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https://github.com/Refactorio/RedMew.git
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87 lines
3.1 KiB
Lua
87 lines
3.1 KiB
Lua
local b = require 'map_gen.shared.builders'
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local value = b.exponential_value
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local ore_shape = b.circular_spiral_grow_n_threads(16, 128, 2048, 8)
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ore_shape = b.flip_x(ore_shape)
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local iron = b.apply_entity(b.full_shape, b.resource(ore_shape, 'iron-ore', value(200, 0.5, 1.075), true))
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local copper = b.apply_entity(b.full_shape, b.resource(ore_shape, 'copper-ore', value(125, 0.4, 1.075), true))
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local stone = b.apply_entity(b.full_shape, b.resource(ore_shape, 'stone', value(200, 0.15, 1.01), true))
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local coal = b.apply_entity(b.full_shape, b.resource(ore_shape, 'coal', value(400, 0.2, 1.025), true))
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local uranium = b.apply_entity(b.full_shape, b.resource(ore_shape, 'uranium-ore', value(50, 0.1, 1.01), true))
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local oil =
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b.apply_entity(
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b.full_shape,
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b.resource(b.throttle_world_xy(ore_shape, 1, 8, 1, 8), 'crude-oil', value(150000, 5, 1.05), true)
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)
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local tree = b.apply_entity(b.full_shape, b.entity(ore_shape, 'tree-01'))
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local rock = b.apply_entity(b.full_shape, b.entity(ore_shape, 'rock-big'))
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local walk_spiral1 = b.circular_spiral_n_threads(3, 512, 8)
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walk_spiral1 = b.flip_x(walk_spiral1)
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walk_spiral1 = b.choose(b.circle(206), b.empty_shape, walk_spiral1)
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walk_spiral1 = b.change_tile(walk_spiral1, true, 'water')
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local walk_spiral2 = b.circular_spiral_n_threads(7, 512, 8)
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walk_spiral2 = b.flip_x(walk_spiral2)
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walk_spiral2 = b.choose(b.circle(206), walk_spiral2, b.empty_shape)
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walk_spiral2 = b.choose(b.circle(72), b.empty_shape, walk_spiral2)
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local map = b.circular_spiral_grow_pattern(16, 32, 512, {tree, iron, stone, coal, rock, copper, uranium, oil})
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local start_cirle = b.circle(64)
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start_cirle = b.change_map_gen_collision_tile(start_cirle, 'water-tile', 'grass-1')
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local spawn_water = b.circle(4)
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spawn_water = b.translate(spawn_water, 0, 6)
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spawn_water = b.change_tile(spawn_water, true, 'water')
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spawn_water = b.fish(spawn_water, 1)
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start_cirle = b.any {spawn_water, start_cirle}
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map = b.any {start_cirle, walk_spiral1, map, walk_spiral2}
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local worm_names = {
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'small-worm-turret',
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'medium-worm-turret',
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'big-worm-turret'
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}
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local max_worm_chance = 1 / 128
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local worm_chance_factor = 1 / (192 * 512)
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local function worms(_, _, world)
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local wx, wy = world.x, world.y
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local d = math.sqrt(wx * wx + wy * wy)
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local worm_chance = d - 160
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if worm_chance > 0 then
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worm_chance = worm_chance * worm_chance_factor
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worm_chance = math.min(worm_chance, max_worm_chance)
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if math.random() < worm_chance then
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if d < 256 then
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return {name = 'small-worm-turret'}
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else
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local max_lvl
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local min_lvl
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if d < 512 then
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max_lvl = 2
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min_lvl = 1
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else
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max_lvl = 3
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min_lvl = 2
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end
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local lvl = math.random() ^ (512 / d) * max_lvl
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lvl = math.ceil(lvl)
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lvl = math.clamp(lvl, min_lvl, 3)
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return {name = worm_names[lvl]}
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end
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end
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end
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end
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map = b.apply_entity(map, worms)
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return map
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