mirror of
https://github.com/Refactorio/RedMew.git
synced 2024-12-14 10:13:13 +02:00
3f8be3151a
* Add redmew_surface * Change map_layout to have all maps use redmew_surface * Maps: switch hardcoded nauvis refs to redmew_surface * Features: switch hardcoded nauvis refs to redmew_surface * Per discussion, removal of RSO * Changes to files based on linting warnings/errors * ent_functions: remove functions from global scope, ignore remaining linting warnings (~100 remaining) * borg_planet: ignore linting warnings (88 remaining) * mazes refactored * Changed global.lua so events are run in the order they are registered
161 lines
3.8 KiB
Lua
161 lines
3.8 KiB
Lua
local b = require 'map_gen.shared.builders'
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local table = require 'utils.table'
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local degrees = require "utils.math".degrees
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local ore_seed = 4000
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local function no_enemies(_, _, world, tile)
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for _, e in ipairs(world.surface.find_entities_filtered({force = 'enemy', position = {world.x, world.y}})) do
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e.destroy()
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end
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return tile
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end
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local ball = b.circle(16)
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local line1 = b.translate(b.rectangle(42, 8), 34, 0)
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local line2 = b.translate(b.rectangle(8, 42), 0, -34)
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local ball_shape = b.any {ball, line1, line2}
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local function value(base, mult, pow)
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return function(x, y)
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local d_sq = x * x + y * y
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return base + mult * d_sq ^ ( pow / 2 ) -- d ^ pow
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end
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end
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local ore_shape = b.circle(5)
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local oil_shape = b.throttle_world_xy(b.circle(3), 1, 4, 1, 4)
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local ores = {
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{b.resource(ore_shape, 'iron-ore', value(250, 0.75, 1.15)), 16},
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{b.resource(ore_shape, 'copper-ore', value(200, 0.75, 1.15)), 10},
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{b.resource(ore_shape, 'stone', value(350, 0.4, 1.075)), 3},
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{b.resource(ore_shape, 'coal', value(200, 0.8, 1.075)), 8},
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{b.resource(b.circle(3), 'uranium-ore', value(300, 0.3, 1.05)), 3},
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{b.resource(oil_shape, 'crude-oil', value(120000, 50, 1.15)), 6}
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--{b.empty_shape, 52}
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}
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local total_weights = {}
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local t = 0
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for _, v in pairs(ores) do
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t = t + v[2]
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table.insert(total_weights, t)
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end
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local Random = require 'map_gen.shared.random'
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local random = Random.new(ore_seed, ore_seed * 2)
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local p_cols = 50
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local p_rows = 50
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local function make_tree()
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local function crop(x, y)
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return x > -32 and y < 32
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end
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local pattern = {}
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for _ = 1, p_rows do
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local row = {}
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table.insert(pattern, row)
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for _ = 1, p_cols do
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local i = random:next_int(1, t)
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local index = table.binary_search(total_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 shape = ores[index][1]
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shape = b.apply_entity(ball_shape, shape)
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shape = b.translate(shape, -16, 16)
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table.insert(row, shape)
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end
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end
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local tree = b.grid_pattern_overlap(pattern, p_cols, p_rows, 64, 64)
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local sea = b.tile('water')
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sea = b.fish(sea, 0.005)
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tree = b.if_else(tree, sea)
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tree = b.choose(crop, tree, b.empty_shape)
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tree = b.translate(tree, 16, -16)
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local line = b.rectangle(36, 8)
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line = b.rotate(line, degrees(45))
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line = b.translate(line, -23, 23)
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tree = b.any {line, tree}
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return tree
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end
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local tree_left = b.rotate(make_tree(), degrees(135))
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tree_left = b.scale(tree_left, 1.5)
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tree_left = b.translate(tree_left, -123.6, 0)
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local thickness = 96
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local function strip(x, y)
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return x > -95 and (y > -(thickness - 1) and y <= thickness - 1)
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end
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strip = b.apply_effect(strip, no_enemies)
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local function outer_strip(x, y)
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return x > -96 and (y > -thickness and y <= thickness)
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end
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local water_band = b.change_tile(outer_strip, true, 'water')
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local map = b.any {tree_left, strip, water_band}
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local start_iron =
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b.resource(
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b.full_shape,
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'iron-ore',
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function()
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return 800
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end
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)
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local start_copper =
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b.resource(
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b.full_shape,
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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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local start_coal =
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b.resource(
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b.full_shape,
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'coal',
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function()
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return 600
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end
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)
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local start_stone =
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b.resource(
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b.full_shape,
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'stone',
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function()
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return 250
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end
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)
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local start_circle = b.circle(16)
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start_circle = b.apply_entity(start_circle, b.segment_pattern {start_iron, start_copper, start_coal, start_stone})
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start_circle = b.translate(start_circle, -32, -0)
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map = b.any {start_circle, map}
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map = b.change_map_gen_collision_tile(map, 'water-tile', 'grass-1')
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map = b.scale(map, 3, 3)
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return map
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