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RedMew/map_gen/maps/maze_with_rooms.lua
2020-07-31 12:03:34 -04:00

467 lines
15 KiB
Lua

local Global = require 'utils.global'
local RS = require 'map_gen.shared.redmew_surface'
local b = require 'map_gen.shared.builders'
local MGSP = require 'resources.map_gen_settings'
RS.set_map_gen_settings(
{
MGSP.ore_oil_none
--MGSP.peaceful_mode_on
--MGSP.water_none
}
)
-- Height and width should always be even numbers
local maze_width = 194
local maze_height = 194
-- room_sizes must always be odd, and they must always be smaller than the map
local min_room_size = 5
local max_room_size = 21
local spawn_room_size = 9
-- Number of rooms to try to place, if a room overlaps another one it will be skipped meaning this is the max
local num_room_attempts = 1500
-- The number of extra connections to try to add after the map is already fully connected
-- set to 0 for no loops, higher numbers will make more loops
local extra_connection_attempts = 40
-- The number of factorio tiles per maze tile
local tile_scale = 14
-- The ore probabilities
-- Change weight to edit how likely ores are to spawn at every dead end
local exp_value = b.exponential_value
local ores = {
{letter = 'i', resource = 'iron-ore', value = exp_value(300, 0.75 * 5, 1.1), weight = 16},
{letter = 'c', resource = 'copper-ore', value = exp_value(200, 0.75 * 5, 1.1), weight = 10},
{letter = 's', resource = 'stone', value = exp_value(150, 0.3 * 5, 1.05), weight = 8},
{letter = 'f', resource = 'coal', value = exp_value(200, 0.8 * 5, 1.075), weight = 8},
{letter = 'u', resource = 'uranium-ore', value = exp_value(100, 0.3 * 5, 1.025), weight = 3},
{letter = 'o', resource = 'crude-oil', value = exp_value(10000, 50 * 5, 1.025), weight = 4},
{letter = ' ', weight = 0} -- No ore
}
local random
local total_ore_weight = 0
for _, v in ipairs(ores) do
total_ore_weight = total_ore_weight + v.weight
v.accumulated_weight = total_ore_weight
end
local function get_random_ore_letter()
local r = random(total_ore_weight)
for _, v in ipairs(ores) do
if r <= v.accumulated_weight then
return v.letter
end
end
error('the random number ' .. r .. ' did not result in any ore given the weights')
end
-- A number that keeps track of which region of the map something is.
-- When adding rooms and mazes, a region that is connected will have the same number on all its tiles
-- Used when connecting regions later on
local region_index = 1
local function shuffle(t)
for i = 1, #t do
local j = random(1, #t)
local tmp = t[i]
t[i] = t[j]
t[j] = tmp
end
return t
end
-- builds a width-by-height grid of false
local function initialize_grid(w, h)
local a = {}
for i = 1, h do
table.insert(a, {})
for j = 1, w do
table.insert(a[i], false)
end
end
return a
end
-- average of a and b
local function avg(num_a, num_b)
return (num_a + num_b) / 2
end
local dirs = {
{x = 0, y = -2}, -- north
{x = 2, y = 0}, -- east
{x = -2, y = 0}, -- west
{x = 0, y = 2} -- south
}
-- Adds perfect mazes in the remaining space of the map, each new number gets a unique region index
local function fill_with_mazes(map)
local walk
walk = function(x, y)
map[y][x] = region_index
local d = {1, 2, 3, 4}
shuffle(d)
for i, dirnum in pairs(d) do
local xx = x + dirs[dirnum].x
local yy = y + dirs[dirnum].y
if map[yy] and map[yy][xx] == false then
map[avg(y, yy)][avg(x, xx)] = region_index
walk(xx, yy)
end
end
end
for y = 1, #map, 2 do
for x = 1, #map[y], 2 do
if map[y][x] == false then
walk(x, y)
region_index = region_index + 1
end
end
end
end
-- Places a room if it fits in the map, each tile in the room will get a unique number from the region index
local function try_place_room(map, top_left_x, top_left_y, room_size)
for y = top_left_y, top_left_y + room_size - 1 do
if not map[y] then
return
end
for x = top_left_x, top_left_x + room_size - 1 do
if map[y][x] ~= false then
return
end
end
end
for y = top_left_y, top_left_y + room_size - 1 do
for x = top_left_x, top_left_x + room_size - 1 do
map[y][x] = region_index
end
end
region_index = region_index + 1
end
-- Attempts to place num_room_attemts number of rooms at random sizes, rooms are always placed at odd cordinates
local function add_rooms(map, num_room_attempts, min_room_size, max_room_size) -- luacheck: ignore 431
-- room_size must be odd
for _ = 1, num_room_attempts do
-- Generates a random odd number between min_room_size and max_room_size (inclusive both)
local room_size = min_room_size + random(0, (max_room_size - min_room_size) / 2) * 2
-- Generates a random odd top_left corner cordinate which would fit the room within the map
local x = random(1, (#map[1] - room_size + 2) / 2) * 2 - 1
local y = random(1, (#map - room_size + 2) / 2) * 2 - 1
try_place_room(map, x, y, room_size)
end
end
-- Adds a room with size spawn_room_size in the center.
-- If it happens to be an even coordinate the room must be shifted one step to be at an odd
local function add_spawn_room(map)
local room_size = spawn_room_size
local center_x = (maze_width + 1) / 2
local center_y = (maze_height + 1) / 2
local room_radius = (room_size - 1) / 2
local x = math.floor(center_x - room_radius)
local y = math.floor(center_y - room_radius)
if x % 2 == 0 then
x = x + 1
end
if y % 2 == 0 then
y = y + 1
end
try_place_room(map, x, y, room_size)
--[[
local cx = math.floor(center_x)
local cy = math.floor(center_y)
map[cy + 1][cx + 1] = 'i'
map[cy - 1][cx + 1] = 'c'
map[cy + 1][cx - 1] = 's'
map[cy - 1][cx - 1] = 'f'
]]
end
-- Connects all different regions by making random walls between different regions into ground
local function connect_regions(map, extra_connection_attempts) -- luacheck: ignore 431
-- Returns false if the pos is not a connector (wall with 2 different regions next to it)
-- Returns a table with the two neigbours if it is a connector
local function check_connector(x, y)
-- Check if there is a wall
if map[y][x] ~= false then
return false
end
local is_connector = false
local neighbour_regions = {}
for _, dir in ipairs(dirs) do
local xx = x + dir.x / 2
local yy = y + dir.y / 2
if map[yy] ~= nil and map[yy][xx] ~= nil then
local t = map[yy][xx]
if t ~= false then
if #neighbour_regions == 0 then
neighbour_regions[1] = t
else
if neighbour_regions[1] ~= t then
neighbour_regions[2] = t
is_connector = true
end
end
end
end
end
if not is_connector then
return false
end
return neighbour_regions
end
-- An array of all currently connected regions
local connected_regions = {}
local function is_connected(region_id)
for _, v in pairs(connected_regions) do
if v == region_id then
return true
end
end
return false
end
local function set_connected(region_id)
connected_regions[#connected_regions + 1] = region_id
end
-- A list of all possible connectors
local connectors = {}
for y = 1, #map do
local start_x = 2
local end_x = #map[y]
if y % 2 == 0 then
start_x = start_x - 1
end_x = end_x + 1
end
for x = start_x, end_x, 2 do
local neighbours = check_connector(x, y)
if neighbours then
--connectors[neighbours] = {x = x, y = y}
connectors[#connectors + 1] = {neighbours = neighbours, pos = {x = x, y = y}}
end
end
end
-- Returns a copy of connectors filtered to only contain connectors that would connect a new region
-- i.e connects a connected region and an unconnected region
local function find_possible_connectors()
local possible_connectors = {}
for _, connector in ipairs(connectors) do
local neighbours = connector.neighbours
if is_connected(neighbours[1]) and not is_connected(neighbours[2]) then
possible_connectors[#possible_connectors + 1] = connector
end
if is_connected(neighbours[2]) and not is_connected(neighbours[1]) then
possible_connectors[#possible_connectors + 1] = connector
end
end
return possible_connectors
end
set_connected(map[1][1])
local possible_connectors = find_possible_connectors()
while #possible_connectors > 0 do
local connector = possible_connectors[random(#possible_connectors)]
local neighbours = connector.neighbours
if is_connected(neighbours[1]) then
set_connected(neighbours[2])
end
if is_connected(neighbours[2]) then
set_connected(neighbours[1])
end
local pos = connector.pos
map[pos.y][pos.x] = true
possible_connectors = find_possible_connectors()
end
-- Add extra connections to make it imperfect
for i = 1, extra_connection_attempts do
local connector = connectors[random(#connectors)]
local pos = connector.pos
map[pos.y][pos.x] = true
end
end
local function get_neighbours_with_ground(map, x, y)
local neighbours_with_ground = {}
for _, dir in pairs(dirs) do
local xx = x + dir.x / 2
local yy = y + dir.y / 2
if map[yy] and map[yy][xx] then
neighbours_with_ground[#neighbours_with_ground + 1] = {x = xx, y = yy}
end
end
return neighbours_with_ground
end
-- Goes through the map and finds dead ends (tiles with 3 walls around them) and fills them in
-- does this recursivly until every tile has at least 2 ground neighbours
local function add_ores_at_dead_ends(map)
for y = 1, #map do
for x = 1, #map[y] do
-- If it is a ground tile with only one ground neighbour it is a dead end
local neighbours = get_neighbours_with_ground(map, x, y)
if map[y][x] and #neighbours == 1 then
local ore_letter = get_random_ore_letter()
map[y][x] = ore_letter
local n = neighbours[1]
map[n.y][n.x] = ore_letter
end
end
end
end
local map
-- Initializes the map which is saved in the variable map
local function create_map()
-- A matrix with true if there is land and false if there is void
map = initialize_grid(maze_width, maze_height)
add_spawn_room(map)
add_rooms(map, num_room_attempts, min_room_size, max_room_size)
fill_with_mazes(map)
connect_regions(map, extra_connection_attempts)
map[1][maze_width] = true
map[maze_height][1] = true
add_ores_at_dead_ends(map)
end
-- Takes a filter_function(tile)->boolean
-- Returns a builder function which will return the value of the filter_function for the tile at those coordinates
local function builder_generator(filter_function, return_value_for_out_of_bounds)
return_value_for_out_of_bounds = return_value_for_out_of_bounds or false
return function(x, y)
x = math.floor(x)
y = math.floor(y)
if map[y] == nil or map[y][x] == nil then
-- Outside the map
return return_value_for_out_of_bounds
end
return filter_function(map[y][x])
end
end
--[[
Uncomment below to run this file separatly and print result
local function print_map(map)
local s = ''
for i = 1, #map[1] + 2 do
s = s .. '+'
end
print(s)
s = ''
for y = 1, #map do
s = s .. '+'
for x = 1, #(map[y]) do
if map[y][x] == true then
s = s .. ' '
elseif map[y][x] == false then
--s = s .. '■'
s = s .. 'X'
elseif not tonumber(map[y][x]) then
--s = s .. ' '
s = s .. map[y][x]
else
--s = s .. map[y][x]
s = s .. ' '
end
end
s = s .. '+'
print(s)
s = ''
end
for i = 1, #map[1] + 2 do
s = s .. '+'
end
print(s)
end
random = math.random
create_map()
print_map(map)
]]
--[[
Uncomment below to run in factorio
]]
Global.register_init(
{},
function(tbl)
-- this is call on init event
tbl.seed = RS.get_surface().map_gen_settings.seed
tbl.random = game.create_random_generator(tbl.seed)
end,
function(tbl)
-- this is called after on init and load event
random = tbl.random
random.re_seed(tbl.seed)
create_map()
end
)
-- Returns true if the position is ground, returns false if it's a wall
local factorio_map =
builder_generator(
function(tile)
if tile == false then
return false
end
return true
end
)
-- Add all ores to factorio_map
for _, ore_data in pairs(ores) do
local ore_shape =
builder_generator(
function(tile)
return tile == ore_data.letter
end
)
local ore = b.resource(ore_shape, ore_data.resource, ore_data.value)
factorio_map = b.apply_entity(factorio_map, ore)
end
-- Translate the map so that players spawn in the spawn_room and so that the pattern will work
factorio_map = b.translate(factorio_map, -maze_width / 2 - 1, -maze_height / 2 - 1)
-- Apply pattern so the maze is repeted infinitly
factorio_map = b.single_pattern(factorio_map, maze_width, maze_height)
local start_patch = b.rectangle(1, 1)
local start_iron_patch =
b.resource(
b.translate(start_patch, -1, -1),
'iron-ore',
function()
return 15000
end
)
local start_copper_patch =
b.resource(
b.translate(start_patch, 1, -1),
'copper-ore',
function()
return 12000
end
)
local start_stone_patch =
b.resource(
b.translate(start_patch, -1, 1),
'stone',
function()
return 6000
end
)
local start_coal_patch =
b.resource(
b.translate(start_patch, 1, 1),
'coal',
function()
return 13500
end
)
local start_resources = b.any({start_iron_patch, start_copper_patch, start_stone_patch, start_coal_patch})
factorio_map = b.apply_entity(factorio_map, start_resources)
-- Scale the map using the tile_scale variable
factorio_map = b.scale(factorio_map, tile_scale, tile_scale)
return factorio_map