--The size of each individual maze, in cells. local maze_width = 19 local maze_height = 19 --The size of each cell within a maze, in tiles. This includes the border. --This is also the thickness of passages between mazes. local maze_tile_size = 20 --The thickness of cell borders (walls), in tiles. local maze_tile_border = 2 --These two values are specifically chosen to only just allow train loops. --If tile size is reduced or border size is increased, players will be forced to use 4-way crossings instead. --Number of ore cells per maze, for each type. local iron_ore_count = 15 local copper_ore_count = 15 local coal_ore_count = 12 local stone_ore_count = 5 local uranium_ore_count = 1 --Warning: Do not exceed the total number of cells in the maze, or it will break! --DO NOT TOUCH BELOW THIS LINE-- local function get_random_maze_val(cur_seed) local new_seed = bit32.bor(cur_seed + 0x9E3779B9, 0) local return_val = bit32.bor(new_seed * 0xBF58476D, 0) return_val = bit32.bor(return_val * 0x94D049BB, 0) return new_seed, bit32.bor(return_val , 0) end local last_maze_x, last_maze_y, last_maze = nil, nil, nil local function get_maze(x, y, seed, width, height) if last_maze and last_maze_x == x and last_maze_y == y then return last_maze end if not global.maze_data then global.maze_data = {} end if not global.maze_data[x] then global.maze_data[x] = {} end if global.maze_data[x][y] then last_maze = global.maze_data[x][y] last_maze_x = x last_maze_y = y return last_maze end local maze_data = {} local grid = {} for tx = 1,width do maze_data[tx] = {} grid[tx] = {} for ty = 1,height do maze_data[tx][ty] = 15 grid[tx][ty] = true end end local maze_seed = bit32.bxor(bit32.lshift(x,16) + bit32.band(y,65535), seed) local value = 0 local queue = {} maze_seed, value = get_random_maze_val(maze_seed) local pos = {0, 0} pos[1] = value % width + 1 value = bit32.rshift(value,16) pos[2] = value % height + 1 queue[#queue+1] = {pos[1], pos[2], pos[1]-1, pos[2] } queue[#queue+1] = {pos[1], pos[2], pos[1]+1, pos[2] } queue[#queue+1] = {pos[1], pos[2], pos[1] , pos[2]-1} queue[#queue+1] = {pos[1], pos[2], pos[1] , pos[2]+1} while #queue > 0 do maze_seed, value = get_random_maze_val(maze_seed) local connection = table.remove(queue, value % #queue + 1) local sx, sy = connection[1], connection[2] local tx, ty = connection[3], connection[4] if tx > 0 and ty > 0 and tx <= width and ty <= height and grid[tx][ty] then local dx, dy = sx - tx, sy - ty local mod_s, mod_t = 3, 3 if dy == 1 then mod_s = 1 elseif dy == -1 then mod_t = 1 elseif dx == 1 then mod_s = 2 else mod_t = 2 end maze_data[sx][sy] = bit32.band(maze_data[sx][sy], mod_s) maze_data[tx][ty] = bit32.band(maze_data[tx][ty], mod_t) grid[sx][sy] = false grid[tx][ty] = false queue[#queue+1] = {tx, ty, tx-1, ty } queue[#queue+1] = {tx, ty, tx+1, ty } queue[#queue+1] = {tx, ty, tx , ty-1} queue[#queue+1] = {tx, ty, tx , ty+1} end end maze_seed, value = get_random_maze_val(maze_seed) maze_data[value % width + 1][1] = bit32.band(maze_data[value % width + 1][1], 1) value = bit32.rshift(value, 16) maze_data[1][value % height + 1] = bit32.band(maze_data[1][value % height + 1], 2) maze_seed, value = get_random_maze_val(maze_seed) maze_data[width+1] = {0, 0} maze_data[width+1][1] = value % width + 1 value = bit32.rshift(value, 16) maze_data[width+1][2] = value % height + 1 global.maze_data[x][y] = maze_data last_maze = maze_data last_maze_x = x last_maze_y = y return maze_data end local last_maze_ore_x, last_maze_ore_y, last_maze_ore = nil, nil, nil local function get_maze_ore(x, y, seed, width, height) if last_maze_ore and last_maze_ore_x == x and last_maze_ore_y == y then return last_maze_ore end if not global.maze_data_ore then global.maze_data_ore = {} end if not global.maze_data_ore[x] then global.maze_data_ore[x] = {} end if global.maze_data_ore[x][y] then last_maze_ore = global.maze_data_ore[x][y] last_maze_ore_x = x last_maze_ore_y = y return last_maze_ore end local coord_list = {} local maze_data = {} for tx=1,width do maze_data[tx] = {} for ty=1,height do maze_data[tx][ty] = nil coord_list[#coord_list+1] = {tx,ty} end end local maze_seed = bit32.bxor(bit32.lshift(x,16) + bit32.band(y,65535), seed) local value = 0 for a=1,iron_ore_count do maze_seed, value = get_random_maze_val(maze_seed) local pos = table.remove(coord_list, value % #coord_list + 1) maze_data[pos[1]][pos[2]] = "iron-ore" end for a=1,copper_ore_count do maze_seed, value = get_random_maze_val(maze_seed) local pos = table.remove(coord_list, value % #coord_list + 1) maze_data[pos[1]][pos[2]] = "copper-ore" end for a=1,coal_ore_count do maze_seed, value = get_random_maze_val(maze_seed) local pos = table.remove(coord_list, value % #coord_list + 1) maze_data[pos[1]][pos[2]] = "coal" end for a=1,stone_ore_count do maze_seed, value = get_random_maze_val(maze_seed) local pos = table.remove(coord_list, value % #coord_list + 1) maze_data[pos[1]][pos[2]] = "stone" end for a=1,uranium_ore_count do maze_seed, value = get_random_maze_val(maze_seed) local pos = table.remove(coord_list, value % #coord_list + 1) maze_data[pos[1]][pos[2]] = "uranium-ore" end global.maze_data_ore[x][y] = maze_data last_maze_ore = maze_data last_maze_ore_x = x last_maze_ore_y = y return maze_data end local function global_to_maze_pos(x, y) --Ensures we start in the middle of a tile. x = x + maze_tile_size/2 y = y + maze_tile_size/2 local maze_width_raw = (maze_width +1) * maze_tile_size local maze_height_raw = (maze_height+1) * maze_tile_size local global_maze_x = math.floor(x / maze_width_raw) local global_maze_y = math.floor(y / maze_height_raw) x = x - global_maze_x * maze_width_raw y = y - global_maze_y * maze_height_raw local inner_x, inner_y = x, y local local_maze_x = math.floor(x / maze_tile_size) local local_maze_y = math.floor(y / maze_tile_size) x = x - local_maze_x * maze_tile_size y = y - local_maze_y * maze_tile_size return global_maze_x, global_maze_y, local_maze_x, local_maze_y, x, y end local function handle_maze_tile(x, y, surf, seed) local orig_x, orig_y = x, y local global_maze_x, global_maze_y, local_maze_x, local_maze_y = 0, 0, 0, 0 global_maze_x, global_maze_y, local_maze_x, local_maze_y, x, y = global_to_maze_pos(x, y) local maze_data = get_maze(global_maze_x, global_maze_y, seed, maze_width, maze_height) local maze_value = 0 if local_maze_x == 0 or local_maze_y == 0 then if local_maze_x == 0 then if local_maze_y ~= 0 then if maze_data[maze_width+1][1] ~= local_maze_y then maze_value = 1 end end else if maze_data[maze_width+1][2] ~= local_maze_x then maze_value = 2 end end else maze_value = maze_data[local_maze_x][local_maze_y] end if x < maze_tile_border and y < maze_tile_border then return {name = "out-of-map", position = {orig_x, orig_y}} end if x < maze_tile_border and bit32.btest(maze_value,1) then return {name = "out-of-map", position = {orig_x, orig_y}} end if y < maze_tile_border and bit32.btest(maze_value,2) then return {name = "out-of-map", position = {orig_x, orig_y}} end return nil end local function handle_maze_tile_ore(x, y, surf, seed) local orig_x, orig_y = x, y local global_maze_x, global_maze_y, local_maze_x, local_maze_y = 0, 0, 0, 0 global_maze_x, global_maze_y, local_maze_x, local_maze_y, x, y = global_to_maze_pos(x, y) if x < maze_tile_border or y < maze_tile_border then return end local seed_x = global_maze_x * maze_width + local_maze_x local seed_y = global_maze_x * maze_height + local_maze_y local ore_name = nil if local_maze_x == 0 or local_maze_y == 0 then if global_maze_x == 0 and global_maze_y == 0 then if local_maze_x == 1 and local_maze_y == 0 then ore_name = "iron-ore" end if local_maze_x == 0 and local_maze_y == 1 then ore_name = "stone" end elseif global_maze_x == -1 and local_maze_x == maze_width and local_maze_y == 0 then ore_name = "copper-ore" elseif global_maze_y == -1 and local_maze_x == 0 and local_maze_y == maze_height then ore_name = "coal" end else local maze_data = get_maze_ore(global_maze_x, global_maze_y, seed, maze_width, maze_height) ore_name = maze_data[local_maze_x][local_maze_y] end if ore_name then if surf.can_place_entity{name=ore_name, position={orig_x, orig_y}} then local dist_x = orig_x local dist_y = orig_y if dist_x < 0 then dist_x = dist_x * -1 end if dist_y < 0 then dist_y = dist_y * -1 end local dist = dist_x if dist_y > dist then dist = dist_y end local resource_amount_max = 500 + dist / 4 local dist_x = maze_tile_size - x - 1 if (x - maze_tile_border) < dist_x then dist_x = (x - maze_tile_border) end local dist_y = maze_tile_size - y - 1 if (y - maze_tile_border) < dist_y then dist_y = (y - maze_tile_border) end dist = dist_x if dist_y < dist then dist = dist_y end dist = dist + 1 local resource_amount = resource_amount_max * dist / maze_tile_size if resource_amount <= 0 then resource_amount = 1 end surf.create_entity{name=ore_name, position={orig_x, orig_y}, amount=resource_amount} end end end local function on_chunk_generated_ore(event) local entities = event.surface.find_entities(event.area) for _, entity in pairs(entities) do if entity.type == "resource" and entity.name ~= "crude-oil" then entity.destroy() end end local tx, ty = event.area.left_top.x, event.area.left_top.y local ex, ey = event.area.right_bottom.x, event.area.right_bottom.y for x=tx,ex do for y=ty,ey do handle_maze_tile_ore(x, y, game.surfaces[1], global.maze_seed) end end end local function on_chunk_generated(event) if not global.maze_seed then global.maze_seed = math.random(0, 65536 * 65536 - 1) end local tiles = {} local tx, ty = event.area.left_top.x, event.area.left_top.y local ex, ey = event.area.right_bottom.x, event.area.right_bottom.y for x=tx,ex do for y=ty,ey do local new_tile = handle_maze_tile(x, y, game.surfaces[1], global.maze_seed) if new_tile then table.insert(tiles, new_tile) end end end game.surfaces[1].set_tiles(tiles, true) on_chunk_generated_ore(event) end script.on_event(defines.events.on_chunk_generated, on_chunk_generated)