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RedMew/map_gen/ores/glitter_ores.lua

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-- Glittery ores, provide a mix value, and all patches outside uranium will be a full mix.
2017-10-18 11:29:49 +02:00
-- Gameplay comment 9/22/2017 -- After a playtest, we learned that at 1:1 ratio of iron/copper
2017-09-23 18:08:18 +02:00
-- creates a LARGE amount of extra copper from the start. Also a 4:1 ratio for stone is quite heavy.
2017-10-18 11:29:49 +02:00
-- Suggest modifying the sprinkle_factor out of 100% to make for a less game about warehousing ore,
2017-09-23 18:08:18 +02:00
-- to one about picking patches that are mostly the preferred ore, along with a % of the wrong ores.
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-- Sets the buffer distance before ores are scrambled
local starting_distance = 125
-- 1-100% chance of sprinkling any individual ore
local sprinkle_factor = 20
local ore_ratios = {
["iron-ore"] = 1.0,
["coal"] = 0.5,
["copper-ore"] = 1,
["stone"] = 0.25
}
starting_distance = starting_distance ^ 2
local ore_mix = {}
local ore_mix_max = 0
-- Prime the array
for a, b in pairs(ore_ratios) do
for i = 1, (b * 1000) do
ore_mix_max = ore_mix_max + 1
ore_mix[ore_mix_max] = a
end
end
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return function(x, y, world)
local d = world.x * world.x + world.y * world.y
if d <= starting_distance then
return nil
end
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local pos = {world.x + 0.5, world.y + 0.5}
local entities = world.surface.find_entities_filtered {position = pos, type = "resource"}
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for _, entity in ipairs(entities) do
if ore_ratios[entity.name] ~= nil then
if sprinkle_factor == 100 or math.random(100) <= sprinkle_factor then
local amount_old = entity.amount
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entity.destroy()
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return {
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name = ore_mix[math.random(ore_mix_max)],
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amount = amount_old
}
end
end
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end
end