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mirror of https://github.com/Oarcinae/FactorioScenarioMultiplayerSpawn.git synced 2024-12-12 10:13:58 +02:00
FactorioScenarioMultiplayer.../lib/regrowth_map.lua

768 lines
31 KiB
Lua

-- Code tracks all chunks generated and allows for deleting of inactive chunks.
--
-- Basic rules of regrowth:
-- 1. Area around player is safe for quite a large distance.
-- 2. Chunks with pollution won't be deleted.
-- 3. Chunks with any player buildings won't be deleted.
-- 4. 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.
-- 5. Chunks timeout after 1 hour-ish, configurable
--- These chunks are marked for removal. They will be deleted by the regrowth system.
--- If it gets refreshed before it is removed, then it will be marked safe again
REGROWTH_FLAG_REMOVAL = -1
--- If a chunk is marked "active", then it will only be checked by the "world eater" system if that is enabled.
--- World eater does more extensive checks to see if a chunk might be safe to delete. For example, if a player builds
--- stuff in a chunk it will be marked as "active" and won't be checked by the regrowth system.
REGROWTH_FLAG_ACTIVE = -2
--- These chunks will NEVER be deleted by the regrowth + world eater systems. However, they can be overwritten in some
--- cases. Like when a player leaves the game early and their spawn is deleted.
REGROWTH_FLAG_PERMANENT = -3
--- Radius in chunks around a player to mark as safe.
REGROWTH_ACTIVE_AREA_AROUND_PLAYER = 2
---The removal list contains chunks that are marked for removal. Each entry is a table with the following fields:
---@alias RemovalListEntry { pos : ChunkPosition, force: boolean, surface: string }
---Init globals for regrowth
---@return nil
function RegrowthInit()
storage.rg = {}
storage.rg.player_refresh_index = nil
storage.rg.force_removal_flag = -2000 -- Set to a negative number to disable it by default
storage.rg.current_surface = nil -- The current surface we are iterating through
storage.rg.current_surface_index = 1
storage.rg.active_surfaces = {} -- List of all surfaces with regrowth enabled
storage.rg.chunk_iter = nil -- We only iterate through onface at a time
storage.rg.we_chunk_iter = nil
storage.rg.we_current_surface = nil
storage.rg.we_current_surface_index = 1
---@type LuaEntity[]
storage.rg.spidertrons = {} -- List of all spidertrons in the game
storage.rg_spidertron_index = 1
---@type RemovalListEntry[]
storage.rg.removal_list = {}
for _,planet in pairs(game.planets) do
local surface_name = planet.name
RegrowthInitSurface(surface_name, storage.ocfg.regrowth.enable_regrowth)
end
for surface_name,_ in pairs(game.surfaces) do
RegrowthInitSurface(surface_name --[[@as string]], storage.ocfg.regrowth.enable_regrowth)
end
end
---Called when a new surface is created. This is used to add new surfaces to the regrowth map.
---@param event EventData.on_surface_created
---@return nil
function RegrowthSurfaceCreated(event)
RegrowthInitSurface(game.surfaces[event.surface_index].name, nil) -- Leave activated as default or existing setting.
end
---Called when a surface is deleted. This is used to remove surfaces from the regrowth map.
---@param event EventData.on_pre_surface_deleted
---@return nil
function RegrowthSurfaceDeleted(event)
log("WARNING - RegrowthSurfaceDeleted: " .. game.surfaces[event.surface_index].name)
local surface_name = game.surfaces[event.surface_index].name
RegrowthDisableSurface(surface_name )
end
---Initialize the new surface for regrowth
---@param surface_name string - The surface name to act on
---@param activate boolean? - If set, the surface will be enabled/disabled for regrowth
---@return nil
function RegrowthInitSurface(surface_name, activate)
if IsSurfaceBlacklisted(surface_name) then return end
-- First time setup only? TODO: This code is not very logical (if one time only, why check for nil...)
if (not TableContains(storage.rg.active_surfaces, surface_name)) then
log("Adding surface to regrowth: " .. surface_name)
-- Add a new surface to the regrowth map (Don't overwrite if it already exists)
if (storage.rg[surface_name] == nil) then
storage.rg[surface_name] = {}
end
-- This is a 2D array of chunk positions and their last tick updated / status (Don't overwrite if it already exists)
if (storage.rg[surface_name].map == nil) then
storage.rg[surface_name].map = {}
end
-- Set the current surface to the first one found if none are set.
if (storage.rg.current_surface == nil) then
storage.rg.current_surface = surface_name
storage.rg.we_current_surface = surface_name
end
table.insert(storage.rg.active_surfaces, surface_name)
-- TODO: Hopefully a temporary measure to make sure map center never gets deleted.
-- If we can detect and redirect cargo-pods, then this can be removed.
for i = -2, 2 do
for j = -2, 2 do
MarkChunkSafe(surface_name, { x = i, y = j }, true)
end
end
end
if (activate ~= nil) then
storage.rg[surface_name].active = activate
elseif (storage.rg[surface_name].active == nil) then
storage.rg[surface_name].active = storage.ocfg.regrowth.enable_regrowth
end
end
function RegrowthDisableSurface(surface_name)
-- We don't want to delete the surface history in case it's re-enabled later!
-- storage.rg[surface_name] = nil
storage.rg[surface_name].active = false
TableRemoveOneUsingPairs(storage.rg.active_surfaces, surface_name)
-- Make sure indices are reset and the iterator made invalid too
if (storage.rg.current_surface == surface_name) then
storage.rg.current_surface = nil
storage.rg.current_surface_index = 1
storage.rg.chunk_iter = nil
end
if (storage.rg.we_current_surface == surface_name) then
storage.rg.we_current_surface = nil
storage.rg.we_current_surface_index = 1
storage.rg.we_chunk_iter = nil
end
if #storage.rg.active_surfaces > 0 then
storage.rg.current_surface = storage.rg.active_surfaces[1]
storage.rg.we_current_surface = storage.rg.active_surfaces[1]
end
end
---Simple check to see if a surface is enabled for regrowth
---@param surface_name string - The surface name to act on
---@return boolean
function IsRegrowthEnabledOnSurface(surface_name)
if (storage.rg[surface_name] == nil) then return false end
return storage.rg[surface_name].active
end
---Enables a surface by initializing it.
---@param surface_name string - The surface name to act on
---@return nil
function RegrowthEnableSurface(surface_name)
RegrowthInitSurface(surface_name, true)
end
---Trigger an immediate cleanup of any chunks that are marked for removal.
---@return nil
function TriggerCleanup()
storage.rg.force_removal_flag = game.tick
end
-- Turn this into a admin GUI button.
-- function RegrowthForceRemoveChunksCmd(cmd_table)
-- if (game.players[cmd_table.player_index].admin) then
-- TriggerCleanup()
-- end
-- end
---Get the next player index available. This is used to loop through ONLINE players to refresh the areas around them.
---@return integer
function GetNextConnectedPlayerIndex()
if (storage.rg.player_refresh_index == nil) or (game.connected_players[storage.rg.player_refresh_index] == nil) then
storage.rg.player_refresh_index = 1
else
storage.rg.player_refresh_index = storage.rg.player_refresh_index + 1
end
if (storage.rg.player_refresh_index > #game.connected_players) then
storage.rg.player_refresh_index = 1
end
return storage.rg.player_refresh_index
end
---@alias ActiveSurfaceInfo { surface : string, index : integer }
---Sets the current surface to the next active surface. This is used to loop through surfaces.
---@param current_index integer - The current index in the active surfaces list
---@return ActiveSurfaceInfo - The new current surface name and index
function GetNextActiveSurface(current_index)
local count = #(storage.rg.active_surfaces)
local next_index = current_index + 1
if (next_index > count) then
next_index = 1
end
local next_surface = storage.rg.active_surfaces[next_index]
return { surface = next_surface, index = next_index }
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...)
---@param event EventData.on_chunk_generated
---@return nil
function RegrowthChunkGenerate(event)
local c_pos = event.position
local surface_name = event.surface.name
-- Surface not init or not active, ignore it.
if not IsRegrowthEnabledOnSurface(surface_name) then return end
-- If this is the first chunk in that row:
if (storage.rg[surface_name].map[c_pos.x] == nil) then
storage.rg[surface_name].map[c_pos.x] = {}
end
-- Only update it if it isn't already set!
if (storage.rg[surface_name].map[c_pos.x][c_pos.y] == nil) then
storage.rg[surface_name].map[c_pos.x][c_pos.y] = game.tick
-- log("RegrowthChunkGenerate: " .. c_pos.x .. "," .. c_pos.y .. " on surface: " .. surface_name)
end
end
---Mark an area for "immediate" forced removal, this will override any pemranent flags.
---@param surface_name string - The surface name to act on
---@param pos TilePosition - The tile position to mark for removal
---@param chunk_radius integer - The radius in chunks around the position to mark for removal
---@return nil
function RegrowthMarkAreaForRemoval(surface_name, pos, chunk_radius)
local c_pos = GetChunkPosFromTilePos(pos)
for i = -chunk_radius, chunk_radius do
local x = c_pos.x + i
for k = -chunk_radius, chunk_radius do
local y = c_pos.y + k
if (storage.rg[surface_name].map[x] == nil) then
storage.rg[surface_name].map[x] = {}
end
storage.rg[surface_name].map[x][y] = REGROWTH_FLAG_REMOVAL
---@type RemovalListEntry
local removal_entry = { pos = { x = x, y = y }, force = true, surface = surface_name }
table.insert(storage.rg.removal_list, removal_entry)
end
end
end
-- ---Downgrades permanent flag to semi-permanent.
-- ---@param surface_name string - The surface name to act on
-- ---@param pos TilePosition - The tile position to mark
-- ---@param chunk_radius integer - The radius in chunks around the position to mark
-- ---@return nil
-- function RegrowthMarkAreaNotPermanentOVERWRITE(surface_name, pos, chunk_radius)
-- local c_pos = GetChunkPosFromTilePos(pos)
-- for i = -chunk_radius, chunk_radius do
-- local x = c_pos.x + i
-- for k = -chunk_radius, chunk_radius do
-- local y = c_pos.y + k
-- if (storage.rg[surface_name].map[x] and
-- storage.rg[surface_name].map[x][y] and
-- (storage.rg[surface_name].map[x][y] == REGROWTH_FLAG_PERMANENT)) then
-- storage.rg[surface_name].map[x][y] = REGROWTH_FLAG_ACTIVE
-- end
-- end
-- end
-- end
---Marks a chunk containing a position to be relatively permanent.
---@param surface_name string - The surface name to act on
---@param c_pos ChunkPosition - The chunk position to mark
---@param permanent boolean - If true, the chunk will be marked as permanent
---@return nil
function MarkChunkSafe(surface_name, c_pos, permanent)
if (storage.rg[surface_name].map[c_pos.x] == nil) then
storage.rg[surface_name].map[c_pos.x] = {}
end
if (permanent) then
storage.rg[surface_name].map[c_pos.x][c_pos.y] = REGROWTH_FLAG_PERMANENT
-- Make sure we don't overwrite unless it's a permanent flag
elseif (storage.rg[surface_name].map[c_pos.x][c_pos.y] and
(storage.rg[surface_name].map[c_pos.x][c_pos.y] ~= REGROWTH_FLAG_PERMANENT)) then
storage.rg[surface_name].map[c_pos.x][c_pos.y] = REGROWTH_FLAG_ACTIVE
end
end
---Marks a safe area around a CHUNK position to be relatively permanent.
---@param surface_name string - The surface name to act on
---@param c_pos ChunkPosition - The chunk position to mark
---@param chunk_radius integer - The radius in chunks around the position to mark
---@param permanent boolean - If true, the chunk will be marked as permanent
---@return nil
function RegrowthMarkAreaSafeGivenChunkPos(surface_name, c_pos, chunk_radius, permanent)
if (storage.rg[surface_name] == nil) then return end
for i = -chunk_radius, chunk_radius do
for j = -chunk_radius, chunk_radius do
MarkChunkSafe(surface_name, { x = c_pos.x + i, y = c_pos.y + j }, permanent)
end
end
end
---Marks a safe area around a TILE position to be relatively permanent.
---@param surface_name string - The surface name to act on
---@param pos TilePosition - The tile position to mark
---@param chunk_radius integer - The radius in chunks around the position to mark
---@param permanent boolean - If true, the chunk will be marked as permanent
---@return nil
function RegrowthMarkAreaSafeGivenTilePos(surface_name, pos, chunk_radius, permanent)
if not IsRegrowthEnabledOnSurface(surface_name) then return end
local c_pos = GetChunkPosFromTilePos(pos)
RegrowthMarkAreaSafeGivenChunkPos(surface_name, c_pos, chunk_radius, permanent)
end
---Refreshes timers on a chunk containing position
---@param surface_name string - The surface name to act on
---@param pos TilePosition - The tile position to mark
---@param bonus_time integer - The bonus time to add to the current game tick
---@return nil
function RefreshChunkTimer(surface_name, pos, bonus_time)
local c_pos = GetChunkPosFromTilePos(pos)
if (storage.rg[surface_name].map[c_pos.x] == nil) then
storage.rg[surface_name].map[c_pos.x] = {}
end
if (storage.rg[surface_name].map[c_pos.x][c_pos.y] >= REGROWTH_FLAG_REMOVAL) then
storage.rg[surface_name].map[c_pos.x][c_pos.y] = game.tick + bonus_time
end
end
---Refreshes timers on all chunks around a certain area
---@param surface_name string - The surface name to act on
---@param pos TilePosition - The tile position to mark
---@param chunk_radius integer - The radius in chunks around the position to mark
---@param bonus_time integer - The bonus time to add to the current game tick
---@return nil
function RefreshArea(surface_name, pos, chunk_radius, bonus_time)
local c_pos = GetChunkPosFromTilePos(pos)
RefreshAreaChunkPosition(surface_name, c_pos, chunk_radius, bonus_time)
end
---Refreshes timers on all chunks around a certain area
---@param surface_name string - The surface name to act on
---@param c_pos ChunkPosition - The chunk position to mark
---@param chunk_radius integer - The radius in chunks around the position to mark
---@param bonus_time integer - The bonus time to add to the current game tick
---@return nil
function RefreshAreaChunkPosition(surface_name, c_pos, chunk_radius, bonus_time)
for i = -chunk_radius, chunk_radius do
local x = c_pos.x + i
for k = -chunk_radius, chunk_radius do
local y = c_pos.y + k
if (storage.rg[surface_name].map[x] == nil) then
storage.rg[surface_name].map[x] = {}
end
if ((storage.rg[surface_name].map[x][y] == nil) or (storage.rg[surface_name].map[x][y] >= REGROWTH_FLAG_REMOVAL)) then
storage.rg[surface_name].map[x][y] = game.tick + bonus_time
end
end
end
end
---Refreshes timers on all chunks near an ACTIVE radar
---@param event EventData.on_sector_scanned
---@return nil
function RegrowthSectorScan(event)
local surface_name = event.radar.surface.name
-- Surface not in regrowth map, ignore it.
if (storage.rg[surface_name] == nil) then return end
local radar_range = event.radar.prototype.get_max_distance_of_nearby_sector_revealed(event.radar.quality)
RefreshAreaChunkPosition(surface_name, event.chunk_position, radar_range --[[@as integer]], 0) -- Should never be nil.
end
---Refresh all chunks near a single player. Cyles through all connected players.
---@return nil
function RefreshPlayerArea()
player_index = GetNextConnectedPlayerIndex()
if (player_index and game.connected_players[player_index]) then
local player = game.connected_players[player_index]
if (not player.character) then return end
local surface_name = player.character.surface.name
if (storage.rg[surface_name] == nil) or (not storage.rg[surface_name].active) then return end
RefreshArea(surface_name, player.character.position, REGROWTH_ACTIVE_AREA_AROUND_PLAYER, 0)
end
end
---Updates the chunk_iter and returns the next chunk from it. May not be valid if it no chunks exist.
---@return ChunkPositionAndArea?
function GetNextChunkAndUpdateIter()
-- Make sure we have a valid iterator!
if (not storage.rg.chunk_iter or not storage.rg.chunk_iter.valid) then
if game.surfaces[storage.rg.current_surface] == nil then return nil end
storage.rg.chunk_iter = game.surfaces[storage.rg.current_surface].get_chunks()
end
local next_chunk = storage.rg.chunk_iter()
-- Check if we reached the end
if (next_chunk == nil) then
-- Switch to the next active surface
local next_surface_info = GetNextActiveSurface(storage.rg.current_surface_index)
storage.rg.current_surface = next_surface_info.surface
storage.rg.current_surface_index = next_surface_info.index
-- Surface may not exist or may not be active
if game.surfaces[storage.rg.current_surface] ~= nil and storage.rg[next_surface_info.surface].active then
storage.rg.chunk_iter = game.surfaces[storage.rg.current_surface].get_chunks()
next_chunk = storage.rg.chunk_iter()
end
end
return next_chunk
end
---Updates the chunk_iter (for World Eater) and returns the next chunk from it. May not be valid if it no chunks exist.
---@return ChunkPositionAndArea?
function GetNextChunkAndUpdateWorldEaterIter()
-- Make sure we have a valid iterator!
if (not storage.rg.we_chunk_iter or not storage.rg.we_chunk_iter.valid) then
if game.surfaces[storage.rg.we_current_surface] == nil then return nil end
storage.rg.we_chunk_iter = game.surfaces[storage.rg.we_current_surface].get_chunks()
end
local next_chunk = storage.rg.we_chunk_iter()
-- Check if we reached the end
if (next_chunk == nil) then
-- Switch to the next active surface
local next_surface_info = GetNextActiveSurface(storage.rg.we_current_surface_index)
storage.rg.we_current_surface = next_surface_info.surface
storage.rg.we_current_surface_index = next_surface_info.index
-- Surface may not exist or may not be active
if game.surfaces[storage.rg.we_current_surface] ~= nil and storage.rg[next_surface_info.surface].active then
storage.rg.we_chunk_iter = game.surfaces[storage.rg.we_current_surface].get_chunks()
next_chunk = storage.rg.we_chunk_iter()
end
end
return next_chunk
end
---Gets the next chunk the array map and checks to see if it has timed out.
---Adds it to the removal list if it has.
---@return nil
function RegrowthSingleStepArray()
local next_chunk = GetNextChunkAndUpdateIter()
if (next_chunk == nil) then return end
local current_surface = storage.rg.current_surface
-- It's possible that if regrowth is disabled/enabled during runtime we might miss on_chunk_generated.
-- This will catch that case and add the chunk to the map.
if (storage.rg[current_surface].map[next_chunk.x] == nil) then
storage.rg[current_surface].map[next_chunk.x] = {}
end
if (storage.rg[current_surface].map[next_chunk.x][next_chunk.y] == nil and game.surfaces[current_surface].is_chunk_generated(next_chunk)) then
log("RegrowthSingleStepArray: Chunk not in map: " .. next_chunk.x .. "," .. next_chunk.y .. " on surface: " .. current_surface)
local has_player_entities = CheckIfChunkHasAnyPlayerEntities(current_surface, next_chunk)
if has_player_entities then
storage.rg[current_surface].map[next_chunk.x][next_chunk.y] = REGROWTH_FLAG_ACTIVE
else
storage.rg[current_surface].map[next_chunk.x][next_chunk.y] = game.tick
end
return
end
-- If the chunk has timed out, add it to the removal list
local c_timer = storage.rg[current_surface].map[next_chunk.x][next_chunk.y]
local interval_ticks = storage.ocfg.regrowth.cleanup_interval * TICKS_PER_MINUTE
if ((c_timer ~= nil) and (c_timer >= 0) and ((c_timer + interval_ticks) < game.tick)) then
-- Check chunk actually exists
if (game.surfaces[current_surface].is_chunk_generated({ x = next_chunk.x, y = next_chunk.y })) then
---@type RemovalListEntry
local removal_entry = {pos = {x = next_chunk.x, y = next_chunk.y }, force = false, surface = current_surface}
table.insert(storage.rg.removal_list, removal_entry)
storage.rg[current_surface].map[next_chunk.x][next_chunk.y] = REGROWTH_FLAG_REMOVAL
else
-- Sometimes chunks that are in the iterator aren't fully generated yet, so we can ignore these.
-- log("WARN - RegrowthSingleStepArray: Chunk not generated?: " .. next_chunk.x .. "," .. next_chunk.y .. " on surface: " .. current_surface)
storage.rg[current_surface].map[next_chunk.x][next_chunk.y] = nil
end
end
end
---Remove all chunks at same time to reduce impact to FPS/UPS
---@return nil
function OarcRegrowthRemoveAllChunks()
for key, c_remove in pairs(storage.rg.removal_list) do
local c_pos = c_remove.pos
local surface_name = c_remove.surface
-- Confirm chunk is still marked for removal or is a force removal, if it's nil, something else happened?
if (storage.rg[surface_name].map[c_pos.x] ~= nil) then
-- If it is FORCE removal, then remove it regardless of pollution.
if (c_remove.force) then
game.surfaces[surface_name].delete_chunk(c_pos)
storage.rg[surface_name].map[c_pos.x][c_pos.y] = nil
elseif (storage.rg[surface_name].map[c_pos.x][c_pos.y] == REGROWTH_FLAG_REMOVAL) then
-- If regrowth is disabled, remove the chunnk from the map without deleting it.
if (not storage.ocfg.regrowth.enable_regrowth or not storage.rg[surface_name].active) then
storage.rg[surface_name].map[c_pos.x][c_pos.y] = nil
-- If it is a normal timeout removal, don't do it if there is pollution in the chunk.
elseif (game.surfaces[surface_name].get_pollution({ c_pos.x * 32, c_pos.y * 32 }) > 0) then
storage.rg[surface_name].map[c_pos.x][c_pos.y] = game.tick
-- Else delete the chunk
else
game.surfaces[surface_name].delete_chunk(c_pos)
storage.rg[surface_name].map[c_pos.x][c_pos.y] = nil
end
end
-- If we hit here, the chunk was probably refreshed or something and so we don't want to delete it.
-- We won't check it again since we clear the removal list after this. This should be correct.
else
-- This should never happen, TODO: check if it does?
log("WARN - OarcRegrowthRemoveAllChunks: Chunk not in map: " .. c_pos.x .. "," .. c_pos.y .. " on surface: " .. surface_name)
end
-- Remove entry
storage.rg.removal_list[key] = nil
end
-- MUST GET A NEW CHUNK ITERATOR ON DELETE CHUNK!
storage.rg.chunk_iter = nil
storage.rg.we_chunk_iter = nil
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.
---@return nil
function RegrowthOnTick()
if (#storage.rg.active_surfaces > 0) then
-- Every half a second, refresh all chunks near a single player
-- Cyles through all players. Tick is offset by 2
if ((game.tick % (30)) == 2) then
RefreshPlayerArea()
end
-- Refresh a single spidertron every tick
RefreshSpidertronArea()
-- Every tick, check a few points in the 2d array of the only active surface
for i = 1, 20 do
RegrowthSingleStepArray()
end
if (storage.ocfg.regrowth.enable_world_eater) then
WorldEaterSingleStep()
end
end
-- Allow enable/disable of auto cleanup, can change during runtime.
local interval_ticks = storage.ocfg.regrowth.cleanup_interval * TICKS_PER_MINUTE
-- Send a broadcast warning before it happens.
if ((game.tick % interval_ticks) == interval_ticks - (60 * 30 + 1)) then
if (#storage.rg.removal_list > 100) then
SendBroadcastMsg({"oarc-cleanup-30sec-warning"})
end
end
-- Delete all listed chunks across all active surfaces
if ((game.tick % interval_ticks) == interval_ticks - 1) then
if (#storage.rg.removal_list > 100) then
OarcRegrowthRemoveAllChunks()
SendBroadcastMsg({"oarc-cleanup-complete"})
end
end
end
-- This function removes any chunks flagged but on demand.
-- Controlled by the storage.rg.force_removal_flag
function RegrowthForceRemovalOnTick()
-- Catch force remove flag
if (game.tick == storage.rg.force_removal_flag + 60) then
SendBroadcastMsg({"oarc-cleanup-force-30sec-warning"})
end
if (game.tick == storage.rg.force_removal_flag + (60 * 30 + 60)) then
OarcRegrowthRemoveAllChunks()
SendBroadcastMsg({"oarc-cleanup-complete"})
end
end
function WorldEaterSingleStep()
local next_chunk = GetNextChunkAndUpdateWorldEaterIter()
if (not next_chunk) then return end
local current_surface = storage.rg.we_current_surface
-- Do we have it in our map?
if (not storage.rg[current_surface].map[next_chunk.x] or not storage.rg[current_surface].map[next_chunk.x][next_chunk.y]) then
return -- Chunk isn't in our map so we don't care?
end
-- Search for any abandoned radars and destroy them?
local abandoned_radars = game.surfaces[current_surface].find_entities_filtered { area = next_chunk.area,
force = { ABANDONED_FORCE_NAME },
name = "radar" }
for k, v in pairs(abandoned_radars) do
v.die(nil)
end
-- Search for any entities with _DESTROYED_ force and kill them.
-- local destroy_entities = game.surfaces[current_surface].find_entities_filtered { area = next_chunk.area,
-- force = { DESTROYED_FORCE_NAME } }
-- for k, v in pairs(destroy_entities) do
-- v.die(nil)
-- end
local c_timer = storage.rg[current_surface].map[next_chunk.x][next_chunk.y]
-- Only check chunnks that are flagged as "active".
-- Others are either permanent or will be handled by the default regrowth checks.
if (c_timer == REGROWTH_FLAG_ACTIVE) then
local area = {
left_top = { next_chunk.area.left_top.x - 8, next_chunk.area.left_top.y - 8 },
right_bottom = { next_chunk.area.right_bottom.x + 8, next_chunk.area.right_bottom.y + 8 }
}
local entities = game.surfaces[current_surface].find_entities_filtered { area = area, force = ENEMY_FORCES_NAMES_INCL_NEUTRAL, invert = true }
for _, v in pairs(entities) do
if (v.last_user) then
return -- This means we're done checking this chunk. It has an active player entity.
end
end
local moving_entities = game.surfaces[current_surface].find_entities_filtered {
area = area,
type = { "character", "logistics-robot", "construction-robot", "car", "spider-vehicle" },
}
if (#moving_entities > 0) then
return -- It's possible there are some moving entities with no last user set.
end
-- Destroy the entities that lack an owner! (player was removed)
for _, v in pairs(entities) do
if (v and v.valid) then
v.die(nil)
end
end
-- SendBroadcastMsg(next_chunk.x .. "," .. next_chunk.y .. " WorldEaterSingleStep")
storage.rg[current_surface].map[next_chunk.x][next_chunk.y] = game.tick -- Set the timer on it.
end
end
---Checks if a chunk has any player entities in or near it.
---@param surface_name string - The surface name to act on
---@param chunk ChunkPositionAndArea - The chunk position to check
---@return boolean
function CheckIfChunkHasAnyPlayerEntities(surface_name, chunk)
-- Check around the chunk for anything overlapping to be safe!
local area = {
left_top = { chunk.area.left_top.x - 8, chunk.area.left_top.y - 8 },
right_bottom = { chunk.area.right_bottom.x + 8, chunk.area.right_bottom.y + 8 }
}
local entities = game.surfaces[surface_name].find_entities_filtered { area = area, force = ENEMY_FORCES_NAMES_INCL_NEUTRAL, invert = true }
for _, v in pairs(entities) do
if (v.last_user) then
return true -- YES there is player stuff here.
end
end
local moving_entities = game.surfaces[surface_name].find_entities_filtered {
area = area,
type = { "character", "logistics-robot", "construction-robot", "car", "spider-vehicle" },
}
if (#moving_entities > 0) then
return true -- Any of these entities are player controlled and count!
end
return false
end
---When an entity is built, if it is a spidertron we add it to our list
---@param event EventData.on_built_entity
---@return nil
function RegrowthOnBuiltEntity(event)
if (event.entity and event.entity.valid and event.entity.type == "spider-vehicle") then
table.insert(storage.rg.spidertrons, event.entity)
log("Added spidertron to regrowth tracking")
if storage.rg.spidertron_chunk_radius == nil then
storage.rg.spidertron_chunk_radius = prototypes.entity["spidertron"].chunk_exploration_radius
end
end
end
---On tick, we refresh a single spidertron's area.
---@return nil
function RefreshSpidertronArea()
if (#storage.rg.spidertrons > 0) then
local spidertron = storage.rg.spidertrons[storage.rg_spidertron_index]
if (spidertron and spidertron.valid) then
--Check if this surface is active.
local surface_name = spidertron.surface.name
if (storage.rg[surface_name] ~= nil) and (storage.rg[surface_name].active) then
RefreshArea(spidertron.surface.name, spidertron.position, storage.rg.spidertron_chunk_radius, 0)
end
UpdateSpidertronIndex() -- Go to next valid spidertron on the next tick
else
table.remove(storage.rg.spidertrons, storage.rg_spidertron_index)
log("Removed spidertron from regrowth tracking")
end
end
end
---Updates the spidertron index to the next one in the list.
---@return nil
function UpdateSpidertronIndex()
storage.rg_spidertron_index = storage.rg_spidertron_index + 1
if (storage.rg_spidertron_index > #storage.rg.spidertrons) then
storage.rg_spidertron_index = 1
end
end