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RedMew/map_gen/maps/rotten_apples.lua

396 lines
12 KiB
Lua

-- Rotten Apples - Islands of trees with apple ore patches, infested with worms.
-- Damage modifiers influenced by science progression to increase teamwork by worm difficulty
-- For added difficulty/balance the original playthrough used a modified version of market_items.lua
-- Map by Jayefuu and plague006
-- 2018-11-30
local b = require 'map_gen.shared.builders'
local math = require 'utils.math'
local table = require 'utils.table'
local Event = require 'utils.event'
local RS = require 'map_gen.shared.redmew_surface'
local MGSP = require 'resources.map_gen_settings'
local degrees = math.rad
-- change these to change the pattern.
local seed1 = 20000
local seed2 = seed1 * 2
RS.set_map_gen_settings(
{
MGSP.ore_oil_none,
MGSP.cliff_none,
MGSP.enemy_none
}
)
local military_techs = {
['artillery'] = true,
['artillery-shell-range-1'] = true,
['artillery-shell-speed-1'] = true,
['atomic-bomb'] = true,
['bullet-damage-1'] = true,
['bullet-damage-2'] = true,
['bullet-damage-3'] = true,
['bullet-damage-4'] = true,
['bullet-damage-5'] = true,
['bullet-damage-6'] = true,
['bullet-damage-7'] = true,
['bullet-speed-1'] = true,
['bullet-speed-2'] = true,
['bullet-speed-3'] = true,
['bullet-speed-4'] = true,
['bullet-speed-5'] = true,
['bullet-speed-6'] = true,
['cannon-shell-damage-1'] = true,
['cannon-shell-damage-2'] = true,
['cannon-shell-damage-3'] = true,
['cannon-shell-damage-4'] = true,
['cannon-shell-damage-5'] = true,
['cannon-shell-damage-6'] = true,
['cannon-shell-speed-1'] = true,
['cannon-shell-speed-2'] = true,
['cannon-shell-speed-3'] = true,
['cannon-shell-speed-4'] = true,
['cannon-shell-speed-5'] = true,
['combat-robot-damage-1'] = true,
['combat-robot-damage-2'] = true,
['combat-robot-damage-3'] = true,
['combat-robot-damage-4'] = true,
['combat-robot-damage-5'] = true,
['combat-robot-damage-6'] = true,
['combat-robotics'] = true,
['combat-robotics-2'] = true,
['combat-robotics-3'] = true,
['discharge-defense-equipment'] = true,
['energy-shield-equipment'] = true,
['energy-shield-mk2-equipment'] = true,
['exoskeleton-equipment'] = true,
['explosive-rocketry'] = true,
['flamethrower'] = true,
['flamethrower-damage-1'] = true,
['flamethrower-damage-2'] = true,
['flamethrower-damage-3'] = true,
['flamethrower-damage-4'] = true,
['flamethrower-damage-5'] = true,
['flamethrower-damage-6'] = true,
['flamethrower-damage-7'] = true,
['flammables'] = true,
['follower-robot-count-1'] = true,
['follower-robot-count-2'] = true,
['follower-robot-count-3'] = true,
['follower-robot-count-4'] = true,
['follower-robot-count-5'] = true,
['follower-robot-count-6'] = true,
['follower-robot-count-7'] = true,
['grenade-damage-1'] = true,
['grenade-damage-2'] = true,
['grenade-damage-3'] = true,
['grenade-damage-4'] = true,
['grenade-damage-5'] = true,
['grenade-damage-6'] = true,
['grenade-damage-7'] = true,
['gun-turret-damage-1'] = true,
['gun-turret-damage-2'] = true,
['gun-turret-damage-3'] = true,
['gun-turret-damage-4'] = true,
['gun-turret-damage-5'] = true,
['gun-turret-damage-6'] = true,
['gun-turret-damage-7'] = true,
['heavy-armor'] = true,
['land-mine'] = true,
['laser'] = true,
['laser-turret-damage-1'] = true,
['laser-turret-damage-2'] = true,
['laser-turret-damage-3'] = true,
['laser-turret-damage-4'] = true,
['laser-turret-damage-5'] = true,
['laser-turret-damage-6'] = true,
['laser-turret-damage-7'] = true,
['laser-turret-damage-8'] = true,
['laser-turret-speed-1'] = true,
['laser-turret-speed-2'] = true,
['laser-turret-speed-3'] = true,
['laser-turret-speed-4'] = true,
['laser-turret-speed-5'] = true,
['laser-turret-speed-6'] = true,
['laser-turret-speed-7'] = true,
['laser-turrets'] = true,
['military'] = true,
['military-2'] = true,
['military-3'] = true,
['military-4'] = true,
['modular-armor'] = true,
['night-vision-equipment'] = true,
['personal-laser-defense-equipment'] = true,
['power-armor'] = true,
['power-armor-2'] = true,
['rocket-damage-1'] = true,
['rocket-damage-2'] = true,
['rocket-damage-3'] = true,
['rocket-damage-4'] = true,
['rocket-damage-5'] = true,
['rocket-damage-6'] = true,
['rocket-damage-7'] = true,
['rocket-speed-1'] = true,
['rocket-speed-2'] = true,
['rocket-speed-3'] = true,
['rocket-speed-4'] = true,
['rocket-speed-5'] = true,
['rocket-speed-6'] = true,
['rocket-speed-7'] = true,
['rocketry'] = true,
['shotgun-shell-damage-1'] = true,
['shotgun-shell-damage-2'] = true,
['shotgun-shell-damage-3'] = true,
['shotgun-shell-damage-4'] = true,
['shotgun-shell-damage-5'] = true,
['shotgun-shell-damage-6'] = true,
['shotgun-shell-damage-7'] = true,
['shotgun-shell-speed-1'] = true,
['shotgun-shell-speed-2'] = true,
['shotgun-shell-speed-3'] = true,
['shotgun-shell-speed-4'] = true,
['shotgun-shell-speed-5'] = true,
['shotgun-shell-speed-6'] = true,
['stone-walls'] = true,
['tanks'] = true,
['turrets'] = true,
['uranium-ammo'] = true
}
local player_ammo_research_modifiers = {
['artillery-shell'] = 0.03,
['biological'] = 0.025,
['bullet'] = 0.045,
['cannon-shell'] = 0.12,
['capsule'] = 0,
['combat-robot-beam'] = 0.01,
['combat-robot-laser'] = 0.01,
['electric'] = 0.025,
['flamethrower'] = 0.01,
['grenade'] = 0.00,
['landmine'] = 0.06,
['melee'] = 0.025,
['rocket'] = 0.08,
['shotgun-shell'] = 0.00,
['laser-turret'] = 0.12
}
local function modify_damage(force, mult)
for type, mod in pairs(player_ammo_research_modifiers) do
local current_m = force.get_ammo_damage_modifier(type)
if (current_m + (mod * mult)) <= -0.9 then
force.set_ammo_damage_modifier(type, -0.9)
else
force.set_ammo_damage_modifier(type, current_m + (mod * mult))
end
end
end
local function research_finished(event)
local research = event.research
local force = research.force
if military_techs[research.name] then
--increase player damage
modify_damage(force, 1)
game.print('Military research complete.... you feel stronger')
else
-- decrease player damage
modify_damage(force, -1.5)
game.print('Research complete. A feeling of weakness spreads.')
end
if string.find(research.name, 'follower%-robot%-count') then
force.maximum_following_robot_count = force.maximum_following_robot_count + 10
game.print('Your Plague of robots disperses........')
end
end
Event.add(defines.events.on_research_finished, research_finished)
-- makes ores richer further from the start
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 apple = b.translate(b.circle(20), 0, -90)
local tree = b.picture(require 'map_gen.data.presets.tree')
tree = b.scale(tree, 0.6, 0.6)
local ores = {
{resource_type = 'iron-ore', value = value(90, 0.25, 1.15)},
{resource_type = 'copper-ore', value = value(80, 0.2, 1.15)},
{resource_type = 'stone', value = value(100, 0.2, 1.2)},
{resource_type = 'coal', value = value(65, 0.15, 1.1)},
{resource_type = 'uranium-ore', value = value(20, 0.1, 1.075)},
{resource_type = 'crude-oil', value = value(17500, 25, 1.15)}
}
local iron = b.resource(apple, ores[1].resource_type, ores[1].value)
local copper = b.resource(apple, ores[2].resource_type, ores[2].value)
local stone = b.resource(apple, ores[3].resource_type, ores[3].value)
local coal = b.resource(apple, ores[4].resource_type, ores[4].value)
local uranium = b.resource(apple, ores[5].resource_type, ores[5].value)
local oil = b.resource(b.throttle_world_xy(apple, 1, 8, 1, 8), ores[6].resource_type, ores[6].value)
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
local iron_circle = b.apply_entities(apple, {iron, worms})
local copper_circle = b.apply_entities(apple, {copper, worms})
local coal_circle = b.apply_entities(apple, {coal, worms})
local stone_circle = b.apply_entities(apple, {stone, worms})
local oil_circle = b.apply_entities(apple, {oil, worms})
local uranium_circle = b.apply_entities(apple, {uranium, worms})
local start_ores =
b.any {
b.rotate(iron_circle, degrees(-25)),
b.rotate(copper_circle, degrees(25)),
b.rotate(stone_circle, degrees(-75)),
b.rotate(coal_circle, degrees(75)),
tree
}
local ore_group_1 =
b.any {
b.rotate(iron_circle, degrees(-25)),
b.rotate(oil_circle, degrees(-75)),
b.rotate(coal_circle, degrees(75)),
tree
}
local ore_group_2 =
b.any {
b.rotate(iron_circle, degrees(-25)),
b.rotate(copper_circle, degrees(25)),
b.rotate(stone_circle, degrees(-75)),
b.rotate(uranium_circle, degrees(75)),
tree
}
local ore_group_3 =
b.any {
b.rotate(stone_circle, degrees(-75)),
b.rotate(iron_circle, degrees(75)),
tree
}
local ore_group_4 =
b.any {
b.rotate(iron_circle, degrees(-75)),
b.rotate(copper_circle, degrees(25)),
tree
}
local ore_group_5 =
b.any {
b.rotate(iron_circle, degrees(-25)),
b.rotate(copper_circle, degrees(25)),
b.rotate(stone_circle, degrees(-75)),
b.rotate(coal_circle, degrees(75)),
tree
}
local loops = {
{ore_group_1, 12},
{ore_group_2, 12},
{ore_group_3, 9},
{ore_group_4, 9},
{ore_group_5, 4}
}
local Random = require 'map_gen.shared.random'
local random = Random.new(seed1, seed2)
local total_weights = {}
local t = 0
for _, v in ipairs(loops) do
t = t + v[2]
table.insert(total_weights, t)
end
local p_cols = 50
local p_rows = 50
local pattern = {}
for c = 1, p_cols do
local row = {}
table.insert(pattern, row)
for r = 1, p_rows do
if c == 1 and r == 1 then
table.insert(row, start_ores)
else
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 = loops[index][1]
local x = random:next_int(-128, 128)
local y = random:next_int(-170, 200)
shape = b.translate(shape, x, y)
table.insert(row, shape)
end
end
end
local map = b.grid_pattern_full_overlap(pattern, p_cols, p_rows, 500, 500)
map = b.change_map_gen_collision_tile(map, 'water-tile', 'grass-1')
local sea = b.change_tile(apple, false, 'water')
sea = b.fish(sea, 0.005)
map = b.if_else(map, sea)
map = b.translate(map, 0, 50)
return map