-- Rotten Apples - Islands of trees with apple ore patches, infested with worms. -- Damage modifiers influenced by science progression to increase teamwork by worm difficulty -- For added difficulty/balance the original playthrough used a modified version of market_items.lua -- Map by Jayefuu and plague006 -- 2018-11-30 local b = require 'map_gen.shared.builders' local math = require "utils.math" local table = require 'utils.table' local Event = require 'utils.event' local RS = require 'map_gen.shared.redmew_surface' local MGSP = require 'resources.map_gen_settings' local degrees = math.rad -- change these to change the pattern. local seed1 = 20000 local seed2 = seed1 * 2 RS.set_map_gen_settings( { MGSP.ore_oil_none, MGSP.cliff_none, MGSP.enemy_none } ) local military_techs = { 'artillery', 'artillery-shell-range-1', 'artillery-shell-speed-1', 'atomic-bomb', 'bullet-damage-1', 'bullet-damage-2', 'bullet-damage-3', 'bullet-damage-4', 'bullet-damage-5', 'bullet-damage-6', 'bullet-damage-7', 'bullet-speed-1', 'bullet-speed-2', 'bullet-speed-3', 'bullet-speed-4', 'bullet-speed-5', 'bullet-speed-6', 'cannon-shell-damage-1', 'cannon-shell-damage-2', 'cannon-shell-damage-3', 'cannon-shell-damage-4', 'cannon-shell-damage-5', 'cannon-shell-damage-6', 'cannon-shell-speed-1', 'cannon-shell-speed-2', 'cannon-shell-speed-3', 'cannon-shell-speed-4', 'cannon-shell-speed-5', 'combat-robot-damage-1', 'combat-robot-damage-2', 'combat-robot-damage-3', 'combat-robot-damage-4', 'combat-robot-damage-5', 'combat-robot-damage-6', 'combat-robotics', 'combat-robotics-2', 'combat-robotics-3', 'discharge-defense-equipment', 'energy-shield-equipment', 'energy-shield-mk2-equipment', 'exoskeleton-equipment', 'explosive-rocketry', 'flamethrower', 'flamethrower-damage-1', 'flamethrower-damage-2', 'flamethrower-damage-3', 'flamethrower-damage-4', 'flamethrower-damage-5', 'flamethrower-damage-6', 'flamethrower-damage-7', 'flammables', 'follower-robot-count-1', 'follower-robot-count-2', 'follower-robot-count-3', 'follower-robot-count-4', 'follower-robot-count-5', 'follower-robot-count-6', 'follower-robot-count-7', 'grenade-damage-1', 'grenade-damage-2', 'grenade-damage-3', 'grenade-damage-4', 'grenade-damage-5', 'grenade-damage-6', 'grenade-damage-7', 'gun-turret-damage-1', 'gun-turret-damage-2', 'gun-turret-damage-3', 'gun-turret-damage-4', 'gun-turret-damage-5', 'gun-turret-damage-6', 'gun-turret-damage-7', 'heavy-armor', 'land-mine', 'laser', 'laser-turret-damage-1', 'laser-turret-damage-2', 'laser-turret-damage-3', 'laser-turret-damage-4', 'laser-turret-damage-5', 'laser-turret-damage-6', 'laser-turret-damage-7', 'laser-turret-damage-8', 'laser-turret-speed-1', 'laser-turret-speed-2', 'laser-turret-speed-3', 'laser-turret-speed-4', 'laser-turret-speed-5', 'laser-turret-speed-6', 'laser-turret-speed-7', 'laser-turrets', 'military', 'military-2', 'military-3', 'military-4', 'modular-armor', 'night-vision-equipment', 'personal-laser-defense-equipment', 'power-armor', 'power-armor-2', 'rocket-damage-1', 'rocket-damage-2', 'rocket-damage-3', 'rocket-damage-4', 'rocket-damage-5', 'rocket-damage-6', 'rocket-damage-7', 'rocket-speed-1', 'rocket-speed-2', 'rocket-speed-3', 'rocket-speed-4', 'rocket-speed-5', 'rocket-speed-6', 'rocket-speed-7', 'rocketry', 'shotgun-shell-damage-1', 'shotgun-shell-damage-2', 'shotgun-shell-damage-3', 'shotgun-shell-damage-4', 'shotgun-shell-damage-5', 'shotgun-shell-damage-6', 'shotgun-shell-damage-7', 'shotgun-shell-speed-1', 'shotgun-shell-speed-2', 'shotgun-shell-speed-3', 'shotgun-shell-speed-4', 'shotgun-shell-speed-5', 'shotgun-shell-speed-6', 'stone-walls', 'tanks', 'turrets', 'uranium-ammo' } local player_ammo_research_modifiers = { ['artillery-shell'] = 0.03, ['biological'] = 0.025, ['bullet'] = 0.045, ['cannon-shell'] = 0.12, ['capsule'] = 0, ['combat-robot-beam'] = 0.01, ['combat-robot-laser'] = 0.01, ['electric'] = 0.025, ['flamethrower'] = 0.01, ['grenade'] = 0.00, ['landmine'] = 0.06, ['melee'] = 0.025, ['rocket'] = 0.08, ['shotgun-shell'] = 0.00, ['laser-turret'] = 0.12, } local function modify_damage(force, mult) for type, mod in pairs(player_ammo_research_modifiers) do local current_m = force.get_ammo_damage_modifier(type) if (current_m + (mod * mult))<=-0.9 then force.set_ammo_damage_modifier(type, -0.9) else force.set_ammo_damage_modifier(type, current_m + (mod * mult)) end end end local function research_finished(event) local research = event.research local force = research.force if table.contains(military_techs, research.name) then --increase player damage modify_damage(force, 1) game.print('Military research complete.... you feel stronger') else -- decrease player damage modify_damage(force, -1.5) game.print('Research complete. A feeling of weakness spreads.') end if string.find(research.name, 'follower%-robot%-count') then force.maximum_following_robot_count = force.maximum_following_robot_count + 10 game.print('Your Plague of robots disperses........') end end Event.add(defines.events.on_research_finished, research_finished) -- makes ores richer further from the start 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 apple = b.translate(b.circle(20),0,-90) local tree = b.picture(require 'map_gen.data.presets.tree') tree = b.scale(tree,0.6,0.6) local ores = { {resource_type = 'iron-ore', value = value(90, 0.25, 1.15)}, {resource_type = 'copper-ore', value = value(80, 0.2, 1.15)}, {resource_type = 'stone', value = value(100, 0.2, 1.2)}, {resource_type = 'coal', value = value(65, 0.15, 1.1)}, {resource_type = 'uranium-ore', value = value(20, 0.1, 1.075)}, {resource_type = 'crude-oil', value = value(17500, 25, 1.15)} } local iron = b.resource(apple, ores[1].resource_type, ores[1].value) local copper = b.resource(apple, ores[2].resource_type, ores[2].value) local stone = b.resource(apple, ores[3].resource_type, ores[3].value) local coal = b.resource(apple, ores[4].resource_type, ores[4].value) local uranium = b.resource(apple, ores[5].resource_type, ores[5].value) local oil = b.resource(b.throttle_world_xy(apple, 1, 8, 1, 8), ores[6].resource_type, ores[6].value) local worm_names = { 'small-worm-turret', 'medium-worm-turret', 'big-worm-turret' } local max_worm_chance = 1 / 128 local worm_chance_factor = 1 / (192 * 512) local function worms(_, _, 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 < 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() ^ (512 / d) * max_lvl lvl = math.ceil(lvl) lvl = math.clamp(lvl, min_lvl, 3) return {name = worm_names[lvl]} end end end end local iron_circle = b.apply_entities(apple, {iron, worms}) local copper_circle = b.apply_entities(apple, {copper, worms}) local coal_circle = b.apply_entities(apple, {coal, worms}) local stone_circle = b.apply_entities(apple, {stone, worms}) local oil_circle = b.apply_entities(apple, {oil, worms}) local uranium_circle = b.apply_entities(apple, {uranium, worms}) local start_ores = b.any{ b.rotate(iron_circle,degrees(-25)), b.rotate(copper_circle,degrees(25)), b.rotate(stone_circle,degrees(-75)), b.rotate(coal_circle,degrees(75)), tree } local ore_group_1 = b.any{ b.rotate(iron_circle,degrees(-25)), b.rotate(oil_circle,degrees(-75)), b.rotate(coal_circle,degrees(75)), tree } local ore_group_2 = b.any{ b.rotate(iron_circle,degrees(-25)), b.rotate(copper_circle,degrees(25)), b.rotate(stone_circle,degrees(-75)), b.rotate(uranium_circle,degrees(75)), tree } local ore_group_3 = b.any{ b.rotate(stone_circle,degrees(-75)), b.rotate(iron_circle,degrees(75)), tree } local ore_group_4 = b.any{ b.rotate(iron_circle,degrees(-75)), b.rotate(copper_circle,degrees(25)), tree } local ore_group_5 = b.any{ b.rotate(iron_circle,degrees(-25)), b.rotate(copper_circle,degrees(25)), b.rotate(stone_circle,degrees(-75)), b.rotate(coal_circle,degrees(75)), tree } local loops = { {ore_group_1, 12}, {ore_group_2, 12}, {ore_group_3, 9}, {ore_group_4, 9}, {ore_group_5, 4} } 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_ores) 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(-128, 128) local y = random:next_int(-170, 200) 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, 500, 500) map = b.change_map_gen_collision_tile(map, 'water-tile', 'grass-1') local sea = b.change_tile(apple, false, 'water') sea = b.fish(sea, 0.005) map = b.if_else(map, sea) map = b.translate(map,0,50) return map