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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-03-17 20:58:13 +02:00

new thingie

This commit is contained in:
MewMew 2020-04-03 19:41:22 +02:00
parent b438e6fa6c
commit aef1e6da81

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functions/random_room.lua Normal file
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local table_shuffle_table = table.shuffle_table
local table_insert = table.insert
local math_random = math.random
local room_spacing = 2
local room_sizes = {}
for a = 3, 15, 2 do
table_insert(room_sizes, a)
end
local size_of_room_sizes = #room_sizes
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
local a = room_radius + room_spacing * 2 - 1
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},
{x = room_center_position.x + b, y = room_center_position.y + b}
}
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
local room = {}
local room_area = {
left_top = {x = room_center_position.x - room_radius, y = room_center_position.y - room_radius},
right_bottom = {x = room_center_position.x + room_radius, y = room_center_position.y + room_radius}
}
local left_top = room_area.left_top
local right_bottom = room_area.right_bottom
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.room_border_tiles = {}
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)}))
return room
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
end
end
local function get_room(surface, position)
local room_radius = room_sizes[math_random(1, size_of_room_sizes)]
local room = get_room_tiles(surface, position, room_radius)
return room
end
function draw_random_room(surface, position)
local room = get_room(surface, position)
if not room then return end
for _, tile in pairs(room.room_tiles) do
surface.set_tiles({{name = "grass-1", position = tile.position}}, true)
end
for _, tile in pairs(room.path_tiles) do
surface.set_tiles({{name = "dirt-1", position = tile.position}}, true)
end
for _, tile in pairs(room.room_border_tiles) do
surface.set_tiles({{name = "concrete", position = tile.position}}, true)
if math_random(1, 4) == 1 then
surface.create_entity({name = "stone-wall", position = tile.position, force = "player"})
end
end
end