local b = require 'map_gen.shared.builders' local table = require 'utils.table' local Random = require 'map_gen.shared.random' local RS = require 'map_gen.shared.redmew_surface' local MGSP = require 'resources.map_gen_settings' local ore_seed1 = 2000 local ore_seed2 = ore_seed1 * 2 RS.set_map_gen_settings( { MGSP.ore_oil_none, MGSP.cliff_none, MGSP.enemy_none } ) local random = Random.new(ore_seed1, ore_seed2) local spiral = b.rectangular_spiral(1) local factor = 9 local map = b.single_spiral_rotate_pattern(spiral, factor) map = b.single_spiral_rotate_pattern(map, factor * factor) map = b.scale(map, 64) local function value(base, mult, pow) return function(x, y) local d_sq = x * x + y * y return base + mult * d_sq ^ (pow / 2) --d ^ pow end end local patch = b.rectangular_spiral(5) local bounds = b.rectangle(46, 43) bounds = b.translate(bounds, 0, 3) patch = b.all {bounds, patch} local patch_value = value(600, 0.75, 1.2) local ores = { {resource = b.resource(b.full_shape, 'iron-ore', patch_value), weight = 6}, {resource = b.resource(b.full_shape, 'copper-ore', patch_value), weight = 4}, {resource = b.resource(b.full_shape, 'stone', patch_value), weight = 1}, {resource = b.resource(b.full_shape, 'coal', patch_value), weight = 1} } local total_ore_weights = {} local ore_t = 0 for _, v in ipairs(ores) do ore_t = ore_t + v.weight table.insert(total_ore_weights, ore_t) end local function do_ore(x, y, world) if not patch(x, y) then return nil end local i = math.random(ore_t) local index = table.binary_search(total_ore_weights, i) if (index < 0) then index = bit32.bnot(index) end return ores[index].resource(x, y, world) end local small_patch = b.rectangular_spiral(5) local small_bounds = b.rectangle(25, 33) small_bounds = b.translate(small_bounds, -1, -2) small_patch = b.all {small_bounds, small_patch} local oil_patch = b.throttle_world_xy(small_patch, 1, 5, 1, 5) local resources = { {resource = do_ore, weight = 16}, {resource = b.resource(oil_patch, 'crude-oil', value(75000, 50, 1.025)), weight = 5}, {resource = b.resource(small_patch, 'uranium-ore', value(200, 0.3, 1.025)), weight = 2}, {resource = b.no_entity, weight = 130} } local total_resource_weights = {} local resource_t = 0 for _, v in ipairs(resources) do resource_t = resource_t + v.weight table.insert(total_resource_weights, resource_t) end local resource_pattern = {} for r = 1, 50 do local row = {} resource_pattern[r] = row for c = 1, 50 do local i = random:next_int(1, resource_t) local index = table.binary_search(total_resource_weights, i) if (index < 0) then index = bit32.bnot(index) end row[c] = resources[index].resource end end local resources_shape = b.grid_pattern(resource_pattern, 50, 50, 64, 64) local start_stone = b.resource( patch, 'stone', function() return 600 end ) local start_coal = b.resource( patch, 'coal', function() return 2400 end ) local start_copper = b.resource( patch, 'copper-ore', function() return 800 end ) local start_iron = b.resource( patch, 'iron-ore', function() return 1600 end ) local start_spiral = b.segment_pattern({start_iron, start_copper, start_coal, start_stone}) start_spiral = b.translate(start_spiral, 0, -5) local start_bounds = b.rectangle(64) resources_shape = b.choose(start_bounds, start_spiral, resources_shape) local worm_names = {'small-worm-turret', 'medium-worm-turret', 'big-worm-turret'} local safe_d = 300 local half_spawn_d = 100000 -- distance at which there is a half chance of a worm spawning local max_spawn_rate = 1 / 18 local level_factor = 32 -- higher factor -> more likly to spawn higher level worms local min_big_worm_d = 900 local hd = 1 / (2 * half_spawn_d) local inv_level_factor = 1 / level_factor local function worms(_, _, world) local x, y = world.x, world.y local d = math.sqrt(x * x + y * y) d = d - safe_d if d <= 0 then return nil end local chance = d * hd if math.random() > math.min(chance, max_spawn_rate) then return nil end local lf = inv_level_factor / chance local lvl = math.floor(math.random() ^ lf * 3) + 1 if d < min_big_worm_d and lvl == 3 then lvl = 2 end return {name = worm_names[lvl]} end map = b.apply_entity(map, resources_shape) map = b.apply_entity(map, worms) 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