1
0
mirror of https://github.com/Refactorio/RedMew.git synced 2024-12-14 10:13:13 +02:00
RedMew/map_gen/combined/dagobah_swamp.lua
2018-11-27 17:08:26 -05:00

628 lines
23 KiB
Lua

--Author: MewMew
-- Threaded by Tris
-- !! ATTENTION !!
-- Use water only in starting area as map setting!!!
local perlin = require 'map_gen.shared.perlin_noise'
local Task = require 'utils.task'
wreck_item_pool = {}
wreck_item_pool = {
{name = 'iron-gear-wheel', count = 32},
{name = 'iron-plate', count = 64},
{name = 'rocket-control-unit', count = 1},
{name = '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
global.swamp_tiles_hold = {}
global.swamp_decoratives_hold = {}
function run_swamp_init(params)
global.swamp_tiles_hold = {}
global.swamp_decoratives_hold = {}
end
function run_swamp_place_tiles(params)
local surface = params.surface
surface.set_tiles(global.swamp_tiles_hold)
for _, deco in pairs(global.swamp_decoratives_hold) do
surface.create_decoratives {check_collision = false, decoratives = {deco}}
end
end
function run_swamp_river(params)
local area = params.area
local surface = params.surface
local x = params.x
local pos_x = area.left_top.x + x
local seed = params.seed
for y = 0, 31, 1 do
local pos_y = 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(global.swamp_tiles_hold, {name = tile_to_insert, position = {a, pos_y}})
local a = pos_y + 1
table.insert(global.swamp_tiles_hold, {name = tile_to_insert, position = {pos_x, a}})
local a = pos_x - 1
table.insert(global.swamp_tiles_hold, {name = tile_to_insert, position = {a, pos_y}})
local a = pos_y - 1
table.insert(global.swamp_tiles_hold, {name = tile_to_insert, position = {pos_x, a}})
table.insert(global.swamp_tiles_hold, {name = tile_to_insert, position = {pos_x, pos_y}})
end
end
end
function run_swamp_destroy_trees(params)
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
end
function run_swamp_entities(params)
local area = params.area
local surface = params.surface
local x = params.x
local pos_x = area.left_top.x + x
local forest_cluster = params.forest_cluster
for y = 0, 31, 1 do
local pos_y = area.left_top.y + y
local pos = {x = pos_x, y = pos_y}
local tile = surface.get_tile(pos_x, pos_y)
local tile_to_insert = tile
local entity_placed = false
-- or tile.name == "grass-2"
--if tile.name ~= "water" and tile.name ~= "deepwater" and tile.name ~= "water-green" then
if tile.name ~= 'water-green' then
table.insert(global.swamp_tiles_hold, {name = 'grass-1', 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 = 'rock-big', 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
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 = {}
Task.queue_task('run_swamp_init', {})
for x = 0, 31, 1 do
Task.queue_task('run_swamp_river', {area = event.area, surface = event.surface, x = x, seed = seed})
end
Task.queue_task('run_swamp_place_tiles', {surface = event.surface})
-- Generate other thingies
Task.queue_task('run_swamp_destroy_trees', {area = event.area, surface = event.surface, x = x})
local forest_cluster = true
if math.random(1, 4) == 1 then
forest_cluster = false
end
Task.queue_task('run_swamp_init', {})
for x = 0, 31, 1 do
Task.queue_task(
'run_swamp_entities',
{area = event.area, surface = event.surface, x = x, forest_cluster = forest_cluster}
)
end
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