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RedMew/map_gen/presets/beach.lua

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local b = require 'map_gen.shared.builders'
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local perlin = require 'map_gen.shared.perlin_noise'
local Event = require "utils.event"
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local sand_width = 64
local sand_width_inv = tau / sand_width
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--perlin options
local noise_variance = 0.05 --The lower this number the smoother the curve is gonna be
local noise_level = 25 --Factor for the magnitude of the curve
Event.on_init(function()
global.beach_perlin_seed_A = math.random(1,10000)
global.beach_perlin_seed_B = math.random(1,10000)
end)
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local function sand_shape(x, y)
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local wiggle = 1 + math.abs(perlin:noise((x * noise_variance), (y * noise_variance), global.beach_perlin_seed_A + 17) * noise_level / 50)
return y < perlin:noise(x * noise_variance / 2, y * noise_variance / 2, global.beach_perlin_seed_A) * noise_level * wiggle
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end
sand_shape = b.change_tile(sand_shape, true, 'sand-1')
local value = b.manhattan_value
local ores = {
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{b.resource(b.full_shape, 'iron-ore', value(125, 0.5)), 6},
{b.resource(b.full_shape, 'copper-ore', value(125, 0.5)), 4},
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{b.resource(b.full_shape, 'stone', value(125, 0.25)), 1},
{b.resource(b.full_shape, 'coal', value(250, 0.25)), 1}
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}
uranium_ore = b.resource(b.full_shape, 'uranium-ore', value(50, 0.25))
local total_weights = {}
local t = 0
for _, v in ipairs(ores) do
t = t + v[2]
table.insert(total_weights, t)
end
local function do_ores(x, y, world)
if (x > 512 or x < -512) and (math.floor(x / 32) % 16 == 0) then
return uranium_ore(x, y, world)
else
local i = math.random(t)
local index = table.binary_search(total_weights, i)
if (index < 0) then
index = bit32.bnot(index)
end
local ore = ores[index][1]
return ore(x, y, world)
end
end
sand_shape = b.apply_entity(sand_shape, do_ores)
local water_width = 64
local water_width_inv = tau / water_width
local function water_shape(x, y)
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local wiggle = 1 + math.abs(perlin:noise((x * noise_variance), (y * noise_variance), global.beach_perlin_seed_B + 17) * noise_level / 50)
return y < perlin:noise(x * noise_variance, y * noise_variance, global.beach_perlin_seed_B) * noise_level * wiggle
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end
water_shape = b.change_tile(water_shape, true, 'water')
local oil = b.resource(b.full_shape, 'crude-oil', value(500000, 2500))
local function do_oil(x, y, world)
if math.random(16384) == 1 then
local e = oil(x, y, world)
e.always_place = true
return e
end
end
water_shape = b.apply_entity(water_shape, do_oil)
grass = b.tile('grass-1')
local bounds = b.line_x(320)
local map = b.any {b.translate(water_shape, 64, -32), sand_shape, grass}
map = b.choose(bounds, map, b.empty_shape)
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map = b.translate(map, 0, -64)
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return map