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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 = 17000
local seed2 = seed1 * 2
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local function value(base, mult, pow)
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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
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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 = {
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{resource_type = 'iron-ore', value = value(75, 0.25, 1.15)},
{resource_type = 'copper-ore', value = value(65, 0.2, 1.15)},
{resource_type = 'stone', value = value(50, 0.2, 1.1)},
{resource_type = 'coal', value = value(50, 0.15, 1.1)},
{resource_type = 'uranium-ore', value = value(50, 0.1, 1.075)},
{resource_type = 'crude-oil', value = value(17500, 25, 1.15)}
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}
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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)
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local oil = b.resource(b.throttle_world_xy(b.full_shape, 1, 8, 1, 8), 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 = 5 * 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 = 5 * 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 function constant(x)
return function()
return x
end
end
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local tree_shape = b.throttle_world_xy(big_circle, 1, 3, 1, 3)
tree_shape = b.subtract(tree_shape, b.translate(b.circle(6), 0, 32))
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local start_iron = b.resource(small_circle, ores[1].resource_type, constant(750))
local start_copper = b.resource(small_circle, ores[2].resource_type, constant(600))
local start_stone = b.resource(small_circle, ores[3].resource_type, constant(600))
local start_coal = b.resource(small_circle, ores[4].resource_type, constant(600))
local start_segmented = b.segment_pattern({start_iron, start_copper, start_stone, start_coal})
local start_tree = b.entity(tree_shape, 'tree-01')
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local worm_names = {
'small-worm-turret',
'medium-worm-turret',
'big-worm-turret'
}
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local max_worm_chance = 1 / 128
local worm_chance_factor = 1 / (192 * 512)
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local function worms(_, _, world)
local wx, wy = world.x, world.y
local d = math.sqrt(wx * wx + wy * wy)
local worm_chance = d - 128
if worm_chance > 0 then
worm_chance = worm_chance * worm_chance_factor
worm_chance = math.min(worm_chance, max_worm_chance)
if math.random() < worm_chance then
if d < 256 then
return {name = 'small-worm-turret'}
else
local max_lvl
local min_lvl
if d < 512 then
max_lvl = 2
min_lvl = 1
else
max_lvl = 3
min_lvl = 2
end
local lvl = math.random() ^ (512 / d) * max_lvl
lvl = math.ceil(lvl)
lvl = math.clamp(lvl, min_lvl, 3)
return {name = worm_names[lvl]}
end
end
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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})
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local tree_loop = b.apply_entities(ring, {tree, worms})
local rock_loop = b.apply_entities(ring, {rocks, worms})
local start_loop = b.apply_entities(big_circle, {start_segmented, start_tree})
start_loop = b.translate(start_loop, 0, -32)
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local loops = {
{striped_loop, 3},
{sprinkle_loop, 3},
{segmented_loop, 3},
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{tree_loop, 9},
{rock_loop, 9},
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{iron_loop, 20},
{copper_loop, 12},
{stone_loop, 9},
{coal_loop, 9},
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{uranium_loop, 1},
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{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