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mirror of https://github.com/Refactorio/RedMew.git synced 2024-12-12 10:04:40 +02:00

Nice beach transition

This commit is contained in:
SimonFlapse 2019-10-14 17:18:06 +02:00
parent f131b4d483
commit 09a565c115
2 changed files with 86 additions and 61 deletions

View File

@ -6,8 +6,9 @@ local Map_gen_presets = require 'resources.map_gen_settings'
local table = require 'utils.table'
local Random = require 'map_gen.shared.random'
local Event = require 'utils.event'
local cliffs = require 'map_gen.maps.space_race.cliff_generator'
local floor = math.floor
local perlin = require 'map_gen.shared.perlin_noise'
local math = require 'utils.math'
local seed1 = 17000
local seed2 = seed1 * 2
@ -32,38 +33,57 @@ local uranium_none = {
RS.set_map_gen_settings({Map_gen_presets.oil_none, uranium_none})
local width_1 = 256 -- Do not reduce this, it prevents artillary spam
local sand_width = 128
local sand_width_inv = math.tau / sand_width
local wilderness_shallow_water = b.line_y(width_1)
wilderness_shallow_water = b.change_tile(wilderness_shallow_water, true, 'water-shallow') -- water-mud is also walkable
--perlin options
local noise_variance = 0.025 --The lower this number the smoother the curve is gonna be
local noise_level = 10 --Factor for the magnitude of the curve
local sand_noise_level = noise_level * 0.9
-- Leave nil and they will be set based on the map seed.
local perlin_seed_1 = 17000
local width_1 = 256
local function sand_shape(x, y)
local p = perlin.noise(x * noise_variance, y * noise_variance, perlin_seed_1) * sand_noise_level
p = p + math.sin(x * sand_width_inv) * 2
return p > y
end
local sand_shape_right = b.rotate(sand_shape, -math.pi/2)
local beach = b.line_y(16)
local beach_right = b.subtract(beach, sand_shape_right)
beach_right = b.change_tile(beach_right, true, 'sand-1')
beach_right = b.if_else(beach_right, beach)
local beach_left = b.flip_xy(beach_right)
beach_left = b.change_tile(beach_left, true, 'water-shallow')
beach_left = b.translate(beach_left, -8, 0)
beach_right = b.translate(beach_right, 8, 0)
local water_transition_right = b.add(beach_right, beach_left)
local water_transition_left = b.flip_xy(water_transition_right)
water_transition_right = b.translate(water_transition_right, floor(width_1 / 2), 0)
water_transition_left = b.translate(water_transition_left, -floor(width_1 / 2), 0)
local wilderness_shallow_water = b.line_y(width_1 - 32)
wilderness_shallow_water = b.change_tile(wilderness_shallow_water, true, 'water-shallow') -- water-mud is also walkable but doesn't have any tile transitions
wilderness_shallow_water = b.any({water_transition_right, water_transition_left, wilderness_shallow_water})
local inf = function()
return 100000000
end
-- Remove vanilla ores from this area
local function no_ores(_, _, world, tile)
if not tile then
return
end
for _, e in ipairs(world.surface.find_entities_filtered({type = 'resource', area = {{world.x, world.y}, {world.x + 1, world.y + 1}}})) do
e.destroy()
end
return tile
end
local function no_cliffs(_, _, world, tile)
if not tile then
return
end
for _, e in ipairs(world.surface.find_entities_filtered({name = 'cliff', area = {{world.x, world.y}, {world.x + 1, world.y + 1}}})) do
e.destroy()
end
return tile
end
local uranium_island = b.circle(10)
uranium_island = b.apply_effect(uranium_island, no_ores)
uranium_island = b.remove_map_gen_resources(uranium_island)
local uranium_ore = b.resource(b.rectangle(2, 2), 'uranium-ore', inf, true)
uranium_island = b.apply_entity(uranium_island, uranium_ore)
@ -146,35 +166,19 @@ local oil = b.grid_pattern_full_overlap(pattern, p_cols, p_rows, width_2, 64)
local safe_zone = b.translate(b.circle(256), -(width_2 / 2 + width_3 / 2), 0)
local function no_biters(_, _, world, tile)
if not tile then
return
end
for _, e in ipairs(world.surface.find_entities_filtered({type = 'unit-spawner', area = {{world.x, world.y}, {world.x + 1, world.y + 1}}})) do
e.destroy()
end
for _, e in ipairs(world.surface.find_entities_filtered({type = 'turret', area = {{world.x, world.y}, {world.x + 1, world.y + 1}}})) do
e.destroy()
end
for _, e in ipairs(world.surface.find_entities_filtered({type = 'unit', area = {{world.x, world.y}, {world.x + 1, world.y + 1}}})) do
e.destroy()
end
return tile
end
safe_zone = b.apply_effect(safe_zone, no_biters)
safe_zone = b.remove_map_gen_enemies(safe_zone)
local landfill_water = b.circle(128)
local no_cliff_rectangle = b.rectangle(150, 75)
no_cliff_rectangle = b.translate(no_cliff_rectangle, -32, 0)
no_cliff_rectangle = b.apply_effect(no_cliff_rectangle, no_cliffs)
no_cliff_rectangle = b.remove_map_gen_entities_by_filter(no_cliff_rectangle, {name = 'cliff'})
landfill_water = b.add(no_cliff_rectangle, landfill_water)
landfill_water = b.translate(landfill_water, -(width_2 / 2 + width_3 / 2), 0)
landfill_water = b.apply_effect(landfill_water, no_biters)
landfill_water = b.remove_map_gen_enemies(landfill_water)
landfill_water = b.change_map_gen_collision_tile(landfill_water, 'water-tile', 'landfill')
@ -207,9 +211,9 @@ water = b.translate(water, -35, 0)
start_resources = b.add(start_resources, water)
start_resources = b.translate(start_resources, -math.floor(width_2 / 2 + width_3 / 2 + 60), 0)
start_resources = b.translate(start_resources, -floor(width_2 / 2 + width_3 / 2 + 60), 0)
start_resources = b.change_map_gen_collision_tile(start_resources, 'water-tile', 'landfill')
start_resources = b.apply_effect(start_resources, no_biters)
start_resources = b.remove_map_gen_enemies(start_resources)
wilderness_land = b.add(start_resources, wilderness_land)
@ -217,7 +221,7 @@ local wilderness_land_left = b.translate(wilderness_land, -(width_1 + width_2) /
local wilderness_land_right = b.translate(b.flip_x(wilderness_land), (width_1 + width_2) / 2, 0)
local wilderness_ditch = b.line_y(width_3)
wilderness_ditch = b.if_else(b.change_tile(b.translate(b.line_y(width_3 - 1), -1, 0), true, 'out-of-map'), wilderness_ditch)
wilderness_ditch = b.if_else(b.change_tile(b.rectangle(3, 17), true, 'landfill'), wilderness_ditch)
wilderness_ditch = b.if_else(b.change_tile(b.translate(b.rectangle(2, 17), -1, 0), true, 'landfill'), wilderness_ditch)
local rocket_silo_shape = b.rectangle(9, 9)
rocket_silo_shape = b.change_tile(rocket_silo_shape, true, 'landfill')
wilderness_ditch = b.if_else(rocket_silo_shape, wilderness_ditch)

View File

@ -67,7 +67,7 @@ local primitives = {
Global.register(
{
primitives = primitives,
primitives = primitives
},
function(tbl)
primitives = tbl.primitives
@ -123,17 +123,21 @@ Event.on_init(
silo.minable = false
local wall
wall = surface.create_entity{name = 'stone-wall', position = {x = 384.5, y = 18.5}, always_place = true, force = 'neutral'}
wall = surface.create_entity {name = 'stone-wall', position = {x = 384.5, y = 18.5}, always_place = true, force = 'neutral'}
wall.destructible = false
wall.minable = false
wall = surface.create_entity{name = 'stone-wall', position = {x = 384.5, y = -17.5}, always_place = true, force = 'neutral'}
wall = surface.create_entity {name = 'stone-wall', position = {x = 384.5, y = -17.5}, always_place = true, force = 'neutral'}
wall.destructible = false
wall.minable = false
wall = surface.create_entity{name = 'stone-wall', position = {x = -384.5, y = 18.5}, always_place = true, force = 'neutral'}
wall = surface.create_entity {name = 'stone-wall', position = {x = -384.5, y = 18.5}, always_place = true, force = 'neutral'}
wall.destructible = false
wall.minable = false
wall = surface.create_entity{name = 'stone-wall', position = {x = -384.5, y = -17.5}, always_place = true, force = 'neutral'}
wall = surface.create_entity {name = 'stone-wall', position = {x = -384.5, y = -17.5}, always_place = true, force = 'neutral'}
wall.destructible = false
wall.minable = false
local gun_turret
gun_turret = surface.create_entity {name = 'gun-turret', position = {x = 383, y = 0}, force = force_USSR}
@ -257,6 +261,24 @@ local function restore_character(player)
end
end
local tiles = {}
local out_of_map_x = 388
local out_of_map_height = 512
local ignored_height = 18
local insert = table.insert
for i = -out_of_map_height / 2, out_of_map_height / 2, 1 do
if i < -ignored_height / 2 or i > ignored_height / 2 then
insert(tiles, {name = 'out-of-map', position = {x = out_of_map_x + 1, y = i}})
insert(tiles, {name = 'out-of-map', position = {x = -(out_of_map_x + 1), y = i}})
insert(tiles, {name = 'out-of-map', position = {x = out_of_map_x - 1, y = i}})
insert(tiles, {name = 'out-of-map', position = {x = -(out_of_map_x - 1), y = i}})
insert(tiles, {name = 'out-of-map', position = {x = out_of_map_x, y = i}})
insert(tiles, {name = 'out-of-map', position = {x = -(out_of_map_x), y = i}})
end
end
local function start_game()
primitives.game_started = true
primitives.started_tick = game.tick
@ -267,7 +289,9 @@ local function start_game()
for _, player in pairs(primitives.force_USSR.players) do
restore_character(player)
end
cliff.generate_cliffs(RS.get_surface())
local surface = RS.get_surface()
cliff.generate_cliffs(surface)
surface.set_tiles(tiles)
end
local function victory(force)
@ -413,10 +437,7 @@ local function check_ready_to_start()
Event.add_removable_nth_tick(60, check_map_gen_is_done)
end
else
local message = primitives.force_USA.name ..
' has ' ..
num_usa_players ..
' players\n ' .. primitives.force_USSR.name .. ' has ' .. num_ussr_players .. ' players\n\n' .. players_needed - num_players .. ' more players needed to start!'
local message = primitives.force_USA.name .. ' has ' .. num_usa_players .. ' players\n ' .. primitives.force_USSR.name .. ' has ' .. num_ussr_players .. ' players\n\n' .. players_needed - num_players .. ' more players needed to start!'
load_gui.show_gui_to_all(message)
end
end
@ -486,8 +507,8 @@ local function print_player_num(_, player)
local force_USA = primitives.force_USA
local force_USSR = primitives.force_USSR
player.print('West: ' .. #force_USA.connected_players ..' online /' .. #force_USA.players .. ' total')
player.print('East: ' .. #force_USSR.connected_players ..' online /' .. #force_USSR.players .. ' total')
player.print('West: ' .. #force_USA.connected_players .. ' online /' .. #force_USA.players .. ' total')
player.print('East: ' .. #force_USSR.connected_players .. ' online /' .. #force_USSR.players .. ' total')
end
Command.add('team_players', {description = 'Use to get number of players on both teams', capture_excess_arguments = false, allowed_by_server = false}, print_player_num)