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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-10 00:43:27 +02:00
ComfyFactorio/functions/room_generator.lua
MewMew 58c35a1ee8 Update
doubled biome size
tweaked lootcrate amount
ore locations tweaked
more rivers
improved resource visibility in grassy biome
2020-04-10 03:15:29 +02:00

265 lines
7.6 KiB
Lua

local Public = {}
local table_shuffle_table = table.shuffle_table
local table_insert = table.insert
local table_remove = table.remove
local math_random = math.random
local room_spacing = 4
local function build_room(surface, position, vector, room_center_position, room_radius)
local room = {}
local a = room_radius - 1
local room_area = {
left_top = {x = room_center_position.x - a, y = room_center_position.y - a},
right_bottom = {x = room_center_position.x + room_radius, y = room_center_position.y + room_radius}
}
room.room_tiles = surface.find_tiles_filtered({area = room_area})
room.path_tiles = {}
for d = 1, room_spacing, 1 do
local p = {position.x + vector[1] * d, position.y + vector[2] * d}
local tile = surface.get_tile(p)
table_insert(room.path_tiles, tile)
end
room.entrance_tile = surface.get_tile({position.x + vector[1] * (room_spacing + 1), position.y + vector[2] * (room_spacing + 1)})
room.room_border_tiles = {}
local left_top = {x = room_area.left_top.x - 1, y = room_area.left_top.y - 1}
local right_bottom = {x = room_area.right_bottom.x, y = room_area.right_bottom.y}
local t = room.room_border_tiles
for d = 1, room_radius * 2, 1 do
table_insert(t, surface.get_tile({left_top.x + d, left_top.y}))
table_insert(t, surface.get_tile({left_top.x, left_top.y + d}))
table_insert(t, surface.get_tile({right_bottom.x - d, right_bottom.y}))
table_insert(t, surface.get_tile({right_bottom.x, right_bottom.y - d}))
end
table_insert(t, surface.get_tile(left_top))
table_insert(t, surface.get_tile(right_bottom))
table_insert(t, surface.get_tile({left_top.x + room_radius * 2, left_top.y + room_radius * 2}))
table_insert(t, surface.get_tile({right_bottom.x - (room_radius * 2), right_bottom.y - (room_radius * 2)}))
room.center = room_center_position
room.radius = room_radius
return room
end
local function scan_direction(surface, position, vector, room_radius)
local valid_tile_count = 0
for d = 1, room_radius * 2 + room_spacing * 2, 1 do
local p = {position.x + vector[1] * d, position.y + vector[2] * d}
local tile = surface.get_tile(p)
if not tile.collides_with("resource-layer") then
return false
end
end
local a = room_radius + room_spacing + 1
local b = room_radius + room_spacing
local room_center_position = {x = position.x + vector[1] * a, y = position.y + vector[2] * a}
local search_area = {
{x = room_center_position.x - b, y = room_center_position.y - b},
{x = room_center_position.x + b + 1, y = room_center_position.y + b + 1}
}
local tiles = surface.find_tiles_filtered({area = search_area})
for _, tile in pairs(tiles) do
if not tile.collides_with("resource-layer") then
return false
end
end
return build_room(surface, position, vector, room_center_position, room_radius)
end
local function get_room_tiles(surface, position, room_radius)
local vectors = {{0, -1}, {0, 1}, {1, 0}, {-1, 0}}
table_shuffle_table(vectors)
for _, v in pairs(vectors) do
local room = scan_direction(surface, position, v, room_radius)
if room then
return room
end
end
for _, v in pairs(vectors) do
local room = scan_direction(surface, position, v, room_radius)
if room then
return room
end
end
end
local function expand_path_tiles_width(surface, room)
if not room then return end
local max_expansion_count = 0
if math_random(1, 3) == 1 then max_expansion_count = 1 end
if math_random(1, 9) == 1 then max_expansion_count = 2 end
if max_expansion_count == 0 then return end
local path_tiles = room.path_tiles
local vectors = {{0, -1}, {0, 1}, {1, 0}, {-1, 0}}
local entrance_tile
local exit_tile
local position = path_tiles[1].position
local expansion_vectors = {}
for _, v in pairs(vectors) do
local tile = surface.get_tile({position.x + v[1], position.y + v[2]})
if not tile.collides_with("resource-layer") then
entrance_tile = tile
exit_tile = surface.get_tile({path_tiles[#path_tiles].position.x + v[1] * -1, path_tiles[#path_tiles].position.y + v[2] * -1})
if v[1] == 0 then
expansion_vectors = {{1, 0}, {-1, 0}}
else
expansion_vectors = {{0, 1}, {0, -1}}
end
break
end
end
if not entrance_tile then return end
local position = entrance_tile.position
for k, v in pairs(expansion_vectors) do
local tile = surface.get_tile({position.x + v[1], position.y + v[2]})
if tile.collides_with("resource-layer") then
table_remove(expansion_vectors, k)
end
end
if #expansion_vectors == 0 then return end
if not exit_tile.collides_with("resource-layer") then
local position = exit_tile.position
for k, v in pairs(expansion_vectors) do
local tile = surface.get_tile({position.x + v[1], position.y + v[2]})
if tile.collides_with("resource-layer") then
table_remove(expansion_vectors, k)
end
end
end
if #expansion_vectors == 0 then return end
if #expansion_vectors > 1 then table_shuffle_table(expansion_vectors) end
local tiles = {}
for k, v in pairs(expansion_vectors) do
if k > max_expansion_count then break end
for k2, path_tile in pairs(path_tiles) do
local tile = surface.get_tile({path_tile.position.x + v[1], path_tile.position.y + v[2]})
if tile.collides_with("resource-layer") then
table_insert(tiles, tile)
end
end
end
for k, tile in pairs(tiles) do table_insert(path_tiles, tile) end
end
local function is_bridge_valid(surface, vector, room)
local bridge_tiles = room.path_tiles
local scan_vector
if vector[1] == 0 then
scan_vector = {1, 0}
else
scan_vector = {0, 1}
end
for _, tile in pairs(bridge_tiles) do
for d = -5, 5, 1 do
local p = {tile.position.x + scan_vector[1] * d, tile.position.y + scan_vector[2] * d}
local tile = surface.get_tile(p)
if not tile.collides_with("resource-layer") then
return
end
end
end
return true
end
local function build_bridge(surface, position)
if math_random(1, 8) == 1 then return end
local vectors = {{0, -1}, {0, 1}, {1, 0}, {-1, 0}}
table_shuffle_table(vectors)
local room = {}
room.path_tiles = {}
room.room_border_tiles = {}
room.room_tiles = {}
local a = room_spacing * 4
for _, v in pairs(vectors) do
for d = 1, a, 1 do
local p = {position.x + v[1] * d, position.y + v[2] * d}
local tile = surface.get_tile(p)
if not tile.collides_with("resource-layer") then
break
end
table_insert(room.path_tiles, tile)
if d == a then room.path_tiles = {} end
end
if room.path_tiles[1] then
if is_bridge_valid(surface, v, room) then
return room
else
room.path_tiles = {}
end
end
end
end
function Public.get_room(surface, position)
local room_sizes = {}
for i = 1, 14, 1 do
room_sizes[i] = i + 1
end
table_shuffle_table(room_sizes)
local last_size = room_sizes[1]
for i = 1, #room_sizes, 1 do
if room_sizes[i] <= last_size then
last_size = room_sizes[i]
local room = get_room_tiles(surface, position, last_size)
expand_path_tiles_width(surface, room)
if room then
return room
end
end
end
local room = build_bridge(surface, position)
expand_path_tiles_width(surface, room)
if room then return room end
end
function Public.draw_random_room(surface, position)
local room = Public.get_room(surface, position)
if not room then return end
for _, tile in pairs(room.path_tiles) do
surface.set_tiles({{name = "dirt-3", position = tile.position}}, true)
end
for _, tile in pairs(room.room_border_tiles) do
surface.set_tiles({{name = "dirt-7", position = tile.position}}, true)
if math_random(1, 2) == 1 then
surface.create_entity({name = "rock-big", position = tile.position})
end
end
for _, tile in pairs(room.room_tiles) do
surface.set_tiles({{name = "dirt-5", position = tile.position}}, true)
end
end
return Public