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RedMew/map_gen/presets/fruit_loops.lua

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--[[
This map uses custom ore gen. When generating the map, under the resource settings tab use Size = 'None' for all resources.
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This map removes and adds it's own water, in terrain settings use water frequency = very low and water size = only in starting area.
This map has isolated areas, it's recommend turning biters to peaceful to reduce stress on the pathfinder.
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]]
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local b = require 'map_gen.shared.builders'
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-- change these to change the pattern.
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local seed1 = 99999
local seed2 = 66666
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local function value(base, mult)
return function(x, y)
return mult * (math.abs(x) + math.abs(y)) + base
end
end
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local big_circle = b.circle(48)
local small_circle = b.circle(24)
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local ring = b.all {big_circle, b.invert(small_circle)}
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local ores = {
{resource_type = 'iron-ore', value = value(125, 0.5)},
{resource_type = 'copper-ore', value = value(100, 0.4)},
{resource_type = 'stone', value = value(100, 0.2)},
{resource_type = 'coal', value = value(100, 0.1)},
{resource_type = 'uranium-ore', value = value(50, 0.1)},
{resource_type = 'crude-oil', value = value(10000, 50)}
}
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local iron = b.resource(b.full_shape, ores[1].resource_type, ores[1].value)
local copper = b.resource(b.full_shape, ores[2].resource_type, ores[2].value)
local stone = b.resource(b.full_shape, ores[3].resource_type, ores[3].value)
local coal = b.resource(b.full_shape, ores[4].resource_type, ores[4].value)
local uranium = b.resource(b.full_shape, ores[5].resource_type, ores[5].value)
local oil = b.resource(b.throttle_world_xy(b.full_shape, 1, 4, 1, 4), ores[6].resource_type, ores[6].value)
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local function striped(_, _, world)
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local t = (world.x + world.y) % 4 + 1
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local ore = ores[t]
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return {
name = ore.resource_type,
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position = {world.x, world.y},
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amount = 3 * ore.value(world.x, world.y)
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}
end
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local function sprinkle(_, _, world)
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local t = math.random(1, 4)
local ore = ores[t]
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return {
name = ore.resource_type,
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position = {world.x, world.y},
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amount = 3 * ore.value(world.x, world.y)
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}
end
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local rock_names = {'rock-big', 'rock-huge', 'sand-rock-big'}
local function rocks_func()
local rock = rock_names[math.random(#rock_names)]
return {name = rock}
end
local rocks = b.entity_func(b.throttle_world_xy(b.full_shape, 1, 6, 1, 6), rocks_func)
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local segmented = b.segment_pattern({iron, copper, stone, coal})
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local tree = b.entity(b.throttle_world_xy(b.full_shape, 1, 3, 1, 3), 'tree-01')
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local start_iron = b.resource(ring, ores[1].resource_type, value(500, 0.5))
local start_copper = b.resource(ring, ores[2].resource_type, value(400, 0.5))
local start_stone = b.resource(ring, ores[3].resource_type, value(300, 0.5))
local start_coal = b.resource(ring, ores[4].resource_type, value(300, 0.5))
local start_segmented = b.segment_pattern({start_iron, start_copper, start_stone, start_coal})
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local start_tree = b.entity(b.throttle_world_xy(small_circle, 1, 3, 1, 3), 'tree-01')
local worm_names = {'small-worm-turret', 'medium-worm-turret', 'big-worm-turret'}
local factor = 1 / (1024 * 32)
local max_chance = 1 / 8
local function worms(_, _, world)
local d = math.sqrt(world.x * world.x + world.y * world.y)
if d < 64 then
return nil
end
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local lvl
if d < 192 then
lvl = 1
elseif d < 384 then
lvl = 2
else
lvl = 3
end
local chance = math.min(max_chance, d * factor)
if math.random() < chance then
local worm_id = math.random(1, lvl)
return {name = worm_names[worm_id]}
end
end
local iron_loop = b.apply_entities(ring, {iron, worms})
local copper_loop = b.apply_entities(ring, {copper, worms})
local stone_loop = b.apply_entities(ring, {stone, worms})
local coal_loop = b.apply_entities(ring, {coal, worms})
local uranium_loop = b.apply_entities(ring, {uranium, worms})
local oil_loop = b.apply_entities(ring, {oil, worms})
local striped_loop = b.apply_entities(ring, {striped, worms})
local sprinkle_loop = b.apply_entities(ring, {sprinkle, worms})
local segmented_loop = b.apply_entities(ring, {segmented, worms})
local tree_loop = b.apply_entity(ring, tree)
local rock_loop = b.apply_entity(ring, rocks)
local start_loop = b.apply_entity(big_circle, b.any {start_segmented, start_tree})
local loops = {
{striped_loop, 3},
{sprinkle_loop, 3},
{segmented_loop, 3},
{tree_loop, 6},
{rock_loop, 6},
{iron_loop, 20},
{copper_loop, 12},
{stone_loop, 9},
{coal_loop, 9},
{uranium_loop, 3},
{oil_loop, 9}
}
local Random = require 'map_gen.shared.random'
local random = Random.new(seed1, seed2)
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local total_weights = {}
local t = 0
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for _, v in ipairs(loops) do
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t = t + v[2]
table.insert(total_weights, t)
end
local p_cols = 50
local p_rows = 50
local pattern = {}
for c = 1, p_cols do
local row = {}
table.insert(pattern, row)
for r = 1, p_rows do
if c == 1 and r == 1 then
table.insert(row, start_loop)
else
local i = random:next_int(1, t)
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local index = table.binary_search(total_weights, i)
if (index < 0) then
index = bit32.bnot(index)
end
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local shape = loops[index][1]
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local x = random:next_int(-32, 32)
local y = random:next_int(-32, 32)
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shape = b.translate(shape, x, y)
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table.insert(row, shape)
end
end
end
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local map = b.grid_pattern_full_overlap(pattern, p_cols, p_rows, 128, 128)
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map = b.change_map_gen_collision_tile(map, 'water-tile', 'grass-1')
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local sea = b.change_tile(b.full_shape, true, 'water')
sea = b.fish(sea, 0.00125)
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map = b.if_else(map, sea)
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--map = b.translate(map, -32, 0)
--map = b.scale(map, 1, 1)
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--map = b.rotate(map, degrees(45))
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return map