-- Dependencies local b = require 'map_gen.shared.builders' local Random = require 'map_gen.shared.random' local table = require 'utils.table' local Event = require 'utils.event' local RS = require 'map_gen.shared.redmew_surface' local MGSP = require 'resources.map_gen_settings' -- Localized functions local insert = table.insert -- Local vars local ore_seed1 = 9000 local ore_seed2 = ore_seed1 * 2 -- Setup surface and map settings RS.set_map_gen_settings( { MGSP.ore_oil_none, MGSP.cliff_none, MGSP.grass_only, MGSP.enable_water } ) -- Overwrite default hydra config local hail_hydra = global.config.hail_hydra hail_hydra.enabled = true hail_hydra.hydras = { -- spitters ['medium-spitter'] = {['small-spitter'] = 0.2}, ['big-spitter'] = {['medium-spitter'] = 0.2}, ['behemoth-spitter'] = {['big-spitter'] = 0.4}, -- biters ['medium-biter'] = {['small-biter'] = 1.2}, ['big-biter'] = {['medium-biter'] = 1.2}, ['behemoth-biter'] = {['big-biter'] = 1.2}, -- worms ['small-worm-turret'] = {['small-biter'] = 2.5}, ['medium-worm-turret'] = {['small-biter'] = 2.5, ['medium-biter'] = 0.6}, ['big-worm-turret'] = {['small-biter'] = 3.8, ['medium-biter'] = 1.3, ['big-biter'] = 1.1} } -- Create the Sierpinski carpet shape local function grid(x, y) return not (x % 3 < 2 or y % 3 < 2) end grid = b.translate(grid, 2, 2) local sierpinski = grid for i = 1, 10, 1 do sierpinski = b.any { sierpinski, b.scale(grid, 3 ^ i, 3 ^ i) } end local function quadrant(x, y) return not (x < 0 or y > 0) end sierpinski = b.invert(sierpinski) sierpinski = b.choose(quadrant, sierpinski, b.empty_shape) -- Restricts the Sierpinski pattern to one quadrant of the map co-ordinate system. Comment line to have whole map sierpinski = b.scale(sierpinski, 10, 10) -- Scale it up so it's playable -- Create a grid of tiles to make it look pretty. The sierpinski shape will be used as a mask to select some of these tiles. local tile1 = b.rectangle(10, 10) tile1 = b.change_tile(tile1, true, 'sand-1') local tile2 = b.rectangle(8, 8) tile2 = b.change_tile(tile2, true, 'grass-1') local tile = b.any {tile2, tile1} local pattern = {{tile}} local tile_grid = b.grid_pattern(pattern, 1, 1, 10, 10) tile_grid = b.translate(tile_grid, 5, 5) -- sets the ore value depending upon X, Y coordinate local value = b.manhattan_value local function non_transform(shape) return shape end local function uranium_transform(shape) return b.scale(shape, 0.5) end local function oil_transform(shape) shape = b.scale(shape, 0.5) return b.throttle_world_xy(shape, 1, 4, 1, 4) end local function empty_transform() return b.empty_shape end local ores = { {transform = non_transform, resource = 'iron-ore', value = value(1000, 10), weight = 16}, {transform = non_transform, resource = 'copper-ore', value = value(800, 10), weight = 10}, {transform = non_transform, resource = 'stone', value = value(500, 10), weight = 3}, {transform = non_transform, resource = 'coal', value = value(600, 10), weight = 5}, {transform = uranium_transform, resource = 'uranium-ore', value = value(200, 10), weight = 3}, {transform = oil_transform, resource = 'crude-oil', value = value(100000, 5000), weight = 6}, {transform = empty_transform, weight = 300} } local random = Random.new(ore_seed1, ore_seed2) local total_weights = {} local t = 0 for _, v in ipairs(ores) do t = t + v.weight insert(total_weights, t) end local p_cols = 50 local p_rows = 50 local ore_pattern = {} for _ = 1, p_rows do local row = {} insert(ore_pattern, row) for _ = 1, p_cols do local shape = b.rectangle(2, 2) local i = random:next_int(1, t) local index = table.binary_search(total_weights, i) if (index < 0) then index = bit32.bnot(index) end local ore_data = ores[index] shape = ore_data.transform(shape) local ore = b.resource(shape, ore_data.resource, ore_data.value) insert(row, ore) end end local ore_shape = b.grid_pattern(ore_pattern, 50, 50, 10, 10) -- Apply the Sierpinski carpet shape to the tiles as a mask local map = b.choose(sierpinski, tile_grid, b.empty_shape) map = b.translate(map, -5, 5) -- Make a sea to place underneath the tiles to fill the voids. Gives players somewhere to get water for power local sea = b.change_tile(b.full_shape, true, 'water') sea = b.choose(quadrant, sea, b.empty_shape) sea = b.fish(sea, 0.00125) map = b.any {map, sea} map = b.apply_entity(map, ore_shape) local function on_init() local player_force = game.forces.player player_force.technologies['landfill'].enabled = false -- disable landfill end Event.on_init(on_init) return map