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RedMew/map_gen/maps/spiral_of_spirals.lua

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local b = require 'map_gen.shared.builders'
local table = require 'utils.table'
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local Random = require 'map_gen.shared.random'
local RS = require 'map_gen.shared.redmew_surface'
local MGSP = require 'resources.map_gen_settings'
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local ore_seed1 = 2000
local ore_seed2 = ore_seed1 * 2
RS.set_map_gen_settings(
{
MGSP.ore_oil_none,
MGSP.cliff_none,
MGSP.enemy_none
}
)
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local random = Random.new(ore_seed1, ore_seed2)
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local spiral = b.rectangular_spiral(1)
local factor = 9
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local map = b.single_spiral_rotate_pattern(spiral, factor)
map = b.single_spiral_rotate_pattern(map, factor * factor)
map = b.scale(map, 64)
local function value(base, mult, pow)
return function(x, y)
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local d_sq = x * x + y * y
return base + mult * d_sq ^ (pow / 2) --d ^ pow
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end
end
local patch = b.rectangular_spiral(5)
local bounds = b.rectangle(46, 43)
bounds = b.translate(bounds, 0, 3)
patch = b.all {bounds, patch}
local patch_value = value(600, 0.75, 1.2)
local ores = {
{resource = b.resource(b.full_shape, 'iron-ore', patch_value), weight = 6},
{resource = b.resource(b.full_shape, 'copper-ore', patch_value), weight = 4},
{resource = b.resource(b.full_shape, 'stone', patch_value), weight = 1},
{resource = b.resource(b.full_shape, 'coal', patch_value), weight = 1}
}
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_ore(x, y, world)
if not patch(x, y) then
return nil
end
local i = math.random(ore_t)
local index = table.binary_search(total_ore_weights, i)
if (index < 0) then
index = bit32.bnot(index)
end
return ores[index].resource(x, y, world)
end
local small_patch = b.rectangular_spiral(5)
local small_bounds = b.rectangle(25, 33)
small_bounds = b.translate(small_bounds, -1, -2)
small_patch = b.all {small_bounds, small_patch}
local oil_patch = b.throttle_world_xy(small_patch, 1, 5, 1, 5)
local resources = {
{resource = do_ore, weight = 16},
{resource = b.resource(oil_patch, 'crude-oil', value(75000, 50, 1.025)), weight = 5},
{resource = b.resource(small_patch, 'uranium-ore', value(200, 0.3, 1.025)), weight = 2},
{resource = b.no_entity, weight = 130}
}
local total_resource_weights = {}
local resource_t = 0
for _, v in ipairs(resources) do
resource_t = resource_t + v.weight
table.insert(total_resource_weights, resource_t)
end
local resource_pattern = {}
for r = 1, 50 do
local row = {}
resource_pattern[r] = row
for c = 1, 50 do
local i = random:next_int(1, resource_t)
local index = table.binary_search(total_resource_weights, i)
if (index < 0) then
index = bit32.bnot(index)
end
row[c] = resources[index].resource
end
end
local resources_shape = b.grid_pattern(resource_pattern, 50, 50, 64, 64)
local start_stone =
b.resource(
patch,
'stone',
function()
return 600
end
)
local start_coal =
b.resource(
patch,
'coal',
function()
return 2400
end
)
local start_copper =
b.resource(
patch,
'copper-ore',
function()
return 800
end
)
local start_iron =
b.resource(
patch,
'iron-ore',
function()
return 1600
end
)
local start_spiral = b.segment_pattern({start_iron, start_copper, start_coal, start_stone})
start_spiral = b.translate(start_spiral, 0, -5)
local start_bounds = b.rectangle(64)
resources_shape = b.choose(start_bounds, start_spiral, resources_shape)
local worm_names = {'small-worm-turret', 'medium-worm-turret', 'big-worm-turret'}
local safe_d = 300
local half_spawn_d = 100000 -- distance at which there is a half chance of a worm spawning
local max_spawn_rate = 1 / 18
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
map = b.apply_entity(map, resources_shape)
map = b.apply_entity(map, worms)
map = b.change_map_gen_collision_tile(map, 'water-tile', 'grass-1')
map = b.change_tile(map, false, 'water')
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map = b.fish(map, 0.0025)
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return map