local b = require 'map_gen.shared.builders' local perlin = require 'map_gen.shared.perlin_noise' local Event = require "utils.event" local sand_width = 64 local sand_width_inv = tau / sand_width --perlin options local noise_variance = 0.05 --The lower this number the smoother the curve is gonna be local noise_level = 25 --Factor for the magnitude of the curve Event.on_init(function() global.beach_perlin_seed_A = math.random(1,10000) global.beach_perlin_seed_B = math.random(1,10000) end) local function sand_shape(x, y) local wiggle = 1 + math.abs(perlin:noise((x * noise_variance), (y * noise_variance), global.beach_perlin_seed_A + 17) * noise_level / 50) return y < perlin:noise(x * noise_variance / 2, y * noise_variance / 2, global.beach_perlin_seed_A) * noise_level * wiggle end sand_shape = b.change_tile(sand_shape, true, 'sand-1') local value = b.manhattan_value local ores = { {b.resource(b.full_shape, 'iron-ore', value(125, 0.5)), 6}, {b.resource(b.full_shape, 'copper-ore', value(125, 0.5)), 4}, {b.resource(b.full_shape, 'stone', value(125, 0.25)), 1}, {b.resource(b.full_shape, 'coal', value(250, 0.25)), 1} } uranium_ore = b.resource(b.full_shape, 'uranium-ore', value(50, 0.25)) local total_weights = {} local t = 0 for _, v in ipairs(ores) do t = t + v[2] table.insert(total_weights, t) end local function do_ores(x, y, world) if (x > 512 or x < -512) and (math.floor(x / 32) % 16 == 0) then return uranium_ore(x, y, world) else local i = math.random(t) local index = table.binary_search(total_weights, i) if (index < 0) then index = bit32.bnot(index) end local ore = ores[index][1] return ore(x, y, world) end end sand_shape = b.apply_entity(sand_shape, do_ores) local water_width = 64 local water_width_inv = tau / water_width local function water_shape(x, y) local wiggle = 1 + math.abs(perlin:noise((x * noise_variance), (y * noise_variance), global.beach_perlin_seed_B + 17) * noise_level / 50) return y < perlin:noise(x * noise_variance, y * noise_variance, global.beach_perlin_seed_B) * noise_level * wiggle end water_shape = b.change_tile(water_shape, true, 'water') local oil = b.resource(b.full_shape, 'crude-oil', value(500000, 2500)) local function do_oil(x, y, world) if math.random(16384) == 1 then local e = oil(x, y, world) e.always_place = true return e end end water_shape = b.apply_entity(water_shape, do_oil) grass = b.tile('grass-1') local bounds = b.line_x(320) local map = b.any {b.translate(water_shape, 64, -32), sand_shape, grass} map = b.choose(bounds, map, b.empty_shape) map = b.translate(map, 0, -64) return map