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Rampant/libs/MapUtils.lua

396 lines
13 KiB
Lua

-- Copyright (C) 2022 veden
-- This program is free software: you can redistribute it and/or modify
-- it under the terms of the GNU General Public License as published by
-- the Free Software Foundation, either version 3 of the License, or
-- (at your option) any later version.
-- This program is distributed in the hope that it will be useful,
-- but WITHOUT ANY WARRANTY; without even the implied warranty of
-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-- GNU General Public License for more details.
-- You should have received a copy of the GNU General Public License
-- along with this program. If not, see <https://www.gnu.org/licenses/>.
if MapUtilsG then
return MapUtilsG
end
local MapUtils = {}
--
local Universe
local NeighborChunks
-- 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
local tRemove = table.remove
local mCeil = math.ceil
-- 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(chunkId)
return 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(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()
local mapIterator = Universe.mapIterator
repeat
local map
Universe.mapIterator, map = next(Universe.maps, Universe.mapIterator)
if map and map.activeSurface then
return map
end
until mapIterator == Universe.mapIterator
end
function MapUtils.removeChunkToNest(chunkId)
Universe.chunkToNests[chunkId] = nil
if (chunkId == Universe.processNestIterator) then
Universe.processNestIterator = nil
end
if (chunkId == Universe.processMigrationIterator) then
Universe.processMigrationIterator = nil
end
end
function MapUtils.findInsertionPoint(processQueue, chunk)
local low = 1
local high = #processQueue
local pivot
while (low <= high) do
pivot = mCeil((low + high) * 0.5)
local pivotChunk = processQueue[pivot]
if (pivotChunk.dOrigin > chunk.dOrigin) then
high = pivot - 1
elseif (pivotChunk.dOrigin <= chunk.dOrigin) then
low = pivot + 1
end
end
return low
end
function MapUtils.removeProcessQueueChunk(processQueue, chunk)
local insertionPoint = MapUtils.findInsertionPoint(processQueue, chunk)
if insertionPoint > #processQueue then
insertionPoint = insertionPoint - 1
end
for i=insertionPoint,1,-1 do
local pqChunk = processQueue[i]
if pqChunk.id == chunk.id then
tRemove(processQueue, i)
return
elseif pqChunk.dOrigin < chunk.dOrigin then
return
end
end
end
function MapUtils.removeChunkFromMap(map, chunk)
local chunkId = chunk.id
local x = chunk.x
local y = chunk.y
MapUtils.removeProcessQueueChunk(map.processQueue, chunk)
map[x][y] = nil
Universe.chunkIdToChunk[chunkId] = nil
Universe.chunkToActiveNest[chunkId] = nil
Universe.chunkToActiveRaidNest[chunkId] = nil
Universe.chunkToDrained[chunkId] = nil
Universe.chunkToRetreats[chunkId] = nil
Universe.chunkToRallys[chunkId] = nil
Universe.chunkToPassScan[chunkId] = nil
Universe.chunkToNests[chunkId] = nil
Universe.vengenceQueue[chunkId] = nil
Universe.processActiveNest[chunkId] = nil
Universe.chunkToVictory[chunkId] = nil
local base = map.chunkToBase[chunkId]
if base then
base.chunkCount = base.chunkCount - 1
map.chunkToBase[chunkId] = nil
end
map.chunkToTurrets[chunkId] = nil
map.chunkToTraps[chunkId] = nil
map.chunkToUtilities[chunkId] = nil
map.chunkToHives[chunkId] = nil
map.chunkToNestIds[chunkId] = nil
map.chunkToHiveIds[chunkId] = nil
map.chunkToTrapIds[chunkId] = nil
map.chunkToTurretIds[chunkId] = nil
map.chunkToUtilityIds[chunkId] = nil
map.chunkToPlayerBase[chunkId] = nil
map.chunkToResource[chunkId] = nil
map.chunkToPlayerCount[chunkId] = nil
map.chunkToSquad[chunkId] = nil
map.chunkToPassable[chunkId] = nil
map.chunkToPathRating[chunkId] = nil
map.chunkToDeathGenerator[chunkId] = nil
if Universe.processActiveNestIterator == chunkId then
Universe.processActiveNestIterator = nil
end
if Universe.victoryScentIterator == chunkId then
Universe.victoryScentIterator = nil
end
if Universe.processNestIterator == chunkId then
Universe.processNestIterator = nil
end
if Universe.chunkToDrainedIterator == chunkId then
Universe.chunkToDrainedIterator = nil
end
if Universe.chunkToRetreatIterator == chunkId then
Universe.chunkToRetreatIterator = nil
end
if Universe.chunkToRallyIterator == chunkId then
Universe.chunkToRallyIterator = nil
end
if Universe.chunkToPassScanIterator == chunkId then
Universe.chunkToPassScanIterator = nil
end
if Universe.processActiveSpawnerIterator == chunkId then
Universe.processActiveSpawnerIterator = nil
end
if Universe.processActiveRaidSpawnerIterator == chunkId then
Universe.processActiveRaidSpawnerIterator = nil
end
if Universe.processMigrationIterator == chunkId then
Universe.processMigrationIterator = nil
end
if Universe.deployVengenceIterator == chunkId then
Universe.deployVengenceIterator = nil
end
end
--[[
1 2 3
\|/
4- -5
/|\
6 7 8
]]--
function MapUtils.getNeighborChunks(map, x, y)
local chunkYRow1 = y - CHUNK_SIZE
local chunkYRow3 = y + CHUNK_SIZE
local xChunks = map[x-CHUNK_SIZE]
if xChunks then
NeighborChunks[1] = xChunks[chunkYRow1] or -1
NeighborChunks[4] = xChunks[y] or -1
NeighborChunks[6] = xChunks[chunkYRow3] or -1
else
NeighborChunks[1] = -1
NeighborChunks[4] = -1
NeighborChunks[6] = -1
end
xChunks = map[x+CHUNK_SIZE]
if xChunks then
NeighborChunks[3] = xChunks[chunkYRow1] or -1
NeighborChunks[5] = xChunks[y] or -1
NeighborChunks[8] = xChunks[chunkYRow3] or -1
else
NeighborChunks[3] = -1
NeighborChunks[5] = -1
NeighborChunks[8] = -1
end
xChunks = map[x]
if xChunks then
NeighborChunks[2] = xChunks[chunkYRow1] or -1
NeighborChunks[7] = xChunks[chunkYRow3] or -1
else
NeighborChunks[2] = -1
NeighborChunks[7] = -1
end
return NeighborChunks
end
--[[
1 2 3
\|/
4- -5
/|\
6 7 8
]]--
function MapUtils.canMoveChunkDirection(map, direction, startChunk, endChunk)
local canMove = false
local startPassable = getPassable(startChunk)
local endPassable = getPassable(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 = 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, scaling)
local endPosition = {}
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, multipler)
local lx = startPosition.x
local ly = startPosition.y
if not multipler then
multipler = 1
end
if (direction == 1) then
lx = lx - CHUNK_SIZE * multipler
ly = ly - CHUNK_SIZE * multipler
elseif (direction == 2) then
ly = ly - CHUNK_SIZE * multipler
elseif (direction == 3) then
lx = lx + CHUNK_SIZE * multipler
ly = ly - CHUNK_SIZE * multipler
elseif (direction == 4) then
lx = lx - CHUNK_SIZE * multipler
elseif (direction == 5) then
lx = lx + CHUNK_SIZE * multipler
elseif (direction == 6) then
lx = lx - CHUNK_SIZE * multipler
ly = ly + CHUNK_SIZE * multipler
elseif (direction == 7) then
ly = ly + CHUNK_SIZE * multipler
elseif (direction == 8) then
lx = lx + CHUNK_SIZE * multipler
ly = ly + CHUNK_SIZE * multipler
end
return {
x = lx,
y = ly
}
end
function MapUtils.init(universe)
Universe = universe
NeighborChunks = universe.neighbors
end
MapUtilsG = MapUtils
return MapUtils