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ComfyFactorio/maps/biter_battles_v2/mirror_terrain.lua

294 lines
9.6 KiB
Lua

-- Mirrored Terrain for Biter Battles -- by MewMew
local event = require 'utils.event'
local direction_translation = {
[0] = 4,
[1] = 5,
[2] = 6,
[3] = 7,
[4] = 0,
[5] = 1,
[6] = 2,
[7] = 3
}
local cliff_orientation_translation = {
["east-to-none"] = "west-to-none",
["east-to-north"] = "west-to-south",
["east-to-south"] = "west-to-north",
["east-to-west"] = "west-to-east",
["north-to-east"] = "south-to-west",
["north-to-none"] = "south-to-none",
["north-to-south"] = "south-to-north",
["north-to-west"] = "south-to-east",
["south-to-east"] = "north-to-west",
["south-to-none"] = "north-to-none",
["south-to-north"] = "north-to-south",
["south-to-west"] = "north-to-east",
["west-to-east"] = "east-to-west",
["west-to-none"] = "east-to-none",
["west-to-north"] = "east-to-south",
["west-to-south"] = "east-to-north",
["none-to-east"] = "none-to-west",
["none-to-north"] = "none-to-south",
["none-to-south"] = "none-to-north",
["none-to-west"] = "none-to-east"
}
local valid_types = {
["tree"] = true,
["simple-entity"] = true,
["cliff"] = true,
["resource"] = true,
["unit-spawner"] = true,
["turret"] = true,
["rocket-silo"] = true,
["character"] = true,
["ammo-turret"] = true,
["wall"] = true,
["fish"] = true,
}
local function process_entity(surface, entity)
if not entity.valid then return end
if not valid_types[entity.type] then return end
local new_pos = {x = entity.position.x * -1, y = entity.position.y * -1}
if entity.type == "tree" then
if not surface.can_place_entity({name = entity.name, position = new_pos}) then return end
entity.clone({position=new_pos, surface=surface, force="neutral"})
return
end
if entity.type == "simple-entity" then
local new_e = {name = entity.name, position = new_pos, direction = direction_translation[entity.direction]}
if not surface.can_place_entity(new_e) then return end
local e = surface.create_entity(new_e)
e.graphics_variation = entity.graphics_variation
return
end
if entity.type == "cliff" then
local new_e = {name = entity.name, position = new_pos, cliff_orientation = cliff_orientation_translation[entity.cliff_orientation]}
if not surface.can_place_entity(new_e) then return end
surface.create_entity(new_e)
return
end
if entity.type == "resource" then
surface.create_entity({name = entity.name, position = new_pos, amount = entity.amount})
return
end
--if entity.type == "unit-spawner" or entity.type == "unit" or entity.type == "turret" then
if entity.type == "unit-spawner" or entity.type == "turret" then
local new_e = {name = entity.name, position = new_pos, direction = direction_translation[entity.direction], force = "south_biters"}
if not surface.can_place_entity(new_e) then return end
surface.create_entity(new_e)
return
end
if entity.name == "rocket-silo" then
if surface.count_entities_filtered({name = "rocket-silo", area = {{new_pos.x - 8, new_pos.y - 8},{new_pos.x + 8, new_pos.y + 8}}}) > 0 then return end
global.rocket_silo["south"] = surface.create_entity({name = entity.name, position = new_pos, direction = direction_translation[entity.direction], force = "south"})
global.rocket_silo["south"].minable = false
return
end
if entity.name == "gun-turret" or entity.name == "stone-wall" then
if not surface.can_place_entity({name = entity.name, position = new_pos, force = "south"}) then return end
entity.clone({position=new_pos, surface=surface, force="south"})
return
end
if entity.name == "character" then
return
end
if entity.name == "fish" then
local new_e = {name = entity.name, position = new_pos, direction = direction_translation[entity.direction]}
if not surface.can_place_entity(new_e) then return end
local e = surface.create_entity(new_e)
return
end
end
local function clear_chunk(surface, area)
surface.destroy_decoratives{area=area}
if area.left_top.y > 32 or area.left_top.x > 32 or area.left_top.x < -32 then
for _, e in pairs(surface.find_entities_filtered({area = area})) do
if e.valid then
e.destroy()
end
end
else
for _, e in pairs(surface.find_entities_filtered({area = area})) do
if e.valid then
if e.name ~= "character" then
e.destroy()
end
end
end
end
end
local function mirror_chunk(surface, chunk)
--local x = chunk.x * -32 + 32
--local y = chunk.y * -32 + 32
--clear_chunk(surface, {left_top = {x = x, y = y}, right_bottom = {x = x + 32, y = y + 32}})
local chunk_area = {left_top = {x = chunk.x * 32, y = chunk.y * 32}, right_bottom = {x = chunk.x * 32 + 32, y = chunk.y * 32 + 32}}
if not surface.is_chunk_generated(chunk) then
surface.request_to_generate_chunks({x = chunk_area.left_top.x - 16, y = chunk_area.left_top.y - 16}, 1)
surface.force_generate_chunk_requests()
end
for _, tile in pairs(surface.find_tiles_filtered({area = chunk_area})) do
surface.set_tiles({{name = tile.name, position = {x = tile.position.x * -1, y = (tile.position.y * -1) - 1}}}, true)
end
for _, entity in pairs(surface.find_entities_filtered({area = chunk_area})) do
process_entity(surface, entity)
end
for _, decorative in pairs(surface.find_decoratives_filtered{area=chunk_area}) do
surface.create_decoratives{
check_collision=false,
decoratives={{name = decorative.decorative.name, position = {x = decorative.position.x * -1, y = (decorative.position.y * -1) - 1}, amount = decorative.amount}}
}
end
end
local function on_chunk_generated(event)
if event.area.left_top.y < 0 then return end
if event.surface.name ~= "biter_battles" then return end
clear_chunk(event.surface, event.area)
local x = ((event.area.left_top.x + 16) * -1) - 16
local y = ((event.area.left_top.y + 16) * -1) - 16
local delay = 30
if not global.chunks_to_mirror[game.tick + delay] then global.chunks_to_mirror[game.tick + delay] = {} end
global.chunks_to_mirror[game.tick + delay][#global.chunks_to_mirror[game.tick + delay] + 1] = {x = x / 32, y = y / 32}
end
local function ocg (event)
if event.area.left_top.y < 0 then return end
if event.surface.name ~= "biter_battles" then return end
event.surface.destroy_decoratives{ area = event.area }
-- Destroy biters here before they get active and attack other biters;
-- prevents threat decrease
for _, e in pairs(event.surface.find_entities_filtered{ area = event.area, force = "enemy" }) do
if e.valid then e.destroy() end
end
local x = ((event.area.left_top.x + 16) * -1) - 16
local y = ((event.area.left_top.y + 16) * -1) - 16
if not global.ctp then global.ctp = { continue = 1, last = 0 } end
local idx = global.ctp.last + 1
global.ctp[idx] = {x = x / 32, y = y / 32, state = 1}
global.ctp.last = idx
end
local function ticking_work()
if not global.ctp then return end
local work = global.mws or 137 -- define the number of work per tick here (for copies, creations, deletions)
-- 136.5333 is the number of work needed to finish 4*(32*32) operations over 30 ticks (spreading a chunk copy over 30 ticks)
local w = 0
local i = global.ctp.continue
local c = global.ctp[i]
if not c then return end
local state = c.state
local d = c.data
local area = {
left_top = {x = c.x * 32, y = c.y * 32},
right_bottom = {x = c.x * 32 + 32, y = c.y * 32 + 32}
}
local inverted_area = {
left_top = { -area.right_bottom.x, -area.right_bottom.y },
right_bottom = { -area.left_top.x, -area.left_top.y }
}
local surface = game.surfaces["biter_battles"]
if not surface.is_chunk_generated(c) then
-- game.print("Chunk not generated yet, requesting..")
surface.request_to_generate_chunks({x = area.left_top.x - 16, y = area.left_top.y - 16}, 1)
return
end
local tasks = {
[1] = {
name = "Clearing entities",
list = function () return surface.find_entities_filtered({area = inverted_area, name = "character", invert = true}) end,
action = function (e) e.destroy() end
},
[2] = {
name = "Tile copy",
list = function () return surface.find_tiles_filtered({area = area}) end,
action = function (tile)
surface.set_tiles({{
name = tile.name,
position = {x = tile.position.x * -1, y = (tile.position.y * -1) - 1}
}}, true)
end
},
[3] = {
name = "Entity copy",
list = function () return surface.find_entities_filtered({area = area}) end,
action = function (entity) process_entity(surface, entity) end
},
[4] = {
name = "Decorative copy",
list = function () return surface.find_decoratives_filtered{area = area} end,
action = function (decorative)
surface.create_decoratives{
check_collision = false,
decoratives = {{
name = decorative.decorative.name,
position = {x = decorative.position.x * -1, y = (decorative.position.y * -1) - 1},
amount = decorative.amount
}}
}
end
}
}
local task = tasks[c.state]
-- game.print(task.name)
d = d or task.list()
local last_idx = nil
for k, v in pairs(d) do
task.action(v)
d[k] = nil
last_idx = k
w = w + 1
if w > work then break end
end
local next_idx, _ = next(d, last_idx)
if next_idx == nil then
c.state = c.state + 1
c.data = nil
else
c.data = d
end
if c.state == 5 then
-- game.print("Finished processing chunk "..c.x..","..c.y)
global.ctp.continue = i+1
global.ctp[i] = nil
else
global.ctp.continue = i
end
end
local function mirror_map()
--local limit = 32
for i, c in pairs(global.chunks_to_mirror) do
if i < game.tick then
for k, chunk in pairs(global.chunks_to_mirror[i]) do
mirror_chunk(game.surfaces["biter_battles"], chunk)
--global.chunks_to_mirror[i][k] = nil
--limit = limit - 1
--if limit == 0 then return end
end
global.chunks_to_mirror[i] = nil
end
end
end
event.add(defines.events.on_chunk_generated, ocg)
-- event.add(defines.events.on_chunk_generated, on_chunk_generated)
return ticking_work
-- return mirror_map