-- Map by grilledham, modified by Jayefuu -- This variation on grid_islands.lua has 1) Greater island separation 2) 4 not 2 rail tracks 3) Whole map rotated 45 degrees local b = require 'map_gen.shared.builders' local Random = require 'map_gen.shared.random' 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' local Event = require 'utils.event' local degrees = math.rad local ScenarioInfo = require 'features.gui.info' local ore_seed1 = 1000 local ore_seed2 = ore_seed1 * 2 local island_separation = 350 RS.set_map_gen_settings( { MGSP.ore_oil_none, MGSP.cliff_none } ) ScenarioInfo.set_map_name('Grid Islands Rotated') ScenarioInfo.set_map_description( [[ Large islands with diagonal rail bridges ]] ) ScenarioInfo.add_map_extra_info( [[ - Custom ore generation - Square, circle and diamond islands - Islands linked by causeways - Encourages rail use to transport materials for manufacture ]] ) ScenarioInfo.set_new_info( [[ 2019-09-09 - Added automatic disabling of landfill tech instead of manual disable by player - Updated map description ]] ) local track = { b.translate(b.line_x(3), 0, -3), b.translate(b.line_x(3), 0, 3), b.translate(b.line_x(3), 0, -9), b.translate(b.line_x(3), 0, 9), b.rectangle(3, 22) } local h_track = b.any(track) h_track = b.single_x_pattern(h_track, 15) local v_track = b.rotate(h_track,degrees(90)) local square = b.rectangle(190, 190) local circle = b.circle(80) local leg = b.rectangle(32, 480) local head = b.translate(b.oval(32, 64), 0, -64) local body = b.translate(b.circle(64), 0, 64) local count = 10 local angle = 360 / count local list = {head, body} for i = 1, (count / 2) - 1 do local shape = b.rotate(leg, degrees(i * angle)) table.insert(list, shape) end local spider = b.any(list) local ore_spider = b.scale(spider, 0.125, 0.125) 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) return shape end local ores = { {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 = 3}, {transform = non_transform, resource = 'coal', value = value(400, 0.8, 1.075), weight = 5}, {transform = uranium_transform, resource = 'uranium-ore', value = value(200, 0.3, 1.025), weight = 3}, {transform = oil_transform, resource = 'crude-oil', value = value(60000, 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_seed1, ore_seed2) local pattern = {} for r = 1, 50 do local row = {} pattern[r] = row local odd_r = (r % 2) == 1 for c = 1, 50 do local odd_c = (c % 2) == 1 if odd_r == odd_c then row[c] = square else 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 ore_shape = ore_data.transform(ore_spider) local ore = b.resource(ore_shape, ore_data.resource, ore_data.value) local shape = circle shape = b.apply_entity(shape, ore) row[c] = shape end end end local start_patch = b.scale(spider, 0.0625, 0.0625) local start_iron_patch = b.resource( b.translate(start_patch, 64, 0), 'iron-ore', function() return 1500 end ) local start_copper_patch = b.resource( b.translate(start_patch, 0, -64), 'copper-ore', function() return 1200 end ) local start_stone_patch = b.resource( b.translate(start_patch, -64, 0), 'stone', function() return 600 end ) local start_coal_patch = b.resource( b.translate(start_patch, 0, 64), 'coal', function() return 1350 end ) local start_resources = b.any({start_iron_patch, start_copper_patch, start_stone_patch, start_coal_patch}) local start = b.apply_entity(b.square_diamond(254), start_resources) local map = b.grid_pattern(pattern, 50, 50, island_separation, island_separation) map = b.choose(b.rectangle(350, 350), start, map) local paths = b.any { b.single_y_pattern(h_track, island_separation), b.single_x_pattern(v_track, island_separation) } local sea = b.tile('deepwater') sea = b.fish(sea, 0.0025) map = b.any {map, paths, sea} map = b.change_map_gen_collision_tile(map, 'water-tile', 'grass-1') map = b.rotate(map,degrees(45)) -- Disable landfill technology local function on_init() local player_force = game.forces.player player_force.technologies['landfill'].enabled = false -- disable landfill player_force.character_running_speed_modifier = 1.5 game.difficulty_settings.technology_price_multiplier = 2 end Event.on_init(on_init) return map