-- dependencies local Task = require 'utils.Task' local Token = require 'utils.global_token' local Debug = require 'map_gen.Diggy.Debug' local insert = table.insert local min = math.min local ceil = math.ceil local raise_event = script.raise_event -- this local Template = {} local tiles_per_call = 5 --how many tiles are inserted with each call of insert_action local entities_per_call = 5 --how many entities are inserted with each call of insert_action Template.events = { --[[-- When an entity is placed via the template function. - event.entity LuaEntity ]] on_placed_entity = script.generate_event_name(), --[[-- Triggers when an 'out-of-map' tile is replaced by something else. {surface, old_tile={name, position={x, y}}} ]] on_void_removed = script.generate_event_name(), } local function insert_next_tiles(data) local void_removed = {} local surface = data.surface local get_tile = surface.get_tile local tiles = {} pcall( function() --use pcall to assure tile_iterator is always incremented, to avoid endless loops for i = data.tile_iterator, min(data.tile_iterator + tiles_per_call - 1, data.tiles_n) do local new_tile = data.tiles[i] insert(tiles, new_tile) local current_tile = get_tile(new_tile.position.x, new_tile.position.y) local current_is_void = current_tile.name == 'out-of-map' local new_is_void = new_tile.name == 'out-of-map' if (current_is_void and not new_is_void) then insert( void_removed, {surface = surface, old_tile = {name = current_tile.name, position = current_tile.position}} ) end end end ) data.tile_iterator = data.tile_iterator + tiles_per_call surface.set_tiles(tiles) for _, event in pairs(void_removed) do raise_event(Template.events.on_void_removed, event) end end local function insert_next_entities(data) local created_entities = {} local surface = data.surface local create_entity = surface.create_entity pcall( function() --use pcall to assure tile_iterator is always incremented, to avoid endless loops for i = data.entity_iterator, min(data.entity_iterator + entities_per_call - 1, data.entities_n) do local entity = data.entities[i] local created_entity = create_entity(entity) if (nil == created_entity) then error('Failed creating entity ' .. entity.name .. ' on surface.') end insert(created_entities, created_entity) end end ) data.entity_iterator = data.entity_iterator + entities_per_call for _, entity in pairs(created_entities) do raise_event(Template.events.on_placed_entity, {entity = entity}) end return data.entity_iterator <= data.entities_n end local function insert_action(data) if data.tile_iterator <= data.tiles_n then insert_next_tiles(data) return true end return insert_next_entities(data) end local insert_token = Token.register(insert_action) --[[-- Inserts a batch of tiles and then entities. @see LuaSurface.set_tiles @see LuaSurface.entity @param surface LuaSurface to put the tiles and entities on @param tiles table of tiles as required by set_tiles @param entities table of entities as required by create_entity ]] function Template.insert(surface, tiles, entities) tiles = tiles or {} entities = entities or {} local tiles_n = #tiles local entities_n = #entities local total_calls = ceil(tiles_n / tiles_per_call) + (entities_n / entities_per_call) local data = { tiles_n = tiles_n, tile_iterator = 1, entities_n = entities_n, entity_iterator = 1, surface = surface, tiles = tiles, entities = entities } local continue = true for i = 1, 4 do continue = insert_action(data) if not continue then return end end if continue then Task.queue_task(insert_token, data, total_calls - 4) end end --[[-- Designed to spawn aliens, uses find_non_colliding_position. @see LuaSurface.entity @param surface LuaSurface to put the tiles and entities on @param units table of entities as required by create_entity @param non_colliding_distance int amount of tiles to scan around original position in case it's already taken ]] function Template.units(surface, units, non_colliding_distance) non_colliding_distance = non_colliding_distance or 1 local create_entity = surface.create_entity local find_non_colliding_position = surface.find_non_colliding_position for _, entity in pairs(units) do local position = find_non_colliding_position(entity.name, entity.position, non_colliding_distance, 1) if (nil ~= position) then entity.position = position create_entity(entity) else Debug.printPosition(entity.position, "Failed to spawn '" .. entity.name .. "'") end end end --[[-- Designed to spawn resources. @see LuaSurface.entity @param surface LuaSurface to put the tiles and entities on @param resources table of entities as required by create_entity ]] function Template.resources(surface, resources) local create_entity = surface.create_entity for _, entity in pairs(resources) do create_entity(entity) end end --[[-- Designed to spawn a market. @param surface LuaSurface @param position Position @param force LuaForce @param currency_item string @param market_items Table ]] function Template.market(surface, position, force, currency_item, market_inventory) local market = surface.create_entity({name = 'market', position = position}) local add_market_item = market.add_market_item market.destructible = false for _, item in ipairs(market_inventory) do add_market_item(item) end force.add_chart_tag(surface, { icon = {type = 'item', name = currency_item}, text = ' Market', position = position, }) raise_event(Template.events.on_placed_entity, {entity = market}) end return Template