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RedMew/map_gen/maps/maze.lua
2019-01-31 20:15:41 -05:00

191 lines
4.8 KiB
Lua

local Event = require 'utils.event'
local RS = require 'map_gen.shared.redmew_surface'
local Global = require 'utils.global'
local wall_thickness = 1
local cell_size = 3 --must be an uneven number
local wall_delta = math.floor((cell_size - wall_thickness) / 2)
local pixels = {}
local cells = {}
local primitives = {
max = 0,
rnd_p = 1,
walk_seed_w = 0,
walk_seed_h = 0
}
local rects = {}
local shuffle_pool = {}
Global.register(
{
primitives = primitives,
rects = rects,
shuffle_pool = shuffle_pool
},
function(tbl)
primitives = tbl.primitives
rects = tbl.rects
end
)
local function add_tile(x, y, width, height, add_cell)
if add_cell then
if cells[x] == nil then
cells[x] = {}
end
cells[x][y] = 1
end
for xpos = x, x + width - 1 do
for ypos = y, y + height - 1 do
if pixels[xpos] == nil then
pixels[xpos] = {}
end
pixels[xpos][ypos] = 1
end
end
end
primitives.max = 0
local function render()
for x, _ in pairs(pixels) do
for y, _ in pairs(pixels[x]) do
if y * 32 > primitives.max and y % 2 == 0 then
primitives.max = y * 32
end
rects[x * 32 .. '/' .. y * 32] = 1
end
end
end
primitives.rnd_p = 1
local function psd_rnd(l)
while shuffle_pool[primitives.rnd_p] < l do
primitives.rnd_p = primitives.rnd_p + 1
end
local res = shuffle_pool[primitives.rnd_p]
primitives.rnd_p = primitives.rnd_p + 1
return res
end
local function shuffle(t)
for i = 1, #t - 1 do
local r = psd_rnd(i, #t)
t[i], t[r] = t[r], t[i]
end
end
-- builds a width-by-height grid of trues
local function initialize_grid(w, h)
local a = {}
for i = 1, h do
table.insert(a, {})
for j = 1, w do
table.insert(a[i], true)
end
end
return a
end
-- average of a and b
local function avg(a, b)
return (a + b) / 2
end
local dirs = {
{x = 0, y = -2}, -- north
{x = 2, y = 0}, -- east
{x = -2, y = 0}, -- west
{x = 0, y = 2} -- south
}
local function make_maze(w, h)
local map = initialize_grid(w * 2 + 1, h * 2 + 1)
local walk
walk = function(x, y)
map[y][x] = false
local d = {1, 2, 3, 4}
shuffle(d)
for i, dirnum in pairs(d) do
local xx = x + dirs[dirnum].x
local yy = y + dirs[dirnum].y
if map[yy] and map[yy][xx] then
map[avg(y, yy)][avg(x, xx)] = false
walk(xx, yy)
end
end
end
walk(primitives.walk_seed_w, primitives.walk_seed_h)
local s = {}
for i = 1, h * 2 + 1 do
for j = 1, w * 2 + 1 do
if map[i][j] then
add_tile(i * cell_size, j * cell_size, cell_size, cell_size, true)
end
end
end
return table.concat(s)
end
local function reduce_walls()
for x, _ in pairs(cells) do
for y, _ in pairs(cells[x]) do
if cells[x - cell_size] ~= nil and cells[x - cell_size][y] ~= 1 then
add_tile(x - wall_delta, y, wall_delta, cell_size, false)
end
if cells[x + cell_size] ~= nil and cells[x + cell_size][y] ~= 1 then
add_tile(x + cell_size, y, wall_delta, cell_size, false)
end
if cells[x] ~= nil and cells[x][y - cell_size] ~= 1 then
add_tile(x - wall_delta, y - wall_delta, cell_size + 2 * wall_delta, wall_delta, false)
end
if cells[x] ~= nil and cells[x][y + cell_size] ~= 1 then
add_tile(x - wall_delta, y + cell_size, cell_size + 2 * wall_delta, wall_delta, false)
end
end
end
end
local function remove_chunk(event)
local surface = event.surface
local tiles = {}
for x = event.area.left_top.x, event.area.right_bottom.x do
for y = event.area.left_top.y, event.area.right_bottom.y do
table.insert(tiles, {name = 'out-of-map', position = {x, y}})
end
end
surface.set_tiles(tiles)
end
Event.on_init(
function()
primitives.walk_seed_w = math.random(1, 50) * 2
primitives.walk_seed_h = math.random(1, 50) * 2
for i = 1, 20000 do
shuffle_pool[i] = math.random(1, 4)
end
make_maze(50, 50)
reduce_walls()
render()
end
)
Event.add(
defines.events.on_chunk_generated,
function(event)
if event.surface == RS.get_surface() then
local pos = event.area.left_top
if
math.abs(pos.x) > 10000 or math.abs(pos.y) > 10000 or
(rects[pos.x + primitives.max / 2 .. '/' .. pos.y + primitives.max / 2] == nil)
then
remove_chunk(event)
end
end
end
)