mirror of
https://github.com/Refactorio/RedMew.git
synced 2024-12-12 10:04:40 +02:00
394 lines
12 KiB
Lua
394 lines
12 KiB
Lua
-- Rotten Apples - Islands of trees with apple ore patches, infested with worms.
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-- Damage modifiers influenced by science progression to increase teamwork by worm difficulty
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-- For added difficulty/balance the original playthrough used a modified version of market_items.lua
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-- Map by Jayefuu and plague006
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-- 2018-11-30
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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 Event = require 'utils.event'
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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 degrees = math.rad
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-- change these to change the pattern.
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local seed1 = 20000
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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.cliff_none,
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MGSP.enemy_none
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}
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)
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local military_techs = {
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['artillery'] = true,
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['artillery-shell-range-1'] = true,
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['artillery-shell-speed-1'] = true,
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['atomic-bomb'] = true,
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['bullet-damage-1'] = true,
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['bullet-damage-2'] = true,
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['bullet-damage-3'] = true,
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['bullet-damage-4'] = true,
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['bullet-damage-5'] = true,
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['bullet-damage-6'] = true,
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['bullet-damage-7'] = true,
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['bullet-speed-1'] = true,
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['bullet-speed-2'] = true,
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['bullet-speed-3'] = true,
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['bullet-speed-4'] = true,
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['bullet-speed-5'] = true,
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['bullet-speed-6'] = true,
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['cannon-shell-damage-1'] = true,
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['cannon-shell-damage-2'] = true,
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['cannon-shell-damage-3'] = true,
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['cannon-shell-damage-4'] = true,
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['cannon-shell-damage-5'] = true,
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['cannon-shell-damage-6'] = true,
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['cannon-shell-speed-1'] = true,
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['cannon-shell-speed-2'] = true,
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['cannon-shell-speed-3'] = true,
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['cannon-shell-speed-4'] = true,
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['cannon-shell-speed-5'] = true,
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['combat-robot-damage-1'] = true,
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['combat-robot-damage-2'] = true,
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['combat-robot-damage-3'] = true,
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['combat-robot-damage-4'] = true,
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['combat-robot-damage-5'] = true,
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['combat-robot-damage-6'] = true,
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['defender'] = true,
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['distractor'] = true,
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['destroyer'] = true,
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['discharge-defense-equipment'] = true,
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['energy-shield-equipment'] = true,
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['energy-shield-mk2-equipment'] = true,
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['exoskeleton-equipment'] = true,
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['explosive-rocketry'] = true,
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['flamethrower'] = true,
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['flamethrower-damage-1'] = true,
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['flamethrower-damage-2'] = true,
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['flamethrower-damage-3'] = true,
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['flamethrower-damage-4'] = true,
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['flamethrower-damage-5'] = true,
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['flamethrower-damage-6'] = true,
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['flamethrower-damage-7'] = true,
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['flammables'] = true,
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['follower-robot-count-1'] = true,
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['follower-robot-count-2'] = true,
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['follower-robot-count-3'] = true,
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['follower-robot-count-4'] = true,
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['follower-robot-count-5'] = true,
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['follower-robot-count-6'] = true,
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['follower-robot-count-7'] = true,
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['grenade-damage-1'] = true,
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['grenade-damage-2'] = true,
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['grenade-damage-3'] = true,
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['grenade-damage-4'] = true,
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['grenade-damage-5'] = true,
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['grenade-damage-6'] = true,
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['grenade-damage-7'] = true,
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['gun-turret-damage-1'] = true,
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['gun-turret-damage-2'] = true,
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['gun-turret-damage-3'] = true,
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['gun-turret-damage-4'] = true,
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['gun-turret-damage-5'] = true,
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['gun-turret-damage-6'] = true,
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['gun-turret-damage-7'] = true,
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['heavy-armor'] = true,
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['land-mine'] = true,
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['laser'] = true,
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['laser-turret-damage-1'] = true,
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['laser-turret-damage-2'] = true,
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['laser-turret-damage-3'] = true,
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['laser-turret-damage-4'] = true,
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['laser-turret-damage-5'] = true,
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['laser-turret-damage-6'] = true,
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['laser-turret-damage-7'] = true,
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['laser-turret-damage-8'] = true,
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['laser-shooting-speed-1'] = true,
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['laser-shooting-speed-2'] = true,
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['laser-shooting-speed-3'] = true,
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['laser-shooting-speed-4'] = true,
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['laser-shooting-speed-5'] = true,
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['laser-shooting-speed-6'] = true,
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['laser-shooting-speed-7'] = true,
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['laser-turret'] = true,
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['military'] = true,
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['military-2'] = true,
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['military-3'] = true,
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['military-4'] = true,
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['modular-armor'] = true,
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['night-vision-equipment'] = true,
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['personal-laser-defense-equipment'] = true,
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['power-armor'] = true,
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['power-armor-mk2'] = true,
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['rocket-damage-1'] = true,
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['rocket-damage-2'] = true,
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['rocket-damage-3'] = true,
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['rocket-damage-4'] = true,
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['rocket-damage-5'] = true,
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['rocket-damage-6'] = true,
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['rocket-damage-7'] = true,
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['rocket-speed-1'] = true,
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['rocket-speed-2'] = true,
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['rocket-speed-3'] = true,
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['rocket-speed-4'] = true,
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['rocket-speed-5'] = true,
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['rocket-speed-6'] = true,
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['rocket-speed-7'] = true,
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['rocketry'] = true,
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['shotgun-shell-damage-1'] = true,
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['shotgun-shell-damage-2'] = true,
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['shotgun-shell-damage-3'] = true,
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['shotgun-shell-damage-4'] = true,
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['shotgun-shell-damage-5'] = true,
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['shotgun-shell-damage-6'] = true,
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['shotgun-shell-damage-7'] = true,
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['shotgun-shell-speed-1'] = true,
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['shotgun-shell-speed-2'] = true,
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['shotgun-shell-speed-3'] = true,
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['shotgun-shell-speed-4'] = true,
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['shotgun-shell-speed-5'] = true,
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['shotgun-shell-speed-6'] = true,
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['stone-wall'] = true,
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['tank'] = true,
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['gun-turret'] = true,
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['uranium-ammo'] = true
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}
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local player_ammo_research_modifiers = {
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['artillery-shell'] = 0.03,
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['biological'] = 0.025,
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['bullet'] = 0.045,
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['cannon-shell'] = 0.12,
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['capsule'] = 0,
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['electric'] = 0.025,
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['flamethrower'] = 0.01,
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['grenade'] = 0.00,
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['landmine'] = 0.06,
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['melee'] = 0.025,
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['rocket'] = 0.08,
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['shotgun-shell'] = 0.00,
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['laser'] = 0.12
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}
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local function modify_damage(force, mult)
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for type, mod in pairs(player_ammo_research_modifiers) do
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local current_m = force.get_ammo_damage_modifier(type)
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if (current_m + (mod * mult)) <= -0.9 then
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force.set_ammo_damage_modifier(type, -0.9)
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else
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force.set_ammo_damage_modifier(type, current_m + (mod * mult))
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end
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end
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end
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local function research_finished(event)
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local research = event.research
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local force = research.force
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if military_techs[research.name] then
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--increase player damage
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modify_damage(force, 1)
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game.print('Military research complete.... you feel stronger')
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else
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-- decrease player damage
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modify_damage(force, -1.5)
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game.print('Research complete. A feeling of weakness spreads.')
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end
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if string.find(research.name, 'follower%-robot%-count') then
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force.maximum_following_robot_count = force.maximum_following_robot_count + 10
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game.print('Your Plague of robots disperses........')
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end
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end
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Event.add(defines.events.on_research_finished, research_finished)
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-- makes ores richer further from the start
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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 apple = b.translate(b.circle(20), 0, -90)
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local tree = b.picture(require 'map_gen.data.presets.tree')
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tree = b.scale(tree, 0.6, 0.6)
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local ores = {
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{resource_type = 'iron-ore', value = value(90, 0.25, 1.15)},
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{resource_type = 'copper-ore', value = value(80, 0.2, 1.15)},
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{resource_type = 'stone', value = value(100, 0.2, 1.2)},
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{resource_type = 'coal', value = value(65, 0.15, 1.1)},
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{resource_type = 'uranium-ore', value = value(20, 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(apple, ores[1].resource_type, ores[1].value)
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local copper = b.resource(apple, ores[2].resource_type, ores[2].value)
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local stone = b.resource(apple, ores[3].resource_type, ores[3].value)
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local coal = b.resource(apple, ores[4].resource_type, ores[4].value)
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local uranium = b.resource(apple, ores[5].resource_type, ores[5].value)
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local oil = b.resource(b.throttle_world_xy(apple, 1, 8, 1, 8), ores[6].resource_type, ores[6].value)
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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_circle = b.apply_entities(apple, {iron, worms})
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local copper_circle = b.apply_entities(apple, {copper, worms})
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local coal_circle = b.apply_entities(apple, {coal, worms})
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local stone_circle = b.apply_entities(apple, {stone, worms})
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local oil_circle = b.apply_entities(apple, {oil, worms})
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local uranium_circle = b.apply_entities(apple, {uranium, worms})
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local start_ores =
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b.any {
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b.rotate(iron_circle, degrees(-25)),
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b.rotate(copper_circle, degrees(25)),
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b.rotate(stone_circle, degrees(-75)),
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b.rotate(coal_circle, degrees(75)),
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tree
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}
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local ore_group_1 =
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b.any {
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b.rotate(iron_circle, degrees(-25)),
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b.rotate(oil_circle, degrees(-75)),
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b.rotate(coal_circle, degrees(75)),
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tree
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}
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local ore_group_2 =
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b.any {
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b.rotate(iron_circle, degrees(-25)),
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b.rotate(copper_circle, degrees(25)),
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b.rotate(stone_circle, degrees(-75)),
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b.rotate(uranium_circle, degrees(75)),
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tree
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}
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local ore_group_3 =
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b.any {
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b.rotate(stone_circle, degrees(-75)),
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b.rotate(iron_circle, degrees(75)),
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tree
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}
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local ore_group_4 =
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b.any {
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b.rotate(iron_circle, degrees(-75)),
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b.rotate(copper_circle, degrees(25)),
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tree
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}
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local ore_group_5 =
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b.any {
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b.rotate(iron_circle, degrees(-25)),
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b.rotate(copper_circle, degrees(25)),
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b.rotate(stone_circle, degrees(-75)),
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b.rotate(coal_circle, degrees(75)),
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tree
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}
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local loops = {
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{ore_group_1, 12},
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{ore_group_2, 12},
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{ore_group_3, 9},
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{ore_group_4, 9},
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{ore_group_5, 4}
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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_ores)
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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(-128, 128)
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local y = random:next_int(-170, 200)
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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, 500, 500)
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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(apple, false, 'water')
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sea = b.fish(sea, 0.005)
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map = b.if_else(map, sea)
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map = b.translate(map, 0, 50)
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return map
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