mirror of
https://github.com/Refactorio/RedMew.git
synced 2024-12-16 10:19:27 +02:00
174 lines
5.3 KiB
Lua
174 lines
5.3 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 math = require "utils.math"
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local degrees = require math.degrees
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local seed1 = 17000
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local seed2 = seed1 * 2
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local ore_blocks = 100
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local ore_block_size = 32
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local random_ore = Random.new(seed1, seed2)
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local small_ore_patch = b.circle(12)
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local medium_ore_patch = b.circle(24)
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local big_ore_patch = b.subtract(b.circle(36), b.circle(16))
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local ore_patches = {
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{shape = small_ore_patch, weight = 3},
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{shape = medium_ore_patch, weight = 2},
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{shape = big_ore_patch, weight = 1}
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}
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local total_ore_patch_weights = {}
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local square_t = 0
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for _, v in ipairs(ore_patches) do
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square_t = square_t + v.weight
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table.insert(total_ore_patch_weights, square_t)
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end
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local value = b.exponential_value
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local function non_transform(shape)
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return shape
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end
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local function uranium_transform(shape)
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return b.scale(shape, 0.5)
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end
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local function oil_transform(shape)
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shape = b.scale(shape, 0.5)
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return b.throttle_world_xy(shape, 1, 4, 1, 4)
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end
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local function empty_transform()
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return b.empty_shape
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end
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local ores = {
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{transform = non_transform, resource = 'iron-ore', value = value(250, 0.4, 1.1), weight = 16},
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{transform = non_transform, resource = 'copper-ore', value = value(200, 0.4, 1.1), weight = 10},
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{transform = non_transform, resource = 'stone', value = value(125, 0.2, 1.05), weight = 3},
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{transform = non_transform, resource = 'coal', value = value(200, 0.3, 1.075), weight = 5},
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{transform = uranium_transform, resource = 'uranium-ore', value = value(100, 0.3, 1.025), weight = 3},
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{transform = oil_transform, resource = 'crude-oil', value = value(100000, 50, 1.05), weight = 6},
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{transform = empty_transform, weight = 300}
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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_resources()
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local pattern = {}
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for r = 1, ore_blocks do
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local row = {}
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pattern[r] = row
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for c = 1, ore_blocks do
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local shape
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local i = random_ore:next_int(1, square_t)
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local index = table.binary_search(total_ore_patch_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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shape = ore_patches[index].shape
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local ore_data
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i = random_ore:next_int(1, ore_t)
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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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ore_data = ores[index]
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shape = ore_data.transform(shape)
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local ore = b.resource(shape, ore_data.resource, ore_data.value)
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row[c] = ore
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end
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end
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return b.grid_pattern_full_overlap(pattern, ore_blocks, ore_blocks, ore_block_size, ore_block_size)
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end
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local map_ores = do_resources()
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local big_circle = b.circle(150)
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local small_circle = b.circle(140)
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local crop = b.rectangle(300, 150)
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crop = b.translate(crop, 0, -75)
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local arc = b.all {big_circle, b.invert(small_circle), b.invert(crop)}
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arc = b.scale(arc, 6, 2)
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local rectangle = b.rectangle(25, 40)
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local function h_arc()
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local circle = b.circle(100)
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circle = b.apply_entity(circle, map_ores)
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local ball1 = b.translate(circle, 0, 410)
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local ball2 = b.translate(circle, -460, 370)
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local ball3 = b.translate(circle, 460, 370)
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local arm1 = b.translate(rectangle, 0, 310)
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local arm2 = b.translate(rectangle, -460, 270)
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local arm3 = b.translate(rectangle, 460, 270)
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return b.any {arc, ball1, ball2, ball3, arm1, arm2, arm3}
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end
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local div_100_sqrt2 = 100 / math.sqrt2
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local function v_arc()
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local circle = b.circle(div_100_sqrt2)
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circle = b.apply_entity(circle, map_ores)
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local ball1 = b.translate(circle, -0, 385)
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local ball2 = b.translate(circle, -460, 345)
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local ball3 = b.translate(circle, 460, 345)
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local arm1 = b.translate(rectangle, 0, 305)
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local arm2 = b.translate(rectangle, -460, 265)
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local arm3 = b.translate(rectangle, 460, 265)
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return b.any {arc, ball1, ball2, ball3, arm1, arm2, arm3}
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end
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local arc1 = h_arc()
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arc1 = b.single_pattern(arc1, 1380, 1380)
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local arc2 = v_arc()
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arc2 = b.single_pattern(arc2, 1380, 1380)
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arc2 = b.rotate(arc2, degrees(45))
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arc2 = b.scale(arc2, math.sqrt2, math.sqrt2)
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arc2 = b.translate(arc2, -165, -688)
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local map = b.any {arc1, arc2}
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--map = b.apply_entity(map, map_ores)
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map = b.translate(map, 0, -414)
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local function constant(x)
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return function()
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return x
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end
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end
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local small_circle = b.circle(32)
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local start_iron = b.resource(small_circle, ores[1].resource, constant(900))
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local start_copper = b.resource(small_circle, ores[2].resource, constant(600))
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local start_stone = b.resource(small_circle, ores[3].resource, constant(400))
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local start_coal = b.resource(small_circle, ores[4].resource, constant(700))
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local start_segmented = b.segment_pattern({start_iron, start_copper, start_stone, start_coal})
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local start_shape = b.change_map_gen_collision_tile(small_circle, 'water-tile', 'grass-1')
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start_shape = b.apply_entity(start_shape, start_segmented)
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start_shape = b.translate(start_shape, 0, 48)
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start_shape = b.any {start_shape, b.full_shape}
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map = b.choose(b.circle(100), start_shape, map)
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return map
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