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