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RedMew/map_gen/presets/grid_islands.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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local b = require 'map_gen.shared.builders'
local Random = require 'map_gen.shared.random'
local ore_seed1 = 1000
local ore_seed2 = ore_seed1 * 2
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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),
b.rectangle(2, 10)
}
h_track = b.any(h_track)
h_track = b.single_x_pattern(h_track, 15)
local v_track = {
b.line_y(2),
b.translate(b.line_y(2), -3, 0),
b.translate(b.line_y(2), 3, 0),
b.rectangle(10, 2)
}
v_track = b.any(v_track)
v_track = b.single_y_pattern(v_track, 15)
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local square = b.rectangle(190, 190)
local circle = b.circle(80)
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local leg = b.rectangle(32, 480)
local head = b.translate(b.oval(32, 64), 0, -64)
local body = b.translate(b.circle(64), 0, 64)
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local count = 10
local angle = 360 / count
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local list = {head, body}
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for i = 1, (count / 2) - 1 do
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local shape = b.rotate(leg, degrees(i * angle))
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table.insert(list, shape)
end
local spider = b.any(list)
local ore_spider = b.scale(spider, 0.125, 0.125)
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 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 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(60000, 50, 1.025), weight = 6}
}
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 random_ore = Random.new(ore_seed1, ore_seed2)
local pattern = {}
for r = 1, 50 do
local row = {}
pattern[r] = row
local odd_r = (r % 2) == 1
for c = 1, 50 do
local odd_c = (c % 2) == 1
if odd_r == odd_c then
row[c] = square
else
local 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
local ore_data = ores[index]
local ore_shape = ore_data.transform(ore_spider)
local ore = b.resource(ore_shape, ore_data.resource, ore_data.value)
local shape = circle
shape = b.apply_entity(shape, ore)
row[c] = shape
end
end
end
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local start_patch = b.scale(spider, 0.0625, 0.0625)
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local start_iron_patch =
b.resource(
b.translate(start_patch, 64, 0),
'iron-ore',
function()
return 1500
end
)
local start_copper_patch =
b.resource(
b.translate(start_patch, 0, -64),
'copper-ore',
function()
return 1200
end
)
local start_stone_patch =
b.resource(
b.translate(start_patch, -64, 0),
'stone',
function()
return 600
end
)
local start_coal_patch =
b.resource(
b.translate(start_patch, 0, 64),
'coal',
function()
return 1350
end
)
local start_resources = b.any({start_iron_patch, start_copper_patch, start_stone_patch, start_coal_patch})
local start = b.apply_entity(b.square_diamond(254), start_resources)
local map = b.grid_pattern(pattern, 50, 50, 288, 288)
map = b.choose(b.rectangle(288, 288), start, map)
local paths =
b.any {
b.single_y_pattern(h_track, 288),
b.single_x_pattern(v_track, 288)
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}
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local sea = b.tile('deepwater')
sea = b.fish(sea, 0.0025)
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map = b.any {map, paths, sea}
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map = b.change_map_gen_collision_tile(map, 'water-tile', 'grass-1')
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return map