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https://github.com/Refactorio/RedMew.git
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593 lines
18 KiB
Lua
593 lines
18 KiB
Lua
require 'map_gen.presets.crash_site.blueprint_extractor'
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require 'map_gen.presets.crash_site.entity_died_events'
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require 'map_gen.presets.crash_site.weapon_balance'
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local b = require 'map_gen.shared.builders'
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local Global = require('utils.global')
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local Random = require 'map_gen.shared.random'
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local OutpostBuilder = require 'map_gen.presets.crash_site.outpost_builder'
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-- leave seeds nil to have them filled in based on teh map seed.
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local outpost_seed = nil --91000
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local ore_seed = nil --92000
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local small_iron_plate_factory = require 'map_gen.presets.crash_site.outpost_data.small_iron_plate_factory'
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local medium_iron_plate_factory = require 'map_gen.presets.crash_site.outpost_data.medium_iron_plate_factory'
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local big_iron_plate_factory = require 'map_gen.presets.crash_site.outpost_data.big_iron_plate_factory'
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local small_copper_plate_factory = require 'map_gen.presets.crash_site.outpost_data.small_copper_plate_factory'
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local medium_copper_plate_factory = require 'map_gen.presets.crash_site.outpost_data.medium_copper_plate_factory'
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local big_copper_plate_factory = require 'map_gen.presets.crash_site.outpost_data.big_copper_plate_factory'
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local small_stone_factory = require 'map_gen.presets.crash_site.outpost_data.small_stone_factory'
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local medium_stone_factory = require 'map_gen.presets.crash_site.outpost_data.medium_stone_factory'
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local big_stone_factory = require 'map_gen.presets.crash_site.outpost_data.big_stone_factory'
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local small_gear_factory = require 'map_gen.presets.crash_site.outpost_data.small_gear_factory'
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local medium_gear_factory = require 'map_gen.presets.crash_site.outpost_data.medium_gear_factory'
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local big_gear_factory = require 'map_gen.presets.crash_site.outpost_data.big_gear_factory'
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local small_circuit_factory = require 'map_gen.presets.crash_site.outpost_data.small_circuit_factory'
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local medium_circuit_factory = require 'map_gen.presets.crash_site.outpost_data.medium_circuit_factory'
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local big_circuit_factory = require 'map_gen.presets.crash_site.outpost_data.big_circuit_factory'
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local small_ammo_factory = require 'map_gen.presets.crash_site.outpost_data.small_ammo_factory'
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local medium_ammo_factory = require 'map_gen.presets.crash_site.outpost_data.medium_ammo_factory'
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local big_ammo_factory = require 'map_gen.presets.crash_site.outpost_data.big_ammo_factory'
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local small_weapon_factory = require 'map_gen.presets.crash_site.outpost_data.small_weapon_factory'
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local medium_weapon_factory = require 'map_gen.presets.crash_site.outpost_data.medium_weapon_factory'
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local big_weapon_factory = require 'map_gen.presets.crash_site.outpost_data.big_weapon_factory'
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local small_science_factory = require 'map_gen.presets.crash_site.outpost_data.small_science_factory'
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local medium_science_factory = require 'map_gen.presets.crash_site.outpost_data.medium_science_factory'
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local big_science_factory = require 'map_gen.presets.crash_site.outpost_data.big_science_factory'
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local small_oil_refinery = require 'map_gen.presets.crash_site.outpost_data.small_oil_refinery'
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local medium_oil_refinery = require 'map_gen.presets.crash_site.outpost_data.medium_oil_refinery'
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local big_oil_refinery = require 'map_gen.presets.crash_site.outpost_data.big_oil_refinery'
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local small_chemical_factory = require 'map_gen.presets.crash_site.outpost_data.small_chemical_factory'
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local medium_chemical_factory = require 'map_gen.presets.crash_site.outpost_data.medium_chemical_factory'
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local big_chemical_factory = require 'map_gen.presets.crash_site.outpost_data.big_chemical_factory'
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local small_power_factory = require 'map_gen.presets.crash_site.outpost_data.small_power_factory'
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local medium_power_factory = require 'map_gen.presets.crash_site.outpost_data.medium_power_factory'
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local big_power_factory = require 'map_gen.presets.crash_site.outpost_data.big_power_factory'
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local thin_walls = require 'map_gen.presets.crash_site.outpost_data.thin_walls'
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local function init()
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local outpost_random = Random.new(outpost_seed, outpost_seed * 2)
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local outpost_builder = OutpostBuilder.new(outpost_random)
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local stage1a = {
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small_iron_plate_factory,
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small_gear_factory,
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small_copper_plate_factory,
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small_stone_factory
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}
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local stage1a_pos = {
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{4, 5},
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{5, 4},
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{5, 6},
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{6, 5}
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}
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local stage1b = {
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small_circuit_factory,
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small_science_factory,
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small_oil_refinery,
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small_chemical_factory,
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small_power_factory
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}
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local stage1b_pos = {
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{4, 4},
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{4, 6},
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{6, 4},
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{6, 6},
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{3, 5},
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{5, 3},
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{5, 7},
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{7, 5}
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}
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local stage2 = {
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medium_iron_plate_factory,
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medium_copper_plate_factory,
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medium_stone_factory,
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medium_gear_factory,
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medium_circuit_factory,
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small_ammo_factory,
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small_ammo_factory,
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small_weapon_factory,
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small_science_factory,
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medium_science_factory,
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medium_oil_refinery,
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medium_chemical_factory,
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medium_power_factory
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}
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local stage2_pos = {
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{2, 5},
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{5, 2},
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{5, 8},
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{8, 5},
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{3, 3},
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{3, 4},
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{3, 6},
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{3, 7},
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{4, 3},
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{4, 7},
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{6, 3},
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{6, 7},
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{7, 3},
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{7, 4},
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{7, 6},
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{7, 7}
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}
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local stage3 = {
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big_iron_plate_factory,
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big_copper_plate_factory,
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big_stone_factory,
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big_gear_factory,
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big_circuit_factory,
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medium_ammo_factory,
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medium_ammo_factory,
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medium_weapon_factory,
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medium_science_factory,
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big_science_factory,
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big_oil_refinery,
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big_chemical_factory,
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big_power_factory
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}
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local stage4 = {
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big_iron_plate_factory,
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big_copper_plate_factory,
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big_gear_factory,
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big_circuit_factory,
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big_ammo_factory,
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big_ammo_factory,
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big_ammo_factory,
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big_weapon_factory,
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big_weapon_factory,
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big_weapon_factory,
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big_science_factory,
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big_oil_refinery,
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big_chemical_factory
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}
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local function fast_remove(tbl, index)
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local count = #tbl
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if index > count then
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return
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elseif index < count then
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tbl[index] = tbl[count]
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end
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tbl[count] = nil
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end
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local function itertor_builder(arr, random)
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local copy = {}
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return function()
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if #copy == 0 then
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for i = 1, #arr do
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copy[i] = arr[i]
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end
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end
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local i = random:next_int(1, #copy)
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local res = copy[i]
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fast_remove(copy, i)
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return res
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end
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end
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local stage1a_iter = itertor_builder(stage1a, outpost_random)
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local stage1b_iter = itertor_builder(stage1b, outpost_random)
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local stage2_iter = itertor_builder(stage2, outpost_random)
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local stage3_iter = itertor_builder(stage3, outpost_random)
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local stage4_iter = itertor_builder(stage4, outpost_random)
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local start_outpost = outpost_builder:do_outpost(thin_walls)
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local function remove_water(shape)
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return function(x, y, world)
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local tile = shape(x, y, world)
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if type(tile) == 'table' then
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local gen_tile = world.surface.get_tile(world.x, world.y)
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if gen_tile.collides_with('water-tile') then
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tile.tile = 'grass-1'
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end
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else
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local gen_tile = world.surface.get_tile(world.x, world.y)
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if gen_tile.collides_with('water-tile') then
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tile = 'grass-1'
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end
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end
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return tile
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end
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end
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start_outpost = remove_water(start_outpost)
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local start_patch = b.circle(10)
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local start_iron_patch =
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b.resource(
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b.translate(start_patch, -32, -32),
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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, 32, -32),
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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, 32, 32),
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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, -32, 32),
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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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start_outpost = b.apply_entity(start_outpost, start_resources)
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local water_corner =
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b.any {
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b.translate(b.rectangle(6, 16), -6, 0),
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b.translate(b.rectangle(16, 6), 0, -6)
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}
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water_corner = b.change_tile(water_corner, true, 'water')
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water_corner = b.translate(water_corner, -60, -60)
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start_outpost =
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b.any {
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water_corner,
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b.rotate(water_corner, degrees(90)),
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b.rotate(water_corner, degrees(180)),
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b.rotate(water_corner, degrees(270)),
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start_outpost
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}
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local pattern = {}
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for r = 1, 10 do
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local row = {}
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pattern[r] = row
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end
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pattern[5][5] = start_outpost
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local outpost_offset = 59
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local grid_block_size = 190
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local grid_number_of_blocks = 9
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local half_total_size = grid_block_size * 0.5 * 8
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for _, pos in ipairs(stage1a_pos) do
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local r, c = pos[1], pos[2]
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local row = pattern[r]
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local template = stage1a_iter()
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local shape = outpost_builder:do_outpost(template)
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local x = outpost_random:next_int(-outpost_offset, outpost_offset)
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local y = outpost_random:next_int(-outpost_offset, outpost_offset)
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shape = b.translate(shape, x, y)
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row[c] = shape
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end
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for _, pos in ipairs(stage1b_pos) do
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local r, c = pos[1], pos[2]
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local row = pattern[r]
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local template = stage1b_iter()
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local shape = outpost_builder:do_outpost(template)
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local x = outpost_random:next_int(-outpost_offset, outpost_offset)
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local y = outpost_random:next_int(-outpost_offset, outpost_offset)
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shape = b.translate(shape, x, y)
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row[c] = shape
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end
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for _, pos in ipairs(stage2_pos) do
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local r, c = pos[1], pos[2]
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local row = pattern[r]
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local template = stage2_iter()
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local shape = outpost_builder:do_outpost(template)
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local x = outpost_random:next_int(-outpost_offset, outpost_offset)
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local y = outpost_random:next_int(-outpost_offset, outpost_offset)
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shape = b.translate(shape, x, y)
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row[c] = shape
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end
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for r = 2, 8 do
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local row = pattern[r]
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for c = 2, 8 do
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if not row[c] then
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local template = stage3_iter()
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local shape = outpost_builder:do_outpost(template)
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local x = outpost_random:next_int(-outpost_offset, outpost_offset)
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local y = outpost_random:next_int(-outpost_offset, outpost_offset)
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shape = b.translate(shape, x, y)
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row[c] = shape
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end
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end
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end
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for r = 1, grid_number_of_blocks do
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local row = pattern[r]
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for c = 1, grid_number_of_blocks do
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if not row[c] then
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local template = stage4_iter()
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local shape = outpost_builder:do_outpost(template)
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local x = outpost_random:next_int(-outpost_offset, outpost_offset)
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local y = outpost_random:next_int(-outpost_offset, outpost_offset)
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shape = b.translate(shape, x, y)
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row[c] = shape
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end
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end
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end
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local outposts = b.grid_pattern(pattern, 10, 10, grid_block_size, grid_block_size)
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--outposts = b.if_else(outposts, b.full_shape)
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local spawners = {
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'biter-spawner',
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'spitter-spawner'
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}
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local worms = {
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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_spawner_chance = 1 / 256
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local spawner_chance_factor = 1 / (256 * 512)
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local max_worm_chance = 1 / 32
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local worm_chance_factor = 1 / (32 * 512)
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local scale_factor = 1 / 32
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local function enemy(x, y, 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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--[[ if Perlin.noise(x * scale_factor, y * scale_factor, enemy_seed) < 0 then
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return nil
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end ]]
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local spawner_chance = d - 128
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if spawner_chance > 0 then
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spawner_chance = spawner_chance * spawner_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 = spawners[math.random(2)]}
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end
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end
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local worm_chance = d - 128
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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 < 256 then
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return {name = 'small-worm-turret'}
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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 < 512 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() ^ (384 / d) * max_lvl
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lvl = math.ceil(lvl)
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--local lvl = math.floor(d / 256) + 1
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lvl = math.clamp(lvl, min_lvl, 3)
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return {name = worms[lvl]}
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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 enemy_shape = b.apply_entity(b.full_shape, enemy)
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local ores_patch = b.circle(16)
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local function value(base, mult, pow)
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return function(x, y)
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local d = math.sqrt(x * x + y * y)
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return base + mult * d ^ pow
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end
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end
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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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shape = b.throttle_world_xy(shape, 1, 5, 1, 5)
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return shape
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end
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local ores = {
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{weight = 300},
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{transform = non_transform, resource = 'iron-ore', value = value(500, 0.75, 1.1), weight = 16},
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{transform = non_transform, resource = 'copper-ore', value = value(400, 0.75, 1.1), weight = 10},
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{transform = non_transform, resource = 'stone', value = value(250, 0.3, 1.05), weight = 5},
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{transform = non_transform, resource = 'coal', value = value(400, 0.8, 1.075), weight = 8},
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{transform = uranium_transform, resource = 'uranium-ore', value = value(200, 0.3, 1.025), weight = 3},
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{transform = oil_transform, resource = 'crude-oil', value = value(180000, 50, 1.025), weight = 6}
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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 random_ore = Random.new(ore_seed, ore_seed * 2)
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local ore_pattern = {}
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for r = 1, 50 do
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local row = {}
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ore_pattern[r] = row
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for c = 1, 50 do
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local 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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local ore_data = ores[index]
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local transform = ore_data.transform
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if not transform then
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row[c] = b.no_entity
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|
else
|
|
local ore_shape = transform(ores_patch)
|
|
|
|
local x = random_ore:next_int(-24, 24)
|
|
local y = random_ore:next_int(-24, 24)
|
|
ore_shape = b.translate(ore_shape, x, y)
|
|
|
|
local ore = b.resource(ore_shape, ore_data.resource, ore_data.value)
|
|
row[c] = ore
|
|
end
|
|
end
|
|
end
|
|
|
|
local ore_grid = b.grid_pattern_full_overlap(ore_pattern, 50, 50, 64, 64)
|
|
ore_grid = b.choose(b.rectangle(138), b.no_entity, ore_grid)
|
|
|
|
local map = b.if_else(outposts, enemy_shape)
|
|
--map = b.change_tile(map, true, 'grass-1')
|
|
map = b.if_else(map, b.full_shape)
|
|
|
|
map = b.translate(map, -half_total_size, -half_total_size)
|
|
|
|
map = b.apply_entity(map, ore_grid)
|
|
|
|
--map = b.apply_entity(map, enemy)
|
|
|
|
local market = {
|
|
callback = outpost_builder.market_set_items_callback,
|
|
data = {
|
|
{name = 'raw-wood', price = 1},
|
|
{name = 'iron-plate', price = 2},
|
|
{name = 'stone', price = 2},
|
|
{name = 'coal', price = 1.25},
|
|
{name = 'raw-fish', price = 4},
|
|
{name = 'firearm-magazine', price = 5},
|
|
{name = 'science-pack-1', price = 20},
|
|
{name = 'science-pack-2', price = 40},
|
|
{name = 'military-science-pack', price = 80},
|
|
{name = 'science-pack-3', price = 120},
|
|
{name = 'production-science-pack', price = 240},
|
|
{name = 'high-tech-science-pack', price = 360},
|
|
{name = 'small-plane', price = 100}
|
|
}
|
|
}
|
|
|
|
local factory = {
|
|
callback = outpost_builder.magic_item_crafting_callback,
|
|
data = {
|
|
output = {min_rate = 0.5 / 60, distance_factor = 0, item = 'coin'}
|
|
}
|
|
}
|
|
|
|
local spawn = {
|
|
size = 2,
|
|
[1] = {
|
|
market = market,
|
|
[15] = {entity = {name = 'market', callback = 'market'}}
|
|
},
|
|
[2] = {
|
|
force = 'player',
|
|
factory = factory,
|
|
[15] = {entity = {name = 'electric-furnace', callback = 'factory'}}
|
|
}
|
|
}
|
|
|
|
local spawn_shape = outpost_builder.to_shape(spawn)
|
|
spawn_shape = b.change_tile(spawn_shape, false, 'stone-path')
|
|
|
|
map = b.choose(b.rectangle(16, 16), spawn_shape, map)
|
|
|
|
local bounds = b.rectangle(grid_block_size * grid_number_of_blocks)
|
|
map = b.choose(bounds, map, b.empty_shape)
|
|
|
|
return map
|
|
end
|
|
|
|
local map
|
|
|
|
Global.register_init(
|
|
{},
|
|
function(tbl)
|
|
local seed = game.surfaces[1].map_gen_settings.seed
|
|
tbl.outpost_seed = outpost_seed or seed
|
|
tbl.ore_seed = ore_seed or seed
|
|
end,
|
|
function(tbl)
|
|
outpost_seed = tbl.outpost_seed
|
|
ore_seed = tbl.ore_seed
|
|
map = init()
|
|
end
|
|
)
|
|
|
|
return function(x, y, world)
|
|
return map(x, y, world)
|
|
end
|