local b = require 'map_gen.shared.builders' local Perlin = require 'map_gen.shared.perlin_noise' local Global = require 'utils.global' local math = require 'utils.math' local table = require 'utils.table' local RS = require 'map_gen.shared.redmew_surface' local MGSP = require 'resources.map_gen_settings' require 'map_gen.shared.danger_ore_banned_entities' local oil_seed local uranium_seed local density_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 RS.set_first_player_position_check_override(true) RS.set_spawn_island_tile('grass-1') RS.set_map_gen_settings( { MGSP.ore_oil_none, MGSP.cliff_none } ) Global.register_init( {}, function(tbl) tbl.seed = RS.get_surface().map_gen_settings.seed end, function(tbl) local seed = tbl.seed oil_seed = seed uranium_seed = seed * 2 density_seed = seed * 3 game.map_settings.enemy_evolution.time_factor = 0.000002 game.map_settings.enemy_evolution.destroy_factor = 0.000010 game.map_settings.enemy_evolution.pollution_factor = 0.000075 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(150000, 100)) 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(500, 0)), b.resource(ore_circle, 'copper-ore', value(250, 0)), b.resource(ore_circle, 'coal', value(500, 0)), b.resource(ore_circle, 'stone', value(250, 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 worms = { 'small-worm-turret', 'medium-worm-turret', 'big-worm-turret', 'behemoth-worm-turret' } local max_worm_chance = 1 / 384 local worm_chance_factor = 1 / (192 * 512) local function enemy(_, _, world) local wx, wy = world.x, world.y local d = math.sqrt(wx * wx + wy * wy) local worm_chance = d - 128 if worm_chance > 0 then worm_chance = worm_chance * worm_chance_factor worm_chance = math.min(worm_chance, max_worm_chance) if math.random() < worm_chance then if d < 384 then return {name = 'small-worm-turret'} else local max_lvl local min_lvl if d < 768 then max_lvl = 2 min_lvl = 1 elseif d < 960 then max_lvl = 3 min_lvl = 2 else max_lvl = 4 min_lvl = 3 end local lvl = math.random() ^ (768 / d) * max_lvl lvl = math.ceil(lvl) lvl = math.clamp(lvl, min_lvl, 4) return {name = worms[lvl]} end end end end local water = b.circle(8) water = b.change_tile(water, true, 'water') 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) return map