mirror of
https://github.com/Refactorio/RedMew.git
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6aed6d6317
Add map loader
337 lines
8.8 KiB
Lua
337 lines
8.8 KiB
Lua
local b = require 'map_gen.shared.builders'
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local Random = require 'map_gen.shared.random'
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local table = require 'utils.table'
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local math = require 'utils.math'
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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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local track_seed1 = 37000
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local track_seed2 = track_seed1 * 2
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local ore_seed1 = 15000
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local ore_seed2 = ore_seed1 * 2
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local block_size = 30 * 1
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local track_lines = 32
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local track_chance = 1 / 3
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local block_chance = 1 / 5
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local number_blocks = 25
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local ore_blocks = 32
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local ore_block_size = 30
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RS.set_map_gen_settings(
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{
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MGSP.ore_oil_none,
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MGSP.cliff_none,
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MGSP.enemy_none
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}
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)
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local blocks_size = track_lines * block_size
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local offset = (track_lines * 0.5 + 0.5) * block_size
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local h_track = {
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b.line_x(2),
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b.translate(b.line_x(2), 0, -3),
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b.translate(b.line_x(2), 0, 3),
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b.rectangle(2, 10)
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}
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h_track = b.any(h_track)
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h_track = b.single_x_pattern(h_track, 15)
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local v_track = {
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b.line_y(2),
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b.translate(b.line_y(2), -3, 0),
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b.translate(b.line_y(2), 3, 0),
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b.rectangle(10, 2)
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}
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v_track = b.any(v_track)
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v_track = b.single_y_pattern(v_track, 15)
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local v_line_left = b.translate(v_track, -12, 0)
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local v_line_right = b.translate(v_track, 18, 0)
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local h_line_top = b.translate(h_track, 0, -12)
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local h_line_bottom = b.translate(h_track, 0, 18)
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local random = Random.new(track_seed1, track_seed2)
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local random_ore = Random.new(ore_seed1, ore_seed2)
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local function do_track_lines(lines, track_shape, first_track, last_track)
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if #lines == 0 then
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return
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end
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local track_pattern = {}
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table.insert(track_pattern, first_track)
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local n_i = 2
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local n = lines[n_i]
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for i = 2, track_lines - 1 do
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local shape
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if i == n then
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shape = track_shape
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n_i = n_i + 1
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n = lines[n_i]
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else
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shape = b.empty_shape
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end
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track_pattern[i] = shape
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end
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table.insert(track_pattern, last_track)
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return track_pattern
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end
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local squares = {
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{shape = b.rectangle(16), weight = 3},
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{shape = b.rectangle(32), weight = 2},
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{shape = b.rectangle(48), weight = 1}
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}
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local total_square_weights = {}
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local square_t = 0
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for _, v in ipairs(squares) do
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square_t = square_t + v.weight
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table.insert(total_square_weights, square_t)
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end
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local value = b.exponential_value
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local function non_transform(shape)
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return shape
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end
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local function uranium_transform(shape)
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return b.scale(shape, 0.5)
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end
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local function oil_transform(shape)
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shape = b.scale(shape, 0.5)
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return b.throttle_world_xy(shape, 1, 4, 1, 4)
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end
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local function empty_transform()
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return b.empty_shape
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end
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local ores = {
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{transform = non_transform, resource = 'iron-ore', value = value(500, 0.75, 1.12), weight = 16},
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{transform = non_transform, resource = 'copper-ore', value = value(400, 0.75, 1.1), weight = 10},
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{transform = non_transform, resource = 'stone', value = value(250, 0.3, 1.05), weight = 3},
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{transform = non_transform, resource = 'coal', value = value(400, 0.8, 1.075), weight = 5},
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{transform = uranium_transform, resource = 'uranium-ore', value = value(200, 0.3, 1.025), weight = 3},
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{transform = oil_transform, resource = 'crude-oil', value = value(100000, 50, 1.075), weight = 6},
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{transform = empty_transform, weight = 400}
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}
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local total_ore_weights = {}
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local ore_t = 0
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for _, v in ipairs(ores) do
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ore_t = ore_t + v.weight
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table.insert(total_ore_weights, ore_t)
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end
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local function do_resources()
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local pattern = {}
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for r = 1, ore_blocks do
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local row = {}
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pattern[r] = row
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for c = 1, ore_blocks do
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local shape
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local i = random_ore:next_int(1, square_t)
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local index = table.binary_search(total_square_weights, 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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shape = squares[index].shape
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local ore_data
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i = random_ore:next_int(1, ore_t)
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index = table.binary_search(total_ore_weights, 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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ore_data = ores[index]
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shape = ore_data.transform(shape)
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local ore = b.resource(shape, ore_data.resource, ore_data.value)
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row[c] = ore
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end
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end
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local ore_shape = b.grid_pattern_full_overlap(pattern, ore_blocks, ore_blocks, ore_block_size, ore_block_size)
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return ore_shape
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end
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local worm_names = {
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'small-worm-turret',
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'medium-worm-turret',
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'big-worm-turret'
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}
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local max_worm_chance = 1 / 128
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local worm_chance_factor = 1 / (192 * 512)
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local function worms(_, _, world)
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local wx, wy = world.x, world.y
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local d = math.sqrt(wx * wx + wy * wy)
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local worm_chance = d - 300
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if worm_chance > 0 then
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worm_chance = worm_chance * worm_chance_factor
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worm_chance = math.min(worm_chance, max_worm_chance)
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if math.random() < worm_chance then
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if d < 512 then
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return {name = 'small-worm-turret'}
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else
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local max_lvl
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local min_lvl
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if d < 768 then
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max_lvl = 2
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min_lvl = 1
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else
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max_lvl = 3
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min_lvl = 2
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end
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local lvl = math.random() ^ (512 / d) * max_lvl
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lvl = math.ceil(lvl)
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lvl = math.clamp(lvl, min_lvl, 3)
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return {name = worm_names[lvl]}
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end
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end
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end
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end
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local empty = b.empty_shape
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local water = b.tile('water')
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local function do_blocks()
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local vertical_lines = {1}
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local horizontal_lines = {1}
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local prev_v, prev_h = false, false
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for i = 3, track_lines - 2 do
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if prev_v then
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prev_v = false
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else
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if random:next() < track_chance then
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prev_v = true
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table.insert(vertical_lines, i)
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end
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end
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if prev_h then
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prev_h = false
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else
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if random:next() < track_chance then
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prev_h = true
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table.insert(horizontal_lines, i)
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end
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end
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end
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if #vertical_lines == 1 then
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table.insert(vertical_lines, track_lines - 2)
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end
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if #horizontal_lines == 1 then
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table.insert(horizontal_lines, track_lines - 2)
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end
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local block_pattern = {}
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for _ = 1, track_lines do
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table.insert(block_pattern, {})
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end
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for hi = 1, #horizontal_lines - 1 do
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local h = horizontal_lines[hi]
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local h_next = horizontal_lines[hi + 1]
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for vi = 1, #vertical_lines - 1 do
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local v = vertical_lines[vi]
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local v_next = vertical_lines[vi + 1]
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local shape
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if random:next() < block_chance then
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shape = b.full_shape
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else
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shape = empty
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end
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for row_i = h, h_next do
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local row = block_pattern[row_i]
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for col_i = v, v_next do
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if row[col_i] ~= b.full_shape then
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row[col_i] = shape
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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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local v_last = vertical_lines[#vertical_lines]
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local h_last = horizontal_lines[#horizontal_lines]
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for h = 1, track_lines do
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local row = block_pattern[h]
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for _ = v_last, track_lines do
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table.insert(row, empty)
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end
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end
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for _ = 1, track_lines - 1 do
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for h = h_last, track_lines do
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local row = block_pattern[h]
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table.insert(row, empty)
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end
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end
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local blocks = b.grid_pattern(block_pattern, track_lines, track_lines, block_size, block_size)
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local resources = do_resources()
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blocks = b.apply_entity(blocks, resources)
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blocks = b.apply_entity(blocks, worms)
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local h_tracks = do_track_lines(horizontal_lines, h_track, h_line_top, h_line_bottom)
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h_tracks = b.grid_y_pattern(h_tracks, track_lines, block_size)
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local v_tracks = do_track_lines(vertical_lines, v_track, v_line_left, v_line_right)
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v_tracks = b.grid_x_pattern(v_tracks, track_lines, block_size)
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local tracks = b.any {h_tracks, v_tracks}
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local map = b.any {blocks, tracks}
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map = b.if_else(map, water)
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map = b.translate(map, offset, offset)
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return map
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end
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local blocks_pattern = {}
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for _ = 1, number_blocks do
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local row = {}
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for _ = 1, number_blocks do
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table.insert(row, do_blocks())
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end
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table.insert(blocks_pattern, row)
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end
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local map = b.grid_pattern(blocks_pattern, number_blocks, number_blocks, blocks_size, blocks_size)
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map = b.change_map_gen_collision_tile(map, 'water-tile', 'grass-1')
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map = b.fish(map, 0.00125)
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map = b.translate(map, 191, -1825)
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return map
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