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RedMew/map_gen/combined/island_resort.lua
2018-05-24 15:50:10 +01:00

273 lines
11 KiB
Lua

--Author: MewMew
local perlin = require 'map_gen.shared.perlin_noise'
local radius = 129
local radsquare = radius * radius
local clear_types = {'simple-entity', 'resource', 'tree'}
local function do_clear_entities(world)
local entities = world.surface.find_entities_filtered({area = world.area, type = clear_types})
for _, entity in ipairs(entities) do
entity.destroy()
end
end
return function(x, y, world)
local surface = world.surface
if not world.island_resort_cleared then
world.island_resort_cleared = true
do_clear_entities(world)
end
local entities = {}
local decoratives = {}
local seed = surface.map_gen_settings.seed
local seed_increment = 10000
seed = seed + seed_increment
local noise_island_starting_1 = perlin:noise(((x + seed) / 30), ((y + seed) / 30), 0)
seed = seed + seed_increment
local noise_island_starting_2 = perlin:noise(((x + seed) / 10), ((y + seed) / 10), 0)
seed = seed + seed_increment
local noise_island_starting = noise_island_starting_1 + (noise_island_starting_2 * 0.3)
noise_island_starting = noise_island_starting * 8000
seed = seed + seed_increment
local noise_island_iron_and_copper_1 = perlin:noise(((x + seed) / 300), ((y + seed) / 300), 0)
seed = seed + seed_increment
local noise_island_iron_and_copper_2 = perlin:noise(((x + seed) / 40), ((y + seed) / 40), 0)
seed = seed + seed_increment
local noise_island_iron_and_copper_3 = perlin:noise(((x + seed) / 10), ((y + seed) / 10), 0)
local noise_island_iron_and_copper =
noise_island_iron_and_copper_1 + (noise_island_iron_and_copper_2 * 0.1) +
(noise_island_iron_and_copper_3 * 0.05)
seed = seed + seed_increment
local noise_island_stone_and_coal_1 = perlin:noise(((x + seed) / 300), ((y + seed) / 300), 0)
seed = seed + seed_increment
local noise_island_stone_and_coal_2 = perlin:noise(((x + seed) / 40), ((y + seed) / 40), 0)
seed = seed + seed_increment
local noise_island_stone_and_coal_3 = perlin:noise(((x + seed) / 10), ((y + seed) / 10), 0)
local noise_island_stone_and_coal =
noise_island_stone_and_coal_1 + (noise_island_stone_and_coal_2 * 0.1) + (noise_island_stone_and_coal_3 * 0.05)
seed = seed + seed_increment
local noise_island_oil_and_uranium_1 = perlin:noise(((x + seed) / 300), ((y + seed) / 300), 0)
seed = seed + seed_increment
local noise_island_oil_and_uranium_2 = perlin:noise(((x + seed) / 40), ((y + seed) / 40), 0)
seed = seed + seed_increment
local noise_island_oil_and_uranium_3 = perlin:noise(((x + seed) / 10), ((y + seed) / 10), 0)
local noise_island_oil_and_uranium =
noise_island_oil_and_uranium_1 + (noise_island_oil_and_uranium_2 * 0.1) +
(noise_island_oil_and_uranium_3 * 0.05)
seed = seed + seed_increment
local noise_island_resource = perlin:noise(((x + seed) / 60), ((y + seed) / 60), 0)
seed = seed + seed_increment
local noise_island_resource_2 = perlin:noise(((x + seed) / 10), ((y + seed) / 10), 0)
noise_island_resource = noise_island_resource + noise_island_resource_2 * 0.15
seed = seed + seed_increment
local noise_trees_1 = perlin:noise(((x + seed) / 30), ((y + seed) / 30), 0)
seed = seed + seed_increment
local noise_trees_2 = perlin:noise(((x + seed) / 10), ((y + seed) / 10), 0)
local noise_trees = noise_trees_1 + noise_trees_2 * 0.5
seed = seed + seed_increment
local noise_decoratives_1 = perlin:noise(((x + seed) / 50), ((y + seed) / 50), 0)
seed = seed + seed_increment
local noise_decoratives_2 = perlin:noise(((x + seed) / 10), ((y + seed) / 10), 0)
local noise_decoratives = noise_decoratives_1 + noise_decoratives_2 * 0.5
local tile_to_insert = 'water'
--Create starting Island
local a = y * y
local b = x * x
local tile_distance_to_center = a + b
if tile_distance_to_center + noise_island_starting <= radsquare then
tile_to_insert = 'grass-1'
end
if tile_distance_to_center + noise_island_starting > radsquare + 20000 then
--Placement of Island Tiles
if noise_island_oil_and_uranium > 0.53 then
tile_to_insert = 'red-desert-1'
end
if noise_island_oil_and_uranium < -0.53 then
tile_to_insert = 'red-desert-0'
end
if noise_island_stone_and_coal > 0.47 then
tile_to_insert = 'grass-3'
end
if noise_island_stone_and_coal < -0.47 then
tile_to_insert = 'grass-2'
end
if noise_island_iron_and_copper > 0.47 then
tile_to_insert = 'sand-1'
end
if noise_island_iron_and_copper < -0.47 then
tile_to_insert = 'sand-3'
end
end
--Placement of Trees
if tile_to_insert ~= 'water' then
if noise_trees > 0.1 then
local tree = 'tree-01'
if tile_to_insert == 'grass-1' then
tree = 'tree-05'
end
if tile_to_insert == 'grass-2' then
tree = 'tree-02'
end
if tile_to_insert == 'grass-3' then
tree = 'tree-04'
end
if tile_to_insert == 'sand-1' then
tree = 'tree-07'
end
if tile_to_insert == 'sand-3' then
tree = 'dry-hairy-tree'
end
if tile_to_insert == 'red-desert-1' then
tree = 'dry-tree'
end
if tile_to_insert == 'red-desert-0' then
if math.random(1, 3) == 1 then
tree = 'sand-rock-big'
else
tree = 'sand-rock-big'
end
end
if math.random(1, 8) == 1 then
table.insert(entities, {name = tree})
end
end
end
if tile_to_insert == 'sand-1' or tile_to_insert == 'sand-3' then
if math.random(1, 200) == 1 then
table.insert(entities, {name = 'rock-big'})
end
end
if tile_to_insert == 'grass-1' or tile_to_insert == 'grass-2' or tile_to_insert == 'grass-3' then
if math.random(1, 2000) == 1 then
table.insert(entities, {name = 'rock-big'})
end
end
--Placement of Decoratives
if tile_to_insert ~= 'water' then
if noise_decoratives > 0.3 then
local decorative = 'green-carpet-grass-1'
if tile_to_insert == 'grass-1' then
decorative = 'green-pita'
end
if tile_to_insert == 'grass-2' then
decorative = 'green-pita'
end
if tile_to_insert == 'grass-3' then
decorative = 'green-pita'
end
if tile_to_insert == 'sand-1' then
decorative = 'green-asterisk'
end
if tile_to_insert == 'sand-3' then
decorative = 'green-asterisk'
end
if tile_to_insert == 'red-desert-1' then
decorative = 'red-asterisk'
end
if tile_to_insert == 'red-desert-0' then
decorative = 'red-asterisk'
end
if math.random(1, 5) == 1 then
table.insert(decoratives, {name = decorative, position = {x, y}, amount = 1})
end
end
if tile_to_insert == 'red-desert-0' then
if math.random(1, 50) == 1 then
table.insert(decoratives, {name = 'rock-medium', position = {x, y}, amount = 1})
end
end
end
--Placement of Island Resources
if tile_to_insert ~= 'water' then
local c = math.max(math.abs(world.x), math.abs(world.y))
local resource_amount_distance_multiplicator = (((c + 1) / 75) / 75) + 1
local noise_resource_amount_modifier = perlin:noise(((world.x + seed) / 200), ((world.y + seed) / 200), 0)
local resource_amount =
1 + ((500 + (500 * noise_resource_amount_modifier * 0.2)) * resource_amount_distance_multiplicator)
if tile_to_insert == 'sand-1' or tile_to_insert == 'sand-3' then
if noise_island_iron_and_copper > 0.5 and noise_island_resource > 0.2 then
table.insert(entities, {name = 'iron-ore', amount = resource_amount})
end
if noise_island_iron_and_copper < -0.5 and noise_island_resource > 0.2 then
table.insert(entities, {name = 'copper-ore', amount = resource_amount})
end
end
if tile_to_insert == 'grass-3' or tile_to_insert == 'grass-2' then
if noise_island_stone_and_coal > 0.5 and noise_island_resource > 0.2 then
table.insert(entities, {name = 'stone', amount = resource_amount})
end
if noise_island_stone_and_coal < -0.5 and noise_island_resource > 0.2 then
table.insert(entities, {name = 'coal', amount = resource_amount})
end
end
if tile_to_insert == 'red-desert-1' or tile_to_insert == 'red-desert-0' then
if noise_island_oil_and_uranium > 0.55 and noise_island_resource > 0.25 and math.random(60) == 1 then
table.insert(entities, {name = 'crude-oil', amount = resource_amount * 400})
end
if noise_island_oil_and_uranium < -0.55 and noise_island_resource > 0.35 then
table.insert(entities, {name = 'uranium-ore', amount = resource_amount})
end
end
noise_island_starting = noise_island_starting * 0.08
--Starting Resources
if tile_distance_to_center <= radsquare then
if
tile_distance_to_center + noise_island_starting > radsquare * 0.09 and
tile_distance_to_center + noise_island_starting <= radsquare * 0.15
then
table.insert(entities, {name = 'stone', amount = resource_amount * 1.5})
end
if
tile_distance_to_center + noise_island_starting > radsquare * 0.05 and
tile_distance_to_center + noise_island_starting <= radsquare * 0.09
then
table.insert(entities, {name = 'coal', amount = resource_amount * 1.5})
end
if
tile_distance_to_center + noise_island_starting > radsquare * 0.02 and
tile_distance_to_center + noise_island_starting <= radsquare * 0.05
then
table.insert(entities, {name = 'iron-ore', amount = resource_amount * 1.5})
end
if
tile_distance_to_center + noise_island_starting > radsquare * 0.003 and
tile_distance_to_center + noise_island_starting <= radsquare * 0.02
then
table.insert(entities, {name = 'copper-ore', amount = resource_amount * 1.5})
end
if tile_distance_to_center + noise_island_starting <= radsquare * 0.002 then
table.insert(entities, {name = 'crude-oil', amount = resource_amount * 400})
end
end
end
return {tile = tile_to_insert, entities = entities, decoratives = decoratives}
end