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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-10 00:43:27 +02:00

Merge pull request #264 from ComfyFactory/collapse_fix

Collapse fix
This commit is contained in:
Gerkiz 2022-05-14 19:17:27 +02:00 committed by GitHub
commit e180e89166
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4 changed files with 126 additions and 80 deletions

View File

@ -192,7 +192,7 @@ function Public.reset_map()
Collapse.set_speed(8)
Collapse.set_amount(1)
Collapse.set_max_line_size(level_depth)
Collapse.set_surface(surface)
Collapse.set_surface_index(surface.index)
Collapse.set_position({0, 130})
Collapse.set_direction('north')

View File

@ -82,7 +82,7 @@ local collapse_kill = {
['flamethrower-turret'] = true,
['gun-turret'] = true,
['artillery-turret'] = true,
['landmine'] = true,
['land-mine'] = true,
['locomotive'] = true,
['cargo-wagon'] = true,
['character'] = true,
@ -253,7 +253,7 @@ function Public.reset_map()
Collapse.set_amount(1)
-- Collapse.set_max_line_size(zone_settings.zone_width)
Collapse.set_max_line_size(540)
Collapse.set_surface(surface)
Collapse.set_surface_index(surface.index)
Collapse.set_position({0, 130})
Collapse.set_direction('north')
Collapse.start_now(false)

View File

@ -136,9 +136,10 @@ local function init(mountain_race)
Collapse.set_speed(8)
Collapse.set_amount(0)
Collapse.set_max_line_size(mountain_race.border_width + mountain_race.playfield_height * 2)
Collapse.set_surface(surface)
Collapse.set_surface_index(surface.index)
Collapse.set_position({0, 0})
Collapse.set_direction('east')
Collapse.start_now(true)
game.reset_time_played()

View File

@ -1,60 +1,97 @@
local Event = require 'utils.event'
local Global = require 'utils.global'
local Public = {}
local math_floor = math.floor
local table_shuffle_table = table.shuffle_table
local collapse = {
local this = {
debug = false
}
Global.register(
collapse,
this,
function(tbl)
collapse = tbl
this = tbl
end
)
local directions = {
['north'] = function(position)
local width = collapse.surface.map_gen_settings.width
if width > collapse.max_line_size then
width = collapse.max_line_size
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
collapse.vector = {0, -1}
collapse.area = {{position.x - a, position.y - 1}, {position.x + a, position.y}}
this.vector = {0, -1}
this.area = {{position.x - a, position.y - 1}, {position.x + a, position.y}}
end,
['south'] = function(position)
local width = collapse.surface.map_gen_settings.width
if width > collapse.max_line_size then
width = collapse.max_line_size
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
collapse.vector = {0, 1}
collapse.area = {{position.x - a, position.y}, {position.x + a, position.y + 1}}
this.vector = {0, 1}
this.area = {{position.x - a, position.y}, {position.x + a, position.y + 1}}
end,
['west'] = function(position)
local width = collapse.surface.map_gen_settings.height
if width > collapse.max_line_size then
width = collapse.max_line_size
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
collapse.vector = {-1, 0}
collapse.area = {{position.x - 1, position.y - a}, {position.x, position.y + a}}
this.vector = {-1, 0}
this.area = {{position.x - 1, position.y - a}, {position.x, position.y + a}}
end,
['east'] = function(position)
local width = collapse.surface.map_gen_settings.height
if width > collapse.max_line_size then
width = collapse.max_line_size
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
collapse.vector = {1, 0}
collapse.area = {{position.x, position.y - a}, {position.x + 1, position.y + a}}
this.vector = {1, 0}
this.area = {{position.x, position.y - a}, {position.x + 1, position.y + a}}
end
}
local function print_debug(a)
if not collapse.debug then
if not this.debug then
return
end
print('Collapse error #' .. a)
@ -64,52 +101,60 @@ local function set_collapse_tiles(surface)
if not surface or surface.valid then
print_debug(45)
end
game.forces.player.chart(surface, collapse.area)
collapse.tiles = surface.find_tiles_filtered({area = collapse.area})
if not collapse.tiles then
game.forces.player.chart(surface, this.area)
this.tiles = surface.find_tiles_filtered({area = this.area})
if not this.tiles then
return
end
collapse.size_of_tiles = #collapse.tiles
if collapse.size_of_tiles > 0 then
table_shuffle_table(collapse.tiles)
this.size_of_tiles = #this.tiles
if this.size_of_tiles > 0 then
table_shuffle_table(this.tiles)
end
collapse.position = {x = collapse.position.x + collapse.vector[1], y = collapse.position.y + collapse.vector[2]}
local v = collapse.vector
local area = collapse.area
collapse.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, collapse.area)
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)
end
local function progress()
local surface = collapse.surface
if not collapse.start_now then
collapse.tiles = nil
local surface_index = this.surface_index
if not surface_index then
return
end
local tiles = collapse.tiles
local surface = game.get_surface(surface_index)
if not surface.valid then
return
end
if not this.start_now then
this.tiles = nil
return
end
local tiles = this.tiles
if not tiles then
set_collapse_tiles(surface)
tiles = collapse.tiles
tiles = this.tiles
end
if not tiles then
return
end
for _ = 1, collapse.amount, 1 do
local tile = tiles[collapse.size_of_tiles]
for _ = 1, this.amount, 1 do
local tile = tiles[this.size_of_tiles]
if not tile then
collapse.tiles = nil
this.tiles = nil
return
end
collapse.size_of_tiles = collapse.size_of_tiles - 1
this.size_of_tiles = this.size_of_tiles - 1
if not tile.valid then
return
end
if collapse.specific_entities.enabled then
if this.specific_entities.enabled then
local position = {tile.position.x + 0.5, tile.position.y + 0.5}
local entities = collapse.specific_entities.entities
local entities = this.specific_entities.entities
for _, e in pairs(surface.find_entities_filtered({area = {{position[1] - 2, position[2] - 2}, {position[1] + 2, position[2] + 2}}})) do
if entities[e.name] and e.valid and e.health then
e.die()
@ -118,7 +163,7 @@ local function progress()
end
end
end
if collapse.kill then
if this.kill then
local position = {tile.position.x + 0.5, tile.position.y + 0.5}
for _, e in pairs(surface.find_entities_filtered({area = {{position[1] - 2, position[2] - 2}, {position[1] + 2, position[2] + 2}}})) do
if e.valid and e.health then
@ -130,20 +175,19 @@ local function progress()
end
end
function Public.set_surface(surface)
if not surface then
function Public.set_surface_index(surface_index)
if not surface_index then
print_debug(1)
return
end
local surface = game.get_surface(surface_index)
if not surface.valid then
print_debug(2)
return
end
if not game.surfaces[surface.index] then
print_debug(3)
return
end
collapse.surface = surface
this.surface_index = surface_index
end
function Public.set_direction(direction)
@ -151,7 +195,7 @@ function Public.set_direction(direction)
print_debug(11)
return
end
directions[direction](collapse.position)
directions[direction](this.position)
end
function Public.set_speed(speed)
@ -163,7 +207,7 @@ function Public.set_speed(speed)
if speed < 1 then
speed = 1
end
collapse.speed = speed
this.speed = speed
end
function Public.set_amount(amount)
@ -175,7 +219,7 @@ function Public.set_amount(amount)
if amount < 0 then
amount = 0
end
collapse.amount = amount
this.amount = amount
end
function Public.set_position(position)
@ -205,28 +249,28 @@ function Public.set_position(position)
if position.y then
y = position.y
end
collapse.position = {x = x, y = y}
this.position = {x = x, y = y}
end
function Public.get_position()
return collapse.position
return this.position
end
function Public.get_amount()
return collapse.amount
return this.amount
end
function Public.get_speed()
return collapse.speed
return this.speed
end
function Public.start_now(status)
if status == true then
collapse.start_now = true
this.start_now = true
elseif status == false then
collapse.start_now = false
this.start_now = false
end
return collapse.start_now
return this.start_now
end
function Public.set_max_line_size(size)
@ -239,44 +283,45 @@ function Public.set_max_line_size(size)
print_debug(21)
return
end
collapse.max_line_size = size
this.max_line_size = size
end
function Public.set_kill_entities(a)
collapse.kill = a
this.kill = a
end
function Public.set_kill_specific_entities(tbl)
if tbl then
collapse.specific_entities = tbl
this.specific_entities = tbl
else
collapse.specific_entities = {
this.specific_entities = {
enabled = false
}
end
end
local function on_init()
Public.set_surface(game.surfaces.nauvis)
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)
Public.set_kill_specific_entities()
collapse.tiles = nil
collapse.speed = 1
collapse.amount = 8
collapse.start_now = true
this.tiles = nil
this.speed = 1
this.amount = 8
this.start_now = false
end
local function on_tick()
if game.tick % collapse.speed ~= 0 then
local tick = game.tick
if tick % this.speed ~= 0 then
return
end
progress()
end
local Event = require 'utils.event'
Event.on_init(on_init)
Event.add(defines.events.on_tick, on_tick)