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mirror of https://github.com/Refactorio/RedMew.git synced 2025-02-03 13:11:21 +02:00

Added custom mirrored ore generation + Refactoring

This commit is contained in:
SimonFlapse 2019-10-26 22:09:32 +02:00
parent 52f0fe2e5c
commit 09d4d76359
11 changed files with 418 additions and 247 deletions

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@ -1 +1 @@
return require 'map_gen.maps.space_race.map'
return require 'map_gen.maps.space_race.map_gen.map'

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@ -38,7 +38,7 @@ function Public.cliff(_, _, world)
cliff_orientation = flipped_orientation
end
end
return {name = 'cliff', cliff_orientation = cliff_orientation, always_place = true}
return {name = 'cliff', cliff_orientation = cliff_orientation, always_place = true, destructible = false}
end
end
end
@ -46,9 +46,11 @@ end
function Public.generate_cliffs(surface)
for _x, ys in pairs(cliffs) do
for _y, cliff_orientation in pairs(ys) do
surface.create_entity{name = 'cliff', position = {x = _x, y = _y}, cliff_orientation = cliff_orientation[1]}
local cliff = surface.create_entity{name = 'cliff', position = {x = _x, y = _y}, cliff_orientation = cliff_orientation[1]}
cliff.destructible = false
--inverting
surface.create_entity{name = 'cliff', position = {x = -_x, y = _y}, cliff_orientation = orientation[cliff_orientation[1]] or cliff_orientation[1]}
cliff = surface.create_entity{name = 'cliff', position = {x = -_x, y = _y}, cliff_orientation = orientation[cliff_orientation[1]] or cliff_orientation[1]}
cliff.destructible = false
end
end
end

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@ -1,6 +1,6 @@
local Config = {
version = 'v0.3',
players_needed_to_start_game = 4,
players_needed_to_start_game = 1,
bootstrap_period = 60 * 60 * 10, -- 10 minutes
player_kill_reward = 25,
entity_kill_rewards = {
@ -65,6 +65,11 @@ local Config = {
size = 45,
max_food = 8,
speed = 30
},
map_gen = { -- Does not yet support being changed!
width_1 = 256,
width_2 = 256,
width_3 = 9
}
}

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@ -1,241 +0,0 @@
require 'map_gen.maps.space_race.scenario'
local b = require 'map_gen.shared.builders'
local RS = require 'map_gen.shared.redmew_surface'
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 floor = math.floor
local perlin = require 'map_gen.shared.perlin_noise'
local math = require 'utils.math'
local seed1 = 17000
local seed2 = seed1 * 2
Event.on_init(
function()
--game.map_settings.enemy_evolution.time_factor = 0.000002
--game.map_settings.enemy_evolution.destroy_factor = 0.000010
--game.map_settings.enemy_evolution.pollution_factor = 0.000075
end
)
local uranium_none = {
autoplace_controls = {
['uranium-ore'] = {
frequency = 1,
richness = 1,
size = 0
}
}
}
RS.set_map_gen_settings({Map_gen_presets.oil_none, uranium_none})
local sand_width = 128
local sand_width_inv = math.tau / sand_width
--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)
local beach_left = b.flip_xy(beach_right)
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 water_transition = b.add(water_transition_right, water_transition_left)
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 but doesn't have any tile transitions
wilderness_shallow_water = b.if_else(water_transition, wilderness_shallow_water)
local inf = function()
return 100000000
end
local uranium_island = b.circle(10)
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)
local uranium_island_water = b.change_tile(b.circle(20), true, 'water')
local uranium_island_bridge = b.all({b.any({b.line_x(2), b.line_y(2)}), b.circle(20)})
uranium_island_bridge = b.change_tile(uranium_island_bridge, true, 'water-shallow')
uranium_island_water = b.if_else(uranium_island_bridge, uranium_island_water)
uranium_island = b.if_else(uranium_island, uranium_island_water)
wilderness_shallow_water = b.if_else(uranium_island, wilderness_shallow_water)
local width_2 = 256
local width_3 = 9
local wilderness_land = b.line_y(width_2)
local function value(base, mult, pow)
return function(x, y)
x = x * 10
local d = math.sqrt(x * x + y * y)
return base + mult * d ^ pow
end
end
local function oil_transform(shape)
shape = b.throttle_world_xy(shape, 1, 6, 1, 6)
return shape
end
-- Add mirrored oil patches to give each team a fair chance
local ores = {
{weight = 100},
{transform = oil_transform, resource = 'crude-oil', value = value(180000, 50, 1.1), weight = 33}
}
local random = Random.new(seed1, seed2)
local total_weights = {}
local t = 0
for _, v in ipairs(ores) do
t = t + v.weight
table.insert(total_weights, t)
end
local p_cols = 64
local p_rows = 64
local pattern = {}
for r = 1, p_rows do
local row = {}
pattern[r] = row
for c = 1, p_cols do
local i = random:next_int(1, t)
local index = table.binary_search(total_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(b.circle(10))
local x = random:next_int(-32, 32)
local y = random:next_int(-32, 32)
ore_shape = b.translate(ore_shape, x, y)
local ore = b.resource(ore_shape, ore_data.resource, ore_data.value, true)
row[c] = ore
end
end
end
local oil = b.grid_pattern_full_overlap(pattern, p_cols, p_rows, width_2, 64)
-- end oil generation
local safe_zone = b.translate(b.circle(256), -(width_2 / 2 + width_3 / 2), 0)
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.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.remove_map_gen_enemies(landfill_water)
landfill_water = b.change_map_gen_collision_tile(landfill_water, 'water-tile', 'landfill')
wilderness_land = b.apply_entity(wilderness_land, oil)
wilderness_land = b.add(safe_zone, wilderness_land)
wilderness_land = b.add(landfill_water, wilderness_land)
local small_circle = b.rectangle(40, 40)
local function constant(x)
return function()
return x
end
end
local start_iron = b.resource(small_circle, 'iron-ore', constant(750))
local start_copper = b.resource(small_circle, 'copper-ore', constant(600))
local start_stone = b.resource(small_circle, 'stone', constant(600))
local start_coal = b.resource(small_circle, 'coal', constant(600))
local start_segmented = b.segment_pattern({start_iron, start_iron, start_copper, start_copper, start_iron, start_iron, start_stone, start_coal})
local start_resources = b.apply_entity(small_circle, start_segmented)
local water = b.rectangle(10, 10)
water = b.change_tile(water, true, 'water')
water = b.translate(water, -35, 0)
start_resources = b.add(start_resources, water)
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.remove_map_gen_enemies(start_resources)
wilderness_land = b.add(start_resources, wilderness_land)
local wilderness_land_left = b.translate(wilderness_land, -(width_1 + width_2) / 2, 0)
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.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)
local wilderness_ditch_left = b.translate(wilderness_ditch, -(width_1 / 2 + width_2 + width_3 / 2), 0)
local wilderness_ditch_right = b.translate(b.rotate(wilderness_ditch, math.pi), (width_1 / 2 + width_2 + width_3 / 2), 0)
local wilderness = b.any({wilderness_shallow_water, wilderness_ditch_left, wilderness_ditch_right, wilderness_land_left, wilderness_land_right})
local limited_safe_zone = b.rectangle(512, 512)
local limited_safe_zone_right = b.translate(limited_safe_zone, -(256 + width_1/2 + width_2), 0)
local limited_safe_zone_left = b.translate(limited_safe_zone, 256 + width_1/2 + width_2, 0)
limited_safe_zone = b.add(limited_safe_zone_right, limited_safe_zone_left)
--limited_safe_zone = b.change_tile(limited_safe_zone, true, 'out-of-map')
local map = b.add(wilderness, limited_safe_zone)
--map = b.if_else(wilderness, b.full_shape)
return map

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@ -0,0 +1,141 @@
require 'map_gen.maps.space_race.scenario'
local b = require 'map_gen.shared.builders'
local RS = require 'map_gen.shared.redmew_surface'
local Map_gen_presets = require 'resources.map_gen_settings'
local Event = require 'utils.event'
local floor = math.floor
local perlin = require 'map_gen.shared.perlin_noise'
local math = require 'utils.math'
local Map_gen_config = (require 'map_gen.maps.space_race.config').map_gen
Event.on_init(
function()
--game.map_settings.enemy_evolution.time_factor = 0.000002
--game.map_settings.enemy_evolution.destroy_factor = 0.000010
--game.map_settings.enemy_evolution.pollution_factor = 0.000075
end
)
local uranium_none = {
autoplace_controls = {
['uranium-ore'] = {
frequency = 1,
richness = 1,
size = 0
}
}
}
RS.set_map_gen_settings({Map_gen_presets.oil_none, uranium_none, Map_gen_presets.ore_none, Map_gen_presets.water_none})
local sand_width = 128
local sand_width_inv = math.tau / sand_width
--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 = Map_gen_config.width_1
local width_2 = Map_gen_config.width_2
local width_3 = Map_gen_config.width_3
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)
local beach_left = b.flip_xy(beach_right)
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 water_transition = b.add(water_transition_right, water_transition_left)
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 but doesn't have any tile transitions
wilderness_shallow_water = b.if_else(water_transition, wilderness_shallow_water)
local uranium_island = require 'map_gen.maps.space_race.map_gen.uranium_island'
wilderness_shallow_water = b.if_else(uranium_island, wilderness_shallow_water)
local wilderness_land = b.line_y(width_2)
local safe_zone = b.circle(256)
safe_zone = b.subtract(safe_zone, b.translate(b.rectangle(512, 512), -256, 0))
safe_zone = b.translate(safe_zone, -(width_2 / 2 + width_3 / 2), 0)
safe_zone = b.remove_map_gen_enemies(safe_zone)
wilderness_land = b.add(safe_zone, wilderness_land)
local landfill_water = b.circle(128)
local no_cliff_rectangle = b.rectangle(75, 75)
no_cliff_rectangle = b.translate(no_cliff_rectangle, 0, 0)
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.remove_map_gen_enemies(landfill_water)
landfill_water = b.change_map_gen_collision_tile(landfill_water, 'water-tile', 'landfill')
landfill_water = b.subtract(landfill_water, b.translate(b.rectangle(256, 256), -256, 0))
-- landfill_water = b.change_tile(landfill_water, true, 'lab-white')
local wilderness_resources = require 'map_gen.maps.space_race.map_gen.wilderness_ores'
local mirrored_water = wilderness_resources[2]
local mirrored_ore = wilderness_resources[1]
mirrored_water = b.subtract(mirrored_water, b.invert(wilderness_land))
wilderness_land = b.add(mirrored_water, wilderness_land)
wilderness_land = b.apply_entity(wilderness_land, mirrored_ore)
-- wilderness_land = b.change_tile(wilderness_land, true, 'lab-white')
wilderness_land = b.add(landfill_water, wilderness_land)
local wilderness_land_left = b.translate(wilderness_land, -(width_1 + width_2) / 2, 0)
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.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')
rocket_silo_shape = b.remove_map_gen_trees(rocket_silo_shape)
wilderness_ditch = b.if_else(rocket_silo_shape, wilderness_ditch)
local wilderness_ditch_left = b.translate(wilderness_ditch, -(width_1 / 2 + width_2 + width_3 / 2), 0)
local wilderness_ditch_right = b.translate(b.rotate(wilderness_ditch, math.pi), (width_1 / 2 + width_2 + width_3 / 2), 0)
local wilderness = b.any({wilderness_shallow_water, wilderness_ditch_left, wilderness_ditch_right, wilderness_land_left, wilderness_land_right})
local limited_safe_zone = require 'map_gen.maps.space_race.map_gen.safe_zone'
local map = b.add(wilderness, limited_safe_zone)
--map = b.if_else(wilderness, b.full_shape)
return map

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@ -0,0 +1,67 @@
local b = require 'map_gen.shared.builders'
local Map_gen_config = (require 'map_gen.maps.space_race.config').map_gen
local width_1 = Map_gen_config.width_1
local width_2 = Map_gen_config.width_2
local safe_zone_width = 512
-- Limited Safe zone
local limited_safe_zone = b.rectangle(safe_zone_width, 512)
local landfill_water = b.circle(128)
landfill_water = b.translate(landfill_water, safe_zone_width/2, 0)
landfill_water = b.remove_map_gen_enemies(landfill_water)
landfill_water = b.change_map_gen_collision_tile(landfill_water, 'water-tile', 'landfill')
-- landfill_water = b.change_tile(landfill_water, true, 'lab-white')
local safe_zone_resources = require 'map_gen.maps.space_race.map_gen.safe_zone_ores'
limited_safe_zone = b.apply_entity(limited_safe_zone, safe_zone_resources)
limited_safe_zone = b.add(landfill_water, limited_safe_zone)
limited_safe_zone = b.remove_map_gen_enemies(limited_safe_zone)
limited_safe_zone = b.remove_map_gen_entities_by_filter(limited_safe_zone, {name = 'cliff'})
local small_circle = b.rectangle(40, 40)
local function constant(x)
return function()
return x
end
end
local start_iron = b.resource(small_circle, 'iron-ore', constant(750))
local start_copper = b.resource(small_circle, 'copper-ore', constant(600))
local start_stone = b.resource(small_circle, 'stone', constant(600))
local start_coal = b.resource(small_circle, 'coal', constant(600))
local start_segmented = b.segment_pattern({start_iron, start_iron, start_copper, start_copper, start_iron, start_iron, start_stone, start_coal})
local start_resources = b.apply_entity(small_circle, start_segmented)
local water = b.rectangle(10, 10)
water = b.change_tile(water, true, 'water')
water = b.translate(water, -35, 0)
start_resources = b.add(start_resources, water)
start_resources = b.translate(start_resources, (safe_zone_width/2 - 60), 0)
start_resources = b.change_map_gen_collision_tile(start_resources, 'water-tile', 'landfill')
start_resources = b.remove_map_gen_enemies(start_resources)
limited_safe_zone = b.add(start_resources, limited_safe_zone)
local limited_safe_zone_right = b.translate(limited_safe_zone, -(256 + width_1 / 2 + width_2), 0)
local limited_safe_zone_left = b.translate(b.flip_x(limited_safe_zone), 256 + width_1 / 2 + width_2, 0)
limited_safe_zone = b.add(limited_safe_zone_right, limited_safe_zone_left)
return limited_safe_zone

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@ -0,0 +1,73 @@
local b = require 'map_gen.shared.builders'
local Random = require 'map_gen.shared.random'
local table = require 'utils.table'
local Map_gen_config = (require 'map_gen.maps.space_race.config').map_gen
local seed1 = 17000
local seed2 = seed1 * 2
local width_2 = Map_gen_config.width_2
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
local function non_transform(shape)
return shape
end
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}
}
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
local random_ore = Random.new(seed1, seed2)
local ore_pattern = {}
local p_cols = width_2
local p_rows = 32
for r = 1, p_rows do
local row = {}
ore_pattern[r] = row
for c = 1, p_cols do
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 shape = b.circle(16)
local ore_shape = transform(shape)
local x = random_ore:next_int(-16, 16)
local y = random_ore:next_int(-16, 16)
ore_shape = b.translate(ore_shape, x, y)
ore_shape = b.resource(ore_shape, ore_data.resource, ore_data.value, true)
row[c] = ore_shape
end
end
end
local mirrored_ore = b.grid_pattern_full_overlap(ore_pattern, p_cols, p_rows, 48, 48)
return mirrored_ore

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local b = require 'map_gen.shared.builders'
local inf = function()
return 100000000
end
local uranium_island = b.circle(10)
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)
local uranium_island_water = b.change_tile(b.circle(20), true, 'water')
local uranium_island_bridge = b.all({b.any({b.line_x(2), b.line_y(2)}), b.circle(20)})
uranium_island_bridge = b.change_tile(uranium_island_bridge, true, 'water-shallow')
uranium_island_water = b.if_else(uranium_island_bridge, uranium_island_water)
uranium_island = b.if_else(uranium_island, uranium_island_water)
return uranium_island

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local b = require 'map_gen.shared.builders'
local Random = require 'map_gen.shared.random'
local table = require 'utils.table'
local Map_gen_config = (require 'map_gen.maps.space_race.config').map_gen
local seed1 = 17000
local seed2 = seed1 * 2
local width_2 = Map_gen_config.width_2
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
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)
shape = b.throttle_world_xy(shape, 1, 5, 1, 5)
return shape
end
local function water_transform(shape)
shape = b.change_tile(shape, true, 'water')
return shape
end
local ores = {
{weight = 50},
{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},
{transform = water_transform, weight = 100}
}
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
local random_ore = Random.new(seed1, seed2)
local ore_pattern = {}
local water_pattern = {}
local p_cols = width_2
local p_rows = 32
for r = 1, p_rows do
local row = {}
ore_pattern[r] = row
local water_row = {}
water_pattern[r] = water_row
for c = 1, p_cols do
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 shape = b.circle(8)
local ore_shape = transform(shape)
local x = random_ore:next_int(-16, 16)
local y = random_ore:next_int(-16, 16)
ore_shape = b.translate(ore_shape, x, y)
local resource = ore_data.resource
if not resource then
water_row[c] = ore_shape
row[c] = b.no_entity
else
ore_shape = b.resource(ore_shape, resource, ore_data.value, true)
row[c] = ore_shape
end
end
end
end
local mirrored_ore = b.grid_pattern_full_overlap(ore_pattern, p_cols, p_rows, 48, 48)
local mirrored_water = b.grid_pattern_full_overlap(water_pattern, p_cols, p_rows, 48, 48)
return {mirrored_ore, mirrored_water}

View File

@ -317,6 +317,9 @@ end
-- Warning! Changing this table after on_init or on_load has run will cause desyncs!
-- @return dictionary of surface_name -> shape function
function Public.get_surfaces()
if _LIFECYCLE == 8 then
error('Calling Generate.get_surfaces after on_init() or on_load() has run is a desync risk.', 2)
end
return surfaces
end

View File

@ -7,7 +7,7 @@ local counter = 0
--- Assigns a unquie id for the given var.
-- This function cannot be called after on_init() or on_load() has run as that is a desync risk.
-- Typically this is used to register functions, so the id can be stored in the global table
-- instead of the function. This is becasue closures cannot be safely stored in the global table.
-- instead of the function. This is because closures cannot be safely stored in the global table.
-- @param var<any>
-- @return number the unique token for the variable.
function Token.register(var)