mirror of
https://github.com/Refactorio/RedMew.git
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110 lines
3.6 KiB
Lua
110 lines
3.6 KiB
Lua
--[[
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Inspired/copied from Beach/Double beach by GrilledHam
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Creates a diagonal, wavy ribbon world with only tiles. Vanilla ore and biter generation are unaffected.
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]]
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local b = require 'map_gen.shared.builders'
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local perlin = require 'map_gen.shared.perlin_noise'
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local Global = require 'utils.global'
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local math = require 'utils.math'
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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 ScenarioInfo = require 'features.gui.info'
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local play_area_width = 50 -- The approximate width of the play area
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local oob_tile = 'out-of-map' -- The tiles that make up the out of bounds/world border. Recommended are out-of-map or water.
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local oob_width = 233
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local oob_width_inv = math.tau / oob_width
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-- Perlin options
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local noise_variance = 0.020 --The lower this number the smoother the curve is gonna be
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local oob_noise_level = 15.25 --Factor for the magnitude of the curve
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-- Leave nil and they will be set based on the map seed.
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local perlin_seed_1 = nil
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local perlin_seed_2 = nil
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local custom_oregen = {
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autoplace_controls = {
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['coal'] = {
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frequency = 'high',
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richness = 'poor',
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size = 'low'
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},
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['stone'] = {
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frequency = 'high',
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richness = 'poor',
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size = 'low'
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},
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['copper-ore'] = {
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frequency = 'high',
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richness = 'poor',
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size = 'low'
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},
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['crude-oil'] = {
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frequency = 'high',
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richness = 'poor',
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size = 'low'
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},
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['iron-ore'] = {
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frequency = 'high',
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richness = 'poor',
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size = 'low'
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},
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['uranium-ore'] = {
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frequency = 'normal',
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richness = 'poor',
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size = 'low'
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}
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}
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}
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RS.set_map_gen_settings(
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{
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MGSP.starting_area_very_low,
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MGSP.cliff_none,
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MGSP.enemy_very_high,
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custom_oregen
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}
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)
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--Special thanks to the following following beta testers for their help with the map and map info: sockmeistr
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ScenarioInfo.set_map_name('Diagonal Ribbon')
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ScenarioInfo.set_map_description('The terrain is spaghetti, make a base that fits it!')
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ScenarioInfo.set_map_extra_info('Variable-length ribbon world stretching diagonally.\nResources have a higher frequency but lower richness.\nAverage usable space of 50 tiles.')
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Global.register_init(
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{},
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function(tbl)
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local seed = RS.get_surface().map_gen_settings.seed
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tbl.perlin_seed_1 = perlin_seed_1 or seed
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tbl.perlin_seed_2 = perlin_seed_2 or seed * 2
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end,
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function(tbl)
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perlin_seed_1 = tbl.perlin_seed_1
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perlin_seed_2 = tbl.perlin_seed_2
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end
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)
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local function oob_shape(x, y)
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local p = perlin.noise(x * noise_variance, y * noise_variance, perlin_seed_2) * oob_noise_level
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p = p + math.sin(x * oob_width_inv + 179) * 15
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return p > y
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end
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-- Turn the tiles included in the out of bounds to the oob tile.
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oob_shape = b.change_tile(oob_shape, true, oob_tile)
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-- Offset the oob from the middle of the map/playing area
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oob_shape = b.translate(oob_shape, 0, -(play_area_width/2))
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--[[ Make up the map from 3 components: the oob shape we created (which covers the NW), a copy of the oob shape which is
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flipped (to cover the SE) and then translated so that the crests and valleys of the noise creates a nice wave.
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Lastly, any part of the map that isn't in oob_shape or the oob_copy is filled by full_shape which just passes the
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vanilla mapgen through. ]]--
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local map = b.any {oob_shape, b.translate(b.flip_y(oob_shape), (oob_width/2), 0), b.full_shape}
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map = b.rotate(map, math.rad(45))
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return map
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