mirror of
https://github.com/Refactorio/RedMew.git
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374 lines
18 KiB
Lua
374 lines
18 KiB
Lua
--Author: MewMew
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-- !! ATTENTION !!
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-- Use water only in starting area as map setting!!!
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require "locale.gen_shared.perlin_noise"
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local Thread = require "locale.utils.Thread"
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wreck_item_pool = {}
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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}}
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local function place_entities(surface, entity_list)
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local directions = {defines.direction.north, defines.direction.east, defines.direction.south, defines.direction.west}
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for _, entity in pairs(entity_list) do
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local r = math.random(1,entity.chance)
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if r == 1 then
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if not entity.force then entity.force = "player" end
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local r = math.random(1,4)
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if surface.can_place_entity {name=entity.name, position=entity.pos, direction=directions[r], force=entity.force} then
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local e = surface.create_entity {name=entity.name, position=entity.pos, direction=directions[r], force=entity.force}
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if entity.health then
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if entity.health == "low" then e.health = ((e.health / 1000) * math.random(33,330)) end
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if entity.health == "medium" then e.health = ((e.health / 1000) * math.random(333,666)) end
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if entity.health == "high" then e.health = ((e.health / 1000) * math.random(666,999)) end
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if entity.health == "random" then e.health = ((e.health / 1000) * math.random(1,1000)) end
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end
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return true, e
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end
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end
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end
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return false
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end
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local c = 0.5
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local resource_amount_distance_multiplicator = (((c + 1) / 75) / 75) + 1
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function run_combined_module(event)
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if not global.perlin_noise_seed then global.perlin_noise_seed = math.random(1000,1000000) end
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local surface = game.surfaces[1]
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local entities = surface.find_entities(event.area)
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for _, entity in pairs(entities) do
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if entity.type == "simple-entity" or entity.type == "resource" or entity.type == "tree" then
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entity.destroy()
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end
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end
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Thread.queue_action("run_planet_init", {} )
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--run_planet_init()
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for x = 0, 31, 1 do
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Thread.queue_action("run_planet", {area = event.area, surface = event.surface, x = x})
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--run_planet( {area = event.area, surface = event.surface, x = x})
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end
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--run_planet_place_tiles( {surface = event.surface} )
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Thread.queue_action("run_planet_place_tiles", {surface = event.surface})
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end
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global.planet_tiles_hold = {}
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global.planet_decoratives_hold = {}
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function run_planet_init(params)
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global.planet_tiles_hold = {}
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global.planet_decoratives_hold = {}
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end
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function run_planet_place_tiles(params)
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local surface = params.surface
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surface.set_tiles(global.planet_tiles_hold)
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for _,deco in pairs(global.planet_decoratives_hold) do
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surface.create_decoratives{check_collision=false, decoratives={deco}}
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end
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end
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function run_planet( params )
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local tree_to_place = {"dry-tree","dry-hairy-tree","tree-06","tree-06","tree-01","tree-02","tree-03"}
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local area = params.area
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local surface = params.surface
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local x = params.x
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local pos_x = area.left_top.x + x
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for y = 0, 31, 1 do
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local pos_y = area.left_top.y + y
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local seed = surface.map_gen_settings.seed
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local tile = surface.get_tile(pos_x,pos_y)
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local tile_to_insert = "concrete"
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local a = pos_x
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local b = pos_y
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local resource_entity_placed = false
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local entity_list = {}
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table.insert(entity_list, {name="big-ship-wreck-1", pos={pos_x,pos_y},chance = 65000, health="random"})
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table.insert(entity_list, {name="big-ship-wreck-2", pos={pos_x,pos_y},chance = 65000, health="random"})
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table.insert(entity_list, {name="big-ship-wreck-3", pos={pos_x,pos_y},chance = 65000, health="random"})
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table.insert(entity_list, {name="medium-ship-wreck", pos={pos_x,pos_y},chance = 25000, health="medium"})
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table.insert(entity_list, {name="small-ship-wreck", pos={pos_x,pos_y},chance = 15000, health="medium"})
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table.insert(entity_list, {name="car", pos={pos_x,pos_y},chance = 150000, health="low"})
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table.insert(entity_list, {name="laser-turret", pos={pos_x,pos_y},chance = 100000, force="enemy", health="low"})
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table.insert(entity_list, {name="nuclear-reactor", pos={pos_x,pos_y},chance = 1000000, force="enemy", health="medium"})
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local b, placed_entity = place_entities(surface, entity_list)
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if b == true then
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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
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placed_entity.insert(wreck_item_pool[math.random(1,#wreck_item_pool)])
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placed_entity.insert(wreck_item_pool[math.random(1,#wreck_item_pool)])
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placed_entity.insert(wreck_item_pool[math.random(1,#wreck_item_pool)])
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end
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end
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local seed_increment_number = 10000
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local noise_terrain_1 = perlin:noise(((pos_x+seed)/400),((pos_y+seed)/400),0)
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noise_terrain_1 = noise_terrain_1 * 100
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seed = seed + seed_increment_number
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local noise_terrain_2 = perlin:noise(((pos_x+seed)/250),((pos_y+seed)/250),0)
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noise_terrain_2 = noise_terrain_2 * 100
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seed = seed + seed_increment_number
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local noise_terrain_3 = perlin:noise(((pos_x+seed)/100),((pos_y+seed)/100),0)
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noise_terrain_3 = noise_terrain_3 * 50
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seed = seed + seed_increment_number
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local noise_terrain_4 = perlin:noise(((pos_x+seed)/20),((pos_y+seed)/20),0)
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noise_terrain_4 = noise_terrain_4 * 10
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seed = seed + seed_increment_number
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local noise_terrain_5 = perlin:noise(((pos_x+seed)/5),((pos_y+seed)/5),0)
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noise_terrain_5 = noise_terrain_5 * 4
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seed = seed + seed_increment_number
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local noise_sand = perlin:noise(((pos_x+seed)/18),((pos_y+seed)/18),0)
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noise_sand = noise_sand * 10
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--DECORATIVES
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seed = seed + seed_increment_number
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local noise_decoratives_1 = perlin:noise(((pos_x+seed)/20),((pos_y+seed)/20),0)
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noise_decoratives_1 = noise_decoratives_1
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seed = seed + seed_increment_number
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local noise_decoratives_2 = perlin:noise(((pos_x+seed)/30),((pos_y+seed)/30),0)
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noise_decoratives_2 = noise_decoratives_2
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seed = seed + seed_increment_number
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local noise_decoratives_3 = perlin:noise(((pos_x+seed)/30),((pos_y+seed)/30),0)
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noise_decoratives_3 = noise_decoratives_3
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seed = seed + seed_increment_number
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local noise_water_1 = perlin:noise(((pos_x+seed)/250),((pos_y+seed)/300),0)
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noise_water_1 = noise_water_1 * 100
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seed = seed + seed_increment_number
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local noise_water_2 = perlin:noise(((pos_x+seed)/100),((pos_y+seed)/150),0)
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noise_water_2 = noise_water_2 * 50
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--RESOURCES
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seed = seed + seed_increment_number
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local noise_resources = perlin:noise(((pos_x+seed)/100),((pos_y+seed)/100),0)
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seed = seed + seed_increment_number
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local noise_resources_2 = perlin:noise(((pos_x+seed)/40),((pos_y+seed)/40),0)
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seed = seed + seed_increment_number
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local noise_resources_3 = perlin:noise(((pos_x+seed)/20),((pos_y+seed)/20),0)
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noise_resources = noise_resources * 50 + noise_resources_2 * 20 + noise_resources_3 * 20
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noise_resources = noise_resources_2 * 100
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seed = seed + seed_increment_number
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local noise_resource_amount_modifier = perlin:noise(((pos_x+seed)/200),((pos_y+seed)/200),0)
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local resource_amount = 1 + ((400 + (400*noise_resource_amount_modifier*0.2)) * resource_amount_distance_multiplicator)
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seed = seed + seed_increment_number
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local noise_resources_iron_and_copper = perlin:noise(((pos_x+seed)/250),((pos_y+seed)/250),0)
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noise_resources_iron_and_copper = noise_resources_iron_and_copper * 100
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seed = seed + seed_increment_number
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local noise_resources_coal_and_uranium = perlin:noise(((pos_x+seed)/250),((pos_y+seed)/250),0)
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noise_resources_coal_and_uranium = noise_resources_coal_and_uranium * 100
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seed = seed + seed_increment_number
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local noise_resources_stone_and_oil = perlin:noise(((pos_x+seed)/150),((pos_y+seed)/150),0)
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noise_resources_stone_and_oil = noise_resources_stone_and_oil * 100
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seed = seed + seed_increment_number
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local noise_red_desert_rocks_1 = perlin:noise(((pos_x+seed)/20),((pos_y+seed)/20),0)
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noise_red_desert_rocks_1 = noise_red_desert_rocks_1 * 100
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seed = seed + seed_increment_number
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local noise_red_desert_rocks_2 = perlin:noise(((pos_x+seed)/10),((pos_y+seed)/10),0)
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noise_red_desert_rocks_2 = noise_red_desert_rocks_2 * 50
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seed = seed + seed_increment_number
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local noise_red_desert_rocks_3 = perlin:noise(((pos_x+seed)/5),((pos_y+seed)/5),0)
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noise_red_desert_rocks_3 = noise_red_desert_rocks_3 * 100
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seed = seed + seed_increment_number
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local noise_forest = perlin:noise(((pos_x+seed)/100),((pos_y+seed)/100),0)
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noise_forest = noise_forest * 100
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seed = seed + seed_increment_number
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local noise_forest_2 = perlin:noise(((pos_x+seed)/20),((pos_y+seed)/20),0)
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noise_forest_2 = noise_forest_2 * 20
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local terrain_smoothing = math.random(0,1)
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local place_tree_number
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if noise_terrain_1 < 8 + terrain_smoothing + noise_terrain_2 + noise_terrain_3 + noise_terrain_4 then
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tile_to_insert = "red-desert"
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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
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tile_to_insert = "sand"
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place_tree_number = math.random(3,#tree_to_place)
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else
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place_tree_number = math.random(1,(#tree_to_place - 3))
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end
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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
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tile_to_insert = "water"
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local a = pos_x + 1
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table.insert(global.planet_tiles_hold, {name = tile_to_insert, position = {a,pos_y}})
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local a = pos_y + 1
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table.insert(global.planet_tiles_hold, {name = tile_to_insert, position = {pos_x,a}})
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local a = pos_x - 1
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table.insert(global.planet_tiles_hold, {name = tile_to_insert, position = {a,pos_y}})
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local a = pos_y - 1
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table.insert(global.planet_tiles_hold, {name = tile_to_insert, position = {pos_x,a}})
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if noise_water_1 + noise_water_2 < 2 or noise_water_1 + noise_water_2 > 13 then
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if math.random(1,15) == 1 then
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table.insert(global.planet_decoratives_hold, {name="green-carpet-grass", position={pos_x,pos_y}, amount=1})
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end
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if math.random(1,15) == 1 then
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table.insert(global.planet_decoratives_hold, {name="brown-cane-cluster", position={pos_x,pos_y}, amount=1})
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end
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end
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end
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if tile_to_insert ~= "water" then
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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
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if math.random(1,35) == 1 then
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table.insert(global.planet_decoratives_hold, {name="brown-carpet-grass", position={pos_x,pos_y}, amount=1})
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end
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end
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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
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if math.random(1,35) == 1 then
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table.insert(global.planet_decoratives_hold, {name="brown-carpet-grass", position={pos_x,pos_y}, amount=1})
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end
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end
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if noise_decoratives_1 > 0.5 and noise_decoratives_1 <= 0.8 then
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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
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end
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if noise_decoratives_1 > 0.4 and noise_decoratives_1 <= 0.5 then
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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
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end
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end
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--HAPPY TREES
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if noise_terrain_1 < -30 + noise_terrain_2 + noise_terrain_3 + noise_terrain_5 + noise_forest_2 then
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if noise_forest > 0 and noise_forest <= 10 then
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if math.random(1,50) == 1 then
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if surface.can_place_entity {name=tree_to_place[place_tree_number], position={pos_x,pos_y}} then
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surface.create_entity {name=tree_to_place[place_tree_number], position={pos_x,pos_y}}
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end
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end
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end
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if noise_forest > 10 and noise_forest <= 20 then
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if math.random(1,25) == 1 then
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if surface.can_place_entity {name=tree_to_place[place_tree_number], position={pos_x,pos_y}} then
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surface.create_entity {name=tree_to_place[place_tree_number], position={pos_x,pos_y}}
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end
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end
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end
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if noise_forest > 20 then
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if math.random(1,10) == 1 then
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if surface.can_place_entity {name=tree_to_place[place_tree_number], position={pos_x,pos_y}} then
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surface.create_entity {name=tree_to_place[place_tree_number], position={pos_x,pos_y}}
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end
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end
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end
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end
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if tile_to_insert ~= "water" then
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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
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if math.random(1,180) == 1 then
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table.insert(global.planet_decoratives_hold, {name="red-desert-rock-medium", position={pos_x,pos_y}, amount=1})
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end
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if math.random(1,80) == 1 then
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table.insert(global.planet_decoratives_hold, {name="red-desert-rock-tiny", position={pos_x,pos_y}, amount=1})
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end
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else
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if math.random(1,1500) == 1 then
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table.insert(global.planet_decoratives_hold, {name="red-desert-rock-medium", position={pos_x,pos_y}, amount=1})
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end
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if math.random(1,180) == 1 then
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table.insert(global.planet_decoratives_hold, {name="red-desert-rock-tiny", position={pos_x,pos_y}, amount=1})
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end
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end
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end
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else
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tile_to_insert = "red-desert-dark"
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end
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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
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if surface.can_place_entity {name="uranium-ore", position={pos_x,pos_y}} then
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surface.create_entity {name="uranium-ore", position={pos_x,pos_y}, amount=resource_amount}
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resource_entity_placed = true
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end
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end
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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
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if surface.can_place_entity {name="iron-ore", position={pos_x,pos_y}} then
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surface.create_entity {name="iron-ore", position={pos_x,pos_y}, amount=resource_amount}
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resource_entity_placed = true
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end
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end
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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
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if surface.can_place_entity {name="coal", position={pos_x,pos_y}} then
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surface.create_entity {name="coal", position={pos_x,pos_y}, amount=resource_amount}
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resource_entity_placed = true
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end
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end
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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
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if surface.can_place_entity {name="copper-ore", position={pos_x,pos_y}} then
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surface.create_entity {name="copper-ore", position={pos_x,pos_y}, amount=resource_amount}
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resource_entity_placed = true
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end
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end
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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
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if surface.can_place_entity {name="stone", position={pos_x,pos_y}} then
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surface.create_entity {name="stone", position={pos_x,pos_y}, amount=resource_amount}
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resource_entity_placed = true
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end
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end
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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
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if math.random(1,42) == 1 then
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if surface.can_place_entity {name="crude-oil", position={pos_x,pos_y}} then
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surface.create_entity {name="crude-oil", position={pos_x,pos_y}, amount=(resource_amount*500)}
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resource_entity_placed = true
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end
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end
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end
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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
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if math.random(1,3) == 1 then
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if math.random(1,3) == 1 then
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if surface.can_place_entity {name="red-desert-rock-huge-01", position={pos_x,pos_y}} then
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surface.create_entity {name="red-desert-rock-huge-01", position={pos_x,pos_y}}
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end
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else
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if surface.can_place_entity {name="red-desert-rock-big-01", position={pos_x,pos_y}} then
|
|
surface.create_entity {name="red-desert-rock-big-01", 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="red-desert-rock-medium", position={pos_x,pos_y}, amount=1})
|
|
end
|
|
else
|
|
if tile_to_insert ~= "water" and tile_to_insert ~= "sand" then
|
|
if math.random(1,15) == 1 then
|
|
table.insert(global.planet_decoratives_hold, {name="red-desert-rock-small", position={pos_x,pos_y}, amount=1})
|
|
else
|
|
if math.random(1,8) == 1 then
|
|
table.insert(global.planet_decoratives_hold, {name="red-desert-rock-tiny", 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
|