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mirror of https://github.com/Refactorio/RedMew.git synced 2024-12-14 10:13:13 +02:00
RedMew/map_gen/combined/red_planet_v2.lua
2018-05-23 22:34:47 +01:00

533 lines
24 KiB
Lua

--Author: MewMew
-- !! 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 c = 0.5
local resource_amount_distance_multiplicator = (((c + 1) / 75) / 75) + 1
function run_combined_module(event)
if not global.perlin_noise_seed then
global.perlin_noise_seed = math.random(1000, 1000000)
end
local surface = game.surfaces[1]
local entities = surface.find_entities(event.area)
for _, entity in pairs(entities) do
if entity.type == 'simple-entity' or entity.type == 'resource' or entity.type == 'tree' then
entity.destroy()
end
end
Task.queue_task('run_planet_init', {})
--run_planet_init()
for x = 0, 31, 1 do
Task.queue_task('run_planet', {area = event.area, surface = event.surface, x = x})
--run_planet( {area = event.area, surface = event.surface, x = x})
end
--run_planet_place_tiles( {surface = event.surface} )
Task.queue_task('run_planet_place_tiles', {surface = event.surface})
end
global.planet_tiles_hold = {}
global.planet_decoratives_hold = {}
function run_planet_init(params)
global.planet_tiles_hold = {}
global.planet_decoratives_hold = {}
end
function run_planet_place_tiles(params)
local surface = params.surface
surface.set_tiles(global.planet_tiles_hold)
for _, deco in pairs(global.planet_decoratives_hold) do
surface.create_decoratives {check_collision = false, decoratives = {deco}}
end
end
function run_planet(params)
local tree_to_place = {'dry-tree', 'dry-hairy-tree', 'tree-06', 'tree-06', 'tree-01', 'tree-02', 'tree-03'}
local area = params.area
local surface = params.surface
local x = params.x
local pos_x = area.left_top.x + x
for y = 0, 31, 1 do
local pos_y = area.left_top.y + y
local seed = surface.map_gen_settings.seed
local tile = surface.get_tile(pos_x, pos_y)
local tile_to_insert = 'concrete'
local a = pos_x
local b = pos_y
local resource_entity_placed = false
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'})
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
end
local seed_increment_number = 10000
local noise_terrain_1 = perlin:noise(((pos_x + seed) / 400), ((pos_y + seed) / 400), 0)
noise_terrain_1 = noise_terrain_1 * 100
seed = seed + seed_increment_number
local noise_terrain_2 = perlin:noise(((pos_x + seed) / 250), ((pos_y + seed) / 250), 0)
noise_terrain_2 = noise_terrain_2 * 100
seed = seed + seed_increment_number
local noise_terrain_3 = perlin:noise(((pos_x + seed) / 100), ((pos_y + seed) / 100), 0)
noise_terrain_3 = noise_terrain_3 * 50
seed = seed + seed_increment_number
local noise_terrain_4 = perlin:noise(((pos_x + seed) / 20), ((pos_y + seed) / 20), 0)
noise_terrain_4 = noise_terrain_4 * 10
seed = seed + seed_increment_number
local noise_terrain_5 = perlin:noise(((pos_x + seed) / 5), ((pos_y + seed) / 5), 0)
noise_terrain_5 = noise_terrain_5 * 4
seed = seed + seed_increment_number
local noise_sand = perlin:noise(((pos_x + seed) / 18), ((pos_y + seed) / 18), 0)
noise_sand = noise_sand * 10
--DECORATIVES
seed = seed + seed_increment_number
local noise_decoratives_1 = perlin:noise(((pos_x + seed) / 20), ((pos_y + seed) / 20), 0)
noise_decoratives_1 = noise_decoratives_1
seed = seed + seed_increment_number
local noise_decoratives_2 = perlin:noise(((pos_x + seed) / 30), ((pos_y + seed) / 30), 0)
noise_decoratives_2 = noise_decoratives_2
seed = seed + seed_increment_number
local noise_decoratives_3 = perlin:noise(((pos_x + seed) / 30), ((pos_y + seed) / 30), 0)
noise_decoratives_3 = noise_decoratives_3
seed = seed + seed_increment_number
local noise_water_1 = perlin:noise(((pos_x + seed) / 250), ((pos_y + seed) / 300), 0)
noise_water_1 = noise_water_1 * 100
seed = seed + seed_increment_number
local noise_water_2 = perlin:noise(((pos_x + seed) / 100), ((pos_y + seed) / 150), 0)
noise_water_2 = noise_water_2 * 50
--RESOURCES
seed = seed + seed_increment_number
local noise_resources = perlin:noise(((pos_x + seed) / 100), ((pos_y + seed) / 100), 0)
seed = seed + seed_increment_number
local noise_resources_2 = perlin:noise(((pos_x + seed) / 40), ((pos_y + seed) / 40), 0)
seed = seed + seed_increment_number
local noise_resources_3 = perlin:noise(((pos_x + seed) / 20), ((pos_y + seed) / 20), 0)
noise_resources = noise_resources * 50 + noise_resources_2 * 20 + noise_resources_3 * 20
noise_resources = noise_resources_2 * 100
seed = seed + seed_increment_number
local noise_resource_amount_modifier = perlin:noise(((pos_x + seed) / 200), ((pos_y + seed) / 200), 0)
local resource_amount =
1 + ((400 + (400 * noise_resource_amount_modifier * 0.2)) * resource_amount_distance_multiplicator)
seed = seed + seed_increment_number
local noise_resources_iron_and_copper = perlin:noise(((pos_x + seed) / 250), ((pos_y + seed) / 250), 0)
noise_resources_iron_and_copper = noise_resources_iron_and_copper * 100
seed = seed + seed_increment_number
local noise_resources_coal_and_uranium = perlin:noise(((pos_x + seed) / 250), ((pos_y + seed) / 250), 0)
noise_resources_coal_and_uranium = noise_resources_coal_and_uranium * 100
seed = seed + seed_increment_number
local noise_resources_stone_and_oil = perlin:noise(((pos_x + seed) / 150), ((pos_y + seed) / 150), 0)
noise_resources_stone_and_oil = noise_resources_stone_and_oil * 100
seed = seed + seed_increment_number
local noise_red_desert_rocks_1 = perlin:noise(((pos_x + seed) / 20), ((pos_y + seed) / 20), 0)
noise_red_desert_rocks_1 = noise_red_desert_rocks_1 * 100
seed = seed + seed_increment_number
local noise_red_desert_rocks_2 = perlin:noise(((pos_x + seed) / 10), ((pos_y + seed) / 10), 0)
noise_red_desert_rocks_2 = noise_red_desert_rocks_2 * 50
seed = seed + seed_increment_number
local noise_red_desert_rocks_3 = perlin:noise(((pos_x + seed) / 5), ((pos_y + seed) / 5), 0)
noise_red_desert_rocks_3 = noise_red_desert_rocks_3 * 100
seed = seed + seed_increment_number
local noise_forest = perlin:noise(((pos_x + seed) / 100), ((pos_y + seed) / 100), 0)
noise_forest = noise_forest * 100
seed = seed + seed_increment_number
local noise_forest_2 = perlin:noise(((pos_x + seed) / 20), ((pos_y + seed) / 20), 0)
noise_forest_2 = noise_forest_2 * 20
local terrain_smoothing = math.random(0, 1)
local place_tree_number
if noise_terrain_1 < 8 + terrain_smoothing + noise_terrain_2 + noise_terrain_3 + noise_terrain_4 then
tile_to_insert = 'red-desert-1'
if
noise_water_1 + noise_water_2 + noise_sand > -10 and noise_water_1 + noise_water_2 + noise_sand < 25 and
noise_terrain_1 < -52 + noise_terrain_2 + noise_terrain_3 + noise_terrain_4 + noise_terrain_5
then
tile_to_insert = 'sand-1'
place_tree_number = math.random(3, #tree_to_place)
else
place_tree_number = math.random(1, (#tree_to_place - 3))
end
if
noise_water_1 + noise_water_2 > 0 and noise_water_1 + noise_water_2 < 15 and
noise_terrain_1 < -60 + noise_terrain_2 + noise_terrain_3 + noise_terrain_4 + noise_terrain_5
then
tile_to_insert = 'water'
local a = pos_x + 1
table.insert(global.planet_tiles_hold, {name = tile_to_insert, position = {a, pos_y}})
local a = pos_y + 1
table.insert(global.planet_tiles_hold, {name = tile_to_insert, position = {pos_x, a}})
local a = pos_x - 1
table.insert(global.planet_tiles_hold, {name = tile_to_insert, position = {a, pos_y}})
local a = pos_y - 1
table.insert(global.planet_tiles_hold, {name = tile_to_insert, position = {pos_x, a}})
if noise_water_1 + noise_water_2 < 2 or noise_water_1 + noise_water_2 > 13 then
if math.random(1, 15) == 1 then
table.insert(
global.planet_decoratives_hold,
{name = 'green-carpet-grass', position = {pos_x, pos_y}, amount = 1}
)
end
end
end
if tile_to_insert ~= 'water' then
if
noise_water_1 + noise_water_2 > 16 and noise_water_1 + noise_water_2 < 25 and
noise_terrain_1 < -55 + noise_terrain_2 + noise_terrain_3 + noise_terrain_4 + noise_terrain_5
then
if math.random(1, 35) == 1 then
table.insert(
global.planet_decoratives_hold,
{name = 'brown-carpet-grass', position = {pos_x, pos_y}, amount = 1}
)
end
end
if
noise_water_1 + noise_water_2 > -10 and noise_water_1 + noise_water_2 < -1 and
noise_terrain_1 < -55 + noise_terrain_2 + noise_terrain_3 + noise_terrain_4 + noise_terrain_5
then
if math.random(1, 35) == 1 then
table.insert(
global.planet_decoratives_hold,
{name = 'brown-carpet-grass', position = {pos_x, pos_y}, amount = 1}
)
end
end
if noise_decoratives_1 > 0.5 and noise_decoratives_1 <= 0.8 then
if math.random(1, 12) == 1 then
table.insert(
global.planet_decoratives_hold,
{name = 'red-desert-bush', position = {pos_x, pos_y}, amount = 1}
)
end
end
if noise_decoratives_1 > 0.4 and noise_decoratives_1 <= 0.5 then
if math.random(1, 4) == 1 then
table.insert(
global.planet_decoratives_hold,
{name = 'red-desert-bush', position = {pos_x, pos_y}, amount = 1}
)
end
end
end
--HAPPY TREES
if noise_terrain_1 < -30 + noise_terrain_2 + noise_terrain_3 + noise_terrain_5 + noise_forest_2 then
if noise_forest > 0 and noise_forest <= 10 then
if math.random(1, 50) == 1 then
if surface.can_place_entity {name = tree_to_place[place_tree_number], position = {pos_x, pos_y}} then
surface.create_entity {name = tree_to_place[place_tree_number], position = {pos_x, pos_y}}
end
end
end
if noise_forest > 10 and noise_forest <= 20 then
if math.random(1, 25) == 1 then
if surface.can_place_entity {name = tree_to_place[place_tree_number], position = {pos_x, pos_y}} then
surface.create_entity {name = tree_to_place[place_tree_number], position = {pos_x, pos_y}}
end
end
end
if noise_forest > 20 then
if math.random(1, 10) == 1 then
if surface.can_place_entity {name = tree_to_place[place_tree_number], position = {pos_x, pos_y}} then
surface.create_entity {name = tree_to_place[place_tree_number], position = {pos_x, pos_y}}
end
end
end
end
if tile_to_insert ~= 'water' then
if
noise_terrain_1 < 8 + noise_terrain_2 + noise_terrain_3 + noise_terrain_4 and
noise_terrain_1 > -5 + noise_terrain_2 + noise_terrain_3 + noise_terrain_4
then
if math.random(1, 180) == 1 then
table.insert(
global.planet_decoratives_hold,
{name = 'rock-medium', position = {pos_x, pos_y}, amount = 1}
)
end
if math.random(1, 80) == 1 then
table.insert(
global.planet_decoratives_hold,
{name = 'sand-rock-small', position = {pos_x, pos_y}, amount = 1}
)
end
else
if math.random(1, 1500) == 1 then
table.insert(
global.planet_decoratives_hold,
{name = 'rock-medium', position = {pos_x, pos_y}, amount = 1}
)
end
if math.random(1, 180) == 1 then
table.insert(
global.planet_decoratives_hold,
{name = 'sand-rock-small', position = {pos_x, pos_y}, amount = 1}
)
end
end
end
else
tile_to_insert = 'red-desert-0'
end
if
resource_entity_placed == false and noise_resources_coal_and_uranium + noise_resources < -72 and
noise_terrain_1 > 65 + noise_terrain_2 + noise_terrain_3 + noise_terrain_4
then
if surface.can_place_entity {name = 'uranium-ore', position = {pos_x, pos_y}} then
surface.create_entity {name = 'uranium-ore', position = {pos_x, pos_y}, amount = resource_amount}
resource_entity_placed = true
end
end
if
resource_entity_placed == false and noise_resources_iron_and_copper + noise_resources > 72 and
noise_terrain_1 > 15 + noise_terrain_2 + noise_terrain_3 + noise_terrain_4
then
if surface.can_place_entity {name = 'iron-ore', position = {pos_x, pos_y}} then
surface.create_entity {name = 'iron-ore', position = {pos_x, pos_y}, amount = resource_amount}
resource_entity_placed = true
end
end
if
resource_entity_placed == false and noise_resources_coal_and_uranium + noise_resources > 70 and
noise_terrain_1 > 15 + noise_terrain_2 + noise_terrain_3 + noise_terrain_4
then
if surface.can_place_entity {name = 'coal', position = {pos_x, pos_y}} then
surface.create_entity {name = 'coal', position = {pos_x, pos_y}, amount = resource_amount}
resource_entity_placed = true
end
end
if
resource_entity_placed == false and noise_resources_iron_and_copper + noise_resources < -72 and
noise_terrain_1 > 15 + noise_terrain_2 + noise_terrain_3 + noise_terrain_4
then
if surface.can_place_entity {name = 'copper-ore', position = {pos_x, pos_y}} then
surface.create_entity {name = 'copper-ore', position = {pos_x, pos_y}, amount = resource_amount}
resource_entity_placed = true
end
end
if
resource_entity_placed == false and noise_resources_stone_and_oil + noise_resources > 72 and
noise_terrain_1 > 15 + noise_terrain_2 + noise_terrain_3 + noise_terrain_4
then
if surface.can_place_entity {name = 'stone', position = {pos_x, pos_y}} then
surface.create_entity {name = 'stone', position = {pos_x, pos_y}, amount = resource_amount}
resource_entity_placed = true
end
end
if
resource_entity_placed == false and noise_resources_stone_and_oil + noise_resources < -70 and
noise_terrain_1 < -50 + noise_terrain_2 + noise_terrain_3 + noise_terrain_4
then
if math.random(1, 42) == 1 then
if surface.can_place_entity {name = 'crude-oil', position = {pos_x, pos_y}} then
surface.create_entity {
name = 'crude-oil',
position = {pos_x, pos_y},
amount = (resource_amount * 500)
}
resource_entity_placed = true
end
end
end
if
resource_entity_placed == false and
noise_red_desert_rocks_1 + noise_red_desert_rocks_2 + noise_red_desert_rocks_3 > 20 and
noise_red_desert_rocks_1 + noise_red_desert_rocks_2 < 60 and
noise_terrain_1 > 7 + noise_terrain_2 + noise_terrain_3 + noise_terrain_4
then
if math.random(1, 3) == 1 then
if math.random(1, 3) == 1 then
if surface.can_place_entity {name = 'sand-rock-big', position = {pos_x, pos_y}} then
surface.create_entity {name = 'sand-rock-big', position = {pos_x, pos_y}}
end
else
if surface.can_place_entity {name = 'sand-rock-big', position = {pos_x, pos_y}} then
surface.create_entity {name = 'sand-rock-big', position = {pos_x, pos_y}}
end
end
end
end
if
noise_red_desert_rocks_1 + noise_red_desert_rocks_2 + noise_red_desert_rocks_3 + noise_terrain_4 >= 10 and
noise_red_desert_rocks_1 + noise_red_desert_rocks_2 + noise_red_desert_rocks_3 < 20 and
noise_terrain_1 > 7 + noise_terrain_2 + noise_terrain_3 + noise_terrain_4
then
if math.random(1, 5) == 1 then
table.insert(
global.planet_decoratives_hold,
{name = 'rock-medium', position = {pos_x, pos_y}, amount = 1}
)
end
else
if tile_to_insert ~= 'water' and tile_to_insert ~= 'sand-1' then
if math.random(1, 15) == 1 then
table.insert(
global.planet_decoratives_hold,
{name = 'sand-rock-small', position = {pos_x, pos_y}, amount = 1}
)
else
if math.random(1, 8) == 1 then
table.insert(
global.planet_decoratives_hold,
{name = 'sand-rock-small', position = {pos_x, pos_y}, amount = 1}
)
end
end
end
end
if tile_to_insert ~= 'water' then
if noise_decoratives_2 > 0.6 then
if math.random(1, 9) == 1 then
table.insert(
global.planet_decoratives_hold,
{name = 'red-asterisk', position = {pos_x, pos_y}, amount = 1}
)
end
else
if noise_decoratives_2 > 0.4 then
if math.random(1, 17) == 1 then
table.insert(
global.planet_decoratives_hold,
{name = 'red-asterisk', position = {pos_x, pos_y}, amount = 1}
)
end
end
end
if noise_decoratives_3 < -0.6 then
if math.random(1, 2) == 1 then
table.insert(
global.planet_decoratives_hold,
{name = 'brown-fluff-dry', position = {pos_x, pos_y}, amount = 1}
)
end
else
if noise_decoratives_3 < -0.4 then
if math.random(1, 5) == 1 then
table.insert(
global.planet_decoratives_hold,
{name = 'brown-fluff-dry', position = {pos_x, pos_y}, amount = 1}
)
end
end
end
end
table.insert(global.planet_tiles_hold, {name = tile_to_insert, position = {pos_x, pos_y}})
end
end