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mirror of https://github.com/Refactorio/RedMew.git synced 2025-03-05 15:05:57 +02:00

Changes to starting resources

This commit is contained in:
SimonFlapse 2019-10-14 09:59:18 +02:00
parent 31e534c502
commit 4e4945f159

View File

@ -7,10 +7,10 @@ local min = math.min
-- Disable Landfill by default
local Event = require 'utils.event'
Event.add(
defines.events.on_player_created,
Event.on_init(
function()
game.player.force.technologies["landfill"].enable = false
game.forces.player.technologies['landfill'].enabled = false
end
)
@ -20,77 +20,68 @@ local divider_width = 10
local water_height = 40 -- setting it to 0 eliminates the water border
local height_setting = {
height = path_height + water_height * 2
height = path_height + water_height * 2
}
RS.set_map_gen_settings(
{
MGSP.water_none,
MGSP.water_none,
height_setting
}
)
-- Snakey path
local tile_width = path_width*2 + divider_width*2
local tile_width = path_width * 2 + divider_width * 2
local divider = b.rectangle(divider_width, path_height - path_width)
local path = b.any
{
b.translate(divider, (path_width+divider_width)/2, path_width/2),
b.translate(divider, -(path_width+divider_width)/2, -path_width/2)
}
local path =
b.any {
b.translate(divider, (path_width + divider_width) / 2, path_width / 2),
b.translate(divider, -(path_width + divider_width) / 2, -path_width / 2)
}
path = b.change_tile(path, true, 'water-shallow')
-- Water Border
local water_rectangle = b.rectangle(tile_width, water_height)
local water_way = b.any
{
b.translate(water_rectangle, 0, (path_height+water_height)/2),
b.translate(water_rectangle, 0, -(path_height+water_height)/2)
}
local water_way =
b.any {
b.translate(water_rectangle, 0, (path_height + water_height) / 2),
b.translate(water_rectangle, 0, -(path_height + water_height) / 2)
}
water_way = b.change_tile(water_way, true, 'water')
local tile = b.any {path, water_way}
local grid = b.single_x_pattern(tile, tile_width)
local map = b.if_else(grid, b.full_shape)
--Starting resources
-- Starting resources
local quarter_height = path_height / 4
local max_height = 50
local max_width = 50
local ore_rectangle = b.rectangle(min(path_width-2, max_height), min(quarter_height-2, max_width))
local ore_spacing = min(quarter_height, max_height+2)
local ore_rectangle = b.rectangle(min(path_width - 2, max_height), min(quarter_height - 2, max_width) - 10) -- -10 to allow space for market and other buildings
local ore_spacing = min(quarter_height, max_height + 2)
local function amount(a)
return
function (_, _)
return ceil(a /min(path_width-2, max_height) /min(quarter_height-2, max_width))
end
end
--Clean area of other ressources
local function no_resources(_, _, world, t)
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()
return function(_, _)
return ceil(a / min(path_width - 2, max_height) / min(quarter_height - 2, max_width))
end
return t
end
ore_rectangle = b.apply_effect(ore_rectangle, no_resources)
-- Removes map gen resources from the first path
local starting_zone = b.rectangle(path_width, path_height)
starting_zone = b.remove_map_gen_resources(starting_zone)
map = b.add(starting_zone, map)
-- Spawn in starting ressources
local iron = b.translate(ore_rectangle, 0, ore_spacing * 0.5)
iron = b.resource(iron, "iron-ore", amount(500000))
iron = b.resource(iron, 'iron-ore', amount(750000))
local copper = b.translate(ore_rectangle, 0, -ore_spacing * 0.5)
copper = b.resource(copper, "copper-ore", amount(500000))
copper = b.resource(copper, 'copper-ore', amount(500000))
local stone = b.translate(ore_rectangle, 0, ore_spacing * 1.5)
stone = b.resource(stone, "stone", amount(250000))
stone = b.resource(stone, 'stone', amount(250000))
local coal = b.translate(ore_rectangle, 0, -ore_spacing * 1.5)
coal = b.resource(coal, "coal", amount(350000))
coal = b.resource(coal, 'coal', amount(350000))
map = b.apply_entities(map, {iron, copper, stone, coal})