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Merge pull request #920 from theorangeangle/mapmodify-2

Fixed some maps. The fun continues!
This commit is contained in:
theorangeangle 2019-05-28 15:55:59 -05:00 committed by GitHub
commit 6d3781e378
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10 changed files with 54 additions and 610 deletions

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@ -74,6 +74,7 @@ config.hail_hydra.hydras = {
}
-- Scenario info
--Special thanks to the following beta testers for their help with the map and map info: T-A-R
local map_extra_info = [[
- There are infinite ores in every direction.
- You have done basic research into how to build a factory.

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@ -1,588 +0,0 @@
-- luacheck: ignore
-- This file is a linting disaster and needs an overhaul
--Author: MewMew
-- !! ATTENTION !!
-- Use water only in starting area as map setting!!!
local perlin = require 'map_gen.shared.perlin_noise'
local RS = require 'map_gen.shared.redmew_surface'
wreck_item_pool = {}
wreck_item_pool = {
{name = 'iron-gear-wheel', count = 32},
{name = 'iron-plate', count = 64},
{name = 'rocket-control-unit', count = 1},
{name = 'rocket-fuel', count = 7},
{name = 'coal', count = 8},
{name = 'rocket-launcher', count = 1},
{name = 'rocket', count = 32},
{name = 'copper-cable', count = 128},
{name = 'land-mine', count = 64},
{name = 'railgun', count = 1},
{name = 'railgun-dart', count = 128},
{name = 'fast-inserter', count = 8},
{name = 'stack-filter-inserter', count = 2},
{name = 'belt-immunity-equipment', count = 1},
{name = 'fusion-reactor-equipment', count = 1},
{name = 'electric-engine-unit', count = 8},
{name = 'exoskeleton-equipment', count = 1},
{name = 'rocket-fuel', count = 10},
{name = 'used-up-uranium-fuel-cell', count = 3},
{name = 'uranium-fuel-cell', count = 2},
{name = 'power-armor', count = 1},
{name = 'modular-armor', count = 1},
{name = 'water-barrel', count = 4},
{name = 'sulfuric-acid-barrel', count = 6},
{name = 'crude-oil-barrel', count = 8},
{name = 'energy-shield-equipment', count = 1},
{name = 'explosive-rocket', count = 32}
}
local function place_entities(surface, entity_list)
local directions = {
defines.direction.north,
defines.direction.east,
defines.direction.south,
defines.direction.west
}
for _, entity in pairs(entity_list) do
local r = math.random(1, entity.chance)
if r == 1 then
if not entity.force then
entity.force = 'player'
end
local r = math.random(1, 4)
if
surface.can_place_entity {
name = entity.name,
position = entity.pos,
direction = directions[r],
force = entity.force
}
then
local e =
surface.create_entity {
name = entity.name,
position = entity.pos,
direction = directions[r],
force = entity.force
}
if entity.health then
if entity.health == 'low' then
e.health = ((e.health / 1000) * math.random(33, 330))
end
if entity.health == 'medium' then
e.health = ((e.health / 1000) * math.random(333, 666))
end
if entity.health == 'high' then
e.health = ((e.health / 1000) * math.random(666, 999))
end
if entity.health == 'random' then
e.health = ((e.health / 1000) * math.random(1, 1000))
end
end
return true, e
end
end
end
return false
end
local function find_tile_placement_spot_around_target_position(tilename, position, mode, density)
local x = position.x
local y = position.y
if not surface then
surface = RS.get_surface()
end
local scan_radius = 50
if not tilename then
return
end
if not mode then
mode = 'ball'
end
if not density then
density = 1
end
local cluster_tiles = {}
local auto_correct = true
local scanned_tile = surface.get_tile(x, y)
if scanned_tile.name ~= tilename then
table.insert(cluster_tiles, {name = tilename, position = {x, y}})
surface.set_tiles(cluster_tiles, auto_correct)
return true, x, y
end
local i = 2
local r = 1
if mode == 'ball' then
if math.random(1, 2) == 1 then
density = density * -1
end
r = math.random(1, 4)
end
if mode == 'line' then
density = 1
r = math.random(1, 4)
end
if mode == 'line_down' then
density = density * -1
r = math.random(1, 4)
end
if mode == 'line_up' then
density = 1
r = math.random(1, 4)
end
if mode == 'block' then
r = 1
density = 1
end
if r == 1 then
--start placing at -1,-1
while i <= scan_radius do
y = y - density
x = x - density
for a = 1, i, 1 do
local scanned_tile = surface.get_tile(x, y)
if scanned_tile.name ~= tilename then
table.insert(cluster_tiles, {name = tilename, position = {x, y}})
surface.set_tiles(cluster_tiles, auto_correct)
return true, x, y
end
x = x + density
end
for a = 1, i, 1 do
local scanned_tile = surface.get_tile(x, y)
if scanned_tile.name ~= tilename then
table.insert(cluster_tiles, {name = tilename, position = {x, y}})
surface.set_tiles(cluster_tiles, auto_correct)
return true, x, y
end
y = y + density
end
for a = 1, i, 1 do
local scanned_tile = surface.get_tile(x, y)
if scanned_tile.name ~= tilename then
table.insert(cluster_tiles, {name = tilename, position = {x, y}})
surface.set_tiles(cluster_tiles, auto_correct)
return true, x, y
end
x = x - density
end
for a = 1, i, 1 do
local scanned_tile = surface.get_tile(x, y)
if scanned_tile.name ~= tilename then
table.insert(cluster_tiles, {name = tilename, position = {x, y}})
surface.set_tiles(cluster_tiles, auto_correct)
return true, x, y
end
y = y - density
end
i = i + 2
end
end
if r == 2 then
--start placing at 0,-1
while i <= scan_radius do
y = y - density
x = x - density
for a = 1, i, 1 do
x = x + density
local scanned_tile = surface.get_tile(x, y)
if scanned_tile.name ~= tilename then
table.insert(cluster_tiles, {name = tilename, position = {x, y}})
surface.set_tiles(cluster_tiles, auto_correct)
return true, x, y
end
end
for a = 1, i, 1 do
y = y + density
local scanned_tile = surface.get_tile(x, y)
if scanned_tile.name ~= tilename then
table.insert(cluster_tiles, {name = tilename, position = {x, y}})
surface.set_tiles(cluster_tiles, auto_correct)
return true, x, y
end
end
for a = 1, i, 1 do
x = x - density
local scanned_tile = surface.get_tile(x, y)
if scanned_tile.name ~= tilename then
table.insert(cluster_tiles, {name = tilename, position = {x, y}})
surface.set_tiles(cluster_tiles, auto_correct)
return true, x, y
end
end
for a = 1, i, 1 do
y = y - density
local scanned_tile = surface.get_tile(x, y)
if scanned_tile.name ~= tilename then
table.insert(cluster_tiles, {name = tilename, position = {x, y}})
surface.set_tiles(cluster_tiles, auto_correct)
return true, x, y
end
end
i = i + 2
end
end
if r == 3 then
--start placing at 1,-1
while i <= scan_radius do
y = y - density
x = x + density
for a = 1, i, 1 do
local scanned_tile = surface.get_tile(x, y)
if scanned_tile.name ~= tilename then
table.insert(cluster_tiles, {name = tilename, position = {x, y}})
surface.set_tiles(cluster_tiles, auto_correct)
return true, x, y
end
y = y + density
end
for a = 1, i, 1 do
local scanned_tile = surface.get_tile(x, y)
if scanned_tile.name ~= tilename then
table.insert(cluster_tiles, {name = tilename, position = {x, y}})
surface.set_tiles(cluster_tiles, auto_correct)
return true, x, y
end
x = x - density
end
for a = 1, i, 1 do
local scanned_tile = surface.get_tile(x, y)
if scanned_tile.name ~= tilename then
table.insert(cluster_tiles, {name = tilename, position = {x, y}})
surface.set_tiles(cluster_tiles, auto_correct)
return true, x, y
end
y = y - density
end
for a = 1, i, 1 do
local scanned_tile = surface.get_tile(x, y)
if scanned_tile.name ~= tilename then
table.insert(cluster_tiles, {name = tilename, position = {x, y}})
surface.set_tiles(cluster_tiles, auto_correct)
return true, x, y
end
x = x + density
end
i = i + 2
end
end
if r == 4 then
--start placing at 1,0
while i <= scan_radius do
y = y - density
x = x + density
for a = 1, i, 1 do
y = y + density
local scanned_tile = surface.get_tile(x, y)
if scanned_tile.name ~= tilename then
table.insert(cluster_tiles, {name = tilename, position = {x, y}})
surface.set_tiles(cluster_tiles, auto_correct)
return true, x, y
end
end
for a = 1, i, 1 do
x = x - density
local scanned_tile = surface.get_tile(x, y)
if scanned_tile.name ~= tilename then
table.insert(cluster_tiles, {name = tilename, position = {x, y}})
surface.set_tiles(cluster_tiles, auto_correct)
return true, x, y
end
end
for a = 1, i, 1 do
y = y - density
local scanned_tile = surface.get_tile(x, y)
if scanned_tile.name ~= tilename then
table.insert(cluster_tiles, {name = tilename, position = {x, y}})
surface.set_tiles(cluster_tiles, auto_correct)
return true, x, y
end
end
for a = 1, i, 1 do
x = x + density
local scanned_tile = surface.get_tile(x, y)
if scanned_tile.name ~= tilename then
table.insert(cluster_tiles, {name = tilename, position = {x, y}})
surface.set_tiles(cluster_tiles, auto_correct)
return true, x, y
end
end
i = i + 2
end
end
return false
end
local function create_tile_cluster(tilename, position, amount)
local mode = 'ball'
local pos = position
for i = 1, amount, 1 do
local b, x, y = find_tile_placement_spot_around_target_position(tilename, pos, mode)
if b == true then
if 1 == math.random(1, 2) then
pos.x = x
pos.y = y
end
end
if b == false then
return false, x, y
end
if i >= amount then
return true, x, y
end
end
end
function run_combined_module(event)
if not global.perlin_noise_seed then
global.perlin_noise_seed = math.random(1000, 1000000)
end
if not global.void_slime then
global.void_slime = {x = 0, y = 0}
end
if not global.void_slime_is_alive then
global.void_slime_is_alive = true
end
local area = event.area
local surface = event.surface
local tiles = {}
local resource_tiles = {}
local special_tiles = true
local entities = surface.find_entities(area)
for _, entity in pairs(entities) do
if entity.type == 'resource' then
--table.insert(resource_tiles, {name = "sand-3", position = entity.position})
special_tiles = false
end
if entity.type == 'simple-entity' or entity.type == 'tree' then
if entity.name ~= 'dry-tree' then
entity.destroy()
end
end
end
for x = 0, 31, 1 do
for y = 0, 31, 1 do
local pos_x = event.area.left_top.x + x
local pos_y = event.area.left_top.y + y
local pos = {x = pos_x, y = pos_y}
local tile = surface.get_tile(pos_x, pos_y)
local tile_to_insert = 'sand-1'
local entity_placed = false
local seed_increment_number = 10000
local seed = global.perlin_noise_seed
local noise_borg_defense_1 = perlin.noise(((pos_x + seed) / 100), ((pos_y + seed) / 100), 0)
seed = seed + seed_increment_number
local noise_borg_defense_2 = perlin.noise(((pos_x + seed) / 20), ((pos_y + seed) / 20), 0)
seed = seed + seed_increment_number
local noise_borg_defense = noise_borg_defense_1 + noise_borg_defense_2 * 0.15
local noise_trees_1 = perlin.noise(((pos_x + seed) / 50), ((pos_y + seed) / 50), 0)
seed = seed + seed_increment_number
local noise_trees_2 = perlin.noise(((pos_x + seed) / 15), ((pos_y + seed) / 15), 0)
seed = seed + seed_increment_number
local noise_trees = noise_trees_1 + noise_trees_2 * 0.3
if noise_borg_defense > 0.66 then
local entity_list = {}
table.insert(entity_list, {name = 'big-ship-wreck-1', pos = {pos_x, pos_y}, chance = 25})
table.insert(entity_list, {name = 'big-ship-wreck-2', pos = {pos_x, pos_y}, chance = 25})
table.insert(entity_list, {name = 'big-ship-wreck-3', pos = {pos_x, pos_y}, chance = 25})
local b, placed_entity = place_entities(surface, entity_list)
if b == true then
if
placed_entity.name == 'big-ship-wreck-1' or placed_entity.name == 'big-ship-wreck-2' or
placed_entity.name == 'big-ship-wreck-3'
then
placed_entity.insert(wreck_item_pool[math.random(1, #wreck_item_pool)])
placed_entity.insert(wreck_item_pool[math.random(1, #wreck_item_pool)])
placed_entity.insert(wreck_item_pool[math.random(1, #wreck_item_pool)])
end
end
end
if noise_trees > 0.4 then
tile_to_insert = 'sand-3'
end
if noise_borg_defense > 0.4 then
tile_to_insert = 'concrete'
end
if noise_borg_defense > 0.3 and noise_borg_defense < 0.4 then
tile_to_insert = 'stone-path'
end
if noise_borg_defense > 0.65 and noise_borg_defense < 0.66 then
if event.surface.can_place_entity {name = 'substation', position = {pos_x, pos_y}, force = 'enemy'} then
event.surface.create_entity {name = 'substation', position = {pos_x, pos_y}, force = 'enemy'}
end
end
if noise_borg_defense >= 0.54 and noise_borg_defense < 0.65 then
if event.surface.can_place_entity {name = 'solar-panel', position = {pos_x, pos_y}, force = 'enemy'} then
event.surface.create_entity {name = 'solar-panel', position = {pos_x, pos_y}, force = 'enemy'}
end
end
if noise_borg_defense > 0.53 and noise_borg_defense < 0.54 then
if event.surface.can_place_entity {name = 'substation', position = {pos_x, pos_y}, force = 'enemy'} then
event.surface.create_entity {name = 'substation', position = {pos_x, pos_y}, force = 'enemy'}
end
end
if noise_borg_defense > 0.51 and noise_borg_defense < 0.53 then
if event.surface.can_place_entity {name = 'accumulator', position = {pos_x, pos_y}, force = 'enemy'} then
event.surface.create_entity {name = 'accumulator', position = {pos_x, pos_y}, force = 'enemy'}
end
end
if noise_borg_defense > 0.50 and noise_borg_defense < 0.51 then
if event.surface.can_place_entity {name = 'substation', position = {pos_x, pos_y}, force = 'enemy'} then
event.surface.create_entity {name = 'substation', position = {pos_x, pos_y}, force = 'enemy'}
end
end
if noise_borg_defense > 0.49 and noise_borg_defense < 0.50 then
if event.surface.can_place_entity {name = 'laser-turret', position = {pos_x, pos_y}, force = 'enemy'} then
event.surface.create_entity {name = 'laser-turret', position = {pos_x, pos_y}, force = 'enemy'}
end
end
if noise_borg_defense > 0.485 and noise_borg_defense < 0.49 then
if event.surface.can_place_entity {name = 'substation', position = {pos_x, pos_y}, force = 'enemy'} then
event.surface.create_entity {name = 'substation', position = {pos_x, pos_y}, force = 'enemy'}
end
end
if noise_borg_defense > 0.45 and noise_borg_defense < 0.48 then
if event.surface.can_place_entity {name = 'stone-wall', position = {pos_x, pos_y}, force = 'enemy'} then
event.surface.create_entity {name = 'stone-wall', position = {pos_x, pos_y}, force = 'enemy'}
end
end
local noise_walls_1 = perlin.noise(((pos_x + seed) / 200), ((pos_y + seed) / 200), 0)
seed = seed + seed_increment_number
local noise_walls_2 = perlin.noise(((pos_x + seed) / 100), ((pos_y + seed) / 100), 0)
seed = seed + seed_increment_number
local noise_walls_3 = perlin.noise(((pos_x + seed) / 25), ((pos_y + seed) / 25), 0)
seed = seed + seed_increment_number
local noise_walls = noise_walls_1 + noise_walls_2 + noise_walls_3 * 0.05
if noise_walls > 0.01 and noise_walls < 0.03 then
if event.surface.can_place_entity {name = 'stone-wall', position = {pos_x, pos_y}, force = 'enemy'} then
event.surface.create_entity {name = 'stone-wall', position = {pos_x, pos_y}, force = 'enemy'}
end
end
if noise_walls > -0.01 and noise_walls < 0.05 then
tile_to_insert = 'concrete'
end
if noise_walls > -0.03 and noise_walls < -0.01 then
tile_to_insert = 'stone-path'
end
if noise_walls > 0.05 and noise_walls < 0.07 then
tile_to_insert = 'stone-path'
end
if noise_trees > 0.4 and tile_to_insert == 'sand-3' then
if math.random(1, 20) == 1 then
if event.surface.can_place_entity {name = 'dry-tree', position = {pos_x, pos_y}} then
event.surface.create_entity {name = 'dry-tree', position = {pos_x, pos_y}}
end
end
end
local entity_list = {}
table.insert(
entity_list,
{name = 'big-ship-wreck-1', pos = {pos_x, pos_y}, chance = 65000, health = 'random'}
)
table.insert(
entity_list,
{name = 'big-ship-wreck-2', pos = {pos_x, pos_y}, chance = 65000, health = 'random'}
)
table.insert(
entity_list,
{name = 'big-ship-wreck-3', pos = {pos_x, pos_y}, chance = 65000, health = 'random'}
)
table.insert(entity_list, {name = 'gun-turret', pos = {pos_x, pos_y}, force = 'enemy', chance = 4000})
table.insert(
entity_list,
{name = 'medium-ship-wreck', pos = {pos_x, pos_y}, chance = 25000, health = 'medium'}
)
table.insert(
entity_list,
{name = 'small-ship-wreck', pos = {pos_x, pos_y}, chance = 15000, health = 'medium'}
)
table.insert(entity_list, {name = 'car', pos = {pos_x, pos_y}, chance = 150000, health = 'low'})
table.insert(
entity_list,
{name = 'laser-turret', pos = {pos_x, pos_y}, chance = 100000, force = 'enemy', health = 'low'}
)
table.insert(
entity_list,
{name = 'nuclear-reactor', pos = {pos_x, pos_y}, chance = 1000000, force = 'enemy', health = 'medium'}
)
local b, placed_entity = place_entities(surface, entity_list)
if b == true then
if
placed_entity.name == 'big-ship-wreck-1' or placed_entity.name == 'big-ship-wreck-2' or
placed_entity.name == 'big-ship-wreck-3'
then
placed_entity.insert(wreck_item_pool[math.random(1, #wreck_item_pool)])
placed_entity.insert(wreck_item_pool[math.random(1, #wreck_item_pool)])
placed_entity.insert(wreck_item_pool[math.random(1, #wreck_item_pool)])
end
if placed_entity.name == 'gun-turret' then
if math.random(1, 3) == 1 then
placed_entity.insert('piercing-rounds-magazine')
else
placed_entity.insert('firearm-magazine')
end
end
end
if noise_trees < -0.5 then
if tile_to_insert == 'sand-3' or tile_to_insert == 'sand-1' then
if math.random(1, 15) == 1 then
if event.surface.can_place_entity {name = 'rock-big', position = {pos_x, pos_y}} then
event.surface.create_entity {name = 'rock-big', position = {pos_x, pos_y}}
end
end
end
end
table.insert(tiles, {name = tile_to_insert, position = {pos_x, pos_y}})
end
end
surface.set_tiles(tiles, true)
surface.set_tiles(resource_tiles, true)
if special_tiles == true then
local pos_x = event.area.left_top.x + math.random(10, 21)
local pos_y = event.area.left_top.y + math.random(10, 21)
local pos = {x = pos_x, y = pos_y}
if math.random(1, 20) == 1 then
create_tile_cluster('water-green', pos, 300)
end
end
end
--[[
local function on_tick()
if game.tick % 180 == 0 then
if global.void_slime_is_alive == true then
local b,x,y = create_tile_cluster("lab-dark-1",global.void_slime,math.random(1,4))
global.void_slime.x = x
global.void_slime.y = y
if b == false then
global.void_slime_is_alive = false
game.print("The void slime died.")
end
end
end
end
Event.add(defines.events.on_tick, on_tick) --]]

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@ -1,4 +1,10 @@
local b = require "map_gen.shared.builders"
local ScenarioInfo = require 'features.gui.info'
--Special thanks to the following beta testers for their help with the map and map info: T-A-R
ScenarioInfo.set_map_name('Broken Web')
ScenarioInfo.set_map_description('This map is spanning the void like a Broken Web!\nIn order to launch a rocket into space, you must collaborate like ants to build a breathtaking ant cave.')
ScenarioInfo.set_map_extra_info('Confined space map with predictable terrain generation.\nA good way to challenge yourself with building in confined spaces.')
local pic = require "map_gen.data.presets.broken_web"
pic = b.decompress(pic)

View File

@ -26,7 +26,7 @@ RS.set_map_gen_settings(
global.config.market.create_standard_market = false
ScenarioInfo.set_map_name('Christmas Tree of Terror')
ScenarioInfo.set_map_description("Triangle of death's Christmas cousin")
ScenarioInfo.set_map_description("Triangle of death's Christmas cousin!\nThe further you go down the tree, the better your presents get. Have you been a good factory worker this year?")
ScenarioInfo.add_map_extra_info('Christmas tree shaped death world with plenty of loot to fight for.\nCan you reach the presents at the base of the tree?')
local generator

View File

@ -1,4 +1,21 @@
-- TODO:
-- make sure all resources are guranteed in starting area, not covered by void
--A better description if someone can top my spur of the moment one on line 17.
local b = require "map_gen.shared.builders"
local RS = require 'map_gen.shared.redmew_surface'
local MGSP = require 'resources.map_gen_settings'
local ScenarioInfo = require 'features.gui.info'
RS.set_map_gen_settings(
{
MGSP.cliff_none
}
)
ScenarioInfo.set_map_name('Contra Spiral')
ScenarioInfo.set_map_description('Like a star flying into a net, this map might catch you by surprise\nShape your base around the spaghetti, but do not let it spiral out of control.')
ScenarioInfo.add_map_extra_info('Whacky, unpredicable mix of terrain and void.\nA good way to challenge yourself with building in confined spaces.')
local pic = require "map_gen.data.presets.contra_spiral"
pic = b.decompress(pic)

View File

@ -1,4 +1,15 @@
--TODO:
--Make sure all resources are found in the starting area, regardless of coverup due to void.
--Small parts of the map are unreachable due to void and the pattern - unsure to fix or leave.
-- -Orange 27 May 2019
local b = require "map_gen.shared.builders"
local ScenarioInfo = require 'features.gui.info'
--Special thanks to the following beta testers for their help with the map and map info: T-A-R
ScenarioInfo.set_map_name('Crosses 3')
ScenarioInfo.set_map_description('Starting on the crossroads, you must choose wise to find a to escape.\nDo not get lost in this infinite maze of crosses.\nAnd careful not to hurt your neck, since this time, the maze is slightly on an angle.')
ScenarioInfo.add_map_extra_info('Confined, but predicatable space provides a moderate challenge.')
local scale_factor = 64

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@ -1,10 +1,22 @@
--Author: MewMew
-- !! ATTENTION !!
--[[
!! ATTENTION !!
This map is DEPRECATED and is no longer updated.
If you wish to update parts of the scenario, you are free to do so and submit a PR on discord.
Current bugs include:
-starting area can still be under attack
-copper ore never spawns without bugs
-map balance is hard early game and easy afterwards
-some turrets are unpowered
-small ship wrecks are not accessible
-general performance is not very good in MP
]]
-- Use water only in starting area as map setting!!!
local perlin = require 'map_gen.shared.perlin_noise'
local Token = require 'utils.token'
local RS = require 'map_gen.shared.redmew_surface'
local MGSP = require 'resources.map_gen_settings'
local ScenarioInfo = require 'features.gui.info'
local insert = table.insert
local random = math.random
@ -39,6 +51,10 @@ local wreck_item_pool = {
{name = 'explosive-rocket', count = 32}
}
ScenarioInfo.set_map_name('Borg Planet (Deprecated)')
ScenarioInfo.set_map_description('Welcome in a world filled with dangers.\nIf you want to stay alive you must stay between the lines.\nResistance is futile.')
ScenarioInfo.set_map_extra_info('Lootable crash parts with items inside.\nEnemy turrets defending some parts of the world.')
RS.set_map_gen_settings({MGSP.water_none})
local ship_callback =

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@ -1,19 +0,0 @@
--X shape map script --by Neko_Baron
--edit this
local tiles_wide = 128
local tiles_intersect = 384
---dont edit these
local tiles_half = tiles_wide * 0.5
return function(x, y)
local offset_1 = x + y + tiles_half
local offset_2 = x - y + tiles_half
if offset_1 % tiles_intersect > tiles_wide then
return offset_2 % tiles_intersect <= tiles_wide
end
return true
end