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Merge pull request #979 from Jayefuu/patch-9
Changes to Maltease Crossings as per #906 - Map might need some balance changes but in terms of "does it work as intended" the answer is yes
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map_gen/data/.map_previews/maltease_crossings_2.png
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map_gen/data/.map_previews/maltease_crossings_2.png
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@ -5,9 +5,41 @@ local b = require 'map_gen.shared.builders'
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local math = require 'utils.math'
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local RS = require 'map_gen.shared.redmew_surface'
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local MGSP = require 'resources.map_gen_settings'
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local Event = require 'utils.event'
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local degrees = math.rad
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local ScenarioInfo = require 'features.gui.info'
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ScenarioInfo.set_map_name('Maltease Crossings')
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ScenarioInfo.set_map_description(
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[[
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A throughput limited map in the shape of a Maltese Cross, where you must manage
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the flow of resources from quadrant to quadrant via a central hub to facilitate
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manufacture. Beware the worm infested islands, bot transfer is not as appealing
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as it looks!
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]]
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)
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ScenarioInfo.add_map_extra_info(
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[[
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This map is split in four quadrants. Each quadrant has a main resource.
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The central hub has a limited amount of belt transfer lanes making upgrading of
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belts for clever belt weaving essential.
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Worm covered spokes prevent early expansion via bots though can be cleared with
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effort and technology.
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]]
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)
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ScenarioInfo.set_new_info(
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[[
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2019-09-09
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- Added automatic disabling of landfill tech instead of manual disable by player
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- Updated map description
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]]
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)
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RS.set_map_gen_settings(
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{
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MGSP.ore_oil_none,
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@ -111,16 +143,10 @@ worm_island =
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b.translate(worm_island_end, 0, -300)
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}
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worm_island = b.change_tile(worm_island, true, 'grass-1')
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--
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--[[
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local worm_names = {
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'small-worm-turret',
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'medium-worm-turret',
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'big-worm-turret'
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}
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]] local max_worm_chance = 64 / 128
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local max_worm_chance = 64 / 128
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local worm_chance_factor = 1 --/ (192 * 512)
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local function worms(_, _, world)
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local wx, wy = world.x, world.y
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local d = math.sqrt(wx * wx + wy * wy)
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@ -134,8 +160,8 @@ local function worms(_, _, world)
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end
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end
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worm_island = b.apply_entity(worm_island, worms)
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worm_island = b.remove_map_gen_trees(worm_island)
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worm_island = b.apply_entity(worm_island, worms)
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local worm_islands =
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b.any {
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@ -153,11 +179,19 @@ local start_area =
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}
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-- finalising some bits
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start_area = b.apply_entity(start_area, starting_resources) -- adds a different density ore patch to start
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start_area = b.apply_entity(start_area, starting_resources) -- adds a different density ore patch to start
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maltese_cross = b.change_tile(maltese_cross, true, 'grass-1')
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maltese_cross = b.apply_entity(maltese_cross, resources) -- adds our custom ore gen
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local sea = b.change_tile(b.full_shape, true, 'water') -- turn the void to water
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sea = b.fish(sea, 0.00125) -- feesh!
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local map = b.any {worm_islands, start_area, maltese_cross, sea} -- combine everything
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maltese_cross = b.apply_entity(maltese_cross, resources) -- adds our custom ore gen
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local sea = b.change_tile(b.full_shape, true, 'water') -- turn the void to water
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sea = b.fish(sea, 0.00125) -- feesh!
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local map = b.any {worm_islands, start_area, maltese_cross, sea} -- combine everything
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map = b.translate(map,0,-28) -- translate the map so the 0,0 co-ord is not at the centre of the ore patch, moving the market off the coal
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-- Disable landfill technology
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local function on_init()
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local player_force = game.forces.player
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player_force.technologies['landfill'].enabled = false -- disable landfill
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end
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Event.on_init(on_init)
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return map
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