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

1364 lines
44 KiB
Lua

require "event"
require "rso_config"
require "util"
require "rso_resource_config"
local MB=require "metaball"
local drand = require 'drand'
local rng = drand.mwvc
if not deterministic then rng = drand.sys_rand end
-- math shortcuts
local floor = math.floor
local abs = math.abs
local cos = math.cos
local sin = math.sin
local pi = math.pi
local max = math.max
local function round(value)
return math.floor(value + 0.5)
end
local function debug(str)
if debug_enabled then
game.players[1].print(str)
end
end
-- constants
local CHUNK_SIZE = 32
local REGION_TILE_SIZE = CHUNK_SIZE*region_size
local MIN_BALL_DISTANCE = CHUNK_SIZE/6
local P_BALL_SIZE_FACTOR = 0.7
local N_BALL_SIZE_FACTOR = 0.95
local NEGATIVE_MODIFICATOR = 123456
local meta_shapes = nil
if use_donut_shapes then
meta_shapes = {MB.MetaEllipse, MB.MetaSquare, MB.MetaDonut}
else
meta_shapes = {MB.MetaEllipse, MB.MetaSquare}
end
-- local globals
local index_is_built = false
local max_allotment = 0
local rgen = nil
local distance = util.distance
local spawner_probability_edge = 0 -- below this value a biter spawner, above/equal this value a spitter spawner
local invalidResources = {}
local config = nil
local configIndexed = nil
-- map gen settings mapping
local startingAreaMultiplier =
{
none = 0,
["very-low"] = 0.25,
low = 0.5,
normal = 1,
high = 1.5,
["very-high"] = 2,
}
local frequencyAllotmentMultiplier =
{
["very-low"] = 0.5,
low = 0.75,
normal = 1,
high = 1.5,
["very-high"] = 2,
}
local sizeMultiplier =
{
none = 0,
["very-low"] = 0.5,
low = 0.75,
normal = 1,
high = 1.25,
["very-high"] = 1.5,
}
local richnessMultiplier =
{
["very-low"] = 0.125,
low = 0.25,
normal = 1,
high = 2,
["very-high"] = 4,
}
local entityFrequencyMultiplier =
{
["very-low"] = 0.25,
low = 0.5,
normal = 1,
high = 2,
["very-high"] = 4,
}
local entitySizeMultiplier =
{
none = 0,
["very-low"] = 0.5,
low = 0.75,
normal = 1,
high = 2,
["very-high"] = 4,
}
--[[ HELPER METHODS ]]--
local function normalize(n) --keep numbers at (positive) 32 bits
return floor(n) % 0x80000000
end
local function bearing(origin, dest)
-- finds relative angle
local xd = dest.x - origin.x
local yd = dest.y - origin.y
return math.atan2(xd, yd);
end
local function str2num(s)
local num = 0
for i=1,s:len() do
num=num + (s:byte(i) - 33)*i
end
return num
end
local function mult_for_pos(pos)
local num = 0
local x = pos.x
local y = pos.y
if x == 0 then x = 0.5 end
if y == 0 then y = 0.5 end
if x < 0 then
x = abs(x) + NEGATIVE_MODIFICATOR
end
if y < 0 then
y = abs(y) + NEGATIVE_MODIFICATOR
end
return drand.lcg(y, 'mvc'):random(0)*drand.lcg(x, 'nr'):random(0)
end
local function rng_for_reg_pos(pos)
local rgen = rng(normalize(global.seed*mult_for_pos(pos)))
rgen:random()
rgen:random()
rgen:random()
return rgen
end
local function rng_restricted_angle(restrictions)
local rng = rgen:random()
local x_scale, y_scale
local deformX = rgen:random() * 2 - 1
local deformY = rgen:random() * 2 - 1
if restrictions=='xy' then
y_scale=1.0 + deformY*0.5
x_scale=1.0 + deformX*0.5
angle = rng*pi*2
elseif restrictions=='x' then
y_scale=1.0 + deformY*0.6
x_scale=1.0 + deformX*0.6
angle = rng*pi/2 - pi/4
elseif restrictions=='y' then
y_scale=1.0 + deformY*0.6
x_scale=1.0 + deformX*0.6
angle = rng*pi/2 + pi/2
else
y_scale=1.0 + deformY*0.3
x_scale=1.0 + deformX*0.3
angle = rng*pi*2
end
return angle, x_scale, y_scale
end
local function vary_by_percentage(x, p)
return x + (0.5 - rgen:random())*2*x*p
end
local function remove_trees(surface, x, y, x_size, y_size )
local bb={{x - x_size, y - y_size}, {x + x_size, y + y_size}}
for _, entity in pairs(surface.find_entities_filtered{area = bb, type="tree"}) do
if entity.valid then
entity.destroy()
end
end
end
local function removeDecorations(surface, x, y, width, height )
local bb={{x, y}, {x + width, y + height}}
for _, entity in pairs(surface.find_entities_filtered{area = bb, type="decorative"}) do
if entity.valid then
entity.destroy()
end
end
end
local function find_intersection(surface, x, y)
-- try to get position in between of valid chunks by probing map
-- this may breaks determinism of generation, but so far it returned on first if
local gt = surface.get_tile
local restriction = ''
if gt(x + CHUNK_SIZE*2, y + CHUNK_SIZE*2).valid and gt(x - CHUNK_SIZE*2, y - CHUNK_SIZE*2).valid and gt(x + CHUNK_SIZE*2, y - CHUNK_SIZE*2).valid and gt(x - CHUNK_SIZE*2, y + CHUNK_SIZE*2).valid then
restriction = 'xy'
elseif gt(x + CHUNK_SIZE*2, y + CHUNK_SIZE*2).valid and gt(x + CHUNK_SIZE*2, y).valid and gt(x, y + CHUNK_SIZE*2).valid then
x=x + CHUNK_SIZE/2
y=y + CHUNK_SIZE/2
restriction = 'xy'
elseif gt(x + CHUNK_SIZE*2, y - CHUNK_SIZE*2).valid and gt(x + CHUNK_SIZE*2, y).valid and gt(x, y - CHUNK_SIZE*2).valid then
x=x + CHUNK_SIZE/2
y=y - CHUNK_SIZE/2
restriction = 'xy'
elseif gt(x - CHUNK_SIZE*2, y + CHUNK_SIZE*2).valid and gt(x - CHUNK_SIZE*2, y).valid and gt(x, y + CHUNK_SIZE*2).valid then
x=x - CHUNK_SIZE/2
y=y + CHUNK_SIZE/2
restriction = 'xy'
elseif gt(x - CHUNK_SIZE*2, y - CHUNK_SIZE*2).valid and gt(x - CHUNK_SIZE*2, y).valid and gt(x, y - CHUNK_SIZE*2).valid then
x=x - CHUNK_SIZE/2
y=y - CHUNK_SIZE/2
restriction = 'xy'
elseif gt(x + CHUNK_SIZE*2, y).valid then
x=x + CHUNK_SIZE/2
restriction = 'x'
elseif gt(x - CHUNK_SIZE*2, y).valid then
x=x - CHUNK_SIZE/2
restriction = 'x'
elseif gt(x, y + CHUNK_SIZE*2).valid then
y=y + CHUNK_SIZE/2
restriction = 'y'
elseif gt(x, y - CHUNK_SIZE*2).valid then
y=y - CHUNK_SIZE/2
restriction = 'y'
end
return x, y, restriction
end
local function find_random_chunk(r_x, r_y)
local offset_x=rgen:random(region_size)-1
local offset_y=rgen:random(region_size)-1
local c_x=r_x*REGION_TILE_SIZE + offset_x*CHUNK_SIZE
local c_y=r_y*REGION_TILE_SIZE + offset_y*CHUNK_SIZE
return c_x, c_y
end
local function is_same_region(c_x1, c_y1, c_x2, c_y2)
if not floor(c_x1/REGION_TILE_SIZE) == floor(c_x2/REGION_TILE_SIZE) then
return false
end
if not floor(c_y1/REGION_TILE_SIZE) == floor(c_y2/REGION_TILE_SIZE) then
return false
end
return true
end
local function find_random_neighbour_chunk(ocx, ocy)
-- somewhat bruteforce and unoptimized
local x_dir = rgen:random(-1,1)
local y_dir = rgen:random(-1,1)
local ncx = ocx + x_dir*CHUNK_SIZE
local ncy = ocy + y_dir*CHUNK_SIZE
if is_same_region(ncx, ncy, ocx, ocy) then
return ncx, ncy
end
ncx = ocx - x_dir*CHUNK_SIZE
ncy = ocy - y_dir*CHUNK_SIZE
if is_same_region(ncx, ncy, ocx, ocy) then
return ncx, ncy
end
ncx = ocx - x_dir*CHUNK_SIZE
if is_same_region(ncx, ocy, ocx, ocy) then
return ncx, ocy
end
ncy = ocy - y_dir*CHUNK_SIZE
if is_same_region(ocx, ncy, ocx, ocy) then
return ocx, ncy
end
return ocx, ocy
end
local function isInStartingArea( regionX, regionY )
for idx, pos in pairs( global.startingAreas ) do
local adjustedX = regionX - pos.x / REGION_TILE_SIZE
local adjustedY = regionY - pos.y / REGION_TILE_SIZE
if ((adjustedX * adjustedX + adjustedY * adjustedY) <= starting_area_size * starting_area_size) then
return true
end
end
return false
end
-- modifies the resource size - only used in endless_resource_mode
local function modify_resource_size(resourceName, resourceSize, startingArea)
if not startingArea then
resourceSize = math.ceil(resourceSize * global_size_mult)
end
resourceEntity = game.entity_prototypes[resourceName]
if resourceEntity and resourceEntity.infinite_resource then
newResourceSize = resourceSize * endless_resource_mode_sizeModifier
-- make sure it's still an integer
newResourceSize = math.ceil(newResourceSize)
-- make sure it's not 0
if newResourceSize == 0 then newResourceSize = 1 end
return newResourceSize
else
return resourceSize
end
end
--[[ SPAWN METHODS ]]--
local locationOrder =
{
{ x = 0, y = 0 },
{ x = -1, y = 0 },
{ x = 1, y = 0 },
{ x = 0, y = -1 },
{ x = 0, y = 1 },
{ x = -1, y = -1 },
{ x = 1, y = -1 },
{ x = -1, y = 1 },
{ x = 1, y = 1 }
}
--[[ entity-field ]]--
local function spawn_resource_ore(surface, rname, pos, size, richness, startingArea, restrictions)
-- blob generator, centered at pos, size controls blob diameter
restrictions = restrictions or ''
debug("Entering spawn_resource_ore "..rname.." at:"..pos.x..","..pos.y.." size:"..size.." richness:"..richness.." isStart:"..tostring(startingArea).." restrictions:"..restrictions)
size = modify_resource_size(rname, size, startingArea)
local radius = size / 2 -- to radius
local p_balls={}
local n_balls={}
local MIN_BALL_DISTANCE = math.min(MIN_BALL_DISTANCE, radius/2)
local maxPradius = 0
local outside = { xmin = 1e10, xmax = -1e10, ymin = 1e10, ymax = -1e10 }
local inside = { xmin = 1e10, xmax = -1e10, ymin = 1e10, ymax = -1e10 }
local function adjustRadius(radius, scaleX, scaleY, up)
return radius
end
local function updateRect(rect, x, y, radius)
rect.xmin = math.min(rect.xmin, x - radius)
rect.xmax = math.max(rect.xmax, x + radius)
rect.ymin = math.min(rect.ymin, y - radius)
rect.ymax = math.max(rect.ymax, y + radius)
end
local function updateRects(x, y, radius, scaleX, scaleY)
local adjustedRadius = adjustRadius(radius, scaleX, scaleY, true)
local radiusMax = adjustedRadius * 3 -- arbitrary multiplier - needs to be big enough to not cut any metaballs
updateRect(outside, x, y, radiusMax)
updateRect(inside, x, y, adjustedRadius)
end
local function generate_p_ball()
local angle, x_scale, y_scale, x, y, b_radius, shape
angle, x_scale, y_scale=rng_restricted_angle(restrictions)
local dev = radius / 2 + rgen:random() * radius / 4--math.min(CHUNK_SIZE/3, radius*1.5)
local dev_x, dev_y = pos.x, pos.y
x = rgen:random(-dev, dev)+dev_x
y = rgen:random(-dev, dev)+dev_y
if p_balls[#p_balls] and distance(p_balls[#p_balls], {x=x, y=y}) < MIN_BALL_DISTANCE then
local new_angle = bearing(p_balls[#p_balls], {x=x, y=y})
debug("Move ball old xy @ "..x..","..y)
x=(cos(new_angle)*MIN_BALL_DISTANCE) + x
y=(sin(new_angle)*MIN_BALL_DISTANCE) + y
debug("Move ball new xy @ "..x..","..y)
end
if #p_balls == 0 then
b_radius = ( 3 * radius / 4 + rgen:random() * radius / 4) -- * (P_BALL_SIZE_FACTOR^#p_balls)
else
b_radius = ( radius / 4 + rgen:random() * radius / 2) -- * (P_BALL_SIZE_FACTOR^#p_balls)
end
if #p_balls > 0 then
local tempRect = table.deepcopy(inside)
updateRect(tempRect, x, y, adjustRadius(b_radius, x_scale, y_scale))
local rectSize = math.max(tempRect.xmax - tempRect.xmin, tempRect.ymax - tempRect.ymin)
local targetSize = size * 1.25
debug("Rect size "..rectSize.." targetSize "..targetSize)
if rectSize > targetSize then
local widthLeft = (targetSize - (inside.xmax - inside.xmin))
local heightLeft = (targetSize - (inside.ymax - inside.ymin))
local widthMod = math.min(x - inside.xmin, inside.xmax - x)
local heightMod = math.min(y - inside.ymin, inside.ymax - y)
local radiusBackup = b_radius
b_radius = math.min(widthLeft + widthMod, heightLeft + heightMod)
b_radius = adjustRadius(b_radius, x_scale, y_scale, false)
debug("Reduced ball radius from "..radiusBackup.." to "..b_radius.." widthLeft:"..widthLeft.." heightLeft:"..heightLeft.." widthMod:"..widthMod.." heightMod:"..heightMod)
end
end
if b_radius < 2 and #p_balls == 0 then
b_radius = 2
end
if b_radius > 0 then
maxPradius = math.max(maxPradius, b_radius)
shape = meta_shapes[rgen:random(1,#meta_shapes)]
local radiusText = ""
if shape.type == "MetaDonut" then
local inRadius = b_radius / 4 + b_radius / 2 * rgen:random()
radiusText = " inRadius:"..inRadius
p_balls[#p_balls+1] = shape:new(x, y, b_radius, inRadius, angle, x_scale, y_scale, 1.1)
else
p_balls[#p_balls+1] = shape:new(x, y, b_radius, angle, x_scale, y_scale, 1.1)
end
updateRects(x, y, b_radius, x_scale, y_scale)
debug("P+Ball "..shape.type.." @ "..x..","..y.." radius: "..b_radius..radiusText.." angle: "..math.deg(angle).." scale: "..x_scale..", "..y_scale)
end
end
local function generate_n_ball(i)
local angle, x_scale, y_scale, x, y, b_radius, shape
angle, x_scale, y_scale=rng_restricted_angle('xy')
if p_balls[i] then
local new_angle = p_balls[i].angle + pi*rgen:random(0,1) + (rgen:random()-0.5)*pi/2
local dist = p_balls[i].radius
x=(cos(new_angle)*dist) + p_balls[i].x
y=(sin(new_angle)*dist) + p_balls[i].y
angle = p_balls[i].angle + pi/2 + (rgen:random()-0.5)*pi*2/3
else
x = rgen:random(-radius, radius)+pos.x
y = rgen:random(-radius, radius)+pos.y
end
if p_balls[i] then
b_radius = (p_balls[i].radius / 4 + rgen:random() * p_balls[i].radius / 2) -- * (N_BALL_SIZE_FACTOR^#n_balls)
else
b_radius = (radius / 4 + rgen:random() * radius / 2) -- * (N_BALL_SIZE_FACTOR^#n_balls)
end
if b_radius < 1 then
b_radius = 1
end
shape = meta_shapes[rgen:random(1,#meta_shapes)]
local radiusText = ""
if shape.type == "MetaDonut" then
local inRadius = b_radius / 4 + b_radius / 2 * rgen:random()
radiusText = " inRadius:"..inRadius
n_balls[#n_balls+1] = shape:new(x, y, b_radius, inRadius, angle, x_scale, y_scale, 1.15)
else
n_balls[#n_balls+1] = shape:new(x, y, b_radius, angle, x_scale, y_scale, 1.15)
end
-- updateRects(x, y, b_radius, x_scale, y_scale) -- should not be needed here - only positive ball can generate ore
debug("N-Ball "..shape.type.." @ "..x..","..y.." radius: "..b_radius..radiusText.." angle: "..math.deg(angle).." scale: "..x_scale..", "..y_scale)
end
local function calculate_force(x,y)
local p_force = 0
local n_force = 0
for _,ball in ipairs(p_balls) do
p_force = p_force + ball:force(x,y)
end
for _,ball in ipairs(n_balls) do
n_force = n_force + ball:force(x,y)
end
local totalForce = 0
if p_force > n_force then
totalForce = 1 - 1/(p_force - n_force)
end
--debug("Force at "..x..","..y.." p:"..p_force.." n:"..n_force.." result:"..totalForce)
--return (1 - 1/p_force) - n_force
return totalForce
end
local max_p_balls = 2
local min_amount = config[rname].min_amount or min_amount
if restrictions == 'xy' then
max_p_balls = 3
end
radius = math.min(radius, 2*CHUNK_SIZE)
local force
-- generate blobs
for i=1,max_p_balls do
generate_p_ball()
end
for i=1,rgen:random(1, #p_balls) do
generate_n_ball(i)
end
local _total = 0
local oreLocations = {}
local forceTotal = 0
-- fill the map
for y=outside.ymin, outside.ymax do
for x=outside.xmin, outside.xmax do
force = calculate_force(x, y)
if force > 0 then
oreLocations[#oreLocations + 1] = {x = x, y = y, force = force, valid = false}
forceTotal = forceTotal + force
end
end
end
local validCount, resOffsetX, resOffsetY, ratio
for _,locationOffset in ipairs(locationOrder) do
validCount = 0
resOffsetX = locationOffset.x * CHUNK_SIZE
resOffsetY = locationOffset.y * CHUNK_SIZE
for _, location in ipairs(oreLocations) do
local newX = location.x + resOffsetX
local newY = location.y + resOffsetY
location.valid = false
if surface.can_place_entity{name = rname, position = {x = newX,y = newY}} then
location.valid = true
validCount = validCount + 1
end
end
ratio = 0
if validCount > 0 then
ratio = validCount / #oreLocations
end
debug("Valid ratio ".. ratio)
if not useResourceCollisionDetection then
break
end
if ratio > resourceCollisionDetectionRatio then
break
elseif resourceCollisionFieldSkip then -- in case no valid ratio was found we skip the field completely
validCount = 0
end
end
if validCount > 0 then
local rectSize = ((inside.xmax - inside.xmin) + (inside.ymax - inside.ymin)) / 2
local sizeMultiplier = rectSize ^ 0.6
local minSize = richness * 5 * sizeMultiplier
local maxSize = richness * 10 * sizeMultiplier
local approxDepositSize = rgen:random(minSize, maxSize)
approxDepositSize = approxDepositSize - validCount * min_amount
if approxDepositSize < 0 then
approxDepositSize = 100 * validCount
end
local forceFactor = approxDepositSize / forceTotal
-- don't create very dense resources in starting area - another field will be generated
if startingArea and forceFactor > 4000 then
forceFactor = rgen:random(3000, 4000)
end
debug( "Force total:"..forceTotal.." sizeMin:"..minSize.." sizeMax:"..maxSize.." factor:"..forceFactor.." location#:"..validCount.." rectSize:"..rectSize.." sizeMultiplier:"..sizeMultiplier)
local richnessMultiplier = global_richness_mult
if startingArea then
richnessMultiplier = starting_richness_mult
end
-- infinite ore handling for Angels Ores mod
local infiniteOrePresent = false
local infiniteOreName = "infinite-"..rname
local minimumInfiniteOreAmount = nil
local spawnName = rname
if game.entity_prototypes[infiniteOreName] then
infiniteOrePresent = true
minimumInfiniteOreAmount = game.entity_prototypes[infiniteOreName].minimum_resource_amount
end
if startingArea and not infiniteResourceInStartArea then
infiniteOrePresent = false
end
for _,location in ipairs(oreLocations) do
if location.valid then
local amount = floor(( forceFactor * location.force + min_amount ) * richnessMultiplier)
if amount > 1e9 then
amount = 1e9
end
_total = _total + amount
spawnName = rname
if infiniteOrePresent and location.force > infiniteResourceSpawnThreshold then
spawnName = infiniteOreName
if minimumInfiniteOreAmount and amount < minimumInfiniteOreAmount then
amount = minimumInfiniteOreAmount
end
end
if amount > 0 then
surface.create_entity{name = spawnName,
position = {location.x + resOffsetX,location.y + resOffsetY},
force = game.forces.neutral,
amount = amount}
end
end
end
end
if debug_enabled then
debug("Total amount: ".._total)
debug("Leaving spawn_resource_ore")
end
return _total
end
--[[ entity-liquid ]]--
local function spawn_resource_liquid(surface, rname, pos, size, richness, startingArea, restrictions)
restrictions = restrictions or ''
debug("Entering spawn_resource_liquid "..rname.." "..pos.x..","..pos.y.." "..size.." "..richness.." "..tostring(startingArea).." "..restrictions)
local _total = 0
local max_radius = rgen:random()*CHUNK_SIZE/2 + CHUNK_SIZE
richness = ( 0.75 + rgen:random() / 2 ) * richness * size
resourceEntity = game.entity_prototypes[rname]
local total_share = 0
local avg_share = 1/size
local angle = rgen:random()*pi*2
local saved = 0
while total_share < 1 do
local new_share = vary_by_percentage(avg_share, 0.25)
if new_share + total_share > 1 then
new_share = 1 - total_share
end
total_share = new_share + total_share
if new_share < avg_share/10 then
-- too small
break
end
local amount = floor(richness*new_share) + saved
local richnessMultiplier = global_richness_mult
if startingArea then
richnessMultiplier = starting_richness_mult
end
--if amount >= game.entity_prototypes[rname].minimum then
if amount >= config[rname].minimum_amount then
saved = 0
for try=1,5 do
local dist = rgen:random()*(max_radius - max_radius*0.1)
angle = angle + pi/4 + rgen:random()*pi/2
local x, y = pos.x + cos(angle)*dist, pos.y + sin(angle)*dist
if surface.can_place_entity{name = rname, position = {x,y}} then
debug("@ "..x..","..y.." amount: "..amount.." new_share: "..new_share.." try: "..try)
amount = floor(amount * richnessMultiplier)
if amount > 1e9 then
amount = 1e9
end
_total = _total + amount
if amount > 0 then
surface.create_entity{name = rname,
position = {x,y},
force = game.forces.neutral,
amount = amount,
direction = rgen:random(4)}
end
break
elseif not startingArea then -- we don't want to make ultra rich nodes in starting area - failing to make them will add second spawn in different location
entities = surface.find_entities_filtered{area = {{x-2.75, y-2.75}, {x+2.75, y+2.75}}, name=rname}
if entities and #entities > 0 then
_total = _total + amount
for k, ent in pairs(entities) do
ent.amount = ent.amount + floor(amount/#entities)
end
break
end
end
end
else
saved = amount
end
end
debug("Total amount: ".._total)
debug("Leaving spawn_resource_liquid")
return _total
end
local spawnerTable = nil
local function initSpawnerTable()
if spawnerTable == nil then
spawnerTable = {}
spawnerTable["biter-spawner"] = game.entity_prototypes["biter-spawner"] ~= nil
spawnerTable["bob-biter-spawner"] = game.entity_prototypes["bob-biter-spawner"] ~= nil
spawnerTable["spitter-spawner"] = game.entity_prototypes["spitter-spawner"] ~= nil
spawnerTable["bob-spitter-spawner"] = game.entity_prototypes["bob-spitter-spawner"] ~= nil
end
end
local function spawn_entity(surface, ent, r_config, x, y)
if not use_RSO_biter_spawning then return end
local size=rgen:random(r_config.size.min, r_config.size.max)
local _total = 0
local r_distance = distance({x=0,y=0},{x=x/REGION_TILE_SIZE,y=y/REGION_TILE_SIZE})
local distanceMultiplier = math.min(r_distance^r_config.size_per_region_factor, 5)
if r_config.size_per_region_factor then
size = size*distanceMultiplier
end
size = size * enemy_base_size_multiplier
debug("Entering spawn_entity "..ent.." "..x..","..y.." "..size)
local maxAttemptCount = 5
local distancePerAttempt = 0.2
initSpawnerTable()
for i=1,size do
for attempt = 1, maxAttemptCount do
local richness=r_config.richness*(r_distance^richness_distance_factor)
local max_d = floor(CHUNK_SIZE*(0.5 + distancePerAttempt*attempt))
local s_x = x + rgen:random(0, floor(max_d - r_config.clear_range[1])) - max_d/2 + r_config.clear_range[1]
local s_y = y + rgen:random(0, floor(max_d - r_config.clear_range[2])) - max_d/2 + r_config.clear_range[2]
if surface.get_tile(s_x, s_y).valid then
remove_trees(surface, s_x, s_y, r_config.clear_range[1], r_config.clear_range[2])
local spawnerName = nil
if spawner_probability_edge > 0 then
bigSpawnerChance = rgen:random()
if rgen:random() < spawner_probability_edge then
if ( useBobEntity and bigSpawnerChance > 0.75 ) then
spawnerName = "bob-biter-spawner"
else
spawnerName = "biter-spawner"
end
else
if ( useBobEntity and bigSpawnerChance > 0.75 ) then
spawnerName = "bob-spitter-spawner"
else
spawnerName = "spitter-spawner"
end
end
end
if spawnerName and spawnerTable[spawnerName] then
if surface.can_place_entity{name=spawnerName, position={s_x, s_y}} then
_total = _total + richness
debug(spawnerName.." @ "..s_x..","..s_y.." placed on "..attempt.." attempt")
surface.create_entity{name=spawnerName, position={s_x, s_y}, force=game.forces[r_config.force], amount=floor(richness)}--, direction=rgen:random(4)
-- else
-- debug("Entity "..spawnerName.." spawn failed")
break;
else
if attempt == maxAttemptCount then
debug(spawnerName.." @ "..s_x..","..s_y.." failed to spawn")
end
end
else
debug("Entity "..spawnerName.." doesn't exist")
end
end
end
if r_config.sub_spawn_probability then
local sub_spawn_prob = r_config.sub_spawn_probability*math.min(r_config.sub_spawn_max_distance_factor, r_config.sub_spawn_distance_factor^r_distance)
if rgen:random() < sub_spawn_prob then
for i=1,(rgen:random(r_config.sub_spawn_size.min, r_config.sub_spawn_size.max)*distanceMultiplier) do
local allotment_max = 0
-- build table
for k,v in pairs(r_config.sub_spawns) do
if not v.min_distance or r_distance > v.min_distance then
local allotment = v.allotment
if v.allotment_distance_factor then
allotment = allotment * (v.allotment_distance_factor^r_distance)
end
v.allotment_range ={min = allotment_max, max = allotment_max + allotment}
allotment_max = allotment_max + allotment
else
v.allotment_range = nil
end
end
local sub_type = rgen:random(0, allotment_max)
for sub_spawn,v in pairs(r_config.sub_spawns) do
if v.allotment_range and sub_type >= v.allotment_range.min and sub_type <= v.allotment_range.max then
for attempt = 1, maxAttemptCount do
local max_d = floor(CHUNK_SIZE*distancePerAttempt*attempt)
s_x = x + rgen:random(max_d) - max_d/2
s_y = y + rgen:random(max_d) - max_d/2
remove_trees(surface, s_x, s_y, v.clear_range[1], v.clear_range[2])
if surface.can_place_entity{name=sub_spawn, position={s_x, s_y}} then
surface.create_entity{name=sub_spawn, position={s_x, s_y}, force=game.forces[r_config.force]}--, direction=rgen:random(4)
debug("Rolled subspawn "..sub_spawn.." @ "..s_x..","..s_x.." after "..attempt.." attempts")
break;
else
if attempt == maxAttemptCount then
debug("Rolling subspawn "..sub_spawn.." @ "..s_x..","..s_x.." failed")
end
end
end
break
end
end
end
end
end
end
debug("Total amount: ".._total)
debug("Leaving spawn_entity")
end
--[[ EVENT/INIT METHODS ]]--
local function spawn_starting_resources( surface, index )
if global.startingAreas[index].spawned then return end
if surface.map_gen_settings.starting_area == "none" and not ignoreMapGenSettings then return end -- starting area disabled by map gen
if starting_area_size < 0.1 then return end -- skip spawning if starting area is to small
local position = global.startingAreas[index]
rgen = rng_for_reg_pos( position )
local status = true
for index,v in ipairs(configIndexed) do
if v.starting then
local prob = rgen:random() -- probability that this resource is spawned
debug("starting resource probability rolled "..prob)
if v.starting.probability > 0 and prob <= v.starting.probability then
local total = 0
local radius = 25
local min_threshold = 0
if v.type == "resource-ore" then
min_threshold = v.starting.richness * rgen:random(5, 10) -- lets make sure that there is at least 10-15 times starting richness ore at start
elseif v.type == "resource-liquid" then
min_threshold = v.starting.richness * 0.5 * v.starting.size
end
while (radius < 200) and (total < min_threshold) do
local angle = rgen:random() * pi * 2
local dist = rgen:random() * 30 + radius * 2
local pos = { x = floor(cos(angle) * dist) + position.x, y = floor(sin(angle) * dist) + position.y }
if v.type == "resource-ore" then
total = total + spawn_resource_ore(surface, v.name, pos, v.starting.size, v.starting.richness, true)
elseif v.type == "resource-liquid" then
total = total + spawn_resource_liquid(surface, v.name, pos, v.starting.size, v.starting.richness, true)
end
radius = radius + 10
end
if total < min_threshold then
status = false
end
end
end
end
global.startingAreas[index].spawned = true
end
local function modifyMinMax(value, mod)
value.min = round( value.min * mod )
value.max = round( value.max * mod )
end
local function prebuild_config_data(surface)
if index_is_built then return false end
local mapGenSettings = nil
if not ignoreMapGenSettings then
mapGenSettings = surface.map_gen_settings
end
local autoPlaceSettings = nil
if mapGenSettings then
autoPlaceSettings = mapGenSettings.autoplace_controls
end
configIndexed = {}
-- build additional indexed array to the associative array
for res_name, res_conf in pairs(config) do
if res_conf.valid then -- only add valid resources
res_conf.name = res_name
local settingsForResource = nil
local isEntity = (res_conf.type == "entity")
local addResource = true
local autoplaceName = res_name
if res_conf.autoplace_name then
autoplaceName = res_conf.autoplace_name
end
if autoPlaceSettings then
settingsForResource = autoPlaceSettings[autoplaceName]
end
if settingsForResource then
local allotmentMod = nil
local sizeMod = nil
if isEntity then
allotmentMod = entityFrequencyMultiplier[settingsForResource.frequency]
sizeMod = entitySizeMultiplier[settingsForResource.size]
else
allotmentMod =frequencyAllotmentMultiplier[settingsForResource.frequency]
sizeMod = sizeMultiplier[settingsForResource.size]
end
local richnessMod = richnessMultiplier[settingsForResource.richness]
debug(res_name .. " allotment mod " .. allotmentMod .. " size mod " .. sizeMod .. " richness mod " .. richnessMod )
if allotmentMod then
if isEntity then
res_conf.absolute_probability = res_conf.absolute_probability * allotmentMod
debug("Entity chance modified to "..res_conf.absolute_probability)
else
res_conf.allotment = round( res_conf.allotment * allotmentMod )
end
end
if sizeMod ~= nil and sizeMod == 0 then
addResource = false
end
if sizeMod then
modifyMinMax(res_conf.size, sizeMod)
if res_conf.starting then
res_conf.starting.size = round( res_conf.starting.size * sizeMod )
end
if isEntity then
if res_conf.sub_spawn_size then
modifyMinMax(res_conf.sub_spawn_size, sizeMod)
end
modifyMinMax(res_conf.spawns_per_region, sizeMod)
end
end
if richnessMod then
if type == "resource-ore" then
res_conf.richness = round( res_conf.richness * richnessMod )
elseif type == "resource-liquid" then
modifyMinMax(res_conf.richness, richnessMod)
end
if res_conf.starting then
res_conf.starting.richness = round( res_conf.starting.richness * richnessMod )
end
end
end
if addResource then
configIndexed[#configIndexed + 1] = res_conf
if res_conf.multi_resource and multi_resource_active then
local new_list = {}
for sub_res_name, allotment in pairs(res_conf.multi_resource) do
if config[sub_res_name] and config[sub_res_name].valid then
new_list[#new_list+1] = {name = sub_res_name, allotment = allotment}
end
end
table.sort(new_list, function(a, b) return a.name < b.name end)
res_conf.multi_resource = new_list
else
res_conf.multi_resource_chance = nil
end
end
end
end
table.sort(configIndexed, function(a, b) return a.name < b.name end)
local pr=0
for index,v in pairs(config) do
if v.along_resource_probability then
v.along_resource_probability_range={min=pr, max=pr+v.along_resource_probability}
pr=pr+v.along_resource_probability
end
if v.allotment and v.allotment > 0 then
v.allotment_range={min=max_allotment, max=max_allotment+v.allotment}
max_allotment=max_allotment+v.allotment
end
end
if mapGenSettings and mapGenSettings.starting_area then
local multiplier = startingAreaMultiplier[mapGenSettings.starting_area]
if multiplier ~= nil then
starting_area_size = starting_area_size * multiplier
debug("Starting area "..starting_area_size)
end
end
index_is_built = true
end
-- set up the probabilty segments from which to roll between for biter and spitter spawners
local function calculate_spawner_ratio()
if (biter_ratio_segment ~= 0 and spitter_ratio_segment ~= 0) and biter_ratio_segment >= 0 and spitter_ratio_segment >= 0 then
spawner_probability_edge=biter_ratio_segment/(biter_ratio_segment+spitter_ratio_segment) -- normalize to between 0 and 1
end
end
local function checkConfigForInvalidResources()
--make sure that every resource in the config is actually available.
--call this function, before the auxiliary config is prebuilt!
if index_is_built then return end
local prototypes = game.entity_prototypes
for resourceName, resourceConfig in pairs(config) do
if prototypes[resourceName] or resourceConfig.type == "entity" then
resourceConfig.valid = true
else
-- resource was in config, but it doesn't exist in game files anymore - mark it invalid
resourceConfig.valid = false
table.insert(invalidResources, "Resource not available: " .. resourceName)
debug("Resource not available: " .. resourceName)
end
if resourceConfig.valid and resourceConfig.type ~= "entity" then
if prototypes[resourceName].autoplace_specification == nil then
resourceConfig.valid = false
debug("Resource "..resourceName.." invalidated - autoplace not present")
end
end
end
end
local function roll_region(c_x, c_y)
--in what region is this chunk?
local r_x=floor(c_x/REGION_TILE_SIZE)
local r_y=floor(c_y/REGION_TILE_SIZE)
local r_data = nil
--don't spawn stuff in starting area
if isInStartingArea( c_x/REGION_TILE_SIZE, c_y/REGION_TILE_SIZE ) then
return false
end
if global.regions[r_x] and global.regions[r_x][r_y] then
r_data = global.regions[r_x][r_y]
else
--if this chunk is the first in its region to be generated
if not global.regions[r_x] then global.regions[r_x] = {} end
global.regions[r_x][r_y]={}
r_data = global.regions[r_x][r_y]
rgen = rng_for_reg_pos{x=r_x,y=r_y}
local rollCount = math.ceil(#configIndexed / 10) - 1 -- 0 based counter is more convenient here
rollCount = math.min(rollCount, 3)
for rollNumber = 0,rollCount do
local resourceChance = absolute_resource_chance - rollNumber * 0.1
--absolute chance to spawn resource
local abct = rgen:random()
debug("Rolling resource "..abct.." against "..resourceChance.." roll "..rollNumber)
if abct <= resourceChance then
local res_type=rgen:random(1, max_allotment)
for index,v in ipairs(configIndexed) do
if v.allotment_range and ((res_type >= v.allotment_range.min) and (res_type <= v.allotment_range.max)) then
debug("Rolled primary resource "..v.name.." with res_type="..res_type.." @ "..r_x..","..r_y)
local num_spawns=rgen:random(v.spawns_per_region.min, v.spawns_per_region.max)
local last_spawn_coords = {}
local along_
for i=1,num_spawns do
local c_x, c_y = find_random_chunk(r_x, r_y)
if not r_data[c_x] then r_data[c_x] = {} end
if not r_data[c_x][c_y] then r_data[c_x][c_y] = {} end
local c_data = r_data[c_x][c_y]
c_data[#c_data+1]={v.name, rollNumber}
last_spawn_coords[#last_spawn_coords+1] = {c_x, c_y}
debug("Rolled primary chunk "..v.name.." @ "..c_x.."."..c_y.." reg: "..r_x..","..r_y)
-- Along resource spawn, only once
if i == 1 then
local am_roll = rgen:random()
for index,vv in ipairs(configIndexed) do
if vv.along_resource_probability_range and am_roll >= vv.along_resource_probability_range.min and am_roll <= vv.along_resource_probability_range.max then
c_data = r_data[c_x][c_y]
c_data[#c_data+1]={vv.name, rollNumber}
debug("Rolled along "..vv.name.." @ "..c_x.."."..c_y.." reg: "..r_x..","..r_y)
end
end
end
end
-- roll multiple resources in same region
local deep=0
while v.multi_resource_chance and rgen:random() <= v.multi_resource_chance*(multi_resource_chance_diminish^deep) do
deep = deep + 1
local max_allotment = 0
for index,sub_res in pairs(v.multi_resource) do max_allotment=max_allotment+sub_res.allotment end
local res_type=rgen:random(1, max_allotment)
local min=0
for _, sub_res in pairs(v.multi_resource) do
if (res_type >= min) and (res_type <= sub_res.allotment + min) then
local last_coords = last_spawn_coords[rgen:random(1, #last_spawn_coords)]
local c_x, c_y = find_random_neighbour_chunk(last_coords[1], last_coords[2]) -- in same as primary resource chunk
if not r_data[c_x] then r_data[c_x] = {} end
if not r_data[c_x][c_y] then r_data[c_x][c_y] = {} end
local c_data = r_data[c_x][c_y]
c_data[#c_data+1]={sub_res.name, deep}
debug("Rolled multiple "..sub_res.name..":"..deep.." with res_type="..res_type.." @ "..c_x.."."..c_y.." reg: "..r_x.."."..r_y)
break
else
min = min + sub_res.allotment
end
end
end
break
end
end
end
end
-- roll for absolute_probability - this rolls the enemies
for index,v in ipairs(configIndexed) do
if v.absolute_probability then
local prob_factor = 1
if v.probability_distance_factor then
prob_factor = math.min(v.max_probability_distance_factor, v.probability_distance_factor^distance({x=0,y=0},{x=r_x,y=r_y}))
end
local abs_roll = rgen:random()
if abs_roll<v.absolute_probability*prob_factor then
local num_spawns=rgen:random(v.spawns_per_region.min, v.spawns_per_region.max)
for i=1,num_spawns do
local c_x, c_y = find_random_chunk(r_x, r_y)
if not r_data[c_x] then r_data[c_x] = {} end
if not r_data[c_x][c_y] then r_data[c_x][c_y] = {} end
c_data = r_data[c_x][c_y]
c_data[#c_data+1] = {v.name, 1}
debug("Rolled absolute "..v.name.." with rt="..abs_roll.." @ "..c_x..","..c_y.." reg: "..r_x..","..r_y)
end
end
end
end
end
end
local function roll_chunk(surface, c_x, c_y)
--handle spawn in chunks
local r_x=floor(c_x/REGION_TILE_SIZE)
local r_y=floor(c_y/REGION_TILE_SIZE)
local r_data = nil
--don't spawn stuff in starting area
if isInStartingArea( c_x/REGION_TILE_SIZE, c_y/REGION_TILE_SIZE ) then
return false
end
local c_center_x=c_x + CHUNK_SIZE/2
local c_center_y=c_y + CHUNK_SIZE/2
if not (global.regions[r_x] and global.regions[r_x][r_y]) then
return
end
r_data = global.regions[r_x][r_y]
if not (r_data[c_x] and r_data[c_x][c_y]) then
return
end
if r_data[c_x] and r_data[c_x][c_y] then
rgen = rng_for_reg_pos{x=c_center_x,y=c_center_y}
debug("Stumbled upon "..c_x..","..c_y.." reg: "..r_x.."."..r_y)
local resource_list = r_data[c_x][c_y]
--for resource, deep in pairs(r_data[c_x][c_y]) do
-- resource_list[#resource_list+1] = {resource, deep}
--end
table.sort(resource_list, function(res1, res2) return res1[2] < res2[2] end)
for _, res_con in ipairs(resource_list) do
local resource = res_con[1]
local deep = res_con[2]
local r_config = config[resource]
if r_config and r_config.valid then
local dist = distance({x=0,y=0},{x=r_x,y=r_y})
local sizeFactor = dist^size_distance_factor
local richFactor = dist^richness_distance_factor
debug("Resource "..resource.." distance "..dist.." factors (size, richness) "..sizeFactor..","..richFactor)
if r_config.type=="resource-ore" then
local size=rgen:random(r_config.size.min, r_config.size.max) * (multi_resource_size_factor^deep) * sizeFactor
local richness = r_config.richness * richFactor * (multi_resource_richness_factor^deep)
local restriction = ''
debug("Center @ "..c_center_x..","..c_center_y)
c_center_x, c_center_y, restriction = find_intersection(surface, c_center_x, c_center_y)
debug("New Center @ "..c_center_x..","..c_center_y)
spawn_resource_ore(surface, resource, {x=c_center_x,y=c_center_y}, size, richness, false, restriction)
elseif r_config.type=="resource-liquid" then
local size=rgen:random(r_config.size.min, r_config.size.max) * (multi_resource_size_factor^deep) * sizeFactor
local richness=rgen:random(r_config.richness.min, r_config.richness.max) * richFactor * (multi_resource_richness_factor^deep)
local restriction = ''
c_center_x, c_center_y, restriction = find_intersection(surface, c_center_x, c_center_y)
spawn_resource_liquid(surface, resource, {x=c_center_x,y=c_center_y}, size, richness, false, restriction)
elseif r_config.type=="entity" then
spawn_entity(surface, resource, r_config, c_center_x, c_center_y)
end
else
debug("Resource access failed for " .. resource)
debug("Resource access failed for " .. resource)
end
end
r_data[c_x][c_y]=nil
end
end
local function printResourceProbability(player)
-- prints the probability of each resource - how likely it is to be spawned in percent
-- this ignores the multi resource chance
player.print("Max allotment"..string.format("%.1f",max_allotment))
debug("Max allotment"..string.format("%.1f",max_allotment))
local sanityCheckAllotment = 0
for index,v in ipairs(configIndexed) do
if v.type ~= "entity" then -- ignore enemies - they don't have allotment set
if v.allotment then
local resProbability = (v.allotment/max_allotment) * 100
sanityCheckAllotment = sanityCheckAllotment + v.allotment
player.print("Resource: "..v.name.." Prob: "..string.format("%.1f",resProbability))
debug("Resource: "..v.name.." Prob: "..string.format("%.1f",resProbability))
else
player.print("Resource: "..v.name.." Allotment not set")
debug("Resource: "..v.name.." Allotment not set")
end
end
end
player.print("SanityCheck Allotment: "..string.format("%.1f", sanityCheckAllotment))
debug("SanityCheck Allotment: "..string.format("%.1f", sanityCheckAllotment))
end
local function init()
if not initDone then
local surface = game.surfaces['nauvis']
if not global.regions then
global.regions = {}
end
if not config then
config = loadResourceConfig()
checkConfigForInvalidResources()
prebuild_config_data(surface)
end
global.seed = surface.map_gen_settings.seed
if not global.startingAreas then
global.startingAreas = {}
table.insert( global.startingAreas, { x = 0, y = 0, spawned = false } )
if global.start_resources_spawned or game.tick > 10 then
global.startingAreas[1].spawned = true
end
end
calculate_spawner_ratio()
spawn_starting_resources(surface, 1 )
initDone = true
if game.surfaces["nauvis"].map_gen_settings.autoplace_controls["iron-ore"].size ~= "none" then
game.players[1].print("RSO WARNING - VANILLA iron-ore GEN IS NOT DISABLED!")
end
if game.surfaces["nauvis"].map_gen_settings.autoplace_controls["copper-ore"].size ~= "none" then
game.players[1].print("RSO WARNING - VANILLA copper-ore GEN IS NOT DISABLED!")
end
if game.surfaces["nauvis"].map_gen_settings.autoplace_controls["crude-oil"].size ~= "none" then
game.players[1].print("RSO WARNING - VANILLA crude-oil GEN IS NOT DISABLED!")
end
if game.surfaces["nauvis"].map_gen_settings.autoplace_controls["enemy-base"].size ~= "none" then
game.players[1].print("RSO WARNING - VANILLA enemy-base GEN IS NOT DISABLED!")
end
if game.surfaces["nauvis"].map_gen_settings.autoplace_controls["stone"].size ~= "none" then
game.players[1].print("RSO WARNING - VANILLA stone GEN IS NOT DISABLED!")
end
if game.surfaces["nauvis"].map_gen_settings.autoplace_controls["coal"].size ~= "none" then
game.players[1].print("RSO WARNING - VANILLA coal GEN IS NOT DISABLED!")
end
end
script.on_event(defines.events.on_tick, nil)
end
local function delayedInit()
script.on_event(defines.events.on_tick, init)
end
function RSO_ChunkGenerated(event)
local c_x = event.area.left_top.x
local c_y = event.area.left_top.y
init()
roll_region(c_x, c_y)
roll_chunk(event.surface, c_x, c_y)
end
function RSO_PlayerCreated(event)
init()
local player = game.players[event.player_index]
if debug_enabled then
printResourceProbability(player)
end
end
if ENABLE_RSO then
script.on_load(delayedInit)
Event.register(defines.events.on_chunk_generated, RSO_ChunkGenerated)
Event.register(defines.events.on_player_created, RSO_PlayerCreated)
end