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

clean up + change surface to local variable

This commit is contained in:
grilledham 2018-02-23 11:40:26 +00:00
parent 43a0b0b1a5
commit cc6af4fb67
3 changed files with 673 additions and 711 deletions

View File

@ -1,10 +1,9 @@
-- 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)
return angle * deg_to_rad return angle * deg_to_rad
end end
-- shape builders -- shape builders
@ -21,7 +20,7 @@ function path_builder(thickness, optional_thickness_height)
local width = thickness / 2 local width = thickness / 2
local thickness2 = optional_thickness_height or thickness local thickness2 = optional_thickness_height or thickness
local height = thickness2 / 2 local height = thickness2 / 2
return function(x, y) return function(x, y)
return (x > -width and x <= width) or (y > -height and y <= height) return (x > -width and x <= width) or (y > -height and y <= height)
end end
end end
@ -32,8 +31,8 @@ function rectangle_builder(width, height)
height = height / 2 height = height / 2
else else
height = width height = width
end end
return function (x, y) return function(x, y)
return x > -width and x <= width and y > -height and y <= height return x > -width and x <= width and y > -height and y <= height
end end
end end
@ -41,21 +40,21 @@ end
function line_x_builder(thickness) function line_x_builder(thickness)
thickness = thickness / 2 thickness = thickness / 2
return function(x, y) return function(x, y)
return y > - thickness and y <= thickness return y > -thickness and y <= thickness
end end
end end
function line_y_builder(thickness) function line_y_builder(thickness)
thickness = thickness / 2 thickness = thickness / 2
return function(x, y) return function(x, y)
return x > - thickness and x <= thickness return x > -thickness and x <= thickness
end end
end end
function square_diamond_builder(size) function square_diamond_builder(size)
size = size / 2 size = size / 2
return function (x, y) return function(x, y)
return math.abs(x) + math.abs(y) <= size return math.abs(x) + math.abs(y) <= size
end end
end end
@ -63,7 +62,7 @@ local rot = math.sqrt(2) / 2 -- 45 degree rotation.
function rectangle_diamond_builder(width, height) function rectangle_diamond_builder(width, height)
width = width / 2 width = width / 2
height = height / 2 height = height / 2
return function (x, y) return function(x, y)
local rot_x = rot * (x - y) local rot_x = rot * (x - y)
local rot_y = rot * (x + y) local rot_y = rot * (x + y)
return math.abs(rot_x) < width and math.abs(rot_y) < height return math.abs(rot_x) < width and math.abs(rot_y) < height
@ -72,21 +71,20 @@ end
function circle_builder(radius) function circle_builder(radius)
local rr = radius * radius local rr = radius * radius
return function (x, y) return function(x, y)
return x * x + y * y < rr return x * x + y * y < rr
end end
end end
function oval_builder(x_radius, y_radius) function oval_builder(x_radius, y_radius)
local x_rr = x_radius * x_radius local x_rr = x_radius * x_radius
local y_rr = y_radius * y_radius local y_rr = y_radius * y_radius
return function (x, y) return function(x, y)
return ((x * x) / x_rr + (y * y) / y_rr) < 1 return ((x * x) / x_rr + (y * y) / y_rr) < 1
end end
end end
local tile_map = local tile_map = {
{
[1] = false, [1] = false,
[2] = true, [2] = true,
[3] = "concrete", [3] = "concrete",
@ -119,7 +117,7 @@ local tile_map =
[30] = "sand-3", [30] = "sand-3",
[31] = "stone-path", [31] = "stone-path",
[32] = "water-green", [32] = "water-green",
[33] = "water", [33] = "water"
} }
function decompress(pic) function decompress(pic)
@ -162,7 +160,7 @@ function picture_builder(pic)
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
else else
@ -174,60 +172,62 @@ 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) return function(x, y, world_x, world_y, surface)
return builder(x - x_offset, y - y_offset, world_x, world_y) return builder(x - x_offset, y - y_offset, world_x, world_y, surface)
end end
end end
function scale(builder, x_scale, y_scale) function scale(builder, x_scale, y_scale)
x_scale = 1 / x_scale x_scale = 1 / x_scale
y_scale = 1 / y_scale y_scale = 1 / y_scale
return function(x, y, world_x, world_y) return function(x, y, world_x, world_y, surface)
return builder(x * x_scale, y * y_scale, world_x, world_y) return builder(x * x_scale, y * y_scale, world_x, world_y, surface)
end end
end end
function rotate(builder, angle) function rotate(builder, angle)
local qx = math.cos(angle) local qx = math.cos(angle)
local qy = math.sin(angle) local qy = math.sin(angle)
return function(x, y, world_x, world_y) return function(x, y, world_x, world_y, surface)
local rot_x = qx * x - qy * y local rot_x = qx * x - qy * y
local rot_y = qy * x + qx * y local rot_y = qy * x + qx * y
return builder(rot_x, rot_y, world_x, world_y) return builder(rot_x, rot_y, world_x, world_y, surface)
end end
end end
function scale_rotate_translate(builder, x_scale, y_scale, angle, x_offset, y_offset) function scale_rotate_translate(builder, x_scale, y_scale, angle, x_offset, y_offset)
local transform = translate(rotate(scale(builder, x_scale, y_scale), angle), x_offset, y_offset) local transform = translate(rotate(scale(builder, x_scale, y_scale), angle), x_offset, y_offset)
return function(x, y, world_x, world_y) return function(x, y, world_x, world_y, surface)
return transform(x, y, world_x, world_y) return transform(x, y, world_x, world_y, surface)
end end
end end
function flip_x(builder) function flip_x(builder)
return function(x, y, world_x, world_y) return function(x, y, world_x, world_y, surface)
return builder(-x, y, world_x, world_y) return builder(-x, y, world_x, world_y, surface)
end end
end end
function flip_y(builder) function flip_y(builder)
return function(x, y, world_x, world_y) return function(x, y, world_x, world_y, surface)
return builder(x, -y, world_x, world_y) return builder(x, -y, world_x, world_y, surface)
end end
end end
function flip_xy(builder) function flip_xy(builder)
return function(x, y, world_x, world_y) return function(x, y, world_x, world_y, surface)
return builder(-x, -y, world_x, world_y) return builder(-x, -y, world_x, world_y, surface)
end end
end end
-- For resource_module_builder it will return the first success. -- For resource_module_builder it will return the first success.
function compound_or(builders) function compound_or(builders)
return function(x, y, world_x, world_y) return function(x, y, world_x, world_y, surface)
for _, v in ipairs(builders) do for _, v in ipairs(builders) do
local tile, entity = v(x, y, world_x, world_y) local tile, entity = v(x, y, world_x, world_y, surface)
if tile then return tile, entity end if tile then
return tile, entity
end
end end
return false return false
end end
@ -235,25 +235,27 @@ end
-- Wont work correctly with resource_module_builder becasues I don't know which one to return. -- Wont work correctly with resource_module_builder becasues I don't know which one to return.
function compound_and(builders) function compound_and(builders)
return function(x, y, world_x, world_y) return function(x, y, world_x, world_y, surface)
for _, v in ipairs(builders) do for _, v in ipairs(builders) do
if not v(x, y, world_x, world_y) then return false end if not v(x, y, world_x, world_y, surface) then
return false
end
end end
return true return true
end end
end end
function invert(builder) function invert(builder)
return function(x, y, world_x, world_y) return function(x, y, world_x, world_y, surface)
local tile, entity = builder(x, y, world_x, world_y) local tile, entity = builder(x, y, world_x, world_y, surface)
return not tile, entity return not tile, entity
end end
end end
function throttle_x(builder, x_in, x_size) function throttle_x(builder, x_in, x_size)
return function(x, y, world_x, world_y) return function(x, y, world_x, world_y, surface)
if x % x_size < x_in then if x % x_size < x_in then
return builder(x, y, world_x, world_y) return builder(x, y, world_x, world_y, surface)
else else
return false return false
end end
@ -261,9 +263,9 @@ function throttle_x(builder, x_in, x_size)
end end
function throttle_y(builder, y_in, y_size) function throttle_y(builder, y_in, y_size)
return function(x, y, world_x, world_y) return function(x, y, world_x, world_y, surface)
if y % y_size < y_in then if y % y_size < y_in then
return builder(x, y, world_x, world_y) return builder(x, y, world_x, world_y, surface)
else else
return false return false
end end
@ -271,9 +273,9 @@ function throttle_y(builder, y_in, y_size)
end end
function throttle_xy(builder, x_in, x_size, y_in, y_size) function throttle_xy(builder, x_in, x_size, y_in, y_size)
return function(x, y, world_x, world_y) return function(x, y, world_x, world_y, surface)
if x % x_size < x_in and y % y_size < y_in then if x % x_size < x_in and y % y_size < y_in then
return builder(x, y, world_x, world_y) return builder(x, y, world_x, world_y, surface)
else else
return false return false
end end
@ -281,9 +283,9 @@ function throttle_xy(builder, x_in, x_size, y_in, y_size)
end end
function throttle_xy(builder, x_in, x_size, y_in, y_size) function throttle_xy(builder, x_in, x_size, y_in, y_size)
return function(x, y, world_x, world_y) return function(x, y, world_x, world_y, surface)
if x % x_size < x_in and y % y_size < y_in then if x % x_size < x_in and y % y_size < y_in then
return builder(x, y, world_x, world_y) return builder(x, y, world_x, world_y, surface)
else else
return false return false
end end
@ -291,9 +293,9 @@ function throttle_xy(builder, x_in, x_size, y_in, y_size)
end end
function throttle_world_xy(builder, x_in, x_size, y_in, y_size) function throttle_world_xy(builder, x_in, x_size, y_in, y_size)
return function(x, y, world_x, world_y) return function(x, y, world_x, world_y, surface)
if world_x % x_size < x_in and world_y % y_size < y_in then if world_x % x_size < x_in and world_y % y_size < y_in then
return builder(x, y, world_x, world_y) return builder(x, y, world_x, world_y, surface)
else else
return false return false
end end
@ -301,83 +303,56 @@ function throttle_world_xy(builder, x_in, x_size, y_in, y_size)
end end
function choose(condition, true_shape, false_shape) function choose(condition, true_shape, false_shape)
return function(local_x, local_y, world_x, world_y) return function(local_x, local_y, world_x, world_y, surface)
if condition(local_x, local_y, world_x, world_y) then if condition(local_x, local_y, world_x, world_y, surface) then
return true_shape(local_x, local_y, world_x, world_y) return true_shape(local_x, local_y, world_x, world_y, surface)
else else
return false_shape(local_x, local_y, world_x, world_y) return false_shape(local_x, local_y, world_x, world_y, surface)
end end
end 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) return function(local_x, local_y, world_x, world_y, surface)
local t = math.ceil((local_y / size) + 0.5) local t = math.ceil((local_y / size) + 0.5)
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) return shape(x, y, world_x, world_y, surface)
end end
end end
function grow(in_shape, out_shape, size, offset) function grow(in_shape, out_shape, size, offset)
local half_size = size / 2 local half_size = size / 2
return function(local_x, local_y, world_x, world_y) return function(local_x, local_y, world_x, world_y, surface)
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) 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) 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
--[[ local out_t = 1 / (t - offset)
local in_t = 1 / t
tile = out_shape(out_t * local_x, out_t * local_y, world_x, world_y)
if tile then
return false
end
--return in_shape(in_t * local_x, in_t * local_y, world_x, world_y)
tile, entity = in_shape(in_t * local_x, in_t * local_y, world_x, world_y)
if tile then
return tile, entity
end
out_t = 1 / (t + 1 - offset)
in_t = 1 / (t + 1)
tile = out_shape(out_t * local_x, out_t * local_y, world_x, world_y)
if tile then
return false
end
tile, entity = in_shape(in_t * local_x, in_t * local_y, world_x, world_y)
if tile then
return tile, entity
end
return false ]]
end
end end
function project(shape, size, r) function project(shape, size, r)
@ -385,20 +360,20 @@ function project(shape, size, 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) 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) return shape(x, y, world_x, world_y, surface)
end end
end end
@ -408,23 +383,22 @@ function project_overlap(shape, size, r)
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) 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) tile, entity = shape(x, y, world_x, world_y, surface)
if tile then if tile then
return tile, entity return tile, entity
end end
@ -436,10 +410,12 @@ function project_overlap(shape, size, r)
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) tile, entity = shape(x_above, y_above, world_x, world_y, surface)
if tile then return tile, entity end if tile then
return tile, entity
end
local n_below = n + 1 local n_below = n + 1
local rn_below = rn * r local rn_below = rn * r
@ -448,10 +424,9 @@ function project_overlap(shape, size, r)
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)
return shape(x_below, y_below, world_x, world_y, surface)
end end
end end
@ -459,11 +434,12 @@ end
-- 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) return 603 end amount_function = amount_function or function(a, b)
return function(x, y, world_x, world_y) return 603
if builder(x, y, world_x, world_y) then end
return return function(x, y, world_x, world_y, surface)
{ if builder(x, y, world_x, world_y, surface) then
return {
name = resource_type, name = resource_type,
position = {world_x, world_y}, position = {world_x, world_y},
amount = amount_function(world_x, world_y) amount = amount_function(world_x, world_y)
@ -475,10 +451,10 @@ function resource_module_builder(builder, resource_type, amount_function)
end end
function builder_with_resource(land_builder, resource_module) function builder_with_resource(land_builder, resource_module)
return function (x, y, world_x, world_y) return function(x, y, world_x, world_y, surface)
local tile = land_builder(x, y) local tile = land_builder(x, y, world_x, world_y, surface)
if tile then if tile then
local entity = resource_module(x, y ,world_x, world_y) local entity = resource_module(x, y, world_x, world_y, surface)
return tile, entity return tile, entity
else else
return false return false
@ -489,9 +465,8 @@ 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
local half_height local half_height
if height then if height then
half_height = height / 2 half_height = height / 2
@ -499,18 +474,17 @@ function single_pattern_builder(shape, width, height)
half_height = half_width half_height = half_width
end end
return function (local_x, local_y, world_x, world_y) 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) return shape(local_x, local_y, world_x, world_y, surface)
end end
end end
function single_pattern_overlap_builder(shape, width, height) function single_pattern_overlap_builder(shape, width, height)
shape = shape or empty_builder shape = shape or empty_builder
local half_width = width / 2 local half_width = width / 2
local half_height local half_height
if height then if height then
half_height = height / 2 half_height = height / 2
@ -518,48 +492,45 @@ function single_pattern_overlap_builder(shape, width, height)
half_height = half_width half_height = half_width
end end
return function (local_x, local_y, world_x, world_y) 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) return shape(local_x, local_y, world_x, world_y, surface) or
or shape(local_x + width, local_y, world_x, world_y) shape(local_x + width, local_y, world_x, world_y, surface) or
or shape(local_x - width, local_y, world_x, world_y) shape(local_x - width, local_y, world_x, world_y, surface) or
or shape(local_x, local_y + height, world_x, world_y) shape(local_x, local_y + height, world_x, world_y, surface) or
or shape(local_x, local_y - height, world_x, world_y) shape(local_x, local_y - height, world_x, world_y, surface)
end end
end 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) 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) return shape(local_x, local_y, world_x, world_y, surface)
end end
end 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) 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) return shape(local_x, local_y, world_x, world_y, surface)
end end
end 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) 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
@ -570,26 +541,26 @@ function grid_pattern_builder(pattern, columns, rows, width, height)
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) return shape(local_x2, local_y2, world_x, world_y, surface)
end 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) 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
local shape = pattern[index] or empty_builder local shape = pattern[index] or empty_builder
return shape(local_x, local_y, world_x, world_y) return shape(local_x, local_y, world_x, world_y, surface)
end end
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 ) return function(local_x, local_y, world_x, world_y, surface)
local tile, entity = builder(local_x, local_y, world_x, world_y) local tile, entity = builder(local_x, local_y, world_x, world_y, surface)
if tile == old_tile then if tile == old_tile then
tile = new_tile tile = new_tile
end end
@ -598,8 +569,8 @@ function change_tile(builder, old_tile, new_tile)
end end
function change_collision_tile(builder, collides, new_tile) function change_collision_tile(builder, collides, new_tile)
return function (local_x, local_y, world_x, world_y ) return function(local_x, local_y, world_x, world_y, surface)
local tile, entity = builder(local_x, local_y, world_x, world_y) local tile, entity = builder(local_x, local_y, world_x, world_y, surface)
if tile.collides_with(collides) then if tile.collides_with(collides) then
tile = new_tile tile = new_tile
end end
@ -609,10 +580,10 @@ end
-- only changes tiles made by the factorio map generator. -- only changes tiles made by the factorio map generator.
function change_map_gen_tile(builder, old_tile, new_tile) function change_map_gen_tile(builder, old_tile, new_tile)
return function (local_x, local_y, world_x, world_y ) return function(local_x, local_y, world_x, world_y, surface)
local tile, entity = builder(local_x, local_y, world_x, world_y) local tile, entity = builder(local_x, local_y, world_x, world_y, surface)
if type(tile) == "boolean" and tile then if type(tile) == "boolean" and tile then
local gen_tile = MAP_GEN_SURFACE.get_tile(world_x, world_y).name local gen_tile = surface.get_tile(world_x, world_y).name
if old_tile == gen_tile then if old_tile == gen_tile then
tile = new_tile tile = new_tile
end end
@ -623,10 +594,10 @@ end
-- only changes tiles made by the factorio map generator. -- only changes tiles made by the factorio map generator.
function change_map_gen_collision_tile(builder, collides, new_tile) function change_map_gen_collision_tile(builder, collides, new_tile)
return function (local_x, local_y, world_x, world_y ) return function(local_x, local_y, world_x, world_y, surface)
local tile, entity = builder(local_x, local_y, world_x, world_y) local tile, entity = builder(local_x, local_y, world_x, world_y, surface)
if type(tile) == "boolean" and tile then if type(tile) == "boolean" and tile then
local gen_tile = MAP_GEN_SURFACE.get_tile(world_x, world_y) local gen_tile = surface.get_tile(world_x, world_y)
if gen_tile.collides_with(collides) then if gen_tile.collides_with(collides) then
tile = new_tile tile = new_tile
end end
@ -636,20 +607,17 @@ function change_map_gen_collision_tile(builder, collides, new_tile)
end end
function spawn_fish(builder, spawn_rate) function spawn_fish(builder, spawn_rate)
return function (local_x, local_y, world_x, world_y ) return function(local_x, local_y, world_x, world_y, surface)
local tile, entity = builder(local_x, local_y, world_x, world_y) local tile, entity = builder(local_x, local_y, world_x, world_y, surface)
if type(tile) == "string" then if type(tile) == "string" then
if tile == "water" or tile == "deepwater" or tile == "water-green" or tile == "deepwater-green" then if tile == "water" or tile == "deepwater" or tile == "water-green" or tile == "deepwater-green" then
if spawn_rate >= math.random() then
entity = {name = "fish", position = {world_x, world_y}}
end
end
elseif tile then
local gen_tile = MAP_GEN_SURFACE.get_tile(world_x, world_y)
if gen_tile == "water" or gen_tile == "deepwater" or gen_tile == "water-green" or gen_tile == "deepwater-green" then
if spawn_rate >= math.random() then if spawn_rate >= math.random() then
entity = {name = "fish", position = {world_x, world_y}} entity = {name = "fish", position = {world_x, world_y}}
end end
end
elseif tile then
if surface.get_tile(world_x, world_y).collides_with("water-tile") and spawn_rate >= math.random() then
entity = {name = "fish", position = {world_x, world_y}}
end end
end end
return tile, entity return tile, entity
@ -657,10 +625,9 @@ function spawn_fish(builder, spawn_rate)
end end
function apply_effect(builder, func) function apply_effect(builder, func)
return function(local_x, local_y, world_x, world_y) return function(local_x, local_y, world_x, world_y, surface)
local tile, entity = builder(local_x, local_y, world_x, world_y) local tile, entity = builder(local_x, local_y, world_x, world_y, surface)
tile, entity = func(local_x, local_y, world_x, world_y, tile, entity) tile, entity = func(local_x, local_y, world_x, world_y, tile, entity, surface)
return tile, entity return tile, entity
end end
end end

View File

@ -6,327 +6,330 @@ local Task = require "utils.Task"
map_gen_rows_per_tick = map_gen_rows_per_tick or 4 map_gen_rows_per_tick = map_gen_rows_per_tick or 4
map_gen_rows_per_tick = math.min(32, math.max(1, map_gen_rows_per_tick)) map_gen_rows_per_tick = math.min(32, math.max(1, map_gen_rows_per_tick))
local function do_row(row, data) local function do_row(row, data)
local y = data.top_y + row local y = data.top_y + row
local top_x = data.top_x local top_x = data.top_x
for x = top_x, top_x + 31 do for x = top_x, top_x + 31 do
-- local coords need to be 'centered' to allow for correct rotation and scaling.
local tile, entity = MAP_GEN(x + 0.5, y + 0.5, x, y, data.surface)
-- local coords need to be 'centered' to allow for correct rotation and scaling. if type(tile) == "boolean" and not tile then
local tile, entity = MAP_GEN(x + 0.5, y + 0.5, x, y) table.insert(data.tiles, {name = "out-of-map", position = {x, y}})
elseif type(tile) == "string" then
table.insert(data.tiles, {name = tile, position = {x, y}})
end
if type(tile) == "boolean" and not tile then if map_gen_decoratives then
table.insert(data.tiles, {name = "out-of-map", position = {x, y}}) tile_decoratives = check_decorative(tile, x, y)
elseif type(tile) == "string" then for _, tbl in ipairs(tile_decoratives) do
table.insert(data.tiles, {name = tile, position = {x, y}}) table.insert(data.decoratives, tbl)
end
tile_entities = check_entities(tile, x, y)
for _, entity in ipairs(tile_entities) do
table.insert(data.entities, entity)
end
end
if entity then
table.insert(data.entities, entity)
end
end end
if map_gen_decoratives then
tile_decoratives = check_decorative(tile, x, y)
for _,tbl in ipairs(tile_decoratives) do
table.insert(data.decoratives, tbl)
end
tile_entities = check_entities(tile, x, y)
for _,entity in ipairs(tile_entities) do
table.insert(data.entities, entity)
end
end
if entity then
table.insert(data.entities, entity)
end
end
end end
local function do_place_tiles(data) local function do_place_tiles(data)
data.surface.set_tiles(data.tiles, true) data.surface.set_tiles(data.tiles, true)
end end
local function do_place_decoratives(data) local function do_place_decoratives(data)
if not map_gen_decoratives then return end if not map_gen_decoratives then
return
end
for _, e in pairs(surface.find_entities_filtered{area=area, type="decorative"}) do for _, e in pairs(surface.find_entities_filtered {area = area, type = "decorative"}) do
e.destroy() e.destroy()
end end
for _, e in pairs(surface.find_entities_filtered{area=area, type="simple-entity"}) do for _, e in pairs(surface.find_entities_filtered {area = area, type = "simple-entity"}) do
e.destroy() e.destroy()
end end
local surface = data.surface local surface = data.surface
for _,d in pairs(data.decoratives) do for _, d in pairs(data.decoratives) do
surface.create_decoratives{check_collision=false, decoratives={d}} surface.create_decoratives {check_collision = false, decoratives = {d}}
end end
end end
local function do_place_entities(data) local function do_place_entities(data)
local surface = data.surface local surface = data.surface
for _, e in ipairs(data.entities) do for _, e in ipairs(data.entities) do
if surface.can_place_entity(e) then if surface.can_place_entity(e) then
surface.create_entity(e) surface.create_entity(e)
end
end end
end
end end
local function run_chart_update(params) local function run_chart_update(params)
local x = params.area.left_top.x / 32 local x = data.top_x / 32
local y = params.area.left_top.y / 32 local y = data.top_y / 32
if game.forces.player.is_chunk_charted(params.surface, {x,y} ) then if game.forces.player.is_chunk_charted(params.surface, {x, y}) then
-- Don't use full area, otherwise adjacent chunks get charted -- Don't use full area, otherwise adjacent chunks get charted
game.forces.player.chart(params.surface, {{ params.area.left_top.x, params.area.left_top.y}, { params.area.left_top.x+30, params.area.left_top.y+30} } ) game.forces.player.chart(
end params.surface,
{
{data.top_x, data.top_y},
{data.top_x + 1, data.top_y + 1}
}
)
end
end end
function map_gen_action(data) function map_gen_action(data)
local state = data.state local state = data.state
if state < 32 then if state < 32 then
do_row(state, data) do_row(state, data)
data.state = state + 1 data.state = state + 1
return true return true
elseif state == 32 then elseif state == 32 then
do_place_tiles(data) do_place_tiles(data)
data.state = 33 data.state = 33
return true return true
elseif state == 33 then elseif state == 33 then
do_place_decoratives(data) do_place_decoratives(data)
data.state = 34 data.state = 34
return true return true
elseif state == 34 then elseif state == 34 then
do_place_entities(data) do_place_entities(data)
return false data.state = 35
end return true
elseif state == 35 then
run_chart_update(data)
return false
end
end end
function run_combined_module(event) function run_combined_module(event)
if MAP_GEN == nil then
game.print("MAP_GEN not set")
return
end
if MAP_GEN == nil then local area = event.area
game.print("MAP_GEN not set")
return
end
local area = event.area local data = {
local surface = event.surface state = 0,
MAP_GEN_SURFACE = surface top_x = area.left_top.x,
top_y = area.left_top.y,
local data = surface = event.surface,
{ tiles = {},
state = 0, entities = {},
top_x = area.left_top.x, decoratives = {}
top_y = area.left_top.y , }
surface = surface, Task.queue_task("map_gen_action", data, 35)
tiles = {},
entities = {},
decoratives = {}
}
Task.queue_task("map_gen_action", data, 35)
end end
local decorative_options = { local decorative_options = {
["concrete"] = {}, ["concrete"] = {},
["deepwater"] = {}, ["deepwater"] = {},
["deepwater-green"] = { ["deepwater-green"] = {
{"brown-carpet-grass", 100}, {"brown-carpet-grass", 100},
{"brown-cane-cluster", 500}, {"brown-cane-cluster", 500}
}, },
["dirt-3"] = { ["dirt-3"] = {
{"brown-carpet-grass", 100}, {"brown-carpet-grass", 100},
{"brown-cane-cluster", 200}, {"brown-cane-cluster", 200},
{"sand-rock-small", 150}, {"sand-rock-small", 150}
}, },
["dirt-6"] = { ["dirt-6"] = {
{"sand-rock-small", 150}, {"sand-rock-small", 150},
{"red-asterisk", 45}, {"red-asterisk", 45},
{"red-desert-bush", 12}, {"red-desert-bush", 12},
{"rock-medium", 375}, {"rock-medium", 375}
},
["grass-1"] = {
}, {"green-carpet-grass-1", 3},
["grass-1"] = { {"green-hairy-grass-1", 7},
{"green-carpet-grass-1", 3}, {"green-bush-mini", 10},
{"green-hairy-grass-1", 7}, {"green-pita", 6},
{"green-bush-mini", 10}, {"green-small-grass-1", 12},
{"green-pita", 6}, {"green-asterisk", 25},
{"green-small-grass-1", 12}, {"green-bush-mini", 7},
{"green-asterisk", 25}, {"garballo", 20}
{"green-bush-mini", 7}, },
{"garballo", 20}, ["grass-3"] = {
}, {"green-carpet-grass-1", 12},
["grass-3"] = { {"green-hairy-grass-1", 28},
{"green-carpet-grass-1", 12}, {"green-bush-mini", 40},
{"green-hairy-grass-1", 28}, {"green-pita", 24},
{"green-bush-mini", 40}, {"green-small-grass-1", 48},
{"green-pita", 24}, {"green-asterisk", 100},
{"green-small-grass-1", 48}, {"green-bush-mini", 28}
{"green-asterisk", 100}, },
{"green-bush-mini", 28}, ["grass-2"] = {
}, {"green-hairy-grass-1", 56},
["grass-2"] = { {"green-bush-mini", 80},
{"green-hairy-grass-1", 56}, {"green-pita", 48},
{"green-bush-mini", 80}, {"green-small-grass-1", 96},
{"green-pita", 48}, {"green-asterisk", 200},
{"green-small-grass-1", 96}, {"green-bush-mini", 56},
{"green-asterisk", 200}, {"brown-cane-cluster", 100},
{"green-bush-mini", 56}, {"brown-carpet-grass", 100}
{"brown-cane-cluster", 100}, },
{"brown-carpet-grass", 100}, ["hazard-concrete-left"] = {},
}, ["hazard-concrete-right"] = {},
["hazard-concrete-left"] = {}, ["lab-dark-1"] = {},
["hazard-concrete-right"] = {}, ["lab-dark-2"] = {},
["lab-dark-1"] = {}, ["red-desert"] = {
["lab-dark-2"] = {}, {"brown-carpet-grass", 35},
["red-desert"] = { {"orange-coral-mini", 45},
{"brown-carpet-grass", 35}, {"red-asterisk", 45},
{"orange-coral-mini", 45}, {"red-desert-bush", 12},
{"red-asterisk", 45}, {"rock-medium", 375},
{"red-desert-bush", 12}, {"sand-rock-small", 200},
{"rock-medium", 375}, {"sand-rock-small", 30}
{"sand-rock-small", 200}, },
{"sand-rock-small", 30}, ["red-desert-dark"] = {
}, {"brown-carpet-grass", 70},
["red-desert-dark"] = { {"orange-coral-mini", 90},
{"brown-carpet-grass", 70}, {"red-asterisk", 90},
{"orange-coral-mini", 90}, {"red-desert-bush", 35},
{"red-asterisk", 90}, {"rock-medium", 375},
{"red-desert-bush", 35}, {"sand-rock-small", 200},
{"rock-medium", 375}, {"sand-rock-small", 150}
{"sand-rock-small", 200}, },
{"sand-rock-small", 150}, ["sand-1"] = {
}, {"brown-carpet-grass", 35},
["sand-1"] = { {"orange-coral-mini", 45},
{"brown-carpet-grass", 35}, {"red-asterisk", 45},
{"orange-coral-mini", 45}, {"brown-asterisk", 45}
{"red-asterisk", 45}, },
{"brown-asterisk", 45}, ["sand-3"] = {
}, {"brown-carpet-grass", 35},
["sand-3"] = { {"orange-coral-mini", 45},
{"brown-carpet-grass", 35}, {"brown-asterisk", 45}
{"orange-coral-mini", 45}, },
{"brown-asterisk", 45}, ["stone-path"] = {},
}, ["water"] = {},
["stone-path"] = {}, ["water-green"] = {},
["water"] = {}, ["out-of-map"] = {}
["water-green"] = {},
["out-of-map"] = {},
} }
local function check_decorative(tile, x, y) local function check_decorative(tile, x, y)
local options = decorative_options[tile] local options = decorative_options[tile]
local tile_decoratives = {} local tile_decoratives = {}
for _,e in ipairs(options) do for _, e in ipairs(options) do
name = e[1] name = e[1]
high_roll = e[2] high_roll = e[2]
if poisson_rng_next(high_roll / 2 ) == 1 then if poisson_rng_next(high_roll / 2) == 1 then
table.insert(tile_decoratives, {name=name, amount=1, position={x,y}}) table.insert(tile_decoratives, {name = name, amount = 1, position = {x, y}})
end end
end end
return tile_decoratives return tile_decoratives
end end
local entity_options = { local entity_options = {
["concrete"] = {}, ["concrete"] = {},
["deepwater"] = {}, ["deepwater"] = {},
["deepwater-green"] = {}, ["deepwater-green"] = {},
["water"] = {}, ["water"] = {},
["water-green"] = {}, ["water-green"] = {},
["dirt-3"] = { ["dirt-3"] = {
{"tree-01", 500}, {"tree-01", 500},
{"tree-06", 300}, {"tree-06", 300},
{"tree-07", 800}, {"tree-07", 800},
{"tree-09", 2000}, {"tree-09", 2000},
{"rock-big", 400}, {"rock-big", 400}
}, },
["dirt-6"] = { ["dirt-6"] = {
{"tree-06", 150}, {"tree-06", 150},
{"tree-07", 400}, {"tree-07", 400},
{"tree-09", 1000}, {"tree-09", 1000},
{"rock-big", 300}, {"rock-big", 300}
}, },
["grass-1"] = { ["grass-1"] = {
{"tree-01", 150}, {"tree-01", 150},
{"tree-04", 400}, {"tree-04", 400},
{"tree-06", 400}, {"tree-06", 400},
{"tree-07", 400}, {"tree-07", 400},
{"tree-09", 1000}, {"tree-09", 1000},
{"rock-big", 400}, {"rock-big", 400},
{"green-coral", 10000}, {"green-coral", 10000}
}, },
["grass-3"] = { ["grass-3"] = {
{"tree-02", 400}, {"tree-02", 400},
{"tree-03", 400}, {"tree-03", 400},
{"tree-04", 800}, {"tree-04", 800},
{"tree-06", 300}, {"tree-06", 300},
{"tree-07", 800}, {"tree-07", 800},
{"tree-08", 400}, {"tree-08", 400},
{"tree-09", 2000}, {"tree-09", 2000},
{"rock-big", 400}, {"rock-big", 400}
}, },
["grass-2"] = { ["grass-2"] = {
{"tree-04", 800}, {"tree-04", 800},
{"tree-06", 300}, {"tree-06", 300},
{"tree-07", 400}, {"tree-07", 400},
{"tree-09", 1000}, {"tree-09", 1000},
{"dry-tree", 1000}, {"dry-tree", 1000},
{"rock-big", 200}, {"rock-big", 200}
}, },
["hazard-concrete-left"] = {}, ["hazard-concrete-left"] = {},
["hazard-concrete-right"] = {}, ["hazard-concrete-right"] = {},
["lab-dark-1"] = {}, ["lab-dark-1"] = {},
["lab-dark-2"] = {}, ["lab-dark-2"] = {},
["red-desert"] = { ["red-desert"] = {
{"dry-tree", 400}, {"dry-tree", 400},
{"dry-hairy-tree", 400}, {"dry-hairy-tree", 400},
{"tree-06", 500}, {"tree-06", 500},
{"tree-06", 500}, {"tree-06", 500},
{"tree-01", 500}, {"tree-01", 500},
{"tree-02", 500}, {"tree-02", 500},
{"tree-03", 500}, {"tree-03", 500},
{"sand-rock-big", 200}, {"sand-rock-big", 200},
{"sand-rock-big", 400}, {"sand-rock-big", 400},
{"red-desert-rock-huge-02", 400}, {"red-desert-rock-huge-02", 400}
}, },
["red-desert-dark"] = { ["red-desert-dark"] = {
{"dry-tree", 400}, {"dry-tree", 400},
{"dry-hairy-tree", 400}, {"dry-hairy-tree", 400},
{"tree-06", 500}, {"tree-06", 500},
{"tree-06", 500}, {"tree-06", 500},
{"tree-01", 500}, {"tree-01", 500},
{"tree-02", 500}, {"tree-02", 500},
{"tree-03", 500}, {"tree-03", 500},
{"sand-rock-big", 200}, {"sand-rock-big", 200},
{"sand-rock-big", 400}, {"sand-rock-big", 400},
{"red-desert-rock-huge-02", 400}, {"red-desert-rock-huge-02", 400}
}, },
["sand-1"] = { ["sand-1"] = {
{"dry-tree", 1000}, {"dry-tree", 1000},
{"dry-hairy-tree", 1000}, {"dry-hairy-tree", 1000},
{"dead-tree", 1000}, {"dead-tree", 1000},
{"rock-big", 150}, {"rock-big", 150}
},
}, ["sand-3"] = {
["sand-3"] = { {"dead-tree", 1000},
{"dead-tree", 1000}, {"dry-tree", 1000},
{"dry-tree", 1000}, {"dry-hairy-tree", 1000},
{"dry-hairy-tree", 1000}, {"rock-big", 150}
{"rock-big", 150}, },
["stone-path"] = {},
}, ["out-of-map"] = {}
["stone-path"] = {},
["out-of-map"] = {},
} }
function check_entities(tile, x, y) function check_entities(tile, x, y)
local options = entity_options[tile] local options = entity_options[tile]
local tile_entity_list = {} local tile_entity_list = {}
for _,e in ipairs(options) do for _, e in ipairs(options) do
name = e[1] name = e[1]
high_roll = e[2] high_roll = e[2]
if poisson_rng_next( high_roll / 2 ) == 1 then if poisson_rng_next(high_roll / 2) == 1 then
table.insert(tile_entity_list, {name=name, position={x,y}}) table.insert(tile_entity_list, {name = name, position = {x, y}})
end end
end end
return tile_entity_list return tile_entity_list
end end

View File

@ -1,305 +1,297 @@
require("map_gen.shared.builders") require("map_gen.shared.builders")
require("utils.poisson_rng") require("utils.poisson_rng")
local function do_row(row, data) local function do_row(row, data)
local y = data.top_y + row local y = data.top_y + row
local top_x = data.top_x local top_x = data.top_x
for x = top_x, top_x + 31 do for x = top_x, top_x + 31 do
-- local coords need to be 'centered' to allow for correct rotation and scaling.
local tile, entity = MAP_GEN(x + 0.5, y + 0.5, x, y, data.surface)
-- local coords need to be 'centered' to allow for correct rotation and scaling. if type(tile) == "boolean" and not tile then
local tile, entity = MAP_GEN(x + 0.5, y + 0.5, x, y) table.insert(data.tiles, {name = "out-of-map", position = {x, y}})
elseif type(tile) == "string" then
table.insert(data.tiles, {name = tile, position = {x, y}})
end
if type(tile) == "boolean" and not tile then if map_gen_decoratives then
table.insert(data.tiles, {name = "out-of-map", position = {x, y}}) tile_decoratives = check_decorative(tile, x, y)
elseif type(tile) == "string" then for _, tbl in ipairs(tile_decoratives) do
table.insert(data.tiles, {name = tile, position = {x, y}}) table.insert(data.decoratives, tbl)
end
tile_entities = check_entities(tile, x, y)
for _, entity in ipairs(tile_entities) do
table.insert(data.entities, entity)
end
end
if entity then
table.insert(data.entities, entity)
end
end end
if map_gen_decoratives then
tile_decoratives = check_decorative(tile, x, y)
for _,tbl in ipairs(tile_decoratives) do
table.insert(data.decoratives, tbl)
end
tile_entities = check_entities(tile, x, y)
for _,entity in ipairs(tile_entities) do
table.insert(data.entities, entity)
end
end
if entity then
table.insert(data.entities, entity)
end
end
end end
local function do_place_tiles(data) local function do_place_tiles(data)
data.surface.set_tiles(data.tiles, true) data.surface.set_tiles(data.tiles, true)
end end
local function do_place_decoratives(data) local function do_place_decoratives(data)
if not map_gen_decoratives then return end if not map_gen_decoratives then
return
end
for _, e in pairs(surface.find_entities_filtered{area=area, type="decorative"}) do for _, e in pairs(surface.find_entities_filtered {area = area, type = "decorative"}) do
e.destroy() e.destroy()
end end
for _, e in pairs(surface.find_entities_filtered{area=area, type="simple-entity"}) do for _, e in pairs(surface.find_entities_filtered {area = area, type = "simple-entity"}) do
e.destroy() e.destroy()
end end
local surface = data.surface local surface = data.surface
for _,d in pairs(data.decoratives) do for _, d in pairs(data.decoratives) do
surface.create_decoratives{check_collision=false, decoratives={d}} surface.create_decoratives {check_collision = false, decoratives = {d}}
end end
end end
local function do_place_entities(data) local function do_place_entities(data)
local surface = data.surface local surface = data.surface
for _, e in ipairs(data.entities) do for _, e in ipairs(data.entities) do
if surface.can_place_entity(e) then if surface.can_place_entity(e) then
surface.create_entity(e) surface.create_entity(e)
end
end end
end
end end
function run_combined_module(event) function run_combined_module(event)
if MAP_GEN == nil then
game.print("MAP_GEN not set")
return
end
if MAP_GEN == nil then local area = event.area
game.print("MAP_GEN not set")
return
end
local area = event.area local data = {
local surface = event.surface top_x = area.left_top.x,
MAP_GEN_SURFACE = surface top_y = area.left_top.y,
surface = event.surface,
tiles = {},
entities = {},
decoratives = {}
}
local data = for row = 0, 31 do
{ do_row(row, data)
top_x = area.left_top.x, end
top_y = area.left_top.y ,
surface = surface,
tiles = {},
entities = {},
decoratives = {}
}
for row = 0, 31 do
do_row(row, data)
end
do_place_tiles(data)
do_place_decoratives(data)
do_place_entities(data)
do_place_tiles(data)
do_place_decoratives(data)
do_place_entities(data)
end end
local decorative_options = { local decorative_options = {
["concrete"] = {}, ["concrete"] = {},
["deepwater"] = {}, ["deepwater"] = {},
["deepwater-green"] = { ["deepwater-green"] = {
{"brown-carpet-grass", 100}, {"brown-carpet-grass", 100},
{"brown-cane-cluster", 500}, {"brown-cane-cluster", 500}
}, },
["dirt-3"] = { ["dirt-3"] = {
{"brown-carpet-grass", 100}, {"brown-carpet-grass", 100},
{"brown-cane-cluster", 200}, {"brown-cane-cluster", 200},
{"sand-rock-small", 150}, {"sand-rock-small", 150}
}, },
["dirt-6"] = { ["dirt-6"] = {
{"sand-rock-small", 150}, {"sand-rock-small", 150},
{"red-asterisk", 45}, {"red-asterisk", 45},
{"red-desert-bush", 12}, {"red-desert-bush", 12},
{"rock-medium", 375}, {"rock-medium", 375}
},
["grass-1"] = {
}, {"green-carpet-grass-1", 3},
["grass-1"] = { {"green-hairy-grass-1", 7},
{"green-carpet-grass-1", 3}, {"green-bush-mini", 10},
{"green-hairy-grass-1", 7}, {"green-pita", 6},
{"green-bush-mini", 10}, {"green-small-grass-1", 12},
{"green-pita", 6}, {"green-asterisk", 25},
{"green-small-grass-1", 12}, {"green-bush-mini", 7},
{"green-asterisk", 25}, {"garballo", 20}
{"green-bush-mini", 7}, },
{"garballo", 20}, ["grass-3"] = {
}, {"green-carpet-grass-1", 12},
["grass-3"] = { {"green-hairy-grass-1", 28},
{"green-carpet-grass-1", 12}, {"green-bush-mini", 40},
{"green-hairy-grass-1", 28}, {"green-pita", 24},
{"green-bush-mini", 40}, {"green-small-grass-1", 48},
{"green-pita", 24}, {"green-asterisk", 100},
{"green-small-grass-1", 48}, {"green-bush-mini", 28}
{"green-asterisk", 100}, },
{"green-bush-mini", 28}, ["grass-2"] = {
}, {"green-hairy-grass-1", 56},
["grass-2"] = { {"green-bush-mini", 80},
{"green-hairy-grass-1", 56}, {"green-pita", 48},
{"green-bush-mini", 80}, {"green-small-grass-1", 96},
{"green-pita", 48}, {"green-asterisk", 200},
{"green-small-grass-1", 96}, {"green-bush-mini", 56},
{"green-asterisk", 200}, {"brown-cane-cluster", 100},
{"green-bush-mini", 56}, {"brown-carpet-grass", 100}
{"brown-cane-cluster", 100}, },
{"brown-carpet-grass", 100}, ["hazard-concrete-left"] = {},
}, ["hazard-concrete-right"] = {},
["hazard-concrete-left"] = {}, ["lab-dark-1"] = {},
["hazard-concrete-right"] = {}, ["lab-dark-2"] = {},
["lab-dark-1"] = {}, ["red-desert"] = {
["lab-dark-2"] = {}, {"brown-carpet-grass", 35},
["red-desert"] = { {"orange-coral-mini", 45},
{"brown-carpet-grass", 35}, {"red-asterisk", 45},
{"orange-coral-mini", 45}, {"red-desert-bush", 12},
{"red-asterisk", 45}, {"rock-medium", 375},
{"red-desert-bush", 12}, {"sand-rock-small", 200},
{"rock-medium", 375}, {"sand-rock-small", 30}
{"sand-rock-small", 200}, },
{"sand-rock-small", 30}, ["red-desert-dark"] = {
}, {"brown-carpet-grass", 70},
["red-desert-dark"] = { {"orange-coral-mini", 90},
{"brown-carpet-grass", 70}, {"red-asterisk", 90},
{"orange-coral-mini", 90}, {"red-desert-bush", 35},
{"red-asterisk", 90}, {"rock-medium", 375},
{"red-desert-bush", 35}, {"sand-rock-small", 200},
{"rock-medium", 375}, {"sand-rock-small", 150}
{"sand-rock-small", 200}, },
{"sand-rock-small", 150}, ["sand-1"] = {
}, {"brown-carpet-grass", 35},
["sand-1"] = { {"orange-coral-mini", 45},
{"brown-carpet-grass", 35}, {"red-asterisk", 45},
{"orange-coral-mini", 45}, {"brown-asterisk", 45}
{"red-asterisk", 45}, },
{"brown-asterisk", 45}, ["sand-3"] = {
}, {"brown-carpet-grass", 35},
["sand-3"] = { {"orange-coral-mini", 45},
{"brown-carpet-grass", 35}, {"brown-asterisk", 45}
{"orange-coral-mini", 45}, },
{"brown-asterisk", 45}, ["stone-path"] = {},
}, ["water"] = {},
["stone-path"] = {}, ["water-green"] = {},
["water"] = {}, ["out-of-map"] = {}
["water-green"] = {},
["out-of-map"] = {},
} }
local function check_decorative(tile, x, y) local function check_decorative(tile, x, y)
local options = decorative_options[tile] local options = decorative_options[tile]
local tile_decoratives = {} local tile_decoratives = {}
for _,e in ipairs(options) do for _, e in ipairs(options) do
name = e[1] name = e[1]
high_roll = e[2] high_roll = e[2]
if poisson_rng_next(high_roll / 2 ) == 1 then if poisson_rng_next(high_roll / 2) == 1 then
table.insert(tile_decoratives, {name=name, amount=1, position={x,y}}) table.insert(tile_decoratives, {name = name, amount = 1, position = {x, y}})
end end
end end
return tile_decoratives return tile_decoratives
end end
local entity_options = { local entity_options = {
["concrete"] = {}, ["concrete"] = {},
["deepwater"] = {}, ["deepwater"] = {},
["deepwater-green"] = {}, ["deepwater-green"] = {},
["water"] = {}, ["water"] = {},
["water-green"] = {}, ["water-green"] = {},
["dirt-3"] = { ["dirt-3"] = {
{"tree-01", 500}, {"tree-01", 500},
{"tree-06", 300}, {"tree-06", 300},
{"tree-07", 800}, {"tree-07", 800},
{"tree-09", 2000}, {"tree-09", 2000},
{"rock-big", 400}, {"rock-big", 400}
}, },
["dirt-6"] = { ["dirt-6"] = {
{"tree-06", 150}, {"tree-06", 150},
{"tree-07", 400}, {"tree-07", 400},
{"tree-09", 1000}, {"tree-09", 1000},
{"rock-big", 300}, {"rock-big", 300}
}, },
["grass-1"] = { ["grass-1"] = {
{"tree-01", 150}, {"tree-01", 150},
{"tree-04", 400}, {"tree-04", 400},
{"tree-06", 400}, {"tree-06", 400},
{"tree-07", 400}, {"tree-07", 400},
{"tree-09", 1000}, {"tree-09", 1000},
{"rock-big", 400}, {"rock-big", 400},
{"green-coral", 10000}, {"green-coral", 10000}
}, },
["grass-3"] = { ["grass-3"] = {
{"tree-02", 400}, {"tree-02", 400},
{"tree-03", 400}, {"tree-03", 400},
{"tree-04", 800}, {"tree-04", 800},
{"tree-06", 300}, {"tree-06", 300},
{"tree-07", 800}, {"tree-07", 800},
{"tree-08", 400}, {"tree-08", 400},
{"tree-09", 2000}, {"tree-09", 2000},
{"rock-big", 400}, {"rock-big", 400}
}, },
["grass-2"] = { ["grass-2"] = {
{"tree-04", 800}, {"tree-04", 800},
{"tree-06", 300}, {"tree-06", 300},
{"tree-07", 400}, {"tree-07", 400},
{"tree-09", 1000}, {"tree-09", 1000},
{"dry-tree", 1000}, {"dry-tree", 1000},
{"rock-big", 200}, {"rock-big", 200}
}, },
["hazard-concrete-left"] = {}, ["hazard-concrete-left"] = {},
["hazard-concrete-right"] = {}, ["hazard-concrete-right"] = {},
["lab-dark-1"] = {}, ["lab-dark-1"] = {},
["lab-dark-2"] = {}, ["lab-dark-2"] = {},
["red-desert"] = { ["red-desert"] = {
{"dry-tree", 400}, {"dry-tree", 400},
{"dry-hairy-tree", 400}, {"dry-hairy-tree", 400},
{"tree-06", 500}, {"tree-06", 500},
{"tree-06", 500}, {"tree-06", 500},
{"tree-01", 500}, {"tree-01", 500},
{"tree-02", 500}, {"tree-02", 500},
{"tree-03", 500}, {"tree-03", 500},
{"sand-rock-big", 200}, {"sand-rock-big", 200},
{"sand-rock-big", 400}, {"sand-rock-big", 400},
{"red-desert-rock-huge-02", 400}, {"red-desert-rock-huge-02", 400}
}, },
["red-desert-dark"] = { ["red-desert-dark"] = {
{"dry-tree", 400}, {"dry-tree", 400},
{"dry-hairy-tree", 400}, {"dry-hairy-tree", 400},
{"tree-06", 500}, {"tree-06", 500},
{"tree-06", 500}, {"tree-06", 500},
{"tree-01", 500}, {"tree-01", 500},
{"tree-02", 500}, {"tree-02", 500},
{"tree-03", 500}, {"tree-03", 500},
{"sand-rock-big", 200}, {"sand-rock-big", 200},
{"sand-rock-big", 400}, {"sand-rock-big", 400},
{"red-desert-rock-huge-02", 400}, {"red-desert-rock-huge-02", 400}
}, },
["sand-1"] = { ["sand-1"] = {
{"dry-tree", 1000}, {"dry-tree", 1000},
{"dry-hairy-tree", 1000}, {"dry-hairy-tree", 1000},
{"dead-tree", 1000}, {"dead-tree", 1000},
{"rock-big", 150}, {"rock-big", 150}
},
}, ["sand-3"] = {
["sand-3"] = { {"dead-tree", 1000},
{"dead-tree", 1000}, {"dry-tree", 1000},
{"dry-tree", 1000}, {"dry-hairy-tree", 1000},
{"dry-hairy-tree", 1000}, {"rock-big", 150}
{"rock-big", 150}, },
["stone-path"] = {},
}, ["out-of-map"] = {}
["stone-path"] = {},
["out-of-map"] = {},
} }
function check_entities(tile, x, y) function check_entities(tile, x, y)
local options = entity_options[tile] local options = entity_options[tile]
local tile_entity_list = {} local tile_entity_list = {}
for _,e in ipairs(options) do for _, e in ipairs(options) do
name = e[1] name = e[1]
high_roll = e[2] high_roll = e[2]
if poisson_rng_next( high_roll / 2 ) == 1 then if poisson_rng_next(high_roll / 2) == 1 then
table.insert(tile_entity_list, {name=name, position={x,y}}) table.insert(tile_entity_list, {name = name, position = {x, y}})
end end
end end
return tile_entity_list return tile_entity_list
end end