mirror of
https://github.com/Refactorio/RedMew.git
synced 2024-12-14 10:13:13 +02:00
417 lines
11 KiB
Lua
417 lines
11 KiB
Lua
-- Map by grilledham & Jayefuu
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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 degrees = math.rad
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local ore_seed1 = 7000
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local ore_seed2 = ore_seed1 * 2
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local noise = require 'map_gen.shared.perlin_noise'.noise
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local abs = math.abs
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local Random = require 'map_gen.shared.random'
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local random = Random.new(ore_seed1, ore_seed2)
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local math_random = math.random
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local enable_sand_border = false
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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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-- Removes vanilla resources when called
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local function no_resources(_, _, world, tile)
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for _, e in ipairs(
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world.surface.find_entities_filtered(
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{type = 'resource', area = {{world.x, world.y}, {world.x + 1, world.y + 1}}}
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)
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) do
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e.destroy()
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end
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return tile
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end
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local m_t_width = 12 -- map size in number of tiles
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local t_width = 16 -- tile width
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local t_h_width = t_width / 2
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-- https://wiki.factorio.com/Data.raw#tile for the tile types you can send to this function
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local function two_tone_square(inner, outer) -- r_tile is a bool flag to show if it should have chance of resources on it
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local outer_tile = b.any {b.rectangle(t_width, t_width)}
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outer_tile = b.change_tile(outer_tile, true, outer)
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local inner_tile = b.any {b.rectangle(t_width - 2, t_width - 2)}
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inner_tile = b.change_tile(inner_tile, true, inner)
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local land_tile = b.any {inner_tile, outer_tile}
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return land_tile
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end
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local tet_bounds = b.rectangle(t_width * 4)
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tet_bounds = b.translate(tet_bounds, t_width, t_width)
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local function tetrify(pattern, block)
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for r = 1, 4 do
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local row = pattern[r]
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for c = 1, 4 do
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if row[c] == 1 then
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row[c] = block
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else
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row[c] = b.empty_shape()
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end
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end
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end
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local grid = b.grid_pattern(pattern, 4, 4, t_width, t_width)
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grid = b.translate(grid, -t_width / 2, -t_width / 2)
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grid = b.choose(tet_bounds, grid, b.empty_shape)
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grid = b.translate(grid, -t_width, -t_width)
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return grid
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end
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local tet_O =
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tetrify(
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{
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{0, 0, 0, 0},
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{0, 1, 1, 0},
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{0, 1, 1, 0},
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{0, 0, 0, 0}
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},
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two_tone_square('dirt-7', 'sand-1')
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)
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local tet_I =
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tetrify(
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{
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{0, 1, 0, 0},
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{0, 1, 0, 0},
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{0, 1, 0, 0},
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{0, 1, 0, 0}
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},
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two_tone_square('grass-2', 'sand-1')
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)
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local tet_J =
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tetrify(
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{
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{0, 0, 0, 0},
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{0, 0, 1, 0},
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{0, 0, 1, 0},
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{0, 1, 1, 0}
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},
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two_tone_square('grass-1', 'sand-1')
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)
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local tet_L =
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tetrify(
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{
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{0, 0, 0, 0},
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{0, 1, 0, 0},
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{0, 1, 0, 0},
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{0, 1, 1, 0}
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},
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two_tone_square('dirt-4', 'sand-1')
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)
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local tet_S =
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tetrify(
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{
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{0, 0, 0, 0},
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{0, 1, 1, 0},
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{1, 1, 0, 0},
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{0, 0, 0, 0}
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},
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two_tone_square('grass-4', 'sand-1')
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)
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local tet_Z =
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tetrify(
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{
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{0, 0, 0, 0},
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{1, 1, 0, 0},
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{0, 1, 1, 0},
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{0, 0, 0, 0}
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},
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two_tone_square('grass-3', 'sand-1')
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)
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local tet_T =
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tetrify(
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{
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{0, 0, 0, 0},
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{0, 1, 0, 0},
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{1, 1, 1, 0},
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{0, 0, 0, 0}
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},
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two_tone_square('red-desert-2', 'sand-1')
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)
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local tetriminos = {tet_I, tet_O, tet_T, tet_S, tet_Z, tet_J, tet_L}
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local tetriminos_count = #tetriminos
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local quarter = math.tau / 4
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local p_cols = 1 --m_t_width / 4
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local p_rows = 50
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local pattern = {}
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for _ = 1, p_rows do
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local row = {}
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table.insert(pattern, row)
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for _ = 1, p_cols do
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local i = random:next_int(1, tetriminos_count * 1.5)
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local shape = tetriminos[i] or b.empty_shape
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local angle = random:next_int(0, 3) * quarter
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shape = b.rotate(shape, angle)
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local x_offset = random:next_int(-10, 8) * t_width
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shape = b.translate(shape, x_offset, 0)
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table.insert(row, shape)
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end
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end
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local ore_shape = b.rectangle(t_width * 0.8)
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local oil_shape = b.throttle_world_xy(ore_shape, 1, 4, 1, 4)
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local ores = {
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{b.resource(ore_shape, 'iron-ore', value(50, 0.225, 1.15)), 10},
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{b.resource(ore_shape, 'copper-ore', value(40, 0.225, 1.15)), 6},
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{b.resource(ore_shape, 'stone', value(70, 0.12, 1.075)), 3},
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{b.resource(ore_shape, 'coal', value(40, 0.24, 1.075)), 5},
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{b.resource(b.scale(ore_shape, 0.5), 'uranium-ore', value(60, 0.09, 1.05)), 2},
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{b.resource(oil_shape, 'crude-oil', value(120000, 50, 1.15)), 1},
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{b.empty_shape, 100}
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}
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local total_weights = {}
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local t = 0
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for _, v in pairs(ores) 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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p_cols = 50
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p_rows = 50
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pattern = {}
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for _ = 1, p_rows do
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local row = {}
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table.insert(pattern, row)
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for _ = 1, p_cols do
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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 = ores[index][1]
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table.insert(row, shape)
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end
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end
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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 max_spawner_chance = 1/64
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local worm_chance_factor = 1 / (192 * 512)
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local function worms(position)
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local d = abs(position.y)
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local worm_chance = d - 300
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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 < 600 then
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return {name = 'small-worm-turret', position = position}
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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 < 800 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], position = position}
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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 spawner_names = {
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'spitter-spawner',
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'biter-spawner'
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}
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local function spawners(position)
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local spawner_chance = abs(position.y) - 600
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if spawner_chance > 0 then
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spawner_chance = spawner_chance * worm_chance_factor
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spawner_chance = math.min(spawner_chance, max_spawner_chance)
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if math_random() < spawner_chance then
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return {name = spawner_names[math_random(1,2)], position = position}
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end
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end
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end
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-- Starting area
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local start_patch = b.rectangle(t_width * 0.8)
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local start_iron_patch =
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b.resource(
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b.translate(start_patch, -t_width/2, -t_width/2),
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'iron-ore',
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function()
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return 1500
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end
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)
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local start_copper_patch =
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b.resource(
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b.translate(start_patch, t_width/2, -t_width/2),
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'copper-ore',
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function()
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return 1200
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end
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)
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local start_stone_patch =
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b.resource(
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b.translate(start_patch, t_width/2, t_width/2),
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'stone',
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function()
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return 900
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end
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)
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local start_coal_patch =
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b.resource(
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b.translate(start_patch, -t_width/2, t_width/2),
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'coal',
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function()
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return 1350
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end
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)
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local start_resources = b.any({start_iron_patch, start_copper_patch, start_stone_patch, start_coal_patch})
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local tet_O_start = b.apply_entity(tet_O, start_resources)
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local starting_area = b.any{
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b.translate(tet_I,t_width,-t_width*2),
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b.translate(tet_O_start,t_width*2,-t_width),
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b.translate(tet_T,-t_width,-t_width),
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b.translate(tet_Z,-t_width*6,-t_width),
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b.translate(tet_L,-t_width*8,-t_width*2)
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}
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ores = b.grid_pattern_overlap(pattern, p_cols, p_rows, t_width, t_width)
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ores = b.translate(ores, t_h_width, t_h_width)
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local water_tile = two_tone_square('water', 'deepwater')
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local half_sea_width = m_t_width * t_width - t_width
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local function sea_bounds(x, y)
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return x > -half_sea_width and x < half_sea_width and y < 0
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end
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local sea = b.single_grid_pattern(water_tile, t_width, t_width)
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sea = b.translate(sea, t_h_width, -t_h_width)
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sea = b.choose(sea_bounds, sea, b.empty_shape)
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local map = b.choose(sea_bounds, starting_area, b.empty_shape)
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map = b.if_else(map, sea)
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local half_border_width = half_sea_width + t_width
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local function border_bounds(x, y)
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return x > -half_border_width and x < half_border_width and y < t_width
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end
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border_bounds = b.subtract(border_bounds, sea_bounds)
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local border = b.change_tile(border_bounds, true, 'sand-1')
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if enable_sand_border then
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map = b.add(map, border)
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end
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local music_island = b.translate(b.rotate(tet_I,degrees(90)),0, 2*t_width)
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map = b.add(map,music_island)
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map = b.translate(map, 0, -t_width / 2 + 24)
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map = b.apply_effect(map, no_resources)
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local bounds = t_width * 2
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local Module = {}
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local bounds_size = t_width * 4
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function Module.spawn_tetri(surface, pos, number)
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local tiles = {}
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local shape = tetriminos[number]
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local offset = math_random(1,1000) * bounds_size
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local create_entity = surface.create_entity
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local tree = 'tree-0' .. math_random(1,9)
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for x = -bounds, bounds do
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for y = -bounds, bounds do
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local x2, y2 = x + 0.5, y + 0.5
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local name = shape(x2, y2)
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if name then
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local position = {x = pos.x + x, y = pos.y + y}
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table.insert(tiles, {name = name, position = position})
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if math_random() > 0.8 and (noise(0.02 * x, 0.02 * y,0)) > 0.3 then
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create_entity {name = tree, position = position}
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else
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local n = math_random(1, 599)
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if n > 590 then
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create_entity{name = 'tree-0' .. n % 10, position = position}
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end
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end
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local ore = ores(x2, y2 - offset, position)
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if ore then
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ore.position = position
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ore.enable_tree_removal = false
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create_entity(ore)
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end
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local worm = worms(position)
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if worm then
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create_entity(worm)
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else
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local spawner = spawners(position)
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if spawner then
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create_entity(spawner)
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end
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end
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end
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end
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end
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surface.set_tiles(tiles)
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end
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Module.disable = function()
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tetriminos = {}
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end
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Module.get_map = function()
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return map
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end
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return Module
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