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RedMew/map_gen/maps/grid_islands_rotated.lua
Jayefuu f905cbf4d9
Update map_gen/maps/grid_islands_rotated.lua
Co-Authored-By: Simon <44922798+SimonFlapse@users.noreply.github.com>
2019-10-06 17:24:36 +01:00

213 lines
5.4 KiB
Lua

-- Map by grilledham, modified by Jayefuu
-- This variation on grid_islands.lua has 1) Greater island separation 2) 4 not 2 rail tracks 3) Whole map rotated 45 degrees
local b = require 'map_gen.shared.builders'
local Random = require 'map_gen.shared.random'
local math = require "utils.math"
local table = require 'utils.table'
local RS = require 'map_gen.shared.redmew_surface'
local MGSP = require 'resources.map_gen_settings'
local Event = require 'utils.event'
local degrees = math.rad
local ScenarioInfo = require 'features.gui.info'
local ore_seed1 = 1000
local ore_seed2 = ore_seed1 * 2
local island_separation = 350
RS.set_map_gen_settings(
{
MGSP.ore_oil_none,
MGSP.cliff_none
}
)
ScenarioInfo.set_map_name('Grid Islands Rotated')
ScenarioInfo.set_map_description(
[[
Large islands with diagonal rail bridges
]]
)
ScenarioInfo.add_map_extra_info(
[[
- Custom ore generation
- Square, circle and diamond islands
- Islands linked by causeways
- Encourages rail use to transport materials for manufacture
]]
)
ScenarioInfo.set_new_info(
[[
2019-09-09
- Added automatic disabling of landfill tech instead of manual disable by player
- Updated map description
]]
)
local track = {
b.translate(b.line_x(3), 0, -3),
b.translate(b.line_x(3), 0, 3),
b.translate(b.line_x(3), 0, -9),
b.translate(b.line_x(3), 0, 9),
b.rectangle(3, 22)
}
local h_track = b.any(track)
h_track = b.single_x_pattern(h_track, 15)
local v_track = b.rotate(h_track,degrees(90))
local square = b.rectangle(190, 190)
local circle = b.circle(80)
local leg = b.rectangle(32, 480)
local head = b.translate(b.oval(32, 64), 0, -64)
local body = b.translate(b.circle(64), 0, 64)
local count = 10
local angle = 360 / count
local list = {head, body}
for i = 1, (count / 2) - 1 do
local shape = b.rotate(leg, degrees(i * angle))
table.insert(list, shape)
end
local spider = b.any(list)
local ore_spider = b.scale(spider, 0.125, 0.125)
local function value(base, mult, pow)
return function(x, y)
local d_sq = x * x + y * y
return base + mult * d_sq ^ ( pow / 2 ) -- d ^ pow
end
end
local function non_transform(shape)
return shape
end
local function uranium_transform(shape)
return b.scale(shape, 0.5)
end
local function oil_transform(shape)
shape = b.scale(shape, 0.5)
return shape
end
local ores = {
{transform = non_transform, resource = 'iron-ore', value = value(500, 0.75, 1.1), weight = 16},
{transform = non_transform, resource = 'copper-ore', value = value(400, 0.75, 1.1), weight = 10},
{transform = non_transform, resource = 'stone', value = value(250, 0.3, 1.05), weight = 3},
{transform = non_transform, resource = 'coal', value = value(400, 0.8, 1.075), weight = 5},
{transform = uranium_transform, resource = 'uranium-ore', value = value(200, 0.3, 1.025), weight = 3},
{transform = oil_transform, resource = 'crude-oil', value = value(60000, 50, 1.025), weight = 6}
}
local total_ore_weights = {}
local ore_t = 0
for _, v in ipairs(ores) do
ore_t = ore_t + v.weight
table.insert(total_ore_weights, ore_t)
end
local random_ore = Random.new(ore_seed1, ore_seed2)
local pattern = {}
for r = 1, 50 do
local row = {}
pattern[r] = row
local odd_r = (r % 2) == 1
for c = 1, 50 do
local odd_c = (c % 2) == 1
if odd_r == odd_c then
row[c] = square
else
local i = random_ore:next_int(1, ore_t)
local index = table.binary_search(total_ore_weights, i)
if (index < 0) then
index = bit32.bnot(index)
end
local ore_data = ores[index]
local ore_shape = ore_data.transform(ore_spider)
local ore = b.resource(ore_shape, ore_data.resource, ore_data.value)
local shape = circle
shape = b.apply_entity(shape, ore)
row[c] = shape
end
end
end
local start_patch = b.scale(spider, 0.0625, 0.0625)
local start_iron_patch =
b.resource(
b.translate(start_patch, 64, 0),
'iron-ore',
function()
return 1500
end
)
local start_copper_patch =
b.resource(
b.translate(start_patch, 0, -64),
'copper-ore',
function()
return 1200
end
)
local start_stone_patch =
b.resource(
b.translate(start_patch, -64, 0),
'stone',
function()
return 600
end
)
local start_coal_patch =
b.resource(
b.translate(start_patch, 0, 64),
'coal',
function()
return 1350
end
)
local start_resources = b.any({start_iron_patch, start_copper_patch, start_stone_patch, start_coal_patch})
local start = b.apply_entity(b.square_diamond(254), start_resources)
local map = b.grid_pattern(pattern, 50, 50, island_separation, island_separation)
map = b.choose(b.rectangle(350, 350), start, map)
local paths =
b.any {
b.single_y_pattern(h_track, island_separation),
b.single_x_pattern(v_track, island_separation)
}
local sea = b.tile('deepwater')
sea = b.fish(sea, 0.0025)
map = b.any {map, paths, sea}
map = b.change_map_gen_collision_tile(map, 'water-tile', 'grass-1')
map = b.rotate(map,degrees(45))
-- Disable landfill technology
local function on_init()
local player_force = game.forces.player
player_force.technologies['landfill'].enabled = false -- disable landfill
player_force.character_running_speed_modifier = 1.5
game.difficulty_settings.technology_price_multiplier = 2
end
Event.on_init(on_init)
return map