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https://github.com/Refactorio/RedMew.git
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115 lines
3.5 KiB
Lua
115 lines
3.5 KiB
Lua
-- Snakier Swamp by Soggs
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local b = require 'map_gen.shared.builders'
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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 ceil = math.ceil
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local min = math.min
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-- Disable Landfill by default
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local Event = require 'utils.event'
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Event.on_init(
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function()
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game.forces['player'].technologies['landfill'].enabled = false
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end
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)
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--input
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local divider_tile = 'water-mud'
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local path_width = 30
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local path_length = 120
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local turns = 6 -- must be even; 0 makes a normal ribbon world
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local divider_width = 10
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local water_height = 60 -- setting it to 0 will eliminate the water border; make sure to add another source of water if you do so
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--derived
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local path_height = path_width * (turns + 1) + divider_width * (turns)
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local tile_width = (path_width + path_length + divider_width) * 2
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local tile_height = path_height + water_height * 2
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local height_setting = {
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height = tile_height
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}
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RS.set_map_gen_settings(
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{
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MGSP.water_none,
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height_setting
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}
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)
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-- Snakey path
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local divider_vertical = b.rectangle(divider_width, path_height - path_width)
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local divider_horizontal = b.rectangle(tile_width - path_width * 2 - divider_width, divider_width)
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local p = {}
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table.insert(p, b.translate(divider_vertical, 0, path_width/2))
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for i = 0, turns/2 - 1, 1 do
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table.insert(p, b.translate(divider_horizontal, 0, (2*i+1) * path_width + (2*i+0.5) * divider_width - path_height/2))
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end
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local divider = b.any(p)
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local path = b.any
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{
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divider,
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b.translate(b.flip_y(divider), tile_width/2, 0),
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b.translate(b.flip_y(divider), -tile_width/2, 0)
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}
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path = b.change_tile(path, true, divider_tile)
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path = b.remove_map_gen_decoratives(path)
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-- Water Border
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local water_rectangle = b.rectangle(tile_width, water_height)
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local water_way = b.any
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{
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b.translate(water_rectangle, 0, (path_height+water_height)/2),
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b.translate(water_rectangle, 0, -(path_height+water_height)/2)
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}
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water_way = b.change_tile(water_way, true, 'water')
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local tile = b.any {path, water_way}
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local grid = b.single_x_pattern(tile, tile_width)
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local map = b.if_else(grid, b.full_shape)
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--Starting resources
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local max_height = 50
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local max_width = 50
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local ore_rectangle = b.rectangle(min(path_width-2, max_height), min(path_width-2, max_width))
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local ore_spacing = min(path_width, max_height+2)
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local function amount(a)
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local value = ceil(a /min(path_width-2, max_height) /min(path_width-2, max_width))
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return
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function (_, _)
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return value
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end
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end
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--Clean area of other ressources
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ore_rectangle = b.remove_map_gen_resources(ore_rectangle)
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-- Spawn in starting ressources
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local iron = b.translate(ore_rectangle, ore_spacing * 0.5 + divider_width/2 + path_width, 0)
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iron = b.resource(iron, 'iron-ore', amount(750000))
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local copper = b.translate(ore_rectangle, -(ore_spacing * 0.5 + divider_width/2 + path_width), 0)
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copper = b.resource(copper, 'copper-ore', amount(500000))
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local stone = b.translate(ore_rectangle, ore_spacing * 1.5 + divider_width/2 + path_width, 0)
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stone = b.resource(stone, 'stone', amount(250000))
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local coal = b.translate(ore_rectangle, -(ore_spacing * 1.5 + divider_width/2 + path_width), 0)
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coal = b.resource(coal, 'coal', amount(350000))
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local starting_resources =
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{
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iron,
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copper,
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stone,
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coal
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}
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map = b.apply_entities(map, starting_resources)
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map = b.translate(map, -divider_width, 0) -- Move spawn somewhere with land
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return b.fish(map, 0.0025)
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