local b = require "map_gen.shared.builders" local function value(base, mult) return function(x, y) return mult * (math.abs(x) + math.abs(y)) + base end end local function no_resources(x, y, world, tile) for _, e in ipairs(world.surface.find_entities_filtered({ type = "resource", area = {{world.x, world.y }, {world.x + 1, world.y + 1 } } })) do e.destroy() end return tile end local arm1 = b.translate(b.rectangle(2, 3), 0, -5) local arm2 = b.translate(b.rectangle(6, 2), 0, 22) local inner = b.circle(22) local outer = b.circle(24) local ring = b.all{outer, b.invert(inner)} map = b.any{map, ring} local arms = b.any{arm1, arm2} arms = b.translate(arms, 0, -16) arms = b.any { arms, b.rotate(arms, degrees(120)), b.rotate(arms, degrees(-120)) } local frame = b.any{arms, ring} local ball = b.circle(8) local iron = b.resource(b.circle(6), "iron-ore", value(1000, 1)) local copper = b.resource(b.circle(6), "copper-ore", value(800, 0.8)) local stone = b.resource(b.circle(4), "stone", value(500, .5)) local coal = b.resource(b.circle(6), "coal", value(600, 0.6)) local uranium = b.resource(b.circle(4), "uranium-ore", value(400, 1)) local oil = b.resource(b.throttle_world_xy(b.circle(6), 1, 4, 1, 4), "crude-oil", value(100000, 50)) local iron_ball = b.change_map_gen_collision_tile(b.apply_entity(ball, iron),"water-tile", "grass-1") local copper_ball = b.change_map_gen_collision_tile(b.apply_entity(ball, copper),"water-tile", "grass-1") local stone_ball = b.change_map_gen_collision_tile(b.apply_entity(ball, stone),"water-tile", "grass-1") local coal_ball = b.change_map_gen_collision_tile(b.apply_entity(ball, coal),"water-tile", "grass-1") local uranium_ball = b.change_map_gen_collision_tile(b.apply_entity(ball, uranium),"water-tile", "grass-1") local oil_ball = b.change_map_gen_collision_tile(b.apply_entity(ball, oil),"water-tile", "grass-1") local balls1 = b.any { b.translate(iron_ball, 0, -12), b.rotate(b.translate(copper_ball, 0, -12), degrees(120)), b.rotate(b.translate(coal_ball, 0, -12), degrees(-120)), frame } --shape = b.rotate(shape, degrees(rot)) balls1 = b.rotate(balls1, degrees(180)) balls1 = b.choose(outer, balls1, b.empty_shape) balls1 = b.translate(balls1, 0, -36) local balls2 = b.any { b.translate(iron_ball, 0, -12), b.rotate(b.translate(copper_ball, 0, -12), degrees(120)), b.rotate(b.translate(stone_ball, 0, -12), degrees(-120)), frame } balls2 = b.rotate(balls2, degrees(180)) balls2 = b.choose(outer, balls2, b.empty_shape) balls2 = b.translate(balls2, 0, -36) balls2 = b.rotate(balls2, degrees(120)) local balls3 = b.any { b.translate(iron_ball, 0, -12), b.rotate(b.translate(uranium_ball, 0, -12), degrees(120)), b.rotate(b.translate(oil_ball, 0, -12), degrees(-120)), frame } balls3 = b.rotate(balls3, degrees(180)) balls3 = b.choose(outer, balls3, b.empty_shape) balls3 = b.translate(balls3, 0, -36) balls3 = b.rotate(balls3, degrees(-120)) local balls4 = b.any { balls1, balls2, balls3, b.scale(frame, 3, 3) } balls4 = b.rotate(balls4, degrees(180)) balls4 = b.apply_effect(balls4, no_resources) balls4 = b.choose(b.scale(outer, 3, 3), balls4, b.empty_shape) local function make_ball(shape, sf) local s1 = b.translate(shape, 0, -12 * sf) local shape = b.any { s1, b.rotate(s1, degrees(120)), b.rotate(s1, degrees(-120)), b.scale(frame, sf, sf) } shape = b.rotate(shape, degrees(180)) local bound = b.scale(outer, sf, sf) return b.choose(bound, shape, b.empty_shape) end local ratio = 24 / 8 local map = balls4 local total_sf = 1 * ratio * ratio for i = 1, 6 do map = make_ball(map, total_sf) total_sf = ratio * total_sf end map = b.translate(map, 0, -19680) map = b.scale(map, 1.5, 1.5) return map