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RedMew/map_gen/maps/tetris/shape.lua

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-- Map by grilledham & Jayefuu
local b = require 'map_gen.shared.builders'
local math = require 'utils.math'
local table = require 'utils.table'
local degrees = math.rad
local ore_seed1 = 7000
local ore_seed2 = ore_seed1 * 2
local noise = require 'map_gen.shared.perlin_noise'.noise
local abs = math.abs
local Random = require 'map_gen.shared.random'
local random = Random.new(ore_seed1, ore_seed2)
local math_random = math.random
local enable_sand_border = false
local function value(base, mult, pow)
return function(x, y)
local d_sq = x * x + y * y
return base + mult * d_sq ^ (pow / 2) -- d ^ pow
end
end
-- Removes vanilla resources when called
local function no_resources(_, _, world, tile)
for _, e in ipairs(
world.surface.find_entities_filtered(
{type = 'resource', area = {{world.x, world.y}, {world.x + 1, world.y + 1}}}
)
) do
e.destroy()
end
return tile
end
local m_t_width = 12 -- map size in number of tiles
local t_width = 16 -- tile width
local t_h_width = t_width / 2
-- https://wiki.factorio.com/Data.raw#tile for the tile types you can send to this function
local function two_tone_square(inner, outer) -- r_tile is a bool flag to show if it should have chance of resources on it
local outer_tile = b.any {b.rectangle(t_width, t_width)}
outer_tile = b.change_tile(outer_tile, true, outer)
local inner_tile = b.any {b.rectangle(t_width - 2, t_width - 2)}
inner_tile = b.change_tile(inner_tile, true, inner)
local land_tile = b.any {inner_tile, outer_tile}
return land_tile
end
local tet_bounds = b.rectangle(t_width * 4)
tet_bounds = b.translate(tet_bounds, t_width, t_width)
local function tetrify(pattern, block)
for r = 1, 4 do
local row = pattern[r]
for c = 1, 4 do
if row[c] == 1 then
row[c] = block
else
row[c] = b.empty_shape()
end
end
end
local grid = b.grid_pattern(pattern, 4, 4, t_width, t_width)
grid = b.translate(grid, -t_width / 2, -t_width / 2)
grid = b.choose(tet_bounds, grid, b.empty_shape)
grid = b.translate(grid, -t_width, -t_width)
return grid
end
local tet_O =
tetrify(
{
{0, 0, 0, 0},
{0, 1, 1, 0},
{0, 1, 1, 0},
{0, 0, 0, 0}
},
two_tone_square('dirt-7', 'sand-1')
)
local tet_I =
tetrify(
{
{0, 1, 0, 0},
{0, 1, 0, 0},
{0, 1, 0, 0},
{0, 1, 0, 0}
},
two_tone_square('grass-2', 'sand-1')
)
local tet_J =
tetrify(
{
{0, 0, 0, 0},
{0, 0, 1, 0},
{0, 0, 1, 0},
{0, 1, 1, 0}
},
two_tone_square('grass-1', 'sand-1')
)
local tet_L =
tetrify(
{
{0, 0, 0, 0},
{0, 1, 0, 0},
{0, 1, 0, 0},
{0, 1, 1, 0}
},
two_tone_square('dirt-4', 'sand-1')
)
local tet_S =
tetrify(
{
{0, 0, 0, 0},
{0, 1, 1, 0},
{1, 1, 0, 0},
{0, 0, 0, 0}
},
two_tone_square('grass-4', 'sand-1')
)
local tet_Z =
tetrify(
{
{0, 0, 0, 0},
{1, 1, 0, 0},
{0, 1, 1, 0},
{0, 0, 0, 0}
},
two_tone_square('grass-3', 'sand-1')
)
local tet_T =
tetrify(
{
{0, 0, 0, 0},
{0, 1, 0, 0},
{1, 1, 1, 0},
{0, 0, 0, 0}
},
two_tone_square('red-desert-2', 'sand-1')
)
local tetriminos = {tet_I, tet_O, tet_T, tet_S, tet_Z, tet_J, tet_L}
local tetriminos_count = #tetriminos
local quarter = math.tau / 4
local p_cols = 1 --m_t_width / 4
local p_rows = 50
local pattern = {}
for _ = 1, p_rows do
local row = {}
table.insert(pattern, row)
for _ = 1, p_cols do
local i = random:next_int(1, tetriminos_count * 1.5)
local shape = tetriminos[i] or b.empty_shape
local angle = random:next_int(0, 3) * quarter
shape = b.rotate(shape, angle)
local x_offset = random:next_int(-10, 8) * t_width
shape = b.translate(shape, x_offset, 0)
table.insert(row, shape)
end
end
local ore_shape = b.rectangle(t_width * 0.8)
local oil_shape = b.throttle_world_xy(ore_shape, 1, 4, 1, 4)
local ores = {
{b.resource(ore_shape, 'iron-ore', value(50, 0.225, 1.15)), 10},
{b.resource(ore_shape, 'copper-ore', value(40, 0.225, 1.15)), 6},
{b.resource(ore_shape, 'stone', value(70, 0.12, 1.075)), 3},
{b.resource(ore_shape, 'coal', value(40, 0.24, 1.075)), 5},
{b.resource(b.scale(ore_shape, 0.5), 'uranium-ore', value(60, 0.09, 1.05)), 2},
{b.resource(oil_shape, 'crude-oil', value(120000, 50, 1.15)), 1},
{b.empty_shape, 100}
}
local total_weights = {}
local t = 0
for _, v in pairs(ores) do
t = t + v[2]
table.insert(total_weights, t)
end
p_cols = 50
p_rows = 50
pattern = {}
for _ = 1, p_rows do
local row = {}
table.insert(pattern, row)
for _ = 1, p_cols do
local i = random:next_int(1, t)
local index = table.binary_search(total_weights, i)
if (index < 0) then
index = bit32.bnot(index)
end
local shape = ores[index][1]
table.insert(row, shape)
end
end
local worm_names = {
'small-worm-turret',
'medium-worm-turret',
'big-worm-turret'
}
local max_worm_chance = 1 / 128
local max_spawner_chance = 1/64
local worm_chance_factor = 1 / (192 * 512)
local function worms(position)
local d = abs(position.y)
local worm_chance = d - 300
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 < 600 then
return {name = 'small-worm-turret', position = position}
else
local max_lvl
local min_lvl
if d < 800 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], position = position}
end
end
end
end
local spawner_names = {
'spitter-spawner',
'biter-spawner'
}
local function spawners(position)
local spawner_chance = abs(position.y) - 600
if spawner_chance > 0 then
spawner_chance = spawner_chance * worm_chance_factor
spawner_chance = math.min(spawner_chance, max_spawner_chance)
if math_random() < spawner_chance then
return {name = spawner_names[math_random(1,2)], position = position}
end
end
end
-- Starting area
local start_patch = b.rectangle(t_width * 0.8)
local start_iron_patch =
b.resource(
b.translate(start_patch, -t_width/2, -t_width/2),
'iron-ore',
function()
return 1500
end
)
local start_copper_patch =
b.resource(
b.translate(start_patch, t_width/2, -t_width/2),
'copper-ore',
function()
return 1200
end
)
local start_stone_patch =
b.resource(
b.translate(start_patch, t_width/2, t_width/2),
'stone',
function()
return 900
end
)
local start_coal_patch =
b.resource(
b.translate(start_patch, -t_width/2, t_width/2),
'coal',
function()
return 1350
end
)
local start_resources = b.any({start_iron_patch, start_copper_patch, start_stone_patch, start_coal_patch})
local tet_O_start = b.apply_entity(tet_O, start_resources)
local starting_area = b.any{
b.translate(tet_I,t_width,-t_width*2),
b.translate(tet_O_start,t_width*2,-t_width),
b.translate(tet_T,-t_width,-t_width),
b.translate(tet_Z,-t_width*6,-t_width),
b.translate(tet_L,-t_width*8,-t_width*2)
}
ores = b.grid_pattern_overlap(pattern, p_cols, p_rows, t_width, t_width)
ores = b.translate(ores, t_h_width, t_h_width)
local water_tile = two_tone_square('water', 'deepwater')
local half_sea_width = m_t_width * t_width - t_width
local function sea_bounds(x, y)
return x > -half_sea_width and x < half_sea_width and y < 0
end
local sea = b.single_grid_pattern(water_tile, t_width, t_width)
sea = b.translate(sea, t_h_width, -t_h_width)
sea = b.choose(sea_bounds, sea, b.empty_shape)
local map = b.choose(sea_bounds, starting_area, b.empty_shape)
map = b.if_else(map, sea)
local half_border_width = half_sea_width + t_width
local function border_bounds(x, y)
return x > -half_border_width and x < half_border_width and y < t_width
end
border_bounds = b.subtract(border_bounds, sea_bounds)
local border = b.change_tile(border_bounds, true, 'sand-1')
if enable_sand_border then
map = b.add(map, border)
end
local music_island = b.translate(b.rotate(tet_I,degrees(90)),0, 2*t_width)
map = b.add(map,music_island)
map = b.translate(map, 0, -t_width / 2 + 24)
map = b.apply_effect(map, no_resources)
local bounds = t_width * 2
local Module = {}
local bounds_size = t_width * 4
function Module.spawn_tetri(surface, pos, number)
local tiles = {}
local shape = tetriminos[number]
local offset = math_random(1,1000) * bounds_size
local create_entity = surface.create_entity
local tree = 'tree-0' .. math_random(1,9)
for x = -bounds, bounds do
for y = -bounds, bounds do
local x2, y2 = x + 0.5, y + 0.5
local name = shape(x2, y2)
if name then
local position = {x = pos.x + x, y = pos.y + y}
table.insert(tiles, {name = name, position = position})
if math_random() > 0.8 and (noise(0.02 * x, 0.02 * y,0)) > 0.3 then
create_entity {name = tree, position = position}
else
local n = math_random(1, 599)
if n > 590 then
create_entity{name = 'tree-0' .. n % 10, position = position}
end
end
local ore = ores(x2, y2 - offset, position)
if ore then
ore.position = position
ore.enable_tree_removal = false
create_entity(ore)
end
local worm = worms(position)
if worm then
create_entity(worm)
else
local spawner = spawners(position)
if spawner then
create_entity(spawner)
end
end
end
end
end
surface.set_tiles(tiles)
end
Module.disable = function()
tetriminos = {}
end
Module.get_map = function()
return map
end
return Module