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FactorioScenarioMultiplayer.../regrowth_map.lua

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2017-07-29 00:02:45 +02:00
-- regrowth_map.lua
-- July 2017
--
-- Code tracks all chunks generated and allows for deleting inactive chunks
-- Relies on some changes to RSO to provide random resource locations the next
-- time the land is regenerated.
--
-- Basic rules of regrowth:
-- 1. Area around player is safe for quite a large distance.
-- 2. Rocket silo won't be deleted. - PERMANENT
-- 3. Chunks with pollution won't be deleted.
-- 4. Chunks with railways won't be deleted.
-- 5. Anything within radar range won't be deleted, but radar MUST be active.
-- -- This works by refreshing all chunk timers within radar range using
-- the on_sector_scanned event.
-- 6. Chunks timeout after 1 hour-ish, configurable
-- 7. For now, oarc spawns are deletion safe as well, but only immediate area.
REGROWTH_TIMEOUT_TICKS = 60*60*60 -- 1 hour
2017-07-29 00:02:45 +02:00
-- Init globals and set player join area to be off limits.
function OarcRegrowthInit()
global.chunk_regrow = {}
global.chunk_regrow.map = {}
global.chunk_regrow.list = {}
global.chunk_regrow.num_chunks = 0
global.chunk_regrow.chunk_index = 1
global.chunk_regrow.rso_region_roll_counter = 0
OarcRegrowthOffLimits({x=0,y=0}, 15)
end
-- Adds new chunks to the global table to track them.
-- This should always be called first in the chunk generate sequence
-- (Compared to other RSO & Oarc related functions...)
function OarcRegrowthChunkGenerate(event)
local x = event.area.left_top.x
local y = event.area.left_top.y
if (global.chunk_regrow.map[x] == nil) then
global.chunk_regrow.map[x] = {}
end
-- There are some chunks that might already be added to the table
-- before a chunk generate event happens for them.
if (global.chunk_regrow.map[x][y] == nil) then
global.chunk_regrow.map[x][y] = game.tick
end
-- Always add new chunks to the list, they will be removed later
-- if they are offlimits.
table.insert(global.chunk_regrow.list, event.area.left_top)
global.chunk_regrow.num_chunks = global.chunk_regrow.num_chunks + 1
end
-- Marks a safe area around around a position that won't ever be deleted.
function OarcRegrowthOffLimits(pos, chunk_radius)
local c_pos = {x=pos.x-(pos.x % 32),
y=pos.y-(pos.y % 32)}
for i=-chunk_radius,chunk_radius do
for k=-chunk_radius,chunk_radius do
local x = c_pos.x+(i*32)
local y = c_pos.y+(k*32)
if (global.chunk_regrow.map[x] == nil) then
global.chunk_regrow.map[x] = {}
end
global.chunk_regrow.map[x][y] = -1
end
end
end
-- Refreshes timers on all chunks around a certain area
function OarcRegrowthRefreshArea(pos, chunk_radius)
local c_pos = {x=pos.x-(pos.x % 32),
y=pos.y-(pos.y % 32)}
for i=-chunk_radius,chunk_radius do
for k=-chunk_radius,chunk_radius do
local x = c_pos.x+(i*32)
local y = c_pos.y+(k*32)
if (global.chunk_regrow.map[x] == nil) then
global.chunk_regrow.map[x] = {}
end
global.chunk_regrow.map[x][y] = game.tick
end
end
end
-- Refreshes timers on all chunks near an ACTIVE radar
function OarcRegrowthSectorScan(event)
OarcRegrowthRefreshArea(event.radar.position, 17)
end
-- This is the main work function, it checks a single chunk in the list
-- per tick. It works according to the rules listed in the header of this
-- file.
function OarcRegrowthOnTick(event)
-- We always check of value exists first... Due to the way events work,
-- this is a necessary check.
if (global.chunk_regrow.list[global.chunk_regrow.chunk_index]) then
-- Position of left_top of the chunk in the list.
local x = global.chunk_regrow.list[global.chunk_regrow.chunk_index].x
local y = global.chunk_regrow.list[global.chunk_regrow.chunk_index].y
local pos = {x=x,y=y}
-- Confirm we have a matching chunk in our map array
if (global.chunk_regrow.map[x][y] ~= nil) then
-- Check this chunk is NOT timed out, this should be the most common reason
-- to go to the next list item, so I put it first to optimize the logic
if ((global.chunk_regrow.map[x][y]+REGROWTH_TIMEOUT_TICKS) > game.tick) then
goto GO_NEXT_CHUNK
end
-- Check if this chunk is off limits
if (global.chunk_regrow.map[x][y] == -1) then
global.chunk_regrow.num_chunks = global.chunk_regrow.num_chunks - 1
table.remove(global.chunk_regrow.list, global.chunk_regrow.chunk_index)
global.chunk_regrow.chunk_index = global.chunk_regrow.chunk_index - 1
goto GO_NEXT_CHUNK
end
-- Check for pollution, refresh timer if found
if (game.surfaces[GAME_SURFACE_NAME].get_pollution(pos) > 0) then
global.chunk_regrow.map[x][y] = game.tick
goto GO_NEXT_CHUNK
end
-- Check for players nearby, don't delete anything near players.
-- And refresh the area around them if they happen to be near.
local players_found = game.surfaces[GAME_SURFACE_NAME].find_entities_filtered{area = {{x-(32*2), y-(32*2)}, {x+(32*2), y+(32*2)}}, type= "player"}
if (next(players_found) ~= nil) then
OarcRegrowthRefreshArea(pos, 2)
goto GO_NEXT_CHUNK
end
-- Check for railway lines
local railway_found = game.surfaces[GAME_SURFACE_NAME].find_entities_filtered{area = {{x-(32*2), y-(32*2)}, {x+(32*2), y+(32*2)}}, name= "railway"}
if (next(railway_found) ~= nil) then
OarcRegrowthRefreshArea(pos, 2)
goto GO_NEXT_CHUNK
end
-- Else, let's see if we can delete the chunk.
local chunk_x = x/32
local chunk_y = y/32
-- Only delete chunks near map edges.
local ungenerate_chunk_count = 0
for i=-1,1 do
for k=-1,1 do
if (not game.surfaces[GAME_SURFACE_NAME].is_chunk_generated({chunk_x+i,chunk_y+k})) then
ungenerate_chunk_count = ungenerate_chunk_count +1
end
end
end
-- Delete the chunk and remove it from the list.
if (ungenerate_chunk_count >= 3) then
game.surfaces[GAME_SURFACE_NAME].delete_chunk({chunk_x,chunk_y})
global.chunk_regrow.num_chunks = global.chunk_regrow.num_chunks -1
table.remove(global.chunk_regrow.list, global.chunk_regrow.chunk_index)
global.chunk_regrow.chunk_index = global.chunk_regrow.chunk_index - 1
global.chunk_regrow.map[x][y] = nil
DebugPrint("Deleting Chunk: X="..x..",Y="..y)
end
else
DebugPrint("No matching map entry: X="..x..",Y="..y)
end
::GO_NEXT_CHUNK::
global.chunk_regrow.chunk_index = global.chunk_regrow.chunk_index + 1
if (global.chunk_regrow.chunk_index > global.chunk_regrow.num_chunks) then
global.chunk_regrow.chunk_index = 1
end
end
end