local b = require 'map_gen.shared.builders' local RS = require 'map_gen.shared.redmew_surface' local MGSP = require 'resources.map_gen_settings' local degrees = require "utils.math".degrees RS.set_map_gen_settings( { MGSP.cliff_none, MGSP.water_none } ) local function value(base, mult) return function(x, y) return mult * (math.abs(x) + math.abs(y)) + base end end local function no_resources(_, _, 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 -- bot_islands_flag true if you want to add islands of ores only reachable by robots local bot_islands_flag = true 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)} 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 iron_ball = b.apply_entity(ball, iron) local copper_ball = b.apply_entity(ball, copper) local stone_ball = b.apply_entity(ball, stone) local coal_ball = b.apply_entity(ball, coal) local uranium_ball = b.apply_entity(ball, uranium) local oil_ball = b.apply_entity(ball, oil) 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)) if bot_islands_flag == true then balls4 = b.any{ balls4, b.translate(iron_ball, 0, 0), b.rotate(b.translate(coal_ball, 0, -40),degrees(120)), b.rotate(b.translate(iron_ball, 0, -40),degrees(-120)), b.translate(copper_ball, 0, -40), } end 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) 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, -19669) map = b.scale(map, 2, 2) map = b.change_map_gen_collision_tile(map, 'water-tile', 'grass-1') map = b.change_tile(map, false, 'water') map = b.fish(map, 0.0025) return map