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ComfyFactorio/functions/room_generator.lua

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local Public = {}
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local table_shuffle_table = table.shuffle_table
local table_insert = table.insert
local math_random = math.random
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local room_spacing = 3
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local function build_room(surface, position, vector, room_center_position, room_radius)
local room = {}
local a = room_radius - 1
local room_area = {
left_top = {x = room_center_position.x - a, y = room_center_position.y - a},
right_bottom = {x = room_center_position.x + room_radius, y = room_center_position.y + room_radius}
}
room.room_tiles = surface.find_tiles_filtered({area = room_area})
room.path_tiles = {}
for d = 1, room_spacing, 1 do
local p = {position.x + vector[1] * d, position.y + vector[2] * d}
local tile = surface.get_tile(p)
table_insert(room.path_tiles, tile)
end
room.entrance_tile = surface.get_tile({position.x + vector[1] * (room_spacing + 1), position.y + vector[2] * (room_spacing + 1)})
room.room_border_tiles = {}
local left_top = {x = room_area.left_top.x - 1, y = room_area.left_top.y - 1}
local right_bottom = {x = room_area.right_bottom.x, y = room_area.right_bottom.y}
local t = room.room_border_tiles
for d = 1, room_radius * 2, 1 do
table_insert(t, surface.get_tile({left_top.x + d, left_top.y}))
table_insert(t, surface.get_tile({left_top.x, left_top.y + d}))
table_insert(t, surface.get_tile({right_bottom.x - d, right_bottom.y}))
table_insert(t, surface.get_tile({right_bottom.x, right_bottom.y - d}))
end
table_insert(t, surface.get_tile(left_top))
table_insert(t, surface.get_tile(right_bottom))
table_insert(t, surface.get_tile({left_top.x + room_radius * 2, left_top.y + room_radius * 2}))
table_insert(t, surface.get_tile({right_bottom.x - (room_radius * 2), right_bottom.y - (room_radius * 2)}))
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room.center = room_center_position
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return room
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end
local function scan_direction(surface, position, vector, room_radius)
local valid_tile_count = 0
for d = 1, room_radius * 2 + room_spacing * 2, 1 do
local p = {position.x + vector[1] * d, position.y + vector[2] * d}
local tile = surface.get_tile(p)
if not tile.collides_with("resource-layer") then
return false
end
end
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local a = room_radius + room_spacing + 1
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local b = room_radius + room_spacing
local room_center_position = {x = position.x + vector[1] * a, y = position.y + vector[2] * a}
local search_area = {
{x = room_center_position.x - b, y = room_center_position.y - b},
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{x = room_center_position.x + b + 1, y = room_center_position.y + b + 1}
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}
local tiles = surface.find_tiles_filtered({area = search_area})
for _, tile in pairs(tiles) do
if not tile.collides_with("resource-layer") then
return false
end
end
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return build_room(surface, position, vector, room_center_position, room_radius)
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end
local function get_room_tiles(surface, position, room_radius)
local vectors = {{0, -1}, {0, 1}, {1, 0}, {-1, 0}}
table_shuffle_table(vectors)
for _, v in pairs(vectors) do
local room = scan_direction(surface, position, v, room_radius)
if room then
return room
end
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end
for _, v in pairs(vectors) do
local room = scan_direction(surface, position, v, room_radius)
if room then
return room
end
end
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end
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local function is_bridge_valid(surface, vector, room)
local bridge_tiles = room.path_tiles
local scan_vector
if vector[1] == 0 then
scan_vector = {1, 0}
else
scan_vector = {0, 1}
end
for _, tile in pairs(bridge_tiles) do
for d = -5, 5, 1 do
local p = {tile.position.x + scan_vector[1] * d, tile.position.y + scan_vector[2] * d}
local tile = surface.get_tile(p)
if not tile.collides_with("resource-layer") then
return
end
end
end
return true
end
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local function build_bridge(surface, position)
local vectors = {{0, -1}, {0, 1}, {1, 0}, {-1, 0}}
table_shuffle_table(vectors)
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local room = {}
room.path_tiles = {}
room.room_border_tiles = {}
room.room_tiles = {}
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local a = room_spacing * 3
for _, v in pairs(vectors) do
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for d = 1, a, 1 do
local p = {position.x + v[1] * d, position.y + v[2] * d}
local tile = surface.get_tile(p)
if not tile.collides_with("resource-layer") then
break
end
table_insert(room.path_tiles, tile)
if d == a then room.path_tiles = {} end
end
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if room.path_tiles[1] then
if is_bridge_valid(surface, v, room) then
return room
else
room.path_tiles = {}
end
end
end
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end
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function Public.get_room(surface, position)
local room_sizes = {}
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for i = 1, 13, 1 do
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room_sizes[i] = i + 1
end
table_shuffle_table(room_sizes)
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local last_size = room_sizes[1]
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for i = 1, #room_sizes, 1 do
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if room_sizes[i] <= last_size then
last_size = room_sizes[i]
local room = get_room_tiles(surface, position, last_size)
if room then
return room
end
end
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end
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local room = build_bridge(surface, position)
if room then return room end
end
function Public.draw_random_room(surface, position)
local room = Public.get_room(surface, position)
if not room then return end
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for _, tile in pairs(room.path_tiles) do
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surface.set_tiles({{name = "dirt-3", position = tile.position}}, true)
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end
for _, tile in pairs(room.room_border_tiles) do
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surface.set_tiles({{name = "dirt-7", position = tile.position}}, true)
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if math_random(1, 2) == 1 then
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surface.create_entity({name = "rock-big", position = tile.position})
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end
end
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for _, tile in pairs(room.room_tiles) do
surface.set_tiles({{name = "dirt-5", position = tile.position}}, true)
end
end
return Public