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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-08 00:39:30 +02:00
ComfyFactorio/functions/room_generator.lua
NekoBaron 06c79a83b4
Update room_generator.lua
I made it 400% better
2020-08-06 17:28:30 +01:00

377 lines
11 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 room_spacing2 = room_spacing * 2
local function build_room_rect(surface, position, vector, room_center_position, room_size, offset)
local room = {}
--local a = room_radius - 1
local room_area = {
left_top = {x = room_center_position.x - room_size.x +1, y = room_center_position.y - room_size.y+1},
right_bottom = {x = room_center_position.x + room_size.x, y = room_center_position.y + room_size.y}
}
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 + offset.x, position.y + vector[2] * d + offset.y}
local tile = surface.get_tile(p)
table_insert(room.path_tiles, tile)
end
room.entrance_tile = surface.get_tile({position.x + offset.x + vector[1] * (room_spacing + 1), position.y + offset.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 = 0, room_size.x * 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 + d, right_bottom.y}))
end
for d = 1, room_size.y * 2-1, 1 do
table_insert(t, surface.get_tile({left_top.x , left_top.y + d}))
table_insert(t, surface.get_tile({right_bottom.x, left_top.y + d}))
end
room.center = room_center_position
room.radius = math.min(room_size.x,room_size.y)
room.size = room_size
return room
end
local function scan_area_empty(surface,search_area)
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 true
end
local function scan_strip_empty(surface, position, vector, length)
for d = 0, length, 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
return true
end
--Scans the X and Y independantly for best size
local function scan_direction_full(surface, position, vector, room_max,room_min)
local best = {x=room_min,y=room_min}
local a = room_min + room_spacing + 1
local room_center_pos = {x = position.x + vector[1] * a, y = position.y + vector[2] * a}
local search_area = {
{x = room_center_pos.x - best.x - room_spacing, y = room_center_pos.y - best.y - room_spacing},
{x = room_center_pos.x + best.x + room_spacing+ 1, y = room_center_pos.y + best.y + room_spacing + 1}
}
if not scan_area_empty(surface,search_area) then
return {x=0,y=0}
end
local x_end = false
local y_end = false
if vector[1] == 0 then
local yy = position.y + vector[2]
repeat
if not x_end then
if not scan_strip_empty(surface, {x = position.x + best.x + room_spacing + 1, y = yy}, vector, best.y*2 + room_spacing2) or
not scan_strip_empty(surface, {x = position.x - best.x - room_spacing - 1, y = yy}, vector, best.y*2 + room_spacing2) then
x_end = true
else
best.x = best.x + 1
end
if best.x >= room_max.x then x_end = true end
end
if not y_end then
local xx = position.x - best.x - room_spacing - 1
if not scan_strip_empty(surface, {x = xx, y = position.y + vector[2] * (best.y*2+room_spacing2+1)}, {1,0}, best.x*2 + room_spacing2) or
not scan_strip_empty(surface, {x = xx, y = position.y + vector[2] * (best.y*2+room_spacing2+2)}, {1,0}, best.x*2 + room_spacing2) then
y_end = true
else
best.y = best.y + 1
end
if best.y >= room_max.y then y_end = true end
end
until(x_end and y_end)
else
local xx = position.x + vector[1]
repeat
if not y_end then
if not scan_strip_empty(surface, {x = xx, y = position.y+best.y+room_spacing+1}, vector, best.x*2 + room_spacing2) or
not scan_strip_empty(surface, {x = xx, y = position.y-best.y-room_spacing-1}, vector, best.x*2 + room_spacing2) then
y_end = true
else
best.y = best.y + 1
end
if best.y >= room_max.y then y_end = true end
end
if not x_end then
local yy = position.y - best.y - room_spacing - 1
if not scan_strip_empty(surface, {x = position.x + vector[1] * (best.x*2+room_spacing2+1), y = yy}, {0,1}, best.y*2 + room_spacing2) or
not scan_strip_empty(surface, {x = position.x + vector[1] * (best.x*2+room_spacing2+2), y = yy}, {0,1}, best.y*2 + room_spacing2) then
x_end = true
else
best.x = best.x + 1
end
if best.x >= room_max.x then x_end = true end
end
until(x_end and y_end)
end
return best
end
--get room tiles and build a room with best fit and add a chance for offset
local function get_room_tiles_wiggle(surface, position, size, shape)
local vectors = {{0, -1}, {0, 1}, {1, 0}, {-1, 0}}
table_shuffle_table(vectors)
local room_max = {x = size,y= size}
if shape == "wide" then
room_max.x = room_max.x +4
elseif shape == "tall" then
room_max.y = room_max.y +4
elseif shape == "big" then
room_max.x = room_max.x +3
room_max.y = room_max.y +3
end
for _, v in pairs(vectors) do
local full = scan_direction_full(surface, position, v, room_max,3)
if full.x > 0 then
local new_pos = position
local offset = {x=0,y=0}
if v[1] == 0 then
if full.x > 6 then
local max_roll = math.abs(full.x*0.5)
if shape == "square" then max_roll = math.min(max_roll, math.abs(full.y*0.5)) end
local roll = math_random(1 - max_roll,max_roll - 1)
new_pos.x = new_pos.x + roll
offset.x = -roll
full.x = full.x - (1 + math.abs(roll * 0.5))
end
else
if full.y > 6 then
local max_roll = math.abs(full.y*0.5)
if shape == "square" then max_roll = math.min(max_roll, math.abs(full.x*0.5)) end
local roll = math_random(1 - max_roll,max_roll - 1)
new_pos.y = new_pos.y + roll
offset.y = -roll
full.y = full.y - (1 + math.abs(roll * 0.5))
end
end
if shape == "square" then
--game.print("forcing square")
if full.x > full.y then
full.x = full.y
else
full.y = full.x
end
end
local room_center_position = {x = new_pos.x + v[1] * (full.x + room_spacing + 1), y = new_pos.y + v[2] * (full.y + room_spacing + 1)}
return build_room_rect(surface, new_pos, v, room_center_position, full, offset)
end
end
end
local function expand_path_tiles_width(surface, room)
if not room then return end
local max_expansion_count = 1
if math_random(1, 4) == 1 then max_expansion_count = 2 end
if math_random(1, 16) == 1 then max_expansion_count = 3 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, shape)
if not shape then
shape = "square"
end
local room_max = math_random(3,14)
local room = get_room_tiles_wiggle(surface, position, room_max, shape)
if room then
expand_path_tiles_width(surface, room)
return room
end
local room = build_bridge(surface, position)
if room then
expand_path_tiles_width(surface, room)
return room
end
end
function Public.draw_random_room(surface, position,shape)
if not shape then
shape = "square"
end
local room = Public.get_room(surface, position,shape)
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