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local b = require ' map_gen.shared.builders '
local Random = require ' map_gen.shared.random '
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local degrees = require ' utils.math ' . degrees
local math = require ' utils.math '
local table = require ' utils.table '
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local Perlin = require ' map_gen.shared.perlin_noise '
local ore_seed1 = 1000
local ore_seed2 = ore_seed1 * 2
local enemy_seed = 420420
local Event = require ' utils.event '
local Retailer = require ' features.retailer '
local RS = require ' map_gen.shared.redmew_surface '
local MGSP = require ' resources.map_gen_settings '
RS.set_map_gen_settings (
{
MGSP.ore_oil_none ,
MGSP.cliff_none ,
MGSP.grass_only ,
MGSP.enemy_none
}
)
-- Overwrite default config for biter coin drop chances to give the players some extra coins to spend on logi bots
local market = global.config . market
market.entity_drop_amount = {
[ ' biter-spawner ' ] = { low = 5 , high = 15 , chance = 1 } ,
[ ' spitter-spawner ' ] = { low = 5 , high = 15 , chance = 1 } ,
[ ' small-worm-turret ' ] = { low = 2 , high = 8 , chance = 1 } ,
[ ' medium-worm-turret ' ] = { low = 5 , high = 15 , chance = 1 } ,
[ ' big-worm-turret ' ] = { low = 10 , high = 20 , chance = 1 } ,
-- default is 0
[ ' small-biter ' ] = { low = 1 , high = 2 , chance = 0.1 } ,
[ ' small-spitter ' ] = { low = 1 , high = 2 , chance = 0.05 } ,
[ ' medium-spitter ' ] = { low = 1 , high = 3 , chance = 0.05 } ,
[ ' big-spitter ' ] = { low = 1 , high = 3 , chance = 0.05 } ,
[ ' behemoth-spitter ' ] = { low = 1 , high = 10 , chance = 0.05 } ,
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[ ' medium-biter ' ] = { low = 1 , high = 3 , chance = 0.05 } ,
[ ' big-biter ' ] = { low = 1 , high = 5 , chance = 0.05 } ,
[ ' behemoth-biter ' ] = { low = 1 , high = 10 , chance = 0.05 }
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}
-- Setup the scenario map information because everyone gets upset if you don't
local ScenarioInfo = require ' features.gui.info '
ScenarioInfo.set_map_name ( ' Grid Bot Islands ' )
ScenarioInfo.set_map_description ( ' Grid islands with island-based ore mining and deathworld biter settings ' )
ScenarioInfo.set_map_extra_info ( ' - Mine the islands with your bots \n - Buy more bots and chests from the market \n - Defend from the hordes of biters!! \n - Earn gold from killing worms and nests and mining trees and rocks ' )
-- Modify the player starting items to kickstart island mining
local player_create = global.config . player_create
player_create.starting_items = {
{ name = ' modular-armor ' , count = 1 } ,
{ name = ' solar-panel-equipment ' , count = 7 } ,
{ name = ' battery-equipment ' , count = 2 } ,
{ name = ' personal-roboport-equipment ' , count = 2 } ,
{ name = ' construction-robot ' , count = 25 } ,
{ name = ' iron-gear-wheel ' , count = 8 } ,
{ name = ' iron-plate ' , count = 16 }
}
-- Begin map layout stuff
local h_track = {
b.line_x ( 2 ) ,
b.translate ( b.line_x ( 2 ) , 0 , - 3 ) ,
b.translate ( b.line_x ( 2 ) , 0 , 3 ) ,
b.rectangle ( 2 , 10 )
}
h_track = b.any ( h_track )
h_track = b.single_x_pattern ( h_track , 15 )
local v_track = {
b.line_y ( 2 ) ,
b.translate ( b.line_y ( 2 ) , - 3 , 0 ) ,
b.translate ( b.line_y ( 2 ) , 3 , 0 ) ,
b.rectangle ( 10 , 2 )
}
v_track = b.any ( v_track )
v_track = b.single_y_pattern ( v_track , 15 )
local square = b.rectangle ( 130 , 130 )
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local ore_square = b.rectangle ( 20 , 20 )
local small_ore_square = b.rectangle ( 18 , 18 )
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local leg = b.rectangle ( 32 , 480 )
local head = b.translate ( b.oval ( 32 , 64 ) , 0 , - 64 )
local body = b.translate ( b.circle ( 64 ) , 0 , 64 )
local count = 10
local angle = 360 / count
local list = { head , body }
for i = 1 , ( count / 2 ) - 1 do
local shape = b.rotate ( leg , degrees ( i * angle ) )
table.insert ( list , shape )
end
local spider = b.any ( list )
-- Change ore values based upon distance from 0,0
local function value ( base , mult , pow )
return function ( x , y )
local d_sq = x * x + y * y
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return base + mult * d_sq ^ ( pow / 2 ) -- d ^ pow
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end
end
local function non_transform ( shape )
return shape
end
local function uranium_transform ( shape )
return b.scale ( shape , 0.5 )
end
local function oil_transform ( shape )
shape = b.scale ( shape , 0.5 )
return shape
end
local ores = {
{ transform = non_transform , resource = ' iron-ore ' , value = value ( 500 , 0.75 , 1.1 ) , weight = 16 } ,
{ transform = non_transform , resource = ' copper-ore ' , value = value ( 400 , 0.75 , 1.1 ) , 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 = 5 } ,
{ transform = uranium_transform , resource = ' uranium-ore ' , value = value ( 200 , 0.3 , 1.025 ) , weight = 3 } ,
{ transform = oil_transform , resource = ' crude-oil ' , value = value ( 60000 , 50 , 1.025 ) , weight = 6 }
}
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
-- for the main islands. Cut down from original functionality. Hacky.
local pattern = { }
for r = 1 , 50 do
local row = { }
pattern [ r ] = row
for c = 1 , 50 do
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row [ c ] = square
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end
end
-- Make a 50 x 50 grid of ores with randomised ore types
local random_ore = Random.new ( ore_seed1 , ore_seed2 )
local ore_pattern = { }
for r = 1 , 50 do
local row = { }
ore_pattern [ r ] = row
for c = 1 , 50 do
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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 ]
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local ore_shape = ore_data.transform ( small_ore_square )
local ore = b.resource ( ore_shape , ore_data.resource , ore_data.value )
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local shape = ore_square
shape = b.apply_entity ( shape , ore )
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row [ c ] = shape
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end
end
-- create a mask to place over the ore grid
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local mask_square = b.rectangle ( 60 , 60 )
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mask_square = b.change_tile ( mask_square , true , ' sand-1 ' )
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local mask_group =
b.any {
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mask_square ,
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b.translate ( mask_square , 90 , 0 ) ,
b.translate ( mask_square , 0 , 90 ) ,
b.translate ( mask_square , 90 , 90 )
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}
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mask_group = b.translate ( mask_group , - 60 , - 60 )
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-- sort out the starting ore patches
local start_patch = b.scale ( spider , 0.1 , 0.1 )
local start_iron_patch =
b.resource (
b.translate ( start_patch , 64 , 0 ) ,
' iron-ore ' ,
function ( )
return 5000
end
)
local start_copper_patch =
b.resource (
b.translate ( start_patch , 0 , - 64 ) ,
' copper-ore ' ,
function ( )
return 5000
end
)
local start_stone_patch =
b.resource (
b.translate ( start_patch , - 64 , 0 ) ,
' stone ' ,
function ( )
return 5000
end
)
local start_coal_patch =
b.resource (
b.translate ( start_patch , 0 , 64 ) ,
' coal ' ,
function ( )
return 5000
end
)
local start_resources = b.any ( { start_iron_patch , start_copper_patch , start_stone_patch , start_coal_patch } )
local start = b.apply_entity ( b.square_diamond ( 254 ) , start_resources )
-- Deathworld biters. Rawr!
local worm_names = { ' small-worm-turret ' , ' medium-worm-turret ' , ' big-worm-turret ' }
local spawner_names = { ' biter-spawner ' , ' spitter-spawner ' }
local factor = 16 / ( 1024 * 32 )
local max_chance = 1 / 4
local scale_factor = 4
local sf = 1 / scale_factor
local m = 1 / 600
local function enemy ( x , y , world )
local d = math.sqrt ( world.x * world.x + world.y * world.y )
if d < 400 then
return nil
end
local threshold = 1 - d * m
threshold = math.max ( threshold , 0.5 ) -- -0.125)
x , y = x * sf , y * sf
if Perlin.noise ( x , y , enemy_seed ) > threshold then
if math.random ( 8 ) <= 2 then
local lvl
if d < 300 then
lvl = 1
elseif d < 650 then
lvl = 2
else
lvl = 3
end
local chance = math.min ( max_chance , d * factor )
if math.random ( ) < chance then
local worm_id
if d > 1000 then
local power = 1000 / d
worm_id = math.ceil ( ( math.random ( ) ^ power ) * lvl )
else
worm_id = math.random ( lvl )
end
return { name = worm_names [ worm_id ] }
end
else
local chance = math.min ( max_chance , d * factor )
if math.random ( ) < chance then
local spawner_id = math.random ( 2 )
return { name = spawner_names [ spawner_id ] }
end
end
end
end
-- Put it all together
local map = b.grid_pattern ( pattern , 50 , 50 , 300 , 300 )
map = b.choose ( b.rectangle ( 300 , 300 ) , start , map )
local resource_islands = b.grid_pattern ( ore_pattern , 50 , 50 , 30 , 30 )
resource_islands = b.change_tile ( resource_islands , true , ' sand-1 ' )
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local mask_pattern = {
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{ mask_group , mask_group , mask_group } ,
{ mask_group , mask_group , mask_group } ,
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{ mask_group , mask_group , mask_group }
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}
local resource_mask = b.grid_pattern ( mask_pattern , 3 , 3 , 300 , 300 )
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resource_mask = b.translate ( resource_mask , - 130 , - 130 )
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resource_islands = b.choose ( resource_mask , resource_islands , b.empty_shape )
local paths =
b.any {
b.single_y_pattern ( h_track , 300 ) ,
b.single_x_pattern ( v_track , 300 )
}
local sea = b.tile ( ' deepwater ' )
sea = b.fish ( sea , 0.0025 )
map = b.apply_entity ( map , enemy )
map = b.any { map , paths , resource_islands , sea }
map = b.change_map_gen_collision_tile ( map , ' water-tile ' , ' grass-1 ' )
local function on_init ( )
local surface = RS.get_surface ( )
local player_force = game.forces . player
local enemy_force = game.forces . enemy
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player_force.technologies [ ' landfill ' ] . enabled = false -- disable landfill
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--enemy_force.set_ammo_damage_modifier('melee', 1) -- +100% biter damage
enemy_force.set_ammo_damage_modifier ( ' biological ' , 1 ) -- +100% spitter/worm damage
game.map_settings . enemy_expansion.enabled = true
-- Set up non-standard market so we can add logistics network things without editing a different file
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global.config . market.create_standard_market = false
Retailer.set_item ( ' items ' , { price = 2 , name = ' raw-fish ' } )
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Retailer.set_item ( ' items ' , { price = 1 , name = ' rail ' } )
Retailer.set_item ( ' items ' , { price = 2 , name = ' rail-signal ' } )
Retailer.set_item ( ' items ' , { price = 2 , name = ' rail-chain-signal ' } )
Retailer.set_item ( ' items ' , { price = 15 , name = ' train-stop ' } )
Retailer.set_item ( ' items ' , { price = 75 , name = ' locomotive ' } )
Retailer.set_item ( ' items ' , { price = 30 , name = ' cargo-wagon ' } )
Retailer.set_item ( ' items ' , { price = 15 , name = ' steel-axe ' } )
Retailer.set_item ( ' items ' , { price = 15 , name = ' submachine-gun ' } )
Retailer.set_item ( ' items ' , { price = 15 , name = ' shotgun ' } )
Retailer.set_item ( ' items ' , { price = 250 , name = ' combat-shotgun ' } )
Retailer.set_item ( ' items ' , { price = 25 , name = ' railgun ' } )
Retailer.set_item ( ' items ' , { price = 250 , name = ' flamethrower ' } )
Retailer.set_item ( ' items ' , { price = 175 , name = ' rocket-launcher ' } )
Retailer.set_item ( ' items ' , { price = 250 , name = ' tank-cannon ' } )
Retailer.set_item ( ' items ' , { price = 75 , name = ' tank-flamethrower ' } )
Retailer.set_item ( ' items ' , { price = 1 , name = ' firearm-magazine ' } )
Retailer.set_item ( ' items ' , { price = 5 , name = ' piercing-rounds-magazine ' } )
Retailer.set_item ( ' items ' , { price = 20 , name = ' uranium-rounds-magazine ' } )
Retailer.set_item ( ' items ' , { price = 2 , name = ' shotgun-shell ' } )
Retailer.set_item ( ' items ' , { price = 10 , name = ' piercing-shotgun-shell ' } )
Retailer.set_item ( ' items ' , { price = 5 , name = ' railgun-dart ' } )
Retailer.set_item ( ' items ' , { price = 25 , name = ' flamethrower-ammo ' } )
Retailer.set_item ( ' items ' , { price = 15 , name = ' rocket ' } )
Retailer.set_item ( ' items ' , { price = 25 , name = ' explosive-rocket ' } )
Retailer.set_item ( ' items ' , { price = 20 , name = ' cannon-shell ' } )
Retailer.set_item ( ' items ' , { price = 30 , name = ' explosive-cannon-shell ' } )
Retailer.set_item ( ' items ' , { price = 75 , name = ' explosive-uranium-cannon-shell ' } )
Retailer.set_item ( ' items ' , { price = 3 , name = ' land-mine ' } )
Retailer.set_item ( ' items ' , { price = 5 , name = ' grenade ' } )
Retailer.set_item ( ' items ' , { price = 35 , name = ' cluster-grenade ' } )
Retailer.set_item ( ' items ' , { price = 5 , name = ' defender-capsule ' } )
Retailer.set_item ( ' items ' , { price = 75 , name = ' destroyer-capsule ' } )
Retailer.set_item ( ' items ' , { price = 35 , name = ' poison-capsule ' } )
Retailer.set_item ( ' items ' , { price = 350 , name = ' modular-armor ' } )
Retailer.set_item ( ' items ' , { price = 875 , name = ' power-armor ' } )
Retailer.set_item ( ' items ' , { price = 40 , name = ' solar-panel-equipment ' } )
Retailer.set_item ( ' items ' , { price = 875 , name = ' fusion-reactor-equipment ' } )
Retailer.set_item ( ' items ' , { price = 100 , name = ' battery-equipment ' } )
Retailer.set_item ( ' items ' , { price = 625 , name = ' battery-mk2-equipment ' } )
Retailer.set_item ( ' items ' , { price = 250 , name = ' belt-immunity-equipment ' } )
Retailer.set_item ( ' items ' , { price = 100 , name = ' night-vision-equipment ' } )
Retailer.set_item ( ' items ' , { price = 150 , name = ' exoskeleton-equipment ' } )
Retailer.set_item ( ' items ' , { price = 250 , name = ' personal-roboport-equipment ' } )
Retailer.set_item ( ' items ' , { price = 10 , name = ' construction-robot ' } )
Retailer.set_item ( ' items ' , { price = 2 , name = ' logistic-robot ' } )
Retailer.set_item ( ' items ' , { price = 75 , name = ' roboport ' } )
Retailer.set_item ( ' items ' , { price = 50 , name = ' logistic-chest-active-provider ' } )
Retailer.set_item ( ' items ' , { price = 50 , name = ' logistic-chest-passive-provider ' } )
Retailer.set_item ( ' items ' , { price = 50 , name = ' logistic-chest-requester ' } )
Retailer.set_item ( ' items ' , { price = 50 , name = ' logistic-chest-storage ' } )
Retailer.set_item ( ' items ' , { price = 6 , name = ' big-electric-pole ' } )
Retailer.set_item ( ' items ' , { price = 3 , name = ' medium-electric-pole ' } )
Retailer.set_item ( ' items ' , { price = 50 , name = ' substation ' } )
Retailer.set_market_group_label ( ' items ' , ' Items Market ' )
local item_market_1 = surface.create_entity ( { name = ' market ' , position = { 0 , 0 } } )
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item_market_1.destructible = false
Retailer.add_market ( ' items ' , item_market_1 )
end
Event.on_init ( on_init )
return map