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RedMew/map_gen/maps/terraforming_danger_ores.lua

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local b = require 'map_gen.shared.builders'
local Generate = require 'map_gen.shared.generate'
local Perlin = require 'map_gen.shared.perlin_noise'
local Event = require 'utils.event'
local Global = require 'utils.global'
local math = require 'utils.math'
local table = require 'utils.table'
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local RS = require 'map_gen.shared.redmew_surface'
local MGSP = require 'resources.map_gen_settings'
global.config.lazy_bastard.enabled = true
RS.set_first_player_position_check_override(true)
RS.set_spawn_island_tile('grass-1')
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RS.set_map_gen_settings(
{
MGSP.grass_only,
{
terrain_segmentation = 'normal',
water = 'normal'
},
MGSP.starting_area_very_low,
MGSP.ore_oil_none,
MGSP.enemy_none,
MGSP.cliff_none
}
)
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local perlin_noise = Perlin.noise
local fast_remove = table.fast_remove
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Generate.enable_register_events = false
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local oil_seed
local uranium_seed
local density_seed
local enemy_seed
local water_seed
local tree_seed
local oil_scale = 1 / 64
local oil_threshold = 0.6
local uranium_scale = 1 / 128
local uranium_threshold = 0.65
local density_scale = 1 / 48
local density_threshold = 0.5
local density_multiplier = 50
local water_scale = 1 / 96
local water_threshold = 0.5
local deepwater_threshold = 0.55
local tree_scale = 1 / 64
local tree_threshold = -0.25
local tree_chance = 0.125
local start_chunks_half_size = 3
global.min_pollution = 500
local chunk_list = {index = 1}
local surface
local start_size = start_chunks_half_size * 64
Global.register_init(
{chunk_list = chunk_list},
function(tbl)
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local s = RS.get_surface()
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tbl.seed = s.map_gen_settings.seed
tbl.surface = s
game.difficulty_settings.technology_price_multiplier = 50
game.forces.player.technologies.logistics.researched = true
game.forces.player.technologies.automation.researched = true
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end,
function(tbl)
local seed = tbl.seed
oil_seed = seed
uranium_seed = seed * 2
density_seed = seed * 3
enemy_seed = seed * 4
water_seed = seed * 5
tree_seed = seed * 6
chunk_list = tbl.chunk_list
surface = tbl.surface
end
)
local value = b.euclidean_value
local oil_shape = b.throttle_world_xy(b.full_shape, 1, 7, 1, 7)
local oil_resource = b.resource(oil_shape, 'crude-oil', value(250000, 150))
local uranium_resource = b.resource(b.full_shape, 'uranium-ore', value(200, 1))
local ores = {
{resource = b.resource(b.full_shape, 'iron-ore', value(0, 0.5)), weight = 60},
{resource = b.resource(b.full_shape, 'copper-ore', value(0, 0.5)), weight = 40},
{resource = b.resource(b.full_shape, 'stone', value(0, 0.5)), weight = 5},
{resource = b.resource(b.full_shape, 'coal', value(0, 0.5)), weight = 20}
}
local weighted_ores = b.prepare_weighted_array(ores)
local total_ores = weighted_ores.total
local spawn_zone = b.circle(64)
local ore_circle = b.circle(68)
local start_ores = {
b.resource(ore_circle, 'iron-ore', value(125, 0)),
b.resource(ore_circle, 'copper-ore', value(125, 0)),
b.resource(ore_circle, 'coal', value(125, 0)),
b.resource(ore_circle, 'stone', value(125, 0))
}
local start_segment = b.segment_pattern(start_ores)
local function ore(x, y, world)
if spawn_zone(x, y) then
return
end
local start_ore = start_segment(x, y, world)
if start_ore then
return start_ore
end
local oil_x, oil_y = x * oil_scale, y * oil_scale
local oil_noise = perlin_noise(oil_x, oil_y, oil_seed)
if oil_noise > oil_threshold then
return oil_resource(x, y, world)
end
local uranium_x, uranium_y = x * uranium_scale, y * uranium_scale
local uranium_noise = perlin_noise(uranium_x, uranium_y, uranium_seed)
if uranium_noise > uranium_threshold then
return uranium_resource(x, y, world)
end
local i = math.random() * total_ores
local index = table.binary_search(weighted_ores, i)
if (index < 0) then
index = bit32.bnot(index)
end
local resource = ores[index].resource
local entity = resource(x, y, world)
local density_x, density_y = x * density_scale, y * density_scale
local density_noise = perlin_noise(density_x, density_y, density_seed)
if density_noise > density_threshold then
entity.amount = entity.amount * density_multiplier
end
entity.enable_tree_removal = false
return entity
end
local worm_names = {'small-worm-turret', 'medium-worm-turret', 'big-worm-turret'}
local spawner_names = {'biter-spawner', 'spitter-spawner'}
local factor = 10 / (768 * 32)
local max_chance = 1 / 6
local scale_factor = 32
local sf = 1 / scale_factor
local m = 1 / 850
local function enemy(x, y, world)
local d = math.sqrt(world.x * world.x + world.y * world.y)
if d < 64 then
return nil
end
local threshold = 1 - d * m
threshold = math.max(threshold, 0.35)
x, y = x * sf, y * sf
if perlin_noise(x, y, enemy_seed) <= threshold then
return
end
if math.random(8) == 1 then
local lvl
if d < 400 then
lvl = 1
elseif d < 650 then
lvl = 2
else
lvl = 3
end
local chance = math.min(max_chance, d * factor)
if math.random() < chance then
local worm_id
if d > 1000 then
local power = 1000 / d
worm_id = math.ceil((math.random() ^ power) * lvl)
else
worm_id = math.random(lvl)
end
return {name = worm_names[worm_id]}
end
else
local chance = math.min(max_chance, d * factor)
if math.random() < chance then
local spawner_id = math.random(2)
return {name = spawner_names[spawner_id]}
end
end
end
local function water_shape(x, y)
local water_noise = perlin_noise(x * water_scale, y * water_scale, water_seed)
if water_noise >= deepwater_threshold then
return 'deepwater'
elseif water_noise >= water_threshold then
return 'water'
else
return 'grass-1'
end
end
local trees = {
'tree-01',
'tree-02',
'tree-02-red',
'tree-03',
'tree-04',
'tree-05',
'tree-06',
'tree-06-brown',
'tree-07',
'tree-08',
'tree-08-brown',
'tree-08-red',
'tree-09',
'tree-09-brown',
'tree-09-red'
}
local trees_count = #trees
local function tree_shape(x, y)
local tree_noise = perlin_noise(x * tree_scale, y * tree_scale, tree_seed)
if tree_noise > tree_threshold or math.random() > tree_chance then
return nil
end
return {name = trees[math.random(trees_count)]}
end
local water = b.circle(8)
water = b.change_tile(water, true, 'water')
water = b.any {b.rectangle(16, 4), b.rectangle(4, 16), water}
local start = b.if_else(water, b.full_shape)
start = b.change_map_gen_collision_tile(start, 'water-tile', 'grass-1')
local map = b.choose(ore_circle, start, water_shape)
map = b.apply_entity(map, ore)
map = b.apply_entity(map, enemy)
map = b.apply_entity(map, tree_shape)
map = b.fish(map, 0.025)
local bounds = b.rectangle(start_size, start_size)
local function on_chunk(event)
if surface ~= event.surface then
return
end
local left_top = event.area.left_top
local x, y = left_top.x, left_top.y
if bounds(x + 0.5, y + 0.5) then
Generate.do_chunk(event)
else
local tiles = {}
for x1 = x, x + 31 do
for y1 = y, y + 31 do
tiles[#tiles + 1] = {name = 'out-of-map', position = {x1, y1}}
end
end
surface.set_tiles(tiles, true)
chunk_list[#chunk_list + 1] = left_top
end
end
local function on_tick()
local index = chunk_list.index
if index > #chunk_list then
chunk_list.index = 1
return
end
local pos = chunk_list[index]
local pollution = surface.get_pollution(pos)
if pollution > global.min_pollution then
fast_remove(chunk_list, index)
local area = {left_top = pos, right_bottom = {pos.x + 32, pos.y + 32}}
local event = {surface = surface, area = area}
Generate.schedule_chunk(event)
return
end
chunk_list.index = index + 1
end
Event.add(defines.events.on_chunk_generated, on_chunk)
Event.on_nth_tick(1, on_tick)
return map