mirror of
https://github.com/Refactorio/RedMew.git
synced 2024-12-14 10:13:13 +02:00
bf8cd265d2
* Simple entity removal in Builders Performance could be improved * Removed rocks parameter The increased radius caused simple-entity to work * Added another way to remove units that should be more efficient * Changed find_entities to use area instead of radius * removed remove_units function * changed function name from names to name * added table.shallow_copy * reworked 'remove_*' builders * used remove_* builders for existing maps * update .luacheckrc * Added links to documentation for each public function * Added links for new functions
164 lines
5.1 KiB
Lua
164 lines
5.1 KiB
Lua
-- Map by Jayefuu, plague006 and grilledham
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-- Map in the shape of a maltese cross, with narrow water bridges around the spawn to force "interesting" transfer of materials
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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 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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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.grass_only,
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MGSP.enable_water
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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 starting_area = 59
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local gradient = 0.05
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local tiles_half = (starting_area) * 0.5
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local function maltese_cross(x, y)
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--Create maltese shape
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local abs_x = math.abs(x)
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local abs_y = math.abs(y)
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return not (abs_x > (tiles_half + (abs_y * gradient)) and abs_y > (tiles_half + (abs_x * gradient)))
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end
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-- create water crossings and pattern
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local water_line =
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b.any {
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b.rectangle(10, 8)
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}
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water_line = b.change_tile(water_line, true, 'water')
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local waters = b.single_y_pattern(water_line, 9)
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local bounds = b.rectangle(10, starting_area + 1)
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waters = b.choose(bounds, waters, b.empty_shape)
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waters = b.translate(waters, 34, 0)
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local water_pattern =
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b.any {
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waters,
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b.rotate(waters, degrees(90)),
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b.rotate(waters, degrees(180)),
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b.rotate(waters, degrees(270))
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}
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-- create the starting area as a grass square
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local starting_square = b.rectangle(60, 60)
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starting_square = b.change_tile(starting_square, true, 'grass-1')
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local starting_patch = b.circle(20)
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local starting_coal = b.resource(starting_patch, 'coal', value(1800, 0.8, 1.5))
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local starting_iron = b.resource(starting_patch, 'iron-ore', value(3000, 0.8, 1.5))
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local starting_copper = b.resource(starting_patch, 'copper-ore', value(2200, 0.75, 1.5))
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local starting_stone = b.resource(starting_patch, 'stone', value(1100, 0.75, 1.5))
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local null = b.no_entity
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local starting_resources = b.segment_pattern({null, starting_coal, null, starting_copper, null, starting_stone, null, starting_iron})
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starting_resources = b.rotate(starting_resources, degrees(45 / 2))
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-- starting_circle = b.circle(14)
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-- ore generation
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local patch = b.circle(20)
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local small_patch = b.circle(8)
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local patches = b.single_pattern(patch, 220, 220)
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local stone = b.resource(patch, 'stone', value(100, 0.75, 1.1))
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local oil = b.resource(b.throttle_world_xy(small_patch, 1, 4, 1, 4), 'crude-oil', value(33000, 50, 1.05))
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local coal = b.resource(patch, 'coal', value(100, 0.75, 1.1))
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local uranium = b.resource(small_patch, 'uranium-ore', value(200, 0.75, 1.1))
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local pattern1 = {
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{stone, oil, stone},
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{stone, oil, oil},
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{stone, stone, stone}
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}
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local stone_arm = b.grid_pattern(pattern1, 3, 3, 220, 220)
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local pattern2 = {
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{coal, coal, coal},
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{coal, coal, coal},
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{coal, coal, uranium}
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}
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local coal_arm = b.grid_pattern(pattern2, 3, 3, 220, 220)
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local iron = b.resource(patches, 'iron-ore', value(500, 0.8, 1.075))
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local copper = b.resource(patches, 'copper-ore', value(400, 0.75, 1.1))
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local resources = b.segment_pattern({null, coal_arm, null, copper, null, stone_arm, null, iron})
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resources = b.rotate(resources, degrees(45 / 2))
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-- worm islands
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local worm_island = b.rectangle(20, 300)
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local worm_island_end = b.circle(10)
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worm_island =
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b.any {
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worm_island_end,
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b.translate(worm_island, 0, -150),
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b.translate(worm_island_end, 0, -300)
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}
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worm_island = b.change_tile(worm_island, true, 'grass-1')
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--
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--[[
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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 = 64 / 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 - 20
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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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return {name = 'big-worm-turret'}
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end
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end
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end
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worm_island = b.apply_entity(worm_island, worms)
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worm_island = b.remove_map_gen_trees(worm_island)
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local worm_islands =
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b.any {
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b.rotate(b.translate(worm_island, 0, -110), degrees(45)),
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b.rotate(b.translate(worm_island, 0, -110), degrees(45 + 90)),
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b.rotate(b.translate(worm_island, 0, -110), degrees(45 + 180)),
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b.rotate(b.translate(worm_island, 0, -110), degrees(45 + 270))
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}
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-- create the start area using the water and grass square
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local start_area =
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b.any {
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water_pattern,
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starting_square
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}
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-- finalising some bits
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start_area = b.apply_entity(start_area, starting_resources) -- adds a different density ore patch to start
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maltese_cross = b.change_tile(maltese_cross, true, 'grass-1')
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maltese_cross = b.apply_entity(maltese_cross, resources) -- adds our custom ore gen
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local sea = b.change_tile(b.full_shape, true, 'water') -- turn the void to water
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sea = b.fish(sea, 0.00125) -- feesh!
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local map = b.any {worm_islands, start_area, maltese_cross, sea} -- combine everything
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return map
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