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mirror of https://github.com/Refactorio/RedMew.git synced 2024-12-14 10:13:13 +02:00

new builder functions

This commit is contained in:
grilledham 2018-02-23 22:51:28 +00:00
parent 9a63f3a4f5
commit 40761191ee

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@ -1,5 +1,4 @@
-- helpers -- helpers
tau = 2 * math.pi tau = 2 * math.pi
deg_to_rad = tau / 360 deg_to_rad = tau / 360
function degrees(angle) function degrees(angle)
@ -7,7 +6,6 @@ function degrees(angle)
end end
-- shape builders -- shape builders
function empty_builder(x, y) function empty_builder(x, y)
return false return false
end end
@ -124,9 +122,9 @@ function decompress(pic)
local data = pic.data local data = pic.data
local width = pic.width local width = pic.width
local height = pic.height local height = pic.height
local uncompressed = {} local uncompressed = {}
for y = 1, height do for y = 1, height do
local row = data[y] local row = data[y]
local u_row = {} local u_row = {}
@ -135,14 +133,14 @@ function decompress(pic)
for index = 1, #row, 2 do for index = 1, #row, 2 do
local pixel = tile_map[row[index]] local pixel = tile_map[row[index]]
local count = row[index + 1] local count = row[index + 1]
for i = 1, count do for i = 1, count do
u_row[x] = pixel u_row[x] = pixel
x = x + 1 x = x + 1
end end
end end
end end
return {width = width, height = height, data = uncompressed} return {width = width, height = height, data = uncompressed}
end end
@ -150,7 +148,7 @@ function picture_builder(pic)
local data = pic.data local data = pic.data
local width = pic.width local width = pic.width
local height = pic.height local height = pic.height
-- the plus one is because lua tables are one based. -- the plus one is because lua tables are one based.
local half_width = math.floor(width / 2) + 1 local half_width = math.floor(width / 2) + 1
local half_height = math.floor(height / 2) + 1 local half_height = math.floor(height / 2) + 1
@ -159,7 +157,7 @@ function picture_builder(pic)
y = math.floor(y) y = math.floor(y)
local x2 = x + half_width local x2 = x + half_width
local y2 = y + half_height local y2 = y + half_height
if y2 > 0 and y2 <= height and x2 > 0 and x2 <= width then if y2 > 0 and y2 <= height and x2 > 0 and x2 <= width then
local pixel = data[y2][x2] local pixel = data[y2][x2]
return pixel return pixel
@ -170,7 +168,6 @@ function picture_builder(pic)
end end
-- transforms and shape helpers -- transforms and shape helpers
function translate(builder, x_offset, y_offset) function translate(builder, x_offset, y_offset)
return function(x, y, world_x, world_y, surface) return function(x, y, world_x, world_y, surface)
return builder(x - x_offset, y - y_offset, world_x, world_y, surface) return builder(x - x_offset, y - y_offset, world_x, world_y, surface)
@ -312,6 +309,17 @@ function choose(condition, true_shape, false_shape)
end end
end end
function shape_or_else(shape, else_shape)
return function(local_x, local_y, world_x, world_y, surface)
local tile, entity = shape(local_x, local_y, world_x, world_y, surface)
if (tile) then
return tile, entity
else
return else_shape(local_x, local_y, world_x, world_y, surface)
end
end
end
function linear_grow(shape, size) function linear_grow(shape, size)
local half_size = size / 2 local half_size = size / 2
return function(local_x, local_y, world_x, world_y, surface) return function(local_x, local_y, world_x, world_y, surface)
@ -319,10 +327,10 @@ function linear_grow(shape, size)
local n = math.ceil((math.sqrt(8 * t + 1) - 1) / 2) local n = math.ceil((math.sqrt(8 * t + 1) - 1) / 2)
local t_upper = n * (n + 1) * 0.5 local t_upper = n * (n + 1) * 0.5
local t_lower = t_upper - n local t_lower = t_upper - n
local y = (local_y - size * (t_lower + n / 2 - 0.5)) / n local y = (local_y - size * (t_lower + n / 2 - 0.5)) / n
local x = local_x / n local x = local_x / n
return shape(x, y, world_x, world_y, surface) return shape(x, y, world_x, world_y, surface)
end end
end end
@ -333,24 +341,24 @@ function grow(in_shape, out_shape, size, offset)
local tx = math.ceil(math.abs(local_x) / half_size) local tx = math.ceil(math.abs(local_x) / half_size)
local ty = math.ceil(math.abs(local_y) / half_size) local ty = math.ceil(math.abs(local_y) / half_size)
local t = math.max(tx, ty) local t = math.max(tx, ty)
local tile, entity local tile, entity
for i = t, 2.5 * t, 1 do for i = t, 2.5 * t, 1 do
local out_t = 1 / (i - offset) local out_t = 1 / (i - offset)
local in_t = 1 / i local in_t = 1 / i
tile = out_shape(out_t * local_x, out_t * local_y, world_x, world_y, surface) tile = out_shape(out_t * local_x, out_t * local_y, world_x, world_y, surface)
if tile then if tile then
return false return false
end end
tile, entity = in_shape(in_t * local_x, in_t * local_y, world_x, world_y, surface) tile, entity = in_shape(in_t * local_x, in_t * local_y, world_x, world_y, surface)
if tile then if tile then
return tile, entity return tile, entity
end end
end end
return false return false
end end
end end
@ -359,20 +367,20 @@ function project(shape, size, r)
local ln_r = math.log(r) local ln_r = math.log(r)
local r2 = 1 / (r - 1) local r2 = 1 / (r - 1)
local a = 1 / size local a = 1 / size
return function(local_x, local_y, world_x, world_y, surface) return function(local_x, local_y, world_x, world_y, surface)
local offset = 0.5 * size local offset = 0.5 * size
local sn = math.ceil(local_y + offset) local sn = math.ceil(local_y + offset)
local n = math.ceil(math.log((r - 1) * sn * a + 1) / ln_r - 1) local n = math.ceil(math.log((r - 1) * sn * a + 1) / ln_r - 1)
local rn = r ^ n local rn = r ^ n
local rn2 = 1 / rn local rn2 = 1 / rn
local c = size * rn local c = size * rn
local sn_upper = size * (r ^ (n + 1) - 1) * r2 local sn_upper = size * (r ^ (n + 1) - 1) * r2
local x = local_x * rn2 local x = local_x * rn2
local y = (local_y - (sn_upper - 0.5 * c) + offset) * rn2 local y = (local_y - (sn_upper - 0.5 * c) + offset) * rn2
return shape(x, y, world_x, world_y, surface) return shape(x, y, world_x, world_y, surface)
end end
end end
@ -382,61 +390,60 @@ function project_overlap(shape, size, r)
local r2 = 1 / (r - 1) local r2 = 1 / (r - 1)
local a = 1 / size local a = 1 / size
local offset = 0.5 * size local offset = 0.5 * size
return function(local_x, local_y, world_x, world_y, surface) return function(local_x, local_y, world_x, world_y, surface)
local sn = math.ceil(local_y + offset) local sn = math.ceil(local_y + offset)
local n = math.ceil(math.log((r - 1) * sn * a + 1) / ln_r - 1) local n = math.ceil(math.log((r - 1) * sn * a + 1) / ln_r - 1)
local rn = r ^ n local rn = r ^ n
local rn2 = 1 / rn local rn2 = 1 / rn
local c = size * rn local c = size * rn
local sn_upper = size * (r ^ (n + 1) - 1) * r2 local sn_upper = size * (r ^ (n + 1) - 1) * r2
local x = local_x * rn2 local x = local_x * rn2
local y = (local_y - (sn_upper - 0.5 * c) + offset) * rn2 local y = (local_y - (sn_upper - 0.5 * c) + offset) * rn2
local tile local tile
local entity local entity
tile, entity = shape(x, y, world_x, world_y, surface) tile, entity = shape(x, y, world_x, world_y, surface)
if tile then if tile then
return tile, entity return tile, entity
end end
local n_above = n - 1 local n_above = n - 1
local rn_above = rn / r local rn_above = rn / r
local rn2_above = 1 / rn_above local rn2_above = 1 / rn_above
local c_above = size * rn_above local c_above = size * rn_above
local sn_upper_above = sn_upper - c local sn_upper_above = sn_upper - c
local x_above = local_x * rn2_above local x_above = local_x * rn2_above
local y_above = (local_y - (sn_upper_above - 0.5 * c_above) + offset) * rn2_above local y_above = (local_y - (sn_upper_above - 0.5 * c_above) + offset) * rn2_above
tile, entity = shape(x_above, y_above, world_x, world_y, surface) tile, entity = shape(x_above, y_above, world_x, world_y, surface)
if tile then if tile then
return tile, entity return tile, entity
end end
local n_below = n + 1 local n_below = n + 1
local rn_below = rn * r local rn_below = rn * r
local rn2_below = 1 / rn_below local rn2_below = 1 / rn_below
local c_below = size * rn_below local c_below = size * rn_below
local sn_upper_below = sn_upper + c_below local sn_upper_below = sn_upper + c_below
local x_below = local_x * rn2_below local x_below = local_x * rn2_below
local y_below = (local_y - (sn_upper_below - 0.5 * c_below) + offset) * rn2_below local y_below = (local_y - (sn_upper_below - 0.5 * c_below) + offset) * rn2_below
return shape(x_below, y_below, world_x, world_y, surface) return shape(x_below, y_below, world_x, world_y, surface)
end end
end end
-- ore generation. -- ore generation.
-- builder is the shape of the ore patch. -- builder is the shape of the ore patch.
function resource_module_builder(builder, resource_type, amount_function) function resource_module_builder(builder, resource_type, amount_function)
amount_function = amount_function or function(a, b) amount_function = amount_function or function(a, b)
return 603 return 603
end end
return function(x, y, world_x, world_y, surface) return function(x, y, world_x, world_y, surface)
if builder(x, y, world_x, world_y, surface) then if builder(x, y, world_x, world_y, surface) then
return { return {
@ -463,7 +470,6 @@ function builder_with_resource(land_builder, resource_module)
end end
-- pattern builders. -- pattern builders.
function single_pattern_builder(shape, width, height) function single_pattern_builder(shape, width, height)
shape = shape or empty_builder shape = shape or empty_builder
local half_width = width / 2 local half_width = width / 2
@ -473,11 +479,11 @@ function single_pattern_builder(shape, width, height)
else else
half_height = half_width half_height = half_width
end end
return function(local_x, local_y, world_x, world_y, surface) return function(local_x, local_y, world_x, world_y, surface)
local_y = ((local_y + half_height) % height) - half_height local_y = ((local_y + half_height) % height) - half_height
local_x = ((local_x + half_width) % width) - half_width local_x = ((local_x + half_width) % width) - half_width
return shape(local_x, local_y, world_x, world_y, surface) return shape(local_x, local_y, world_x, world_y, surface)
end end
end end
@ -491,11 +497,11 @@ function single_pattern_overlap_builder(shape, width, height)
else else
half_height = half_width half_height = half_width
end end
return function(local_x, local_y, world_x, world_y, surface) return function(local_x, local_y, world_x, world_y, surface)
local_y = ((local_y + half_height) % height) - half_height local_y = ((local_y + half_height) % height) - half_height
local_x = ((local_x + half_width) % width) - half_width local_x = ((local_x + half_width) % width) - half_width
return shape(local_x, local_y, world_x, world_y, surface) or return shape(local_x, local_y, world_x, world_y, surface) or
shape(local_x + width, local_y, world_x, world_y, surface) or shape(local_x + width, local_y, world_x, world_y, surface) or
shape(local_x - width, local_y, world_x, world_y, surface) or shape(local_x - width, local_y, world_x, world_y, surface) or
@ -507,10 +513,10 @@ end
function single_x_pattern_builder(shape, width) function single_x_pattern_builder(shape, width)
shape = shape or empty_builder shape = shape or empty_builder
local half_width = width / 2 local half_width = width / 2
return function(local_x, local_y, world_x, world_y, surface) return function(local_x, local_y, world_x, world_y, surface)
local_x = ((local_x + half_width) % width) - half_width local_x = ((local_x + half_width) % width) - half_width
return shape(local_x, local_y, world_x, world_y, surface) return shape(local_x, local_y, world_x, world_y, surface)
end end
end end
@ -518,10 +524,10 @@ end
function single_y_pattern_builder(shape, height) function single_y_pattern_builder(shape, height)
shape = shape or empty_builder shape = shape or empty_builder
local half_height = height / 2 local half_height = height / 2
return function(local_x, local_y, world_x, world_y, surface) return function(local_x, local_y, world_x, world_y, surface)
local_y = ((local_y + half_height) % height) - half_height local_y = ((local_y + half_height) % height) - half_height
return shape(local_x, local_y, world_x, world_y, surface) return shape(local_x, local_y, world_x, world_y, surface)
end end
end end
@ -529,25 +535,68 @@ end
function grid_pattern_builder(pattern, columns, rows, width, height) function grid_pattern_builder(pattern, columns, rows, width, height)
local half_width = width / 2 local half_width = width / 2
local half_height = height / 2 local half_height = height / 2
return function(local_x, local_y, world_x, world_y, surface) return function(local_x, local_y, world_x, world_y, surface)
local local_y2 = ((local_y + half_height) % height) - half_height local local_y2 = ((local_y + half_height) % height) - half_height
local row_pos = math.floor(local_y / height + 0.5) local row_pos = math.floor(local_y / height + 0.5)
local row_i = row_pos % rows + 1 local row_i = row_pos % rows + 1
local row = pattern[row_i] or {} local row = pattern[row_i] or {}
local local_x2 = ((local_x + half_width) % width) - half_width local local_x2 = ((local_x + half_width) % width) - half_width
local col_pos = math.floor(local_x / width + 0.5) local col_pos = math.floor(local_x / width + 0.5)
local col_i = col_pos % columns + 1 local col_i = col_pos % columns + 1
local shape = row[col_i] or empty_builder local shape = row[col_i] or empty_builder
return shape(local_x2, local_y2, world_x, world_y, surface) return shape(local_x2, local_y2, world_x, world_y, surface)
end end
end end
function grid_pattern_overlap_builder(pattern, columns, rows, width, height)
local half_width = width / 2
local half_height = height / 2
return function(local_x, local_y, world_x, world_y, surface)
local local_y2 = ((local_y + half_height) % height) - half_height
local row_pos = math.floor(local_y / height + 0.5)
local row_i = row_pos % rows + 1
local row = pattern[row_i] or {}
local local_x2 = ((local_x + half_width) % width) - half_width
local col_pos = math.floor(local_x / width + 0.5)
local col_i = col_pos % columns + 1
local shape = row[col_i] or empty_builder
local tile, entity = shape(local_x2, local_y2, world_x, world_y, surface)
if tile then return tile, entity end
local col_i_left = (col_pos - 1) % columns + 1
shape = row[col_i_left] or empty_builder
tile, entity = shape(local_x2 + width, local_y2, world_x, world_y, surface)
if tile then return tile, entity end
local col_i_right = (col_pos + 1) % columns + 1
shape = row[col_i_right] or empty_builder
tile, entity = shape(local_x2 - width, local_y2, world_x, world_y, surface)
if tile then return tile, entity end
local row_i_up = (row_pos - 1) % rows + 1
local row_up = pattern[row_i_up] or {}
shape = row_up[col_i]
tile, entity = shape(local_x2, local_y2 + height, world_x, world_y, surface)
if tile then return tile, entity end
local row_i_down = (row_pos + 1) % rows + 1
local row_down = pattern[row_i_down] or {}
shape = row_down[col_i]
tile, entity = shape(local_x2, local_y2 - height, world_x, world_y, surface)
if tile then return tile, entity end
end
end
function segment_pattern_builder(pattern) function segment_pattern_builder(pattern)
local count = #pattern local count = #pattern
return function(local_x, local_y, world_x, world_y, surface) return function(local_x, local_y, world_x, world_y, surface)
local angle = math.atan2(-local_y, local_x) local angle = math.atan2(-local_y, local_x)
local index = math.floor(angle / tau * count) % count + 1 local index = math.floor(angle / tau * count) % count + 1
@ -557,7 +606,6 @@ function segment_pattern_builder(pattern)
end end
-- tile converters -- tile converters
function change_tile(builder, old_tile, new_tile) function change_tile(builder, old_tile, new_tile)
return function(local_x, local_y, world_x, world_y, surface) return function(local_x, local_y, world_x, world_y, surface)
local tile, entity = builder(local_x, local_y, world_x, world_y, surface) local tile, entity = builder(local_x, local_y, world_x, world_y, surface)
@ -624,6 +672,16 @@ function spawn_fish(builder, spawn_rate)
end end
end end
function spawn_entity(builder, name)
return function(local_x, local_y, world_x, world_y, surface)
if builder(local_x, local_y, world_x, world_y, surface) then
return {name = name, position = {world_x, world_y}}
else
return nil
end
end
end
function apply_effect(builder, func) function apply_effect(builder, func)
return function(local_x, local_y, world_x, world_y, surface) return function(local_x, local_y, world_x, world_y, surface)
local tile, entity = builder(local_x, local_y, world_x, world_y, surface) local tile, entity = builder(local_x, local_y, world_x, world_y, surface)