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RedMew/map_gen/shape/infinite_mazes.lua
2018-01-19 15:18:01 +01:00

311 lines
11 KiB
Lua

--Author: Hexicube
--The size of each individual maze, in cells.
local maze_width = 17
local maze_height = 17
--The size of each cell within a maze, in tiles. This includes the border.
--This is also the thickness of passages between mazes.
local maze_tile_size = 80
--The thickness of cell borders (walls), in tiles.
local maze_tile_border = 2
--These two values are specifically chosen to only just allow train loops.
--If tile size is reduced or border size is increased, players will be forced to use 4-way crossings instead.
--Number of ore cells per maze, for each type.
local iron_ore_count = 8
local copper_ore_count = 6
local coal_ore_count = 4
local stone_ore_count = 2
local uranium_ore_count = 1
local resource_density_factor = 500
--Warning: Do not exceed the total number of cells in the maze, or it will break!
--DO NOT TOUCH BELOW THIS LINE--
local function get_random_maze_val(cur_seed)
local new_seed = bit32.bor(cur_seed + 0x9E3779B9, 0)
local return_val = bit32.bor(new_seed * 0xBF58476D, 0)
return_val = bit32.bor(return_val * 0x94D049BB, 0)
return new_seed, bit32.bor(return_val , 0)
end
local last_maze_x, last_maze_y, last_maze = nil, nil, nil
local function get_maze(x, y, seed, width, height)
if last_maze and last_maze_x == x and last_maze_y == y then return last_maze end
if not global.maze_data then global.maze_data = {} end
if not global.maze_data[x] then global.maze_data[x] = {} end
if global.maze_data[x][y] then
last_maze = global.maze_data[x][y]
last_maze_x = x
last_maze_y = y
return last_maze
end
local maze_data = {}
local grid = {}
for tx = 1,width do
maze_data[tx] = {}
grid[tx] = {}
for ty = 1,height do
maze_data[tx][ty] = 15
grid[tx][ty] = true
end
end
local maze_seed = bit32.bxor(bit32.lshift(x,16) + bit32.band(y,65535), seed)
local value = 0
local queue = {}
maze_seed, value = get_random_maze_val(maze_seed)
local pos = {0, 0}
pos[1] = value % width + 1
value = bit32.rshift(value,16)
pos[2] = value % height + 1
queue[#queue+1] = {pos[1], pos[2], pos[1]-1, pos[2] }
queue[#queue+1] = {pos[1], pos[2], pos[1]+1, pos[2] }
queue[#queue+1] = {pos[1], pos[2], pos[1] , pos[2]-1}
queue[#queue+1] = {pos[1], pos[2], pos[1] , pos[2]+1}
while #queue > 0 do
maze_seed, value = get_random_maze_val(maze_seed)
local connection = table.remove(queue, value % #queue + 1)
local sx, sy = connection[1], connection[2]
local tx, ty = connection[3], connection[4]
if tx > 0 and ty > 0 and tx <= width and ty <= height and grid[tx][ty] then
local dx, dy = sx - tx, sy - ty
local mod_s, mod_t = 3, 3
if dy == 1 then
mod_s = 1
elseif dy == -1 then
mod_t = 1
elseif dx == 1 then
mod_s = 2
else
mod_t = 2
end
maze_data[sx][sy] = bit32.band(maze_data[sx][sy], mod_s)
maze_data[tx][ty] = bit32.band(maze_data[tx][ty], mod_t)
grid[sx][sy] = false
grid[tx][ty] = false
queue[#queue+1] = {tx, ty, tx-1, ty }
queue[#queue+1] = {tx, ty, tx+1, ty }
queue[#queue+1] = {tx, ty, tx , ty-1}
queue[#queue+1] = {tx, ty, tx , ty+1}
end
end
maze_seed, value = get_random_maze_val(maze_seed)
maze_data[value % width + 1][1] = bit32.band(maze_data[value % width + 1][1], 1)
value = bit32.rshift(value, 16)
maze_data[1][value % height + 1] = bit32.band(maze_data[1][value % height + 1], 2)
maze_seed, value = get_random_maze_val(maze_seed)
maze_data[width+1] = {0, 0}
maze_data[width+1][1] = value % width + 1
value = bit32.rshift(value, 16)
maze_data[width+1][2] = value % height + 1
global.maze_data[x][y] = maze_data
last_maze = maze_data
last_maze_x = x
last_maze_y = y
return maze_data
end
local last_maze_ore_x, last_maze_ore_y, last_maze_ore = nil, nil, nil
local function get_maze_ore(x, y, seed, width, height)
if last_maze_ore and last_maze_ore_x == x and last_maze_ore_y == y then return last_maze_ore end
if not global.maze_data_ore then global.maze_data_ore = {} end
if not global.maze_data_ore[x] then global.maze_data_ore[x] = {} end
if global.maze_data_ore[x][y] then
last_maze_ore = global.maze_data_ore[x][y]
last_maze_ore_x = x
last_maze_ore_y = y
return last_maze_ore
end
local coord_list = {}
local maze_data = {}
for tx=1,width do
maze_data[tx] = {}
for ty=1,height do
maze_data[tx][ty] = nil
coord_list[#coord_list+1] = {tx,ty}
end
end
local maze_seed = bit32.bxor(bit32.lshift(x,16) + bit32.band(y,65535), seed)
local value = 0
for a=1,iron_ore_count do
maze_seed, value = get_random_maze_val(maze_seed)
local pos = table.remove(coord_list, value % #coord_list + 1)
maze_data[pos[1]][pos[2]] = "iron-ore"
end
for a=1,copper_ore_count do
maze_seed, value = get_random_maze_val(maze_seed)
local pos = table.remove(coord_list, value % #coord_list + 1)
maze_data[pos[1]][pos[2]] = "copper-ore"
end
for a=1,coal_ore_count do
maze_seed, value = get_random_maze_val(maze_seed)
local pos = table.remove(coord_list, value % #coord_list + 1)
maze_data[pos[1]][pos[2]] = "coal"
end
for a=1,stone_ore_count do
maze_seed, value = get_random_maze_val(maze_seed)
local pos = table.remove(coord_list, value % #coord_list + 1)
maze_data[pos[1]][pos[2]] = "stone"
end
for a=1,uranium_ore_count do
maze_seed, value = get_random_maze_val(maze_seed)
local pos = table.remove(coord_list, value % #coord_list + 1)
maze_data[pos[1]][pos[2]] = "uranium-ore"
end
global.maze_data_ore[x][y] = maze_data
last_maze_ore = maze_data
last_maze_ore_x = x
last_maze_ore_y = y
return maze_data
end
local function global_to_maze_pos(x, y)
--Ensures we start in the middle of a tile.
x = x + maze_tile_size/2
y = y + maze_tile_size/2
local maze_width_raw = (maze_width +1) * maze_tile_size
local maze_height_raw = (maze_height+1) * maze_tile_size
local global_maze_x = math.floor(x / maze_width_raw)
local global_maze_y = math.floor(y / maze_height_raw)
x = x - global_maze_x * maze_width_raw
y = y - global_maze_y * maze_height_raw
local inner_x, inner_y = x, y
local local_maze_x = math.floor(x / maze_tile_size)
local local_maze_y = math.floor(y / maze_tile_size)
x = x - local_maze_x * maze_tile_size
y = y - local_maze_y * maze_tile_size
return global_maze_x, global_maze_y, local_maze_x, local_maze_y, x, y
end
local function handle_maze_tile(x, y, surf, seed)
local orig_x, orig_y = x, y
local global_maze_x, global_maze_y, local_maze_x, local_maze_y = 0, 0, 0, 0
global_maze_x, global_maze_y, local_maze_x, local_maze_y, x, y = global_to_maze_pos(x, y)
local maze_data = get_maze(global_maze_x, global_maze_y, seed, maze_width, maze_height)
local maze_value = 0
if local_maze_x == 0 or local_maze_y == 0 then
if local_maze_x == 0 then
if local_maze_y ~= 0 then
if maze_data[maze_width+1][1] ~= local_maze_y then maze_value = 1 end
end
else
if maze_data[maze_width+1][2] ~= local_maze_x then maze_value = 2 end
end
else
maze_value = maze_data[local_maze_x][local_maze_y]
end
if x < maze_tile_border and y < maze_tile_border then return {name = "out-of-map", position = {orig_x, orig_y}} end
if x < maze_tile_border and bit32.btest(maze_value,1) then return {name = "out-of-map", position = {orig_x, orig_y}} end
if y < maze_tile_border and bit32.btest(maze_value,2) then return {name = "out-of-map", position = {orig_x, orig_y}} end
return nil
end
local function handle_maze_tile_ore(x, y, surf, seed)
local orig_x, orig_y = x, y
local spawn_distance_1k = math.sqrt(x*x + y*y) / 1000
local global_maze_x, global_maze_y, local_maze_x, local_maze_y = 0, 0, 0, 0
global_maze_x, global_maze_y, local_maze_x, local_maze_y, x, y = global_to_maze_pos(x, y)
if x < maze_tile_border or y < maze_tile_border then return end
local seed_x = global_maze_x * maze_width + local_maze_x
local seed_y = global_maze_x * maze_height + local_maze_y
local ore_name = nil
if local_maze_x == 0 or local_maze_y == 0 then
if global_maze_x == 0 and global_maze_y == 0 then
if local_maze_x == 1 and local_maze_y == 0 then ore_name = "iron-ore" end
if local_maze_x == 0 and local_maze_y == 1 then ore_name = "stone" end
elseif global_maze_x == -1 and global_maze_y == 0 and local_maze_x == maze_width and local_maze_y == 0 then ore_name = "copper-ore"
elseif global_maze_x == 0 and global_maze_y == -1 and local_maze_x == 0 and local_maze_y == maze_height then ore_name = "coal"
end
else
local maze_data = get_maze_ore(global_maze_x, global_maze_y, seed, maze_width, maze_height)
ore_name = maze_data[local_maze_x][local_maze_y]
end
if ore_name then
if surf.can_place_entity{name=ore_name, position={orig_x, orig_y}} then
local dist_x = math.abs(orig_x)
local dist_y = math.abs(orig_y)
dist = spawn_distance_1k
local resource_amount_max = math.floor(resource_density_factor * (dist * dist + 1))
local dist_x = maze_tile_size - x - 1
if (x - maze_tile_border) < dist_x then dist_x = (x - maze_tile_border) end
local dist_y = maze_tile_size - y - 1
if (y - maze_tile_border) < dist_y then dist_y = (y - maze_tile_border) end
dist = dist_x
if dist_y < dist then dist = dist_y end
dist = dist + 1
local resource_amount = resource_amount_max * dist / maze_tile_size * 2
if resource_amount > resource_amount_max / 2 then
surf.create_entity{name=ore_name, position={orig_x, orig_y}, amount=resource_amount}
end
end
end
end
local function on_chunk_generated_ore(event)
local entities = event.surface.find_entities(event.area)
for _, entity in pairs(entities) do
if entity.type == "resource" and entity.name ~= "crude-oil" then
entity.destroy()
end
end
local tx, ty = event.area.left_top.x, event.area.left_top.y
local ex, ey = event.area.right_bottom.x, event.area.right_bottom.y
for x=tx,ex do
for y=ty,ey do
handle_maze_tile_ore(x, y, game.surfaces[1], global.maze_seed)
end
end
end
function run_shape_module(event)
if not global.maze_seed then global.maze_seed = math.random(0, 65536 * 65536 - 1) end
local tiles = {}
local tx, ty = event.area.left_top.x, event.area.left_top.y
local ex, ey = event.area.right_bottom.x, event.area.right_bottom.y
for x=tx,ex do
for y=ty,ey do
local new_tile = handle_maze_tile(x, y, game.surfaces[1], global.maze_seed)
if new_tile then table.insert(tiles, new_tile) end
end
end
game.surfaces[1].set_tiles(tiles, true)
on_chunk_generated_ore(event)
end