mirror of
https://github.com/Refactorio/RedMew.git
synced 2024-12-14 10:13:13 +02:00
153 lines
4.6 KiB
Lua
153 lines
4.6 KiB
Lua
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local b = require 'map_gen.shared.builders'
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local Random = require 'map_gen.shared.random'
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local table = require "utils.table"
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local ore_seed1 = 9000
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local ore_seed2 = ore_seed1 * 2
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local Event = require 'utils.event'
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-- Setup surface and map settings
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local RS = require 'map_gen.shared.redmew_surface'
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local MGSP = require 'resources.map_gen_settings'
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RS.set_map_gen_settings(
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{
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MGSP.ore_oil_none,
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MGSP.cliff_none,
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MGSP.grass_only,
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}
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)
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-- Overwrite default hydra config
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local hail_hydra = global.config.hail_hydra
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hail_hydra.enabled = true
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hail_hydra.hydras = {
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-- spitters
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['medium-spitter'] = {['small-spitter'] = 0.2},
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['big-spitter'] = {['medium-spitter'] = 0.2},
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['behemoth-spitter'] = {['big-spitter'] = 0.4},
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-- biters
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['medium-biter'] = {['small-biter'] = 1.2},
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['big-biter'] = {['medium-biter'] = 1.2},
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['behemoth-biter'] = {['big-biter'] = 1.2},
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-- worms
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['small-worm-turret'] = {['small-biter'] = 2.5},
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['medium-worm-turret'] = {['small-biter'] = 2.5, ['medium-biter'] = 0.6},
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['big-worm-turret'] = {['small-biter'] = 3.8, ['medium-biter'] = 1.3, ['big-biter'] = 1.1}
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}
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-- Create the Sierpinski carpet shape
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local function grid(x, y)
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return not(x %3 <2 or y %3 <2)
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end
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grid = b.translate(grid,2,2)
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local sierpinski = grid
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for i = 1, 10, 1 do
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sierpinski = b.any{
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sierpinski,
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b.scale(grid, 3^i,3^i)
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}
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end
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local function quadrant(x, y)
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return not(x<0 or y >0)
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end
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sierpinski = b.invert(sierpinski)
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sierpinski = b.choose(quadrant,sierpinski,b.empty_shape) -- Restricts the Sierpinski pattern to one quadrant of the map co-ordinate system. Comment line to have whole map
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sierpinski= b.scale(sierpinski,10,10) -- Scale it up so it's playable
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-- Create a grid of tiles to make it look pretty. The sierpinski shape will be used as a mask to select some of these tiles.
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local tile1 = b.rectangle(10,10)
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tile1 = b.change_tile(tile1, true, 'sand-1')
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local tile2 = b.rectangle(8,8)
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tile2 = b.change_tile(tile2, true, 'grass-1')
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local tile = b.any{tile2, tile1}
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local pattern = {{tile}}
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local tile_grid = b.grid_pattern(pattern,1,1,10,10)
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tile_grid = b.translate(tile_grid,5,5)
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-- sets the ore value depending upon X, Y coordinate
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local value = b.manhattan_value
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local function non_transform(shape)
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return shape
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end
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local function uranium_transform(shape)
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return b.scale(shape, 0.5)
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end
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local function oil_transform(shape)
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shape = b.scale(shape, 0.5)
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return b.throttle_world_xy(shape, 1, 4, 1, 4)
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end
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local function empty_transform()
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return b.empty_shape
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end
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local ores = {
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{transform = non_transform, resource = 'iron-ore', value = value(1000, 10), weight = 16},
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{transform = non_transform, resource = 'copper-ore', value = value(800, 10), weight = 10},
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{transform = non_transform, resource = 'stone', value = value(500,10), weight = 3},
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{transform = non_transform, resource = 'coal', value = value(600, 10), weight = 5},
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{transform = uranium_transform, resource = 'uranium-ore', value = value(200, 10), weight = 3},
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{transform = oil_transform, resource = 'crude-oil', value = value(100000, 5000), weight = 6},
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{transform = empty_transform, weight = 300}
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}
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local random = Random.new(ore_seed1, ore_seed2)
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local total_weights = {}
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local t = 0
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for _, v in ipairs(ores) do
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t = t + v.weight
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table.insert(total_weights, t)
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end
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local p_cols = 50
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local p_rows = 50
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local ore_pattern = {}
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for _ = 1, p_rows do
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local row = {}
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table.insert(ore_pattern, row)
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for _ = 1, p_cols do
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local shape = b.rectangle(2,2)
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local i = random:next_int(1, t)
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local index = table.binary_search(total_weights, i)
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if (index < 0) then
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index = bit32.bnot(index)
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end
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local ore_data = ores[index]
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shape = ore_data.transform(shape)
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local ore = b.resource(shape, ore_data.resource, ore_data.value)
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table.insert(row, ore)
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end
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end
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local ore_shape = b.grid_pattern(ore_pattern, 50,50,10,10)
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-- Apply the Sierpinski carpet shape to the tiles as a mask
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local map = b.choose(sierpinski,tile_grid,b.empty_shape)
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map = b.translate(map,-5,5)
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-- Make a sea to place underneath the tiles to fill the voids. Gives players somewhere to get water for power
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local sea = b.change_tile(b.full_shape, true, 'water')
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sea = b.choose(quadrant,sea,b.empty_shape)
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sea = b.fish(sea, 0.00125)
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map = b.any{map,sea}
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map = b.apply_entity(map,ore_shape)
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local function on_init()
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local player_force = game.forces.player
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player_force.technologies["landfill"].enabled = false -- disable landfill
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end
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Event.on_init(on_init)
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return map
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