mirror of
https://github.com/Refactorio/RedMew.git
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121 lines
3.9 KiB
Lua
121 lines
3.9 KiB
Lua
map_gen_decoratives = false -- Generate our own decoratives
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map_gen_rows_per_tick = 8 -- Inclusive integer between 1 and 32. Used for map_gen_threaded, higher numbers will generate map quicker but cause more lag.
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-- Recommend to use generate, but generate_not_threaded may be useful for testing / debugging.
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--require "map_gen.shared.generate_not_threaded"
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require "map_gen.shared.generate"
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local inner_circle = invert(circle_builder(48))
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local outer_circle = circle_builder(64)
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local square = invert(rectangle_builder(1000,1000))
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square = rotate(square, degrees(45))
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square = translate(square, math.sqrt(2) * 500,0)
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local circle = compound_and({ inner_circle, outer_circle, square })
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local line1 = rectangle_builder(77,16)
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line1 = rotate(line1, degrees(45))
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line1 = translate(line1,66.5,12.6875)
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local line2 = rectangle_builder(45, 16)
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local line2 = rotate(line2, degrees(-45))
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line2 = translate(line2, 55.5,-23.6875)
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--line2 =change_tile(line2, true, "water")
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local half = compound_or({ line2,line1,circle})
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half = translate(half, -79.1875, 0)
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local map = compound_or({ half, flip_xy(half) })
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map = scale(map, 11, 11)
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local function research_finished(event)
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local tech = event.research.name
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if tech == "rocket-silo" then
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game.forces["player"].recipes["rocket-silo"].enabled = false
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end
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end
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Event.register(defines.events.on_research_finished, research_finished)
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local function max_axis_distance(world_x, world_y, target_x, target_y)
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local x = math.abs(world_x - target_x)
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local y = math.abs(world_y - target_y)
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return math.max(x, y)
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end
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local function distance(world_x, world_y, target_x, target_y)
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return math.abs(world_x - target_x) + math.abs(world_y - target_y)
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end
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local init = false
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local safe_distance = 480
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local function effect(x, y, world_x, world_y, tile, entity)
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local surface = MAP_GEN_SURFACE
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if not init then
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init = true
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game.forces["player"].chart(surface, { {-32, -32}, {31, 31} })
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end
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if world_x == 0 and world_y == 0 then
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for _, e in ipairs(surface.find_entities({ {-5, -5}, {5, 5} })) do
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e.destroy()
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end
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local e = surface.create_entity({ name = "rocket-silo", position = {0, 0}, force = "player" })
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e.destructible = false
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e.minable = false
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end
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--[[
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if max_axis_distance(world_x, world_y, -2144, 0) < safe_distance then
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for _, e in ipairs(surface.find_entities_filtered({ force = "enemy", position = { world_x, world_y } } )) do
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e.destroy()
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end
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elseif max_axis_distance(world_x, world_y, 2144, 0) < safe_distance then
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for _, e in ipairs(surface.find_entities_filtered({ force = "enemy", position = { world_x, world_y } } )) do
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e.destroy()
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end
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end
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for _, e in ipairs(surface.find_entities_filtered({ type = "resource", area = {{world_x, world_y }, {world_x + 1, world_y + 1 } } })) do -- I want to use position but for some reason it doesn't seem to work for ores.
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local dist1 = distance(world_x, world_y, -2144, 0)
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local dist2 = distance(world_x, world_y, 2144, 0)
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local amount = math.min(dist1, dist2)
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local name = e.name
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if name == "iron-ore" then
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amount = 800 + 0.4 * amount
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elseif name == "copper-ore" then
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amount = 700 + 0.35 * amount
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elseif name == "coal" then
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amount = 600 + 0.3 * amount
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elseif name == "stone" then
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amount = 400 + 0.2 * amount
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elseif name == "uranium-ore" then
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amount = 300 + 0.15 * amount
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elseif name == "crude-oil" then
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amount = 50000 + 50 * amount
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end
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e.amount = amount
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end
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--]]
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return tile, entity
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end
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map = apply_effect(map, effect)
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require "spawn_control"
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add_spawn("left", -88, -88)
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add_spawn("right", 88, 88)
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return map
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