mirror of
https://github.com/Refactorio/RedMew.git
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4809f27bac
* Fixed danger_ores, added behemoth worms * Fiex terraforming_danger_ores Added behemoth worms * Decreased evolution rates
179 lines
5.0 KiB
Lua
179 lines
5.0 KiB
Lua
local b = require 'map_gen.shared.builders'
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local Perlin = require 'map_gen.shared.perlin_noise'
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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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local oil_seed
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local uranium_seed
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local density_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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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.ore_oil_none,
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MGSP.cliff_none
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}
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)
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Global.register_init(
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{},
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function(tbl)
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tbl.seed = RS.get_surface().map_gen_settings.seed
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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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game.map_settings.enemy_evolution.time_factor = 0.000002
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game.map_settings.enemy_evolution.destroy_factor = 0.000010
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game.map_settings.enemy_evolution.pollution_factor = 0.000075
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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, 8, 1, 8)
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local oil_resource = b.resource(oil_shape, 'crude-oil', value(150000, 100))
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local uranium_resource = b.resource(b.full_shape, 'uranium-ore', value(200, 1))
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local ores = {
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{resource = b.resource(b.full_shape, 'iron-ore', value(25, 0.5)), weight = 6},
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{resource = b.resource(b.full_shape, 'copper-ore', value(25, 0.5)), weight = 4},
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{resource = b.resource(b.full_shape, 'stone', value(25, 0.5)), weight = 1},
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{resource = b.resource(b.full_shape, 'coal', value(25, 0.5)), weight = 2}
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}
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local weighted_ores = b.prepare_weighted_array(ores)
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local total_ores = weighted_ores.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(500, 0)),
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b.resource(ore_circle, 'copper-ore', value(250, 0)),
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b.resource(ore_circle, 'coal', value(500, 0)),
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b.resource(ore_circle, 'stone', value(250, 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 = math.random() * total_ores
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local index = table.binary_search(weighted_ores, 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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local resource = ores[index].resource
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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 worms = {
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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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'behemoth-worm-turret'
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}
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local max_worm_chance = 1 / 384
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local worm_chance_factor = 1 / (192 * 512)
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local function enemy(_, _, 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 - 128
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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 < 384 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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elseif d < 960 then
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max_lvl = 3
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min_lvl = 2
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else
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max_lvl = 4
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min_lvl = 3
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end
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local lvl = math.random() ^ (768 / d) * max_lvl
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lvl = math.ceil(lvl)
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lvl = math.clamp(lvl, min_lvl, 4)
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return {name = worms[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 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, b.full_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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return map
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