mirror of
https://github.com/Refactorio/RedMew.git
synced 2024-12-12 10:04:40 +02:00
Randomized ore quadrant starting position, moved to single table for easier cross-reference
This commit is contained in:
parent
b6d453dbb3
commit
5d06eba612
@ -41,6 +41,11 @@ proper material ratios, expand the map with pollution!
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)
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ScenarioInfo.set_new_info(
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ScenarioInfo.set_new_info(
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[[
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[[
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2019-04-24:
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- Stone ore density reduced by 1/2
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- Ore quadrants randomized
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- Increased time factor of biter evolution from 5 to 7
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2019-03-30:
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2019-03-30:
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- Uranium ore patch threshold increased slightly
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- Uranium ore patch threshold increased slightly
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- Bug fix: Cars and tanks can now be placed onto ore!
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- Bug fix: Cars and tanks can now be placed onto ore!
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@ -116,6 +121,106 @@ local surface
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local start_size = start_chunks_half_size * 64
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local start_size = start_chunks_half_size * 64
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local value = b.euclidean_value
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local quadrant_config = {
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['iron-ore'] = {
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['tiles'] = {
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[1] = 'grass-1',
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[2] = 'grass-2',
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[3] = 'grass-3',
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[4] = 'grass-4'
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},
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['ratios'] = {
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{resource = b.resource(b.full_shape, 'iron-ore', value(0, 0.5)), weight = 60},
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{resource = b.resource(b.full_shape, 'copper-ore', value(0, 0.5)), weight = 20},
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{resource = b.resource(b.full_shape, 'stone', value(0, 0.5)), weight = 2},
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{resource = b.resource(b.full_shape, 'coal', value(0, 0.5)), weight = 20}
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}
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},
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['copper-ore'] = {
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['tiles'] = {
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[1] = 'red-desert-0',
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[2] = 'red-desert-1',
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[3] = 'red-desert-2',
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[4] = 'red-desert-3'
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},
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['ratios'] = {
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{resource = b.resource(b.full_shape, 'iron-ore', value(0, 0.5)), weight = 20},
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{resource = b.resource(b.full_shape, 'copper-ore', value(0, 0.5)), weight = 60},
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{resource = b.resource(b.full_shape, 'stone', value(0, 0.5)), weight = 2},
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{resource = b.resource(b.full_shape, 'coal', value(0, 0.5)), weight = 20}
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}
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},
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['coal'] = {
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['tiles'] = {
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[1] = 'dirt-1',
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[2] = 'dirt-2',
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[3] = 'dirt-3',
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[4] = 'dirt-4',
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[5] = 'dirt-5',
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[6] = 'dirt-6',
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[7] = 'dirt-7'
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},
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['ratios'] = {
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{resource = b.resource(b.full_shape, 'iron-ore', value(0, 0.5)), weight = 20},
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{resource = b.resource(b.full_shape, 'copper-ore', value(0, 0.5)), weight = 20},
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{resource = b.resource(b.full_shape, 'stone', value(0, 0.5)), weight = 2},
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{resource = b.resource(b.full_shape, 'coal', value(0, 0.5)), weight = 40}
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}
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},
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['stone'] = {
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['tiles'] = {
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[1] = 'sand-1',
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[2] = 'sand-2',
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[3] = 'sand-3'
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},
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['ratios'] = {
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{resource = b.resource(b.full_shape, 'iron-ore', value(0, 0.5)), weight = 20},
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{resource = b.resource(b.full_shape, 'copper-ore', value(0, 0.5)), weight = 20},
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{resource = b.resource(b.full_shape, 'stone', value(0, 0.5)), weight = 30},
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{resource = b.resource(b.full_shape, 'coal', value(0, 0.5)), weight = 20}
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}
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}
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}
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local tile_quadrants = {
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[1] = 'stone',
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[2] = 'iron-ore',
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[3] = 'copper-ore',
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[4] = 'coal'
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}
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local tiles_pos_x_pos_y
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local tiles_pos_x_pos_y_count
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local tiles_pos_x_neg_y
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local tiles_pos_x_neg_y_count
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local tiles_neg_x_pos_y
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local tiles_neg_x_pos_y_count
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local tiles_neg_x_neg_y
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local tiles_neg_x_neg_y_count
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local ores_pos_x_pos_y
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local ores_pos_x_neg_y
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local ores_neg_x_pos_y
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local ores_neg_x_neg_y
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local weighted_ores_pos_x_pos_y
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local weighted_ores_pos_x_neg_y
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local weighted_ores_neg_x_pos_y
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local weighted_ores_neg_x_neg_y
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local total_ores_pos_x_pos_y
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local total_ores_pos_x_neg_y
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local total_ores_neg_x_pos_y
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local total_ores_neg_x_neg_y
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local ore_circle = b.circle(68)
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local start_ores
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local start_segment
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Global.register_init(
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Global.register_init(
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{chunk_list = chunk_list},
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{chunk_list = chunk_list},
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function(tbl)
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function(tbl)
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@ -129,7 +234,7 @@ Global.register_init(
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game.forces.player.technologies['mining-productivity-2'].enabled = false
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game.forces.player.technologies['mining-productivity-2'].enabled = false
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game.forces.player.technologies['mining-productivity-3'].enabled = false
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game.forces.player.technologies['mining-productivity-3'].enabled = false
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game.forces.player.technologies['mining-productivity-4'].enabled = false
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game.forces.player.technologies['mining-productivity-4'].enabled = false
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game.map_settings.enemy_evolution.time_factor = 0.000005 -- Increased time factor
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game.map_settings.enemy_evolution.time_factor = 0.000007
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game.map_settings.enemy_evolution.destroy_factor = 0.000010
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game.map_settings.enemy_evolution.destroy_factor = 0.000010
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game.map_settings.enemy_evolution.pollution_factor = 0.000000 -- Pollution has no affect on evolution
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game.map_settings.enemy_evolution.pollution_factor = 0.000000 -- Pollution has no affect on evolution
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game.draw_resource_selection = false
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game.draw_resource_selection = false
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@ -145,116 +250,52 @@ Global.register_init(
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chunk_list = tbl.chunk_list
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chunk_list = tbl.chunk_list
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surface = tbl.surface
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surface = tbl.surface
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table.shuffle_table(tile_quadrants)
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tiles_pos_x_pos_y = quadrant_config[ tile_quadrants[1] ]['tiles']
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tiles_pos_x_pos_y_count = #quadrant_config[ tile_quadrants[1] ]['tiles']
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tiles_pos_x_neg_y = quadrant_config[ tile_quadrants[2] ]['tiles']
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tiles_pos_x_neg_y_count = #quadrant_config[ tile_quadrants[2] ]['tiles']
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tiles_neg_x_pos_y = quadrant_config[ tile_quadrants[3] ]['tiles']
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tiles_neg_x_pos_y_count = #quadrant_config[ tile_quadrants[3] ]['tiles']
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tiles_neg_x_neg_y = quadrant_config[ tile_quadrants[4] ]['tiles']
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tiles_neg_x_neg_y_count = #quadrant_config[ tile_quadrants[4] ]['tiles']
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ores_pos_x_pos_y = quadrant_config[ tile_quadrants[1] ]['ratios']
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ores_pos_x_neg_y = quadrant_config[ tile_quadrants[2] ]['ratios']
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ores_neg_x_pos_y = quadrant_config[ tile_quadrants[3] ]['ratios']
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ores_neg_x_neg_y = quadrant_config[ tile_quadrants[4] ]['ratios']
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weighted_ores_pos_x_pos_y = b.prepare_weighted_array(ores_pos_x_pos_y)
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weighted_ores_pos_x_neg_y = b.prepare_weighted_array(ores_pos_x_neg_y)
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weighted_ores_neg_x_pos_y = b.prepare_weighted_array(ores_neg_x_pos_y)
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weighted_ores_neg_x_neg_y = b.prepare_weighted_array(ores_neg_x_neg_y)
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total_ores_pos_x_pos_y = weighted_ores_pos_x_pos_y.total
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total_ores_pos_x_neg_y = weighted_ores_pos_x_neg_y.total
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total_ores_neg_x_pos_y = weighted_ores_neg_x_pos_y.total
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total_ores_neg_x_neg_y = weighted_ores_neg_x_neg_y.total
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start_ores = {
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b.resource(ore_circle, tile_quadrants[2], value(125, 0)),
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b.resource(ore_circle, tile_quadrants[4], value(125, 0)),
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b.resource(ore_circle, tile_quadrants[3], value(125, 0)),
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b.resource(ore_circle, tile_quadrants[1], value(125, 0))
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}
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start_segment = b.segment_pattern(start_ores)
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end
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end
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)
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)
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local value = b.euclidean_value
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local oil_shape = b.throttle_world_xy(b.full_shape, 1, 7, 1, 7)
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local oil_shape = b.throttle_world_xy(b.full_shape, 1, 7, 1, 7)
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local oil_resource = b.resource(oil_shape, 'crude-oil', value(250000, 150))
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local oil_resource = b.resource(oil_shape, 'crude-oil', value(250000, 150))
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local uranium_resource = b.resource(b.full_shape, 'uranium-ore', value(200, 1))
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local uranium_resource = b.resource(b.full_shape, 'uranium-ore', value(200, 1))
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local tiles_iron = {
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[1] = 'grass-1',
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[2] = 'grass-2',
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[3] = 'grass-3',
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[4] = 'grass-4'
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}
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local tiles_copper = {
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[1] = 'red-desert-0',
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[2] = 'red-desert-1',
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[3] = 'red-desert-2',
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[4] = 'red-desert-3'
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}
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local tiles_coal = {
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[1] = 'dirt-1',
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[2] = 'dirt-2',
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[3] = 'dirt-3',
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[4] = 'dirt-4',
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[5] = 'dirt-5',
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[6] = 'dirt-6',
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[7] = 'dirt-7'
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}
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local tiles_stone = {
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[1] = 'sand-1',
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[2] = 'sand-2',
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[3] = 'sand-3'
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}
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local tiles_iron_count = #tiles_iron
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local tiles_copper_count = #tiles_copper
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local tiles_coal_count = #tiles_coal
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local tiles_stone_count = #tiles_stone
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local ratios_stone = {
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{resource = b.resource(b.full_shape, 'iron-ore', value(0, 0.5)), weight = 20},
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{resource = b.resource(b.full_shape, 'copper-ore', value(0, 0.5)), weight = 20},
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{resource = b.resource(b.full_shape, 'stone', value(0, 0.5)), weight = 30},
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{resource = b.resource(b.full_shape, 'coal', value(0, 0.5)), weight = 20}
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}
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local ratios_iron = {
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{resource = b.resource(b.full_shape, 'iron-ore', value(0, 0.5)), weight = 60},
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{resource = b.resource(b.full_shape, 'copper-ore', value(0, 0.5)), weight = 20},
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{resource = b.resource(b.full_shape, 'stone', value(0, 0.5)), weight = 2},
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{resource = b.resource(b.full_shape, 'coal', value(0, 0.5)), weight = 20}
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}
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local ratios_copper = {
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{resource = b.resource(b.full_shape, 'iron-ore', value(0, 0.5)), weight = 20},
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{resource = b.resource(b.full_shape, 'copper-ore', value(0, 0.5)), weight = 60},
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{resource = b.resource(b.full_shape, 'stone', value(0, 0.5)), weight = 2},
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{resource = b.resource(b.full_shape, 'coal', value(0, 0.5)), weight = 20}
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}
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local ratios_coal = {
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{resource = b.resource(b.full_shape, 'iron-ore', value(0, 0.5)), weight = 20},
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{resource = b.resource(b.full_shape, 'copper-ore', value(0, 0.5)), weight = 20},
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{resource = b.resource(b.full_shape, 'stone', value(0, 0.5)), weight = 2},
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{resource = b.resource(b.full_shape, 'coal', value(0, 0.5)), weight = 40}
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}
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local tiles_pos_x_pos_y = tiles_stone
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local tiles_pos_x_pos_y_count = tiles_stone_count
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local tiles_pos_x_neg_y = tiles_iron
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local tiles_pos_x_neg_y_count = tiles_iron_count
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local tiles_neg_x_pos_y = tiles_copper
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local tiles_neg_x_pos_y_count = tiles_copper_count
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local tiles_neg_x_neg_y = tiles_coal
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local tiles_neg_x_neg_y_count = tiles_coal_count
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local ores_pos_x_pos_y = ratios_stone
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local ores_pos_x_neg_y = ratios_iron
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local ores_neg_x_pos_y = ratios_copper
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local ores_neg_x_neg_y = ratios_coal
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local weighted_ores_pos_x_pos_y = b.prepare_weighted_array(ores_pos_x_pos_y)
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local weighted_ores_pos_x_neg_y = b.prepare_weighted_array(ores_pos_x_neg_y)
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local weighted_ores_neg_x_pos_y = b.prepare_weighted_array(ores_neg_x_pos_y)
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local weighted_ores_neg_x_neg_y = b.prepare_weighted_array(ores_neg_x_neg_y)
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local total_ores_pos_x_pos_y = weighted_ores_pos_x_pos_y.total
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local total_ores_pos_x_neg_y = weighted_ores_pos_x_neg_y.total
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local total_ores_neg_x_pos_y = weighted_ores_neg_x_pos_y.total
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local total_ores_neg_x_neg_y = weighted_ores_neg_x_neg_y.total
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local spawn_zone = b.circle(64)
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local spawn_zone = b.circle(64)
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local ore_circle = b.circle(68)
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local start_ores = {
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b.resource(ore_circle, 'iron-ore', value(125, 0)),
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b.resource(ore_circle, 'coal', value(125, 0)),
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b.resource(ore_circle, 'copper-ore', value(125, 0)),
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b.resource(ore_circle, 'stone', value(125, 0))
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}
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local start_segment = b.segment_pattern(start_ores)
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local function ore(x, y, world)
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local function ore(x, y, world)
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if spawn_zone(x, y) then
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if spawn_zone(x, y) then
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return
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return
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@ -380,9 +421,6 @@ local function enemy(x, y, world)
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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 function water_shape(x, y)
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local function water_shape(x, y)
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local water_noise = perlin_noise(x * water_scale, y * water_scale, water_seed)
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local water_noise = perlin_noise(x * water_scale, y * water_scale, water_seed)
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if water_noise >= deepwater_threshold then
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if water_noise >= deepwater_threshold then
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Reference in New Issue
Block a user