mirror of
https://github.com/Refactorio/RedMew.git
synced 2024-12-12 10:04:40 +02:00
new maps
This commit is contained in:
parent
fab41fbf8b
commit
39fd9a7e06
@ -1,62 +1,323 @@
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local b = require 'map_gen.shared.builders'
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local Random = require 'map_gen.shared.random'
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local track_seed1 = 1000
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local track_seed2 = 2000
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local track_seed1 = 33000
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local track_seed2 = track_seed1 * 2
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local ore_seed1 = 11000
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local ore_seed2 = ore_seed1 * 2
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local track_block_size = 30
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local track_lines = 50
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local track_chance = 6 -- 1 in x
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local block_size = 30 * 1
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local track_lines = 32
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local track_chance = 1 / 3
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local block_chance = 1 / 5
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local number_blocks = 25
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local ore_blocks = 32
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local ore_block_size = 30
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local blocks_size = track_lines * block_size
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local offset = (track_lines * 0.5 + 0.5) * block_size
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local h_track = {
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b.line_x(2),
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b.translate(b.line_x(2), 0, -3),
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b.translate(b.line_x(2), 0, 3),
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b.rectangle(2, 10),
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b.translate(b.rectangle(2, 10), 15, 0),
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b.translate(b.rectangle(2, 10), -15, 0)
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b.rectangle(2, 10)
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}
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h_track = b.any(h_track)
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h_track = b.single_x_pattern(h_track, 30)
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h_track = b.single_x_pattern(h_track, 15)
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local v_track = {
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b.line_y(2),
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b.translate(b.line_y(2), -3, 0),
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b.translate(b.line_y(2), 3, 0),
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b.rectangle(10, 2),
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b.translate(b.rectangle(10, 2), 0, 15),
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b.translate(b.rectangle(10, 2), 0, -15)
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b.rectangle(10, 2)
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}
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v_track = b.any(v_track)
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v_track = b.single_y_pattern(v_track, 30)
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v_track = b.single_y_pattern(v_track, 15)
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local v_line_left = b.translate(v_track, -12, 0)
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local v_line_right = b.translate(v_track, 18, 0)
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local h_line_top = b.translate(h_track, 0, -12)
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local h_line_bottom = b.translate(h_track, 0, 18)
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local random = Random.new(track_seed1, track_seed2)
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local random_ore = Random.new(ore_seed1, ore_seed2)
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local function do_track_lines(lines, track_shape, first_track, last_track)
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if #lines == 0 then
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return
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end
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local function do_track_lines(track_shape)
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local track_pattern = {}
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for _ = 1, track_lines do
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table.insert(track_pattern, first_track)
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local n_i = 2
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local n = lines[n_i]
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for i = 2, track_lines - 1 do
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local shape
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if random:next_int(1, track_chance) == 1 then
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if i == n then
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shape = track_shape
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n_i = n_i + 1
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n = lines[n_i]
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else
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shape = b.empty_shape()
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shape = b.empty_shape
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end
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table.insert(track_pattern, shape)
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track_pattern[i] = shape
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end
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table.insert(track_pattern, last_track)
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return track_pattern
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end
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local h_tracks = do_track_lines(h_track)
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h_tracks = b.grid_y_pattern(h_tracks, track_lines, track_block_size)
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local squares = {
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{shape = b.rectangle(16), weight = 3},
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{shape = b.rectangle(32), weight = 2},
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{shape = b.rectangle(48), weight = 1}
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}
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local v_tracks = do_track_lines(v_track)
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v_tracks = b.grid_x_pattern(v_tracks, track_lines, track_block_size)
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local total_square_weights = {}
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local square_t = 0
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for _, v in ipairs(squares) do
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square_t = square_t + v.weight
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table.insert(total_square_weights, square_t)
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end
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local tracks = b.any {h_tracks, v_tracks}
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local function value(base, mult, pow)
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return function(x, y)
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local d = math.sqrt(x * x + y * y)
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return base + mult * d ^ pow
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end
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end
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return tracks
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local function non_transform(shape)
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return shape
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end
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local function uranium_transform(shape)
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return b.scale(shape, 0.5)
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end
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local function oil_transform(shape)
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shape = b.scale(shape, 0.5)
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return b.throttle_world_xy(shape, 1, 4, 1, 4)
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end
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local function empty_transform()
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return b.empty_shape
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end
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local ores = {
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{transform = non_transform, resource = 'iron-ore', value = value(500, 0.75, 1.1), weight = 16},
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{transform = non_transform, resource = 'copper-ore', value = value(400, 0.75, 1.1), weight = 10},
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{transform = non_transform, resource = 'stone', value = value(250, 0.3, 1.05), weight = 3},
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{transform = non_transform, resource = 'coal', value = value(400, 0.8, 1.075), weight = 5},
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{transform = uranium_transform, resource = 'uranium-ore', value = value(200, 0.3, 1.025), weight = 3},
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{transform = oil_transform, resource = 'crude-oil', value = value(100000, 50, 1.025), weight = 6},
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{transform = empty_transform, weight = 300}
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}
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local total_ore_weights = {}
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local ore_t = 0
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for _, v in ipairs(ores) do
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ore_t = ore_t + v.weight
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table.insert(total_ore_weights, ore_t)
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end
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local function do_resources()
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local pattern = {}
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for r = 1, ore_blocks do
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local row = {}
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pattern[r] = row
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for c = 1, ore_blocks do
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local shape
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local i = random_ore:next_int(1, square_t)
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local index = table.binary_search(total_square_weights, i)
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if (index < 0) then
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index = bit32.bnot(index)
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end
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shape = squares[index].shape
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local ore_data
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i = random_ore:next_int(1, ore_t)
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index = table.binary_search(total_ore_weights, i)
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if (index < 0) then
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index = bit32.bnot(index)
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end
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ore_data = ores[index]
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shape = ore_data.transform(shape)
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local ore = b.resource(shape, ore_data.resource, ore_data.value)
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row[c] = ore
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end
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end
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local ore_shape = b.grid_pattern_full_overlap(pattern, ore_blocks, ore_blocks, ore_block_size, ore_block_size)
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return ore_shape
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end
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local worm_names = {'small-worm-turret', 'medium-worm-turret', 'big-worm-turret'}
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local safe_d = 300
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local half_spawn_d = 50000 -- distance at which there is a half chance of a worm spawning
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local max_spawn_rate = 1 / 12
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local level_factor = 32 -- higher factor -> more likly to spawn higher level worms
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local min_big_worm_d = 900
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local hd = 1 / (2 * half_spawn_d)
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local inv_level_factor = 1 / level_factor
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local function worms(_, _, world)
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local x, y = world.x, world.y
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local d = math.sqrt(x * x + y * y)
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d = d - safe_d
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if d <= 0 then
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return nil
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end
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local chance = d * hd
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if math.random() > math.min(chance, max_spawn_rate) then
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return nil
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end
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local lf = inv_level_factor / chance
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local lvl = math.floor(math.random() ^ lf * 3) + 1
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if d < min_big_worm_d and lvl == 3 then
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lvl = 2
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end
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return {name = worm_names[lvl]}
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end
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local empty = b.empty_shape
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local water = b.tile('water')
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local function do_blocks()
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local vertical_lines = {1}
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local horizontal_lines = {1}
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local prev_v, prev_h = false, false
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for i = 3, track_lines - 2 do
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if prev_v then
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prev_v = false
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else
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if random:next() < track_chance then
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prev_v = true
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table.insert(vertical_lines, i)
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end
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end
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if prev_h then
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prev_h = false
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else
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if random:next() < track_chance then
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prev_h = true
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table.insert(horizontal_lines, i)
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end
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end
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end
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if #vertical_lines == 1 then
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table.insert(vertical_lines, track_lines - 2)
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end
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if #horizontal_lines == 1 then
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table.insert(horizontal_lines, track_lines - 2)
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end
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local block_pattern = {}
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for _ = 1, track_lines do
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table.insert(block_pattern, {})
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end
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for hi = 1, #horizontal_lines - 1 do
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local h = horizontal_lines[hi]
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local h_next = horizontal_lines[hi + 1]
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for vi = 1, #vertical_lines - 1 do
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local v = vertical_lines[vi]
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local v_next = vertical_lines[vi + 1]
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local shape
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if random:next() < block_chance then
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shape = b.full_shape
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else
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shape = empty
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end
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for row_i = h, h_next do
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local row = block_pattern[row_i]
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for col_i = v, v_next do
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if row[col_i] ~= b.full_shape then
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row[col_i] = shape
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end
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end
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end
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end
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end
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local v_last = vertical_lines[#vertical_lines]
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local h_last = horizontal_lines[#horizontal_lines]
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for h = 1, track_lines do
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local row = block_pattern[h]
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for _ = v_last, track_lines do
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table.insert(row, empty)
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end
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end
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for _ = 1, track_lines - 1 do
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for h = h_last, track_lines do
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local row = block_pattern[h]
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table.insert(row, empty)
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end
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end
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local blocks = b.grid_pattern(block_pattern, track_lines, track_lines, block_size, block_size)
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local resources = do_resources()
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blocks = b.apply_entity(blocks, resources)
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blocks = b.apply_entity(blocks, worms)
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local h_tracks = do_track_lines(horizontal_lines, h_track, h_line_top, h_line_bottom)
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h_tracks = b.grid_y_pattern(h_tracks, track_lines, block_size)
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local v_tracks = do_track_lines(vertical_lines, v_track, v_line_left, v_line_right)
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v_tracks = b.grid_x_pattern(v_tracks, track_lines, block_size)
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local tracks = b.any {h_tracks, v_tracks}
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local map = b.any {blocks, tracks}
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map = b.if_else(map, water)
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map = b.translate(map, offset, offset)
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return map
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end
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local blocks_pattern = {}
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for _ = 1, number_blocks do
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local row = {}
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for _ = 1, number_blocks do
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table.insert(row, do_blocks())
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end
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table.insert(blocks_pattern, row)
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end
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local map = b.grid_pattern(blocks_pattern, number_blocks, number_blocks, blocks_size, blocks_size)
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map = b.change_map_gen_collision_tile(map, 'water-tile', 'grass-1')
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map = b.fish(map, 0.00125)
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map = b.translate(map, 1151, 703)
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return map
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12
map_gen/presets/spiral_of_spirals.lua
Normal file
12
map_gen/presets/spiral_of_spirals.lua
Normal file
@ -0,0 +1,12 @@
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local b = require 'map_gen.shared.builders'
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local spiral = b.rectangular_spiral(1)
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local factor = 9
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local shape = b.single_spiral_rotate_pattern(spiral, factor, factor)
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factor = factor * factor
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shape = b.single_spiral_rotate_pattern(shape, factor, factor)
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shape = b.scale(shape, 64)
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return shape
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@ -1,62 +1,13 @@
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local b = require 'map_gen.shared.builders'
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local tile_map = {
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[1] = false,
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[2] = true,
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[3] = 'concrete',
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[4] = 'deepwater-green',
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[5] = 'deepwater',
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[6] = 'dirt-1',
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[7] = 'dirt-2',
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[8] = 'dirt-3',
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[9] = 'dirt-4',
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[10] = 'dirt-5',
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[11] = 'dirt-6',
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[12] = 'dirt-7',
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[13] = 'dry-dirt',
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[14] = 'grass-1',
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[15] = 'grass-2',
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[16] = 'grass-3',
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[17] = 'grass-4',
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[18] = 'hazard-concrete-left',
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[19] = 'hazard-concrete-right',
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[20] = 'lab-dark-1',
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[21] = 'lab-dark-2',
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[22] = 'lab-white',
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[23] = 'out-of-map',
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[24] = 'red-desert-0',
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[25] = 'red-desert-1',
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[26] = 'red-desert-2',
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[27] = 'red-desert-3',
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[28] = 'sand-1',
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[29] = 'sand-2',
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[30] = 'sand-3',
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[31] = 'stone-path',
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[32] = 'water-green',
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[33] = 'water'
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}
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local spiral = b.rectangular_spiral(1)
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local data = {}
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local factor = 9
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local f = factor
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local shape = b.single_spiral_rotate_pattern(spiral, f, f)
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f = f * factor
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shape = b.single_spiral_rotate_pattern(shape, f, f)
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for count = 1, 33 do
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local r = count % 10
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shape = b.scale(shape, 64)
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local row
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if r == 1 then
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row = {}
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table.insert(data, row)
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else
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row = data[#data]
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end
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row[#row + 1] = tile_map[count]
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end
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local tiles = {}
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tiles.width = 10
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tiles.height = 4
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tiles.data = data
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local pic = b.picture(tiles)
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return b.scale(pic, 4)
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return shape
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@ -865,6 +865,88 @@ function Builders.grid_pattern_full_overlap(pattern, columns, rows, width, heigh
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end
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end
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local function is_spiral(x, y)
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local a = -math.max(math.abs(x), math.abs(y))
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if a % 2 == 0 then
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return y ~= a or x == a
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else
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return y == a and x ~= a
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end
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end
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function Builders.single_spiral_pattern(shape, width, height)
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local inv_width = 1 / width
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local inv_height = 1 / height
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return function(x, y, world)
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local x1 = math.floor(x * inv_width + 0.5)
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local y1 = math.floor(y * inv_height + 0.5)
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if is_spiral(x1, y1) then
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x1 = x - x1 * width
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y1 = y - y1 * height
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return shape(x1, y1, world)
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else
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return false
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end
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end
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end
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local function rotate_0(x, y)
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return x, y
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end
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local function rotate_90(x, y)
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return y, -x
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end
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local function rotate_180(x, y)
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return -x, -y
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end
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local function rotate_270(x, y)
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return -y, x
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end
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local function spiral_rotation(x, y)
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local a = -math.max(math.abs(x), math.abs(y))
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if a % 2 == 0 then
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if y ~= a or x == a then
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if x == a then
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return rotate_0
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elseif y >= x then
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return rotate_270
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else
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return rotate_180
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end
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end
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else
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if y == a and x ~= a then
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return rotate_90
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end
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end
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end
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|
||||
function Builders.single_spiral_rotate_pattern(shape, width, height)
|
||||
local inv_width = 1 / width
|
||||
local inv_height = 1 / height
|
||||
return function(x, y, world)
|
||||
local x1 = math.floor(x * inv_width + 0.5)
|
||||
local y1 = math.floor(y * inv_height + 0.5)
|
||||
|
||||
local t = spiral_rotation(x1, y1)
|
||||
if t then
|
||||
x1 = x - x1 * width
|
||||
y1 = y - y1 * height
|
||||
x1, y1 = t(x1, y1)
|
||||
return shape(x1, y1, world)
|
||||
else
|
||||
return false
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function Builders.segment_pattern(pattern)
|
||||
local count = #pattern
|
||||
|
||||
|
@ -67,7 +67,8 @@ local tiles_per_tick = 32
|
||||
--shape = require "map_gen.presets.factory"
|
||||
--shape = require "map_gen.presets.triangle_of_death"
|
||||
--shape = require "map_gen.presets.world_map"
|
||||
shape = require "map_gen.presets.lines_and_squares"
|
||||
--shape = require "map_gen.presets.lines_and_squares"
|
||||
--shape = require "map_gen.presets.spiral_of_spirals"
|
||||
--shape = require "map_gen.presets.test"
|
||||
|
||||
--shapes--
|
||||
@ -137,6 +138,6 @@ if shape then
|
||||
['nauvis'] = shape,
|
||||
}
|
||||
|
||||
--require('map_gen.shared.generate')({surfaces = surfaces, regen_decoratives = regen_decoratives, tiles_per_tick = tiles_per_tick})
|
||||
require ("map_gen.shared.generate_not_threaded")({surfaces = surfaces, regen_decoratives = regen_decoratives})
|
||||
require('map_gen.shared.generate')({surfaces = surfaces, regen_decoratives = regen_decoratives, tiles_per_tick = tiles_per_tick})
|
||||
--require ("map_gen.shared.generate_not_threaded")({surfaces = surfaces, regen_decoratives = regen_decoratives})
|
||||
end
|
||||
|
Loading…
Reference in New Issue
Block a user