mirror of
https://github.com/Oarcinae/FactorioScenarioMultiplayerSpawn.git
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349 lines
13 KiB
Lua
349 lines
13 KiB
Lua
-- regrowth_map.lua
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-- July 2017
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--
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-- Code tracks all chunks generated and allows for deleting inactive chunks
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-- Relies on some changes to RSO to provide random resource locations the next
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-- time the land is regenerated. -- (THIS IS CURRENTLY NOT WORKING IN 0.16,
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-- resources always how up in the same spot!)
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--
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-- Basic rules of regrowth:
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-- 1. Area around player is safe for quite a large distance.
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-- 2. Rocket silo won't be deleted. - PERMANENT
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-- 3. Chunks with pollution won't be deleted.
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-- 4. Chunks with railways won't be deleted.
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-- 5. Anything within radar range won't be deleted, but radar MUST be active.
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-- -- This works by refreshing all chunk timers within radar range using
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-- the on_sector_scanned event.
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-- 6. Chunks timeout after 1 hour-ish, configurable
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-- 7. For now, oarc spawns are deletion safe as well, but only immediate area.
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-- Generic Utility Includes
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require("locale/oarc_utils")
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-- Default timeout of generated chunks
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REGROWTH_TIMEOUT_TICKS = TICKS_PER_HOUR
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-- We can't delete chunks regularly without causing lag.
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-- So we should save them up to delete them.
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REGROWTH_CLEANING_INTERVAL_TICKS = REGROWTH_TIMEOUT_TICKS
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-- Not used right now.
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-- It takes a radar 7 hours and 20 minutes to scan it's whole area completely
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-- So I will bump the refresh time of blocks up by 8 hours
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-- RADAR_COMPLETE_SCAN_TICKS = TICKS_PER_HOUR*8
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-- Additional bonus time for certain things:
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-- REFRESH_BONUS_RADAR = RADAR_COMPLETE_SCAN_TICKS
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-- Init globals and set player join area to be off limits.
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function OarcRegrowthInit()
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global.chunk_regrow = {}
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global.chunk_regrow.map = {}
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global.chunk_regrow.removal_list = {}
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global.chunk_regrow.rso_region_roll_counter = 0
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global.chunk_regrow.player_refresh_index = 1
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global.chunk_regrow.min_x = 0
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global.chunk_regrow.max_x = 0
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global.chunk_regrow.x_index = 0
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global.chunk_regrow.min_y = 0
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global.chunk_regrow.max_y = 0
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global.chunk_regrow.y_index = 0
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global.chunk_regrow.force_removal_flag = -1000
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OarcRegrowthOffLimits({x=0,y=0}, 10)
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end
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function GetChunkTopLeft(pos)
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return {x=pos.x-(pos.x % 32), y=pos.y-(pos.y % 32)}
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end
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function GetChunkCoordsFromPos(pos)
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return {x=math.floor(pos.x/32), y=math.floor(pos.y/32)}
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end
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-- This complicated function checks that if a chunk
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function CheckChunkEmpty(pos)
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chunkPos = GetChunkCoordsFromPos(pos)
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search_top_left = {x=chunkPos.x*32, y=chunkPos.y*32}
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search_area = {search_top_left, {x=search_top_left.x+32,y=search_top_left.y+32}}
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total = 0
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for f,_ in pairs(game.forces) do
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if f ~= "neutral" and f ~= "enemy" then
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entities = game.surfaces[GAME_SURFACE_NAME].find_entities_filtered{area = search_area, force=f}
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total = total + #entities
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if (#entities > 0) then
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for _,e in pairs(entities) do
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if ((e.type == "player") or
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(e.type == "car") or
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(e.type == "logistic-robot") or
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(e.type == "construction-robot")) then
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total = total - 1
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end
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end
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end
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end
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end
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-- A destroyed entity is still found during the event check.
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return (total == 1)
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end
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-- game.surfaces[GAME_SURFACE_NAME].find_entities_filtered{area = {game.player.position, {game.player.position.x+32, game.player.position-`32}}, type= "resource"}
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-- If an entity is mined or destroyed, then check if the chunk
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-- is empty. If it's empty, reset the refresh timer.
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function OarcRegrowthCheckChunkEmpty(event)
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if ((event.entity.force ~= nil) and (event.entity.force ~= "neutral") and (event.entity.force ~= "enemy")) then
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if CheckChunkEmpty(event.entity.position) then
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DebugPrint("Resetting chunk timer."..event.entity.position.x.." "..event.entity.position.y)
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OarcRegrowthForceRefreshChunk(event.entity.position, 0)
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end
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end
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end
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-- Adds new chunks to the global table to track them.
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-- This should always be called first in the chunk generate sequence
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-- (Compared to other RSO & Oarc related functions...)
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function OarcRegrowthChunkGenerate(pos)
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c_pos = GetChunkCoordsFromPos(pos)
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-- If this is the first chunk in that row:
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if (global.chunk_regrow.map[c_pos.x] == nil) then
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global.chunk_regrow.map[c_pos.x] = {}
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end
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-- Confirm the chunk doesn't already have a value set:
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if (global.chunk_regrow.map[c_pos.x][c_pos.y] == nil) then
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global.chunk_regrow.map[c_pos.x][c_pos.y] = game.tick
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end
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-- Store min/max values for x/y dimensions:
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if (c_pos.x < global.chunk_regrow.min_x) then
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global.chunk_regrow.min_x = c_pos.x
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end
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if (c_pos.x > global.chunk_regrow.max_x) then
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global.chunk_regrow.max_x = c_pos.x
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end
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if (c_pos.y < global.chunk_regrow.min_y) then
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global.chunk_regrow.min_y = c_pos.y
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end
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if (c_pos.y > global.chunk_regrow.max_y) then
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global.chunk_regrow.max_y = c_pos.y
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end
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end
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-- Mark an area for immediate forced removal
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function OarcRegrowthMarkForRemoval(pos, chunk_radius)
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local c_pos = GetChunkCoordsFromPos(pos)
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for i=-chunk_radius,chunk_radius do
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for k=-chunk_radius,chunk_radius do
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local x = c_pos.x+i
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local y = c_pos.y+k
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if (global.chunk_regrow.map[x] == nil) then
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global.chunk_regrow.map[x] = {}
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end
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global.chunk_regrow.map[x][y] = nil
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table.insert(global.chunk_regrow.removal_list, {x=x,y=y})
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end
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end
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end
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-- Marks a chunk a position that won't ever be deleted.
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function OarcRegrowthOffLimitsChunk(pos)
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local c_pos = GetChunkCoordsFromPos(pos)
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if (global.chunk_regrow.map[c_pos.x] == nil) then
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global.chunk_regrow.map[c_pos.y] = {}
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end
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global.chunk_regrow.map[c_pos.x][c_pos.y] = -1
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end
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-- Marks a safe area around a position that won't ever be deleted.
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function OarcRegrowthOffLimits(pos, chunk_radius)
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local c_pos = GetChunkCoordsFromPos(pos)
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for i=-chunk_radius,chunk_radius do
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for k=-chunk_radius,chunk_radius do
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local x = c_pos.x+i
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local y = c_pos.y+k
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if (global.chunk_regrow.map[x] == nil) then
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global.chunk_regrow.map[x] = {}
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end
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global.chunk_regrow.map[x][y] = -1
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end
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end
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end
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-- Refreshes timers on a chunk containing position
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function OarcRegrowthRefreshChunk(pos, bonus_time)
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local c_pos = GetChunkCoordsFromPos(pos)
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if (global.chunk_regrow.map[c_pos.x] == nil) then
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global.chunk_regrow.map[c_pos.y] = {}
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end
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if (global.chunk_regrow.map[c_pos.x][c_pos.y] ~= -1) then
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global.chunk_regrow.map[c_pos.x][c_pos.y] = game.tick + bonus_time
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end
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end
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-- Forcefully refreshes timers on a chunk containing position
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-- Will overwrite -1 flag.
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function OarcRegrowthForceRefreshChunk(pos, bonus_time)
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local c_pos = GetChunkCoordsFromPos(pos)
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if (global.chunk_regrow.map[c_pos.x] == nil) then
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global.chunk_regrow.map[c_pos.y] = {}
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end
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global.chunk_regrow.map[c_pos.x][c_pos.y] = game.tick + bonus_time
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end
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-- Refreshes timers on all chunks around a certain area
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function OarcRegrowthRefreshArea(pos, chunk_radius, bonus_time)
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local c_pos = GetChunkCoordsFromPos(pos)
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for i=-chunk_radius,chunk_radius do
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for k=-chunk_radius,chunk_radius do
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local x = c_pos.x+i
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local y = c_pos.y+k
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if (global.chunk_regrow.map[x] == nil) then
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global.chunk_regrow.map[x] = {}
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end
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if (global.chunk_regrow.map[x][y] ~= -1) then
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global.chunk_regrow.map[x][y] = game.tick + bonus_time
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end
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end
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end
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end
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-- Refreshes timers on all chunks near an ACTIVE radar
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function OarcRegrowthSectorScan(event)
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OarcRegrowthRefreshArea(event.radar.position, 14, 0)
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OarcRegrowthRefreshChunk(event.chunk_position, 0)
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end
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-- Refresh all chunks near a single player. Cyles through all connected players.
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function OarcRegrowthRefreshPlayerArea()
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global.chunk_regrow.player_refresh_index = global.chunk_regrow.player_refresh_index + 1
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if (global.chunk_regrow.player_refresh_index > #game.connected_players) then
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global.chunk_regrow.player_refresh_index = 1
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end
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if (game.connected_players[global.chunk_regrow.player_refresh_index]) then
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OarcRegrowthRefreshArea(game.connected_players[global.chunk_regrow.player_refresh_index].position, 4, 0)
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end
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end
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-- Check each chunk in the 2d array for a timeout value
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function OarcRegrowthCheckArray()
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-- Increment X
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if (global.chunk_regrow.x_index > global.chunk_regrow.max_x) then
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global.chunk_regrow.x_index = global.chunk_regrow.min_x
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-- Increment Y
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if (global.chunk_regrow.y_index > global.chunk_regrow.max_y) then
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global.chunk_regrow.y_index = global.chunk_regrow.min_y
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DebugPrint("Finished checking regrowth array."..global.chunk_regrow.min_x.." "..global.chunk_regrow.max_x.." "..global.chunk_regrow.min_y.." "..global.chunk_regrow.max_y)
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else
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global.chunk_regrow.y_index = global.chunk_regrow.y_index + 1
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end
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else
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global.chunk_regrow.x_index = global.chunk_regrow.x_index + 1
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end
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-- Check row exists, otherwise make one.
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if (global.chunk_regrow.map[global.chunk_regrow.x_index] == nil) then
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global.chunk_regrow.map[global.chunk_regrow.x_index] = {}
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end
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-- If the chunk has timed out, add it to the removal list
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local c_timer = global.chunk_regrow.map[global.chunk_regrow.x_index][global.chunk_regrow.y_index]
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if ((c_timer ~= nil) and (c_timer ~= -1) and ((c_timer+REGROWTH_TIMEOUT_TICKS) < game.tick)) then
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-- Check chunk actually exists
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if (game.surfaces[GAME_SURFACE_NAME].is_chunk_generated({x=(global.chunk_regrow.x_index),
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y=(global.chunk_regrow.y_index)})) then
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table.insert(global.chunk_regrow.removal_list, {x=global.chunk_regrow.x_index,
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y=global.chunk_regrow.y_index})
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global.chunk_regrow.map[global.chunk_regrow.x_index][global.chunk_regrow.y_index] = nil
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end
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end
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end
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-- Remove all chunks at same time to reduce impact to FPS/UPS
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function OarcRegrowthRemoveAllChunks()
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while (#global.chunk_regrow.removal_list > 0) do
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local c_pos = table.remove(global.chunk_regrow.removal_list)
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local c_timer = global.chunk_regrow.map[c_pos.x][c_pos.y]
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-- Confirm chunk is still expired
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if (c_timer == nil) then
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-- Check for pollution
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if (game.surfaces[GAME_SURFACE_NAME].get_pollution({c_pos.x*32,c_pos.y*32}) > 0) then
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global.chunk_regrow.map[c_pos.x][c_pos.y] = game.tick
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-- Else delete the chunk
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else
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game.surfaces[GAME_SURFACE_NAME].delete_chunk(c_pos)
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global.chunk_regrow.map[c_pos.x][c_pos.y] = nil
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end
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else
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-- DebugPrint("Chunk no longer expired?")
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end
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end
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end
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-- This is the main work function, it checks a single chunk in the list
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-- per tick. It works according to the rules listed in the header of this
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-- file.
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function OarcRegrowthOnTick()
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-- Every half a second, refresh all chunks near a single player
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-- Cyles through all players. Tick is offset by 2
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if ((game.tick % (30)) == 2) then
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OarcRegrowthRefreshPlayerArea()
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end
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-- Every tick, check a few points in the 2d array
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-- According to /measured-command this shouldn't take more
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-- than 0.1ms on average
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for i=1,20 do
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OarcRegrowthCheckArray()
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end
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-- Send a broadcast warning before it happens.
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if ((game.tick % REGROWTH_CLEANING_INTERVAL_TICKS) == REGROWTH_CLEANING_INTERVAL_TICKS-601) then
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if (#global.chunk_regrow.removal_list > 100) then
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SendBroadcastMsg("Map cleanup in 10 seconds...")
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end
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end
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-- Delete all listed chunks
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if ((game.tick % REGROWTH_CLEANING_INTERVAL_TICKS) == REGROWTH_CLEANING_INTERVAL_TICKS-1) then
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if (#global.chunk_regrow.removal_list > 100) then
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OarcRegrowthRemoveAllChunks()
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SendBroadcastMsg("Map cleanup done...")
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end
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end
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end
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-- This function removes any chunks flagged but on demand.
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-- Controlled by the global.chunk_regrow.force_removal_flag
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-- This function may be used outside of the normal regrowth modse.
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function OarcRegrowthForceRemovalOnTick()
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-- Catch force remove flag
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if (game.tick == global.chunk_regrow.force_removal_flag+60) then
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SendBroadcastMsg("Map cleanup in 10 seconds...")
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end
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if (game.tick == global.chunk_regrow.force_removal_flag+660) then
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OarcRegrowthRemoveAllChunks()
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SendBroadcastMsg("Map cleanup done...")
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end
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end |