Fixes to swap local to global

Moved init to a one time call function
Fixed bug with mixed ores that caused tiles to be skipped
This commit is contained in:
TWLTriston
2017-09-20 19:14:10 -04:00
parent b419f5a426
commit 5ec048903e
+26 -31
View File
@@ -1,58 +1,51 @@
-- Glittery ores, provide a mix value, and all patches outside uranium will be a full mix.
local glitter_debug = false
global.glitter_setup = false
local ore_mix = {}
local mix_current = 1
local ore_ratios = {
["iron-ore"] = 1.0,
["coal"] = 0.5,
["copper-ore"] = 1,
["stone"] = 0.25
}
-- 1-100% chance of sprinkling any individual ore
local sprinkle_factor = 100
-- Sets the buffer distance before ores are scrambled
local starting_buffer = 100
glitter_debug = false
function run_ores_module_setup()
if glitter_debug then game.print("Glitter Ore: debug is enabled; module setup;") end
ore_mix = {}
ore_ratios = {
["iron-ore"] = 1.0,
["coal"] = 0.5,
["copper-ore"] = 1,
["stone"] = 0.25
}
-- 1-100% chance of sprinkling any individual ore
sprinkle_factor = 100
-- Sets the buffer distance before ores are scrambled
starting_buffer = 125
ore_mix_max = 0
-- Prime the array
for a,b in pairs(ore_ratios) do
for i=1,(b*1000) do
mix_current = mix_current + 1
ore_mix[mix_current] = a
ore_mix_max = ore_mix_max + 1
ore_mix[ore_mix_max] = a
end
end
end
run_ores_module_setup()
--generate ores for entire chunk
function run_ores_module(event)
run_ores_module_setup()
local area = event.area
local surface = event.surface
local tiles = {}
if glitter_debug then
game.print("Glitter ore: chunk generation")
-- game.print (area.left_top)
-- game.forces.player.chart(surface,{lefttop = {x = area.left_top.x, y = area.left_top.y}, rightbottom = {x = area.right_bottom.x, y = area.right_bottom.y}})
end
-- Buffer ores around the spawn -- 5 chunks
local chunk_mid = {(area.left_top.x + area.right_bottom.x) / 2, (area.left_top.y + area.right_bottom.y) / 2}
local distance = math.sqrt(chunk_mid[1] * chunk_mid[1] + chunk_mid[2] * chunk_mid[2])
if distance > starting_buffer then
local entities = surface.find_entities_filtered{type="resource", area=area}
for _, entity in pairs(entities) do
if ore_ratios[entity.name] > 0 then
for _, entity in ipairs(entities) do
if ore_ratios[entity.name] ~= nil then
-- Roll to sprinkle_factor
if sprinkle_factor < 100 then
sprinkle_random = math.random(1,100)
@@ -64,9 +57,8 @@ function run_ores_module(event)
local new_name = nil
--- Use the ratios to randomly select an ore
new_ore_random = math.random(1,mix_current)
new_ore_random = math.random(1,ore_mix_max)
new_name = ore_mix[new_ore_random]
-- game.print(new_name)
local position_old = entity.position
local amount_old = entity.amount
@@ -75,6 +67,9 @@ function run_ores_module(event)
entity.destroy()
local new_entity = surface.create_entity{name = new_name, position = position_old, force="neutral", amount=amount_old}
end
else
-- game.print("Skipping")
-- game.print(entity.name)
end
end
end