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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-16 02:47:48 +02:00
ComfyFactorio/modules/fish_respawner.lua
Gerkiz 690c1b6e48 2.0 changes
Change global -> storage
Rework how rendering works
Game prototypes are now stored inside 'prototypes.#'
Renamed entity names
2024-09-24 19:37:11 +02:00

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
storage.fish_respawner_water_tiles_per_fish = 32 --amount of water tiles required per fish >> high values = less fish density, low values = high fish density
storage.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()
storage.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
storage.fish_respawn_chunk_schedule[#storage.fish_respawn_chunk_schedule + 1] = { chunk = { x = chunk.x, y = chunk.y }, surface_index = surface.index }
end
end
storage.fish_respawn_chunk_schedule = shuffle(storage.fish_respawn_chunk_schedule)
return storage.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 < storage.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 - (storage.fish_respawner_water_tiles_per_fish * chunk_fish_count)) / storage.fish_respawner_water_tiles_per_fish)
if fish_to_spawn <= 0 then
return
end
if fish_to_spawn > storage.fish_respawner_max_respawnrate_per_chunk then
fish_to_spawn = storage.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 storage.fish_respawn_chunk_schedule[i] then
return
end
respawn_fishes_in_chunk(storage.fish_respawn_chunk_schedule[i])
storage.fish_respawn_chunk_schedule[i] = nil
end
event.add(defines.events.on_tick, on_tick)