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286 lines
9.9 KiB
Lua
286 lines
9.9 KiB
Lua
--Hilbert Sand Trap Map, by Jayefuu, R. Nukem, and grilledham
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local b = require 'map_gen.shared.builders'
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local degrees = require "utils.math".degrees
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local RS = require 'map_gen.shared.redmew_surface'
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local MGSP = require 'resources.map_gen_settings'
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--https://www.fractalus.com/kerry/tutorials/hilbert/hilbert-tutorial.html
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-- Setup the scenario map information because everyone gets upset if you don't
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local ScenarioInfo = require 'features.gui.info'
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ScenarioInfo.set_map_name('Hilbert\'s Sand Trap')
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ScenarioInfo.set_map_description('You have crash landed in the middle of Hilbert\'s Labyrinth! Surrounded by quicksand and biters you must survive long enough to launch a rocket.')
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ScenarioInfo.set_map_extra_info('Only the native grasses are suitable to build on. Ores and trees have sunk into the sand, but biters have adapted to live happily in the barren landscape. Some even speak of a Hydra living deep within the desert. \n\n Map created by R. Nukem and Jayefuu, with help from grilledham and the rest of the Redmew admin team.')
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--enable Hydra
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local hail_hydra = global.config.hail_hydra
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hail_hydra.enabled = true
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--tweak hydra settings. Defualt settings are WAY too hard (circa 2019-02-22 hydra)
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--This section will need updated in the future pending changes to how hydra is configured (PR #795)
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hail_hydra.hydras = {
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-- spitters
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['small-spitter'] = {['small-worm-turret'] = 0.05}, --default 0.2
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['medium-spitter'] = {['medium-worm-turret'] = 0.05}, --defualt 0.2
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['big-spitter'] = {['big-worm-turret'] = 0.05}, --defualt 0.2
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['behemoth-spitter'] = {['big-worm-turret'] = 0.2}, --default 0.4
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-- biters
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['medium-biter'] = {['small-biter'] = 0.4}, --default 1.2
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['big-biter'] = {['medium-biter'] = 0.4},--default 1.2
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['behemoth-biter'] = {['big-biter'] = 0.4},--default 1.2
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-- worms
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['small-worm-turret'] = {['small-biter'] = .75},--defualt 2.5
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['medium-worm-turret'] = {['small-biter'] = .75, ['medium-biter'] = 0.3}, --default 2.5, .6
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['big-worm-turret'] = {['small-biter'] = 2.0, ['medium-biter'] = 1.0, ['big-biter'] = 0.5} --defualt 3.8, 1.3, 1.1
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}
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hail_hydra.evolution_scale = .7
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-- define map settings
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--Ore settings. I feel very-high frequency is required to keep the sand from eating all the ores
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-- Richness and size can be changed to tweak balance a bit.
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local ore_settings = {
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autoplace_controls = {
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coal = {
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frequency = 'very-high',
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richness = 'normal',
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size = 'normal'
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},
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['copper-ore'] = {
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frequency = 'very-high',
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richness = 'normal',
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size = 'normal'
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},
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['crude-oil'] = {
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frequency = 'very-high',
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richness = 'normal',
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size = 'normal'
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},
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['iron-ore'] = {
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frequency = 'very-high',
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richness = 'normal',
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size = 'normal'
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},
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stone = {
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frequency = 'very-high',
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richness = 'normal',
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size = 'normal'
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},
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['uranium-ore'] = {
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frequency = 'very-high',
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richness = 'very-low',
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size = 'very-small'
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}
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}
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}
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-- Another section that can be used for balance. Setting richness above normal is not recommended
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local tree_settings = {
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autoplace_controls = {
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trees = {
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frequency = 'very-high',
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richness = 'normal',
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size = 'normal'
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}
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}
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}
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-- This seems to be a decent balance between small pools of water and not blocking entire sections
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-- of the maze near spawn by lakes
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local water_settings = {
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terrain_segmentation = 'high',
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water = 'low'
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}
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--Set map settings
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RS.set_map_gen_settings(
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{
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MGSP.cliff_none,
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MGSP.grass_only,
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MGSP.enemy_very_high,
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MGSP.starting_area_very_low,
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ore_settings,
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tree_settings,
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water_settings
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}
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)
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--remove resources from sand
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local function no_resources(_, _, world, tile)
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local entites =
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world.surface.find_entities_filtered(
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{type = 'resource', area = {{world.x, world.y}, {world.x + 1, world.y + 1}}}
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)
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for i = 1, #entites do
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entites[i].destroy()
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end
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return tile
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end
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--remove trees from sand
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local function no_trees(_, _, world, tile)
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local entites =
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world.surface.find_entities_filtered(
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{type = 'tree', area = {{world.x, world.y}, {world.x + 1, world.y + 1}}}
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)
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for i = 1, #entites do
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entites[i].destroy()
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end
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return tile
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end
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--start hilbert design. Note: The following code does contain bugs. Jayefuu and R.Nukem are aware of
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--this and will look into fixing it at a later date. For now keep hilbert_levels = 2
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--The following values can be changed to adjust the width of the maze and sand
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local block_width = 6
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local block_length = 16
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local scale_factor = 11
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local hilbert_levels = 2 -- do not change unless the algorithm has been fixed
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local line_1 = b.translate(b.rectangle(block_width, block_length), -5, 0) --adjust size of rectangle to change maze width
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local tier_1 =
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b.any {
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line_1,
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b.rotate(line_1, degrees(-90)),
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b.rotate(line_1, degrees(-180))
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}
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local pattern = tier_1
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local var = 20
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for i = 1, hilbert_levels do
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-- do the rotation stuff
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pattern =
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b.any {
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pattern,
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b.translate(b.flip_x(pattern), i * var, 0),
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b.translate(b.rotate(pattern, degrees(90)), i * var, i * var),
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b.translate(b.rotate(pattern, degrees(-90)), 0, i * var)
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}
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-- translate the pattern so that the connecting pieces are easier to add
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pattern = b.translate(pattern, -0.5 * i * var, -0.5 * i * var)
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-- add the 3 connecting pieces
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pattern =
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b.any {
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pattern,
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b.translate(line_1, (10 * (i - 1) + (10 * i)) * -1, 0),
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b.translate(b.rotate(line_1, degrees(180)), (10 * (i - 1) + (10 * i)), 0),
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b.rotate(line_1, degrees(-90))
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--b.translate(line_1,-10,0)
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}
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end
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pattern =
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b.any {
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pattern,
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b.translate(b.rotate(line_1, degrees(90)), -40, 30),
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b.translate(b.rotate(line_1, degrees(90)), 40, 30)
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}
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-- Tile map in X direction
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local function ribbon(y)
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local abs_y = math.abs(y)
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return (abs_y < 40)
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end
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ribbon = b.change_tile(ribbon, true, 'sand-1')
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ribbon = b.apply_effect(ribbon, no_resources)
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ribbon = b.apply_effect(ribbon, no_trees)
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ribbon = b.translate(ribbon, 0, 6)
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pattern = b.translate(pattern, 0, 5)
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local hilbert = b.single_x_pattern(pattern, 80)
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local map = b.any {hilbert, ribbon}
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--Change this to scale map
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map = b.scale(map, scale_factor, scale_factor)
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-- make starting area
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local start_region = b.rectangle(block_length * scale_factor,block_width * scale_factor)
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map = b.subtract(map, start_region)
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start_region = b.change_tile(start_region,true, 'grass-1')
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start_region = b.apply_effect(start_region, no_resources)
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local start_water = b.change_tile(b.circle(5),true, 'water')
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map = b.any{start_water,start_region,map}
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--make starting ores
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local value = b.manhattan_value
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local ore_shape = b.scale(b.circle(30), 0.15)
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local start_ore = b.circle(30)
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local start_iron = b.resource(start_ore, 'iron-ore', value(1000, 0))
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local start_copper = b.resource(start_ore, 'copper-ore', value(750, 0))
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local start_coal = b.resource(start_ore, 'coal', value(500, 0))
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local start_stone = b.resource(start_ore, 'stone', value(500, 0))
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start_ore = b.segment_pattern({start_coal, start_stone, start_copper, start_iron})
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ore_shape = b.choose(b.circle(30), start_ore, ore_shape)
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--apply starting ores to map
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map = b.apply_entity(map, ore_shape)
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--shift spawn so player doesn't die to start water
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map = b.translate(map, 0, 30)
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-- -- Untested Code for not building on sand. However, this requires plague's entity restriction module
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-- -- Enable this section when the entity restriction modules is finalized
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-- -- Make sure this works on tiles if needed, otherwise keep function below
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local Event = require 'utils.event'
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local Game = require 'utils.game'
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--Ban entities from sand-1, including tile ghosts. This currently prevents us from using entity_placement_restriction.lua as of 2019-02-22
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-- Convert to using entity_replacement_restriction.lua once it is possible to do so
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Event.add(
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defines.events.on_built_entity,
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function(event)
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local entity = event.created_entity
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if not entity or not entity.valid then
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return
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end
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local name = entity.name
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local tile_ghost = false
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if name == 'tile-ghost' then
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tile_ghost = true
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end
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local ghost = false
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if name == 'entity-ghost' then
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ghost = true
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end
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-- Check the bounding box for the tile
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local status = true
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local area = entity.bounding_box
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local left_top = area.left_top
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local right_bottom = area.right_bottom
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local p = Game.get_player_by_index(event.player_index)
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--check for sand under all tiles in bounding box
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for x = math.floor(left_top.x), math.floor(right_bottom.x), 1 do
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for y = math.floor(left_top.y), math.floor(right_bottom.y), 1 do
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if p.surface.get_tile(x, y).name == 'sand-1' then
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status = false
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break
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end
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end
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end
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if status == true then
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return
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else
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--destroy entity and return to player
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if not p or not p.valid then
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return
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end
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entity.destroy()
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if not ghost and not tile_ghost then
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p.insert(event.stack)
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end
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end
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end
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)
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-- Hotfix to ban tiles by grilledham
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Event.add(
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defines.events.on_player_built_tile,
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function(event)
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local player = Game.get_player_by_index(event.player_index)
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if not player or not player.valid then
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return
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end
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local tiles = event.tiles
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local replace_tiles = {}
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local refund_count = 0
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for i = 1, #tiles do
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local tile = tiles[i]
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local old_name = tile.old_tile.name
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if old_name == 'sand-1' then
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tile.name = 'sand-1'
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replace_tiles[#replace_tiles + 1] = tile
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refund_count = refund_count + 1
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end
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end
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if #replace_tiles > 0 then
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player.surface.set_tiles(replace_tiles, true)
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player.insert {name = event.item.name, count = refund_count}
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end
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end
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)
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return map
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