mirror of
https://github.com/Refactorio/RedMew.git
synced 2024-12-12 10:04:40 +02:00
180 lines
4.4 KiB
Lua
180 lines
4.4 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 ore_seed1 = 2000
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local ore_seed2 = ore_seed1 * 2
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local random = Random.new(ore_seed1, ore_seed2)
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local spiral = b.rectangular_spiral(1)
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local factor = 9
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local map = b.single_spiral_rotate_pattern(spiral, factor)
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map = b.single_spiral_rotate_pattern(map, factor * factor)
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map = b.scale(map, 64)
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local function value(base, mult, pow)
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return function(x, y)
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local d = math.sqrt(x * x + y * y)
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return base + mult * d ^ pow
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end
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end
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local patch = b.rectangular_spiral(5)
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local bounds = b.rectangle(46, 43)
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bounds = b.translate(bounds, 0, 3)
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patch = b.all {bounds, patch}
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local patch_value = value(600, 0.75, 1.2)
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local ores = {
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{resource = b.resource(b.full_shape, 'iron-ore', patch_value), weight = 6},
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{resource = b.resource(b.full_shape, 'copper-ore', patch_value), weight = 4},
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{resource = b.resource(b.full_shape, 'stone', patch_value), weight = 1},
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{resource = b.resource(b.full_shape, 'coal', patch_value), weight = 1}
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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_ore(x, y, world)
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if not patch(x, y) then
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return nil
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end
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local i = math.random(ore_t)
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local 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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return ores[index].resource(x, y, world)
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end
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local small_patch = b.rectangular_spiral(5)
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local small_bounds = b.rectangle(25, 33)
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small_bounds = b.translate(small_bounds, -1, -2)
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small_patch = b.all {small_bounds, small_patch}
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local oil_patch = b.throttle_world_xy(small_patch, 1, 5, 1, 5)
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local resources = {
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{resource = do_ore, weight = 16},
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{resource = b.resource(oil_patch, 'crude-oil', value(75000, 50, 1.025)), weight = 5},
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{resource = b.resource(small_patch, 'uranium-ore', value(200, 0.3, 1.025)), weight = 2},
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{resource = b.no_entity, weight = 130}
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}
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local total_resource_weights = {}
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local resource_t = 0
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for _, v in ipairs(resources) do
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resource_t = resource_t + v.weight
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table.insert(total_resource_weights, resource_t)
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end
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local resource_pattern = {}
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for r = 1, 50 do
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local row = {}
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resource_pattern[r] = row
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for c = 1, 50 do
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local i = random:next_int(1, resource_t)
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local index = table.binary_search(total_resource_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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row[c] = resources[index].resource
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end
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end
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local resources_shape = b.grid_pattern(resource_pattern, 50, 50, 64, 64)
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local start_stone =
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b.resource(
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patch,
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'stone',
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function()
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return 600
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end
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)
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local start_coal =
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b.resource(
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patch,
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'coal',
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function()
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return 2400
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end
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)
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local start_copper =
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b.resource(
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patch,
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'copper-ore',
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function()
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return 800
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end
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)
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local start_iron =
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b.resource(
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patch,
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'iron-ore',
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function()
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return 1600
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end
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)
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local start_spiral = b.segment_pattern({start_iron, start_copper, start_coal, start_stone})
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start_spiral = b.translate(start_spiral, 0, -5)
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local start_bounds = b.rectangle(64)
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resources_shape = b.choose(start_bounds, start_spiral, resources_shape)
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local worm_names = {'small-worm-turret', 'medium-worm-turret', 'big-worm-turret'}
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local safe_d = 300
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local half_spawn_d = 100000 -- distance at which there is a half chance of a worm spawning
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local max_spawn_rate = 1 / 18
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local level_factor = 32 -- higher factor -> more likly to spawn higher level worms
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local min_big_worm_d = 900
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local hd = 1 / (2 * half_spawn_d)
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local inv_level_factor = 1 / level_factor
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local function worms(_, _, world)
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local x, y = world.x, world.y
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local d = math.sqrt(x * x + y * y)
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d = d - safe_d
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if d <= 0 then
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return nil
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end
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local chance = d * hd
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if math.random() > math.min(chance, max_spawn_rate) then
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return nil
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end
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local lf = inv_level_factor / chance
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local lvl = math.floor(math.random() ^ lf * 3) + 1
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if d < min_big_worm_d and lvl == 3 then
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lvl = 2
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end
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return {name = worm_names[lvl]}
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end
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map = b.apply_entity(map, resources_shape)
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map = b.apply_entity(map, worms)
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map = b.change_map_gen_collision_tile(map, 'water-tile', 'grass-1')
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map = b.change_tile(map, false, 'water')
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map = b.fish(map, 0.0025)
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return map
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