local Task = require 'utils.task' local Global = require 'utils.global' local Token = require 'utils.token' local Command = require 'utils.command' local Event = require 'utils.event' local Ranks = require 'resources.ranks' local random = math.random local ceil = math.ceil local floor = math.floor local format = string.format local CreateParticles = {} local settings = { faction = 1.0, particles_spawned_buffer = 0, max_particles_per_second = 4000, } Global.register({ settings = settings, }, function (tbl) settings = tbl.settings end) ---sets the scale of particles. 1.0 means 100%, 0.5 would mean spawn only 50% of the particles. ---@param fraction number function CreateParticles.set_fraction(fraction) if fraction < 0 or fraction > 1 then error(format('Fraction must range from 0 to 1')) end settings.faction = fraction end ---Returns the current scale function CreateParticles.get_fraction() return settings.faction end local function get_particle_cap() return settings.max_particles_per_second * (settings.faction + 0.1) end ---Returns whether or not more particles may be spawned, scale minimum is 0.1 local function may_spawn_particles() return settings.particles_spawned_buffer < get_particle_cap() end --- resets the amount of particles in the past second so new ones may spawn Event.on_nth_tick(63, function () settings.particles_spawned_buffer = 0 end) Command.add('particle-scale', { description = {'command_description.particle_scale'}, arguments = {'fraction'}, default_values = {fraction = false}, required_rank = Ranks.admin, allowed_by_server = true, }, function (arguments, player) local p = player and player.print or print local fraction = arguments.fraction if fraction ~= false then local scale = tonumber(fraction) if scale == nil or scale < 0 or scale > 1 then p('Scale must be a valid number ranging from 0 to 1') return end CreateParticles.set_fraction(scale) end p(format('Particle fraction: %.2f', CreateParticles.get_fraction())) p(format('Particles per second: %d', get_particle_cap())) end) ---Scales the count to round the fraction up. Always returns at least 1 unless the particle limit is reached. ---Useful for particle spawning that influences gameplay for visual indications. ---@param count number local function scale_ceil(count) if not may_spawn_particles() then return 0 end local scale = settings.faction if scale == 0 then return 1 end if scale < 1 and count > 1 then count = ceil(count * scale) end return count end ---Scales the count to round the fraction down. ---Useful for particle spawning that doesn't influence gameplay. ---@param count number local function scale_floor(count) local scale = settings.faction if scale == 0 then return 0 end if not may_spawn_particles() then return 0 end if scale < 1 then count = floor(count * scale) end return count end local on_play_particle = Token.register(function (params) params.surface.create_particle(params.prototype) end) local function play_particle_sequence(surface, sequences) local create_particle = surface.create_particle for i = 1, #sequences do local sequence = sequences[i] local frame = sequence.frame if frame == 1 then create_particle(sequence.prototype) else Task.set_timeout_in_ticks(frame, on_play_particle, {surface = surface, prototype = sequence.prototype}) end end end ---@param create_particle function a reference to a surface.create_particle ---@param particle_count number particle count to spawn ---@param position Position function CreateParticles.destroy_rock(create_particle, particle_count, position) for _ = scale_floor(particle_count), 1, -1 do settings.particles_spawned_buffer = settings.particles_spawned_buffer + 1 create_particle({ name = 'stone-particle', position = position, movement = {random(-5, 5) * 0.01, random(-5, 5) * 0.01}, height = random(9, 11) * 0.1, vertical_speed = random(12, 14) * 0.01, frame_speed = 1, }) end end ---@param create_particle function a reference to a surface.create_particle ---@param particle_count number particle count to spawn ---@param position Position function CreateParticles.blood_explosion(create_particle, particle_count, position) for _ = particle_count, 1, -1 do create_particle({ name = 'blood-particle', position = position, movement = {random(-5, 5) * 0.01, random(-5, 5) * 0.01}, height = random(5, 15) * 0.1, vertical_speed = random(10, 12) * 0.01, frame_speed = 1, }) end end ---@param create_particle function a refrence to a surface.create_particle ---@param particle_count number particle count to spawn ---@param position Position function CreateParticles.mine_rock(create_particle, particle_count, position) for _ = scale_floor(particle_count), 1, -1 do settings.particles_spawned_buffer = settings.particles_spawned_buffer + 1 create_particle({ name = 'stone-particle', position = position, movement = {random(-5, 5) * 0.01, random(-5, 5) * 0.01}, height = random(5, 8) * 0.1, vertical_speed = random(8, 10) * 0.01, frame_speed = 1, }) end end ---Creates a prototype for LuaSurface.create_entity ---@param particle string name of the particle ---@param x number ---@param y number local function create_ceiling_prototype(particle, x, y) return { name = particle, position = {x = x + random(0, 1), y = y + random(0, 1)}, movement = {random(-5, 5) * 0.002, random(-5, 5) * 0.002}, frame_speed = 1, vertical_speed = 0, height = 3 } end ---Creates a crumbling effect from the ceiling ---@param surface LuaSurface ---@param position table function CreateParticles.ceiling_crumble(surface, position) local sequences = {} local x = position.x local y = position.y local smoke_scale = scale_ceil(2) local stone_scale = scale_floor(4) -- pre-calculate how many particles will be spawned. Prevents spawning too many particles over ticks. local particles = settings.particles_spawned_buffer for i = 1, smoke_scale do particles = particles + 1 sequences[i] = {frame = i*random(1,15), prototype = create_ceiling_prototype('explosion-remnants-particle', x, y)} end for i = smoke_scale + 1, smoke_scale + stone_scale do particles = particles + 1 sequences[i] = {frame = i*random(1,15), prototype = create_ceiling_prototype('stone-particle', x, y)} end settings.particles_spawned_buffer = particles play_particle_sequence(surface, sequences) end return CreateParticles