mirror of
https://github.com/Refactorio/RedMew.git
synced 2024-12-12 10:04:40 +02:00
266 lines
9.8 KiB
Lua
266 lines
9.8 KiB
Lua
--This is Orange's first map, a tweaked toxic jungle. Credit should go to the original toxic jungle creators, and to those who put up with my github education (and lack thereof).
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local b = require 'map_gen.shared.builders'
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local Event = require 'utils.event'
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local RecipeLocker = require 'utils.recipe_locker'
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local Perlin = require 'map_gen.shared.perlin_noise'
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local RS = require 'map_gen.shared.redmew_surface'
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local Retailer = require 'features.retailer'
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local ScenarioInfo = require 'features.gui.info'
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local config = global.config
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local enemy_seed = 420420
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config.market.create_standard_market = false -- stop standard market from spawning
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global.config.hail_hydra.enabled = true
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for _, v in pairs(config.market.entity_drop_amount) do
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v.chance = 1
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end
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ScenarioInfo.set_map_name('Toxic Science Jungle')
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ScenarioInfo.set_map_description('March your way through the jungle, and use coins you find to purchase certain science packs at the market.')
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ScenarioInfo.add_map_extra_info('-Military, Production, High-Tech science pack crafting disabled.\n-Spend coins at the market to buy packs.\n-Increased coin drops from aliens.\n-Flamethrower technology disabled.')
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local map_gen_settings = {
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autoplace_controls = {
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coal = {
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frequency = 'low',
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richness = 'good'
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},
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['copper-ore'] = {
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frequency = 'high',
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richness = 'good'
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},
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['iron-ore'] = {
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frequency = 'high',
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richness = 'good'
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},
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stone = {
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richness = 'good'
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},
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['uranium-ore'] = {
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richness = 'good'
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},
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['crude-oil'] = {
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richness = 'very-good'
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}
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},
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terrain_segmentation = 'very-high',
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water = 'very-big'
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}
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RS.set_map_gen_settings({map_gen_settings})
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RS.set_map_settings({enemy_expansion = {enabled = true}})
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RecipeLocker.lock_recipes(
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{
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'military-science-pack',
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'production-science-pack',
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'utility-science-pack'
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}
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)
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Event.add(
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defines.events.on_research_finished,
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function(event)
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local r = event.research
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if r.name == 'military-2' then
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game.forces.player.manual_mining_speed_modifier = 0
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end
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end
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)
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local function on_init()
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local player_force = game.forces.player
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player_force.technologies['flamethrower'].enabled = false -- disable flamethrower tech
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player_force.manual_mining_speed_modifier = 2 -- increase mining speed, disabled after military 2 research
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Retailer.set_item(
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'items',
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{
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name = 'temporary-running-speed-bonus',
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name_label = 'Temporary running speed bonus',
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type = 'temporary-buff',
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description = 'Increases running speed by one level for a short period',
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sprite = 'technology/exoskeleton-equipment',
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stack_limit = 1,
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price = 10
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}
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)
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Retailer.set_item(
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'items',
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{
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name = 'temporary-mining-speed-bonus',
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name_label = 'Temporary mining speed bonus',
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type = 'temporary-buff',
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description = 'Increases manual mining speed by one level for a short period',
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sprite = 'technology/mining-productivity-1',
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stack_limit = 1,
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price = 10
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}
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)
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Retailer.set_item('items', {price = 2, name = 'raw-fish'})
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Retailer.set_item('items', {price = 25, name = 'military-science-pack'})
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Retailer.set_item('items', {price = 50, name = 'production-science-pack'})
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Retailer.set_item('items', {price = 125, name = 'utility-science-pack'})
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Retailer.set_item('items', {price = 1, name = 'rail'})
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Retailer.set_item('items', {price = 2, name = 'rail-signal'})
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Retailer.set_item('items', {price = 2, name = 'rail-chain-signal'})
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Retailer.set_item('items', {price = 15, name = 'train-stop'})
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Retailer.set_item('items', {price = 75, name = 'locomotive'})
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Retailer.set_item('items', {price = 30, name = 'cargo-wagon'})
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Retailer.set_item('items', {price = 0.95, name = 'red-wire'})
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Retailer.set_item('items', {price = 0.95, name = 'green-wire'})
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Retailer.set_item('items', {price = 3, name = 'decider-combinator'})
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Retailer.set_item('items', {price = 3, name = 'arithmetic-combinator'})
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Retailer.set_item('items', {price = 3, name = 'constant-combinator'})
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Retailer.set_item('items', {price = 7, name = 'programmable-speaker'})
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Retailer.set_item('items', {price = 15, name = 'submachine-gun'})
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Retailer.set_item('items', {price = 15, name = 'shotgun'})
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Retailer.set_item('items', {price = 250, name = 'combat-shotgun'})
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Retailer.set_item('items', {price = 25, name = 'railgun'})
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Retailer.set_item('items', {price = 175, name = 'rocket-launcher'})
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Retailer.set_item('items', {price = 250, name = 'tank-cannon'})
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Retailer.set_item('items', {price = 750, name = 'tank-machine-gun'})
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Retailer.set_item('items', {price = 2500, name = 'artillery-wagon-cannon'})
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Retailer.set_item('items', {price = 1, name = 'firearm-magazine'})
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Retailer.set_item('items', {price = 5, name = 'piercing-rounds-magazine'})
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Retailer.set_item('items', {price = 20, name = 'uranium-rounds-magazine'})
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Retailer.set_item('items', {price = 2, name = 'shotgun-shell'})
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Retailer.set_item('items', {price = 10, name = 'piercing-shotgun-shell'})
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Retailer.set_item('items', {price = 5, name = 'railgun-dart'})
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Retailer.set_item('items', {price = 15, name = 'rocket'})
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Retailer.set_item('items', {price = 25, name = 'explosive-rocket'})
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Retailer.set_item('items', {price = 2500, name = 'atomic-bomb'})
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Retailer.set_item('items', {price = 20, name = 'cannon-shell'})
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Retailer.set_item('items', {price = 30, name = 'explosive-cannon-shell'})
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Retailer.set_item('items', {price = 75, name = 'explosive-uranium-cannon-shell'})
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Retailer.set_item('items', {price = 100, name = 'artillery-shell'})
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Retailer.set_item('items', {price = 3, name = 'land-mine'})
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Retailer.set_item('items', {price = 5, name = 'grenade'})
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Retailer.set_item('items', {price = 35, name = 'cluster-grenade'})
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Retailer.set_item('items', {price = 5, name = 'defender-capsule'})
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Retailer.set_item('items', {price = 75, name = 'destroyer-capsule'})
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Retailer.set_item('items', {price = 35, name = 'poison-capsule'})
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Retailer.set_item('items', {price = 35, name = 'slowdown-capsule'})
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Retailer.set_item('items', {price = 50, name = 'artillery-targeting-remote'})
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Retailer.set_item('items', {price = 1000, name = 'artillery-turret'})
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Retailer.set_item('items', {price = 350, name = 'modular-armor'})
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Retailer.set_item('items', {price = 875, name = 'power-armor'})
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Retailer.set_item('items', {price = 40, name = 'solar-panel-equipment'})
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Retailer.set_item('items', {price = 875, name = 'fusion-reactor-equipment'})
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Retailer.set_item('items', {price = 100, name = 'battery-equipment'})
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Retailer.set_item('items', {price = 625, name = 'battery-mk2-equipment'})
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Retailer.set_item('items', {price = 250, name = 'belt-immunity-equipment'})
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Retailer.set_item('items', {price = 100, name = 'night-vision-equipment'})
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Retailer.set_item('items', {price = 150, name = 'exoskeleton-equipment'})
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Retailer.set_item('items', {price = 250, name = 'personal-roboport-equipment'})
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Retailer.set_item('items', {price = 10, name = 'construction-robot'})
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Retailer.set_market_group_label('items', 'Items Market')
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local surface = RS.get_surface()
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local item_market_1 = surface.create_entity({name = 'market', position = {0, 0}})
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item_market_1.destructible = false
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Retailer.add_market('items', item_market_1)
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end
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Event.on_init(on_init)
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-- Map
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local trees = {
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'tree-01',
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'tree-02',
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'tree-02-red',
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'tree-03',
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'tree-04',
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'tree-05',
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'tree-06',
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'tree-06-brown',
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'tree-07',
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'tree-08',
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'tree-08-brown',
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'tree-08-red',
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'tree-09',
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'tree-09-brown',
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'tree-09-red'
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}
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local trees_count = #trees
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local function tree_shape()
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local tree = trees[math.random(trees_count)]
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return {name = tree}
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--, always_place = true}
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end
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local worm_names = {'small-worm-turret', 'medium-worm-turret', 'big-worm-turret'}
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local spawner_names = {'biter-spawner', 'spitter-spawner'}
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local factor = 10 / (768 * 32)
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local max_chance = 1 / 6
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local scale_factor = 32
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local sf = 1 / scale_factor
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local m = 1 / 850
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local function enemy(x, y, world)
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local d = math.sqrt(world.x * world.x + world.y * world.y)
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if d < 2 then
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return nil
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end
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if d < 100 then
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return tree_shape()
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end
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local threshold = 1 - d * m
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threshold = math.max(threshold, 0.25) -- -0.125)
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x, y = x * sf, y * sf
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if Perlin.noise(x, y, enemy_seed) > threshold then
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if math.random(8) == 1 then
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local lvl
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if d < 400 then
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lvl = 1
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elseif d < 650 then
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lvl = 2
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else
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lvl = 3
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end
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local chance = math.min(max_chance, d * factor)
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if math.random() < chance then
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local worm_id
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if d > 1000 then
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local power = 1000 / d
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worm_id = math.ceil((math.random() ^ power) * lvl)
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else
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worm_id = math.random(lvl)
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end
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return {name = worm_names[worm_id]}
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end
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else
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local chance = math.min(max_chance, d * factor)
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if math.random() < chance then
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local spawner_id = math.random(2)
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return {name = spawner_names[spawner_id]}
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end
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end
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else
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return tree_shape()
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end
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end
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local map = b.full_shape
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map = b.change_map_gen_tile(map, 'water', 'water-green')
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map = b.change_map_gen_tile(map, 'deepwater', 'deepwater-green')
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map = b.apply_entity(map, enemy)
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return map
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