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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-06 00:23:49 +02:00
ComfyFactorio/functions/noise_vector_path.lua
2021-03-24 17:36:07 +01:00

106 lines
3.5 KiB
Lua

--draws lines modified by noise -- mewmew
local simplex_noise = require 'utils.simplex_noise'.d2
local Public = {}
local function get_brush(size)
local vectors = {}
for x = size * -1, size, 1 do
for y = size * -1, size, 1 do
if math.sqrt(y ^ 2 + x ^ 2) <= size then
vectors[#vectors + 1] = {x, y}
end
end
end
return vectors
end
function Public.noise_vector_entity_path(surface, entity_name, position, base_vector, length, collision)
local seed_1 = math.random(1, 10000000)
local seed_2 = math.random(1, 10000000)
local vector = {}
local entities = {}
local minimal_movement = 0.5
for _ = 1, length, 1 do
if collision then
if surface.can_place_entity({name = entity_name, position = position}) then
entities[#entities + 1] = surface.create_entity({name = entity_name, position = position})
end
else
entities[#entities + 1] = surface.create_entity({name = entity_name, position = position})
end
local noise = simplex_noise(position.x * 0.01, position.y * 0.01, seed_1)
local noise_2 = simplex_noise(position.x * 0.01, position.y * 0.01, seed_2)
vector[1] = base_vector[1] + noise * 0.85
vector[2] = base_vector[2] + noise_2 * 0.85
--enforce minimum movement
if math.abs(vector[1]) < minimal_movement and math.abs(vector[2]) < minimal_movement then
local i = math.random(1, 2)
if vector[i] < 0 then
vector[i] = minimal_movement * -1
else
vector[i] = minimal_movement
end
end
position = {x = position.x + vector[1], y = position.y + vector[2]}
end
return entities
end
function Public.noise_vector_tile_path(surface, tile_name, position, base_vector, length, brush_size, whitelist)
local seed_1 = math.random(1, 10000000)
local seed_2 = math.random(1, 10000000)
local m = math.random(1, 100) * 0.001
local vector = {}
local tiles = {}
local minimal_movement = 0.65
local brush_vectors = get_brush(brush_size)
for _ = 1, length, 1 do
for _, v in pairs(brush_vectors) do
local p = {x = position.x + v[1], y = position.y + v[2]}
if whitelist then
local tile = surface.get_tile(p)
if tile.valid then
if whitelist[tile.name] then
surface.set_tiles({{name = tile_name, position = p}}, true)
tiles[#tiles + 1] = {name = tile_name, position = p}
end
end
else
surface.set_tiles({{name = tile_name, position = p}}, true)
tiles[#tiles + 1] = {name = tile_name, position = p}
end
end
local noise = simplex_noise(position.x * m, position.y * m, seed_1)
local noise_2 = simplex_noise(position.x * m, position.y * m, seed_2)
vector[1] = base_vector[1] + noise
vector[2] = base_vector[2] + noise_2
if math.abs(vector[1]) < minimal_movement and math.abs(vector[2]) < minimal_movement then
local i = math.random(1, 2)
if vector[i] < 0 then
vector[i] = minimal_movement * -1
else
vector[i] = minimal_movement
end
end
position = {x = position.x + vector[1], y = position.y + vector[2]}
end
return tiles
end
--/c noise_vector_path(game.player.surface, "tree-04", game.player.position, {0,0})
return Public