mirror of
https://github.com/ComfyFactory/ComfyFactorio.git
synced 2025-01-04 00:15:45 +02:00
550 lines
15 KiB
Lua
550 lines
15 KiB
Lua
local Event = require 'utils.event'
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local Global = require 'utils.global'
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local Public = {}
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local math_floor = math.floor
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local table_shuffle_table = table.shuffle_table
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local this = {
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debug = false,
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disabled = false,
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reverse_disabled = false
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}
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Global.register(
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this,
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function (tbl)
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this = tbl
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end
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)
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local direction_reverse = {
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['north'] = 'south',
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['south'] = 'north',
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['west'] = 'east',
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['east'] = 'west'
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}
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local directions = {
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['north'] = function (position, reverse)
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local surface_index = this.surface_index
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if not surface_index then
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return
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end
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local surface = game.get_surface(surface_index)
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if not surface or not surface.valid then
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return
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end
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local width = surface.map_gen_settings.width
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if width > this.max_line_size then
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width = this.max_line_size
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end
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if this.max_line_size_force then
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width = this.max_line_size
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end
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local a = width * 0.5 + 4
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if not reverse then
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this.vector = { 0, -1 }
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this.area = { { position.x - a, position.y - 1 }, { position.x + a, position.y } }
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else
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this.reverse_vector = { 0, -1 }
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this.reverse_area = { { position.x - a, position.y - 1 }, { position.x + a, position.y } }
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end
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end,
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['south'] = function (position, reverse)
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local surface_index = this.surface_index
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if not surface_index then
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return
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end
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local surface = game.get_surface(surface_index)
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if not surface or not surface.valid then
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return
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end
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local width = surface.map_gen_settings.width
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if width > this.max_line_size then
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width = this.max_line_size
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end
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if this.max_line_size_force then
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width = this.max_line_size
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end
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local a = width * 0.5
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if not reverse then
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this.vector = { 0, 1 }
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this.area = { { position.x - a, position.y }, { position.x + a, position.y + 1 } }
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else
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this.reverse_vector = { 0, 1 }
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this.reverse_area = { { position.x - a, position.y }, { position.x + a, position.y + 1 } }
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end
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end,
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['west'] = function (position, reverse)
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local surface_index = this.surface_index
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if not surface_index then
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return
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end
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local surface = game.get_surface(surface_index)
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if not surface or not surface.valid then
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return
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end
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local width = surface.map_gen_settings.height
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if width > this.max_line_size then
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width = this.max_line_size
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end
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if this.max_line_size_force then
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width = this.max_line_size
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end
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local a = width * 0.5 + 1
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if not reverse then
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this.vector = { -1, 0 }
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this.area = { { position.x - 1, position.y - a }, { position.x, position.y + a } }
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else
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this.reverse_vector = { -1, 0 }
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this.reverse_area = { { position.x - 1, position.y - a }, { position.x, position.y + a } }
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end
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end,
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['east'] = function (position, reverse)
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local surface_index = this.surface_index
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if not surface_index then
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return
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end
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local surface = game.get_surface(surface_index)
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if not surface or not surface.valid then
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return
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end
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local width = surface.map_gen_settings.height
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if width > this.max_line_size then
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width = this.max_line_size
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end
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if this.max_line_size_force then
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width = this.max_line_size
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end
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local a = width * 0.5 + 1
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if not reverse then
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this.vector = { 1, 0 }
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this.area = { { position.x, position.y - a }, { position.x + 1, position.y + a } }
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else
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this.reverse_vector = { 1, 0 }
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this.reverse_area = { { position.x, position.y - a }, { position.x + 1, position.y + a } }
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end
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end
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}
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local function print_debug(a)
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if not this.debug then
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return
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end
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print('Collapse error #' .. a)
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end
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local function set_collapse_tiles(surface)
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if not surface or surface.valid then
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print_debug(45)
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end
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game.forces.player.chart(surface, this.area)
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this.tiles = surface.find_tiles_filtered({ area = this.area, name = 'out-of-map', invert = true })
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if not this.tiles then
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return
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end
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this.size_of_tiles = #this.tiles
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if this.size_of_tiles > 0 then
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table_shuffle_table(this.tiles)
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end
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this.position = { x = this.position.x + this.vector[1], y = this.position.y + this.vector[2] }
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local v = this.vector
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if not v then
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return
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end
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local area = this.area
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this.area = { { area[1][1] + v[1], area[1][2] + v[2] }, { area[2][1] + v[1], area[2][2] + v[2] } }
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local chart_area = { { area[1][1] + v[1] - 4, area[1][2] + v[2] - 4 }, { area[2][1] + v[1] + 4, area[2][2] + v[2] + 4 } }
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game.forces.player.chart(surface, chart_area)
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end
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---@param surface LuaSurface
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local function set_reverse_collapse_tiles(surface)
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if not surface or surface.valid then
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print_debug(45)
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end
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this.reverse_tiles = surface.find_tiles_filtered({ area = this.reverse_area, name = 'out-of-map', invert = true })
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if not this.reverse_tiles then
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return
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end
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this.reverse_size_of_tiles = #this.reverse_tiles
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if this.reverse_size_of_tiles > 0 then
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table_shuffle_table(this.reverse_tiles)
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end
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this.reverse_position = { x = this.reverse_position.x + this.reverse_vector[1], y = this.reverse_position.y + this.reverse_vector[2] }
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local v = this.reverse_vector
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if not v then return end
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local area = this.reverse_area
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this.reverse_area = { { area[1][1] + v[1], area[1][2] + v[2] }, { area[2][1] + v[1], area[2][2] + v[2] } }
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local chart_area = { { area[1][1] + v[1] - 4, area[1][2] + v[2] - 10 }, { area[2][1] + v[1] + 4, area[2][2] + v[2] + 10 } }
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local force = game.forces.player
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force.chart(surface, chart_area)
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end
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local function progress()
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if not this.start_now then
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this.tiles = nil
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return
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end
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local surface_index = this.surface_index
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if not surface_index then
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return
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end
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local surface = game.get_surface(surface_index)
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if not surface or not surface.valid then
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return
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end
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local tiles = this.tiles
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if not tiles then
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set_collapse_tiles(surface)
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tiles = this.tiles
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end
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if not tiles then
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return
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end
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for _ = 1, this.amount, 1 do
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local tile = tiles[this.size_of_tiles]
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if not tile then
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this.tiles = nil
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return
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end
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this.size_of_tiles = this.size_of_tiles - 1
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if not tile.valid then
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return
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end
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if this.specific_entities.enabled then
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local position = { tile.position.x + 0.5, tile.position.y + 0.5 }
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local entities = this.specific_entities.entities
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for _, e in pairs(surface.find_entities_filtered({ area = { { position[1] - 4, position[2] - 2 }, { position[1] + 4, position[2] + 2 } } })) do
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if entities[e.name] and e.valid and e.health then
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e.die()
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elseif e.valid then
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e.destroy()
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end
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end
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end
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if this.kill then
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local position = { tile.position.x + 0.5, tile.position.y + 0.5 }
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for _, e in pairs(surface.find_entities_filtered({ area = { { position[1] - 4, position[2] - 2 }, { position[1] + 4, position[2] + 2 } } })) do
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if e.valid and e.health then
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e.die()
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end
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end
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end
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surface.set_tiles({ { name = 'out-of-map', position = tile.position } }, true)
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end
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end
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local function progress_reverse()
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if not this.reverse_start_now then
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this.reverse_tiles = nil
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return
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end
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local surface_index = this.surface_index
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if not surface_index then
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return
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end
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local surface = game.get_surface(surface_index)
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if not surface or not surface.valid then
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return
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end
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local tiles = this.reverse_tiles
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if not tiles then
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set_reverse_collapse_tiles(surface)
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tiles = this.reverse_tiles
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end
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if not tiles then
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return
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end
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for _ = 1, this.amount + 20, 1 do
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local tile = tiles[this.reverse_size_of_tiles]
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if not tile then
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this.reverse_tiles = nil
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return
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end
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this.reverse_size_of_tiles = this.reverse_size_of_tiles - 1
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if not tile.valid then
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return
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end
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if this.specific_entities.enabled then
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local position = { tile.position.x + 0.5, tile.position.y + 0.5 }
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local entities = this.specific_entities.entities
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for _, e in pairs(surface.find_entities_filtered({ area = { { position[1] - 4, position[2] - 2 }, { position[1] + 4, position[2] + 2 } } })) do
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if entities[e.name] and e.valid and e.health then
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e.die()
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elseif e.valid then
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e.destroy()
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end
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end
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end
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if this.kill then
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local position = { tile.position.x + 0.5, tile.position.y + 0.5 }
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for _, e in pairs(surface.find_entities_filtered({ area = { { position[1] - 4, position[2] - 2 }, { position[1] + 4, position[2] + 2 } } })) do
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if e.valid and e.health then
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e.die()
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end
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end
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end
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surface.set_tiles({ { name = 'out-of-map', position = tile.position } }, true)
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end
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end
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function Public.set_surface_index(surface_index)
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if not surface_index then
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print_debug(1)
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return
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end
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local surface = game.get_surface(surface_index)
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if not surface or not surface.valid then
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print_debug(2)
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return
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end
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this.surface_index = surface_index
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end
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function Public.set_direction(direction)
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if not directions[direction] then
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print_debug(11)
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return
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end
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directions[direction](this.position)
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this.direction = direction
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end
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function Public.set_reverse_position(position)
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if not position then
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print_debug(4)
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return
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end
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if not position.x and not position[1] then
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print_debug(5)
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return
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end
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if not position.y and not position[2] then
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print_debug(6)
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return
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end
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local x = 0
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local y = 0
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if position[1] then
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x = position[1]
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end
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if position[2] then
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y = position[2]
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end
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if position.x then
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x = position.x
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end
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if position.y then
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y = position.y
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end
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this.reverse_position = { x = x, y = y }
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end
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function Public.set_reverse_direction()
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if not directions[direction_reverse[this.direction]] then
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print_debug(11)
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return
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end
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if not this.reverse_position then
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print_debug(13)
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return
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end
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directions[direction_reverse[this.direction]](this.reverse_position, true)
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this.direction = direction_reverse[this.direction]
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end
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function Public.set_speed(speed)
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if not speed then
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print_debug(8)
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return
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end
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speed = math_floor(speed)
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if speed < 1 then
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speed = 1
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end
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this.speed = speed
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end
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function Public.set_amount(amount)
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if not amount then
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print_debug(9)
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return
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end
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amount = math_floor(amount)
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if amount < 0 then
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amount = 0
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end
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this.amount = amount
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end
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function Public.set_position(position)
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if not position then
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print_debug(4)
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return
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end
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if not position.x and not position[1] then
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print_debug(5)
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return
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end
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if not position.y and not position[2] then
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print_debug(6)
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return
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end
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local x = 0
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local y = 0
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if position[1] then
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x = position[1]
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end
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if position[2] then
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y = position[2]
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end
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if position.x then
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x = position.x
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end
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if position.y then
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y = position.y
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end
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this.position = { x = x, y = y }
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end
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function Public.get_position()
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return this.position
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end
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function Public.get_reverse_position()
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return this.reverse_position
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end
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function Public.get_amount()
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return this.amount
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end
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function Public.get_speed()
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return this.speed
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end
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--- Set the collapse to start or not, accepts a second argument to disable the collapse completely.
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---@param state boolean
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---@param disabled? boolean
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---@return boolean
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function Public.start_now(state, disabled)
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this.start_now = state or false
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this.disabled = disabled or false
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return this.start_now
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end
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--- Set the reverse collapse to start or not, accepts a second argument to disable the collapse completely.
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---@param state boolean
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---@param disabled? boolean
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---@return boolean
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function Public.reverse_start_now(state, disabled)
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this.reverse_start_now = state or false
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this.reverse_disabled = disabled or false
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return this.reverse_start_now
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end
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function Public.has_collapse_started()
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if this.disabled then
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return true
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end
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return this.start_now
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end
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function Public.has_reverse_collapse_started()
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return this.reverse_start_now
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end
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function Public.set_max_line_size(size, force)
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if not size then
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print_debug(22)
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return
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end
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size = math_floor(size)
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if size <= 0 then
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print_debug(21)
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return
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end
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this.max_line_size = size
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this.max_line_size_force = force or false
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end
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function Public.set_kill_entities(a)
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this.kill = a
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end
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function Public.set_kill_specific_entities(tbl)
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if tbl then
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this.specific_entities = tbl
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else
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this.specific_entities = {
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enabled = false
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}
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end
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end
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local function on_init()
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Public.set_surface_index(game.surfaces.nauvis.index)
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Public.set_position({ 0, 32 })
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Public.set_max_line_size(256)
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Public.set_direction('north')
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Public.set_kill_entities(true)
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Public.set_kill_specific_entities()
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this.tiles = nil
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this.reverse_tiles = nil
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this.speed = 1
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this.disabled = false
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this.reverse_disabled = false
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this.reverse_start_now = false
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this.amount = 8
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this.start_now = false
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end
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local function on_tick()
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local tick = game.tick
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if tick % this.speed ~= 0 then
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return
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end
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if not this.reverse_disabled then
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progress_reverse()
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end
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if not this.disabled then
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progress()
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end
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end
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if not Public.read_tables_only then
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Event.on_init(on_init)
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Event.add(defines.events.on_tick, on_tick)
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end
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return Public
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