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RedMew/locale/gen_terrain/neko_bridged_rivers.lua
2017-07-24 20:54:08 +01:00

182 lines
7.3 KiB
Lua

require "locale.gen_shared.perlin_noise"
local tree_to_place = {"dry-tree","dry-hairy-tree","tree-06","tree-06","tree-01","tree-02","tree-03"}
function run_terrain_module(event)
if not global.terrain_seed_A then global.terrain_seed_A = math.random(10,10000) end
if not global.terrain_seed_B then global.terrain_seed_B = math.random(10,10000) end
local area = event.area
local surface = event.surface
local tiles = {}
local tileswater = {}
local entities = surface.find_entities(area)
for _, entity in pairs(entities) do
--if entity.type == "simple-entity" or entity.type == "resource" or entity.type == "tree" then
if entity.type == "simple-entity" or entity.type == "tree"then
entity.destroy()
--end
elseif (run_ores_module ~= nil and entity.type == "resource") then
entity.destroy()
end
end
local top_left = area.left_top --make a more direct reference
--do it only per chunk, cause cheaper than every square, and who care anyway.
--local distance_bonus = 200 + math.sqrt(top_left.x*top_left.x + top_left.y*top_left.y) * 0.2
--for x = 0, 31, 1 do
-- for y = 0, 31, 1 do
--game.print(top_left.x .."-" ..top_left.y .. " to " .. area.right_bottom.x .. "-" .. area.right_bottom.y)
for x = top_left.x-1, top_left.x + 32 do
for y = top_left.y-1, top_left.y + 32 do
--local pos_x = top_left.x + x
--local pos_y = top_left.y + y
local tile = surface.get_tile(x,y)
if tile.name ~= "out-of-map" then
local tile_to_insert = "grass-medium"
local wiggle = 50 + perlin:noise((x*0.005),(y*0.005),global.terrain_seed_A + 71) * 60
local terrain_A = perlin:noise((x*0.005),(y*0.005),global.terrain_seed_A + 19) * wiggle --For determining where water is
local terrain_sqr = terrain_A * terrain_A --we can use this again to mess with other layers as well
local terrain_D = 10 + perlin:noise((x*0.001),(y*0.001),global.terrain_seed_A + 5) * wiggle --terrain layer
--local wiggle = 50 + simplex_2d((x*0.005),(y*0.005),global.terrain_seed_A + 71) * 60
--local terrain_A = simplex_2d((x*0.005),(y*0.005),global.terrain_seed_A + 19) * wiggle --For determining where water is
--local terrain_sqr = terrain_A * terrain_A --we can use this again to mess with other layers as well
--local terrain_D = 10 + simplex_2d((x*0.001),(y*0.001),global.terrain_seed_A + 5) * wiggle --terrain layer
if terrain_sqr < 50 then --Main water areas
--local deep = (terrain_sqr < 20) and true or false
terrain_A = perlin:noise((x*0.01),(y*0.01),global.terrain_seed_A + 31) * 90 + (wiggle * -0.2) --we only gen this when we consider placing water
--terrain_A = simplex_2d((x*0.01),(y*0.01),global.terrain_seed_A + 31) * 90 + (wiggle * -0.2) --we only gen this when we consider placing water
if terrain_A * terrain_A > 40 then --creates random bridges over the water by overlapping with another noise layer
tile_to_insert = "water"
--table.insert(tileswater, {name = "water", position = {x,y}})
--table.insert(tileswater, {name = "water", position = {x+1,y}})
--table.insert(tileswater, {name = "water", position = {x,y+1}})
--table.insert(tileswater, {name = "water", position = {x+1,y+1}})
else
if terrain_D >= 20 then tile_to_insert = "sand" end
end
elseif terrain_sqr > 70 then
wiggle = 100 + perlin:noise((x*0.01),(y*0.01),global.terrain_seed_B + 41) * 60
local terrain_C = perlin:noise((x*0.02),(y*0.02),global.terrain_seed_A + 13) * wiggle --tree layer
--wiggle = 100 + simplex_2d((x*0.01),(y*0.01),global.terrain_seed_B + 41) * 60
--local terrain_C = simplex_2d((x*0.02),(y*0.02),global.terrain_seed_A + 13) * wiggle --tree layer
--if surface.can_place_entity {name="stone", position={x,y}} then
-- surface.create_entity {name="stone", position={x,y}, amount=math.floor(terrain_sqr)}
--end
if run_ores_module ~= nil then
run_ores_module_setup()
if x > top_left.x-1 and x < top_left.x+32 and y > top_left.y-1 and y < top_left.y+32 then
run_ores_module_tile(surface,x,y)
end
end
--if terrain_B > 35 then --we place ores
-- local a = 5
--
-- if terrain_B < 76 then a = math.floor(terrain_B*0.75 + terrain_C*0.5) % 4 + 1 end --if its not super high we place normal ores
--
-- local res_amount = distance_bonus + terrain_sqr * 0.1
-- res_amount = math.floor(res_amount * random_dense[a])
--
-- if surface.can_place_entity {name=random_ores[a], position={pos_x,pos_y}} then
-- surface.create_entity {name=random_ores[a], position={pos_x,pos_y}, amount=res_amount}
-- end
--end
--wiggle = 100 + perlin:noise((pos_x*0.02),(pos_y*0.02),global.terrain_seed_B + 71) * 60
if terrain_D < 20 then
if terrain_C < 4 then --we set grass around near forest areas
tile_to_insert = "grass"
if terrain_C < -20 and math.random(1,3) == 1 then --dense trees
local treenum = math.random(3,7)
if surface.can_place_entity {name=tree_to_place[treenum], position={x,y}} then
surface.create_entity {name=tree_to_place[treenum], position={x,y}}
end
else
if terrain_C < 0 and math.random(1,7) == 1 then --less dense trees
local treenum = math.random(3,5)
if surface.can_place_entity {name=tree_to_place[treenum], position={x,y}} then
surface.create_entity {name=tree_to_place[treenum], position={x,y}}
end
end
end
end
else
if terrain_D < 30 then
tile_to_insert = "sand"
if terrain_C < -20 and math.random(1,7) == 1 then --dense trees
local treenum = math.random(1,3)
if surface.can_place_entity {name=tree_to_place[treenum], position={x,y}} then
surface.create_entity {name=tree_to_place[treenum], position={x,y}}
end
elseif terrain_C < 0 and math.random(1,13) == 1 then --less dense trees
local treenum = math.random(1,2)
if surface.can_place_entity {name=tree_to_place[treenum], position={x,y}} then
surface.create_entity {name=tree_to_place[treenum], position={x,y}}
end
end
else
tile_to_insert = "sand-dark"
--if terrain_C > 40 and math.random(1,200) == 1 and 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 = math.random(20000,60000) +distance_bonus* 2000 }
--end
end
end
if math.floor(terrain_D) % 5 == 1 and math.random(1,70) == 1 and surface.can_place_entity {name="stone-rock", position={x,y}} then
surface.create_entity {name="stone-rock", position={x,y}}
end
else
if terrain_D >= 20 then
if terrain_D < 30 then
tile_to_insert = "sand"
else
tile_to_insert = "sand-dark"
end
end
end
--if tile_to_insert == "water" then
--table.insert(tileswater, {name = tile_to_insert, position = {x,y}})
--else
table.insert(tiles, {name = tile_to_insert, position = {x,y}})
--end
end
end
end
--game.print("break end")
--game.print(lowest .. " to " .. highest)
surface.set_tiles(tiles,true)
--surface.set_tiles(tileswater,true)
end