mirror of
https://github.com/Refactorio/RedMew.git
synced 2024-12-16 10:19:27 +02:00
f905cbf4d9
Co-Authored-By: Simon <44922798+SimonFlapse@users.noreply.github.com>
213 lines
5.4 KiB
Lua
213 lines
5.4 KiB
Lua
-- Map by grilledham, modified by Jayefuu
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-- This variation on grid_islands.lua has 1) Greater island separation 2) 4 not 2 rail tracks 3) Whole map rotated 45 degrees
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local b = require 'map_gen.shared.builders'
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local Random = require 'map_gen.shared.random'
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local math = require "utils.math"
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local table = require 'utils.table'
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local RS = require 'map_gen.shared.redmew_surface'
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local MGSP = require 'resources.map_gen_settings'
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local Event = require 'utils.event'
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local degrees = math.rad
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local ScenarioInfo = require 'features.gui.info'
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local ore_seed1 = 1000
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local ore_seed2 = ore_seed1 * 2
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local island_separation = 350
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RS.set_map_gen_settings(
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{
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MGSP.ore_oil_none,
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MGSP.cliff_none
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}
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)
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ScenarioInfo.set_map_name('Grid Islands Rotated')
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ScenarioInfo.set_map_description(
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[[
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Large islands with diagonal rail bridges
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]]
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)
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ScenarioInfo.add_map_extra_info(
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[[
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- Custom ore generation
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- Square, circle and diamond islands
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- Islands linked by causeways
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- Encourages rail use to transport materials for manufacture
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]]
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)
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ScenarioInfo.set_new_info(
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[[
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2019-09-09
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- Added automatic disabling of landfill tech instead of manual disable by player
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- Updated map description
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]]
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)
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local track = {
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b.translate(b.line_x(3), 0, -3),
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b.translate(b.line_x(3), 0, 3),
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b.translate(b.line_x(3), 0, -9),
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b.translate(b.line_x(3), 0, 9),
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b.rectangle(3, 22)
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}
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local h_track = b.any(track)
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h_track = b.single_x_pattern(h_track, 15)
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local v_track = b.rotate(h_track,degrees(90))
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local square = b.rectangle(190, 190)
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local circle = b.circle(80)
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local leg = b.rectangle(32, 480)
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local head = b.translate(b.oval(32, 64), 0, -64)
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local body = b.translate(b.circle(64), 0, 64)
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local count = 10
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local angle = 360 / count
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local list = {head, body}
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for i = 1, (count / 2) - 1 do
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local shape = b.rotate(leg, degrees(i * angle))
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table.insert(list, shape)
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end
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local spider = b.any(list)
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local ore_spider = b.scale(spider, 0.125, 0.125)
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local function value(base, mult, pow)
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return function(x, y)
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local d_sq = x * x + y * y
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return base + mult * d_sq ^ ( pow / 2 ) -- d ^ pow
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end
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end
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local function non_transform(shape)
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return shape
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end
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local function uranium_transform(shape)
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return b.scale(shape, 0.5)
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end
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local function oil_transform(shape)
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shape = b.scale(shape, 0.5)
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return shape
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end
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local ores = {
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{transform = non_transform, resource = 'iron-ore', value = value(500, 0.75, 1.1), weight = 16},
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{transform = non_transform, resource = 'copper-ore', value = value(400, 0.75, 1.1), weight = 10},
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{transform = non_transform, resource = 'stone', value = value(250, 0.3, 1.05), weight = 3},
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{transform = non_transform, resource = 'coal', value = value(400, 0.8, 1.075), weight = 5},
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{transform = uranium_transform, resource = 'uranium-ore', value = value(200, 0.3, 1.025), weight = 3},
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{transform = oil_transform, resource = 'crude-oil', value = value(60000, 50, 1.025), weight = 6}
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}
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local total_ore_weights = {}
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local ore_t = 0
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for _, v in ipairs(ores) do
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ore_t = ore_t + v.weight
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table.insert(total_ore_weights, ore_t)
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end
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local random_ore = Random.new(ore_seed1, ore_seed2)
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local pattern = {}
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for r = 1, 50 do
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local row = {}
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pattern[r] = row
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local odd_r = (r % 2) == 1
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for c = 1, 50 do
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local odd_c = (c % 2) == 1
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if odd_r == odd_c then
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row[c] = square
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else
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local i = random_ore:next_int(1, ore_t)
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local index = table.binary_search(total_ore_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_data = ores[index]
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local ore_shape = ore_data.transform(ore_spider)
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local ore = b.resource(ore_shape, ore_data.resource, ore_data.value)
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local shape = circle
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shape = b.apply_entity(shape, ore)
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row[c] = shape
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end
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end
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end
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local start_patch = b.scale(spider, 0.0625, 0.0625)
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local start_iron_patch =
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b.resource(
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b.translate(start_patch, 64, 0),
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'iron-ore',
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function()
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return 1500
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end
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)
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local start_copper_patch =
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b.resource(
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b.translate(start_patch, 0, -64),
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'copper-ore',
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function()
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return 1200
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end
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)
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local start_stone_patch =
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b.resource(
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b.translate(start_patch, -64, 0),
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'stone',
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function()
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return 600
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end
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)
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local start_coal_patch =
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b.resource(
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b.translate(start_patch, 0, 64),
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'coal',
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function()
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return 1350
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end
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)
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local start_resources = b.any({start_iron_patch, start_copper_patch, start_stone_patch, start_coal_patch})
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local start = b.apply_entity(b.square_diamond(254), start_resources)
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local map = b.grid_pattern(pattern, 50, 50, island_separation, island_separation)
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map = b.choose(b.rectangle(350, 350), start, map)
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local paths =
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b.any {
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b.single_y_pattern(h_track, island_separation),
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b.single_x_pattern(v_track, island_separation)
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}
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local sea = b.tile('deepwater')
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sea = b.fish(sea, 0.0025)
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map = b.any {map, paths, sea}
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map = b.change_map_gen_collision_tile(map, 'water-tile', 'grass-1')
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map = b.rotate(map,degrees(45))
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-- Disable landfill technology
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local function on_init()
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local player_force = game.forces.player
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player_force.technologies['landfill'].enabled = false -- disable landfill
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player_force.character_running_speed_modifier = 1.5
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game.difficulty_settings.technology_price_multiplier = 2
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end
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Event.on_init(on_init)
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return map
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