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RedMew/map_gen/maps/snakey_swamp.lua

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-- Snakey Swamp by Soggs
local b = require 'map_gen.shared.builders'
local RS = require 'map_gen.shared.redmew_surface'
local MGSP = require 'resources.map_gen_settings'
local ceil = math.ceil
local min = math.min
-- Disable Landfill by default
local Event = require 'utils.event'
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Event.on_init(
function()
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game.forces.player.technologies['landfill'].enabled = false
end
)
local path_width = 30
local path_height = 200
local divider_width = 10
local water_height = 40 -- setting it to 0 eliminates the water border
local height_setting = {
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height = path_height + water_height * 2
}
RS.set_map_gen_settings(
{
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MGSP.water_none,
height_setting
}
)
-- Snakey path
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local tile_width = path_width * 2 + divider_width * 2
local divider = b.rectangle(divider_width, path_height - path_width)
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local path =
b.any {
b.translate(divider, (path_width + divider_width) / 2, path_width / 2),
b.translate(divider, -(path_width + divider_width) / 2, -path_width / 2)
}
path = b.change_tile(path, true, 'water-mud')
path = b.remove_map_gen_decoratives(path)
-- Water Border
local water_rectangle = b.rectangle(tile_width, water_height)
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local water_way =
b.any {
b.translate(water_rectangle, 0, (path_height + water_height) / 2),
b.translate(water_rectangle, 0, -(path_height + water_height) / 2)
}
water_way = b.change_tile(water_way, true, 'water')
local tile = b.any {path, water_way}
local grid = b.single_x_pattern(tile, tile_width)
local map = b.if_else(grid, b.full_shape)
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-- Starting resources
local quarter_height = path_height / 4
local max_height = 50
local max_width = 50
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local ore_rectangle = b.rectangle(min(path_width - 2, max_height), min(quarter_height - 2, max_width) - 10) -- -10 to allow space for market and other buildings
local ore_spacing = min(quarter_height, max_height + 2)
local function amount(a)
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return function(_, _)
return ceil(a / min(path_width - 2, max_height) / min(quarter_height - 2, max_width))
end
end
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-- Removes map gen resources from the first path
local starting_zone = b.rectangle(path_width, path_height)
starting_zone = b.remove_map_gen_resources(starting_zone)
map = b.add(starting_zone, map)
-- Spawn in starting ressources
local iron = b.translate(ore_rectangle, 0, ore_spacing * 0.5)
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iron = b.resource(iron, 'iron-ore', amount(750000))
local copper = b.translate(ore_rectangle, 0, -ore_spacing * 0.5)
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copper = b.resource(copper, 'copper-ore', amount(500000))
local stone = b.translate(ore_rectangle, 0, ore_spacing * 1.5)
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stone = b.resource(stone, 'stone', amount(250000))
local coal = b.translate(ore_rectangle, 0, -ore_spacing * 1.5)
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coal = b.resource(coal, 'coal', amount(350000))
map = b.apply_entities(map, {iron, copper, stone, coal})
return b.fish(map, 0.0025)