mirror of
https://github.com/ComfyFactory/ComfyFactorio.git
synced 2025-01-06 00:23:49 +02:00
284 lines
7.1 KiB
Lua
284 lines
7.1 KiB
Lua
local Global = require 'utils.global'
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local Public = {}
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local math_floor = math.floor
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local table_shuffle_table = table.shuffle_table
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local collapse = {
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debug = false
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}
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Global.register(
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collapse,
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function(tbl)
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collapse = tbl
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end
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)
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local directions = {
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['north'] = function(position)
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local width = collapse.surface.map_gen_settings.width
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if width > collapse.max_line_size then
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width = collapse.max_line_size
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end
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local a = width * 0.5 + 1
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collapse.vector = {0, -1}
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collapse.area = {{position.x - a, position.y - 1}, {position.x + a, position.y}}
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end,
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['south'] = function(position)
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local width = collapse.surface.map_gen_settings.width
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if width > collapse.max_line_size then
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width = collapse.max_line_size
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end
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local a = width * 0.5 + 1
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collapse.vector = {0, 1}
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collapse.area = {{position.x - a, position.y}, {position.x + a, position.y + 1}}
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end,
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['west'] = function(position)
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local width = collapse.surface.map_gen_settings.height
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if width > collapse.max_line_size then
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width = collapse.max_line_size
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end
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local a = width * 0.5 + 1
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collapse.vector = {-1, 0}
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collapse.area = {{position.x - 1, position.y - a}, {position.x, position.y + a}}
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end,
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['east'] = function(position)
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local width = collapse.surface.map_gen_settings.height
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if width > collapse.max_line_size then
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width = collapse.max_line_size
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end
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local a = width * 0.5 + 1
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collapse.vector = {1, 0}
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collapse.area = {{position.x, position.y - a}, {position.x + 1, position.y + a}}
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end
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}
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local function print_debug(a)
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if not collapse.debug then
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return
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end
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print('Collapse error #' .. a)
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end
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local function set_collapse_tiles(surface)
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if not surface or surface.valid then
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print_debug(45)
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end
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game.forces.player.chart(surface, collapse.area)
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collapse.tiles = surface.find_tiles_filtered({area = collapse.area})
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if not collapse.tiles then
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return
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end
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collapse.size_of_tiles = #collapse.tiles
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if collapse.size_of_tiles > 0 then
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table_shuffle_table(collapse.tiles)
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end
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collapse.position = {x = collapse.position.x + collapse.vector[1], y = collapse.position.y + collapse.vector[2]}
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local v = collapse.vector
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local area = collapse.area
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collapse.area = {{area[1][1] + v[1], area[1][2] + v[2]}, {area[2][1] + v[1], area[2][2] + v[2]}}
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game.forces.player.chart(surface, collapse.area)
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end
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local function progress()
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local surface = collapse.surface
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if not collapse.start_now then
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collapse.tiles = nil
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return
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end
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local tiles = collapse.tiles
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if not tiles then
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set_collapse_tiles(surface)
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tiles = collapse.tiles
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end
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if not tiles then
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return
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end
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for _ = 1, collapse.amount, 1 do
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local tile = tiles[collapse.size_of_tiles]
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if not tile then
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collapse.tiles = nil
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return
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end
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collapse.size_of_tiles = collapse.size_of_tiles - 1
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if not tile.valid then
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return
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end
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if collapse.specific_entities.enabled then
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local position = {tile.position.x + 0.5, tile.position.y + 0.5}
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local entities = collapse.specific_entities.entities
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for _, e in pairs(surface.find_entities_filtered({area = {{position[1] - 2, position[2] - 2}, {position[1] + 2, position[2] + 2}}})) do
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if entities[e.name] and e.valid and e.health then
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e.die()
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elseif e.valid then
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e.destroy()
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end
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end
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end
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if collapse.kill then
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local position = {tile.position.x + 0.5, tile.position.y + 0.5}
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for _, e in pairs(surface.find_entities_filtered({area = {{position[1] - 2, position[2] - 2}, {position[1] + 2, position[2] + 2}}})) do
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if e.valid and e.health then
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e.die()
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end
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end
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end
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surface.set_tiles({{name = 'out-of-map', position = tile.position}}, true)
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end
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end
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function Public.set_surface(surface)
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if not surface then
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print_debug(1)
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return
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end
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if not surface.valid then
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print_debug(2)
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return
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end
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if not game.surfaces[surface.index] then
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print_debug(3)
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return
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end
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collapse.surface = surface
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end
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function Public.set_direction(direction)
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if not directions[direction] then
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print_debug(11)
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return
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end
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directions[direction](collapse.position)
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end
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function Public.set_speed(speed)
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if not speed then
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print_debug(8)
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return
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end
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speed = math_floor(speed)
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if speed < 1 then
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speed = 1
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end
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collapse.speed = speed
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end
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function Public.set_amount(amount)
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if not amount then
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print_debug(9)
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return
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end
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amount = math_floor(amount)
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if amount < 0 then
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amount = 0
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end
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collapse.amount = amount
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end
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function Public.set_position(position)
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if not position then
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print_debug(4)
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return
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end
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if not position.x and not position[1] then
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print_debug(5)
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return
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end
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if not position.y and not position[2] then
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print_debug(6)
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return
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end
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local x = 0
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local y = 0
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if position[1] then
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x = position[1]
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end
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if position[2] then
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y = position[2]
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end
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if position.x then
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x = position.x
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end
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if position.y then
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y = position.y
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end
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collapse.position = {x = x, y = y}
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end
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function Public.get_position()
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return collapse.position
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end
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function Public.get_amount()
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return collapse.amount
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end
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function Public.get_speed()
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return collapse.speed
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end
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function Public.start_now(status)
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if status == true then
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collapse.start_now = true
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elseif status == false then
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collapse.start_now = false
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end
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return collapse.start_now
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end
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function Public.set_max_line_size(size)
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if not size then
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print_debug(22)
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return
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end
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size = math_floor(size)
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if size <= 0 then
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print_debug(21)
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return
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end
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collapse.max_line_size = size
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end
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function Public.set_kill_entities(a)
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collapse.kill = a
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end
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function Public.set_kill_specific_entities(tbl)
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if tbl then
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collapse.specific_entities = tbl
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else
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collapse.specific_entities = {
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enabled = false
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}
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end
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end
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local function on_init()
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Public.set_surface(game.surfaces.nauvis)
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Public.set_position({0, 32})
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Public.set_max_line_size(256)
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Public.set_direction('north')
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Public.set_kill_entities(true)
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Public.set_kill_specific_entities()
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collapse.tiles = nil
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collapse.speed = 1
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collapse.amount = 8
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collapse.start_now = true
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end
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local function on_tick()
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if game.tick % collapse.speed ~= 0 then
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return
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end
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progress()
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end
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local Event = require 'utils.event'
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Event.on_init(on_init)
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Event.add(defines.events.on_tick, on_tick)
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return Public
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