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RedMew/map_gen/presets/toxic_danger_ore_jungle.lua
2018-10-04 17:56:49 +02:00

233 lines
6.2 KiB
Lua

local b = require 'map_gen.shared.builders'
local Perlin = require 'map_gen.shared.perlin_noise'
local Event = require 'utils.event'
local Global = require 'utils.global'
local math = require "utils.math"
local oil_seed
local uranium_seed
local density_seed
local enemy_seed
local oil_scale = 1 / 64
local oil_threshold = 0.6
local uranium_scale = 1 / 128
local uranium_threshold = 0.65
local density_scale = 1 / 48
local density_threshold = 0.5
local density_multiplier = 50
Global.register_init(
{},
function(tbl)
tbl.seed = game.surfaces[1].map_gen_settings.seed
end,
function(tbl)
local seed = tbl.seed
oil_seed = seed
uranium_seed = seed * 2
density_seed = seed * 3
enemy_seed = seed * 4
end
)
local market_items = require 'resources.market_items'
table.remove(market_items, 13)
table.remove(market_items, 9)
Event.add(
defines.events.on_research_finished,
function(event)
local p_force = game.forces.player
local r = event.research
if r.name == 'flamethrower' then
p_force.recipes['flamethrower'].enabled = false
p_force.recipes['flamethrower-turret'].enabled = false
end
end
)
local trees = {
'tree-01',
'tree-02',
'tree-02-red',
'tree-03',
'tree-04',
'tree-05',
'tree-06',
'tree-06-brown',
'tree-07',
'tree-08',
'tree-08-brown',
'tree-08-red',
'tree-09',
'tree-09-brown',
'tree-09-red'
}
local trees_count = #trees
local function tree_shape(_, _, world)
local x, y = world.x, world.y
local tree = trees[math.random(trees_count)]
local dx = math.random(-1, 1)
local dy = math.random(-1, 1)
return {name = tree, position = {x + dx, y + dy}}
--return {name = tree}
end
tree_shape = b.throttle_world_xy(tree_shape, 1, 2, 1, 2)
local worm_names = {'small-worm-turret', 'medium-worm-turret', 'big-worm-turret'}
local spawner_names = {'biter-spawner', 'spitter-spawner'}
local factor = 10 / (768 * 32)
local max_chance = 1 / 6
local scale_factor = 48
local sf = 1 / scale_factor
local m = 1 / 650
local function enemy(x, y, world)
local d = math.sqrt(world.x * world.x + world.y * world.y)
if d < 68 then
return nil
end
if d < 100 then
return tree_shape(x, y, world)
end
local threshold = 1 - d * m
threshold = math.max(threshold, 0.5) -- -0.125)
x, y = x * sf, y * sf
if Perlin.noise(x, y, enemy_seed) > threshold then
if math.random(8) == 1 then
local lvl
if d < 400 then
lvl = 1
elseif d < 650 then
lvl = 2
else
lvl = 3
end
local chance = math.min(max_chance, d * factor)
if math.random() < chance then
local worm_id
if d > 512 then
local power = 512 / d
worm_id = math.ceil((math.random() ^ power) * lvl)
worm_id = math.clamp(worm_id, 1, 3)
else
worm_id = math.random(lvl)
end
return {name = worm_names[worm_id]}
end
else
local chance = math.min(max_chance, d * factor)
if math.random() < chance then
local spawner_id = math.random(2)
return {name = spawner_names[spawner_id]}
end
end
else
return tree_shape(x, y, world)
end
end
local value = b.euclidean_value
local oil_shape = b.throttle_world_xy(b.full_shape, 1, 8, 1, 8)
local oil_resource = b.resource(oil_shape, 'crude-oil', value(250000, 200))
local uranium_resource = b.resource(b.full_shape, 'uranium-ore', value(200, 1))
local ores = {
{resource = b.resource(b.full_shape, 'iron-ore', value(25, 0.5)), weight = 6},
{resource = b.resource(b.full_shape, 'copper-ore', value(25, 0.5)), weight = 4},
{resource = b.resource(b.full_shape, 'stone', value(25, 0.5)), weight = 1},
{resource = b.resource(b.full_shape, 'coal', value(25, 0.5)), weight = 2}
}
local weighted_ores = b.prepare_weighted_array(ores)
local total_ores = weighted_ores.total
local spawn_zone = b.circle(64)
local ore_circle = b.circle(68)
local start_ores = {
b.resource(ore_circle, 'iron-ore', value(100, 0)),
b.resource(ore_circle, 'copper-ore', value(50, 0)),
b.resource(ore_circle, 'coal', value(100, 0)),
b.resource(ore_circle, 'stone', value(50, 0))
}
local start_segment = b.segment_pattern(start_ores)
local function ore(x, y, world)
if spawn_zone(x, y) then
return
end
local start_ore = start_segment(x, y, world)
if start_ore then
return start_ore
end
local oil_x, oil_y = x * oil_scale, y * oil_scale
local oil_noise = Perlin.noise(oil_x, oil_y, oil_seed)
if oil_noise > oil_threshold then
return oil_resource(x, y, world)
end
local uranium_x, uranium_y = x * uranium_scale, y * uranium_scale
local uranium_noise = Perlin.noise(uranium_x, uranium_y, uranium_seed)
if uranium_noise > uranium_threshold then
return uranium_resource(x, y, world)
end
local i = math.random() * total_ores
local index = table.binary_search(weighted_ores, i)
if (index < 0) then
index = bit32.bnot(index)
end
local resource = ores[index].resource
local entity = resource(x, y, world)
local density_x, density_y = x * density_scale, y * density_scale
local density_noise = Perlin.noise(density_x, density_y, density_seed)
if density_noise > density_threshold then
entity.amount = entity.amount * density_multiplier
end
entity.enable_tree_removal = false
return entity
end
local water = b.circle(8)
water = b.change_tile(water, true, 'water-green')
water = b.any {b.rectangle(16, 4), b.rectangle(4, 16), water}
local start = b.if_else(water, b.full_shape)
start = b.change_map_gen_collision_tile(start, 'water-tile', 'grass-1')
local map = b.choose(ore_circle, start, b.full_shape)
map = b.apply_entity(map, ore)
map = b.apply_entity(map, enemy)
map = b.change_map_gen_tile(map, 'water', 'water-green')
map = b.change_map_gen_tile(map, 'deepwater', 'deepwater-green')
return map