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RedMew/map_gen/maps/tetris/tetrimino.lua

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--- @class This module provides a class that provides Tetrimino object functionallity
local Tetrimino = {}
--- @type LuaTetrimino
-- @field number number identifies the kind of Tetrimino
-- @field collision_box LuaTetriminoCollisionBox @see LuaTetriminoCollisionBox
-- @field position LuaPosition The current position of top left corner of the collision box of the tetrimino.
-- Only x/y divisible by 16 are legal coordinates.
--- @type LuaTetriminoCollisionBox represents the collision box of a tetrimino. Contains a 4x4 2d array.
-- @description If a cell is 1 the quad chunk represented by the array position is occupied. 0 if not
-- @field 1 table of numbers first row
-- @field 2 table of numbers second row
-- @field 3 table of numbers thrid row
-- @field 4 table of numbers forth row
local table = require 'utils.table'
local Token = require 'utils.token'
local Task = require 'utils.task'
local Queue = require 'utils.queue'
local Global = require 'utils.global'
local Game = require 'utils.game'
local insert = table.insert
--- Holds collision boxes for all tetriminos.
-- The index of this table is what defines the tetriminos kind.
-- IE: tetrimino with 1 is the "I" tetrimino
-- @table containing LuaTetriminoCollisionBox
local collision_boxes = {
{
{0, 1, 0, 0},
{0, 1, 0, 0},
{0, 1, 0, 0},
{0, 1, 0, 0}
},
{
{0, 0, 0, 0},
{0, 1, 1, 0},
{0, 1, 1, 0},
{0, 0, 0, 0}
},
{
{0, 0, 0, 0},
{0, 1, 0, 0},
{1, 1, 1, 0},
{0, 0, 0, 0}
},
{
{0, 0, 0, 0},
{0, 1, 1, 0},
{1, 1, 0, 0},
{0, 0, 0, 0}
},
{
{0, 0, 0, 0},
{1, 1, 0, 0},
{0, 1, 1, 0},
{0, 0, 0, 0}
},
{
{0, 0, 0, 0},
{0, 0, 1, 0},
{0, 0, 1, 0},
{0, 1, 1, 0}
},
{
{0, 0, 0, 0},
{0, 1, 0, 0},
{0, 1, 0, 0},
{0, 1, 1, 0}
}
}
local worker = nil
local move_queue = Queue.new()
local Map = nil
local sequence = {1, 2, 3, 4, 5, 6, 7, _head = 8}
Global.register(
{
move_queue = move_queue,
sequence = sequence
},
function(tbl)
move_queue = tbl.move_queue
sequence = tbl.sequence
end
)
--- Does this tetrimino collide with anything but itself with a new collision box(rotation) and an x/y offset
-- @param self LuaTetrimino (See @LuaTetrimino) The tetrimino that may collide
-- @param collision_box LuaTetriminoCollisionBox (See @LuaTetriminoCollisionBox) The suggested new collision box of self.
-- @param x_steps number either -1, 0 or 1. Represent going left by 16 tiles, not moving in x direction or going right by 16 tiles
-- @param y_steps number either -1, 0 or 1. Represent going up by 16 tiles, not moving in y direction or going down by 16 tiles
-- @return boolean
local function collides(self, collision_box, x_steps, y_steps)
local old_collision_box = self.collision_box
local position = self.position
local surface = self.surface
local c_x = position.x
local c_y = position.y
for y = 1, 4 do
for x = 1, 4 do
local bit = collision_box[y][x]
if bit == 1 then
local y_offset = y + y_steps
local x_offset = x + x_steps
if
y_offset < 1 or --Cant collide with itself, so continue checking for collision
y_offset > 4 or
x_offset < 1 or
x_offset > 4 or
old_collision_box[y_offset][x_offset] == 0
then --check for collision if not colliding with old self
local x_target = x_offset * 16 + c_x + 2 - 16
local y_target = y_offset * 16 + c_y + 2 - 16
local tile = surface.get_tile {x_target, y_target}
if not tile.valid or tile.name ~= 'water' then
return true
end
end
end
end
end
return false
end
--- Replaces a quad chunk with water and destroys all entities on it
-- @param surface LuaSurface
-- @param x number top left x position of the quad chunk
-- @param y number top left y position of the quad chunk
local function erase_qchunk(surface, x, y)
local new_tiles = {}
for c_x = x + 1, x + 14 do
for c_y = y + 1, y + 14 do
insert(new_tiles, {name = 'water', position = {c_x, c_y}})
end
end
local y_plus15 = y + 15
for c_x = x, x + 15 do
insert(new_tiles, {name = 'deepwater', position = {c_x, y}})
insert(new_tiles, {name = 'deepwater', position = {c_x, y_plus15}})
end
local x_plus15 = x + 15
for c_y = y, y + 14 do
insert(new_tiles, {name = 'deepwater', position = {x, c_y}})
insert(new_tiles, {name = 'deepwater', position = {x_plus15, c_y}})
end
surface.set_tiles(new_tiles)
end
--- Moves a quad chunk (16x16 tiles)
-- @param surface LuaSurface
-- @param x number x position of the quad chunk
-- @param y number y position of the quad chunk
-- @param x_offset number tiles to move in x direction
-- @param y_offset number tiles to move in y direction
local function move_qchunk(surface, x, y, x_offset, y_offset)
local entities = surface.find_entities_filtered {area = {{x, y}, {x + 15, y + 15}}}
local old_tiles = surface.find_tiles_filtered {area = {{x, y}, {x + 16, y + 16}}}
local new_tiles = {}
local player_positions = {}
for index, tile in pairs(old_tiles) do
local old_pos = tile.position
new_tiles[index] = {name = tile.name, position = {x = old_pos.x + x_offset, y = old_pos.y + y_offset}}
end
for index, entity in pairs(entities) do
local old_pos = entity.position
local success,
e =
pcall(
function()
entity.teleport {old_pos.x + x_offset, old_pos.y + y_offset}
end
)
if not success then --I will remove this after the beta :)
game.print('PLEASE TELL VALANSCH OR WE WILL ALL DIE: ')
game.print(entity.name)
game.print(entity.type)
log(entity.name)
log(entity.type)
log('error in create entity ' .. tostring(e))
end
end
surface.set_tiles(new_tiles)
erase_qchunk(surface, x, y)
for player_index, position in pairs(player_positions) do
Game.get_player_by_index(player_index).teleport(position)
end
end
--- Moves the tetrimino in a supplied direction
-- @param self LuaTetrimino
-- @param x_direction number (-1, 0 or 1)
-- @param y_direction number (-1, 0 or 1)
-- @return boolean success
function Tetrimino.move(self, x_direction, y_direction)
local surface = self.surface
local position = self.position
local collision_box = self.collision_box
if collides(self, collision_box, x_direction, y_direction) then
return false
end
local tetri_x = position.x
local tetri_y = position.y
if y_direction == 1 then
for y = 4, 1, -1 do
for x = 1, 4 do
if collision_box[y] and collision_box[y][x] == 1 then
Queue.push(move_queue, {surface = surface, x = tetri_x + (x - 1) * 16, y = tetri_y + (y - 1) * 16, x_offset = 0, y_offset = 16})
end
end
end
elseif x_direction ~= 0 then --east or west
for x = 2.5 + 1.5 * x_direction, 2.5 - 1.5 * x_direction, -x_direction do --go from 1 to 4 or from 4 to 1
for y = 4, 1, -1 do
if collision_box[y] and collision_box[y][x] == 1 then
Queue.push(
move_queue,
{surface = surface, x = tetri_x + (x - 1) * 16, y = tetri_y + (y - 1) * 16, x_offset = x_direction * 16, y_offset = 0}
)
end
end
end
end
position.y = tetri_y + 16 * y_direction
position.x = tetri_x + 16 * x_direction
Task.set_timeout_in_ticks(1, worker)
return true
end
--- Do nothing. Literally.
function Tetrimino.noop()
end
--- Returns a rotated version of a supplied collision box by 90° in mathematically positive direction
-- @param collision_box LuaTetriminoCollisionBox
-- @param[opt=false] reverse boolean rotate in mathematically negative direction?
-- @treturn LuaTetriminoCollisionBox the rotated collision box
local function rotate_collision_box(collision_box, reverse)
local new_collision_box = {{}, {}, {}, {}}
local transformation = {{}, {}, {}, {}}
if reverse then
for y = 1, 4 do
for x = 1, 4 do
new_collision_box[y][x] = collision_box[5 - x][y]
transformation[5 - x][y] = {x = x, y = y}
end
end
else
for y = 1, 4 do
for x = 1, 4 do
new_collision_box[y][x] = collision_box[x][5 - y]
transformation[x][5 - y] = {x = x, y = y}
end
end
end
return new_collision_box, transformation
end
--- Returns the collision box positions of the occupied qchunks in the tetris collision box
-- @param self LuaTetrimino
-- @return table of LuaPosition
function Tetrimino.active_qchunks(self)
local collision_box = self.collision_box
local result = {nil, nil, nil, nil}
for x = 1, 4 do
for y = 1, 4 do
if collision_box[y][x] == 1 then
insert(result, {x = x, y = y})
end
end
end
return result
end
--- Rotates a tetrimino, if it doesnt collide
-- @param self LuaTetrimino
-- @param[opt=false] reverse boolean rotate in mathmatically negative direction?
-- @return boolean success
function Tetrimino.rotate(self, reverse)
local new_collision_box, transformation = rotate_collision_box(self.collision_box, reverse)
if collides(self, new_collision_box, 0, 0) then
return false
end
if self.number == 2 then
game.print("You are a smart motherfucker, that's right.")
end
local old_collision_box = self.collision_box
local surface = self.surface
local find_tiles_filtered = surface.find_tiles_filtered
local find_entities_filtered = surface.find_entities_filtered
local tetri_x = self.position.x
local tetri_y = self.position.y
local insert = insert -- luacheck: ignore 431 (intentional upvalue shadow)
local tiles = {}
local entities = {}
for x = 1, 4 do
for y = 1, 4 do
local target = transformation[y][x]
if
(target.x ~= x or target.y ~= y) and --Do not rotate identity
old_collision_box[y][x] == 1
then --check for existence
local top_left_x = tetri_x + x * 16 - 16
local top_left_y = tetri_y + y * 16 - 16
for _, tile in pairs(find_tiles_filtered {area = {{top_left_x, top_left_y}, {tetri_x + x * 16, tetri_y + y * 16}}}) do
insert(tiles, {name = tile.name, position = {tile.position.x + (target.x - x) * 16, tile.position.y + (target.y - y) * 16}})
end
for _, entity in pairs(find_entities_filtered {area = {{top_left_x, top_left_y}, {tetri_x + x * 16 - 1, tetri_y + y * 16 - 1}}}) do
entity.teleport {entity.position.x + (target.x - x) * 16, entity.position.y + (target.y - y) * 16}
end
if new_collision_box[y][x] == 0 then
erase_qchunk(surface, top_left_x, top_left_y)
end
end
end
end
for _, e in pairs(entities) do
surface.create_entity(e)
end
surface.set_tiles(tiles)
self.collision_box = new_collision_box
return true
end
local function get_next_tetri_number()
local head = sequence._head
if head > 7 then
table.shuffle_table(sequence)
head = 1
sequence._head = 0
end
sequence._head = head + 1
return sequence[head]
end
--- Constructs a new tetri and places it on the map
-- @param surface LuaSurface the surface the tetri will be placed on
-- @param position LuaPosition the position the tetri will be placed at. Legal values for x and y must be divisable by 16
-- @return LuaTetrimino @see LuaTetrimino
function Tetrimino.new(surface, position)
local number = get_next_tetri_number()
local self = {}
self.number = number
self.position = {x = position.x - 32, y = position.y - 32}
self.surface = surface
self.collision_box = collision_boxes[number]
Map.spawn_tetri(surface, position, number)
return self
end
--Works on one quad chunk in the move_queue
worker =
Token.register(
function()
local quad = Queue.pop(move_queue)
if quad then
Task.set_timeout_in_ticks(1, worker)
local surface = quad.surface
local x = quad.x
local y = quad.y
local x_offset = quad.x_offset
local y_offset = quad.y_offset
move_qchunk(surface, x, y, x_offset, y_offset)
end
end
)
--- This module requires a map module as input.
--- @param map_input table containing the function field spawn_tetri(surface, position, number)
return function(map_input)
Map = map_input
return Tetrimino
end