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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2024-12-30 23:17:53 +02:00
ComfyFactorio/modules/fish_respawner.lua
2021-03-24 16:46:00 +01:00

104 lines
3.4 KiB
Lua

-- this module respawns fish in all water tiles on every surface with a player on it -- by mewmew --
-- cpu heavy -- fixed processing rate is 1 chunk per tick
local respawn_interval = 7200 --interval in ticks
global.fish_respawner_water_tiles_per_fish = 32 --amount of water tiles required per fish >> high values = less fish density, low values = high fish density
global.fish_respawner_max_respawnrate_per_chunk = 1 --maximum amount of fish that will spawn each interval in one chunk
local valid_water_tiles = {
'water',
'deepwater',
'water-green',
'deepwater-green'
}
local event = require 'utils.event'
local math_random = math.random
local function shuffle(tbl)
local size = #tbl
for i = size, 1, -1 do
local rand = math_random(size)
tbl[i], tbl[rand] = tbl[rand], tbl[i]
end
return tbl
end
local function get_surfaces()
local surfaces = {}
for _, player in pairs(game.connected_players) do
if not surfaces[player.surface.index] then
surfaces[player.surface.index] = player.surface
end
end
return surfaces
end
local function create_new_fish_spawn_schedule()
global.fish_respawn_chunk_schedule = {}
local surfaces = get_surfaces()
if #surfaces == 0 then
return
end
for _, surface in pairs(surfaces) do
for chunk in surface.get_chunks() do
global.fish_respawn_chunk_schedule[#global.fish_respawn_chunk_schedule + 1] = {chunk = {x = chunk.x, y = chunk.y}, surface_index = surface.index}
end
end
global.fish_respawn_chunk_schedule = shuffle(global.fish_respawn_chunk_schedule)
return global.fish_respawn_chunk_schedule
end
local function respawn_fishes_in_chunk(schedule)
local surface = game.surfaces[schedule.surface_index]
local chunk = schedule.chunk
local chunk_area = {{chunk.x * 32, chunk.y * 32}, {chunk.x * 32 + 32, chunk.y * 32 + 32}}
local water_tiles = surface.find_tiles_filtered({area = chunk_area, name = valid_water_tiles})
if #water_tiles < global.fish_respawner_water_tiles_per_fish then
return
end
local chunk_fish_count = surface.count_entities_filtered({area = chunk_area, type = 'fish'})
local fish_to_spawn = math.floor((#water_tiles - (global.fish_respawner_water_tiles_per_fish * chunk_fish_count)) / global.fish_respawner_water_tiles_per_fish)
if fish_to_spawn <= 0 then
return
end
if fish_to_spawn > global.fish_respawner_max_respawnrate_per_chunk then
fish_to_spawn = global.fish_respawner_max_respawnrate_per_chunk
end
water_tiles = shuffle(water_tiles)
for _, tile in pairs(water_tiles) do
if surface.can_place_entity({name = 'fish', position = tile.position}) then
surface.create_entity({name = 'water-splash', position = tile.position})
surface.create_entity({name = 'fish', position = tile.position})
fish_to_spawn = fish_to_spawn - 1
if fish_to_spawn <= 0 then
return
end
end
end
end
local function on_tick()
local i = game.tick % respawn_interval
if i == 0 then
create_new_fish_spawn_schedule()
return
end
if not global.fish_respawn_chunk_schedule[i] then
return
end
respawn_fishes_in_chunk(global.fish_respawn_chunk_schedule[i])
global.fish_respawn_chunk_schedule[i] = nil
end
event.add(defines.events.on_tick, on_tick)