1
0
mirror of https://github.com/Refactorio/RedMew.git synced 2024-12-14 10:13:13 +02:00
RedMew/map_gen/maps/diagonal_ribbon.lua

110 lines
3.6 KiB
Lua
Raw Normal View History

2018-11-15 22:01:46 +02:00
--[[
2019-01-17 02:37:50 +02:00
Inspired/copied from Beach/Double beach by GrilledHam
Creates a diagonal, wavy ribbon world with only tiles. Vanilla ore and biter generation are unaffected.
]]
local b = require 'map_gen.shared.builders'
local perlin = require 'map_gen.shared.perlin_noise'
local Global = require 'utils.global'
local math = require 'utils.math'
local RS = require 'map_gen.shared.redmew_surface'
local MGSP = require 'resources.map_gen_settings'
local ScenarioInfo = require 'features.gui.info'
local play_area_width = 50 -- The approximate width of the play area
local oob_tile = 'out-of-map' -- The tiles that make up the out of bounds/world border. Recommended are out-of-map or water.
local oob_width = 233
2018-11-12 20:25:28 +02:00
local oob_width_inv = math.tau / oob_width
-- Perlin options
local noise_variance = 0.020 --The lower this number the smoother the curve is gonna be
local oob_noise_level = 15.25 --Factor for the magnitude of the curve
-- Leave nil and they will be set based on the map seed.
local perlin_seed_1 = nil
local perlin_seed_2 = nil
local custom_oregen = {
autoplace_controls = {
['coal'] = {
frequency = 'high',
richness = 'poor',
size = 'low'
},
['stone'] = {
frequency = 'high',
richness = 'poor',
size = 'low'
},
['copper-ore'] = {
frequency = 'high',
richness = 'poor',
size = 'low'
},
['crude-oil'] = {
frequency = 'high',
richness = 'poor',
size = 'low'
},
['iron-ore'] = {
frequency = 'high',
richness = 'poor',
size = 'low'
},
['uranium-ore'] = {
frequency = 'normal',
richness = 'poor',
size = 'low'
}
}
}
RS.set_map_gen_settings(
{
MGSP.starting_area_very_low,
MGSP.cliff_none,
MGSP.enemy_very_high,
custom_oregen
}
)
--Special thanks to the following following beta testers for their help with the map and map info: sockmeistr
ScenarioInfo.set_map_name('Diagonal Ribbon')
ScenarioInfo.set_map_description('The terrain is spaghetti, make a base that fits it!')
ScenarioInfo.set_map_extra_info('Variable-length ribbon world stretching diagonally.\nResources have a higher frequency but lower richness.\nAverage usable space of 50 tiles.')
Global.register_init(
{},
function(tbl)
local seed = RS.get_surface().map_gen_settings.seed
tbl.perlin_seed_1 = perlin_seed_1 or seed
tbl.perlin_seed_2 = perlin_seed_2 or seed * 2
end,
function(tbl)
perlin_seed_1 = tbl.perlin_seed_1
perlin_seed_2 = tbl.perlin_seed_2
end
)
local function oob_shape(x, y)
local p = perlin.noise(x * noise_variance, y * noise_variance, perlin_seed_2) * oob_noise_level
p = p + math.sin(x * oob_width_inv + 179) * 15
return p > y
end
-- Turn the tiles included in the out of bounds to the oob tile.
oob_shape = b.change_tile(oob_shape, true, oob_tile)
-- Offset the oob from the middle of the map/playing area
oob_shape = b.translate(oob_shape, 0, -(play_area_width/2))
--[[ Make up the map from 3 components: the oob shape we created (which covers the NW), a copy of the oob shape which is
2018-11-21 15:42:39 +02:00
flipped (to cover the SE) and then translated so that the crests and valleys of the noise creates a nice wave.
Lastly, any part of the map that isn't in oob_shape or the oob_copy is filled by full_shape which just passes the
vanilla mapgen through. ]]--
local map = b.any {oob_shape, b.translate(b.flip_y(oob_shape), (oob_width/2), 0), b.full_shape}
map = b.rotate(map, math.rad(45))
return map