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RedMew/map_gen/maps/fruit_loops.lua

240 lines
7.0 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'
-- change these to change the pattern.
local seed1 = 17000
local seed2 = seed1 * 2
RS.set_map_gen_settings(
{
MGSP.ore_oil_none,
MGSP.peaceful_mode_on,
MGSP.water_none
}
)
ScenarioInfo.set_map_name('Fruit Loops')
ScenarioInfo.set_map_description(
[[
Colourful fruity loop ore filled islands
It's like swimming in a sea of ... not milk.
]]
)
ScenarioInfo.add_map_extra_info(
[[
Donut shaped islands populated with ores, stone, trees and.... WORMS!
A well balanced map which needs connecting of islands by landfill then careful
removal of worms to open up new islands for exploitation. The RedMew market and
wise spending of coins eases strategic expansion.
]]
)
ScenarioInfo.set_new_info(
[[
2019-09-11 - Jayefuu
- Updated map descriptions
]]
)
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 big_circle = b.circle(48)
local small_circle = b.circle(24)
local ring = b.all {big_circle, b.invert(small_circle)}
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(50, 0.1, 1.075)},
{resource_type = 'crude-oil', value = value(17500, 25, 1.15)}
}
local iron = b.resource(b.full_shape, ores[1].resource_type, ores[1].value)
local copper = b.resource(b.full_shape, ores[2].resource_type, ores[2].value)
local stone = b.resource(b.full_shape, ores[3].resource_type, ores[3].value)
local coal = b.resource(b.full_shape, ores[4].resource_type, ores[4].value)
local uranium = b.resource(b.full_shape, ores[5].resource_type, ores[5].value)
local oil = b.resource(b.throttle_world_xy(b.full_shape, 1, 8, 1, 8), ores[6].resource_type, ores[6].value)
local function striped(_, _, world)
local t = (world.x + world.y) % 4 + 1
local ore = ores[t]
return {
name = ore.resource_type,
position = {world.x, world.y},
amount = 5 * ore.value(world.x, world.y)
}
end
local function sprinkle(_, _, world)
local t = math.random(1, 4)
local ore = ores[t]
return {
name = ore.resource_type,
position = {world.x, world.y},
amount = 5 * ore.value(world.x, world.y)
}
end
local rock_names = {'rock-big', 'rock-huge', 'sand-rock-big'}
local function rocks_func()
local rock = rock_names[math.random(#rock_names)]
return {name = rock}
end
local rocks = b.entity_func(b.throttle_world_xy(b.full_shape, 1, 6, 1, 6), rocks_func)
local segmented = b.segment_pattern({iron, copper, stone, coal})
local tree = b.entity(b.throttle_world_xy(b.full_shape, 1, 3, 1, 3), 'tree-01')
local function constant(x)
return function()
return x
end
end
local tree_shape = b.throttle_world_xy(big_circle, 1, 3, 1, 3)
tree_shape = b.subtract(tree_shape, b.translate(b.circle(6), 0, 32))
local start_iron = b.resource(small_circle, ores[1].resource_type, constant(750))
local start_copper = b.resource(small_circle, ores[2].resource_type, constant(600))
local start_stone = b.resource(small_circle, ores[3].resource_type, constant(600))
local start_coal = b.resource(small_circle, ores[4].resource_type, constant(600))
local start_segmented = b.segment_pattern({start_iron, start_copper, start_stone, start_coal})
local start_tree = b.entity(tree_shape, 'tree-01')
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_loop = b.apply_entities(ring, {iron, worms})
local copper_loop = b.apply_entities(ring, {copper, worms})
local stone_loop = b.apply_entities(ring, {stone, worms})
local coal_loop = b.apply_entities(ring, {coal, worms})
local uranium_loop = b.apply_entities(ring, {uranium, worms})
local oil_loop = b.apply_entities(ring, {oil, worms})
local striped_loop = b.apply_entities(ring, {striped, worms})
local sprinkle_loop = b.apply_entities(ring, {sprinkle, worms})
local segmented_loop = b.apply_entities(ring, {segmented, worms})
local tree_loop = b.apply_entities(ring, {tree, worms})
local rock_loop = b.apply_entities(ring, {rocks, worms})
local start_loop = b.apply_entities(big_circle, {start_segmented, start_tree})
start_loop = b.translate(start_loop, 0, -32)
local loops = {
{striped_loop, 3},
{sprinkle_loop, 3},
{segmented_loop, 3},
{tree_loop, 9},
{rock_loop, 9},
{iron_loop, 20},
{copper_loop, 12},
{stone_loop, 9},
{coal_loop, 9},
{uranium_loop, 1},
{oil_loop, 9}
}
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_loop)
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(-32, 32)
local y = random:next_int(-32, 32)
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, 128, 128)
map = b.change_map_gen_collision_tile(map, 'water-tile', 'grass-1')
local sea = b.change_tile(b.full_shape, true, 'water')
sea = b.fish(sea, 0.00125)
map = b.if_else(map, sea)
return map