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