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ComfyFactorio/modules/collapse.lua

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local Event = require 'utils.event'
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local Global = require 'utils.global'
local Public = {}
local math_floor = math.floor
local table_shuffle_table = table.shuffle_table
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local this = {
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debug = false
}
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Global.register(
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this,
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function(tbl)
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this = tbl
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end
)
local directions = {
['north'] = function(position)
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local surface_index = this.surface_index
if not surface_index then
return
end
local surface = game.get_surface(surface_index)
if not surface.valid then
return
end
local width = surface.map_gen_settings.width
if width > this.max_line_size then
width = this.max_line_size
end
local a = width * 0.5 + 1
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this.vector = {0, -1}
this.area = {{position.x - a, position.y - 1}, {position.x + a, position.y}}
end,
['south'] = function(position)
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local surface_index = this.surface_index
if not surface_index then
return
end
local surface = game.get_surface(surface_index)
if not surface.valid then
return
end
local width = surface.map_gen_settings.width
if width > this.max_line_size then
width = this.max_line_size
end
local a = width * 0.5 + 1
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this.vector = {0, 1}
this.area = {{position.x - a, position.y}, {position.x + a, position.y + 1}}
end,
['west'] = function(position)
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local surface_index = this.surface_index
if not surface_index then
return
end
local surface = game.get_surface(surface_index)
if not surface.valid then
return
end
local width = surface.map_gen_settings.height
if width > this.max_line_size then
width = this.max_line_size
end
local a = width * 0.5 + 1
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this.vector = {-1, 0}
this.area = {{position.x - 1, position.y - a}, {position.x, position.y + a}}
end,
['east'] = function(position)
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local surface_index = this.surface_index
if not surface_index then
return
end
local surface = game.get_surface(surface_index)
if not surface.valid then
return
end
local width = surface.map_gen_settings.height
if width > this.max_line_size then
width = this.max_line_size
end
local a = width * 0.5 + 1
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this.vector = {1, 0}
this.area = {{position.x, position.y - a}, {position.x + 1, position.y + a}}
end
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}
local function print_debug(a)
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if not this.debug then
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return
end
print('Collapse error #' .. a)
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end
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local function set_collapse_tiles(surface)
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if not surface or surface.valid then
print_debug(45)
end
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game.forces.player.chart(surface, this.area)
this.tiles = surface.find_tiles_filtered({area = this.area})
if not this.tiles then
return
end
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this.size_of_tiles = #this.tiles
if this.size_of_tiles > 0 then
table_shuffle_table(this.tiles)
end
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this.position = {x = this.position.x + this.vector[1], y = this.position.y + this.vector[2]}
local v = this.vector
local area = this.area
this.area = {{area[1][1] + v[1], area[1][2] + v[2]}, {area[2][1] + v[1], area[2][2] + v[2]}}
game.forces.player.chart(surface, this.area)
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end
local function progress()
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local surface_index = this.surface_index
if not surface_index then
return
end
local surface = game.get_surface(surface_index)
if not surface.valid then
return
end
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if not this.start_now then
this.tiles = nil
return
end
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local tiles = this.tiles
if not tiles then
set_collapse_tiles(surface)
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tiles = this.tiles
end
if not tiles then
return
end
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for _ = 1, this.amount, 1 do
local tile = tiles[this.size_of_tiles]
if not tile then
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this.tiles = nil
return
end
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this.size_of_tiles = this.size_of_tiles - 1
if not tile.valid then
return
end
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if this.specific_entities.enabled then
local position = {tile.position.x + 0.5, tile.position.y + 0.5}
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local entities = this.specific_entities.entities
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for _, e in pairs(surface.find_entities_filtered({area = {{position[1] - 2, position[2] - 2}, {position[1] + 2, position[2] + 2}}})) do
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if entities[e.name] and e.valid and e.health then
e.die()
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elseif e.valid then
e.destroy()
end
end
end
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if this.kill then
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local position = {tile.position.x + 0.5, tile.position.y + 0.5}
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for _, e in pairs(surface.find_entities_filtered({area = {{position[1] - 2, position[2] - 2}, {position[1] + 2, position[2] + 2}}})) do
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if e.valid and e.health then
e.die()
end
end
end
surface.set_tiles({{name = 'out-of-map', position = tile.position}}, true)
end
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end
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function Public.set_surface_index(surface_index)
if not surface_index then
print_debug(1)
return
end
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local surface = game.get_surface(surface_index)
if not surface.valid then
print_debug(2)
return
end
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this.surface_index = surface_index
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end
function Public.set_direction(direction)
if not directions[direction] then
print_debug(11)
return
end
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directions[direction](this.position)
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end
function Public.set_speed(speed)
if not speed then
print_debug(8)
return
end
speed = math_floor(speed)
if speed < 1 then
speed = 1
end
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this.speed = speed
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end
function Public.set_amount(amount)
if not amount then
print_debug(9)
return
end
amount = math_floor(amount)
if amount < 0 then
amount = 0
end
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this.amount = amount
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end
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function Public.set_position(position)
if not position then
print_debug(4)
return
end
if not position.x and not position[1] then
print_debug(5)
return
end
if not position.y and not position[2] then
print_debug(6)
return
end
local x = 0
local y = 0
if position[1] then
x = position[1]
end
if position[2] then
y = position[2]
end
if position.x then
x = position.x
end
if position.y then
y = position.y
end
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this.position = {x = x, y = y}
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end
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function Public.get_position()
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return this.position
end
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function Public.get_amount()
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return this.amount
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end
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function Public.get_speed()
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return this.speed
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end
function Public.start_now(status)
if status == true then
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this.start_now = true
elseif status == false then
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this.start_now = false
end
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return this.start_now
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end
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function Public.set_max_line_size(size)
if not size then
print_debug(22)
return
end
size = math_floor(size)
if size <= 0 then
print_debug(21)
return
end
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this.max_line_size = size
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end
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function Public.set_kill_entities(a)
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this.kill = a
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end
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function Public.set_kill_specific_entities(tbl)
if tbl then
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this.specific_entities = tbl
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else
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this.specific_entities = {
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enabled = false
}
end
end
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local function on_init()
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Public.set_surface_index(game.surfaces.nauvis.index)
Public.set_position({0, 32})
Public.set_max_line_size(256)
Public.set_direction('north')
Public.set_kill_entities(true)
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Public.set_kill_specific_entities()
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this.tiles = nil
this.speed = 1
this.amount = 8
this.start_now = false
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end
local function on_tick()
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local tick = game.tick
if tick % this.speed ~= 0 then
return
end
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progress()
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end
Event.on_init(on_init)
Event.add(defines.events.on_tick, on_tick)
return Public