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ComfyFactorio/maps/stone_maze.lua

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require "modules.satellite_score"
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require 'utils.table'
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local event = require 'utils.event'
local table_insert = table.insert
local math_random = math.random
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local grid_size = 8
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local function on_player_joined_game(event)
local player = game.players[event.player_index]
if player.online_time == 0 then
player.insert{name = 'landfill', count = 200}
player.insert{name = 'iron-plate', count = 32}
player.insert{name = 'iron-gear-wheel', count = 16}
end
end
local function coord_to_string(pos)
local x = pos[1]
local y = pos[2]
if pos.x then x = pos.x end
if pos.y then y = pos.y end
return tostring(x .. "_" .. y)
end
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local cells = {
["2x2"] = {
size_x = 2,
size_y = 2,
["0_-1"] = {{-1, -1}, {0, -1}},
["0_1"] = {{0, 0}, {-1, 0}},
["-1_0"] = {{-1, -1}, {-1, 0}},
["1_0"] = {{0, 0}, {0, -1}},
}
}
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local cells_1x1 = {
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--["0_-1"] = {core = {{0, 0}}, border = {{-1, 0}, {1, 0}, {-1, -1}, {1, -1}, {0, -1}}},
--["0_1"] = {core = {{0, 0}}, border = {{-1, 0}, {1, 0}, {1, 1}, {-1, 1}, {0, 1}}},
--["-1_0"] = {core = {{0, 0}}, border = {{-1, 0}, {-1, -1}, {-1, 1}, {0, -1}, {0, 1}}},
--["1_0"] = {core = {{0, 0}}, border = {{1, 0}, {1, 1}, {1, -1}, {0, -1}, {0, 1}}}
["0_-1"] = {{0, 0}, {-1, 0}, {1, 0}, {-1, -1}, {1, -1}},
["0_1"] = {{0, 0}, {-1, 0}, {1, 0}, {1, 1}, {-1, 1}},
["-1_0"] = {{0, 0}, {-1, -1}, {-1, 1}, {0, -1}, {0, 1}},
["1_0"] = {{0, 0}, {1, 1}, {1, -1}, {0, -1}, {0, 1}}
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}
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local function init_cell(cell_position)
if global.maze_cells[coord_to_string(cell_position)] then return end
if not global.maze_cells[coord_to_string(cell_position)] then global.maze_cells[coord_to_string(cell_position)] = {} end
global.maze_cells[coord_to_string(cell_position)].visited = false
global.maze_cells[coord_to_string(cell_position)].occupied = false
end
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local function set_cell_tiles(surface, cell_position, tile_name)
local left_top = {x = cell_position.x * grid_size, y = cell_position.y * grid_size}
for x = 0, grid_size - 1, 1 do
for y = 0, grid_size - 1, 1 do
local pos = {left_top.x + x, left_top.y + y}
surface.set_tiles({{name = tile_name, position = pos}}, true)
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end
end
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end
local function can_multicell_expand(cell_position, direction, cell_type)
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local left_top_index = {}
for i = 1, #cells[cell_type][coord_to_string(direction)], 1 do
left_top_index[#left_top_index + 1] = i
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end
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table.shuffle_table(left_top_index)
game.print(left_top_index[1])
for i = 1, #left_top_index, 1 do
local left_top = cells[cell_type][coord_to_string(direction)][left_top_index[i]]
local failures = 0
local cell_left_top = {x = cell_position.x + left_top[1], y = cell_position.y + left_top[2]}
for x = -1, cells[cell_type].size_x, 1 do
for y = -1, cells[cell_type].size_y, 1 do
local p = {x = cell_left_top.x + x, y = cell_left_top.y + y}
if global.maze_cells[coord_to_string(p)] then
if global.maze_cells[coord_to_string(p)].occupied then failures = failures + 1 end
end
end
end
if failures < 2 then return cell_left_top end
end
return false
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end
local function can_1x1_expand(cell_position, direction)
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for _, v in pairs(cells_1x1[coord_to_string(direction)]) do
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local p = {x = cell_position.x + v[1], y = cell_position.y + v[2]}
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if global.maze_cells[coord_to_string(p)] then
if global.maze_cells[coord_to_string(p)].occupied then return false end
end
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end
return true
end
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local function set_cell(surface, cell_position, direction)
local cell_left_top_2x2 = can_multicell_expand(cell_position, direction, "2x2")
if cell_left_top_2x2 then
if cells_to_open == 0 then return end
cells_to_open = cells_to_open - 1
for x = 0, cells["2x2"].size_x - 1, 1 do
for y = 0, cells["2x2"].size_y - 1, 1 do
local p = {x = cell_left_top_2x2.x + x, y = cell_left_top_2x2.y + y}
set_cell_tiles(surface, p, "dirt-3")
init_cell(p)
global.maze_cells[coord_to_string(p)].occupied = true
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end
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end
return
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end
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if can_1x1_expand(cell_position, direction) then
if cells_to_open == 0 then return end
cells_to_open = cells_to_open - 1
set_cell_tiles(surface, cell_position, "dirt-3")
init_cell(cell_position)
global.maze_cells[coord_to_string(cell_position)].occupied = true
end
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end
local function set_cells(surface, cell_position)
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local directions = {{-1, 0}, {1, 0}, {0, 1}, {0, -1}}
table.shuffle_table(directions)
cells_to_open = math.random(1,2)
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for _, d in pairs(directions) do
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local p = {x = cell_position.x + d[1], y = cell_position.y + d[2]}
set_cell(surface, p, d)
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end
end
local function on_player_changed_position(event)
local position = game.players[event.player_index].position
local surface = game.players[event.player_index].surface
local cell_x = math.floor(position.x / grid_size)
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local cell_y = math.floor(position.y / grid_size)
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if position.x / grid_size - cell_x < 0.05 then return end
if position.x / grid_size - cell_x > 0.95 then return end
if position.y / grid_size - cell_y < 0.05 then return end
if position.y / grid_size - cell_y > 0.95 then return end
local cell_position = {x = cell_x, y = cell_y}
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init_cell(cell_position)
if global.maze_cells[coord_to_string(cell_position)].visited then return end
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set_cells(surface, cell_position)
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global.maze_cells[coord_to_string(cell_position)].visited = true
set_cell_tiles(surface, cell_position, "dirt-7")
end
local function on_chunk_generated(event)
local surface = event.surface
local left_top = event.area.left_top
local tiles = {}
if left_top.x == 0 and left_top.y == 0 then
for x = 0, 31, 1 do
for y = 0, 31, 1 do
local tile_name = "out-of-map"
if x < grid_size and y < grid_size then tile_name = "dirt-7" end
local p = {x = left_top.x + x, y = left_top.y + y}
surface.set_tiles({{name = tile_name, position = p}}, true)
end
end
init_cell({0,0})
global.maze_cells[coord_to_string({0,0})].occupied = true
return
end
for x = 0, 31, 1 do
for y = 0, 31, 1 do
local p = {x = left_top.x + x, y = left_top.y + y}
surface.set_tiles({{name = "out-of-map", position = p}}, true)
end
end
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end
local function on_init(event)
global.maze_cells = {}
game.forces["player"].set_spawn_position({x = grid_size * 0.5, y = grid_size * 0.5}, game.surfaces.nauvis)
end
event.on_init(on_init)
event.add(defines.events.on_player_changed_position, on_player_changed_position)
event.add(defines.events.on_player_joined_game, on_player_joined_game)
event.add(defines.events.on_chunk_generated, on_chunk_generated)