--Hilbert Sand Trap Map, by Jayefuu, R. Nukem, and grilledham local b = require 'map_gen.shared.builders' local degrees = require "utils.math".degrees local RS = require 'map_gen.shared.redmew_surface' local MGSP = require 'resources.map_gen_settings' --https://www.fractalus.com/kerry/tutorials/hilbert/hilbert-tutorial.html -- Setup the scenario map information because everyone gets upset if you don't local ScenarioInfo = require 'features.gui.info' ScenarioInfo.set_map_name('Hilbert\'s Sand Trap') ScenarioInfo.set_map_description('You have crash landed in the middle of Hilbert\'s Labyrinth! Surrounded by quicksand and biters you must survive long enough to launch a rocket.') ScenarioInfo.set_map_extra_info('Only the native grasses are suitable to build on. Ores and trees have sunk into the sand, but biters have adapted to live happily in the barren landscape. Some even speak of a Hydra living deep within the desert. \n\n Map created by R. Nukem and Jayefuu, with help from grilledham and the rest of the Redmew admin team.') --enable Hydra local hail_hydra = global.config.hail_hydra hail_hydra.enabled = true --tweak hydra settings. Defualt settings are WAY too hard (circa 2019-02-22 hydra) --This section will need updated in the future pending changes to how hydra is configured (PR #795) hail_hydra.hydras = { -- spitters ['small-spitter'] = {['small-worm-turret'] = 0.05}, --default 0.2 ['medium-spitter'] = {['medium-worm-turret'] = 0.05}, --defualt 0.2 ['big-spitter'] = {['big-worm-turret'] = 0.05}, --defualt 0.2 ['behemoth-spitter'] = {['big-worm-turret'] = 0.2}, --default 0.4 -- biters ['medium-biter'] = {['small-biter'] = 0.4}, --default 1.2 ['big-biter'] = {['medium-biter'] = 0.4},--default 1.2 ['behemoth-biter'] = {['big-biter'] = 0.4},--default 1.2 -- worms ['small-worm-turret'] = {['small-biter'] = .75},--defualt 2.5 ['medium-worm-turret'] = {['small-biter'] = .75, ['medium-biter'] = 0.3}, --default 2.5, .6 ['big-worm-turret'] = {['small-biter'] = 2.0, ['medium-biter'] = 1.0, ['big-biter'] = 0.5} --defualt 3.8, 1.3, 1.1 } hail_hydra.evolution_scale = .7 -- define map settings --Ore settings. I feel very-high frequency is required to keep the sand from eating all the ores -- Richness and size can be changed to tweak balance a bit. local ore_settings = { autoplace_controls = { coal = { frequency = 'very-high', richness = 'normal', size = 'normal' }, ['copper-ore'] = { frequency = 'very-high', richness = 'normal', size = 'normal' }, ['crude-oil'] = { frequency = 'very-high', richness = 'normal', size = 'normal' }, ['iron-ore'] = { frequency = 'very-high', richness = 'normal', size = 'normal' }, stone = { frequency = 'very-high', richness = 'normal', size = 'normal' }, ['uranium-ore'] = { frequency = 'very-high', richness = 'very-low', size = 'very-small' } } } -- Another section that can be used for balance. Setting richness above normal is not recommended local tree_settings = { autoplace_controls = { trees = { frequency = 'very-high', richness = 'normal', size = 'normal' } } } -- This seems to be a decent balance between small pools of water and not blocking entire sections -- of the maze near spawn by lakes local water_settings = { terrain_segmentation = 'high', water = 'low' } --Set map settings RS.set_map_gen_settings( { MGSP.cliff_none, MGSP.grass_only, MGSP.enable_water, MGSP.enemy_very_high, MGSP.starting_area_very_low, ore_settings, tree_settings, water_settings } ) --remove resources from sand local function no_resources(_, _, world, tile) local entites = world.surface.find_entities_filtered( {type = 'resource', area = {{world.x, world.y}, {world.x + 1, world.y + 1}}} ) for i = 1, #entites do entites[i].destroy() end return tile end --remove trees from sand local function no_trees(_, _, world, tile) local entites = world.surface.find_entities_filtered( {type = 'tree', area = {{world.x, world.y}, {world.x + 1, world.y + 1}}} ) for i = 1, #entites do entites[i].destroy() end return tile end --start hilbert design. Note: The following code does contain bugs. Jayefuu and R.Nukem are aware of --this and will look into fixing it at a later date. For now keep hilbert_levels = 2 --The following values can be changed to adjust the width of the maze and sand local block_width = 6 local block_length = 16 local scale_factor = 11 local hilbert_levels = 2 -- do not change unless the algorithm has been fixed local line_1 = b.translate(b.rectangle(block_width, block_length), -5, 0) --adjust size of rectangle to change maze width local tier_1 = b.any { line_1, b.rotate(line_1, degrees(-90)), b.rotate(line_1, degrees(-180)) } local pattern = tier_1 local var = 20 for i = 1, hilbert_levels do -- do the rotation stuff pattern = b.any { pattern, b.translate(b.flip_x(pattern), i * var, 0), b.translate(b.rotate(pattern, degrees(90)), i * var, i * var), b.translate(b.rotate(pattern, degrees(-90)), 0, i * var) } -- translate the pattern so that the connecting pieces are easier to add pattern = b.translate(pattern, -0.5 * i * var, -0.5 * i * var) -- add the 3 connecting pieces pattern = b.any { pattern, b.translate(line_1, (10 * (i - 1) + (10 * i)) * -1, 0), b.translate(b.rotate(line_1, degrees(180)), (10 * (i - 1) + (10 * i)), 0), b.rotate(line_1, degrees(-90)) --b.translate(line_1,-10,0) } end pattern = b.any { pattern, b.translate(b.rotate(line_1, degrees(90)), -40, 30), b.translate(b.rotate(line_1, degrees(90)), 40, 30) } -- Tile map in X direction local function ribbon(y) local abs_y = math.abs(y) return (abs_y < 40) end ribbon = b.change_tile(ribbon, true, 'sand-1') ribbon = b.apply_effect(ribbon, no_resources) ribbon = b.apply_effect(ribbon, no_trees) ribbon = b.translate(ribbon, 0, 6) pattern = b.translate(pattern, 0, 5) local hilbert = b.single_x_pattern(pattern, 80) local map = b.any {hilbert, ribbon} --Change this to scale map map = b.scale(map, scale_factor, scale_factor) -- make starting area local start_region = b.rectangle(block_length * scale_factor,block_width * scale_factor) map = b.subtract(map, start_region) start_region = b.change_tile(start_region,true, 'grass-1') start_region = b.apply_effect(start_region, no_resources) local start_water = b.change_tile(b.circle(5),true, 'water') map = b.any{start_water,start_region,map} --make starting ores local value = b.manhattan_value local ore_shape = b.scale(b.circle(30), 0.15) local start_ore = b.circle(30) local start_iron = b.resource(start_ore, 'iron-ore', value(1000, 0)) local start_copper = b.resource(start_ore, 'copper-ore', value(750, 0)) local start_coal = b.resource(start_ore, 'coal', value(500, 0)) local start_stone = b.resource(start_ore, 'stone', value(500, 0)) start_ore = b.segment_pattern({start_coal, start_stone, start_copper, start_iron}) ore_shape = b.choose(b.circle(30), start_ore, ore_shape) --apply starting ores to map map = b.apply_entity(map, ore_shape) --shift spawn so player doesn't die to start water map = b.translate(map, 0, 30) -- -- Untested Code for not building on sand. However, this requires plague's entity restriction module -- -- Enable this section when the entity restriction modules is finalized -- -- Make sure this works on tiles if needed, otherwise keep function below local Event = require 'utils.event' local Game = require 'utils.game' --Ban entities from sand-1, including tile ghosts. This currently prevents us from using entity_placement_restriction.lua as of 2019-02-22 -- Convert to using entity_replacement_restriction.lua once it is possible to do so Event.add( defines.events.on_built_entity, function(event) local entity = event.created_entity if not entity or not entity.valid then return end local name = entity.name local ghost = false if name == 'tile-ghost' or name == 'entity-ghost' then ghost = true end -- Check the bounding box for the tile local status = true local area = entity.bounding_box local left_top = area.left_top local right_bottom = area.right_bottom local p = Game.get_player_by_index(event.player_index) --check for sand under all tiles in bounding box for x = math.floor(left_top.x), math.floor(right_bottom.x), 1 do for y = math.floor(left_top.y), math.floor(right_bottom.y), 1 do if p.surface.get_tile(x, y).name == 'sand-1' then status = false break end end end if status == true then return else --destroy entity and return to player if not p or not p.valid then return end entity.destroy() if not ghost then p.insert(event.stack) end end end ) -- Hotfix to ban tiles by grilledham Event.add( defines.events.on_player_built_tile, function(event) local player = Game.get_player_by_index(event.player_index) if not player or not player.valid then return end local tiles = event.tiles local replace_tiles = {} local refund_count = 0 for i = 1, #tiles do local tile = tiles[i] local old_name = tile.old_tile.name if old_name == 'sand-1' then tile.name = 'sand-1' replace_tiles[#replace_tiles + 1] = tile refund_count = refund_count + 1 end end if #replace_tiles > 0 then player.surface.set_tiles(replace_tiles, true) player.insert {name = event.item.name, count = refund_count} end end ) return map