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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-03-11 14:49:24 +02:00

global util usage

This commit is contained in:
MewMew 2020-05-05 11:49:54 +02:00
parent 97d991e6a0
commit eab8641cf8
3 changed files with 70 additions and 74 deletions

View File

@ -15,7 +15,7 @@ require "modules.wave_defense.main"
require "modules.biters_yield_coins"
require "modules.no_deconstruction_of_neutral_entities"
require "modules.shotgun_buff"
require "modules.explosives"
local Explosives = require "modules.explosives"
require "modules.mineable_wreckage_yields_scrap"
require "modules.rocks_broken_paint_tiles"
require "modules.rocks_heal_over_time"
@ -500,14 +500,12 @@ local function on_init()
global.rocks_yield_ore_base_amount = 40
global.rocks_yield_ore_distance_modifier = 0.020
global.explosion_cells_destructible_tiles = {
["out-of-map"] = 1500,
["water"] = 1000,
["water-green"] = 1000,
["deepwater-green"] = 1000,
["deepwater"] = 1000,
["water-shallow"] = 1000,
}
Explosives.set_destructible_tile("out-of-map", 1500)
Explosives.set_destructible_tile("water", 1000)
Explosives.set_destructible_tile("water-green", 1000)
Explosives.set_destructible_tile("deepwater-green", 1000)
Explosives.set_destructible_tile("deepwater", 1000)
Explosives.set_destructible_tile("water-shallow", 1000)
Map_score.set_score_description("Wagon distance reached:")

View File

@ -32,8 +32,16 @@ function Public.treasure_chest(surface, position, container_name)
local container = surface.create_entity({name = container_name, position = position, force = "neutral"})
for _, item_stack in pairs(item_stacks) do
container.insert(item_stack)
end
end
container.minable = false
for _ = 1, 2, 1 do
if math_random(1, 4) == 1 then
container.insert({name = "explosives", count = math_random(20, 50)})
else
break
end
end
end
function Public.treasure_chest_old(surface, position, container_name)

View File

@ -1,16 +1,19 @@
--Cellular Automata Explosives by MewMew
local Public = {}
local Global = require 'utils.global'
local explosives = {}
Global.register(
explosives,
function(tbl)
explosives = tbl
end
)
--Example: cell_birth(game.player.surface.index, {x = -0, y = -64}, game.tick, {x = -0, y = -64}, 100000) --100000 = damage
--1 steel chest filled with explosives = ~1 million damage
local math_abs = math.abs
local math_floor = math.floor
local math_sqrt = math.sqrt
local math_round = math.round
local math_random = math.random
local table_shuffle_table = table.shuffle_table
local damage_per_explosive = 500
local damage_decay = 10
local shuffle_table = table.shuffle_table
local speed = 3
local density = 1
local density_r = density * 0.5
@ -35,13 +38,13 @@ local function cell_birth(surface_index, origin_position, origin_tick, position,
local key = pos_to_key(position)
--Merge cells that are overlapping.
if global.explosion_cells[key] then
global.explosion_cells[key].health = global.explosion_cells[key].health + health
if explosives.cells[key] then
explosives.cells[key].health = explosives.cells[key].health + health
return
end
--Spawn new cell.
global.explosion_cells[key] = {
explosives.cells[key] = {
surface_index = surface_index,
origin_position = origin_position,
origin_tick = origin_tick,
@ -52,12 +55,12 @@ local function cell_birth(surface_index, origin_position, origin_tick, position,
end
local function grow_cell(cell)
table_shuffle_table(global.explosion_cells_vectors)
shuffle_table(explosives.vectors)
local radius = math_floor((game.tick - cell.origin_tick) / 9) + 2
local positions = {}
for i = 1, 4, 1 do
local position = {x = cell.position.x + global.explosion_cells_vectors[i][1], y = cell.position.y + global.explosion_cells_vectors[i][2]}
if not global.explosion_cells[pos_to_key(position)] then
local position = {x = cell.position.x + explosives.vectors[i][1], y = cell.position.y + explosives.vectors[i][2]}
if not explosives.cells[pos_to_key(position)] then
local distance = math_sqrt((cell.origin_position.x - position.x) ^ 2 + (cell.origin_position.y - position.y) ^ 2)
if distance < radius then
positions[#positions + 1] = position
@ -65,15 +68,15 @@ local function grow_cell(cell)
end
end
if #positions == 0 then positions[#positions + 1] = {x = cell.position.x + global.explosion_cells_vectors[1][1], y = cell.position.y + global.explosion_cells_vectors[1][2]} end
if #positions == 0 then positions[#positions + 1] = {x = cell.position.x + explosives.vectors[1][1], y = cell.position.y + explosives.vectors[1][2]} end
local new_cell_health = math_round(cell.health / #positions, 3) - damage_decay
local new_cell_health = math_round(cell.health / #positions, 3) - explosives.damage_decay
--[[
if new_cell_health > 0 then
global.explosion_cells_damage_dealt = global.explosion_cells_damage_dealt + damage_decay * #positions
explosives.cells_damage_dealt = explosives.cells_damage_dealt + damage_decay * #positions
else
global.explosion_cells_damage_dealt = global.explosion_cells_damage_dealt + (new_cell_health + damage_decay) * #positions
explosives.cells_damage_dealt = explosives.cells_damage_dealt + (new_cell_health + damage_decay) * #positions
end
]]
@ -84,28 +87,11 @@ local function grow_cell(cell)
end
end
local function reflect_cell(entity, cell)
table_shuffle_table(global.explosion_cells_vectors)
for i = 1, 4, 1 do
local position = {x = cell.position.x + global.explosion_cells_vectors[i][1], y = cell.position.y + global.explosion_cells_vectors[i][2]}
if global.explosion_cells[pos_to_key(position)] then
cell_birth(cell.surface_index, cell.origin_position, cell.origin_tick, position, cell.health)
entity.damage(global.explosion_cells_reflect[entity.name] * 0.01 * math.random(75, 125), "player", "explosion")
return true
end
end
return false
end
local function damage_entity(entity, cell)
if not entity.valid then return true end
if not entity.health then return true end
if entity.health <= 0 then return true end
if not entity.destructible then return true end
--if not entity.minable then return true end
--if global.explosion_cells_reflect[entity.name] then
-- if reflect_cell(entity, cell) then return end
--end
local damage_required = entity.health
for _ = 1, 4, 1 do
@ -136,22 +122,18 @@ local function damage_area(cell)
end
local tile = surface.get_tile(cell.position)
if global.explosion_cells_destructible_tiles[tile.name] then
if explosives.destructible_tiles[tile.name] then
local key = pos_to_key(tile.position)
if not global.explosion_cells_tiles[key] then global.explosion_cells_tiles[key] = global.explosion_cells_destructible_tiles[tile.name] end
if not explosives.tiles[key] then explosives.tiles[key] = explosives.destructible_tiles[tile.name] end
if cell.health > global.explosion_cells_tiles[key] then
--global.explosion_cells_damage_dealt = global.explosion_cells_damage_dealt + global.explosion_cells_tiles[key]
cell.health = cell.health - global.explosion_cells_tiles[key]
global.explosion_cells_tiles[key] = nil
if cell.health > explosives.tiles[key] then
cell.health = cell.health - explosives.tiles[key]
explosives.tiles[key] = nil
if math_abs(tile.position.y) < surface.map_gen_settings.height * 0.5 and math_abs(tile.position.x) < surface.map_gen_settings.width * 0.5 then
surface.set_tiles({{name = "landfill", position = tile.position}}, true)
end
else
--global.explosion_cells_damage_dealt = global.explosion_cells_damage_dealt + cell.health
global.explosion_cells_tiles[key] = global.explosion_cells_tiles[key] - cell.health
explosives.tiles[key] = explosives.tiles[key] - cell.health
return
end
end
@ -165,13 +147,13 @@ local function life_cycle(cell)
end
local function tick(event)
for key, cell in pairs(global.explosion_cells) do
for key, cell in pairs(explosives.cells) do
if cell.spawn_tick < game.tick then
life_cycle(cell)
global.explosion_cells[key] = nil
explosives.cells[key] = nil
end
end
if game.tick % 216000 == 0 then global.explosion_cells_tiles = {} end
if game.tick % 216000 == 0 then explosives.tiles = {} end
end
local function on_entity_died(event)
@ -187,25 +169,33 @@ local function on_entity_died(event)
if not amount then return end
if amount < 1 then return end
cell_birth(entity.surface.index, {x = entity.position.x, y = entity.position.y}, game.tick, {x = entity.position.x, y = entity.position.y}, amount * damage_per_explosive)
cell_birth(entity.surface.index, {x = entity.position.x, y = entity.position.y}, game.tick, {x = entity.position.x, y = entity.position.y}, amount * explosives.damage_per_explosive)
end
function Public.reset()
explosives.cells = {}
explosives.tiles = {}
if not explosives.vectors then explosives.vectors = {{density, 0}, {density * -1, 0}, {0, density}, {0, density * -1}} end
if not explosives.damage_per_explosive then explosives.damage_per_explosive = 500 end
if not explosives.damage_decay then explosives.damage_decay = 10 end
if not explosives.destructible_tiles then explosives.destructible_tiles = {} end
end
function Public.set_destructible_tile(tile_name, health)
explosives.destructible_tiles[tile_name] = health
end
function Public.get_table()
return explosives
end
local function on_init()
global.explosion_cells = {}
global.explosion_cells_vectors = {{density, 0}, {density * -1, 0}, {0, density}, {0, density * -1}}
--global.explosion_cells_damage_dealt = 0
--global.explosion_cells_reflect = {
-- ["stone-wall"] = 25,
--}
global.explosion_cells_tiles = {}
global.explosion_cells_destructible_tiles = {
["water"] = false,
["deepwater"] = false,
["out-of-map"] = false,
}
Public.reset()
end
local event = require 'utils.event'
event.on_init(on_init)
event.on_nth_tick(speed, tick)
event.add(defines.events.on_entity_died, on_entity_died)
local Event = require 'utils.event'
Event.on_init(on_init)
Event.on_nth_tick(speed, tick)
Event.add(defines.events.on_entity_died, on_entity_died)
return Public