medium-ship-wreck', pos = {pos_x, pos_y}, chance = 25000, health = 'random'}
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)
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table.insert(
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entity_list,
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{name = 'small-ship-wreck', pos = {pos_x, pos_y}, chance = 25000, health = 'random'}
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)
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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(
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entity_list,
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{name = 'stone-furnace', pos = {pos_x, pos_y}, chance = 100000, health = 'random', force = 'enemy'}
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)
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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
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create_tree_cluster(pos, 120)
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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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function run_combined_module(event)
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-- Generate Rivers
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if not global.perlin_noise_seed then
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global.perlin_noise_seed = math.random(1000, 1000000)
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end
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local seed = global.perlin_noise_seed
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local tiles = {}
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Task.queue_task('run_swamp_init', {})
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for x = 0, 31, 1 do
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Task.queue_task('run_swamp_river', {area = event.area, surface = event.surface, x = x, seed = seed})
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end
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Task.queue_task('run_swamp_place_tiles', {surface = event.surface})
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-- Generate other thingies
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Task.queue_task('run_swamp_destroy_trees', {area = event.area, surface = event.surface, x = x})
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local forest_cluster = true
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if math.random(1, 4) == 1 then
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forest_cluster = false
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end
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Task.queue_task('run_swamp_init', {})
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for x = 0, 31, 1 do
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Task.queue_task(
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'run_swamp_entities',
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{area = event.area, surface = event.surface, x = x, forest_cluster = forest_cluster}
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)
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end
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Task.queue_task('run_swamp_place_tiles', {surface = event.surface})
|
|
|
|
Task.queue_task('run_swamp_cleanup', {area = event.area, surface = event.surface})
|
|
|
|
Task.queue_task('run_chart_update', {area = event.area, surface = event.surface})
|
|
end
|
|
|
|
function run_chart_update(params)
|
|
local x = params.area.left_top.x / 32
|
|
local y = params.area.left_top.y / 32
|
|
if game.forces.player.is_chunk_charted(params.surface, {x, y}) then
|
|
-- Don't use full area, otherwise adjacent chunks get charted
|
|
game.forces.player.chart(
|
|
params.surface,
|
|
{
|
|
{params.area.left_top.x, params.area.left_top.y},
|
|
{params.area.left_top.x + 30, params.area.left_top.y + 30}
|
|
}
|
|
)
|
|
end
|
|
end
|
|
|
|
function run_swamp_cleanup(params)
|
|
local area = params.area
|
|
local surface = params.surface
|
|
local decoratives = {}
|
|
|
|
--check for existing chunk if you would overwrite decoratives
|
|
local for_start_x = 0
|
|
local for_end_x = 31
|
|
local for_start_y = 0
|
|
local for_end_y = 31
|
|
local testing_pos = area.left_top.x - 1
|
|
local tile = surface.get_tile(testing_pos, area.left_top.y)
|
|
if tile.name then
|
|
for_start_x = -1
|
|
end
|
|
local testing_pos = area.left_top.y - 1
|
|
local tile = surface.get_tile(area.left_top.x, testing_pos)
|
|
if tile.name then
|
|
for_start_y = -1
|
|
end
|
|
local testing_pos = area.right_bottom.x
|
|
local tile = surface.get_tile(testing_pos, area.right_bottom.y)
|
|
if tile.name then
|
|
for_end_x = 32
|
|
end
|
|
local testing_pos = area.right_bottom.y
|
|
local tile = surface.get_tile(area.right_bottom.x, testing_pos)
|
|
if tile.name then
|
|
for_end_y = 32
|
|
end
|
|
|
|
for x = for_start_x, for_end_x, 1 do
|
|
for y = for_start_y, for_end_y, 1 do
|
|
local pos_x = area.left_top.x + x
|
|
local pos_y = area.left_top.y + y
|
|
local tile = surface.get_tile(pos_x, pos_y)
|
|
local decal_has_been_placed = false
|
|
|
|
if tile.name == 'grass-1' then
|
|
if decal_has_been_placed == false then
|
|
local r = math.random(1, 3)
|
|
if r == 1 then
|
|
table.insert(
|
|
decoratives,
|
|
{name = 'green-carpet-grass-1', position = {pos_x, pos_y}, amount = 1}
|
|
)
|
|
decal_has_been_placed = false
|
|
end
|
|
end
|
|
if decal_has_been_placed == false then
|
|
local r = math.random(1, 7)
|
|
if r == 1 then
|
|
table.insert(decoratives, {name = 'green-hairy-grass-1', position = {pos_x, pos_y}, amount = 1})
|
|
decal_has_been_placed = false
|
|
end
|
|
end
|
|
if decal_has_been_placed == false then
|
|
local r = math.random(1, 10)
|
|
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
|
|
if decal_has_been_placed == false then
|
|
local r = math.random(1, 6)
|
|
if r == 1 then
|
|
table.insert(decoratives, {name = 'green-pita', position = {pos_x, pos_y}, amount = 1})
|
|
decal_has_been_placed = false
|
|
end
|
|
end
|
|
if decal_has_been_placed == false then
|
|
local r = math.random(1, 12)
|
|
if r == 1 then
|
|
table.insert(decoratives, {name = 'green-small-grass-1', position = {pos_x, pos_y}, amount = 1})
|
|
decal_has_been_placed = false
|
|
end
|
|
end
|
|
if decal_has_been_placed == false then
|
|
local r = math.random(1, 25)
|
|
if r == 1 then
|
|
table.insert(decoratives, {name = 'green-asterisk', position = {pos_x, pos_y}, amount = 1})
|
|
decal_has_been_placed = false
|
|
end
|
|
end
|
|
end
|
|
if tile.name == 'water' or tile.name == 'water-green' then
|
|
if decal_has_been_placed == false then
|
|
local r = math.random(1, 18)
|
|
if r == 1 then
|
|
table.insert(
|
|
decoratives,
|
|
{name = 'green-carpet-grass-1', position = {pos_x, pos_y}, amount = 1}
|
|
)
|
|
decal_has_been_placed = false
|
|
end
|
|
end
|
|
if decal_has_been_placed == false then
|
|
local r = math.random(1, 950)
|
|
if r == 1 then
|
|
table.insert(decoratives, {name = 'green-small-grass-1', position = {pos_x, pos_y}, amount = 1})
|
|
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
|