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mirror of https://github.com/Refactorio/RedMew.git synced 2024-12-12 10:04:40 +02:00
This commit is contained in:
grilledham 2018-06-05 12:41:42 +01:00
parent 9da3ee64f7
commit 5eb1e1be7f

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@ -3,8 +3,7 @@ This map uses custom ore gen. When generating the map, under the resource settin
This map removes and adds it's own water, in terrain settings use water frequency = very low and water size = only in starting area.
This map has isolated areas, it's recommend turning biters to peaceful to reduce stress on the pathfinder.
]]
local b = require "map_gen.shared.builders"
local b = require 'map_gen.shared.builders'
-- change these to change the pattern.
local seed1 = 1234
@ -12,21 +11,20 @@ local seed2 = 5678
local value = b.manhattan_value
local pic = require "map_gen.data.presets.fish"
local pic = b.decompress(pic)
local pic = require 'map_gen.data.presets.fish'
pic = b.decompress(pic)
local fish = b.picture(pic)
fish = b.change_tile(fish, "water", false)
fish = b.change_tile(fish, 'water', false)
local ores =
{
{resource_type = "iron-ore", value = value(250, 1)},
{resource_type = "copper-ore", value = value(200, 0.8)},
{resource_type = "stone", value = value(200, 0.4)},
{resource_type = "coal", value = value(400, 0.4)},
{resource_type = "uranium-ore", value = value(50, 0.2)},
{resource_type = "crude-oil", value = value(50000, 250)},
}
local ores = {
{resource_type = 'iron-ore', value = value(250, 2)},
{resource_type = 'copper-ore', value = value(200, 1.5)},
{resource_type = 'stone', value = value(200, 0.8)},
{resource_type = 'coal', value = value(400, 0.8)},
{resource_type = 'uranium-ore', value = value(50, 0.2)},
{resource_type = 'crude-oil', value = value(50000, 350)}
}
local cap = b.translate(b.rectangle(48, 48), 100, 0)
@ -37,24 +35,50 @@ local coal = b.resource(cap, ores[4].resource_type, ores[4].value)
local uranium = b.resource(cap, ores[5].resource_type, ores[5].value)
local oil = b.resource(b.throttle_world_xy(cap, 1, 8, 1, 8), ores[6].resource_type, ores[6].value)
local iron_fish = b.apply_entity(fish, iron)
local copper_fish = b.apply_entity(fish, copper)
local stone_fish = b.apply_entity(fish, stone)
local coal_fish = b.apply_entity(fish, coal)
local uranium_fish = b.apply_entity(fish, uranium)
local oil_fish = b.apply_entity(fish, oil)
local worm_names = {'small-worm-turret', 'medium-worm-turret', 'big-worm-turret'}
local factor = 1 / (1024 * 16)
local max_chance = 1 / 2
local function worms(x, y, world)
if not cap(x, y) then
return nil
end
local fishes =
{
{iron_fish, 24},
{copper_fish, 12},
{stone_fish, 6},
{coal_fish, 6},
{uranium_fish, 1},
{oil_fish, 4},
}
local d = math.sqrt(world.x * world.x + world.y * world.y)
local Random = require "map_gen.shared.random"
local lvl
if d < 192 then
lvl = 1
elseif d < 384 then
lvl = 2
else
lvl = 3
end
local chance = math.min(max_chance, d * factor)
if math.random() < chance then
local worm_id = math.random(1, lvl)
return {name = worm_names[worm_id]}
end
end
local iron_fish = b.apply_entities(fish, {iron, worms})
local copper_fish = b.apply_entities(fish, {copper, worms})
local stone_fish = b.apply_entities(fish, {stone, worms})
local coal_fish = b.apply_entities(fish, {coal, worms})
local uranium_fish = b.apply_entities(fish, {uranium, worms})
local oil_fish = b.apply_entities(fish, {oil, worms})
local fishes = {
{iron_fish, 24},
{copper_fish, 12},
{stone_fish, 6},
{coal_fish, 6},
{uranium_fish, 1},
{oil_fish, 4}
}
local Random = require 'map_gen.shared.random'
local random = Random.new(seed1, seed2)
local total_weights = {}
@ -76,21 +100,21 @@ for c = 1, p_cols do
table.insert(row, b.empty_shape)
else
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 shape = fishes[index][1]
local x = random:next_int(-48, 48)
local y = random:next_int(-48, 48)
local r = random:next() * tau
shape = b.rotate(shape, r)
local angle = random:next() * tau
shape = b.rotate(shape, angle)
shape = b.translate(shape, x, y)
table.insert(row, shape)
end
end
@ -98,12 +122,12 @@ end
local map = b.grid_pattern_full_overlap(pattern, p_cols, p_rows, 215, 215)
local start = require "map_gen.data.presets.soy_sauce"
local start = require 'map_gen.data.presets.soy_sauce'
start = b.decompress(start)
start = b.picture(start)
start = b.change_tile(start, "water", false)
start = b.change_tile(start, 'water', false)
local pic = require "map_gen.data.presets.fish_black_and_white"
local pic = require 'map_gen.data.presets.fish_black_and_white'
local pic = b.decompress(pic)
local fish_bw = b.picture(pic)
fish_bw = b.scale(fish_bw, 0.25, 0.25)
@ -125,18 +149,29 @@ start_coal = b.resource(start_coal, ores[4].resource_type, value(600, 0.5))
local start_oil = b.translate(b.rectangle(1, 1), -44, 74)
start_oil = b.resource(start_oil, ores[6].resource_type, value(100000, 0))
local worms = b.rectangle(150, 72)
worms = b.translate(worms, 0, -210)
worms = b.entity(worms, "big-worm-turret")
local worms_area = b.rectangle(150, 72)
worms_area = b.translate(worms_area, 0, -210)
local start = b.apply_entity(start, b.any{start_iron, start_copper, start_stone, start_coal, start_oil, worms})
local function worms_top(x, y, world)
if worms_area(x, y) then
local entities = world.surface.find_entities {{world.x, world.y}, {world.x + 1, world.y + 1}}
for _, e in ipairs(entities) do
e.destroy()
end
return {name = 'big-worm-turret'}
end
end
--worms = b.entity(worms, 'big-worm-turret')
local start = b.apply_entity(start, b.any {start_iron, start_copper, start_stone, start_coal, start_oil, worms_top})
map = b.if_else(start, map)
map = b.change_map_gen_collision_tile(map, "water-tile", "grass-1")
map = b.change_map_gen_collision_tile(map, 'water-tile', 'grass-1')
local sea = b.tile("water")
local sea = b.fish(sea, 0.025)
local sea = b.tile('water')
local sea = b.fish(sea, 0.0025)
map = b.if_else(map, sea)