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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-24 03:47:58 +02:00
2022-02-28 23:47:00 +01:00

266 lines
6.5 KiB
Lua

local CommonFunctions = require 'utils.common'
local Global = require 'utils.global'
local Public = {}
local this = {}
local insert = table.insert
local remove = table.remove
local random = math.random
Global.register(
this,
function(tbl)
this = tbl
end
)
--[[
init - Initialize claim system.
@param names - Table of entity names that should be used as a marker.
@param max_distance - Maximal distance allowed between markers
--]]
Public.init = function(names, max_distance)
if type(names) ~= 'table' then
names = {names}
end
this._claims_info = {}
this._claims_visible_to = {}
this._claim_markers = names
this._claim_max_dist = max_distance
end
local function claim_new_claim(ent)
local point = {
{
x = CommonFunctions.get_axis(ent.position, 'x'),
y = CommonFunctions.get_axis(ent.position, 'y')
}
}
if this._claims_info[ent.force.name] == nil then
this._claims_info[ent.force.name] = {}
this._claims_info[ent.force.name].polygons = {}
this._claims_info[ent.force.name].claims = {}
this._claims_info[ent.force.name].collections = {}
end
if this._claims_info[ent.force.name].collections then
this._claims_info[ent.force.name].collections[#this._claims_info[ent.force.name].collections + 1] = point
end
end
local function claim_on_build_entity(ent)
local max_dist = this._claim_max_dist
local force = ent.force.name
local data = this._claims_info[force]
if not max_dist then
return
end
if data == nil then
claim_new_claim(ent)
return
end
local in_range = false
for i = 1, #data.collections do
if data.collections[i] then
for _, point in pairs(data.collections[i]) do
if point then
local dist = CommonFunctions.get_distance(point, ent.position)
if max_dist < dist then
goto continue
end
in_range = true
point = {
x = CommonFunctions.get_axis(ent.position, 'x'),
y = CommonFunctions.get_axis(ent.position, 'y')
}
insert(data.collections[i], point)
data.claims[i] = CommonFunctions.get_convex_hull(data.collections[i])
break
::continue::
end
end
end
end
if not in_range then
claim_new_claim(ent)
end
end
local function claims_in_markers(name)
if not this._claim_markers then
return false
end
for _, marker in pairs(this._claim_markers) do
if name == marker then
return true
end
end
return false
end
--[[
on_build_entity - Event processing function.
@param ent - Entity
--]]
Public.on_built_entity = function(ent)
if not claims_in_markers(ent.name) then
return
end
claim_on_build_entity(ent)
end
local function claim_on_entity_died(ent)
local force = ent.force.name
local data = this._claims_info[force]
if data == nil then
return
end
for i = 1, #data.collections do
for j = 1, #data.collections[i] do
local point = data.collections[i][j]
if CommonFunctions.positions_equal(point, ent.position) then
remove(data.collections[i], j)
data.claims[i] = CommonFunctions.get_convex_hull(data.collections[i])
break
end
end
if #data.collections[i] == 0 then
remove(data.claims, i)
remove(data.collections, i)
break
end
end
if #data.claims == 0 then
this._claims_info[force] = nil
end
end
--[[
on_entity_died - Event processing function.
@param ent - Entity
--]]
Public.on_entity_died = function(ent)
if not claims_in_markers(ent.name) then
return
end
claim_on_entity_died(ent)
end
--[[
on_player_mined_entity - Event processing function.
@param ent - Entity
--]]
Public.on_player_mined_entity = function(ent)
Public.on_entity_died(ent)
end
--[[
on_player_died - Event processing function
@param player - Player
--]]
Public.on_player_died = function(player)
this._claims_info[player.name] = nil
end
Public.clear_player_base = function(player)
if not player or not player.valid then
return
end
local position = player.position
local x, y = position.x, position.y
local entities = player.surface.find_entities_filtered {force = player.force, area = {{x - 50, y - 50}, {x + 50, y + 50}}}
for i = 1, #entities do
local e = entities[i]
if e and e.valid then
if e.health then
e.health = e.health - random(30, 180)
if e.health <= 0 then
e.die('enemy')
end
end
end
end
end
--[[
get_claims - Get all claims data points for given force.
@param f_name - Force name.
--]]
Public.get_claims = function(f_name)
if this._claims_info[f_name] == nil then
return {}
end
return this._claims_info[f_name].claims
end
local function claims_update_visiblity()
if #this._claims_visible_to == 0 then
for _, info in pairs(this._claims_info) do
for _, id in pairs(info.polygons) do
if rendering.is_valid(id) then
rendering.set_visible(id, false)
end
end
end
return
end
for _, info in pairs(this._claims_info) do
for _, id in pairs(info.polygons) do
if rendering.is_valid(id) then
rendering.set_visible(id, true)
rendering.set_players(id, this._claims_visible_to)
end
end
end
end
--[[
set_visibility_to - Specifies who can see the claims and redraws.
@param name - Name of a player.
--]]
Public.set_visibility_to = function(name)
for _, p in pairs(this._claims_visible_to) do
if p == name then
return
end
end
insert(this._claims_visible_to, name)
claims_update_visiblity()
end
--[[
remove_visibility_from - Remove the claim visibility from the player.
@param name - Name of a player.
--]]
Public.remove_visibility_from = function(name)
for i = 1, #this._claims_visible_to do
local p = this._claims_visible_to[i]
if p == name then
remove(this._claims_visible_to, i)
claims_update_visiblity()
break
end
end
end
return Public