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RedMew/map_gen/maps/HilbertSandTrap.lua
Ross Newcome bfecb67c50
Update HilbertSandTrap.lua
Updated to include suggestions and hotfixes and generally clean up the code a little.
2019-02-24 13:14:17 -05:00

308 lines
10 KiB
Lua

--Hilbert Sand Trap Map, by Jayefuu, R. Nukem, and grilledham
local b = require 'map_gen.shared.builders'
local degrees = require "utils.math".degrees
local RS = require 'map_gen.shared.redmew_surface'
local MGSP = require 'resources.map_gen_settings'
--https://www.fractalus.com/kerry/tutorials/hilbert/hilbert-tutorial.html
-- Setup the scenario map information because everyone gets upset if you don't
local ScenarioInfo = require 'features.gui.info'
ScenarioInfo.set_map_name('Hilbert\'s Sand Trap')
ScenarioInfo.set_map_description('You have crash landed in the middle of Hilbert\'s Labyrinth! Surrounded by quicksand and biters you must survive long enough to launch a rocket.')
ScenarioInfo.set_map_extra_info('Only the native grasses are suitable to build on. Ores and trees have sunk into the sand, but biters have adapted to live happily in the barren landscape. Some even speak of a Hydra living deep within the desert. \n\n Map created by R. Nukem and Jayefuu, with help from grilledham and the rest of the Redmew admin team.')
--enable Hydra
local hail_hydra = global.config.hail_hydra
hail_hydra.enabled = true
--tweak hydra settings. Defualt settings are WAY too hard (circa 2019-02-22 hydra)
--This section will need updated in the future pending changes to how hydra is configured (PR #795)
hail_hydra.hydras = {
-- spitters
['small-spitter'] = {['small-worm-turret'] = 0.05}, --default 0.2
['medium-spitter'] = {['medium-worm-turret'] = 0.05}, --defualt 0.2
['big-spitter'] = {['big-worm-turret'] = 0.05}, --defualt 0.2
['behemoth-spitter'] = {['big-worm-turret'] = 0.2}, --default 0.4
-- biters
['medium-biter'] = {['small-biter'] = 0.4}, --default 1.2
['big-biter'] = {['medium-biter'] = 0.4},--default 1.2
['behemoth-biter'] = {['big-biter'] = 0.4},--default 1.2
-- worms
['small-worm-turret'] = {['small-biter'] = .75},--defualt 2.5
['medium-worm-turret'] = {['small-biter'] = .75, ['medium-biter'] = 0.3}, --default 2.5, .6
['big-worm-turret'] = {['small-biter'] = 2.0, ['medium-biter'] = 1.0, ['big-biter'] = 0.5} --defualt 3.8, 1.3, 1.1
}
hail_hydra.evolution_scale = .7
-- define map settings
--Ore settings. I feel very-high frequency is required to keep the sand from eating all the ores
-- Richness and size can be changed to tweak balance a bit.
local ore_settings = {
autoplace_controls = {
coal = {
frequency = 'very-high',
richness = 'normal',
size = 'normal'
},
['copper-ore'] = {
frequency = 'very-high',
richness = 'normal',
size = 'normal'
},
['crude-oil'] = {
frequency = 'very-high',
richness = 'normal',
size = 'normal'
},
['iron-ore'] = {
frequency = 'very-high',
richness = 'normal',
size = 'normal'
},
stone = {
frequency = 'very-high',
richness = 'normal',
size = 'normal'
},
['uranium-ore'] = {
frequency = 'very-high',
richness = 'very-low',
size = 'very-small'
}
}
}
-- Another section that can be used for balance. Setting richness above normal is not recommended
local tree_settings = {
autoplace_controls = {
trees = {
frequency = 'very-high',
richness = 'normal',
size = 'normal'
}
}
}
-- This seems to be a decent balance between small pools of water and not blocking entire sections
-- of the maze near spawn by lakes
local water_settings = {
terrain_segmentation = 'high',
water = 'low'
}
--Set map settings
RS.set_map_gen_settings(
{
MGSP.cliff_none,
MGSP.grass_only,
MGSP.enemy_very_high,
MGSP.starting_area_very_low,
ore_settings,
tree_settings,
water_settings
}
)
--remove resources from sand
local function no_resources(_, _, world, tile)
local entites =
world.surface.find_entities_filtered(
{type = 'resource', area = {{world.x, world.y}, {world.x + 1, world.y + 1}}}
)
for i = 1, #entites do
entites[i].destroy()
end
return tile
end
--remove trees from sand
local function no_trees(_, _, world, tile)
local entites =
world.surface.find_entities_filtered(
{type = 'tree', area = {{world.x, world.y}, {world.x + 1, world.y + 1}}}
)
for i = 1, #entites do
entites[i].destroy()
end
return tile
end
--start hilbert design. Note: The following code does contain bugs. Jayefuu and R.Nukem are aware of
--this and will look into fixing it at a later date. For now keep hilbert_levels = 2
--The following values can be changed to adjust the width of the maze and sand
local block_width = 6
local block_length = 16
local scale_factor = 11
local hilbert_levels = 2 -- do not change unless the algorithm has been fixed
local line_1 = b.translate(b.rectangle(block_width, block_length), -5, 0) --adjust size of rectangle to change maze width
local tier_1 =
b.any {
line_1,
b.rotate(line_1, degrees(-90)),
b.rotate(line_1, degrees(-180))
}
local pattern = tier_1
local var = 20
for i = 1, hilbert_levels do
-- do the rotation stuff
pattern =
b.any {
pattern,
b.translate(b.flip_x(pattern), i * var, 0),
b.translate(b.rotate(pattern, degrees(90)), i * var, i * var),
b.translate(b.rotate(pattern, degrees(-90)), 0, i * var)
}
-- translate the pattern so that the connecting pieces are easier to add
pattern = b.translate(pattern, -0.5 * i * var, -0.5 * i * var)
-- add the 3 connecting pieces
pattern =
b.any {
pattern,
b.translate(line_1, (10 * (i - 1) + (10 * i)) * -1, 0),
b.translate(b.rotate(line_1, degrees(180)), (10 * (i - 1) + (10 * i)), 0),
b.rotate(line_1, degrees(-90))
--b.translate(line_1,-10,0)
}
end
pattern =
b.any {
pattern,
b.translate(b.rotate(line_1, degrees(90)), -40, 30),
b.translate(b.rotate(line_1, degrees(90)), 40, 30)
}
-- Tile map in X direction
local function ribbon(y)
local abs_y = math.abs(y)
return (abs_y < 40)
end
ribbon = b.change_tile(ribbon, true, 'sand-1')
ribbon = b.apply_effect(ribbon, no_resources)
ribbon = b.apply_effect(ribbon, no_trees)
ribbon = b.translate(ribbon, 0, 6)
pattern = b.translate(pattern, 0, 5)
local hilbert = b.single_x_pattern(pattern, 80)
local map = b.any {hilbert, ribbon}
--Change this to scale map
map = b.scale(map, scale_factor, scale_factor)
-- make starting area
local start_region = b.rectangle(block_length * scale_factor,block_width * scale_factor)
map = b.subtract(map, start_region)
start_region = b.change_tile(start_region,true, 'grass-1')
start_region = b.apply_effect(start_region, no_resources)
local start_water = b.change_tile(b.circle(5),true, 'water')
map = b.any{start_water,start_region,map}
--make starting ores
local value = b.manhattan_value
local ore_shape = b.scale(b.circle(30), 0.15)
local start_ore = b.circle(30)
local start_iron = b.resource(start_ore, 'iron-ore', value(1000, 0))
local start_copper = b.resource(start_ore, 'copper-ore', value(750, 0))
local start_coal = b.resource(start_ore, 'coal', value(500, 0))
local start_stone = b.resource(start_ore, 'stone', value(500, 0))
start_ore = b.segment_pattern({start_coal, start_stone, start_copper, start_iron})
ore_shape = b.choose(b.circle(30), start_ore, ore_shape)
--apply starting ores to map
map = b.apply_entity(map, ore_shape)
--shift spawn so player doesn't die to start water
map = b.translate(map, 0, 30)
-- -- Untested Code for not building on sand. However, this requires plague's entity restriction module
-- -- Enable this section when the entity restriction modules is finalized
-- -- Make sure this works on tiles if needed, otherwise keep function below
-- local RestrictEntities = require 'map_gen.shared.entity_placement_restriction'
-- local function sand_trap(entity)
-- local Game = require 'utils.game'
-- local p = Game.get_player_by_index(event.player_index)
--
-- local status = true
-- {{x1, y1},{x2,y2}} = entity.bounding_box
--
-- for x=x1,x2,1 do
-- for y = y1, y2,1 do
-- if utils.game.player.surface.get_tile(x,y).name == 'sand-1' then
-- status = false
-- break
-- end
-- end
-- end
-- return status
-- end
-- RestrictEntities.set_keep_alive_callback(sand_trap)
-- substitute until entity restriction module is finished.
local Event = require 'utils.event'
local Game = require 'utils.game'
--Ban entities from sand-1
Event.add(
defines.events.on_built_entity,
function(event)
local entity = event.created_entity
if not entity or not entity.valid then
return
end
local name = entity.name
local tile_ghost = false
if name == 'tile-ghost' then
tile_ghost = true
end
local ghost = false
if name == 'entity-ghost' then
ghost = true
end
-- Check the bounding box for the tile
local status = true
local area = entity.bounding_box
local left_top = area.left_top
local right_bottom = area.right_bottom
local p = Game.get_player_by_index(event.player_index)
--check for sand under all tiles in bounding box
for x = math.floor(left_top.x), math.floor(right_bottom.x), 1 do
for y = math.floor(left_top.y), math.floor(right_bottom.y), 1 do
if p.surface.get_tile(x, y).name == 'sand-1' then
status = false
break
end
end
end
if status == true then
return
else
--destroy entity and return to player
if not p or not p.valid then
return
end
entity.destroy()
if not ghost and not tile_ghost then
p.insert(event.stack)
end
end
end
)
-- Ban tiles from sand-1
Event.add(
defines.events.on_player_built_tile,
function(event)
local player = Game.get_player_by_index(event.player_index)
if not player or not player.valid then
return
end
local tiles = event.tiles
local replace_tiles = {}
local refund_count = 0
for i = 1, #tiles do
local tile = tiles[i]
local old_name = tile.old_tile.name
if old_name == 'sand-1' then
tile.name = 'sand-1'
replace_tiles[#replace_tiles + 1] = tile
refund_count = refund_count + 1
end
end
if #replace_tiles > 0 then
player.surface.set_tiles(replace_tiles, true)
player.insert {name = event.item.name, count = refund_count}
end
end
)
return map