mirror of
https://github.com/Refactorio/RedMew.git
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434 lines
14 KiB
Lua
434 lines
14 KiB
Lua
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--[[
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Some inspiration and bits of code taken from Nightfall by Yehn and dangOreus by Mylon.
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Both under their respective MIT licenses.
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This softmod uses the Starcraft concept of "creep" as a mechanic. In essence, players can only
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build on certain creep tiles (in particular, the defined `creep_expansion_tile`s).
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Pollution will naturally expand the creep. The creep will also naturally regress if pollution
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is not sustained, affecting player structures in the process.
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This module does not create an initial world state, so you will not have a guaranteed safe placed
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to build, and any creep_expansion_tiles will be overtaken by creep_retraction_tiles as there is
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no initial pollution cloud.
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Todo: make the expansion less "blocky"/constrained to chunk borders
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]]--
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local Event = require 'utils.event'
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local Game = require 'utils.game'
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local random = math.random
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local insert = table.insert
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--how many chunks to process in a tick
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local processchunk = 5
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-- how often to recap the deaths from lack of creep (in ticks)
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local death_recap_timer = 1200 -- 20 secs
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-- how often to check for players' positions
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local player_pos_check_time = 300 -- 5 secs
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-- force that is restricted to the creep
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local creep_force = "player"
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-- the 3 chunk states are: 0% creep tiles and unpolluted, 100% creep and polluted, unknown or transitional creep state
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local NOT_CREEP = 1
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local FULL_CREEP = 2
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local CREEP_RETRACTION = 3
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local CREEP_EXPANDING = 4
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local CREEP_UNKNOWN = 5 -- a special case for newly-generated chunks
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-- the threshold above which creep expands
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local pollution_threshold = 200
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-- the number of tiles that change to/from creep at once
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local random_factor = 0.1
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-- which tiles to use for creep expansion
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local creep_expansion_tiles = {
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'grass-1',
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'grass-2'
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}
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-- which tiles to use when creep retracts
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local creep_retraction_tiles = {
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'dirt-1',
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'dirt-2',
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'dry-dirt',
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'sand-1',
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'sand-2',
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'sand-3'
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}
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-- which tiles players can build on/count as creep
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local creep_tiles = {
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'grass-1',
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'grass-2',
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'concrete',
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'hazard-concrete-left',
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'hazard-concrete-right',
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'lab-dark-2',
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'lab-white',
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'refined-concrete',
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'refined-hazard-concrete-left',
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'refined-hazard-concrete-right',
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'stone-path',
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'tutorial-grid'
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}
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-- which tiles creep can expand to
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local creep_expandable_tiles = {
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'lab-dark-1',
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'dirt-1',
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'dirt-2',
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'dirt-3',
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'dirt-4',
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'dirt-5',
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'dirt-6',
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'dirt-7',
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'dry-dirt',
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'grass-3',
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'grass-4',
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'red-desert-0',
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'red-desert-1',
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'red-desert-2',
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'red-desert-3',
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'sand-1',
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'sand-2',
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'sand-3'
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}
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-- list of all tiles currently in the game (0.16.51)
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local all_tiles ={
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'concrete',
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'deepwater',
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'deepwater-green',
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'dirt-1',
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'dirt-2',
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'dirt-3',
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'dirt-4',
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'dirt-5',
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'dirt-6',
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'dirt-7',
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'dry-dirt',
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'grass-1',
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'grass-2',
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'grass-3',
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'grass-4',
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'hazard-concrete-left',
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'hazard-concrete-right',
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'lab-dark-1',
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'lab-dark-2',
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'lab-white',
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'out-of-map',
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'red-desert-0',
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'red-desert-1',
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'red-desert-2',
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'red-desert-3',
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'refined-concrete',
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'refined-hazard-concrete-left',
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'refined-hazard-concrete-right',
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'sand-1',
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'sand-2',
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'sand-3',
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'stone-path',
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'tutorial-grid',
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'water',
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'water-green'
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}
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local function get_tiles(tile_filter)
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tiles = find_tiles_filtered({area={{chunkcoord.x-16, chunkcoord.y-16},{chunkcoord.x+16, chunkcoord.y+16}},
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name = creep_expandable_tiles})
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return tiles
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end
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local function convert_tiles(tile_table, tiles)
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local set_tiles = game.surfaces[1].set_tiles
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local tile_set = {}
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local target_tile = tile_table[random(1,#tile_table)]
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-- convert the LuaTiles table into a new one we can edit
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for _, tiledata in ipairs(tiles) do
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if random() < random_factor then
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tile_set[#tile_set+1] = {name = target_tile, position = tiledata.position}
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end
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end
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-- change the tiles to the target_tile
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set_tiles(tile_set)
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end
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local function check_chunk_for_entities(chunk)
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local find_entities_filtered = game.surfaces[1].find_entities_filtered
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local entities_found
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entities_found = {}
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entities_found = find_entities_filtered{area = {{chunk.x-16, chunk.y-16},{chunk.x+16, chunk.y+16}},
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force = creep_force}
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for _, entity in ipairs(entities_found) do
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kill_invalid_builds(entity, false)
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end
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end
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local function change_creep_state(state, i)
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-- this function changes the state and tiles of chunks when they meet the creep expansion/retraction criteria
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local find_tiles_filtered = game.surfaces[1].find_tiles_filtered
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-- expand = 1, retract = 2
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local tile_table = {}
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local tiles_to_set = {}
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local debug_message
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local chunk_end_state
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local chunk_transition_state
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if state == 1 then
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tiles_to_find = creep_expandable_tiles
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tiles_to_set = creep_expansion_tiles
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debug_message = "Creep expanding"
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chunk_end_state = FULL_CREEP
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chunk_transition_state = CREEP_EXPANDING
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elseif state == 2 then
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tiles_to_find = creep_tiles
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tiles_to_set = creep_retraction_tiles
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debug_message = "Creep retracting"
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chunk_end_state = NOT_CREEP
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chunk_transition_state = CREEP_RETRACTION
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end
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global.chunklist[i].is_creep = chunk_transition_state
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local chunklist = global.chunklist
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local chunkcoord = chunklist[i]
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local tiles = {}
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-- check to see if there are any tiles to act on
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tiles = find_tiles_filtered({area={{chunkcoord.x-16, chunkcoord.y-16},{chunkcoord.x+16, chunkcoord.y+16}},
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name = tiles_to_find})
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if (#tiles > 0) then
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convert_tiles(tiles_to_set, tiles)
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--if _DEBUG then game.print(debug_message) end
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else
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-- if there are 0 tiles to convert, they're either fully creep or fully non-creep
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global.chunklist[i].is_creep = chunk_end_state
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-- if a chunk has lost all creep, do a final check to see if there are any buildings to kill
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if state == 2 then
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check_chunk_for_entities(global.chunklist[i])
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end
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end
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end
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local function on_tick()
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local get_pollution = game.surfaces[1].get_pollution
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-- localize globals
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local chunklist = global.chunklist
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local maxindex = #chunklist
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for i=global.c_index, global.c_index+processchunk, 1 do
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if i > maxindex then
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-- we've iterated through all chunks
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global.c_index = 1
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break
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end
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if get_pollution(chunklist[i]) > pollution_threshold and chunklist[i].is_creep ~= FULL_CREEP then
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change_creep_state(1, i) -- expand = 1, retract = 2
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elseif get_pollution(chunklist[i]) == 0 and chunklist[i].is_creep ~= NOT_CREEP then
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change_creep_state(2, i) -- expand = 1, retract = 2
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end
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if chunklist[i].is_creep == CREEP_RETRACTION then
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-- if a chunk's creep is retracting, we need to check if there are entities to kill
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check_chunk_for_entities(chunklist[i])
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end
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end
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global.c_index = global.c_index + processchunk
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end
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local function make_constrast_tiles_table()
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-- this creates a table of "contrast tiles", that is, tiles that are not creep nor creep retraction, nor water, nor void tiles
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-- we might want to use this list to pass to map gen tools to filter out tiles we don't want
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global.contrast_tiles = {}
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-- table of tiles that are already "anti-creep"
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local retraction_tiles = creep_retraction_tiles
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-- table of tiles we want to keep (water and void)
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local unremovable_tiles = {
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'deepwater',
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'deepwater-green',
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'out-of-map',
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'water',
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'water-green'
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}
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local omit = 0
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-- create a list of all non-creep tiles for the purpose of filtering in kill_invalid_builds
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for _, contrast_tile in ipairs(all_tiles) do
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for _, retraction_tile in ipairs(retraction_tiles) do
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if contrast_tile == retraction_tile then
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omit = 1
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end
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end
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for _, unremovable_tile in ipairs(unremovable_tiles) do
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if contrast_tile == unremovable_tile then
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omit = 1
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end
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end
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if omit == 1 then
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omit = 0
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else
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insert(global.contrast_tiles, contrast_tile)
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end
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end
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end
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local function on_chunk_generated(event)
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-- Track when new chunks are generated and add them to the chunklist
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if event.surface == game.surfaces[1] then
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local chunk = {}
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local coords = event.area.left_top
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chunk.x = coords.x+16
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chunk.y = coords.y+16
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chunk.is_creep = CREEP_UNKNOWN
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insert(global.chunklist, chunk)
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end
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end
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function kill_invalid_builds(entity, from_build_event)
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--Auto-destroy buildings created outside of creep
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if not (entity and entity.valid) then
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return
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end
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-- don't kill players
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if entity.type == 'player' then
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return
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end
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-- don't kill vehicles
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if entity.type == 'car' or entity.type == 'tank' or not entity.health then
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return
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end
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-- Some entities have no bounding box area. Not sure which.
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if entity.bounding_box.left_top.x == entity.bounding_box.right_bottom.x or entity.bounding_box.left_top.y == entity.bounding_box.right_bottom.y then
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return
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end
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-- don't kill trains
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if entity.type == "locomotive"
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or entity.type == "fluid-wagon"
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or entity.type == "cargo-wagon"
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or entity.type == "artillery-wagon "
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then
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return
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end
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local last_user = entity.last_user
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local unacceptable_tiles = global.unacceptable_tiles
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local ceil = math.ceil
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local floor = math.floor
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-- expand the bounding box to enclose full tiles rather than the subtile size most bounding boxes are
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local bounding_box = {
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{floor(entity.bounding_box.left_top.x), floor(entity.bounding_box.left_top.y)},
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{ceil(entity.bounding_box.right_bottom.x), ceil(entity.bounding_box.right_bottom.y)}
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}
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local tiles = entity.surface.count_tiles_filtered{name = unacceptable_tiles, area = bounding_box, limit = 1}
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if tiles > 0 then
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--Need to turn off ghosts left by dead buildings so construction bots won't keep placing buildings and having them blow up.
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local force = entity.force
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local ttl = force.ghost_time_to_live
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entity.force.ghost_time_to_live = 0
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entity.die()
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force.ghost_time_to_live = ttl
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global.death_count = global.death_count + 1
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if from_build_event and last_user then
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last_user.print("You may only build on the creep!")
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end
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end
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end
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local function print_death_toll()
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if global.death_count > 1 then
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game.print(global.death_count .. " buildings have died outside of the creep recently.")
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global.death_count = 0
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end
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end
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local function kill_on_built (event)
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local entity = event.created_entity
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kill_invalid_builds(entity, true)
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end
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local function apply_creep_effects_on_players()
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--Penalize players for not being on creep by slowing their movement
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local radius = 10 --not actually a radius
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local unacceptable_tiles = global.unacceptable_tiles
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for _, p in ipairs(game.connected_players) do
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if not p.character then --Spectator or admin
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return
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end
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local count = p.surface.count_tiles_filtered{name=unacceptable_tiles, area={{p.position.x-radius, p.position.y-radius}, {p.position.x+radius, p.position.y+radius}}}
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if count == (radius * 2)^2 * 1 then
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if p.vehicle then
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return
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else
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p.surface.create_entity{name="acid-projectile-purple", target=p.character, position=p.character.position, speed=10}
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p.character.health = p.character.health - 20
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p.print("You are taking damage from being too far from the creep.")
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end
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p.character_running_speed_modifier = 0
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if _DEBUG then game.print("Speed modifier 0 and damage") end
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elseif count > (radius * 2)^2 * 0.8 then
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p.character_running_speed_modifier = 0
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if _DEBUG then game.print("Speed modifier 0") end
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else
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p.character_running_speed_modifier = 0.2
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if _DEBUG then game.print("Speed modifier 0.2") end
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end
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end
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end
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local function on_init()
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global.chunklist = {}
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global.c_index=1
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global.unacceptable_tiles = {}
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global.death_count = 0
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local omit = 0
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-- create a list of all non-creep tiles for the purpose of filtering in kill_invalid_builds
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for _, all_tile in ipairs(all_tiles) do
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for _, creep_tile in ipairs(creep_tiles) do
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if all_tile == creep_tile then
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omit = 1
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end
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end
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if omit == 1 then
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omit = 0
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else
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insert(global.unacceptable_tiles, all_tile)
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end
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end
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end
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Event.add(defines.events.on_tick, on_tick)
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Event.add(defines.events.on_chunk_generated, on_chunk_generated)
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Event.on_init(on_init)
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Event.add(defines.events.on_built_entity, kill_on_built)
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Event.add(defines.events.on_robot_built_entity, kill_on_built)
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Event.on_nth_tick(death_recap_timer, print_death_toll)
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Event.on_nth_tick(player_pos_check_time, apply_creep_effects_on_players)
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-- a couple little debug command to generate and clear pollution to test things without having to mess with world gen
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if _DEBUG then
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commands.add_command(
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'cloud',
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'Use your vape rig to create a pollution cloud around you',
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function()
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if game.player then
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game.player.surface.pollute(game.player.position, 10000)
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||
|
end
|
||
|
end
|
||
|
)
|
||
|
commands.add_command(
|
||
|
'clean',
|
||
|
'Use your vacuum to suck up the pollution cloud around you',
|
||
|
function()
|
||
|
if game.player then
|
||
|
game.player.surface.clear_pollution()
|
||
|
end
|
||
|
end
|
||
|
)
|
||
|
end
|