mirror of
https://github.com/Refactorio/RedMew.git
synced 2024-12-12 10:04:40 +02:00
240 lines
7.0 KiB
Lua
240 lines
7.0 KiB
Lua
local b = require 'map_gen.shared.builders'
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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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local ScenarioInfo = require 'features.gui.info'
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-- change these to change the pattern.
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local seed1 = 17000
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local seed2 = seed1 * 2
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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.peaceful_mode_on,
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MGSP.water_none
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}
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)
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ScenarioInfo.set_map_name('Fruit Loops')
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ScenarioInfo.set_map_description(
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[[
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Colourful fruity loop ore filled islands
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It's like swimming in a sea of ... not milk.
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]]
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)
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ScenarioInfo.add_map_extra_info(
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[[
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Donut shaped islands populated with ores, stone, trees and.... WORMS!
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A well balanced map which needs connecting of islands by landfill then careful
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removal of worms to open up new islands for exploitation. The RedMew market and
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wise spending of coins eases strategic expansion.
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]]
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)
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ScenarioInfo.set_new_info(
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[[
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2019-09-11 - Jayefuu
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- Updated map descriptions
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]]
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)
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local function value(base, mult, pow)
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return function(x, y)
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local d_sq = x * x + y * y
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return base + mult * d_sq ^ (pow / 2) -- d ^ pow
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end
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end
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local big_circle = b.circle(48)
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local small_circle = b.circle(24)
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local ring = b.all {big_circle, b.invert(small_circle)}
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local ores = {
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{resource_type = 'iron-ore', value = value(75, 0.25, 1.15)},
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{resource_type = 'copper-ore', value = value(65, 0.2, 1.15)},
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{resource_type = 'stone', value = value(50, 0.2, 1.1)},
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{resource_type = 'coal', value = value(50, 0.15, 1.1)},
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{resource_type = 'uranium-ore', value = value(50, 0.1, 1.075)},
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{resource_type = 'crude-oil', value = value(17500, 25, 1.15)}
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}
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local iron = b.resource(b.full_shape, ores[1].resource_type, ores[1].value)
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local copper = b.resource(b.full_shape, ores[2].resource_type, ores[2].value)
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local stone = b.resource(b.full_shape, ores[3].resource_type, ores[3].value)
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local coal = b.resource(b.full_shape, ores[4].resource_type, ores[4].value)
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local uranium = b.resource(b.full_shape, ores[5].resource_type, ores[5].value)
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local oil = b.resource(b.throttle_world_xy(b.full_shape, 1, 8, 1, 8), ores[6].resource_type, ores[6].value)
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local function striped(_, _, world)
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local t = (world.x + world.y) % 4 + 1
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local ore = ores[t]
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return {
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name = ore.resource_type,
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position = {world.x, world.y},
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amount = 5 * ore.value(world.x, world.y)
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}
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end
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local function sprinkle(_, _, world)
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local t = math.random(1, 4)
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local ore = ores[t]
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return {
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name = ore.resource_type,
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position = {world.x, world.y},
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amount = 5 * ore.value(world.x, world.y)
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}
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end
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local rock_names = {'rock-big', 'huge-rock', 'big-rock'}
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local function rocks_func()
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local rock = rock_names[math.random(#rock_names)]
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return {name = rock}
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end
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local rocks = b.entity_func(b.throttle_world_xy(b.full_shape, 1, 6, 1, 6), rocks_func)
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local segmented = b.segment_pattern({iron, copper, stone, coal})
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local tree = b.entity(b.throttle_world_xy(b.full_shape, 1, 3, 1, 3), 'tree-01')
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local function constant(x)
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return function()
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return x
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end
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end
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local tree_shape = b.throttle_world_xy(big_circle, 1, 3, 1, 3)
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tree_shape = b.subtract(tree_shape, b.translate(b.circle(6), 0, 32))
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local start_iron = b.resource(small_circle, ores[1].resource_type, constant(750))
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local start_copper = b.resource(small_circle, ores[2].resource_type, constant(600))
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local start_stone = b.resource(small_circle, ores[3].resource_type, constant(600))
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local start_coal = b.resource(small_circle, ores[4].resource_type, constant(600))
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local start_segmented = b.segment_pattern({start_iron, start_copper, start_stone, start_coal})
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local start_tree = b.entity(tree_shape, 'tree-01')
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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 - 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 < 256 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 < 512 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 iron_loop = b.apply_entities(ring, {iron, worms})
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local copper_loop = b.apply_entities(ring, {copper, worms})
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local stone_loop = b.apply_entities(ring, {stone, worms})
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local coal_loop = b.apply_entities(ring, {coal, worms})
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local uranium_loop = b.apply_entities(ring, {uranium, worms})
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local oil_loop = b.apply_entities(ring, {oil, worms})
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local striped_loop = b.apply_entities(ring, {striped, worms})
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local sprinkle_loop = b.apply_entities(ring, {sprinkle, worms})
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local segmented_loop = b.apply_entities(ring, {segmented, worms})
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local tree_loop = b.apply_entities(ring, {tree, worms})
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local rock_loop = b.apply_entities(ring, {rocks, worms})
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local start_loop = b.apply_entities(big_circle, {start_segmented, start_tree})
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start_loop = b.translate(start_loop, 0, -32)
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local loops = {
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{striped_loop, 3},
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{sprinkle_loop, 3},
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{segmented_loop, 3},
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{tree_loop, 9},
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{rock_loop, 9},
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{iron_loop, 20},
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{copper_loop, 12},
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{stone_loop, 9},
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{coal_loop, 9},
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{uranium_loop, 1},
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{oil_loop, 9}
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}
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local Random = require 'map_gen.shared.random'
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local random = Random.new(seed1, seed2)
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local total_weights = {}
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local t = 0
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for _, v in ipairs(loops) do
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t = t + v[2]
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table.insert(total_weights, t)
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end
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local p_cols = 50
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local p_rows = 50
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local pattern = {}
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for c = 1, p_cols do
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local row = {}
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table.insert(pattern, row)
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for r = 1, p_rows do
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if c == 1 and r == 1 then
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table.insert(row, start_loop)
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else
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local i = random:next_int(1, t)
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local index = table.binary_search(total_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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local shape = loops[index][1]
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local x = random:next_int(-32, 32)
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local y = random:next_int(-32, 32)
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shape = b.translate(shape, x, y)
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table.insert(row, shape)
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end
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end
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end
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local map = b.grid_pattern_full_overlap(pattern, p_cols, p_rows, 128, 128)
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map = b.change_map_gen_collision_tile(map, 'water_tile', 'grass-1')
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local sea = b.change_tile(b.full_shape, true, 'water')
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sea = b.fish(sea, 0.00125)
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map = b.if_else(map, sea)
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return map
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