require 'map_gen.presets.crash_site.blueprint_extractor' require 'map_gen.presets.crash_site.entity_died_events' require 'map_gen.presets.crash_site.weapon_balance' local b = require 'map_gen.shared.builders' local Global = require('utils.global') local Random = require 'map_gen.shared.random' local OutpostBuilder = require 'map_gen.presets.crash_site.outpost_builder' local math = require "utils.math" local degrees = math.degrees -- leave seeds nil to have them filled in based on teh map seed. local outpost_seed = nil --91000 local ore_seed = nil --92000 local small_iron_plate_factory = require 'map_gen.presets.crash_site.outpost_data.small_iron_plate_factory' local medium_iron_plate_factory = require 'map_gen.presets.crash_site.outpost_data.medium_iron_plate_factory' local big_iron_plate_factory = require 'map_gen.presets.crash_site.outpost_data.big_iron_plate_factory' local small_copper_plate_factory = require 'map_gen.presets.crash_site.outpost_data.small_copper_plate_factory' local medium_copper_plate_factory = require 'map_gen.presets.crash_site.outpost_data.medium_copper_plate_factory' local big_copper_plate_factory = require 'map_gen.presets.crash_site.outpost_data.big_copper_plate_factory' local small_stone_factory = require 'map_gen.presets.crash_site.outpost_data.small_stone_factory' local medium_stone_factory = require 'map_gen.presets.crash_site.outpost_data.medium_stone_factory' local big_stone_factory = require 'map_gen.presets.crash_site.outpost_data.big_stone_factory' local small_gear_factory = require 'map_gen.presets.crash_site.outpost_data.small_gear_factory' local medium_gear_factory = require 'map_gen.presets.crash_site.outpost_data.medium_gear_factory' local big_gear_factory = require 'map_gen.presets.crash_site.outpost_data.big_gear_factory' local small_circuit_factory = require 'map_gen.presets.crash_site.outpost_data.small_circuit_factory' local medium_circuit_factory = require 'map_gen.presets.crash_site.outpost_data.medium_circuit_factory' local big_circuit_factory = require 'map_gen.presets.crash_site.outpost_data.big_circuit_factory' local small_ammo_factory = require 'map_gen.presets.crash_site.outpost_data.small_ammo_factory' local medium_ammo_factory = require 'map_gen.presets.crash_site.outpost_data.medium_ammo_factory' local big_ammo_factory = require 'map_gen.presets.crash_site.outpost_data.big_ammo_factory' local small_weapon_factory = require 'map_gen.presets.crash_site.outpost_data.small_weapon_factory' local medium_weapon_factory = require 'map_gen.presets.crash_site.outpost_data.medium_weapon_factory' local big_weapon_factory = require 'map_gen.presets.crash_site.outpost_data.big_weapon_factory' local small_science_factory = require 'map_gen.presets.crash_site.outpost_data.small_science_factory' local medium_science_factory = require 'map_gen.presets.crash_site.outpost_data.medium_science_factory' local big_science_factory = require 'map_gen.presets.crash_site.outpost_data.big_science_factory' local small_oil_refinery = require 'map_gen.presets.crash_site.outpost_data.small_oil_refinery' local medium_oil_refinery = require 'map_gen.presets.crash_site.outpost_data.medium_oil_refinery' local big_oil_refinery = require 'map_gen.presets.crash_site.outpost_data.big_oil_refinery' local small_chemical_factory = require 'map_gen.presets.crash_site.outpost_data.small_chemical_factory' local medium_chemical_factory = require 'map_gen.presets.crash_site.outpost_data.medium_chemical_factory' local big_chemical_factory = require 'map_gen.presets.crash_site.outpost_data.big_chemical_factory' local small_power_factory = require 'map_gen.presets.crash_site.outpost_data.small_power_factory' local medium_power_factory = require 'map_gen.presets.crash_site.outpost_data.medium_power_factory' local big_power_factory = require 'map_gen.presets.crash_site.outpost_data.big_power_factory' local thin_walls = require 'map_gen.presets.crash_site.outpost_data.thin_walls' local function init() local outpost_random = Random.new(outpost_seed, outpost_seed * 2) local outpost_builder = OutpostBuilder.new(outpost_random) local stage1a = { small_iron_plate_factory, small_gear_factory, small_copper_plate_factory, small_stone_factory } local stage1a_pos = { {4, 5}, {5, 4}, {5, 6}, {6, 5} } local stage1b = { small_circuit_factory, small_science_factory, small_oil_refinery, small_chemical_factory, small_power_factory } local stage1b_pos = { {4, 4}, {4, 6}, {6, 4}, {6, 6}, {3, 5}, {5, 3}, {5, 7}, {7, 5} } local stage2 = { medium_iron_plate_factory, medium_copper_plate_factory, medium_stone_factory, medium_gear_factory, medium_circuit_factory, small_ammo_factory, small_ammo_factory, small_weapon_factory, small_science_factory, medium_science_factory, medium_oil_refinery, medium_chemical_factory, medium_power_factory } local stage2_pos = { {2, 5}, {5, 2}, {5, 8}, {8, 5}, {3, 3}, {3, 4}, {3, 6}, {3, 7}, {4, 3}, {4, 7}, {6, 3}, {6, 7}, {7, 3}, {7, 4}, {7, 6}, {7, 7} } local stage3 = { big_iron_plate_factory, big_copper_plate_factory, big_stone_factory, big_gear_factory, big_circuit_factory, medium_ammo_factory, medium_ammo_factory, medium_weapon_factory, medium_science_factory, big_science_factory, big_oil_refinery, big_chemical_factory, big_power_factory } local stage4 = { big_iron_plate_factory, big_copper_plate_factory, big_gear_factory, big_circuit_factory, big_ammo_factory, big_ammo_factory, big_ammo_factory, big_weapon_factory, big_weapon_factory, big_weapon_factory, big_science_factory, big_oil_refinery, big_chemical_factory } local function fast_remove(tbl, index) local count = #tbl if index > count then return elseif index < count then tbl[index] = tbl[count] end tbl[count] = nil end local function itertor_builder(arr, random) local copy = {} return function() if #copy == 0 then for i = 1, #arr do copy[i] = arr[i] end end local i = random:next_int(1, #copy) local res = copy[i] fast_remove(copy, i) return res end end local stage1a_iter = itertor_builder(stage1a, outpost_random) local stage1b_iter = itertor_builder(stage1b, outpost_random) local stage2_iter = itertor_builder(stage2, outpost_random) local stage3_iter = itertor_builder(stage3, outpost_random) local stage4_iter = itertor_builder(stage4, outpost_random) local start_outpost = outpost_builder:do_outpost(thin_walls) local function remove_water(shape) return function(x, y, world) local tile = shape(x, y, world) if type(tile) == 'table' then local gen_tile = world.surface.get_tile(world.x, world.y) if gen_tile.collides_with('water-tile') then tile.tile = 'grass-1' end else local gen_tile = world.surface.get_tile(world.x, world.y) if gen_tile.collides_with('water-tile') then tile = 'grass-1' end end return tile end end start_outpost = remove_water(start_outpost) local start_patch = b.circle(10) local start_iron_patch = b.resource( b.translate(start_patch, -32, -32), 'iron-ore', function() return 1500 end ) local start_copper_patch = b.resource( b.translate(start_patch, 32, -32), 'copper-ore', function() return 1200 end ) local start_stone_patch = b.resource( b.translate(start_patch, 32, 32), 'stone', function() return 900 end ) local start_coal_patch = b.resource( b.translate(start_patch, -32, 32), 'coal', function() return 1350 end ) local start_resources = b.any({start_iron_patch, start_copper_patch, start_stone_patch, start_coal_patch}) start_outpost = b.apply_entity(start_outpost, start_resources) local water_corner = b.any { b.translate(b.rectangle(6, 16), -6, 0), b.translate(b.rectangle(16, 6), 0, -6) } water_corner = b.change_tile(water_corner, true, 'water') water_corner = b.translate(water_corner, -60, -60) start_outpost = b.any { water_corner, b.rotate(water_corner, degrees(90)), b.rotate(water_corner, degrees(180)), b.rotate(water_corner, degrees(270)), start_outpost } local pattern = {} for r = 1, 10 do local row = {} pattern[r] = row end pattern[5][5] = start_outpost local outpost_offset = 59 local grid_block_size = 190 local grid_number_of_blocks = 9 local half_total_size = grid_block_size * 0.5 * 8 for _, pos in ipairs(stage1a_pos) do local r, c = pos[1], pos[2] local row = pattern[r] local template = stage1a_iter() local shape = outpost_builder:do_outpost(template) local x = outpost_random:next_int(-outpost_offset, outpost_offset) local y = outpost_random:next_int(-outpost_offset, outpost_offset) shape = b.translate(shape, x, y) row[c] = shape end for _, pos in ipairs(stage1b_pos) do local r, c = pos[1], pos[2] local row = pattern[r] local template = stage1b_iter() local shape = outpost_builder:do_outpost(template) local x = outpost_random:next_int(-outpost_offset, outpost_offset) local y = outpost_random:next_int(-outpost_offset, outpost_offset) shape = b.translate(shape, x, y) row[c] = shape end for _, pos in ipairs(stage2_pos) do local r, c = pos[1], pos[2] local row = pattern[r] local template = stage2_iter() local shape = outpost_builder:do_outpost(template) local x = outpost_random:next_int(-outpost_offset, outpost_offset) local y = outpost_random:next_int(-outpost_offset, outpost_offset) shape = b.translate(shape, x, y) row[c] = shape end for r = 2, 8 do local row = pattern[r] for c = 2, 8 do if not row[c] then local template = stage3_iter() local shape = outpost_builder:do_outpost(template) local x = outpost_random:next_int(-outpost_offset, outpost_offset) local y = outpost_random:next_int(-outpost_offset, outpost_offset) shape = b.translate(shape, x, y) row[c] = shape end end end for r = 1, grid_number_of_blocks do local row = pattern[r] for c = 1, grid_number_of_blocks do if not row[c] then local template = stage4_iter() local shape = outpost_builder:do_outpost(template) local x = outpost_random:next_int(-outpost_offset, outpost_offset) local y = outpost_random:next_int(-outpost_offset, outpost_offset) shape = b.translate(shape, x, y) row[c] = shape end end end local outposts = b.grid_pattern(pattern, 10, 10, grid_block_size, grid_block_size) --outposts = b.if_else(outposts, b.full_shape) local spawners = { 'biter-spawner', 'spitter-spawner' } local worms = { 'small-worm-turret', 'medium-worm-turret', 'big-worm-turret' } local max_spawner_chance = 1 / 256 local spawner_chance_factor = 1 / (256 * 512) local max_worm_chance = 1 / 32 local worm_chance_factor = 1 / (32 * 512) local scale_factor = 1 / 32 local function enemy(x, y, world) local wx, wy = world.x, world.y local d = math.sqrt(wx * wx + wy * wy) --[[ if Perlin.noise(x * scale_factor, y * scale_factor, enemy_seed) < 0 then return nil end ]] local spawner_chance = d - 128 if spawner_chance > 0 then spawner_chance = spawner_chance * spawner_chance_factor spawner_chance = math.min(spawner_chance, max_spawner_chance) if math.random() < spawner_chance then return {name = spawners[math.random(2)]} end end 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 < 256 then return {name = 'small-worm-turret'} else local max_lvl local min_lvl if d < 512 then max_lvl = 2 min_lvl = 1 else max_lvl = 3 min_lvl = 2 end local lvl = math.random() ^ (384 / d) * max_lvl lvl = math.ceil(lvl) --local lvl = math.floor(d / 256) + 1 lvl = math.clamp(lvl, min_lvl, 3) return {name = worms[lvl]} end end end end local enemy_shape = b.apply_entity(b.full_shape, enemy) local ores_patch = b.circle(16) local function value(base, mult, pow) return function(x, y) local d_sq = x * x + y * y return base + mult * d_sq ^ (pow / 2) -- d^pow end end 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) shape = b.throttle_world_xy(shape, 1, 5, 1, 5) return shape end local ores = { {weight = 300}, {transform = non_transform, resource = 'iron-ore', value = value(500, 0.75, 1.1), weight = 16}, {transform = non_transform, resource = 'copper-ore', value = value(400, 0.75, 1.1), weight = 10}, {transform = non_transform, resource = 'stone', value = value(250, 0.3, 1.05), weight = 5}, {transform = non_transform, resource = 'coal', value = value(400, 0.8, 1.075), weight = 8}, {transform = uranium_transform, resource = 'uranium-ore', value = value(200, 0.3, 1.025), weight = 3}, {transform = oil_transform, resource = 'crude-oil', value = value(180000, 50, 1.025), weight = 6} } local total_ore_weights = {} local ore_t = 0 for _, v in ipairs(ores) do ore_t = ore_t + v.weight table.insert(total_ore_weights, ore_t) end local random_ore = Random.new(ore_seed, ore_seed * 2) local ore_pattern = {} for r = 1, 50 do local row = {} ore_pattern[r] = row for c = 1, 50 do local i = random_ore:next_int(1, ore_t) local index = table.binary_search(total_ore_weights, i) if (index < 0) then index = bit32.bnot(index) end local ore_data = ores[index] local transform = ore_data.transform if not transform then row[c] = b.no_entity else local ore_shape = transform(ores_patch) local x = random_ore:next_int(-24, 24) local y = random_ore:next_int(-24, 24) ore_shape = b.translate(ore_shape, x, y) local ore = b.resource(ore_shape, ore_data.resource, ore_data.value) row[c] = ore end end end local ore_grid = b.grid_pattern_full_overlap(ore_pattern, 50, 50, 64, 64) ore_grid = b.choose(b.rectangle(138), b.no_entity, ore_grid) local map = b.if_else(outposts, enemy_shape) --map = b.change_tile(map, true, 'grass-1') map = b.if_else(map, b.full_shape) map = b.translate(map, -half_total_size, -half_total_size) map = b.apply_entity(map, ore_grid) --map = b.apply_entity(map, enemy) local market = { callback = outpost_builder.market_set_items_callback, data = { {name = 'raw-wood', price = 1}, {name = 'iron-plate', price = 2}, {name = 'stone', price = 2}, {name = 'coal', price = 1.25}, {name = 'raw-fish', price = 4}, {name = 'firearm-magazine', price = 5}, {name = 'science-pack-1', price = 20}, {name = 'science-pack-2', price = 40}, {name = 'military-science-pack', price = 80}, {name = 'science-pack-3', price = 120}, {name = 'production-science-pack', price = 240}, {name = 'high-tech-science-pack', price = 360}, {name = 'small-plane', price = 100} } } local factory = { callback = outpost_builder.magic_item_crafting_callback, data = { output = {min_rate = 0.5 / 60, distance_factor = 0, item = 'coin'} } } local spawn = { size = 2, [1] = { market = market, [15] = {entity = {name = 'market', callback = 'market'}} }, [2] = { force = 'player', factory = factory, [15] = {entity = {name = 'electric-furnace', callback = 'factory'}} } } local spawn_shape = outpost_builder.to_shape(spawn) spawn_shape = b.change_tile(spawn_shape, false, 'stone-path') map = b.choose(b.rectangle(16, 16), spawn_shape, map) local bounds = b.rectangle(grid_block_size * grid_number_of_blocks) map = b.choose(bounds, map, b.empty_shape) return map end local map Global.register_init( {}, function(tbl) local seed = game.surfaces[1].map_gen_settings.seed tbl.outpost_seed = outpost_seed or seed tbl.ore_seed = ore_seed or seed global.scenario.config.fish_market.enable = false end, function(tbl) outpost_seed = tbl.outpost_seed ore_seed = tbl.ore_seed map = init() end ) return function(x, y, world) return map(x, y, world) end