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mirror of https://github.com/Refactorio/RedMew.git synced 2025-07-17 01:32:31 +02:00

Added glittery ores generation, there is tweaks for amount of ore generated

This commit is contained in:
TWLTriston
2017-09-20 16:01:57 -04:00
parent e00680c9cf
commit dc4c9884b4
2 changed files with 82 additions and 2 deletions

View File

@ -0,0 +1,80 @@
-- Glittery ores, provide a mix value, and all patches outside uranium will be a full mix.
-- Started with crazy ores
require "locale.gen_shared.perlin_noise"
-- local random_ores = {"iron-ore","coal","copper-ore","stone","uranium-ore"}
-- local random_dense = {1.15,0.8,1,0.9, 0.5} --ore density reference
local glitter_debug = false
global.glitter_setup = false
local ore_mix = {}
local mix_current = 1
local ore_ratios = {
["iron-ore"] = 1.0,
["coal"] = 0.5,
["copper-ore"] = 1,
["stone"] = 0.25
}
-- Sets the buffer distance before ores are scrambled
local starting_buffer = 100
function run_ores_module_setup()
if glitter_debug then game.print("Glitter Ore: debug is enabled; module setup;") end
-- Prime the array
for a,b in pairs(ore_ratios) do
for i=1,(b*1000) do
mix_current = mix_current + 1
ore_mix[mix_current] = a
end
end
end
--generate ores for entire chunk
function run_ores_module(event)
run_ores_module_setup()
local area = event.area
local surface = event.surface
local tiles = {}
if glitter_debug then
game.print("Glitter ore: chunk generation")
-- game.print (area.left_top)
-- game.forces.player.chart(surface,{lefttop = {x = area.left_top.x, y = area.left_top.y}, rightbottom = {x = area.right_bottom.x, y = area.right_bottom.y}})
end
-- Buffer ores around the spawn -- 5 chunks
local chunk_mid = {(area.left_top.x + area.right_bottom.x) / 2, (area.left_top.y + area.right_bottom.y) / 2}
local distance = math.sqrt(chunk_mid[1] * chunk_mid[1] + chunk_mid[2] * chunk_mid[2])
if distance > starting_buffer then
local entities = surface.find_entities_filtered{type="resource", area=area}
for _, entity in pairs(entities) do
if ore_ratios[entity.name] > 0 then
local new_name = nil
--- Use the ratios to randomly select an ore
new_ore_random = math.random(1,mix_current)
new_name = ore_mix[new_ore_random]
-- game.print(new_name)
local position_old = entity.position
local amount_old = entity.amount
local surface = entity.surface
entity.destroy()
local new_entity = surface.create_entity{name = new_name, position = position_old, force="neutral", amount=amount_old}
end
end
end
end

View File

@ -34,13 +34,13 @@ in this file and your run_*type*_module(event) function will be called.
--ores--
--require "locale.gen_ores.neko_crazy_ores"
--require "locale.gen_ores.fluffy_rainbows"
require "locale.gen_ores.glitter_ores"
--everything else. You may use more than one of these, but beware they might not be compatible
miscs = {}
--miscs[1] = require "locale.gen_misc.rail_grid"
local on_chunk_generated = function(event)
if run_combined_module == nil then
if run_shape_module ~= nil then