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RedMew/locale/gen_ores/glitter_ores.lua
2017-10-18 05:29:49 -04:00

76 lines
2.5 KiB
Lua

-- Glittery ores, provide a mix value, and all patches outside uranium will be a full mix.
-- Gameplay comment 9/22/2017 -- After a playtest, we learned that at 1:1 ratio of iron/copper
-- creates a LARGE amount of extra copper from the start. Also a 4:1 ratio for stone is quite heavy.
-- Suggest modifying the sprinkle_factor out of 100% to make for a less game about warehousing ore,
-- to one about picking patches that are mostly the preferred ore, along with a % of the wrong ores.
glitter_debug = false
function run_ores_module_setup()
ore_mix = {}
ore_ratios = {
["iron-ore"] = 1.0,
["coal"] = 0.5,
["copper-ore"] = 1,
["stone"] = 0.25
}
-- 1-100% chance of sprinkling any individual ore
sprinkle_factor = 25
-- Sets the buffer distance before ores are scrambled
starting_buffer = 125
ore_mix_max = 0
-- Prime the array
for a,b in pairs(ore_ratios) do
for i=1,(b*1000) do
ore_mix_max = ore_mix_max + 1
ore_mix[ore_mix_max] = a
end
end
end
run_ores_module_setup()
--generate ores for entire chunk
function run_ores_module(event)
local area = event.area
local surface = event.surface
if glitter_debug then
game.print("Glitter ore: chunk generation")
end
local chunk_mid = {(area.left_top.x + area.right_bottom.x) / 2, (area.left_top.y + area.right_bottom.y) / 2}
local distance = math.sqrt(chunk_mid[1] * chunk_mid[1] + chunk_mid[2] * chunk_mid[2])
if distance > starting_buffer then
local entities = surface.find_entities_filtered{type="resource", area=area}
for _, entity in ipairs(entities) do
if ore_ratios[entity.name] ~= nil then
-- Roll to sprinkle_factor
if sprinkle_factor < 100 then
sprinkle_random = math.random(1,100)
should_sprinkle = sprinkle_random <= sprinkle_factor
else
should_sprinkle = true
end
if should_sprinkle then
local new_name = nil
--- Use the ratios to randomly select an ore
new_ore_random = math.random(1,ore_mix_max)
new_name = ore_mix[new_ore_random]
local position_old = entity.position
local amount_old = entity.amount
local surface = entity.surface
entity.destroy()
local new_entity = surface.create_entity{name = new_name, position = position_old, force="neutral", amount=amount_old}
end
end
end
end
end