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ComfyFactorio/maps/scrapyard/collapse.lua
2020-05-01 17:52:06 +02:00

174 lines
5.1 KiB
Lua

local Global = require 'utils.global'
local Public = {}
local math_floor = math.floor
local table_shuffle_table = table.shuffle_table
local collapse = {}
Global.register(
collapse,
function(tbl)
collapse = tbl
end
)
local directions = {
["north"] = function(position)
local width = collapse.surface.map_gen_settings.width
if width > collapse.max_line_size then width = collapse.max_line_size end
local a = width * 0.5 + 1
collapse.vector = {0, -1}
collapse.area = {{position.x - a, position.y - 1}, {position.x + a, position.y}}
end,
["south"] = function(position)
local width = collapse.surface.map_gen_settings.width
if width > collapse.max_line_size then width = collapse.max_line_size end
local a = width * 0.5 + 1
collapse.vector = {0, 1}
collapse.area = {{position.x - a, position.y}, {position.x + a, position.y + 1}}
end,
["west"] = function(position)
local width = collapse.surface.map_gen_settings.height
if width > collapse.max_line_size then width = collapse.max_line_size end
local a = width * 0.5 + 1
collapse.vector = {-1, 0}
collapse.area = {{position.x - 1, position.y - a}, {position.x, position.y + a}}
end,
["east"] = function(position)
local width = collapse.surface.map_gen_settings.height
if width > collapse.max_line_size then width = collapse.max_line_size end
local a = width * 0.5 + 1
collapse.vector = {1, 0}
collapse.area = {{position.x, position.y - a}, {position.x + 1, position.y + a}}
end,
}
local function print_debug(a)
print("Collapse error #" .. a)
end
local function set_collapse_tiles(surface)
game.forces.player.chart(surface, collapse.area)
collapse.tiles = surface.find_tiles_filtered({area = collapse.area})
if not collapse.tiles then return end
collapse.size_of_tiles = #collapse.tiles
if collapse.size_of_tiles > 0 then table_shuffle_table(collapse.tiles) end
collapse.position = {x = collapse.position.x + collapse.vector[1], y = collapse.position.y + collapse.vector[2]}
local v = collapse.vector
local area = collapse.area
collapse.area = {{area[1][1] + v[1], area[1][2] + v[2]}, {area[2][1] + v[1], area[2][2] + v[2]}}
game.forces.player.chart(surface, collapse.area)
end
local function progress()
local surface = collapse.surface
if not collapse.start_now then return end
local tiles = collapse.tiles
if not tiles then
set_collapse_tiles(surface)
tiles = collapse.tiles
end
if not tiles then return end
for _ = 1, collapse.amount, 1 do
local tile = tiles[collapse.size_of_tiles]
if not tile then collapse.tiles = nil return end
collapse.size_of_tiles = collapse.size_of_tiles - 1
if not tile.valid then return end
if collapse.kill then
local position = {tile.position.x + 0.5, tile.position.y + 0.5}
for _, e in pairs(surface.find_entities_filtered({area = {{position[1] - 2, position[2] - 2}, {position[1] + 2, position[2] + 2}}})) do
if e.valid and e.health then e.die() end
end
end
surface.set_tiles({{name = "out-of-map", position = tile.position}}, true)
end
end
function Public.set_surface(surface)
if not surface then print_debug(1) return end
if not surface.valid then print_debug(2) return end
if not game.surfaces[surface.index] then print_debug(3) return end
collapse.surface = surface
end
function Public.set_direction(direction)
if not directions[direction] then print_debug(11) return end
directions[direction](collapse.position)
end
function Public.set_speed(speed)
if not speed then print_debug(8) return end
speed = math_floor(speed)
if speed < 1 then speed = 1 end
collapse.speed = speed
end
function Public.set_amount(amount)
if not amount then print_debug(9) return end
amount = math_floor(amount)
if amount < 0 then amount = 0 end
collapse.amount = amount
end
function Public.set_position(position)
if not position then print_debug(4) return end
if not position.x and not position[1] then print_debug(5) return end
if not position.y and not position[2] then print_debug(6) return end
local x = 0
local y = 0
if position[1] then x = position[1] end
if position[2] then y = position[2] end
if position.x then x = position.x end
if position.y then y = position.y end
collapse.position = {x = x, y = y}
end
function Public.get_position()
return collapse.position
end
function Public.start_now(status)
if status == true then
collapse.start_now = true
elseif status == false then
collapse.start_now = false
end
return collapse.start_now
end
function Public.set_max_line_size(size)
if not size then print_debug(22) return end
size = math_floor(size)
if size <= 0 then print_debug(21) return end
collapse.max_line_size = size
end
function Public.set_kill_entities(a)
collapse.kill = a
end
local function on_init()
Public.set_surface(game.surfaces.nauvis)
Public.set_position({0, 32})
Public.set_max_line_size(256)
Public.set_direction("north")
Public.set_kill_entities(true)
collapse.tiles = nil
collapse.speed = 1
collapse.amount = 8
collapse.start_now = false
end
local function on_tick()
if game.tick % collapse.speed ~= 0 then return end
progress()
end
local Event = require 'utils.event'
Event.on_init(on_init)
Event.add(defines.events.on_tick, on_tick)
return Public