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RedMew/map_gen/maps/fish_islands.lua
2019-10-10 11:29:28 +02:00

259 lines
7.3 KiB
Lua

local b = require 'map_gen.shared.builders'
local math = require 'utils.math'
local table = require 'utils.table'
local RS = require 'map_gen.shared.redmew_surface'
local MGSP = require 'resources.map_gen_settings'
local ScenarioInfo = require 'features.gui.info'
local degrees = math.degrees
-- change these to change the pattern and scale
local seed1 = 12345
local seed2 = 56789
local fish_scale = 1.75
RS.set_map_gen_settings(
{
MGSP.ore_oil_none,
MGSP.peaceful_mode_on,
MGSP.water_none
}
)
ScenarioInfo.set_map_name('Fish Islands')
ScenarioInfo.set_map_description(
[[
What a lovely day for a fishing trip.
I hope we brought enough Soy Sauce!
]]
)
ScenarioInfo.set_map_extra_info(
[[
Fish islands are spread around in the water
The fishes heads contains high amount of resources
Some one placed worms around the lit of our soy sauce
Exterminate them so we can enjoy our fish with some delicious
soy sauce! (Not sponsered by Kikkoman)
(Kikkoman is a registered trademark under Kikkoman Corporation, Japan)
]]
)
local value = b.exponential_value
local pic = require 'map_gen.data.presets.fish'
pic = b.decompress(pic)
local fish = b.picture(pic)
fish = b.change_tile(fish, 'water', false)
fish = b.scale(fish, fish_scale)
local ores = {
{resource_type = 'iron-ore', value = value(75, 0.25, 1.15)},
{resource_type = 'copper-ore', value = value(65, 0.2, 1.15)},
{resource_type = 'stone', value = value(50, 0.2, 1.1)},
{resource_type = 'coal', value = value(50, 0.15, 1.1)},
{resource_type = 'uranium-ore', value = value(10, 0.1, 1.075)},
{resource_type = 'crude-oil', value = value(25000, 25, 1.15)}
}
local cap = b.translate(b.rectangle(48 * fish_scale, 48 * fish_scale), 100 * fish_scale, 0)
local rich_tile = b.rectangle(3, 3)
rich_tile = b.translate(rich_tile, 100 * fish_scale, 0)
local function rich_value()
return 1111111
end
local iron =
b.any {
b.resource(rich_tile, ores[1].resource_type, rich_value),
b.resource(cap, ores[1].resource_type, ores[1].value)
}
local copper =
b.any {
b.resource(rich_tile, ores[2].resource_type, rich_value),
b.resource(cap, ores[2].resource_type, ores[2].value)
}
local stone =
b.any {
b.resource(rich_tile, ores[3].resource_type, rich_value),
b.resource(cap, ores[3].resource_type, ores[3].value)
}
local coal =
b.any {
b.resource(rich_tile, ores[4].resource_type, rich_value),
b.resource(cap, ores[4].resource_type, ores[4].value)
}
local uranium =
b.any {
b.resource(rich_tile, ores[5].resource_type, rich_value),
b.resource(cap, ores[5].resource_type, ores[5].value)
}
local oil = b.resource(b.throttle_world_xy(cap, 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 / 64
local worm_chance_factor = 1 / 256
local function worms(x, y, world)
if not cap(x, y) then
return nil
end
local wx, wy = world.x, world.y
local d = math.sqrt(wx * wx + wy * wy)
local worm_chance = d - 64
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 < 512 then
return {name = 'small-worm-turret'}
else
local max_lvl
local min_lvl
if d < 1024 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_fish = b.apply_entities(fish, {iron, worms})
local copper_fish = b.apply_entities(fish, {copper, worms})
local stone_fish = b.apply_entities(fish, {stone, worms})
local coal_fish = b.apply_entities(fish, {coal, worms})
local uranium_fish = b.apply_entities(fish, {uranium, worms})
local oil_fish = b.apply_entities(fish, {oil, worms})
local fishes = {
{iron_fish, 24},
{copper_fish, 12},
{stone_fish, 6},
{coal_fish, 6},
{uranium_fish, 1},
{oil_fish, 4}
}
local Random = require 'map_gen.shared.random'
local random = Random.new(seed1, seed2)
local total_weights = {}
local t = 0
for _, v in pairs(fishes) 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 (r <= 1) and (c <= 2 or c > p_cols - 1) then
table.insert(row, b.empty_shape)
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 = fishes[index][1]
local x = random:next_int(-48, 48)
local y = random:next_int(-48, 48)
local angle = random:next() * math.tau
shape = b.rotate(shape, angle)
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, 215 * fish_scale, 215 * fish_scale)
local start = require 'map_gen.data.presets.soy_sauce'
start = b.decompress(start)
start = b.picture(start)
start = b.change_tile(start, 'water', false)
pic = require 'map_gen.data.presets.fish_black_and_white'
pic = b.decompress(pic)
local fish_bw = b.picture(pic)
fish_bw = b.scale(fish_bw, 0.25, 0.25)
local start_copper = b.rotate(fish_bw, degrees(180))
local start_stone = b.rotate(fish_bw, degrees(90))
local start_coal = b.rotate(fish_bw, degrees(-90))
local start_iron = b.translate(fish_bw, -32, 0)
start_copper = b.translate(start_copper, 32, 0)
start_stone = b.translate(start_stone, 0, 32)
start_coal = b.translate(start_coal, 0, -32)
start_iron = b.resource(start_iron, ores[1].resource_type, value(1000, 0.5, 1))
start_copper = b.resource(start_copper, ores[2].resource_type, value(800, 0.5, 1))
start_stone = b.resource(start_stone, ores[3].resource_type, value(600, 0.5, 1))
start_coal = b.resource(start_coal, ores[4].resource_type, value(600, 0.5, 1))
local start_oil = b.translate(b.rectangle(1, 1), -44, 74)
start_oil = b.resource(start_oil, ores[6].resource_type, value(100000, 0, 1))
local worms_area = b.rectangle(150, 72)
worms_area = b.translate(worms_area, 0, -210)
local function worms_top(x, y, world)
if worms_area(x, y) then
local entities = world.surface.find_entities {{world.x, world.y}, {world.x + 1, world.y + 1}}
for _, e in ipairs(entities) do
e.destroy()
end
return {name = 'big-worm-turret'}
end
end
--worms = b.entity(worms, 'big-worm-turret')
start = b.apply_entity(start, b.any {start_iron, start_copper, start_stone, start_coal, start_oil, worms_top})
map = b.if_else(start, map)
map = b.change_map_gen_collision_tile(map, 'water-tile', 'grass-1')
local sea = b.tile('water')
sea = b.fish(sea, 0.0025)
map = b.if_else(map, sea)
--map = b.scale(map, 2, 2)
--map = b.apply_entity(b.full_shape, iron)
return map