mirror of
https://github.com/Refactorio/RedMew.git
synced 2024-12-14 10:13:13 +02:00
196 lines
5.3 KiB
Lua
196 lines
5.3 KiB
Lua
local b = require 'map_gen.shared.builders'
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local Random = require 'map_gen.shared.random'
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local table = require 'utils.table'
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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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local Global = require 'utils.global'
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local degrees = require 'utils.math'.degrees
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local pig = b.picture(require 'map_gen.data.presets.pig')
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local ham = b.picture(require 'map_gen.data.presets.ham')
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local ore_seed = nil
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RS.set_map_gen_settings(
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{
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MGSP.ore_oil_none,
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MGSP.cliff_none
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}
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)
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local function build_map()
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local wave = b.sine_wave(64, 16, 4)
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local waves = b.single_y_pattern(wave, 64)
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local bounds = b.rectangle(192, 192)
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local wave_island = b.choose(bounds, waves, b.empty_shape)
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local wave_island2 = b.rotate(wave_island, degrees(90))
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local pattern = {
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{wave_island, wave_island2},
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{wave_island2, wave_island}
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}
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local wave_islands = b.grid_pattern(pattern, 2, 2, 192, 192)
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local wave2 = b.sine_wave(64, 8, 2)
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local connecting_wave = b.any {wave2, b.rotate(wave2, degrees(90))}
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local connecting_waves = b.single_pattern(connecting_wave, 192, 192)
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connecting_waves = b.translate(connecting_waves, 64, 64)
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wave_islands = b.any {wave_islands, connecting_waves}
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wave_islands = b.change_tile(wave_islands, false, 'deepwater')
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wave_islands = b.rotate(wave_islands, degrees(45))
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local map = b.change_map_gen_collision_tile(wave_islands, 'water-tile', 'grass-1')
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map = b.scale(map, 2)
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pig = b.scale(pig, 64 / 320)
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ham = b.scale(ham, 64 / 127)
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local function value(base, mult, pow)
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return function(x, y)
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local d = math.sqrt(x * x + y * y)
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return base + mult * d ^ pow
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end
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end
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local function non_transform(shape)
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return shape
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end
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local function uranium_transform(shape)
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return b.scale(shape, 0.5)
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end
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local function oil_transform(shape)
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shape = b.scale(shape, 0.5)
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shape = b.throttle_world_xy(shape, 1, 5, 1, 5)
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return shape
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end
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local ores = {
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{weight = 150},
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{transform = non_transform, resource = 'iron-ore', value = value(500, 0.75, 1.2), weight = 16},
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{transform = non_transform, resource = 'copper-ore', value = value(400, 0.75, 1.2), weight = 10},
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{transform = non_transform, resource = 'stone', value = value(250, 0.3, 1.05), weight = 3},
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{transform = non_transform, resource = 'coal', value = value(400, 0.8, 1.075), weight = 8},
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{transform = uranium_transform, resource = 'uranium-ore', value = value(200, 0.3, 1.025), weight = 3},
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{transform = oil_transform, resource = 'crude-oil', value = value(180000, 50, 1.1), weight = 6}
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}
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local total_ore_weights = {}
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local ore_t = 0
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for _, v in ipairs(ores) do
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ore_t = ore_t + v.weight
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table.insert(total_ore_weights, ore_t)
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end
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local random_ore = Random.new(ore_seed, ore_seed * 2)
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local ore_pattern = {}
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for r = 1, 50 do
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local row = {}
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ore_pattern[r] = row
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local even_r = r % 2 == 0
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for c = 1, 50 do
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local even_c = c % 2 == 0
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local shape
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if even_r == even_c then
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shape = pig
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else
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shape = ham
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end
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local i = random_ore:next_int(1, ore_t)
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local index = table.binary_search(total_ore_weights, i)
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if (index < 0) then
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index = bit32.bnot(index)
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end
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local ore_data = ores[index]
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local transform = ore_data.transform
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if not transform then
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row[c] = b.no_entity
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else
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local ore_shape = transform(shape)
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local x = random_ore:next_int(-24, 24)
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local y = random_ore:next_int(-24, 24)
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ore_shape = b.translate(ore_shape, x, y)
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local ore = b.resource(ore_shape, ore_data.resource, ore_data.value)
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row[c] = ore
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end
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end
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end
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local start_pig =
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b.segment_pattern {
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b.resource(
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pig,
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'iron-ore',
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function()
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return 1000
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end
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),
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b.resource(
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pig,
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'copper-ore',
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function()
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return 500
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end
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),
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b.resource(
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pig,
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'coal',
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function()
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return 750
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end
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),
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b.resource(
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pig,
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'stone',
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function()
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return 300
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end
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)
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}
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ore_pattern[1][1] = start_pig
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local ore_grid = b.grid_pattern_full_overlap(ore_pattern, 50, 50, 96, 96)
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ore_grid = b.translate(ore_grid, -50, 64)
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map = b.apply_entity(map, ore_grid)
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map = b.fish(map, 0.0025)
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return map
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end
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local map
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local function dummy_map(x, y, world)
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return map(x, y, world)
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end
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Global.register_init(
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{ore_seed = ore_seed},
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function(tbl)
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local seed = RS.get_surface().map_gen_settings.seed
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tbl.ore_seed = ore_seed or seed
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game.forces['player'].technologies['landfill'].enabled = false
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end,
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function(tbl)
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ore_seed = tbl.ore_seed
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map = build_map()
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end
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)
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return dummy_map
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