if mapUtilsG then return mapUtilsG end local mapUtils = {} -- imports local constants = require("Constants") local chunkPropertyUtils = require("ChunkPropertyUtils") -- constants local CHUNK_NORTH_SOUTH = constants.CHUNK_NORTH_SOUTH local CHUNK_EAST_WEST = constants.CHUNK_EAST_WEST local CHUNK_IMPASSABLE = constants.CHUNK_IMPASSABLE local CHUNK_ALL_DIRECTIONS = constants.CHUNK_ALL_DIRECTIONS local CHUNK_SIZE = constants.CHUNK_SIZE local CHUNK_SIZE_DIVIDER = constants.CHUNK_SIZE_DIVIDER -- imported functions local mFloor = math.floor local getPassable = chunkPropertyUtils.getPassable -- module code function mapUtils.getChunkByXY(map, x, y) local chunkX = map[x] if chunkX then return chunkX[y] or -1 end return -1 end function mapUtils.getChunkByPosition(map, position) local chunkX = map[mFloor(position.x * CHUNK_SIZE_DIVIDER) * CHUNK_SIZE] if chunkX then local chunkY = mFloor(position.y * CHUNK_SIZE_DIVIDER) * CHUNK_SIZE return chunkX[chunkY] or -1 end return -1 end function mapUtils.getChunkById(map, chunkId) return map.universe.chunkIdToChunk[chunkId] or -1 end function mapUtils.positionToChunkXY(position) local chunkX = mFloor(position.x * CHUNK_SIZE_DIVIDER) * CHUNK_SIZE local chunkY = mFloor(position.y * CHUNK_SIZE_DIVIDER) * CHUNK_SIZE return chunkX, chunkY end function mapUtils.queueGeneratedChunk(universe, event) local map = universe.maps[event.surface.index] if not map then return end event.tick = (event.tick or game.tick) + 20 event.id = universe.eventId event.map = map universe.pendingChunks[event.id] = event universe.eventId = universe.eventId + 1 end function mapUtils.nextMap(universe) local mapIterator = universe.mapIterator repeat local map universe.mapIterator, map = next(universe.maps, universe.mapIterator) if map and map.activeSurface then return map elseif map and not map.activeSurface then print("skipping", universe.mapIterator) end until mapIterator == universe.mapIterator end --[[ 1 2 3 \|/ 4- -5 /|\ 6 7 8 ]]-- function mapUtils.getNeighborChunks(map, x, y) local neighbors = map.universe.neighbors local chunkYRow1 = y - CHUNK_SIZE local chunkYRow3 = y + CHUNK_SIZE local xChunks = map[x-CHUNK_SIZE] if xChunks then neighbors[1] = xChunks[chunkYRow1] or -1 neighbors[4] = xChunks[y] or -1 neighbors[6] = xChunks[chunkYRow3] or -1 else neighbors[1] = -1 neighbors[4] = -1 neighbors[6] = -1 end xChunks = map[x+CHUNK_SIZE] if xChunks then neighbors[3] = xChunks[chunkYRow1] or -1 neighbors[5] = xChunks[y] or -1 neighbors[8] = xChunks[chunkYRow3] or -1 else neighbors[3] = -1 neighbors[5] = -1 neighbors[8] = -1 end xChunks = map[x] if xChunks then neighbors[2] = xChunks[chunkYRow1] or -1 neighbors[7] = xChunks[chunkYRow3] or -1 else neighbors[2] = -1 neighbors[7] = -1 end return neighbors end --[[ 1 2 3 \|/ 4- -5 /|\ 6 7 8 ]]-- function mapUtils.canMoveChunkDirection(map, direction, startChunk, endChunk) local canMove = false local startPassable = getPassable(map, startChunk) local endPassable = getPassable(map, endChunk) if (startPassable == CHUNK_ALL_DIRECTIONS) then if ((direction == 1) or (direction == 3) or (direction == 6) or (direction == 8)) then canMove = (endPassable == CHUNK_ALL_DIRECTIONS) elseif (direction == 2) or (direction == 7) then canMove = ((endPassable == CHUNK_NORTH_SOUTH) or (endPassable == CHUNK_ALL_DIRECTIONS)) elseif (direction == 4) or (direction == 5) then canMove = ((endPassable == CHUNK_EAST_WEST) or (endPassable == CHUNK_ALL_DIRECTIONS)) end elseif (startPassable == CHUNK_NORTH_SOUTH) then if ((direction == 1) or (direction == 3) or (direction == 6) or (direction == 8)) then canMove = (endPassable == CHUNK_ALL_DIRECTIONS) elseif (direction == 2) or (direction == 7) then canMove = ((endPassable == CHUNK_NORTH_SOUTH) or (endPassable == CHUNK_ALL_DIRECTIONS)) end elseif (startPassable == CHUNK_EAST_WEST) then if ((direction == 1) or (direction == 3) or (direction == 6) or (direction == 8)) then canMove = (endPassable == CHUNK_ALL_DIRECTIONS) elseif (direction == 4) or (direction == 5) then canMove = ((endPassable == CHUNK_EAST_WEST) or (endPassable == CHUNK_ALL_DIRECTIONS)) end else canMove = (endPassable ~= CHUNK_IMPASSABLE) end return canMove end function mapUtils.getCardinalChunks(map, x, y) local neighbors = map.universe.cardinalNeighbors local xChunks = map[x] if xChunks then neighbors[1] = xChunks[y-CHUNK_SIZE] or -1 neighbors[4] = xChunks[y+CHUNK_SIZE] or -1 else neighbors[1] = -1 neighbors[4] = -1 end xChunks = map[x-CHUNK_SIZE] if xChunks then neighbors[2] = xChunks[y] or -1 else neighbors[2] = -1 end xChunks = map[x+CHUNK_SIZE] if xChunks then neighbors[3] = xChunks[y] or -1 else neighbors[3] = -1 end return neighbors end function mapUtils.positionFromDirectionAndChunk(direction, startPosition, endPosition, scaling) if (direction == 1) then endPosition.x = startPosition.x - CHUNK_SIZE * (scaling - 0.1) endPosition.y = startPosition.y - CHUNK_SIZE * (scaling - 0.1) elseif (direction == 2) then endPosition.x = startPosition.x endPosition.y = startPosition.y - CHUNK_SIZE * (scaling + 0.25) elseif (direction == 3) then endPosition.x = startPosition.x + CHUNK_SIZE * (scaling - 0.1) endPosition.y = startPosition.y - CHUNK_SIZE * (scaling - 0.1) elseif (direction == 4) then endPosition.x = startPosition.x - CHUNK_SIZE * (scaling + 0.25) endPosition.y = startPosition.y elseif (direction == 5) then endPosition.x = startPosition.x + CHUNK_SIZE * (scaling + 0.25) endPosition.y = startPosition.y elseif (direction == 6) then endPosition.x = startPosition.x - CHUNK_SIZE * (scaling - 0.1) endPosition.y = startPosition.y + CHUNK_SIZE * (scaling - 0.1) elseif (direction == 7) then endPosition.x = startPosition.x endPosition.y = startPosition.y + CHUNK_SIZE * (scaling + 0.25) elseif (direction == 8) then endPosition.x = startPosition.x + CHUNK_SIZE * (scaling - 0.1) endPosition.y = startPosition.y + CHUNK_SIZE * (scaling - 0.1) end return endPosition end function mapUtils.positionFromDirectionAndFlat(direction, startPosition, endPosition) local lx = startPosition.x local ly = startPosition.y if (direction == 1) then lx = lx - CHUNK_SIZE ly = ly - CHUNK_SIZE elseif (direction == 2) then ly = ly - CHUNK_SIZE elseif (direction == 3) then lx = lx + CHUNK_SIZE ly = ly - CHUNK_SIZE elseif (direction == 4) then lx = lx - CHUNK_SIZE elseif (direction == 5) then lx = lx + CHUNK_SIZE elseif (direction == 6) then lx = lx - CHUNK_SIZE ly = ly + CHUNK_SIZE elseif (direction == 7) then ly = ly + CHUNK_SIZE elseif (direction == 8) then lx = lx + CHUNK_SIZE ly = ly + CHUNK_SIZE end endPosition.x = lx endPosition.y = ly end mapUtilsG = mapUtils return mapUtils