1
0
mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2024-12-30 23:17:53 +02:00

new module

This commit is contained in:
Gerkiz 2022-07-10 19:41:43 +02:00
parent ce714f6518
commit 1b1b7b620b
2 changed files with 295 additions and 0 deletions

295
modules/render.lua Normal file
View File

@ -0,0 +1,295 @@
local Event = require 'utils.event'
local Global = require 'utils.global'
local this = {
renders = {}
}
Global.register(
this,
function(tbl)
this = tbl
end
)
local target_entities = {
'character',
'tank',
'car',
'radar',
'lab',
'furnace',
'locomotive',
'cargo-wagon',
'fluid-wagon',
'artillery-wagon',
'artillery-turret',
'laser-turret',
'gun-turret',
'flamethrower-turret',
'silo',
'spidertron'
}
local Public = {}
local sqrt = math.sqrt
local random = math.random
local remove = table.remove
local speed = 0.06
--- Draws a new render.
---@param target table
---@param sprite string
---@param surface userdata
---@return integer
function Public.new_render(target, sprite, surface)
return rendering.draw_sprite {target = target, sprite = sprite, surface = surface}
end
--- Sets a new target for a given render.
---@param surface userdata
---@return table
---@return table
function Public.new_target(surface)
local position
local entities = surface.find_entities_filtered {type = target_entities}
if entities and #entities > 0 then
position = entities[random(#entities)].position
end
local chunk = surface.get_random_chunk()
local random_position = {x = (chunk.x + random()) * 32, y = (chunk.y + random()) * 32}
return position, random_position
end
--- Increments the given position
---@param p1 table
---@param p2 table
---@return table
function Public.increment(p1, p2)
return {x = p1.x + p2.x, y = p1.y + p2.y}
end
--- Multiples a given position
---@param a table|integer
---@return number|table
function Public.multiply(a)
return sqrt(a.x * a.x + a.y * a.y)
end
--- Subtracts the given positions
---@param p1 table
---@param p2 table
---@return table|integer
function Public.subtr(p1, p2)
if not p1 and p2 then
return 0
end
return {x = p2.x - p1.x, y = p2.y - p1.y}
end
--- Sets the render scale.
---@param target_id any
function Public.set_render_scalar_size(target_id)
if not target_id then
return
end
rendering.set_y_scale(target_id, 3.5) -- 1.5
rendering.set_x_scale(target_id, 7) -- 2
rendering.set_color(
target_id,
{
r = 1,
g = 0.7,
b = 0.7
}
)
end
--- local render = Public.new_render(target, sprite, surface)
--- render.target_position = random_position()
--- Gets a random position.
---@param position any
---@return table
function Public.random_position(position)
return Public.increment(position, {x = (random() - 0.5) * 64, y = (random() - 0.5) * 64})
end
--- Changes the position of a render.
---@param position table
---@param target_position table
---@param max_abs number
---@param value boolean
---@return table|nil
function Public.change_position(position, target_position, max_abs, value)
if not position or not target_position then
return
end
local scalar = 0.9
local subtr = Public.subtr(position, target_position)
if value then
subtr.y = subtr.y / scalar
end
local multiply = Public.multiply(subtr)
if (multiply > max_abs) then
local close = max_abs / multiply
subtr = {x = subtr.x * close, y = subtr.y * close}
end
if value then
subtr.y = subtr.y * scalar
end
return {x = position.x + subtr.x, y = position.y + subtr.y}
end
--- If a render is stuck, give it a new position.
---@param render table
function Public.switch_position(render)
if random() < 0.4 then
render.target_position = Public.random_position(render.target_position)
else
local surface = game.get_surface(render.surface_id)
local chunk = surface.get_random_chunk()
render.target_position = {x = (chunk.x + math.random()) * 32, y = (chunk.y + math.random()) * 32}
end
end
--- Sets a new position for a render.
---@param render table
function Public.set_new_position(render)
render.position = Public.change_position(render.position, render.target_position, speed, false)
if not render.random_pos_set then
render.random_pos_set = true
render.random_pos_tick = game.tick + 300
end
if render.position.x == render.target_position.x and render.position.y == render.target_position.y then
Public.switch_position(render)
end
if Public.validate(render) then
rendering.set_target(render.render_id, render.position)
Public.set_render_scalar_size(render.render_id)
end
end
--- Creates fire flame.
---@param render table
function Public.render_fire_damage(render)
if random(1, 15) == 1 then
local surface = game.get_surface(render.surface_id)
surface.create_entity({name = 'fire-flame', position = {x = render.position.x, y = render.position.y + 5}})
if random(1, 5) == 1 then
surface.create_entity({name = 'medium-scorchmark', position = {x = render.position.x, y = render.position.y + 5}, force = 'neutral'})
end
end
end
--- Damages entities nearby.
---@param render table
function Public.damage_entities_nearby(render)
if random(1, 5) == 1 then
local surface = game.get_surface(render.surface_id)
local radius = 10
local damage = random(10, 15)
local entities = surface.find_entities_filtered({area = {{render.position.x - radius - 4, render.position.y - radius - 6}, {render.position.x + radius + 4, render.position.y + radius + 6}}})
for _, entity in pairs(entities) do
if entity.valid then
if entity.health then
if entity.force.name ~= 'enemy' then
if entity.name == 'character' then
entity.damage(damage, 'enemy')
else
entity.health = entity.health - damage
if entity.health <= 0 then
entity.die('enemy')
end
end
end
end
end
end
end
end
--- Validates if a render is valid.
---@param render table
---@return boolean
function Public.validate(render)
if rendering.is_valid(render.render_id) then
return true
end
return false
end
--- Destroys a render.
---@param render table
function Public.destroy_render(render)
if rendering.is_valid(render.render_id) then
rendering.destroy(render.render_id)
end
end
--- Removes a render.
---@param render table
---@param id integer
function Public.remove_render(render, id)
Public.destroy_render(render)
remove(this.renders, id)
end
--- Creates a new render.
---@param sprite string
---@param surface userdata
---@param ttl integer
---@param scalar table
---@return table
function Public.new(sprite, surface, ttl, scalar)
local render = {}
local position, random_position = Public.new_target(surface)
render.position = position
render.surface_id = surface.index
render.sprite = sprite
render.target_position = random_position
render.render_id = Public.new_render(render.position, sprite, surface)
render.ttl = ttl or game.tick + 7200 -- 2 minutes duration
if not scalar then
Public.set_render_scalar_size(render.render_id)
end
this.renders[#this.renders + 1] = render
return render
end
Event.add(
defines.events.on_tick,
function()
if #this.renders == 0 then
return
end
local tick = game.tick
for id, render in pairs(this.renders) do
if render then
if tick < render.ttl then
Public.set_new_position(render)
Public.render_fire_damage(render)
Public.damage_entities_nearby(render)
if render.random_pos_set and tick > render.random_pos_tick then
Public.switch_position(render)
render.random_pos_set = nil
render.random_pos_tick = nil
end
else
Public.remove_render(render, id)
end
end
end
end
)
return Public

BIN
utils/files/beam.png Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 44 KiB