mirror of
https://github.com/Refactorio/RedMew.git
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fcd0163b12
re-enabled market on 1000x
372 lines
12 KiB
Lua
372 lines
12 KiB
Lua
local b = require 'map_gen.shared.builders'
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local Perlin = require 'map_gen.shared.perlin_noise'
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local Global = require 'utils.global'
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local Event = require 'utils.event'
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local math = require 'utils.math'
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local table = require 'utils.table'
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local Task = require 'utils.task'
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local Token = require 'utils.token'
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local Utils = require 'utils.core'
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local RS = require 'map_gen.shared.redmew_surface'
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local DayNight = require 'map_gen.shared.day_night'
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local ScenarioInfo = require 'features.gui.info'
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local Toast = require 'features.gui.toast'
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local Retailer = require 'features.retailer'
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local MGSP = require 'resources.map_gen_settings'
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local market_items = require 'resources.market_items'
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local noise = Perlin.noise
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local remove = table.remove
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local insert = table.insert
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local format = string.format
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local config = global.config
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local tech_cost = 1000
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-- Startup bonus
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local toast_duration = 15 -- secs
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local startup_bonus = 50 -- mining multiplier
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local timeout_duration = (20 * 60) / (1000 / tech_cost) -- at 1000x tech cost these are 20 min timeouts meaning the bonuses are gone at 2hr
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local evo_multiplier = (1 / tech_cost) * 25
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-- Multipliers added as the last number to make it easier to read/understand the deviation from norms
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local map_settings = {
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pollution = {
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enabled = false
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},
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enemy_evolution = {
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enabled = true,
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time_factor = (0.000004 * evo_multiplier),
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destroy_factor = (0.002 * evo_multiplier),
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pollution_factor = (0.000015 * evo_multiplier)
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},
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enemy_expansion = {
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enabled = false
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}
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}
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-- Setup
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-- Enable infinite storage chest
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config.infinite_storage_chest.enabled = true
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config.infinite_storage_chest.cost = 35
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-- Enable hydra
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config.hail_hydra.enabled = true
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config.hail_hydra.hydras = {
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-- spitters
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['small-spitter'] = {['small-spitter'] = 0.1},
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['medium-spitter'] = {['small-spitter'] = 0.2, ['medium-spitter'] = 0.1},
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['big-spitter'] = {['small-spitter'] = 0.3, ['medium-spitter'] = 0.2, ['big-spitter'] = 0.1},
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['behemoth-spitter'] = {['small-spitter'] = 0.4, ['medium-spitter'] = 0.3, ['big-spitter'] = 0.2, ['behemoth-spitter'] = 0.1},
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-- biters
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['small-biter'] = {['small-biter'] = 0.2},
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['medium-biter'] = {['small-biter'] = 0.4, ['medium-biter'] = 0.2},
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['big-biter'] = {['small-biter'] = 0.6, ['medium-biter'] = 0.4, ['big-biter'] = 0.4},
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['behemoth-biter'] = {['small-biter'] = 0.8, ['medium-biter'] = 0.6, ['big-biter'] = 0.4, ['behemoth-biter'] = 0.2},
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-- worms
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['small-worm-turret'] = {['small-biter'] = 2.5, ['medium-biter'] = 0.05},
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['medium-worm-turret'] = {['small-biter'] = 5, ['medium-biter'] = 2.5, ['big-biter'] = 0.05},
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['big-worm-turret'] = {['small-biter'] = 10, ['medium-biter'] = 5, ['big-biter'] = 2.5, ['behemoth-biter'] = 0.05}
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}
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-- Scenario info
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--Special thanks to the following beta testers for their help with the map and map info: T-A-R
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local map_extra_info = [[
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- There are infinite ores in every direction.
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- You have done basic research into how to build a factory.
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- The market does not offer what it normally does.
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- The biters are plentiful, but seem slow to evolve.
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- The sun's position seems unchanging.
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]]
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ScenarioInfo.set_map_name('The 1000 Yard Stare')
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ScenarioInfo.set_map_description('Resources are not an issue as you march your way through the tech tree.')
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ScenarioInfo.add_map_extra_info(map_extra_info .. '- Your miners and your hands will work extra hard when you first arrive\nBut they will tire over time.')
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-- Redmew surface
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RS.set_first_player_position_check_override(true)
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RS.set_spawn_island_tile('sand-1')
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RS.set_map_gen_settings(
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{
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MGSP.ore_oil_none,
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MGSP.cliff_none,
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MGSP.starting_area_very_low,
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MGSP.enemy_very_high,
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MGSP.sand_only
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}
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)
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RS.set_difficulty_settings({{technology_price_multiplier = tech_cost}})
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RS.set_map_settings({map_settings})
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-- Setup market inventory
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config.market.create_standard_market = false
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if config.market.enabled then
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local items_to_add = {
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{name = 'modular-armor', stack_limit = 1, player_limit = 1, price = 50},
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{name = 'power-armor', stack_limit = 1, player_limit = 1, price = 2000},
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{name = 'fusion-reactor-equipment', stack_limit = 1, player_limit = 1, price = 300},
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{name = 'energy-shield-equipment', stack_limit = 1, player_limit = 1, price = 350},
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{name = 'defender-capsule', stack_limit = 25, player_limit = 25, price = 1},
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{name = 'distractor-capsule', stack_limit = 50, player_limit = 50, price = 10},
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{name = 'destroyer-capsule', price = 50}
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}
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local items_to_drop = {
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'tank-cannon',
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'tank-machine-gun',
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'artillery-wagon-cannon',
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'artillery-turret',
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'artillery-targeting-remote',
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'defender-capsule',
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'destroyer-capsule',
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'programmable-speaker',
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'personal-laser-defense-equipment'
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}
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-- Remove items_to_drop from marker
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for i = #market_items, 1, -1 do
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local name = market_items[i].name
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if table.array_contains(items_to_drop, name) then
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remove(market_items, i)
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end
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end
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-- Add items_to_add to market
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for i = 1, #items_to_add do
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insert(market_items, items_to_add[i])
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end
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end
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--- A timeout loop that decreases the mining bonus until < 1 then eliminates it and enables the productivity research
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local timeout_token
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local function decrease_boost()
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local force = game.forces.player
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force.mining_drill_productivity_bonus = force.mining_drill_productivity_bonus / 2
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force.manual_mining_speed_modifier = force.manual_mining_speed_modifier / 2
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force.manual_crafting_speed_modifier = force.manual_crafting_speed_modifier / 2
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if force.mining_drill_productivity_bonus < 1 then
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force.mining_drill_productivity_bonus = 0
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force.manual_mining_speed_modifier = 0
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force.manual_crafting_speed_modifier = 0
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force.technologies['mining-productivity-1'].enabled = true
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Toast.toast_all_players(toast_duration, 'Your hands and all miners seem to have returned to their normal speeds.')
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Utils.print_admins('The mining and crafting bonuses are finished. Mining productivity research has been unlocked (lol).', nil)
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ScenarioInfo.set_map_extra_info(map_extra_info)
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return
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end
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Toast.toast_all_players(toast_duration, 'Your hands and the miners seem to be slowing.')
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Utils.print_admins(format('The mining bonuses are now only %sx, crafting bonus is %sx', force.mining_drill_productivity_bonus, force.manual_crafting_speed_modifier), nil)
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Task.set_timeout(timeout_duration, timeout_token, nil)
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end
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timeout_token = Token.register(decrease_boost)
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-- Initial techs, setting day_night cycle, placing market
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Event.on_init(
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function()
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local force = game.forces.player
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local surface = RS.get_surface()
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local pos = {0, -15}
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-- Techs
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force.technologies['automation'].researched = true
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force.technologies['turrets'].researched = true
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force.technologies['military'].researched = true
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force.technologies['logistics'].researched = true
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if config.redmew_qol.enabled and config.redmew_qol.loaders then
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force.recipes['loader'].enabled = true
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end
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-- DayNight call
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DayNight.set_fixed_brightness(1, RS.get_surface())
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if config.market.enabled then
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config.market.create_standard_market = false
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-- Market creation
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local market = surface.create_entity({name = 'market', position = pos})
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market.destructible = false
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Retailer.add_market('items', market)
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if table.size(Retailer.get_items('items')) == 0 then
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for _, prototype in pairs(market_items) do
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Retailer.set_item('items', prototype)
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end
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end
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force.add_chart_tag(surface, {icon = {type = 'item', name = config.market.currency}, position = pos, text = 'Market'})
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end
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-- Startup bonus
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force.technologies['mining-productivity-1'].enabled = false
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force.mining_drill_productivity_bonus = startup_bonus
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force.manual_mining_speed_modifier = startup_bonus
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force.manual_crafting_speed_modifier = startup_bonus / 10
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Task.set_timeout(timeout_duration, timeout_token, nil)
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end
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)
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-- Map
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-- Constants
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local value = 4294967294
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local oil_scale = 1 / 64
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local oil_threshold = 0.6
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local uranium_scale = 1 / 128
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local uranium_threshold = 0.65
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local density_scale = 1 / 48
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local density_threshold = 0.5
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local density_multiplier = 50
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-- Local Globals
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local oil_seed
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local uranium_seed
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local density_seed
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Global.register_init(
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{},
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function(tbl)
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tbl.seed = RS.get_surface().map_gen_settings.seed
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end,
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function(tbl)
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local seed = tbl.seed
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oil_seed = seed
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uranium_seed = seed * 2
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density_seed = seed * 3
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end
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)
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-- Functions
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local function constant(amount)
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return function()
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return amount
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end
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end
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local oil_shape = b.throttle_world_xy(b.full_shape, 1, 8, 1, 8)
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local oil_resource = b.resource(oil_shape, 'crude-oil', constant(value))
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local uranium_resource = b.resource(b.full_shape, 'uranium-ore', constant(value))
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local ores = {
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{resource = b.resource(b.full_shape, 'iron-ore', constant(value)), weight = 6},
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{resource = b.resource(b.full_shape, 'copper-ore', constant(value)), weight = 4},
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{resource = b.resource(b.full_shape, 'stone', constant(value)), weight = 1},
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{resource = b.resource(b.full_shape, 'coal', constant(value)), weight = 2}
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}
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local weighted_ores = b.prepare_weighted_array(ores)
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local total_ores = weighted_ores.total
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local ore_circle = b.circle(12)
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local start_ores = {
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b.resource(ore_circle, 'iron-ore', constant(value)),
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b.resource(ore_circle, 'copper-ore', constant(value)),
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b.resource(ore_circle, 'coal', constant(value)),
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b.resource(ore_circle, 'stone', constant(value))
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}
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local bigger_circle = b.circle(100) -- To exclude water from the start area.
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ore_circle =
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b.any {
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ore_circle,
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bigger_circle
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}
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local start_segment = b.segment_pattern(start_ores)
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local function ore(x, y, world)
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local start_ore = start_segment(x, y, world)
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if start_ore then
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return start_ore
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end
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local oil_x, oil_y = x * oil_scale, y * oil_scale
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local oil_noise = noise(oil_x, oil_y, oil_seed)
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if oil_noise > oil_threshold then
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return oil_resource(x, y, world)
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end
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local uranium_x, uranium_y = x * uranium_scale, y * uranium_scale
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local uranium_noise = noise(uranium_x, uranium_y, uranium_seed)
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if uranium_noise > uranium_threshold then
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return uranium_resource(x, y, world)
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end
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local i = math.random() * total_ores
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local index = table.binary_search(weighted_ores, 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 resource = ores[index].resource
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local entity = resource(x, y, world)
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local density_x, density_y = x * density_scale, y * density_scale
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local density_noise = noise(density_x, density_y, density_seed)
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if density_noise > density_threshold then
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entity.amount = entity.amount * density_multiplier
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end
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entity.enable_tree_removal = false
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return entity
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end
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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_worm_chance = 1 / 384
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local worm_chance_factor = 1 / (192 * 512)
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local function enemy(_, _, 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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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 < 384 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 < 768 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() ^ (768 / 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 = 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 water = b.circle(8)
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water = b.change_tile(water, true, 'water')
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water = b.any {b.rectangle(16, 4), b.rectangle(4, 16), water}
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local start = b.if_else(water, b.full_shape)
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start = b.change_map_gen_collision_tile(start, 'water-tile', 'grass-1')
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local map = b.choose(ore_circle, start, b.full_shape)
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map = b.apply_entity(map, ore)
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map = b.apply_entity(map, enemy)
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return map
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