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RedMew/map_gen/presets/tetris.lua
2018-11-24 10:37:08 +01:00

365 lines
9.7 KiB
Lua

-- Map by grilledham & Jayefuu
-- Set scenario generation cliffs to none.
-- Load blueprint from scenarios\RedMew\map_gen\data\presets\tetris\
-- Obtain items using silent commands from scenarios\RedMew\map_gen\data\presets\tetris\
-- Place the blueprint on the island south of spawn
-- Teleport to centre of island and run the second command in tetris_theme_items_command.txt
-- Excellent tetris themed music generated from midi files, credit to mgabor of miditorio.com
local b = require 'map_gen.shared.builders'
local math = require 'utils.math'
local degrees = math.rad
local ore_seed1 = 7000
local ore_seed2 = ore_seed1 * 2
local Random = require 'map_gen.shared.random'
local random = Random.new(ore_seed1, ore_seed2)
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
-- Removes vanilla resources when called
local function no_resources(x, y, world, tile)
for _, e in ipairs(
world.surface.find_entities_filtered(
{type = 'resource', area = {{world.x, world.y}, {world.x + 1, world.y + 1}}}
)
) do
e.destroy()
end
return tile
end
local names = {
'biter-spawner',
'spitter-spawner'
}
-- removes spawners when called
local function no_spawners(x, y, world, tile)
for _, e in ipairs(
world.surface.find_entities_filtered(
{force = 'enemy', name = names, position = {world.x, world.y}}
)
) do
e.destroy()
end
return tile
end
local m_t_width = 12 -- map size in number of tiles
local t_width = 16 -- tile width
local t_h_width = t_width / 2
-- https://wiki.factorio.com/Data.raw#tile for the tile types you can send to this function
local function two_tone_square(inner, outer) -- r_tile is a bool flag to show if it should have chance of resources on it
local outer_tile = b.any {b.rectangle(t_width, t_width)}
outer_tile = b.change_tile(outer_tile, true, outer)
local inner_tile = b.any {b.rectangle(t_width - 2, t_width - 2)}
inner_tile = b.change_tile(inner_tile, true, inner)
local land_tile = b.any {inner_tile, outer_tile}
return land_tile
end
local tet_bounds = b.rectangle(t_width * 4)
tet_bounds = b.translate(tet_bounds, t_width, t_width)
local function tetrify(pattern, block)
for r = 1, 4 do
local row = pattern[r]
for c = 1, 4 do
if row[c] == 1 then
row[c] = block
else
row[c] = b.empty_shape()
end
end
end
local grid = b.grid_pattern(pattern, 4, 4, t_width, t_width)
grid = b.translate(grid, -t_width / 2, -t_width / 2)
grid = b.choose(tet_bounds, grid, b.empty_shape)
grid = b.translate(grid, -t_width, -t_width)
--grid = b.translate(grid, -t_width, t_width * 2)
return grid
end
local tet_O =
tetrify(
{
{0, 0, 0, 0},
{0, 1, 1, 0},
{0, 1, 1, 0},
{0, 0, 0, 0}
},
two_tone_square('dirt-7', 'sand-1')
)
local tet_I =
tetrify(
{
{0, 1, 0, 0},
{0, 1, 0, 0},
{0, 1, 0, 0},
{0, 1, 0, 0}
},
two_tone_square('grass-2', 'sand-1')
)
local tet_J =
tetrify(
{
{0, 0, 0, 0},
{0, 0, 1, 0},
{0, 0, 1, 0},
{0, 1, 1, 0}
},
two_tone_square('grass-1', 'sand-1')
)
local tet_L =
tetrify(
{
{0, 0, 0, 0},
{0, 1, 0, 0},
{0, 1, 0, 0},
{0, 1, 1, 0}
},
two_tone_square('dirt-4', 'sand-1')
)
local tet_S =
tetrify(
{
{0, 0, 0, 0},
{0, 1, 1, 0},
{1, 1, 0, 0},
{0, 0, 0, 0}
},
two_tone_square('grass-4', 'sand-1')
)
local tet_Z =
tetrify(
{
{0, 0, 0, 0},
{1, 1, 0, 0},
{0, 1, 1, 0},
{0, 0, 0, 0}
},
two_tone_square('grass-3', 'sand-1')
)
local tet_T =
tetrify(
{
{0, 0, 0, 0},
{0, 1, 0, 0},
{1, 1, 1, 0},
{0, 0, 0, 0}
},
two_tone_square('red-desert-2', 'sand-1')
)
local tetriminos = {tet_I, tet_O, tet_T, tet_S, tet_Z, tet_J, tet_L}
local tetriminos_count = #tetriminos
local quarter = math.tau / 4
local p_cols = 1 --m_t_width / 4
local p_rows = 50
local pattern = {}
for _ = 1, p_rows do
local row = {}
table.insert(pattern, row)
for _ = 1, p_cols do
--m_t_width
--t_width
-- map_width = m_t_width*t_width
local i = random:next_int(1, tetriminos_count * 1.5)
local shape = tetriminos[i] or b.empty_shape
local angle = random:next_int(0, 3) * quarter
shape = b.rotate(shape, angle)
--local y_offset = random:next_int(-2, 2) * t_width
local x_offset = random:next_int(-10, 8) * t_width
shape = b.translate(shape, x_offset, 0)
table.insert(row, shape)
end
end
local tetriminos_shape = b.grid_pattern(pattern, p_cols, p_rows, t_width * 24, t_width * 4)
tetriminos_shape = b.translate(tetriminos_shape, t_width, -t_width)
local ore_shape = b.rectangle(t_width * 0.8)
local oil_shape = b.throttle_world_xy(ore_shape, 1, 4, 1, 4)
local ores = {
{b.resource(ore_shape, 'iron-ore', value(250, 0.75, 1.15)), 10},
{b.resource(ore_shape, 'copper-ore', value(200, 0.75, 1.15)), 6},
{b.resource(ore_shape, 'stone', value(350, 0.4, 1.075)), 3},
{b.resource(ore_shape, 'coal', value(200, 0.8, 1.075)), 5},
{b.resource(b.scale(ore_shape, 0.5), 'uranium-ore', value(300, 0.3, 1.05)), 2},
{b.resource(oil_shape, 'crude-oil', value(120000, 50, 1.15)), 1},
{b.empty_shape, 100}
}
local total_weights = {}
local t = 0
for _, v in pairs(ores) do
t = t + v[2]
table.insert(total_weights, t)
end
p_cols = 50
p_rows = 50
pattern = {}
for _ = 1, p_rows do
local row = {}
table.insert(pattern, row)
for _ = 1, p_cols do
local i = random:next_int(1, t)
local index = table.binary_search(total_weights, i)
if (index < 0) then
index = bit32.bnot(index)
end
local shape = ores[index][1]
table.insert(row, shape)
end
end
local worm_names = {
'small-worm-turret',
'medium-worm-turret',
'big-worm-turret'
}
local max_worm_chance = 1 / 128
local worm_chance_factor = 1 / (192 * 512)
local function worms(_, _, world)
local wx, wy = world.x, world.y
local d = math.sqrt(wx * wx + wy * wy)
local worm_chance = d - 128
if worm_chance > 0 then
worm_chance = worm_chance * worm_chance_factor
worm_chance = math.min(worm_chance, max_worm_chance)
if math.random() < worm_chance then
if d < 256 then
return {name = 'small-worm-turret'}
else
local max_lvl
local min_lvl
if d < 512 then
max_lvl = 2
min_lvl = 1
else
max_lvl = 3
min_lvl = 2
end
local lvl = math.random() ^ (512 / d) * max_lvl
lvl = math.ceil(lvl)
lvl = math.clamp(lvl, min_lvl, 3)
return {name = worm_names[lvl]}
end
end
end
end
-- Starting area
local start_patch = b.rectangle(t_width * 0.8)
local start_iron_patch =
b.resource(
b.translate(start_patch, -t_width/2, -t_width/2),
'iron-ore',
function()
return 1500
end
)
local start_copper_patch =
b.resource(
b.translate(start_patch, t_width/2, -t_width/2),
'copper-ore',
function()
return 1200
end
)
local start_stone_patch =
b.resource(
b.translate(start_patch, t_width/2, t_width/2),
'stone',
function()
return 900
end
)
local start_coal_patch =
b.resource(
b.translate(start_patch, -t_width/2, t_width/2),
'coal',
function()
return 1350
end
)
local start_resources = b.any({start_iron_patch, start_copper_patch, start_stone_patch, start_coal_patch})
local tet_O_start = b.apply_entity(tet_O, start_resources)
local starting_area = b.any{
b.translate(tet_I,t_width,-t_width*2),
b.translate(tet_O_start,t_width*2,-t_width),
b.translate(tet_T,-t_width,-t_width),
b.translate(tet_Z,-t_width*6,-t_width),
b.translate(tet_L,-t_width*8,-t_width*2)
}
tetriminos_shape = b.any{tetriminos_shape, starting_area}
ores = b.grid_pattern_overlap(pattern, p_cols, p_rows, t_width, t_width)
ores = b.translate(ores, t_h_width, t_h_width)
tetriminos_shape = b.apply_entity(tetriminos_shape, ores) -- add ores to tetriminoes
tetriminos_shape = b.apply_effect(tetriminos_shape, no_spawners) -- remove spawners to help pathing
tetriminos_shape = b.apply_entity(tetriminos_shape, worms) -- add worms
local water_tile = two_tone_square('water', 'deepwater')
local half_sea_width = m_t_width * t_width - t_width
local function sea_bounds(x, y)
return x > -half_sea_width and x < half_sea_width and y < 0
end
local sea = b.single_grid_pattern(water_tile, t_width, t_width)
sea = b.translate(sea, t_h_width, -t_h_width)
sea = b.choose(sea_bounds, sea, b.empty_shape)
local map = b.choose(sea_bounds, tetriminos_shape, b.empty_shape)
map = b.if_else(map, sea)
local half_border_width = half_sea_width + t_width
local function border_bounds(x, y)
return x > -half_border_width and x < half_border_width and y < t_width
end
border_bounds = b.subtract(border_bounds, sea_bounds)
local border = b.change_tile(border_bounds, true, 'sand-1')
map = b.add(map, border)
local music_island = b.translate(b.rotate(tet_I,degrees(90)),0, 2*t_width)
map = b.add(map,music_island)
map = b.translate(map, 0, -t_width / 2)
map = b.apply_effect(map, no_resources)
return map