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RedMew/map_gen/Diggy/Feature/DiggyCaveCollapse.lua

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--[[-- info
Provides the ability to collapse caves when digging.
]]
-- dependencies
require 'utils.list_utils'
local Event = require 'utils.event'
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local Template = require 'map_gen.Diggy.Template'
local Debug = require 'map_gen.Diggy.Debug'
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local Task = require 'utils.Task'
local Token = require 'utils.global_token'
local Global = require 'utils.global'
local insert = table.insert
local random = math.random
local floor = math.floor
local abs = math.abs
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-- this
local DiggyCaveCollapse = {}
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local config = {}
local n = 9
local radius = 0
local radius_sq = 0
local center_radius_sq = 0
local disc_radius_sq = 0
local center_weight
local disc_weight
local ring_weight
local disc_blur_sum = 0
local center_value = 0
local disc_value = 0
local ring_value = 0
local enable_stress_grid = 0
local stress_map_blur_add
local mask_disc_blur
local stress_map_check_stress_in_threshold
local support_beam_entities
local on_surface_created
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local stress_threshold_causing_collapse = 0.9
local deconstruction_alert_message_shown = {}
local stress_map_storage = {}
local new_tile_map = {}
local collapse_positions_storage = {}
Global.register({
new_tile_map = new_tile_map,
stress_map_storage = stress_map_storage,
deconstruction_alert_message_shown = deconstruction_alert_message_shown,
collapse_positions_storage = collapse_positions_storage,
}, function(tbl)
new_tile_map = tbl.new_tile_map
stress_map_storage = tbl.stress_map_storage
deconstruction_alert_message_shown = tbl.deconstruction_alert_message_shown
collapse_positions_storage = tbl.collapse_positions_storage
end)
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local defaultValue = 0
DiggyCaveCollapse.events = {
--[[--
When stress at certain position is above the collapse threshold
- position LuaPosition
- surface LuaSurface
]]
on_collapse_triggered = script.generate_event_name()
}
local function create_collapse_template(map, surface)
local entities = {}
local tiles = {}
for x,y_tbl in pairs(map) do
for y,_ in pairs(y_tbl) do
insert(tiles, {position = {x = x, y = y}, name = 'out-of-map'})
if not map[x] or not map[x][y - 1] then
insert(entities, {position = {x = x, y = y - 1}, name = 'sand-rock-big'})
end
if not map[x] or not map[x][y + 1] then
insert(entities, {position = {x = x, y = y + 1}, name = 'sand-rock-big'})
end
if not map[x - 1] or not map[x - 1][y] then
insert(entities, {position = {x = x - 1, y = y}, name = 'sand-rock-big'})
end
if not map[x + 1] or not map[x + 1][y] then
insert(entities, {position = {x = x + 1, y = y}, name = 'sand-rock-big'})
end
end
end
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local find_entities_filtered = surface.find_entities_filtered
for _, new_spawn in pairs({entities, tiles}) do
for _, tile in pairs(new_spawn) do
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for _, entity in pairs(find_entities_filtered({position = tile.position})) do
pcall(function()
local strength = support_beam_entities[entity.name]
entity.die()
if strength then
local position = entity.position
stress_map_blur_add(surface, position, strength)
end
end)
end
end
end
return tiles, entities
end
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local function spawn_cracking_sound_text(surface, position)
local text = config.cracking_sounds[random(1, #config.cracking_sounds)]
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local color = {
r = 1,
g = random(1, 100) / 100,
b = 0
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}
for i = 1, #text do
local x_offset = (i - #text / 2 - 1) / 3
local char = text:sub(i, i)
surface.create_entity {
name = 'flying-text',
color = color,
text = char,
position = {x = position.x + x_offset, y = position.y - ((i + 1) % 2) / 4}
}.active = true
end
end
local function schedule_collapse(args)
local surface = args.surface
local surface_index = surface.index
local collapse_positions_map = collapse_positions_storage[surface_index]
local position = args.position
mask_disc_blur(
position.x, position.y,
config.collapse_threshold_total_strength,
function(x, y, value) --optimize this!
stress_map_check_stress_in_threshold(
surface,
{x = x, y = y},
value,
function(_, position)
local x = position.x
local y = position.y
if collapse_positions_map[x] then
collapse_positions_map[x][y] = true
else
collapse_positions_map[x] = {[y] = true}
end
end
)
end
)
end
local on_collapse_timeout_finished = Token.register(schedule_collapse)
local function execute_collapses()
for surface_index, map in pairs(collapse_positions_storage) do
local surface = game.surfaces[surface_index]
local tiles, entities = create_collapse_template(map, surface)
collapse_positions_storage[surface_index] = {}
Template.insert(surface, tiles, entities)
end
end
local function on_collapse_triggered(event)
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local surface = event.surface
local position = event.position
local x = position.x
local y = position.y
local x_t = new_tile_map[x]
if x_t and x_t[y] then
Template.insert(surface, {}, {{position = position, name = 'sand-rock-big'}})
return
end
spawn_cracking_sound_text(surface, position)
Task.set_timeout(
config.collapse_delay,
on_collapse_timeout_finished,
{surface = surface, position = position}
)
end
local function on_built_tile(surface, new_tile, tiles)
local new_tile_strength = support_beam_entities[new_tile.name]
for _, tile in pairs(tiles) do
if new_tile_strength then
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stress_map_blur_add(surface, tile.position, -1 * new_tile_strength)
end
local old_tile_strength = support_beam_entities[tile.old_tile.name]
if (old_tile_strength) then
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stress_map_blur_add(surface, tile.position, old_tile_strength)
end
end
end
local function on_robot_mined_tile(event)
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local surface
for _, tile in pairs(event.tiles) do
local strength = support_beam_entities[tile.old_tile.name]
if strength then
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surface = surface or event.robot.surface
stress_map_blur_add(surface, tile.position, strength)
end
end
end
local function on_player_mined_tile(event)
local surface = game.surfaces[event.surface_index]
for _, tile in pairs(event.tiles) do
local strength = support_beam_entities[tile.old_tile.name]
if strength then
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stress_map_blur_add(surface, tile.position, strength)
end
end
end
local function on_mined_entity(event)
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local entity = event.entity
local strength = support_beam_entities[entity.name]
if strength then
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stress_map_blur_add(entity.surface, entity.position, strength)
end
end
local function on_built_entity(event)
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local entity = event.created_entity
local strength = support_beam_entities[entity.name]
if strength then
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stress_map_blur_add(entity.surface, entity.position, -1 * strength)
end
end
local function on_placed_entity(event)
local strength = support_beam_entities[event.entity.name]
if strength then
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stress_map_blur_add(event.entity.surface, event.entity.position, -1 * strength)
end
end
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local on_new_tile_timeout_finished = Token.register(function(args)
local x_t = new_tile_map[args.x]
if x_t then
x_t[args.y] = nil --reset new tile status. This tile can cause a chain collapse now
end
end)
local function on_void_removed(event)
local strength = support_beam_entities['out-of-map']
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local position = event.old_tile.position
if strength then
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stress_map_blur_add(event.surface, position, strength)
end
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local x = position.x
local y = position.y
--To avoid room collapse:
local x_t = new_tile_map[x]
if x_t then
x_t[y] = true
else
x_t = {
[y] = true
}
new_tile_map[x] = x_t
end
Task.set_timeout(3, on_new_tile_timeout_finished, {x = x, y = y})
end
local function on_void_added(event)
local strength = support_beam_entities['out-of-map']
if strength then
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stress_map_blur_add(event.surface, event.old_tile.position, -1 * strength)
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end
end
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--[[--
Registers all event handlers.]
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@param global_config Table {@see Diggy.Config}.
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]]
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function DiggyCaveCollapse.register(cfg)
config = cfg
support_beam_entities = config.support_beam_entities
Event.add(DiggyCaveCollapse.events.on_collapse_triggered, on_collapse_triggered)
Event.add(defines.events.on_robot_built_entity, on_built_entity)
Event.add(defines.events.on_robot_built_tile, function (event)
on_built_tile(event.robot.surface, event.item, event.tiles)
end)
Event.add(defines.events.on_player_built_tile, function (event)
on_built_tile(game.surfaces[event.surface_index], event.item, event.tiles)
end)
Event.add(defines.events.on_robot_mined_tile, on_robot_mined_tile)
Event.add(defines.events.on_player_mined_tile, on_player_mined_tile)
Event.add(defines.events.on_robot_mined_entity, on_mined_entity)
Event.add(defines.events.on_built_entity, on_built_entity)
Event.add(Template.events.on_placed_entity, on_placed_entity)
Event.add(defines.events.on_entity_died, on_mined_entity)
Event.add(defines.events.on_player_mined_entity, on_mined_entity)
Event.add(Template.events.on_void_removed, on_void_removed)
Event.add(Template.events.on_void_added, on_void_added)
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Event.add(defines.events.on_surface_created, on_surface_created)
Event.on_nth_tick(80, execute_collapses)
Event.add(defines.events.on_marked_for_deconstruction, function (event)
if (nil ~= support_beam_entities[event.entity.name]) then
event.entity.cancel_deconstruction(game.players[event.player_index].force)
end
end)
Event.add(defines.events.on_pre_player_mined_item, function(event)
if (nil ~= deconstruction_alert_message_shown[event.player_index]) then
return
end
if (nil ~= support_beam_entities[event.entity.name]) then
require 'popup'.player(
game.players[event.player_index],
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'Mining entities such as walls, stone paths, concrete \nand rocks, can cause a cave-in, be careful miner!'
)
deconstruction_alert_message_shown[event.player_index] = true
end
end)
enable_stress_grid = config.enable_stress_grid
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on_surface_created({surface_index = 1})
mask_init(config)
if (config.enable_mask_debug) then
local surface = game.surfaces.nauvis
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mask_disc_blur(0, 0, 10, function(x, y, fraction)
Debug.print_grid_value(fraction, surface, {x = x, y = y})
end)
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end
end
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--
--STRESS MAP
--
--[[--
Adds a fraction to a given location on the stress_map. Returns the new
fraction value of that position.
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@param stress_map Table of {x,y}
@param position Table with x and y
@param number fraction
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@return number sum of old fraction + new fraction
]]
local function add_fraction(stress_map, x, y, fraction, no_collapse)
local quadrant = 1
if x < 0 then
quadrant = quadrant + 1
x = -x
end
if y < 0 then
quadrant = quadrant + 2
y = -y
end
local quad_t = stress_map[quadrant]
local x_t = quad_t[x]
if not x_t then
x_t = {}
quad_t[x] = x_t
end
local value = x_t[y]
if not value then
value = defaultValue
end
value = value + fraction
x_t[y] = value
if (value > stress_threshold_causing_collapse) then
if quadrant > 2 then
y = -y
end
if quadrant % 2 == 0 then
x = -x
end
if not no_collapse then
script.raise_event(
DiggyCaveCollapse.events.on_collapse_triggered,
{surface = game.surfaces[stress_map.surface_index], position = {x = x, y = y}}
)
end
end
if (enable_stress_grid) then
local surface = game.surfaces[stress_map.surface_index]
if quadrant > 2 then
y = -y
end
if quadrant % 2 == 0 then
x = -x
end
Debug.print_grid_value(value, surface, {x = x, y = y})
end
return value
end
local function add_fraction_by_quadrant(stress_map, x, y, fraction, quadrant)
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local x_t = quadrant[x]
if not x_t then
x_t = {}
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quadrant[x] = x_t
end
local value = x_t[y]
if not value then
value = defaultValue
end
value = value + fraction
x_t[y] = value
if (value > stress_threshold_causing_collapse) then
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local index = quadrant.index
if index > 2 then
y = -y
end
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if index % 2 == 0 then
x = -x
end
script.raise_event(
DiggyCaveCollapse.events.on_collapse_triggered,
{surface = game.surfaces[stress_map.surface_index], position = {x = x, y = y}}
)
end
if (enable_stress_grid) then
local surface = game.surfaces[stress_map.surface_index]
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local index = quadrant.index
if index > 2 then
y = -y
end
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if index % 2 == 0 then
x = -x
end
Debug.print_grid_value(value, surface, {x = x, y = y})
end
return value
end
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on_surface_created = function(event)
stress_map_storage[event.surface_index] = {}
collapse_positions_storage[event.surface_index] = {}
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local map = stress_map_storage[event.surface_index]
map['surface_index'] = event.surface_index
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map[1] = {index = 1}
map[2] = {index = 2}
map[3] = {index = 3}
map[4] = {index = 4}
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end
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--[[--
Checks whether a tile's pressure is within a given threshold and calls the handler if not.
@param surface LuaSurface
@param position Position with x and y
@param number threshold
@param callback
]]
stress_map_check_stress_in_threshold = function(surface, position, threshold, callback)
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local stress_map = stress_map_storage[surface.index]
local value = add_fraction(stress_map, position.x, position.y, 0, true)
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if (value >= stress_threshold_causing_collapse - threshold) then
callback(surface, position)
end
end
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stress_map_blur_add = function(surface, position, factor)
local x_start = floor(position.x)
local y_start = floor(position.y)
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local stress_map = stress_map_storage[surface.index]
if not stress_map then
return
end
if radius > abs(x_start) or radius > abs(y_start) then
for x = -radius, radius do
for y = -radius, radius do
local value = 0
local distance_sq = x * x + y * y
if distance_sq <= center_radius_sq then
value = center_value
elseif distance_sq <= disc_radius_sq then
value = disc_value
elseif distance_sq <= radius_sq then
value = ring_value
end
if abs(value) > 0.001 then
add_fraction(stress_map, x + x_start, y + y_start, value * factor)
end
end
end
else
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local quadrant_n = 1
if x_start < 0 then
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quadrant_n = quadrant_n + 1
x_start = -x_start
end
if y_start < 0 then
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quadrant_n = quadrant_n + 2
y_start = -y_start
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end
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local quadrant = stress_map[quadrant_n]
for x = -radius, radius do
for y = -radius, radius do
local value = 0
local distance_sq = x * x + y * y
if distance_sq <= center_radius_sq then
value = center_value
elseif distance_sq <= disc_radius_sq then
value = disc_value
elseif distance_sq <= radius_sq then
value = ring_value
end
if abs(value) > 0.001 then
add_fraction_by_quadrant(stress_map, x + x_start, y + y_start, value * factor, quadrant)
end
end
end
end
end
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DiggyCaveCollapse.stress_map_blur_add = stress_map_blur_add
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--
-- MASK
--
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function mask_init(config)
n = config.mask_size
ring_weight = config.mask_relative_ring_weights[1]
disc_weight = config.mask_relative_ring_weights[2]
center_weight = config.mask_relative_ring_weights[3]
radius = floor(n / 2)
radius_sq = (radius + 0.2) * (radius + 0.2)
center_radius_sq = radius_sq / 9
disc_radius_sq = radius_sq * 4 / 9
for x = -radius, radius do
for y = -radius, radius do
local distance_sq = x * x + y * y
if distance_sq <= center_radius_sq then
disc_blur_sum = disc_blur_sum + center_weight
elseif distance_sq <= disc_radius_sq then
disc_blur_sum = disc_blur_sum + disc_weight
elseif distance_sq <= radius_sq then
disc_blur_sum = disc_blur_sum + ring_weight
end
end
end
center_value = center_weight / disc_blur_sum
disc_value = disc_weight / disc_blur_sum
ring_value = ring_weight / disc_blur_sum
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end
--[[--
Applies a blur
Applies the disc in 3 discs: center, (middle) disc and (outer) ring.
The relative weights for tiles in a disc are:
center: 3/3
disc: 2/3
ring: 1/3
The sum of all values is 1
@param x_start number center point
@param y_start number center point
@param factor the factor to multiply the cell value with (value = cell_value * factor)
@param callback function to execute on each tile within the mask callback(x, y, value)
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]]
mask_disc_blur = function(x_start, y_start, factor, callback)
x_start = floor(x_start)
y_start = floor(y_start)
for x = -radius, radius do
for y = -radius, radius do
local value = 0
local distance_sq = x * x + y * y
if distance_sq <= center_radius_sq then
value = center_value
elseif distance_sq <= disc_radius_sq then
value = disc_value
elseif distance_sq <= radius_sq then
value = ring_value
end
if abs(value) > 0.001 then
callback(x_start + x, y_start + y, value * factor)
end
end
end
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end
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function DiggyCaveCollapse.get_extra_map_info(config)
return [[Alien Spawner, aliens might spawn when mining!
Place stone walls, stone paths and (refined) concrete to reinforce the mine. If you see cracks appear, run!]]
end
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return DiggyCaveCollapse