local b = require 'map_gen.shared.builders' local perlin = require 'map_gen.shared.perlin_noise' local Event = require 'utils.event' local Global = require 'utils.global' local sand_width = 512 local sand_width_inv = tau / sand_width local water_width = 233 local water_width_inv = tau / water_width --perlin options local noise_variance = 0.025 --The lower this number the smoother the curve is gonna be local noise_level = 15 --Factor for the magnitude of the curve local sand_nosie_level = noise_level * 0.9 local water_noise_level = noise_level * 1.35 -- Leave nil and they will be set based on the map seed. local perlin_seed_1 = nil local perlin_seed_2 = nil Global.register_init( {}, function(tbl) local seed = game.surfaces[1].map_gen_settings.seed tbl.perlin_seed_1 = perlin_seed_1 or seed tbl.perlin_seed_2 = perlin_seed_2 or seed * 2 end, function(tbl) perlin_seed_1 = tbl.perlin_seed_1 perlin_seed_2 = tbl.perlin_seed_2 end ) local function sand_shape(x, y) local p = perlin.noise(x * noise_variance, y * noise_variance, perlin_seed_1) * sand_nosie_level p = p + math.sin(x * sand_width_inv) * 15 return p > y end local function water_shape(x, y) local p = perlin.noise(x * noise_variance, y * noise_variance, perlin_seed_2) * water_noise_level p = p + math.sin(x * water_width_inv + 179) * 15 return p > y 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} } local start_coal = b.resource(b.full_shape, 'coal', value(500, 0.25)) 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 > -4 and x < 5 then return start_coal(x, y, world) end 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) water_shape = b.change_tile(water_shape, true, 'water') local oil = b.resource(b.full_shape, 'crude-oil', value(300000, 2000)) 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(384) local map = b.any {b.translate(water_shape, 64, -48), sand_shape, grass} map = b.fish(map, 0.0025) map = b.choose(bounds, map, b.empty_shape) map = b.translate(map, 0, -64) return map