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https://github.com/ComfyFactory/ComfyFactorio.git
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multicells
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@ -1,10 +1,11 @@
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require "modules.satellite_score"
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require 'utils.table'
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local event = require 'utils.event'
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local table_insert = table.insert
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local math_random = math.random
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local grid_size = 16
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local grid_size = 8
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local function on_player_joined_game(event)
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local player = game.players[event.player_index]
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@ -23,21 +24,151 @@ local function coord_to_string(pos)
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return tostring(x .. "_" .. y)
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end
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local directions = {{-1, 0}, {1, 0}, {0, 1}, {0, -1}}
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local cells = {
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["2x2"] = {
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size_x = 2,
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size_y = 2,
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["0_-1"] = {{-1, -1}, {0, -1}},
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["0_1"] = {{0, 0}, {-1, 0}},
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["-1_0"] = {{-1, -1}, {-1, 0}},
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["1_0"] = {{0, 0}, {0, -1}},
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}
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}
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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}}},
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["0_1"] = {core = {{0, 0}}, border = {{-1, 0}, {1, 0}, {1, 1}, {-1, 1}, {0, 1}}},
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["-1_0"] = {core = {{0, 0}}, border = {{-1, 0}, {-1, -1}, {-1, 1}, {0, -1}, {0, 1}}},
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["1_0"] = {core = {{0, 0}}, border = {{1, 0}, {1, 1}, {1, -1}, {0, -1}, {0, 1}}}
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--["0_-1"] = {core = {{0, 0}}, border = {{-1, 0}, {1, 0}, {-1, -1}, {1, -1}, {0, -1}}},
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--["0_1"] = {core = {{0, 0}}, border = {{-1, 0}, {1, 0}, {1, 1}, {-1, 1}, {0, 1}}},
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--["-1_0"] = {core = {{0, 0}}, border = {{-1, 0}, {-1, -1}, {-1, 1}, {0, -1}, {0, 1}}},
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--["1_0"] = {core = {{0, 0}}, border = {{1, 0}, {1, 1}, {1, -1}, {0, -1}, {0, 1}}}
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["0_-1"] = {{0, 0}, {-1, 0}, {1, 0}, {-1, -1}, {1, -1}},
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["0_1"] = {{0, 0}, {-1, 0}, {1, 0}, {1, 1}, {-1, 1}},
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["-1_0"] = {{0, 0}, {-1, -1}, {-1, 1}, {0, -1}, {0, 1}},
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["1_0"] = {{0, 0}, {1, 1}, {1, -1}, {0, -1}, {0, 1}}
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}
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local cells_2x2 = {
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["0_-1"] = {core = {{0, 0}, {-1, 0}, {-1, -1}, {0, -1}}, border = {{-1, 0}, {1, 0}, {-1, -1}, {1, -1}, {0, -1}}},
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["0_1"] = {core = {{0, 0}}, border = {{-1, 0}, {1, 0}, {1, 1}, {-1, 1}, {0, 1}}},
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["-1_0"] = {core = {{0, 0}}, border = {{-1, 0}, {-1, -1}, {-1, 1}, {0, -1}, {0, 1}}},
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["1_0"] = {core = {{0, 0}}, border = {{1, 0}, {1, 1}, {1, -1}, {0, -1}, {0, 1}}}
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}
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local function init_cell(cell_position)
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if global.maze_cells[coord_to_string(cell_position)] then return end
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if not global.maze_cells[coord_to_string(cell_position)] then global.maze_cells[coord_to_string(cell_position)] = {} end
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global.maze_cells[coord_to_string(cell_position)].visited = false
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global.maze_cells[coord_to_string(cell_position)].occupied = false
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end
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local function set_cell_tiles(surface, cell_position, tile_name)
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local left_top = {x = cell_position.x * grid_size, y = cell_position.y * grid_size}
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for x = 0, grid_size - 1, 1 do
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for y = 0, grid_size - 1, 1 do
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local pos = {left_top.x + x, left_top.y + y}
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surface.set_tiles({{name = tile_name, position = pos}}, true)
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end
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end
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end
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local function can_multicell_expand(cell_position, direction, cell_type)
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local left_top_index = {}
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for i = 1, #cells[cell_type][coord_to_string(direction)], 1 do
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left_top_index[#left_top_index + 1] = i
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end
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table.shuffle_table(left_top_index)
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game.print(left_top_index[1])
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for i = 1, #left_top_index, 1 do
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local left_top = cells[cell_type][coord_to_string(direction)][left_top_index[i]]
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local failures = 0
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local cell_left_top = {x = cell_position.x + left_top[1], y = cell_position.y + left_top[2]}
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for x = -1, cells[cell_type].size_x, 1 do
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for y = -1, cells[cell_type].size_y, 1 do
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local p = {x = cell_left_top.x + x, y = cell_left_top.y + y}
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if global.maze_cells[coord_to_string(p)] then
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if global.maze_cells[coord_to_string(p)].occupied then failures = failures + 1 end
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end
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end
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end
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if failures < 2 then return cell_left_top end
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end
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return false
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end
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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
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if global.maze_cells[coord_to_string(p)].occupied then return false end
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end
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end
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return true
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end
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local function set_cell(surface, cell_position, direction)
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local cell_left_top_2x2 = can_multicell_expand(cell_position, direction, "2x2")
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if cell_left_top_2x2 then
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if cells_to_open == 0 then return end
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cells_to_open = cells_to_open - 1
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for x = 0, cells["2x2"].size_x - 1, 1 do
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for y = 0, cells["2x2"].size_y - 1, 1 do
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local p = {x = cell_left_top_2x2.x + x, y = cell_left_top_2x2.y + y}
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set_cell_tiles(surface, p, "dirt-3")
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init_cell(p)
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global.maze_cells[coord_to_string(p)].occupied = true
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end
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end
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return
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end
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if can_1x1_expand(cell_position, direction) then
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if cells_to_open == 0 then return end
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cells_to_open = cells_to_open - 1
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set_cell_tiles(surface, cell_position, "dirt-3")
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init_cell(cell_position)
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global.maze_cells[coord_to_string(cell_position)].occupied = true
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end
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end
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local function set_cells(surface, cell_position)
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local directions = {{-1, 0}, {1, 0}, {0, 1}, {0, -1}}
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table.shuffle_table(directions)
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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]}
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set_cell(surface, p, d)
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end
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end
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local function on_player_changed_position(event)
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local position = game.players[event.player_index].position
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local surface = game.players[event.player_index].surface
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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
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if position.x / grid_size - cell_x > 0.95 then return end
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if position.y / grid_size - cell_y < 0.05 then return end
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if position.y / grid_size - cell_y > 0.95 then return end
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local cell_position = {x = cell_x, y = cell_y}
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init_cell(cell_position)
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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
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set_cell_tiles(surface, cell_position, "dirt-7")
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end
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local function on_chunk_generated(event)
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local surface = event.surface
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@ -53,6 +184,8 @@ local function on_chunk_generated(event)
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surface.set_tiles({{name = tile_name, position = p}}, true)
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end
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end
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init_cell({0,0})
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global.maze_cells[coord_to_string({0,0})].occupied = true
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return
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end
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@ -64,58 +197,6 @@ local function on_chunk_generated(event)
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end
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end
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local function can_1x1_expand(cell_position, direction)
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for _, v in pairs(cells_1x1[coord_to_string(direction)].core) 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 return false end
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end
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for _, v in pairs(cells_1x1[coord_to_string(direction)].border) 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 return false end
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end
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return true
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end
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local function set_cell(surface, cell_position, direction)
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if can_1x1_expand(cell_position, direction) then
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local left_top = {x = cell_position.x * grid_size, y = cell_position.y * grid_size}
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for x = 0, grid_size - 1, 1 do
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for y = 0, grid_size - 1, 1 do
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local pos = {left_top.x + x, left_top.y + y}
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surface.set_tiles({{name = "dirt-7", position = pos}}, true)
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end
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end
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global.maze_cells[coord_to_string(cell_position)] = true
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end
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end
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local function set_cells(surface, cell_position)
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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]}
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if not global.maze_cells[coord_to_string(p)] then set_cell(surface, p, d) end
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end
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end
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local function on_player_changed_position(event)
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local position = game.players[event.player_index].position
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local surface = game.players[event.player_index].surface
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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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--game.print(position.x / grid_size - cell_x)
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if position.x / grid_size - cell_x < 0.05 then return end
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if position.x / grid_size - cell_x > 0.95 then return end
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if position.y / grid_size - cell_y < 0.05 then return end
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if position.y / grid_size - cell_y > 0.95 then return end
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local cell_position = {x = cell_x, y = cell_y}
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set_cells(surface, cell_position)
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end
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local function on_init(event)
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global.maze_cells = {}
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game.forces["player"].set_spawn_position({x = grid_size * 0.5, y = grid_size * 0.5}, game.surfaces.nauvis)
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