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RedMew/map_gen/presets/lines_and_squares.lua

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local b = require 'map_gen.shared.builders'
local Random = require 'map_gen.shared.random'
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local track_seed1 = 33000
local track_seed2 = track_seed1 * 2
local ore_seed1 = 11000
local ore_seed2 = ore_seed1 * 2
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local block_size = 30 * 1
local track_lines = 32
local track_chance = 1 / 3
local block_chance = 1 / 5
local number_blocks = 25
local ore_blocks = 32
local ore_block_size = 30
local blocks_size = track_lines * block_size
local offset = (track_lines * 0.5 + 0.5) * block_size
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local h_track = {
b.line_x(2),
b.translate(b.line_x(2), 0, -3),
b.translate(b.line_x(2), 0, 3),
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b.rectangle(2, 10)
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}
h_track = b.any(h_track)
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h_track = b.single_x_pattern(h_track, 15)
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local v_track = {
b.line_y(2),
b.translate(b.line_y(2), -3, 0),
b.translate(b.line_y(2), 3, 0),
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b.rectangle(10, 2)
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}
v_track = b.any(v_track)
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v_track = b.single_y_pattern(v_track, 15)
local v_line_left = b.translate(v_track, -12, 0)
local v_line_right = b.translate(v_track, 18, 0)
local h_line_top = b.translate(h_track, 0, -12)
local h_line_bottom = b.translate(h_track, 0, 18)
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local random = Random.new(track_seed1, track_seed2)
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local random_ore = Random.new(ore_seed1, ore_seed2)
local function do_track_lines(lines, track_shape, first_track, last_track)
if #lines == 0 then
return
end
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local track_pattern = {}
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table.insert(track_pattern, first_track)
local n_i = 2
local n = lines[n_i]
for i = 2, track_lines - 1 do
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local shape
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if i == n then
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shape = track_shape
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n_i = n_i + 1
n = lines[n_i]
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else
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shape = b.empty_shape
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end
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track_pattern[i] = shape
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end
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table.insert(track_pattern, last_track)
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return track_pattern
end
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local squares = {
{shape = b.rectangle(16), weight = 3},
{shape = b.rectangle(32), weight = 2},
{shape = b.rectangle(48), weight = 1}
}
local total_square_weights = {}
local square_t = 0
for _, v in ipairs(squares) do
square_t = square_t + v.weight
table.insert(total_square_weights, square_t)
end
local function value(base, mult, pow)
return function(x, y)
local d = math.sqrt(x * x + y * y)
return base + mult * d ^ pow
end
end
local function non_transform(shape)
return shape
end
local function uranium_transform(shape)
return b.scale(shape, 0.5)
end
local function oil_transform(shape)
shape = b.scale(shape, 0.5)
return b.throttle_world_xy(shape, 1, 4, 1, 4)
end
local function empty_transform()
return b.empty_shape
end
local ores = {
{transform = non_transform, resource = 'iron-ore', value = value(500, 0.75, 1.1), weight = 16},
{transform = non_transform, resource = 'copper-ore', value = value(400, 0.75, 1.1), weight = 10},
{transform = non_transform, resource = 'stone', value = value(250, 0.3, 1.05), weight = 3},
{transform = non_transform, resource = 'coal', value = value(400, 0.8, 1.075), weight = 5},
{transform = uranium_transform, resource = 'uranium-ore', value = value(200, 0.3, 1.025), weight = 3},
{transform = oil_transform, resource = 'crude-oil', value = value(100000, 50, 1.025), weight = 6},
{transform = empty_transform, weight = 300}
}
local total_ore_weights = {}
local ore_t = 0
for _, v in ipairs(ores) do
ore_t = ore_t + v.weight
table.insert(total_ore_weights, ore_t)
end
local function do_resources()
local pattern = {}
for r = 1, ore_blocks do
local row = {}
pattern[r] = row
for c = 1, ore_blocks do
local shape
local i = random_ore:next_int(1, square_t)
local index = table.binary_search(total_square_weights, i)
if (index < 0) then
index = bit32.bnot(index)
end
shape = squares[index].shape
local ore_data
i = random_ore:next_int(1, ore_t)
index = table.binary_search(total_ore_weights, i)
if (index < 0) then
index = bit32.bnot(index)
end
ore_data = ores[index]
shape = ore_data.transform(shape)
local ore = b.resource(shape, ore_data.resource, ore_data.value)
row[c] = ore
end
end
local ore_shape = b.grid_pattern_full_overlap(pattern, ore_blocks, ore_blocks, ore_block_size, ore_block_size)
return ore_shape
end
local worm_names = {'small-worm-turret', 'medium-worm-turret', 'big-worm-turret'}
local safe_d = 300
local half_spawn_d = 50000 -- distance at which there is a half chance of a worm spawning
local max_spawn_rate = 1 / 12
local level_factor = 32 -- higher factor -> more likly to spawn higher level worms
local min_big_worm_d = 900
local hd = 1 / (2 * half_spawn_d)
local inv_level_factor = 1 / level_factor
local function worms(_, _, world)
local x, y = world.x, world.y
local d = math.sqrt(x * x + y * y)
d = d - safe_d
if d <= 0 then
return nil
end
local chance = d * hd
if math.random() > math.min(chance, max_spawn_rate) then
return nil
end
local lf = inv_level_factor / chance
local lvl = math.floor(math.random() ^ lf * 3) + 1
if d < min_big_worm_d and lvl == 3 then
lvl = 2
end
return {name = worm_names[lvl]}
end
local empty = b.empty_shape
local water = b.tile('water')
local function do_blocks()
local vertical_lines = {1}
local horizontal_lines = {1}
local prev_v, prev_h = false, false
for i = 3, track_lines - 2 do
if prev_v then
prev_v = false
else
if random:next() < track_chance then
prev_v = true
table.insert(vertical_lines, i)
end
end
if prev_h then
prev_h = false
else
if random:next() < track_chance then
prev_h = true
table.insert(horizontal_lines, i)
end
end
end
if #vertical_lines == 1 then
table.insert(vertical_lines, track_lines - 2)
end
if #horizontal_lines == 1 then
table.insert(horizontal_lines, track_lines - 2)
end
local block_pattern = {}
for _ = 1, track_lines do
table.insert(block_pattern, {})
end
for hi = 1, #horizontal_lines - 1 do
local h = horizontal_lines[hi]
local h_next = horizontal_lines[hi + 1]
for vi = 1, #vertical_lines - 1 do
local v = vertical_lines[vi]
local v_next = vertical_lines[vi + 1]
local shape
if random:next() < block_chance then
shape = b.full_shape
else
shape = empty
end
for row_i = h, h_next do
local row = block_pattern[row_i]
for col_i = v, v_next do
if row[col_i] ~= b.full_shape then
row[col_i] = shape
end
end
end
end
end
local v_last = vertical_lines[#vertical_lines]
local h_last = horizontal_lines[#horizontal_lines]
for h = 1, track_lines do
local row = block_pattern[h]
for _ = v_last, track_lines do
table.insert(row, empty)
end
end
for _ = 1, track_lines - 1 do
for h = h_last, track_lines do
local row = block_pattern[h]
table.insert(row, empty)
end
end
local blocks = b.grid_pattern(block_pattern, track_lines, track_lines, block_size, block_size)
local resources = do_resources()
blocks = b.apply_entity(blocks, resources)
blocks = b.apply_entity(blocks, worms)
local h_tracks = do_track_lines(horizontal_lines, h_track, h_line_top, h_line_bottom)
h_tracks = b.grid_y_pattern(h_tracks, track_lines, block_size)
local v_tracks = do_track_lines(vertical_lines, v_track, v_line_left, v_line_right)
v_tracks = b.grid_x_pattern(v_tracks, track_lines, block_size)
local tracks = b.any {h_tracks, v_tracks}
local map = b.any {blocks, tracks}
map = b.if_else(map, water)
map = b.translate(map, offset, offset)
return map
end
local blocks_pattern = {}
for _ = 1, number_blocks do
local row = {}
for _ = 1, number_blocks do
table.insert(row, do_blocks())
end
table.insert(blocks_pattern, row)
end
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local map = b.grid_pattern(blocks_pattern, number_blocks, number_blocks, blocks_size, blocks_size)
map = b.change_map_gen_collision_tile(map, 'water-tile', 'grass-1')
map = b.fish(map, 0.00125)
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map = b.translate(map, 1151, 703)
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return map