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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 2018-08-18 12:39:00 +01:00
parent b6fbebfd44
commit dac7c534a2

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@ -6,12 +6,13 @@ This map has isolated areas, it's recommend turning biters to peaceful to reduce
local b = require 'map_gen.shared.builders'
-- change these to change the pattern.
local seed1 = 99999
local seed2 = 66666
local seed1 = 17000
local seed2 = seed1 * 2
local function value(base, mult)
local function value(base, mult, pow)
return function(x, y)
return mult * (math.abs(x) + math.abs(y)) + base
local d = math.sqrt(x * x + y * y)
return base + mult * d ^ pow
end
end
@ -21,12 +22,12 @@ local small_circle = b.circle(24)
local ring = b.all {big_circle, b.invert(small_circle)}
local ores = {
{resource_type = 'iron-ore', value = value(125, 0.5)},
{resource_type = 'copper-ore', value = value(100, 0.4)},
{resource_type = 'stone', value = value(100, 0.2)},
{resource_type = 'coal', value = value(100, 0.1)},
{resource_type = 'uranium-ore', value = value(50, 0.1)},
{resource_type = 'crude-oil', value = value(10000, 50)}
{resource_type = 'iron-ore', value = value(75, 0.25, 1.15)},
{resource_type = 'copper-ore', value = value(65, 0.2, 1.15)},
{resource_type = 'stone', value = value(50, 0.2, 1.1)},
{resource_type = 'coal', value = value(50, 0.15, 1.1)},
{resource_type = 'uranium-ore', value = value(50, 0.1, 1.075)},
{resource_type = 'crude-oil', value = value(17500, 25, 1.15)}
}
local iron = b.resource(b.full_shape, ores[1].resource_type, ores[1].value)
@ -34,7 +35,7 @@ local copper = b.resource(b.full_shape, ores[2].resource_type, ores[2].value)
local stone = b.resource(b.full_shape, ores[3].resource_type, ores[3].value)
local coal = b.resource(b.full_shape, ores[4].resource_type, ores[4].value)
local uranium = b.resource(b.full_shape, ores[5].resource_type, ores[5].value)
local oil = b.resource(b.throttle_world_xy(b.full_shape, 1, 4, 1, 4), ores[6].resource_type, ores[6].value)
local oil = b.resource(b.throttle_world_xy(b.full_shape, 1, 8, 1, 8), ores[6].resource_type, ores[6].value)
local function striped(_, _, world)
local t = (world.x + world.y) % 4 + 1
@ -43,7 +44,7 @@ local function striped(_, _, world)
return {
name = ore.resource_type,
position = {world.x, world.y},
amount = 3 * ore.value(world.x, world.y)
amount = 5 * ore.value(world.x, world.y)
}
end
@ -54,7 +55,7 @@ local function sprinkle(_, _, world)
return {
name = ore.resource_type,
position = {world.x, world.y},
amount = 3 * ore.value(world.x, world.y)
amount = 5 * ore.value(world.x, world.y)
}
end
@ -70,37 +71,60 @@ local segmented = b.segment_pattern({iron, copper, stone, coal})
local tree = b.entity(b.throttle_world_xy(b.full_shape, 1, 3, 1, 3), 'tree-01')
local start_iron = b.resource(ring, ores[1].resource_type, value(500, 0.5))
local start_copper = b.resource(ring, ores[2].resource_type, value(400, 0.5))
local start_stone = b.resource(ring, ores[3].resource_type, value(300, 0.5))
local start_coal = b.resource(ring, ores[4].resource_type, value(300, 0.5))
local function constant(x)
return function()
return x
end
end
local tree_shape = b.throttle_world_xy(big_circle, 1, 3, 1, 3)
tree_shape = b.subtract(tree_shape, b.translate(b.circle(6), 0, 32))
local start_iron = b.resource(small_circle, ores[1].resource_type, constant(750))
local start_copper = b.resource(small_circle, ores[2].resource_type, constant(600))
local start_stone = b.resource(small_circle, ores[3].resource_type, constant(600))
local start_coal = b.resource(small_circle, ores[4].resource_type, constant(600))
local start_segmented = b.segment_pattern({start_iron, start_copper, start_stone, start_coal})
local start_tree = b.entity(b.throttle_world_xy(small_circle, 1, 3, 1, 3), 'tree-01')
local start_tree = b.entity(tree_shape, 'tree-01')
local worm_names = {
'small-worm-turret',
'medium-worm-turret',
'big-worm-turret'
}
local max_worm_chance = 1 / 128
local worm_chance_factor = 1 / (192 * 512)
local worm_names = {'small-worm-turret', 'medium-worm-turret', 'big-worm-turret'}
local factor = 1 / (1024 * 32)
local max_chance = 1 / 8
local function worms(_, _, world)
local d = math.sqrt(world.x * world.x + world.y * world.y)
local wx, wy = world.x, world.y
local d = math.sqrt(wx * wx + wy * wy)
if d < 64 then
return nil
end
local worm_chance = d - 128
local lvl
if d < 192 then
lvl = 1
elseif d < 384 then
lvl = 2
else
lvl = 3
end
if worm_chance > 0 then
worm_chance = worm_chance * worm_chance_factor
worm_chance = math.min(worm_chance, max_worm_chance)
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]}
if math.random() < worm_chance then
if d < 256 then
return {name = 'small-worm-turret'}
else
local max_lvl
local min_lvl
if d < 512 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
@ -113,21 +137,22 @@ local oil_loop = b.apply_entities(ring, {oil, worms})
local striped_loop = b.apply_entities(ring, {striped, worms})
local sprinkle_loop = b.apply_entities(ring, {sprinkle, worms})
local segmented_loop = b.apply_entities(ring, {segmented, worms})
local tree_loop = b.apply_entity(ring, tree)
local rock_loop = b.apply_entity(ring, rocks)
local start_loop = b.apply_entity(big_circle, b.any {start_segmented, start_tree})
local tree_loop = b.apply_entities(ring, {tree, worms})
local rock_loop = b.apply_entities(ring, {rocks, worms})
local start_loop = b.apply_entities(big_circle, {start_segmented, start_tree})
start_loop = b.translate(start_loop, 0, -32)
local loops = {
{striped_loop, 3},
{sprinkle_loop, 3},
{segmented_loop, 3},
{tree_loop, 6},
{rock_loop, 6},
{tree_loop, 9},
{rock_loop, 9},
{iron_loop, 20},
{copper_loop, 12},
{stone_loop, 9},
{coal_loop, 9},
{uranium_loop, 3},
{uranium_loop, 1},
{oil_loop, 9}
}