mirror of
https://github.com/Refactorio/RedMew.git
synced 2024-12-14 10:13:13 +02:00
391 lines
14 KiB
Lua
391 lines
14 KiB
Lua
local b = require 'map_gen.shared.builders'
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local Random = require 'map_gen.shared.random'
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local degrees = require 'utils.math'.degrees
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local math = require 'utils.math'
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local table = require 'utils.table'
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local Perlin = require 'map_gen.shared.perlin_noise'
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local ore_seed1 = 1000
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local ore_seed2 = ore_seed1 * 2
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local enemy_seed = 420420
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local Event = require 'utils.event'
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local Retailer = require 'features.retailer'
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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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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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MGSP.grass_only,
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MGSP.enable_water,
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MGSP.enemy_none
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}
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)
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-- Overwrite default config for biter coin drop chances to give the players some extra coins to spend on logi bots
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local market = global.config.market
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market.entity_drop_amount = {
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['biter-spawner'] = {low = 5, high = 15, chance = 1},
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['spitter-spawner'] = {low = 5, high = 15, chance = 1},
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['small-worm-turret'] = {low = 2, high = 8, chance = 1},
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['medium-worm-turret'] = {low = 5, high = 15, chance = 1},
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['big-worm-turret'] = {low = 10, high = 20, chance = 1},
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-- default is 0
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['small-biter'] = {low = 1, high = 2, chance = 0.1},
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['small-spitter'] = {low = 1, high = 2, chance = 0.05},
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['medium-spitter'] = {low = 1, high = 3, chance = 0.05},
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['big-spitter'] = {low = 1, high = 3, chance = 0.05},
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['behemoth-spitter'] = {low = 1, high = 10, chance = 0.05},
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['medium-biter'] = {low = 1, high = 3, chance = 0.05},
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['big-biter'] = {low = 1, high = 5, chance = 0.05},
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['behemoth-biter'] = {low = 1, high = 10, chance = 0.05}
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}
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-- Setup the scenario map information because everyone gets upset if you don't
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local ScenarioInfo = require 'features.gui.info'
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ScenarioInfo.set_map_name('Grid Bot Islands')
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ScenarioInfo.set_map_description('Grid islands with island-based ore mining and deathworld biter settings')
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ScenarioInfo.set_map_extra_info('- Mine the islands with your bots\n- Buy more bots and chests from the market\n- Defend from the hordes of biters!!\n- Earn gold from killing worms and nests and mining trees and rocks')
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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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-- Modify the player starting items to kickstart island mining
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local player_create = global.config.player_create
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player_create.starting_items = {
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{name = 'modular-armor', count = 1},
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{name = 'solar-panel-equipment', count = 7},
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{name = 'battery-equipment', count = 2},
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{name = 'personal-roboport-equipment', count = 2},
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{name = 'construction-robot', count = 25},
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{name = 'iron-gear-wheel', count = 8},
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{name = 'iron-plate', count = 16}
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}
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-- Begin map layout stuff
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local h_track = {
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b.line_x(2),
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b.translate(b.line_x(2), 0, -3),
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b.translate(b.line_x(2), 0, 3),
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b.rectangle(2, 10)
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}
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h_track = b.any(h_track)
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h_track = b.single_x_pattern(h_track, 15)
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local v_track = {
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b.line_y(2),
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b.translate(b.line_y(2), -3, 0),
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b.translate(b.line_y(2), 3, 0),
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b.rectangle(10, 2)
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}
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v_track = b.any(v_track)
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v_track = b.single_y_pattern(v_track, 15)
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local square = b.rectangle(130, 130)
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local ore_square = b.rectangle(20, 20)
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local small_ore_square = b.rectangle(18, 18)
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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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-- Change ore values based upon distance from 0,0
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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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-- for the main islands. Cut down from original functionality. Hacky.
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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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for c = 1, 50 do
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row[c] = square
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end
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end
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-- Make a 50 x 50 grid of ores with randomised ore types
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local random_ore = Random.new(ore_seed1, ore_seed2)
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local ore_pattern = {}
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for r = 1, 50 do
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local row = {}
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ore_pattern[r] = row
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for c = 1, 50 do
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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(small_ore_square)
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local ore = b.resource(ore_shape, ore_data.resource, ore_data.value)
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local shape = ore_square
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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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-- create a mask to place over the ore grid
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local mask_square = b.rectangle(60, 60)
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mask_square = b.change_tile(mask_square, true, 'sand-1')
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local mask_group =
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b.any {
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mask_square,
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b.translate(mask_square, 90, 0),
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b.translate(mask_square, 0, 90),
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b.translate(mask_square, 90, 90)
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}
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mask_group = b.translate(mask_group, -60, -60)
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-- sort out the starting ore patches
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local start_patch = b.scale(spider, 0.1, 0.1)
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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 5000
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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 5000
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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 5000
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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 5000
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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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-- Deathworld biters. Rawr!
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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 = 16 / (1024 * 32)
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local max_chance = 1 / 4
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local scale_factor = 4
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local sf = 1 / scale_factor
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local m = 1 / 600
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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 < 400 then
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return nil
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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) <= 2 then
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local lvl
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if d < 300 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 > 1000 then
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local power = 1000 / d
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worm_id = math.ceil((math.random() ^ power) * lvl)
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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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end
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end
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-- Put it all together
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local map = b.grid_pattern(pattern, 50, 50, 300, 300)
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map = b.choose(b.rectangle(300, 300), start, map)
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local resource_islands = b.grid_pattern(ore_pattern, 50, 50, 30, 30)
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resource_islands = b.change_tile(resource_islands, true, 'sand-1')
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local mask_pattern = {
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{mask_group, mask_group, mask_group},
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{mask_group, mask_group, mask_group},
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{mask_group, mask_group, mask_group}
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}
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local resource_mask = b.grid_pattern(mask_pattern, 3, 3, 300, 300)
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resource_mask = b.translate(resource_mask, -130, -130)
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resource_islands = b.choose(resource_mask, resource_islands, b.empty_shape)
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local paths =
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b.any {
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b.single_y_pattern(h_track, 300),
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b.single_x_pattern(v_track, 300)
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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.apply_entity(map, enemy)
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map = b.any {map, paths, resource_islands, sea}
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map = b.change_map_gen_collision_tile(map, 'water-tile', 'grass-1')
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local function on_init()
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local surface = RS.get_surface()
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local player_force = game.forces.player
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local enemy_force = game.forces.enemy
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player_force.technologies['landfill'].enabled = false -- disable landfill
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--enemy_force.set_ammo_damage_modifier('melee', 1) -- +100% biter damage
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enemy_force.set_ammo_damage_modifier('biological', 1) -- +100% spitter/worm damage
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game.map_settings.enemy_expansion.enabled = true
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-- Set up non-standard market so we can add logistics network things without editing a different file
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global.config.market.create_standard_market = false
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Retailer.set_item('items', {price = 2, name = 'raw-fish'})
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Retailer.set_item('items', {price = 1, name = 'rail'})
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Retailer.set_item('items', {price = 2, name = 'rail-signal'})
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Retailer.set_item('items', {price = 2, name = 'rail-chain-signal'})
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Retailer.set_item('items', {price = 15, name = 'train-stop'})
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Retailer.set_item('items', {price = 75, name = 'locomotive'})
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Retailer.set_item('items', {price = 30, name = 'cargo-wagon'})
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Retailer.set_item('items', {price = 15, name = 'submachine-gun'})
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Retailer.set_item('items', {price = 15, name = 'shotgun'})
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Retailer.set_item('items', {price = 250, name = 'combat-shotgun'})
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Retailer.set_item('items', {price = 25, name = 'railgun'})
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Retailer.set_item('items', {price = 250, name = 'flamethrower'})
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Retailer.set_item('items', {price = 175, name = 'rocket-launcher'})
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Retailer.set_item('items', {price = 250, name = 'tank-cannon'})
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Retailer.set_item('items', {price = 75, name = 'tank-flamethrower'})
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Retailer.set_item('items', {price = 1, name = 'firearm-magazine'})
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Retailer.set_item('items', {price = 5, name = 'piercing-rounds-magazine'})
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Retailer.set_item('items', {price = 20, name = 'uranium-rounds-magazine'})
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Retailer.set_item('items', {price = 2, name = 'shotgun-shell'})
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Retailer.set_item('items', {price = 10, name = 'piercing-shotgun-shell'})
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Retailer.set_item('items', {price = 5, name = 'railgun-dart'})
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Retailer.set_item('items', {price = 25, name = 'flamethrower-ammo'})
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Retailer.set_item('items', {price = 15, name = 'rocket'})
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Retailer.set_item('items', {price = 25, name = 'explosive-rocket'})
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Retailer.set_item('items', {price = 20, name = 'cannon-shell'})
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Retailer.set_item('items', {price = 30, name = 'explosive-cannon-shell'})
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Retailer.set_item('items', {price = 75, name = 'explosive-uranium-cannon-shell'})
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Retailer.set_item('items', {price = 3, name = 'land-mine'})
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Retailer.set_item('items', {price = 5, name = 'grenade'})
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Retailer.set_item('items', {price = 35, name = 'cluster-grenade'})
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Retailer.set_item('items', {price = 5, name = 'defender-capsule'})
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Retailer.set_item('items', {price = 75, name = 'destroyer-capsule'})
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Retailer.set_item('items', {price = 35, name = 'poison-capsule'})
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Retailer.set_item('items', {price = 350, name = 'modular-armor'})
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Retailer.set_item('items', {price = 875, name = 'power-armor'})
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Retailer.set_item('items', {price = 40, name = 'solar-panel-equipment'})
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Retailer.set_item('items', {price = 875, name = 'fusion-reactor-equipment'})
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Retailer.set_item('items', {price = 100, name = 'battery-equipment'})
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Retailer.set_item('items', {price = 625, name = 'battery-mk2-equipment'})
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Retailer.set_item('items', {price = 250, name = 'belt-immunity-equipment'})
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Retailer.set_item('items', {price = 100, name = 'night-vision-equipment'})
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Retailer.set_item('items', {price = 150, name = 'exoskeleton-equipment'})
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Retailer.set_item('items', {price = 250, name = 'personal-roboport-equipment'})
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Retailer.set_item('items', {price = 10, name = 'construction-robot'})
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Retailer.set_item('items', {price = 2, name = 'logistic-robot'})
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Retailer.set_item('items', {price = 75, name = 'roboport'})
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Retailer.set_item('items', {price = 50, name = 'logistic-chest-active-provider'})
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Retailer.set_item('items', {price = 50, name = 'logistic-chest-passive-provider'})
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Retailer.set_item('items', {price = 50, name = 'logistic-chest-requester'})
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Retailer.set_item('items', {price = 50, name = 'logistic-chest-storage'})
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Retailer.set_item('items', {price = 6, name = 'big-electric-pole'})
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Retailer.set_item('items', {price = 3, name = 'medium-electric-pole'})
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Retailer.set_item('items', {price = 50, name = 'substation'})
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Retailer.set_market_group_label('items', 'Items Market')
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local item_market_1 = surface.create_entity({name = 'market', position = {0, 0}})
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item_market_1.destructible = false
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Retailer.add_market('items', item_market_1)
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player_force.technologies['landfill'].enabled = false -- disable landfill
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end
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Event.on_init(on_init)
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return map
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