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https://github.com/Refactorio/RedMew.git
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updates
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commit
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@ -1,9 +1,9 @@
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local b = require 'map_gen.shared.builders'
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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 Random = require 'map_gen.shared.random'
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local track_seed1 = 33000
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local track_seed1 = 37000
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local track_seed2 = track_seed1 * 2
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local track_seed2 = track_seed1 * 2
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local ore_seed1 = 11000
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local ore_seed1 = 15000
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local ore_seed2 = ore_seed1 * 2
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local ore_seed2 = ore_seed1 * 2
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local block_size = 30 * 1
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local block_size = 30 * 1
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@ -89,12 +89,7 @@ for _, v in ipairs(squares) do
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table.insert(total_square_weights, square_t)
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table.insert(total_square_weights, square_t)
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end
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end
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local function value(base, mult, pow)
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value = b.exponential_value
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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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local function non_transform(shape)
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local function non_transform(shape)
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return shape
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return shape
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@ -114,13 +109,13 @@ local function empty_transform()
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end
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end
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local ores = {
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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 = 'iron-ore', value = value(500, 0.75, 1.12), 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 = '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 = '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 = 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 = 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 = oil_transform, resource = 'crude-oil', value = value(100000, 50, 1.075), weight = 6},
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{transform = empty_transform, weight = 300}
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{transform = empty_transform, weight = 400}
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}
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}
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local total_ore_weights = {}
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local total_ore_weights = {}
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@ -164,39 +159,45 @@ local function do_resources()
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return ore_shape
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return ore_shape
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end
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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 worm_names = {
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local safe_d = 300
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'small-worm-turret',
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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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'medium-worm-turret',
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local max_spawn_rate = 1 / 12
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'big-worm-turret'
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local level_factor = 32 -- higher factor -> more likly to spawn higher level worms
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}
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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 max_worm_chance = 1 / 128
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local inv_level_factor = 1 / level_factor
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local worm_chance_factor = 1 / (192 * 512)
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local function worms(_, _, world)
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local function worms(_, _, world)
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local x, y = world.x, world.y
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local wx, wy = world.x, world.y
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local d = math.sqrt(x * x + y * y)
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local d = math.sqrt(wx * wx + wy * wy)
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d = d - safe_d
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local worm_chance = d - 300
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if d <= 0 then
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return nil
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if worm_chance > 0 then
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worm_chance = worm_chance * worm_chance_factor
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worm_chance = math.min(worm_chance, max_worm_chance)
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if math.random() < worm_chance then
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if d < 512 then
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return {name = 'small-worm-turret'}
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else
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local max_lvl
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local min_lvl
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if d < 768 then
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max_lvl = 2
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min_lvl = 1
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else
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max_lvl = 3
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min_lvl = 2
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end
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local lvl = math.random() ^ (512 / d) * max_lvl
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lvl = math.ceil(lvl)
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lvl = math.clamp(lvl, min_lvl, 3)
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return {name = worm_names[lvl]}
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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 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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end
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local empty = b.empty_shape
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local empty = b.empty_shape
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@ -318,6 +319,6 @@ local map = b.grid_pattern(blocks_pattern, number_blocks, number_blocks, blocks_
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map = b.change_map_gen_collision_tile(map, 'water-tile', 'grass-1')
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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.fish(map, 0.00125)
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map = b.translate(map, 1151, 703)
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map = b.translate(map, 191, -1825)
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return map
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return map
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