1
0
mirror of https://github.com/Refactorio/RedMew.git synced 2024-12-12 10:04:40 +02:00
RedMew/map_gen/presets/beach.lua
2018-06-23 17:59:39 +01:00

101 lines
2.6 KiB
Lua

local b = require 'map_gen.shared.builders'
local perlin = require 'map_gen.shared.perlin_noise'
local Event = require 'utils.event'
local sand_width = 512
local sand_width_inv = tau / sand_width
local water_width = 233
local water_width_inv = tau / water_width
--perlin options
local noise_variance = 0.025 --The lower this number the smoother the curve is gonna be
local noise_level = 15 --Factor for the magnitude of the curve
local sand_nosie_level = noise_level * 0.9
local water_noise_level = noise_level * 1.35
local perlin_seed_1 = 123456
local perlin_seed_2 = 654321
local function sand_shape(x, y)
local p = perlin.noise(x * noise_variance, y * noise_variance, perlin_seed_1) * sand_nosie_level
p = p + math.sin(x * sand_width_inv) * 15
return p > y
end
local function water_shape(x, y)
local p = perlin.noise(x * noise_variance, y * noise_variance, perlin_seed_2) * water_noise_level
p = p + math.sin(x * water_width_inv + 179) * 15
return p > y
end
sand_shape = b.change_tile(sand_shape, true, 'sand-1')
local value = b.manhattan_value
local ores = {
{b.resource(b.full_shape, 'iron-ore', value(125, 0.5)), 6},
{b.resource(b.full_shape, 'copper-ore', value(125, 0.5)), 4},
{b.resource(b.full_shape, 'stone', value(125, 0.25)), 1},
{b.resource(b.full_shape, 'coal', value(250, 0.25)), 1}
}
uranium_ore = b.resource(b.full_shape, 'uranium-ore', value(50, 0.25))
local total_weights = {}
local t = 0
for _, v in ipairs(ores) do
t = t + v[2]
table.insert(total_weights, t)
end
local function do_ores(x, y, world)
if x > -4 and x < 5 then
return ores[4][1](x, y, world)
end
if (x > 512 or x < -512) and (math.floor(x / 32) % 16 == 0) then
return uranium_ore(x, y, world)
else
local i = math.random(t)
local index = table.binary_search(total_weights, i)
if (index < 0) then
index = bit32.bnot(index)
end
local ore = ores[index][1]
return ore(x, y, world)
end
end
sand_shape = b.apply_entity(sand_shape, do_ores)
water_shape = b.change_tile(water_shape, true, 'water')
local oil = b.resource(b.full_shape, 'crude-oil', value(500000, 2500))
local function do_oil(x, y, world)
if math.random(16384) == 1 then
local e = oil(x, y, world)
e.always_place = true
return e
end
end
water_shape = b.apply_entity(water_shape, do_oil)
grass = b.tile('grass-1')
local bounds = b.line_x(384)
local map = b.any {b.translate(water_shape, 64, -48), sand_shape, grass}
map = b.fish(map, 0.0025)
map = b.choose(bounds, map, b.empty_shape)
map = b.translate(map, 0, -64)
return map