--[[ This map uses custom ore gen. When generating the map, under the resource settings tab use Size = 'None' for all resources. This map removes and adds it's own water, in terrain settings use water frequency = very low and water size = only in starting area. This map has isolated areas, it's recommend turning biters to peaceful to reduce stress on the pathfinder. ]] local b = require 'map_gen.shared.builders' -- change these to change the pattern. local seed1 = 99999 local seed2 = 66666 local function value(base, mult) return function(x, y) return mult * (math.abs(x) + math.abs(y)) + base end end local big_circle = b.circle(48) local small_circle = b.circle(24) local ring = b.all {big_circle, b.invert(small_circle)} local ores = { {resource_type = 'iron-ore', value = value(125, 0.5)}, {resource_type = 'copper-ore', value = value(100, 0.4)}, {resource_type = 'stone', value = value(100, 0.2)}, {resource_type = 'coal', value = value(100, 0.1)}, {resource_type = 'uranium-ore', value = value(50, 0.1)}, {resource_type = 'crude-oil', value = value(10000, 50)} } local iron = b.resource(b.full_shape, ores[1].resource_type, ores[1].value) local copper = b.resource(b.full_shape, ores[2].resource_type, ores[2].value) local stone = b.resource(b.full_shape, ores[3].resource_type, ores[3].value) local coal = b.resource(b.full_shape, ores[4].resource_type, ores[4].value) local uranium = b.resource(b.full_shape, ores[5].resource_type, ores[5].value) local oil = b.resource(b.throttle_world_xy(b.full_shape, 1, 4, 1, 4), ores[6].resource_type, ores[6].value) local function striped(_, _, world) local t = (world.x + world.y) % 4 + 1 local ore = ores[t] return { name = ore.resource_type, position = {world.x, world.y}, amount = 3 * ore.value(world.x, world.y) } end local function sprinkle(_, _, world) local t = math.random(1, 4) local ore = ores[t] return { name = ore.resource_type, position = {world.x, world.y}, amount = 3 * ore.value(world.x, world.y) } end local rock_names = {'rock-big', 'rock-huge', 'sand-rock-big'} local function rocks_func() local rock = rock_names[math.random(#rock_names)] return {name = rock} end local rocks = b.entity_func(b.throttle_world_xy(b.full_shape, 1, 6, 1, 6), rocks_func) local segmented = b.segment_pattern({iron, copper, stone, coal}) local tree = b.entity(b.throttle_world_xy(b.full_shape, 1, 3, 1, 3), 'tree-01') local start_iron = b.resource(ring, ores[1].resource_type, value(500, 0.5)) local start_copper = b.resource(ring, ores[2].resource_type, value(400, 0.5)) local start_stone = b.resource(ring, ores[3].resource_type, value(300, 0.5)) local start_coal = b.resource(ring, ores[4].resource_type, value(300, 0.5)) local start_segmented = b.segment_pattern({start_iron, start_copper, start_stone, start_coal}) local start_tree = b.entity(b.throttle_world_xy(small_circle, 1, 3, 1, 3), 'tree-01') local worm_names = {'small-worm-turret', 'medium-worm-turret', 'big-worm-turret'} local factor = 1 / (1024 * 32) local max_chance = 1 / 8 local function worms(_, _, world) local d = math.sqrt(world.x * world.x + world.y * world.y) if d < 64 then return nil end local lvl if d < 192 then lvl = 1 elseif d < 384 then lvl = 2 else lvl = 3 end local chance = math.min(max_chance, d * factor) if math.random() < chance then local worm_id = math.random(1, lvl) return {name = worm_names[worm_id]} end end local iron_loop = b.apply_entities(ring, {iron, worms}) local copper_loop = b.apply_entities(ring, {copper, worms}) local stone_loop = b.apply_entities(ring, {stone, worms}) local coal_loop = b.apply_entities(ring, {coal, worms}) local uranium_loop = b.apply_entities(ring, {uranium, worms}) local oil_loop = b.apply_entities(ring, {oil, worms}) local striped_loop = b.apply_entities(ring, {striped, worms}) local sprinkle_loop = b.apply_entities(ring, {sprinkle, worms}) local segmented_loop = b.apply_entities(ring, {segmented, worms}) local tree_loop = b.apply_entity(ring, tree) local rock_loop = b.apply_entity(ring, rocks) local start_loop = b.apply_entity(big_circle, b.any {start_segmented, start_tree}) local loops = { {striped_loop, 3}, {sprinkle_loop, 3}, {segmented_loop, 3}, {tree_loop, 6}, {rock_loop, 6}, {iron_loop, 20}, {copper_loop, 12}, {stone_loop, 9}, {coal_loop, 9}, {uranium_loop, 3}, {oil_loop, 9} } local Random = require 'map_gen.shared.random' local random = Random.new(seed1, seed2) local total_weights = {} local t = 0 for _, v in ipairs(loops) do t = t + v[2] table.insert(total_weights, t) end local p_cols = 50 local p_rows = 50 local pattern = {} for c = 1, p_cols do local row = {} table.insert(pattern, row) for r = 1, p_rows do if c == 1 and r == 1 then table.insert(row, start_loop) else 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 shape = loops[index][1] local x = random:next_int(-32, 32) local y = random:next_int(-32, 32) shape = b.translate(shape, x, y) table.insert(row, shape) end end end local map = b.grid_pattern_full_overlap(pattern, p_cols, p_rows, 128, 128) map = b.change_map_gen_collision_tile(map, 'water-tile', 'grass-1') local sea = b.change_tile(b.full_shape, true, 'water') sea = b.fish(sea, 0.00125) map = b.if_else(map, sea) --map = b.translate(map, -32, 0) --map = b.scale(map, 1, 1) --map = b.rotate(map, degrees(45)) return map