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maps/mountain_fortress_v2/collapse.lua
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96
maps/mountain_fortress_v2/collapse.lua
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local Public = {}
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local simplex_noise = require "utils.simplex_noise".d2
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local math_random = math.random
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local math_abs = math.abs
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local math_sqrt = math.sqrt
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local math_floor = math.floor
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local table_remove = table.remove
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local table_insert = table.insert
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local function get_collapse_vectors(radius)
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local vectors = {}
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local i = 1
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local m = 1 / (radius * 2)
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local seed = math_random(1, 9999999)
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for x = radius * -1, radius, 1 do
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for y = radius * -1, radius, 1 do
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local noise = math_abs(simplex_noise(x * m, y * m, seed) * radius * 1.5)
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local d = math_sqrt(x ^ 2 + y ^ 2)
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if d + noise < radius then
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vectors[i] = {x, y}
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i = i + 1
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end
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end
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end
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return vectors
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end
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local function get_position()
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local position = {x = 0, y = 64}
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return position
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end
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local function sort_list_by_distance(center_position, list)
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local sorted_list = {}
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for _, item in pairs(list) do
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local d = math_floor(math_sqrt((item.position.x - center_position.x)^2 + (item.position.y - center_position.y)^2)) + 1
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if not sorted_list[d] then sorted_list[d] = {} end
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sorted_list[d][#sorted_list[d] + 1] = item
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end
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local final_list = {}
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for _, row in pairs(sorted_list) do
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table.shuffle_table(row)
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for _, tile in pairs(row) do
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table_insert(final_list, tile)
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end
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end
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return final_list
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end
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local function set_collapse_tiles(surface, position, vectors)
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local tiles = {}
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local i = 1
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for _, vector in pairs(vectors) do
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local position = {x = position.x + vector[1], y = position.y + vector[2]}
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local tile = surface.get_tile(position)
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if tile then
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tiles[i] = tile
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i = i + 1
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end
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end
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local sorted_tiles = sort_list_by_distance(position, tiles)
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table_insert(global.map_collapse.processing, sorted_tiles)
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end
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function Public.process()
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if not global.map_collapse then return end
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local processing = global.map_collapse.processing
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if #processing == 0 then return end
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local surface = game.surfaces[global.active_surface_index]
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for k1, tile_set in pairs(processing) do
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for k2, tile in pairs(tile_set) do
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surface.set_tiles({{name = "out-of-map", position = tile.position}}, true)
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table_remove(tile_set, k2)
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break
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end
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if #tile_set == 0 then table_remove(processing, k1) end
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break
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end
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end
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function collapse_map()
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local surface = game.surfaces[global.active_surface_index]
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local vectors = get_collapse_vectors(20)
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set_collapse_tiles(surface, get_position(), vectors)
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end
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function Public.init()
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global.map_collapse = {}
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global.map_collapse.last_position = "mew"
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global.map_collapse.processing = {}
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end
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local event = require 'utils.event'
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event.on_init(Public.init())
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return Public
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