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mirror of https://github.com/Refactorio/RedMew.git synced 2025-03-03 14:53:01 +02:00
This commit is contained in:
grilledham 2018-09-04 13:09:42 +01:00
parent 5600112abf
commit 654713ae28

View File

@ -1,9 +1,9 @@
local b = require 'map_gen.shared.builders' local b = require 'map_gen.shared.builders'
local Random = require 'map_gen.shared.random' local Random = require 'map_gen.shared.random'
local track_seed1 = 33000 local track_seed1 = 37000
local track_seed2 = track_seed1 * 2 local track_seed2 = track_seed1 * 2
local ore_seed1 = 11000 local ore_seed1 = 15000
local ore_seed2 = ore_seed1 * 2 local ore_seed2 = ore_seed1 * 2
local block_size = 30 * 1 local block_size = 30 * 1
@ -89,12 +89,7 @@ for _, v in ipairs(squares) do
table.insert(total_square_weights, square_t) table.insert(total_square_weights, square_t)
end end
local function value(base, mult, pow) value = b.exponential_value
return function(x, y)
local d = math.sqrt(x * x + y * y)
return base + mult * d ^ pow
end
end
local function non_transform(shape) local function non_transform(shape)
return shape return shape
@ -114,13 +109,13 @@ local function empty_transform()
end end
local ores = { local ores = {
{transform = non_transform, resource = 'iron-ore', value = value(500, 0.75, 1.1), weight = 16}, {transform = non_transform, resource = 'iron-ore', value = value(500, 0.75, 1.12), weight = 16},
{transform = non_transform, resource = 'copper-ore', value = value(400, 0.75, 1.1), weight = 10}, {transform = non_transform, resource = 'copper-ore', value = value(400, 0.75, 1.1), weight = 10},
{transform = non_transform, resource = 'stone', value = value(250, 0.3, 1.05), weight = 3}, {transform = non_transform, resource = 'stone', value = value(250, 0.3, 1.05), weight = 3},
{transform = non_transform, resource = 'coal', value = value(400, 0.8, 1.075), weight = 5}, {transform = non_transform, resource = 'coal', value = value(400, 0.8, 1.075), weight = 5},
{transform = uranium_transform, resource = 'uranium-ore', value = value(200, 0.3, 1.025), weight = 3}, {transform = uranium_transform, resource = 'uranium-ore', value = value(200, 0.3, 1.025), weight = 3},
{transform = oil_transform, resource = 'crude-oil', value = value(100000, 50, 1.025), weight = 6}, {transform = oil_transform, resource = 'crude-oil', value = value(100000, 50, 1.075), weight = 6},
{transform = empty_transform, weight = 300} {transform = empty_transform, weight = 400}
} }
local total_ore_weights = {} local total_ore_weights = {}
@ -164,39 +159,45 @@ local function do_resources()
return ore_shape return ore_shape
end end
local worm_names = {'small-worm-turret', 'medium-worm-turret', 'big-worm-turret'} local worm_names = {
local safe_d = 300 'small-worm-turret',
local half_spawn_d = 50000 -- distance at which there is a half chance of a worm spawning 'medium-worm-turret',
local max_spawn_rate = 1 / 12 'big-worm-turret'
local level_factor = 32 -- higher factor -> more likly to spawn higher level worms }
local min_big_worm_d = 900
local hd = 1 / (2 * half_spawn_d) local max_worm_chance = 1 / 128
local inv_level_factor = 1 / level_factor local worm_chance_factor = 1 / (192 * 512)
local function worms(_, _, world) local function worms(_, _, world)
local x, y = world.x, world.y local wx, wy = world.x, world.y
local d = math.sqrt(x * x + y * y) local d = math.sqrt(wx * wx + wy * wy)
d = d - safe_d local worm_chance = d - 300
if d <= 0 then
return nil if worm_chance > 0 then
worm_chance = worm_chance * worm_chance_factor
worm_chance = math.min(worm_chance, max_worm_chance)
if math.random() < worm_chance then
if d < 512 then
return {name = 'small-worm-turret'}
else
local max_lvl
local min_lvl
if d < 768 then
max_lvl = 2
min_lvl = 1
else
max_lvl = 3
min_lvl = 2
end
local lvl = math.random() ^ (512 / d) * max_lvl
lvl = math.ceil(lvl)
lvl = math.clamp(lvl, min_lvl, 3)
return {name = worm_names[lvl]}
end
end
end end
local chance = d * hd
if math.random() > math.min(chance, max_spawn_rate) then
return nil
end
local lf = inv_level_factor / chance
local lvl = math.floor(math.random() ^ lf * 3) + 1
if d < min_big_worm_d and lvl == 3 then
lvl = 2
end
return {name = worm_names[lvl]}
end end
local empty = b.empty_shape local empty = b.empty_shape
@ -318,6 +319,6 @@ local map = b.grid_pattern(blocks_pattern, number_blocks, number_blocks, blocks_
map = b.change_map_gen_collision_tile(map, 'water-tile', 'grass-1') map = b.change_map_gen_collision_tile(map, 'water-tile', 'grass-1')
map = b.fish(map, 0.00125) map = b.fish(map, 0.00125)
map = b.translate(map, 1151, 703) map = b.translate(map, 191, -1825)
return map return map