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RedMew/map_gen/shared/generate.lua

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local Task = require 'utils.Task'
local Token = require 'utils.global_token'
local Event = require 'utils.event'
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local tiles_per_tick
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local regen_decoratives
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local surfaces
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local total_calls
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local function do_tile(y, x, data, shape)
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local function do_tile_inner(tile, pos)
if not tile then
table.insert(data.tiles, {name = 'out-of-map', position = pos})
elseif type(tile) == 'string' then
table.insert(data.tiles, {name = tile, position = pos})
end
end
local pos = {x, y}
-- local coords need to be 'centered' to allow for correct rotation and scaling.
local tile = shape(x + 0.5, y + 0.5, data)
if type(tile) == 'table' then
do_tile_inner(tile.tile, pos)
local entities = tile.entities
if entities then
for _, entity in ipairs(entities) do
if not entity.position then
entity.position = pos
end
table.insert(data.entities, entity)
end
end
local decoratives = tile.decoratives
if decoratives then
for _, decorative in ipairs(decoratives) do
table.insert(data.decoratives, decorative)
end
end
else
do_tile_inner(tile, pos)
end
end
local function do_place_tiles(data)
data.surface.set_tiles(data.tiles, true)
end
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local decoratives = {
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'brown-asterisk',
'brown-carpet-grass',
'brown-fluff',
'brown-fluff-dry',
'brown-hairy-grass',
'garballo',
'garballo-mini-dry',
'green-asterisk',
'green-bush-mini',
'green-carpet-grass',
'green-hairy-grass',
'green-pita',
'green-pita-mini',
'green-small-grass',
'red-asterisk'
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}
local function do_place_decoratives(data)
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if regen_decoratives then
data.surface.regenerate_decorative(decoratives, {{data.top_x / 32, data.top_y / 32}})
end
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local dec = data.decoratives
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if #dec > 0 then
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data.surface.create_decoratives({check_collision = true, decoratives = dec})
end
end
local function do_place_entities(data)
local surface = data.surface
for _, e in ipairs(data.entities) do
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if e.always_place or surface.can_place_entity(e) then
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local entity = surface.create_entity(e)
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if entity and e.callback then
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local callback = Token.get(e.callback)
callback(entity)
end
end
end
end
local function run_chart_update(data)
local x = data.top_x / 32
local y = data.top_y / 32
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if game.forces.player.is_chunk_charted(data.surface, {x, y}) then
-- Don't use full area, otherwise adjacent chunks get charted
game.forces.player.chart(
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data.surface,
{
{data.top_x, data.top_y},
{data.top_x + 1, data.top_y + 1}
}
)
end
end
local function map_gen_action(data)
local state = data.y
if state < 32 then
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local shape = surfaces[data.surface.name]
if shape == nil then
return false
end
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local count = tiles_per_tick
local y = state + data.top_y
local x = data.x
local max_x = data.top_x + 32
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data.y = y
repeat
count = count - 1
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do_tile(y, x, data, shape)
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x = x + 1
if x == max_x then
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y = y + 1
if y == data.top_y + 32 then
break
end
x = data.top_x
data.y = y
end
data.x = x
until count == 0
data.y = y - data.top_y
return true
elseif state == 32 then
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do_place_tiles(data)
data.y = 33
return true
elseif state == 33 then
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do_place_entities(data)
data.y = 34
return true
elseif state == 34 then
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do_place_decoratives(data)
data.y = 35
return true
elseif state == 35 then
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run_chart_update(data)
return false
end
end
local map_gen_action_token = Token.register(map_gen_action)
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local function on_chunk(event)
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local surface = event.surface
local shape = surfaces[surface.name]
if not shape then
return
end
local area = event.area
local data = {
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y = 0,
x = area.left_top.x,
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area = area,
top_x = area.left_top.x,
top_y = area.left_top.y,
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surface = surface,
tiles = {},
entities = {},
decoratives = {}
}
Task.queue_task(map_gen_action_token, data, total_calls)
end
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local function init(args)
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tiles_per_tick = args.tiles_per_tick or 32
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regen_decoratives = args.regen_decoratives or false
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surfaces = args.surfaces or {}
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total_calls = math.ceil(1024 / tiles_per_tick) + 4
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Event.add(defines.events.on_chunk_generated, on_chunk)
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end
return init