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RedMew/map_gen/maps/bacon_islands.lua

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local b = require 'map_gen.shared.builders'
local Random = require 'map_gen.shared.random'
local table = require 'utils.table'
local RS = require 'map_gen.shared.redmew_surface'
local MGSP = require 'resources.map_gen_settings'
local Global = require 'utils.global'
local degrees = require 'utils.math'.degrees
local pig = b.picture(require 'map_gen.data.presets.pig')
local ham = b.picture(require 'map_gen.data.presets.ham')
local ScenarioInfo = require 'features.gui.info'
local ore_seed = nil
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RS.set_map_gen_settings(
{
MGSP.ore_oil_none,
MGSP.cliff_none
}
)
ScenarioInfo.set_map_name('Bacon Islands')
ScenarioInfo.set_map_description('Chew your way through resources and cook up a factory with some bacon strips!\nEnjoy the pig and ham themed resource patches - the circle of life, in Factorio.')
ScenarioInfo.set_map_extra_info('Infinite island world with bacon-strip shaped islands.\nPig and ham shaped resource patches.\nIsland strips connected with thin pieces of land, so landfill is disabled.')
local function build_map()
local wave = b.sine_wave(64, 16, 4)
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local waves = b.single_y_pattern(wave, 64)
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local bounds = b.rectangle(192, 192)
local wave_island = b.choose(bounds, waves, b.empty_shape)
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local wave_island2 = b.rotate(wave_island, degrees(90))
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local pattern = {
{wave_island, wave_island2},
{wave_island2, wave_island}
}
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local wave_islands = b.grid_pattern(pattern, 2, 2, 192, 192)
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local wave2 = b.sine_wave(64, 8, 2)
local connecting_wave = b.any {wave2, b.rotate(wave2, degrees(90))}
local connecting_waves = b.single_pattern(connecting_wave, 192, 192)
connecting_waves = b.translate(connecting_waves, 64, 64)
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wave_islands = b.any {wave_islands, connecting_waves}
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wave_islands = b.change_tile(wave_islands, false, 'deepwater')
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wave_islands = b.rotate(wave_islands, degrees(45))
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local map = b.change_map_gen_collision_tile(wave_islands, 'water-tile', 'grass-1')
map = b.scale(map, 2)
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pig = b.scale(pig, 64 / 320)
ham = b.scale(ham, 64 / 127)
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local function value(base, mult, pow)
return function(x, y)
local d = math.sqrt(x * x + y * y)
return base + mult * d ^ pow
end
end
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local function non_transform(shape)
return shape
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end
local function uranium_transform(shape)
return b.scale(shape, 0.5)
end
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local function oil_transform(shape)
shape = b.scale(shape, 0.5)
shape = b.throttle_world_xy(shape, 1, 5, 1, 5)
return shape
end
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local ores = {
{weight = 150},
{transform = non_transform, resource = 'iron-ore', value = value(500, 0.75, 1.2), weight = 16},
{transform = non_transform, resource = 'copper-ore', value = value(400, 0.75, 1.2), weight = 10},
{transform = non_transform, resource = 'stone', value = value(250, 0.3, 1.05), weight = 3},
{transform = non_transform, resource = 'coal', value = value(400, 0.8, 1.075), weight = 8},
{transform = uranium_transform, resource = 'uranium-ore', value = value(200, 0.3, 1.025), weight = 3},
{transform = oil_transform, resource = 'crude-oil', value = value(180000, 50, 1.1), weight = 6}
}
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local total_ore_weights = {}
local ore_t = 0
for _, v in ipairs(ores) do
ore_t = ore_t + v.weight
table.insert(total_ore_weights, ore_t)
end
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local random_ore = Random.new(ore_seed, ore_seed * 2)
local ore_pattern = {}
for r = 1, 50 do
local row = {}
ore_pattern[r] = row
local even_r = r % 2 == 0
for c = 1, 50 do
local even_c = c % 2 == 0
local shape
if even_r == even_c then
shape = pig
else
shape = ham
end
local i = random_ore:next_int(1, ore_t)
local index = table.binary_search(total_ore_weights, i)
if (index < 0) then
index = bit32.bnot(index)
end
local ore_data = ores[index]
local transform = ore_data.transform
if not transform then
row[c] = b.no_entity
else
local ore_shape = transform(shape)
local x = random_ore:next_int(-24, 24)
local y = random_ore:next_int(-24, 24)
ore_shape = b.translate(ore_shape, x, y)
local ore = b.resource(ore_shape, ore_data.resource, ore_data.value)
row[c] = ore
end
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end
end
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local start_pig =
b.segment_pattern {
b.resource(
pig,
'iron-ore',
function()
return 1000
end
),
b.resource(
pig,
'copper-ore',
function()
return 500
end
),
b.resource(
pig,
'coal',
function()
return 750
end
),
b.resource(
pig,
'stone',
function()
return 300
end
)
}
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ore_pattern[1][1] = start_pig
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local ore_grid = b.grid_pattern_full_overlap(ore_pattern, 50, 50, 96, 96)
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ore_grid = b.translate(ore_grid, -50, 64)
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map = b.apply_entity(map, ore_grid)
map = b.fish(map, 0.0025)
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return map
end
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local map
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local function dummy_map(x, y, world)
return map(x, y, world)
end
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Global.register_init(
{ore_seed = ore_seed},
function(tbl)
local seed = RS.get_surface().map_gen_settings.seed
tbl.ore_seed = ore_seed or seed
game.forces['player'].technologies['landfill'].enabled = false
end,
function(tbl)
ore_seed = tbl.ore_seed
map = build_map()
end
)
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return dummy_map