mirror of
https://github.com/Refactorio/RedMew.git
synced 2024-12-14 10:13:13 +02:00
384 lines
11 KiB
Lua
384 lines
11 KiB
Lua
local b = require 'map_gen.shared.builders'
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local Generate = require 'map_gen.shared.generate'
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local Perlin = require 'map_gen.shared.perlin_noise'
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local Event = require 'utils.event'
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local Global = require 'utils.global'
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local math = require 'utils.math'
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local table = require 'utils.table'
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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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require 'map_gen.shared.danger_ore_banned_entities'
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global.config.lazy_bastard.enabled = false
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RS.set_first_player_position_check_override(true)
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RS.set_spawn_island_tile('grass-1')
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RS.set_map_gen_settings(
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{
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MGSP.grass_only,
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MGSP.enable_water,
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{
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terrain_segmentation = 'normal',
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water = 'normal'
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},
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MGSP.starting_area_very_low,
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MGSP.ore_oil_none,
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MGSP.enemy_none,
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MGSP.cliff_none
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}
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)
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local perlin_noise = Perlin.noise
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local fast_remove = table.fast_remove
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Generate.enable_register_events = false
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local oil_seed
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local uranium_seed
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local density_seed
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local enemy_seed
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local water_seed
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local tree_seed
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local oil_scale = 1 / 64
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local oil_threshold = 0.6
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local uranium_scale = 1 / 128
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local uranium_threshold = 0.65
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local density_scale = 1 / 48
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local density_threshold = 0.5
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local density_multiplier = 50
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local water_scale = 1 / 96
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local water_threshold = 0.5
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local deepwater_threshold = 0.55
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local tree_scale = 1 / 64
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local tree_threshold = -0.25
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local tree_chance = 0.125
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local start_chunks_half_size = 3
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global.min_pollution = 650
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local chunk_list = {index = 1}
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local surface
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local start_size = start_chunks_half_size * 64
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Global.register_init(
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{chunk_list = chunk_list},
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function(tbl)
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local s = RS.get_surface()
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tbl.seed = s.map_gen_settings.seed
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tbl.surface = s
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game.difficulty_settings.technology_price_multiplier = 20
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game.forces.player.technologies.logistics.researched = true
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game.forces.player.technologies.automation.researched = true
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game.map_settings.enemy_evolution.time_factor = 0.000005 -- Increased time factor
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game.map_settings.enemy_evolution.destroy_factor = 0.000010
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game.map_settings.enemy_evolution.pollution_factor = 0.000000 -- Pollution has no affect on evolution
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game.draw_resource_selection = false
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end,
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function(tbl)
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local seed = tbl.seed
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oil_seed = seed
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uranium_seed = seed * 2
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density_seed = seed * 3
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enemy_seed = seed * 4
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water_seed = seed * 5
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tree_seed = seed * 6
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chunk_list = tbl.chunk_list
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surface = tbl.surface
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end
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)
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local value = b.euclidean_value
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local oil_shape = b.throttle_world_xy(b.full_shape, 1, 7, 1, 7)
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local oil_resource = b.resource(oil_shape, 'crude-oil', value(250000, 150))
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local uranium_resource = b.resource(b.full_shape, 'uranium-ore', value(200, 1))
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local ores_pos_x_pos_y = {
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{resource = b.resource(b.full_shape, 'iron-ore', value(0, 0.5)), weight = 20},
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{resource = b.resource(b.full_shape, 'copper-ore', value(0, 0.5)), weight = 20},
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{resource = b.resource(b.full_shape, 'stone', value(0, 0.5)), weight = 40},
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{resource = b.resource(b.full_shape, 'coal', value(0, 0.5)), weight = 20}
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}
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local ores_pos_x_neg_y = {
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{resource = b.resource(b.full_shape, 'iron-ore', value(0, 0.5)), weight = 60},
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{resource = b.resource(b.full_shape, 'copper-ore', value(0, 0.5)), weight = 20},
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{resource = b.resource(b.full_shape, 'stone', value(0, 0.5)), weight = 20},
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{resource = b.resource(b.full_shape, 'coal', value(0, 0.5)), weight = 20}
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}
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local ores_neg_x_pos_y = {
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{resource = b.resource(b.full_shape, 'iron-ore', value(0, 0.5)), weight = 20},
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{resource = b.resource(b.full_shape, 'copper-ore', value(0, 0.5)), weight = 60},
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{resource = b.resource(b.full_shape, 'stone', value(0, 0.5)), weight = 20},
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{resource = b.resource(b.full_shape, 'coal', value(0, 0.5)), weight = 20}
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}
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local ores_neg_x_neg_y = {
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{resource = b.resource(b.full_shape, 'iron-ore', value(0, 0.5)), weight = 20},
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{resource = b.resource(b.full_shape, 'copper-ore', value(0, 0.5)), weight = 20},
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{resource = b.resource(b.full_shape, 'stone', value(0, 0.5)), weight = 20},
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{resource = b.resource(b.full_shape, 'coal', value(0, 0.5)), weight = 40}
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}
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local weighted_ores_pos_x_pos_y = b.prepare_weighted_array(ores_pos_x_pos_y)
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local weighted_ores_pos_x_neg_y = b.prepare_weighted_array(ores_pos_x_neg_y)
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local weighted_ores_neg_x_pos_y = b.prepare_weighted_array(ores_neg_x_pos_y)
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local weighted_ores_neg_x_neg_y = b.prepare_weighted_array(ores_neg_x_neg_y)
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local total_ores_pos_x_pos_y = weighted_ores_pos_x_pos_y.total
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local total_ores_pos_x_neg_y = weighted_ores_pos_x_neg_y.total
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local total_ores_neg_x_pos_y = weighted_ores_neg_x_pos_y.total
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local total_ores_neg_x_neg_y = weighted_ores_neg_x_neg_y.total
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local spawn_zone = b.circle(64)
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local ore_circle = b.circle(68)
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local start_ores = {
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b.resource(ore_circle, 'iron-ore', value(125, 0)),
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b.resource(ore_circle, 'coal', value(125, 0)),
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b.resource(ore_circle, 'copper-ore', value(125, 0)),
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b.resource(ore_circle, 'stone', value(125, 0))
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}
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local start_segment = b.segment_pattern(start_ores)
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local function ore(x, y, world)
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if spawn_zone(x, y) then
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return
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end
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local start_ore = start_segment(x, y, world)
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if start_ore then
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return start_ore
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end
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local oil_x, oil_y = x * oil_scale, y * oil_scale
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local oil_noise = perlin_noise(oil_x, oil_y, oil_seed)
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if oil_noise > oil_threshold then
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return oil_resource(x, y, world)
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end
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local uranium_x, uranium_y = x * uranium_scale, y * uranium_scale
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local uranium_noise = perlin_noise(uranium_x, uranium_y, uranium_seed)
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if uranium_noise > uranium_threshold then
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return uranium_resource(x, y, world)
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end
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local i
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local index
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local resource
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if x > 0 and y > 0 then
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i = math.random() * total_ores_pos_x_pos_y
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index = table.binary_search(weighted_ores_pos_x_pos_y, i)
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if (index < 0) then
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index = bit32.bnot(index)
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end
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resource = ores_pos_x_pos_y[index].resource
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elseif x > 0 and y < 0 then
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i = math.random() * total_ores_pos_x_neg_y
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index = table.binary_search(weighted_ores_pos_x_neg_y, i)
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if (index < 0) then
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index = bit32.bnot(index)
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end
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resource = ores_pos_x_neg_y[index].resource
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elseif x < 0 and y > 0 then
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i = math.random() * total_ores_neg_x_pos_y
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index = table.binary_search(weighted_ores_neg_x_pos_y, i)
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if (index < 0) then
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index = bit32.bnot(index)
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end
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resource = ores_neg_x_pos_y[index].resource
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else
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i = math.random() * total_ores_neg_x_neg_y
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index = table.binary_search(weighted_ores_neg_x_neg_y, i)
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if (index < 0) then
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index = bit32.bnot(index)
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end
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resource = ores_neg_x_neg_y[index].resource
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end
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local entity = resource(x, y, world)
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local density_x, density_y = x * density_scale, y * density_scale
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local density_noise = perlin_noise(density_x, density_y, density_seed)
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if density_noise > density_threshold then
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entity.amount = entity.amount * density_multiplier
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end
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entity.enable_tree_removal = false
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return entity
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end
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local worm_names = {'small-worm-turret', 'medium-worm-turret', 'big-worm-turret', 'behemoth-worm-turret'}
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local spawner_names = {'biter-spawner', 'spitter-spawner'}
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local factor = 10 / (768 * 32)
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local max_chance = 1 / 6
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local scale_factor = 32
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local sf = 1 / scale_factor
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local m = 1 / 850
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local function enemy(x, y, world)
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local d = math.sqrt(world.x * world.x + world.y * world.y)
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if d < 64 then
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return nil
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end
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local threshold = 1 - d * m
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threshold = math.max(threshold, 0.35)
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x, y = x * sf, y * sf
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if perlin_noise(x, y, enemy_seed) <= threshold then
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return
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end
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if math.random(8) == 1 then
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local lvl
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if d < 400 then
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lvl = 1
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elseif d < 650 then
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lvl = 2
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elseif d < 900 then
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lvl = 3
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else
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lvl = 4
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end
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local chance = math.min(max_chance, d * factor)
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if math.random() < chance then
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local worm_id
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if d > 1000 then
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local power = 1000 / d
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worm_id = math.ceil((math.random() ^ power) * lvl)
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else
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worm_id = math.random(lvl)
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end
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return {name = worm_names[worm_id]}
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end
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else
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local chance = math.min(max_chance, d * factor)
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if math.random() < chance then
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local spawner_id = math.random(2)
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return {name = spawner_names[spawner_id]}
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end
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end
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end
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local function water_shape(x, y)
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local water_noise = perlin_noise(x * water_scale, y * water_scale, water_seed)
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if water_noise >= deepwater_threshold then
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return 'deepwater'
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elseif water_noise >= water_threshold then
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return 'water'
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else
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return 'grass-1'
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end
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end
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local trees = {
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'tree-01',
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'tree-02',
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'tree-02-red',
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'tree-03',
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'tree-04',
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'tree-05',
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'tree-06',
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'tree-06-brown',
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'tree-07',
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'tree-08',
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'tree-08-brown',
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'tree-08-red',
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'tree-09',
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'tree-09-brown',
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'tree-09-red'
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}
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local trees_count = #trees
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local function tree_shape(x, y)
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local tree_noise = perlin_noise(x * tree_scale, y * tree_scale, tree_seed)
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if tree_noise > tree_threshold or math.random() > tree_chance then
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return nil
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end
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return {name = trees[math.random(trees_count)]}
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end
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local water = b.circle(8)
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water = b.change_tile(water, true, 'water')
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water = b.any {b.rectangle(16, 4), b.rectangle(4, 16), water}
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local start = b.if_else(water, b.full_shape)
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start = b.change_map_gen_collision_tile(start, 'water-tile', 'grass-1')
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local map = b.choose(ore_circle, start, water_shape)
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map = b.apply_entity(map, ore)
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map = b.apply_entity(map, enemy)
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map = b.apply_entity(map, tree_shape)
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map = b.fish(map, 0.025)
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local bounds = b.rectangle(start_size, start_size)
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local function on_chunk(event)
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if surface ~= event.surface then
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return
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end
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local left_top = event.area.left_top
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local x, y = left_top.x, left_top.y
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if bounds(x + 0.5, y + 0.5) then
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Generate.do_chunk(event)
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else
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local tiles = {}
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for x1 = x, x + 31 do
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for y1 = y, y + 31 do
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tiles[#tiles + 1] = {name = 'out-of-map', position = {x1, y1}}
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end
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end
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surface.set_tiles(tiles, true)
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chunk_list[#chunk_list + 1] = left_top
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end
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end
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local function on_tick()
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local index = chunk_list.index
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if index > #chunk_list then
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chunk_list.index = 1
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return
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end
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local pos = chunk_list[index]
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local pollution = surface.get_pollution(pos)
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if pollution > global.min_pollution then
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fast_remove(chunk_list, index)
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local area = {left_top = pos, right_bottom = {pos.x + 32, pos.y + 32}}
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local event = {surface = surface, area = area}
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Generate.schedule_chunk(event)
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return
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end
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chunk_list.index = index + 1
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end
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Event.add(defines.events.on_chunk_generated, on_chunk)
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Event.on_nth_tick(1, on_tick)
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return map
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