mirror of
https://github.com/ComfyFactory/ComfyFactorio.git
synced 2025-01-04 00:15:45 +02:00
e91b6a352f
Change global -> storage Rework how rendering works Game prototypes are now stored inside 'prototypes.#' Renamed entity names
143 lines
4.1 KiB
Lua
143 lines
4.1 KiB
Lua
-- trees multiply -- mewmew
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local Event = require 'utils.event'
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local math_random = math.random
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local Difficulty = require 'modules.difficulty_vote'
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local vectors = {}
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local r = 8
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for x = r * -1, r, 0.25 do
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for y = r * -1, r, 0.25 do
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if math.sqrt(x ^ 2 + y ^ 2) <= r then
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vectors[#vectors + 1] = { x, y }
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end
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end
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end
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local resistant_tiles = {
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['concrete'] = 8,
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['hazard-concrete-left'] = 8,
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['hazard-concrete-right'] = 8,
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['refined-concrete'] = 24,
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['refined-hazard-concrete-left'] = 24,
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['refined-hazard-concrete-right'] = 24,
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['stone-path'] = 4
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}
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local blacklist = {
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['dead-grey-trunk'] = true
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}
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local function coord_string(x, y)
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local str = tostring(x) .. '_'
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str = str .. tostring(y)
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return str
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end
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local function get_chunk()
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if #storage.trees_grow_chunk_raffle == 0 then
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return false
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end
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local p = storage.trees_grow_chunk_position[storage.trees_grow_chunk_raffle[math_random(1, #storage.trees_grow_chunk_raffle)]]
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local str = coord_string(p.x, p.y)
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if not storage.trees_grow_chunk_next_visit[str] then
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return p
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end
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if storage.trees_grow_chunk_next_visit[str] < game.tick then
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return p
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end
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return false
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end
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local function get_trees(surface)
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local p = get_chunk(surface)
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if not p then
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return false
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end
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local trees = surface.find_entities_filtered({ type = 'tree', area = { { p.x * 32, p.y * 32 }, { p.x * 32 + 32, p.y * 32 + 32 } } })
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local a = 750
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local Diff = Difficulty.get()
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if Diff.difficulty_vote_value then
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a = a / Diff.difficulty_vote_value
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end
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storage.trees_grow_chunk_next_visit[coord_string(p.x, p.y)] = math.floor(game.tick + math.floor(a + (#trees * 5)))
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if not trees[1] then
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return false
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end
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return trees
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end
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local function grow_trees(surface)
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local Diff = Difficulty.get()
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local trees = get_trees(surface)
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if not trees then
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return false
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end
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local m = 2
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if Diff.difficulty_vote_index then
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m = Diff.difficulty_vote_index
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end
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for _ = 1, math_random(m, math.ceil(m * 1.5)), 1 do
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local tree = trees[math_random(1, #trees)]
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if not blacklist[tree.name] then
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local vector = vectors[math_random(1, #vectors)]
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local p = surface.find_non_colliding_position('car', { tree.position.x + vector[1], tree.position.y + vector[2] }, 8, 4)
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if p then
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local tile = surface.get_tile(p)
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if resistant_tiles[tile.name] then
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if math_random(1, resistant_tiles[tile.name]) == 1 then
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surface.set_tiles({ { name = tile.hidden_tile, position = p } })
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surface.create_entity({ name = tree.name, position = p, force = tree.force.name })
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end
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else
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surface.create_entity({ name = tree.name, position = p, force = tree.force.name })
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end
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end
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end
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end
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return true
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end
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local function on_chunk_charted(event)
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local position = event.position
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local str = coord_string(position.x, position.y)
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if storage.trees_grow_chunks_charted[str] then
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return
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end
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storage.trees_grow_chunks_charted[str] = true
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storage.trees_grow_chunks_charted_counter = storage.trees_grow_chunks_charted_counter + 1
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storage.trees_grow_chunk_raffle[#storage.trees_grow_chunk_raffle + 1] = str
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storage.trees_grow_chunk_position[str] = { x = position.x, y = position.y }
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end
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local function tick()
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if not game.connected_players[1] then
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return
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end
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local surface = game.connected_players[1].surface
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for _ = 1, 32, 1 do
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if grow_trees(surface) then
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break
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end
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end
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end
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local function on_init()
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storage.trees_grow_chunk_next_visit = {}
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storage.trees_grow_chunk_raffle = {}
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storage.trees_grow_chunk_position = {}
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storage.trees_grow_chunks_charted = {}
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storage.trees_grow_chunks_charted_counter = 0
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end
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Event.on_init(on_init)
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Event.on_nth_tick(1, tick)
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Event.add(defines.events.on_chunk_charted, on_chunk_charted)
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