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56 lines
1.6 KiB
Lua
56 lines
1.6 KiB
Lua
-- Glittery ores, provide a mix value, and all patches outside uranium will be a full mix.
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-- Gameplay comment 9/22/2017 -- After a playtest, we learned that at 1:1 ratio of iron/copper
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-- creates a LARGE amount of extra copper from the start. Also a 4:1 ratio for stone is quite heavy.
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-- Suggest modifying the sprinkle_factor out of 100% to make for a less game about warehousing ore,
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-- to one about picking patches that are mostly the preferred ore, along with a % of the wrong ores.
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-- Sets the buffer distance before ores are scrambled
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local starting_distance = 125
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-- 1-100% chance of sprinkling any individual ore
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local sprinkle_factor = 20
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local ore_ratios = {
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["iron-ore"] = 1.0,
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["coal"] = 0.5,
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["copper-ore"] = 1,
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["stone"] = 0.25
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}
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starting_distance = starting_distance ^ 2
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local ore_mix = {}
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local ore_mix_max = 0
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-- Prime the array
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for a, b in pairs(ore_ratios) do
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for i = 1, (b * 1000) do
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ore_mix_max = ore_mix_max + 1
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ore_mix[ore_mix_max] = a
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end
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end
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return function(x, y, world)
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local d = world.x * world.x + world.y * world.y
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if d <= starting_distance then
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return nil
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end
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local pos = {world.x + 0.5, world.y + 0.5}
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local entities = world.surface.find_entities_filtered {position = pos, type = "resource"}
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for _, entity in ipairs(entities) do
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if ore_ratios[entity.name] ~= nil then
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if sprinkle_factor == 100 or math.random(100) <= sprinkle_factor then
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local amount_old = entity.amount
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entity.destroy()
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return {
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name = ore_mix[math.random(ore_mix_max)],
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amount = amount_old
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}
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end
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end
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end
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end
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