local b = require 'map_gen.shared.builders' local Perlin = require 'map_gen.shared.perlin_noise' local Event = require 'utils.event' local Global = require 'utils.global' local oil_seed local uranium_seed local density_seed local enemy_seed local oil_scale = 1 / 64 local oil_threshold = 0.6 local uranium_scale = 1 / 128 local uranium_threshold = 0.65 local density_scale = 1 / 48 local density_threshold = 0.5 local density_multiplier = 50 Global.register_init( {}, function(tbl) tbl.seed = game.surfaces[1].map_gen_settings.seed end, function(tbl) local seed = tbl.seed oil_seed = seed uranium_seed = seed * 2 density_seed = seed * 3 enemy_seed = seed * 4 end ) local market_items = require 'resources.market_items' table.remove(market_items, 13) table.remove(market_items, 9) Event.add( defines.events.on_research_finished, function(event) local p_force = game.forces.player local r = event.research if r.name == 'flamethrower' then p_force.recipes['flamethrower'].enabled = false p_force.recipes['flamethrower-turret'].enabled = false end end ) local trees = { 'tree-01', 'tree-02', 'tree-02-red', 'tree-03', 'tree-04', 'tree-05', 'tree-06', 'tree-06-brown', 'tree-07', 'tree-08', 'tree-08-brown', 'tree-08-red', 'tree-09', 'tree-09-brown', 'tree-09-red' } local trees_count = #trees local function tree_shape(_, _, world) local x, y = world.x, world.y local tree = trees[math.random(trees_count)] local dx = math.random(-1, 1) local dy = math.random(-1, 1) return {name = tree, position = {x + dx, y + dy}} --return {name = tree} end tree_shape = b.throttle_world_xy(tree_shape, 1, 2, 1, 2) local worm_names = {'small-worm-turret', 'medium-worm-turret', 'big-worm-turret'} local spawner_names = {'biter-spawner', 'spitter-spawner'} local factor = 10 / (768 * 32) local max_chance = 1 / 6 local scale_factor = 48 local sf = 1 / scale_factor local m = 1 / 650 local function enemy(x, y, world) local d = math.sqrt(world.x * world.x + world.y * world.y) if d < 68 then return nil end if d < 100 then return tree_shape(x, y, world) end local threshold = 1 - d * m threshold = math.max(threshold, 0.5) -- -0.125) x, y = x * sf, y * sf if Perlin.noise(x, y, enemy_seed) > threshold then if math.random(8) == 1 then local lvl if d < 400 then lvl = 1 elseif d < 650 then lvl = 2 else lvl = 3 end local chance = math.min(max_chance, d * factor) if math.random() < chance then local worm_id if d > 512 then local power = 512 / d worm_id = math.ceil((math.random() ^ power) * lvl) worm_id = math.clamp(worm_id, 1, 3) else worm_id = math.random(lvl) end return {name = worm_names[worm_id]} end else local chance = math.min(max_chance, d * factor) if math.random() < chance then local spawner_id = math.random(2) return {name = spawner_names[spawner_id]} end end else return tree_shape(x, y, world) end end local value = b.euclidean_value local oil_shape = b.throttle_world_xy(b.full_shape, 1, 8, 1, 8) local oil_resource = b.resource(oil_shape, 'crude-oil', value(250000, 200)) local uranium_resource = b.resource(b.full_shape, 'uranium-ore', value(200, 1)) local ores = { {resource = b.resource(b.full_shape, 'iron-ore', value(25, 0.5)), weight = 6}, {resource = b.resource(b.full_shape, 'copper-ore', value(25, 0.5)), weight = 4}, {resource = b.resource(b.full_shape, 'stone', value(25, 0.5)), weight = 1}, {resource = b.resource(b.full_shape, 'coal', value(25, 0.5)), weight = 2} } local weighted_ores = b.prepare_weighted_array(ores) local total_ores = weighted_ores.total local spawn_zone = b.circle(64) local ore_circle = b.circle(68) local start_ores = { b.resource(ore_circle, 'iron-ore', value(100, 0)), b.resource(ore_circle, 'copper-ore', value(50, 0)), b.resource(ore_circle, 'coal', value(100, 0)), b.resource(ore_circle, 'stone', value(50, 0)) } local start_segment = b.segment_pattern(start_ores) local function ore(x, y, world) if spawn_zone(x, y) then return end local start_ore = start_segment(x, y, world) if start_ore then return start_ore end local oil_x, oil_y = x * oil_scale, y * oil_scale local oil_noise = Perlin.noise(oil_x, oil_y, oil_seed) if oil_noise > oil_threshold then return oil_resource(x, y, world) end local uranium_x, uranium_y = x * uranium_scale, y * uranium_scale local uranium_noise = Perlin.noise(uranium_x, uranium_y, uranium_seed) if uranium_noise > uranium_threshold then return uranium_resource(x, y, world) end local i = math.random() * total_ores local index = table.binary_search(weighted_ores, i) if (index < 0) then index = bit32.bnot(index) end local resource = ores[index].resource local entity = resource(x, y, world) local density_x, density_y = x * density_scale, y * density_scale local density_noise = Perlin.noise(density_x, density_y, density_seed) if density_noise > density_threshold then entity.amount = entity.amount * density_multiplier end entity.enable_tree_removal = false return entity end local water = b.circle(8) water = b.change_tile(water, true, 'water-green') water = b.any {b.rectangle(16, 4), b.rectangle(4, 16), water} local start = b.if_else(water, b.full_shape) start = b.change_map_gen_collision_tile(start, 'water-tile', 'grass-1') local map = b.choose(ore_circle, start, b.full_shape) map = b.apply_entity(map, ore) map = b.apply_entity(map, enemy) map = b.change_map_gen_tile(map, 'water', 'water-green') map = b.change_map_gen_tile(map, 'deepwater', 'deepwater-green') return map