local b = require 'map_gen.shared.builders' local math = require "utils.math" local RS = require 'map_gen.shared.redmew_surface' local MGSP = require 'resources.map_gen_settings' RS.set_map_gen_settings( { MGSP.ore_oil_none, MGSP.cliff_none, MGSP.enemy_none } ) local value = b.exponential_value local ore_shape = b.circular_spiral_grow_n_threads(16, 128, 2048, 8) ore_shape = b.flip_x(ore_shape) local iron = b.apply_entity(b.full_shape, b.resource(ore_shape, 'iron-ore', value(200, 0.5, 1.075), true)) local copper = b.apply_entity(b.full_shape, b.resource(ore_shape, 'copper-ore', value(125, 0.4, 1.075), true)) local stone = b.apply_entity(b.full_shape, b.resource(ore_shape, 'stone', value(200, 0.15, 1.01), true)) local coal = b.apply_entity(b.full_shape, b.resource(ore_shape, 'coal', value(400, 0.2, 1.025), true)) local uranium = b.apply_entity(b.full_shape, b.resource(ore_shape, 'uranium-ore', value(50, 0.1, 1.01), true)) local oil = b.apply_entity( b.full_shape, b.resource(b.throttle_world_xy(ore_shape, 1, 8, 1, 8), 'crude-oil', value(150000, 5, 1.05), true) ) local tree = b.apply_entity(b.full_shape, b.entity(ore_shape, 'tree-01')) local rock = b.apply_entity(b.full_shape, b.entity(ore_shape, 'rock-big')) local walk_spiral1 = b.circular_spiral_n_threads(3, 512, 8) walk_spiral1 = b.flip_x(walk_spiral1) walk_spiral1 = b.choose(b.circle(206), b.empty_shape, walk_spiral1) walk_spiral1 = b.change_tile(walk_spiral1, true, 'water') local walk_spiral2 = b.circular_spiral_n_threads(7, 512, 8) walk_spiral2 = b.flip_x(walk_spiral2) walk_spiral2 = b.choose(b.circle(206), walk_spiral2, b.empty_shape) walk_spiral2 = b.choose(b.circle(72), b.empty_shape, walk_spiral2) local map = b.circular_spiral_grow_pattern(16, 32, 512, {tree, iron, stone, coal, rock, copper, uranium, oil}) local start_cirle = b.circle(64) start_cirle = b.change_map_gen_collision_tile(start_cirle, 'water-tile', 'grass-1') local spawn_water = b.circle(4) spawn_water = b.translate(spawn_water, 0, 6) spawn_water = b.change_tile(spawn_water, true, 'water') spawn_water = b.fish(spawn_water, 1) start_cirle = b.any {spawn_water, start_cirle} map = b.any {start_cirle, walk_spiral1, map, walk_spiral2} 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 - 160 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 map = b.apply_entity(map, worms) return map