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https://github.com/Refactorio/RedMew.git
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94 lines
2.7 KiB
Lua
94 lines
2.7 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 sand_width = 64
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local sand_width_inv = tau / sand_width
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--perlin options
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local noise_variance = 0.05 --The lower this number the smoother the curve is gonna be
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local noise_level = 25 --Factor for the magnitude of the curve
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Event.on_init(function()
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global.beach_perlin_seed_A = math.random(1,10000)
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global.beach_perlin_seed_B = math.random(1,10000)
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end)
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local function sand_shape(x, y)
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local wiggle = 1 + math.abs(perlin.noise((x * noise_variance), (y * noise_variance), global.beach_perlin_seed_A + 17) * noise_level / 50)
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return y < perlin.noise(x * noise_variance / 2, y * noise_variance / 2, global.beach_perlin_seed_A) * noise_level * wiggle
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end
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sand_shape = b.change_tile(sand_shape, true, 'sand-1')
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local value = b.manhattan_value
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local ores = {
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{b.resource(b.full_shape, 'iron-ore', value(125, 0.5)), 6},
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{b.resource(b.full_shape, 'copper-ore', value(125, 0.5)), 4},
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{b.resource(b.full_shape, 'stone', value(125, 0.25)), 1},
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{b.resource(b.full_shape, 'coal', value(250, 0.25)), 1}
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}
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uranium_ore = b.resource(b.full_shape, 'uranium-ore', value(50, 0.25))
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local total_weights = {}
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local t = 0
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for _, v in ipairs(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 function do_ores(x, y, world)
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if (x > 512 or x < -512) and (math.floor(x / 32) % 16 == 0) then
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return uranium_ore(x, y, world)
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else
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local i = math.random(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 ore = ores[index][1]
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return ore(x, y, world)
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end
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end
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sand_shape = b.apply_entity(sand_shape, do_ores)
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local water_width = 64
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local water_width_inv = tau / water_width
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local function water_shape(x, y)
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local wiggle = 1 + math.abs(perlin.noise((x * noise_variance), (y * noise_variance), global.beach_perlin_seed_B + 17) * noise_level / 50)
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return y < perlin.noise(x * noise_variance, y * noise_variance, global.beach_perlin_seed_B) * noise_level * wiggle
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end
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water_shape = b.change_tile(water_shape, true, 'water')
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local oil = b.resource(b.full_shape, 'crude-oil', value(500000, 2500))
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local function do_oil(x, y, world)
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if math.random(16384) == 1 then
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local e = oil(x, y, world)
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e.always_place = true
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return e
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end
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end
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water_shape = b.apply_entity(water_shape, do_oil)
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grass = b.tile('grass-1')
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local bounds = b.line_x(320)
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local map = b.any {b.translate(water_shape, 64, -32), sand_shape, grass}
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map = b.choose(bounds, map, b.empty_shape)
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map = b.translate(map, 0, -64)
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return map
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