1
0
mirror of https://github.com/Refactorio/RedMew.git synced 2024-12-12 10:04:40 +02:00
RedMew/locale/gen_combined/dagobah_swamp.lua
2017-08-16 17:19:54 +02:00

451 lines
16 KiB
Lua

--Author: MewMew
-- !! ATTENTION !!
-- Use water only in starting area as map setting!!!
require "locale.gen_shared.perlin_noise"
wreck_item_pool = {}
wreck_item_pool = {{name="iron-gear-wheel", count=32},{name="iron-plate", count=64},{name="rocket-control-unit", count=1} ,{name="coal", count=4},{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}}
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 auto_place_entity_around_target(entity, scan_radius, mode, density, surface)
local x = entity.pos.x
local y = entity.pos.y
if not surface then surface = game.surfaces[1] end
if not scan_radius then scan_radius = 6 end
if not entity then return end
if not mode then mode = "ball" end
if not density then density = 1 end
if surface.can_place_entity {name=entity.name, position={x,y}} then
local e = surface.create_entity {name=entity.name, position={x,y}}
return true, e
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
if surface.can_place_entity {name=entity.name, position={x,y}} then
local e = surface.create_entity {name=entity.name, position={x,y}}
return true, e
end
x = x + density
end
for a = 1, i, 1 do
if surface.can_place_entity {name=entity.name, position={x,y}} then
local e = surface.create_entity {name=entity.name, position={x,y}}
return true, e
end
y = y + density
end
for a = 1, i, 1 do
if surface.can_place_entity {name=entity.name, position={x,y}} then
local e = surface.create_entity {name=entity.name, position={x,y}}
return true, e
end
x = x - density
end
for a = 1, i, 1 do
if surface.can_place_entity {name=entity.name, position={x,y}} then
local e = surface.create_entity {name=entity.name, position={x,y}}
return true, e
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
if surface.can_place_entity {name=entity.name, position={x,y}} then
local e = surface.create_entity {name=entity.name, position={x,y}}
return true, e
end
end
for a = 1, i, 1 do
y = y + density
if surface.can_place_entity {name=entity.name, position={x,y}} then
local e = surface.create_entity {name=entity.name, position={x,y}}
return true, e
end
end
for a = 1, i, 1 do
x = x - density
if surface.can_place_entity {name=entity.name, position={x,y}} then
local e = surface.create_entity {name=entity.name, position={x,y}}
return true, e
end
end
for a = 1, i, 1 do
y = y - density
if surface.can_place_entity {name=entity.name, position={x,y}} then
local e = surface.create_entity {name=entity.name, position={x,y}}
return true, e
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
if surface.can_place_entity {name=entity.name, position={x,y}} then
local e = surface.create_entity {name=entity.name, position={x,y}}
return true, e
end
y = y + density
end
for a = 1, i, 1 do
if surface.can_place_entity {name=entity.name, position={x,y}} then
local e = surface.create_entity {name=entity.name, position={x,y}}
return true, e
end
x = x - density
end
for a = 1, i, 1 do
if surface.can_place_entity {name=entity.name, position={x,y}} then
local e = surface.create_entity {name=entity.name, position={x,y}}
return true, e
end
y = y - density
end
for a = 1, i, 1 do
if surface.can_place_entity {name=entity.name, position={x,y}} then
local e = surface.create_entity {name=entity.name, position={x,y}}
return true, e
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
if surface.can_place_entity {name=entity.name, position={x,y}} then
local e = surface.create_entity {name=entity.name, position={x,y}}
return true, e
end
end
for a = 1, i, 1 do
x = x - density
if surface.can_place_entity {name=entity.name, position={x,y}} then
local e = surface.create_entity {name=entity.name, position={x,y}}
return true, e
end
end
for a = 1, i, 1 do
y = y - density
if surface.can_place_entity {name=entity.name, position={x,y}} then
local e = surface.create_entity {name=entity.name, position={x,y}}
return true, e
end
end
for a = 1, i, 1 do
x = x + density
if surface.can_place_entity {name=entity.name, position={x,y}} then
local e = surface.create_entity {name=entity.name, position={x,y}}
return true, e
end
end
i = i + 2
end
end
return false
end
local function create_tree_cluster(pos, amount)
if not pos then return false end
if amount == nil then amount = 7 end
local scan_radius = amount * 2
--local mode = "line_down"
--if math.random(1,2) == 1 then mode = "line_up" end
local mode = "ball"
local entity = {}
entity.pos = pos
for i = 1, amount, 1 do
entity.name = "tree-06"
local density = 2
if 1 == math.random(1,20) then entity.name = "tree-07" end
if 1 == math.random(1,70) then entity.name = "tree-09" end
if 1 == math.random(1,10) then entity.name = "tree-04" end
if 1 == math.random(1,9) then density = 1 end
if 1 == math.random(1,3) then density = 3 end
if 1 == math.random(1,3) then density = 4 end
local b, e = auto_place_entity_around_target(entity, scan_radius, mode, density)
if b == true then
if 1 == math.random(1,3) then
entity.pos = e.position
end
end
end
return b, e
end
function run_combined_module(event)
-- Generate Rivers
if not global.perlin_noise_seed then global.perlin_noise_seed = math.random(1000,1000000) end
local seed = global.perlin_noise_seed
local tiles = {}
for x = 0, 31, 1 do
for y = 0, 31, 1 do
local pos_x = event.area.left_top.x + x
local pos_y = event.area.left_top.y + y
local noise_terrain_1 = perlin:noise(((pos_x+seed)/150),((pos_y+seed)/150),0)
local noise_terrain_2 = perlin:noise(((pos_x+seed)/75),((pos_y+seed)/75),0)
local noise_terrain_3 = perlin:noise(((pos_x+seed)/50),((pos_y+seed)/50),0)
local noise_terrain_4 = perlin:noise(((pos_x+seed)/7),((pos_y+seed)/7),0)
local noise_terrain = noise_terrain_1 + (noise_terrain_2 * 0.2) + (noise_terrain_3 * 0.1) + (noise_terrain_4 * 0.02)
local tile_to_insert
if noise_terrain > -0.03 and noise_terrain < 0.03 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
end
event.surface.set_tiles(tiles,true)
-- Generate other thingies
local area = event.area
local surface = event.surface
--local surface = game.surfaces[1]
local tiles = {}
local decoratives = {}
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 ~= "tree-09" and entity.name ~= "tree-07" and entity.name ~= "tree-06" then --and entity.name ~= "tree-04"
entity.destroy()
end
end
end
local forest_cluster = true
if math.random(1,4) == 1 then forest_cluster = false end
for x = 0, 31, 1 do
for y = 0, 31, 1 do
local pos_x = event.area.left_top.x + x
local pos_y = event.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 = tile
local entity_placed = false
-- or tile.name == "grass-dry"
--if tile.name ~= "water" and tile.name ~= "deepwater" and tile.name ~= "water-green" then
if tile.name ~= "water-green" then
table.insert(tiles, {name = "grass", position = {pos_x,pos_y}})
local entity_list = {}
table.insert(entity_list, {name="big-ship-wreck-1", pos={pos_x,pos_y},chance = 65000, health="random"})
table.insert(entity_list, {name="big-ship-wreck-2", pos={pos_x,pos_y},chance = 65000, health="random"})
table.insert(entity_list, {name="big-ship-wreck-3", pos={pos_x,pos_y},chance = 65000, health="random"})
local b, placed_entity = place_entities(surface, entity_list)
if b == true 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
local entity_list = {}
table.insert(entity_list, {name="tree-04", pos={pos_x,pos_y},chance = 400})
table.insert(entity_list, {name="tree-09", pos={pos_x,pos_y},chance = 1000})
table.insert(entity_list, {name="tree-07", pos={pos_x,pos_y},chance = 400})
table.insert(entity_list, {name="tree-06", pos={pos_x,pos_y},chance = 150})
table.insert(entity_list, {name="stone-rock", pos={pos_x,pos_y},chance = 400})
table.insert(entity_list, {name="green-coral", pos={pos_x,pos_y},chance = 10000})
table.insert(entity_list, {name="medium-ship-wreck", pos={pos_x,pos_y},chance = 25000, health="random"})
table.insert(entity_list, {name="small-ship-wreck", pos={pos_x,pos_y},chance = 25000, health="random"})
table.insert(entity_list, {name="car", pos={pos_x,pos_y},chance = 125000, health="low"})
table.insert(entity_list, {name="stone-furnace", pos={pos_x,pos_y},chance = 100000, health="random", force="enemy"})
local b, placed_entity = place_entities(surface, entity_list)
if forest_cluster == true then
if math.random(1,800) == 1 then create_tree_cluster(pos, 120) end
end
else
--if tile.name == "water" then tile_to_insert = "water" end
--if tile.name == "deepwater" then tile_to_insert = "deepwater" end
end
end
end
surface.set_tiles(tiles,true)
--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 = event.area.left_top.x - 1
local tile = surface.get_tile(testing_pos, event.area.left_top.y)
if tile.name then for_start_x = -1 end
local testing_pos = event.area.left_top.y - 1
local tile = surface.get_tile(event.area.left_top.x, testing_pos)
if tile.name then for_start_y = -1 end
local testing_pos = event.area.right_bottom.x
local tile = surface.get_tile(testing_pos, event.area.right_bottom.y)
if tile.name then for_end_x = 32 end
local testing_pos = event.area.right_bottom.y
local tile = surface.get_tile(event.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 = event.area.left_top.x + x
local pos_y = event.area.left_top.y + y
local tile = surface.get_tile(pos_x, pos_y)
local decal_has_been_placed = false
if tile.name == "grass" 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", 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", 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", 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", 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", 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