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RedMew/map_gen/Diggy/Feature/DiggyCaveCollapse.lua
Matthew 3f8be3151a
Add redmew_surface (#631)
* Add redmew_surface

* Change map_layout to have all maps use redmew_surface

* Maps: switch hardcoded nauvis refs to redmew_surface

* Features: switch hardcoded nauvis refs to redmew_surface

* Per discussion, removal of RSO

* Changes to files based on linting warnings/errors

* ent_functions: remove functions from global scope, ignore remaining linting warnings (~100 remaining)

* borg_planet: ignore linting warnings (88 remaining)

* mazes refactored

* Changed global.lua so events are run in the order they are registered
2019-01-16 13:44:55 -05:00

609 lines
19 KiB
Lua

--[[-- info
Provides the ability to collapse caves when digging.
]]
-- dependencies
local table = require 'utils.table'
local Event = require 'utils.event'
local Template = require 'map_gen.Diggy.Template'
local ScoreTable = require 'map_gen.Diggy.ScoreTable'
local Debug = require 'map_gen.Diggy.Debug'
local Task = require 'utils.task'
local Token = require 'utils.token'
local Global = require 'utils.global'
local Game = require 'utils.game'
local CreateParticles = require 'features.create_particles'
local RS = require 'map_gen.shared.redmew_surface'
local random = math.random
local floor = math.floor
local pairs = pairs
local pcall = pcall
local get_random = table.get_random
local is_diggy_rock = Template.is_diggy_rock
local increment_score = ScoreTable.increment
local template_insert = Template.insert
local raise_event = script.raise_event
local set_timeout = Task.set_timeout
local set_timeout_in_ticks = Task.set_timeout_in_ticks
local ceiling_crumble = CreateParticles.ceiling_crumble
local collapse_rocks = Template.diggy_rocks
local collapse_rocks_size = #collapse_rocks
-- this
local DiggyCaveCollapse = {}
local config = {}
local n = 9
local radius = 0
local radius_sq = 0
local center_radius_sq = 0
local disc_radius_sq = 0
local center_weight
local disc_weight
local ring_weight
local disc_blur_sum = 0
local center_value = 0
local disc_value = 0
local ring_value = 0
local enable_stress_grid = 0
local stress_map_add
local mask_disc_blur
local stress_map_check_stress_in_threshold
local support_beam_entities
local on_surface_created
local stress_threshold_causing_collapse = 3.57
local near_stress_threshold_causing_collapse = 3.3 -- just above the threshold of a normal 4 pillar grid
local show_deconstruction_alert_message = {}
local stress_map_storage = {}
local new_tile_map = {}
local collapse_positions_storage = {}
Global.register({
new_tile_map = new_tile_map,
stress_map_storage = stress_map_storage,
deconstruction_alert_message_shown = show_deconstruction_alert_message,
collapse_positions_storage = collapse_positions_storage,
}, function(tbl)
new_tile_map = tbl.new_tile_map
stress_map_storage = tbl.stress_map_storage
show_deconstruction_alert_message = tbl.deconstruction_alert_message_shown
collapse_positions_storage = tbl.collapse_positions_storage
end)
local defaultValue = 0
local collapse_alert = {type='item', name='stone'}
DiggyCaveCollapse.events = {
--[[--
When stress at certain position is above the collapse threshold
- position LuaPosition
- surface LuaSurface
- player_index Number (index of player that caused the collapse)
]]
on_collapse_triggered = script.generate_event_name(),
--[[--
After a collapse
- position LuaPosition
- surface LuaSurface
- player_index Number (index of player that caused the collapse)
]]
on_collapse = script.generate_event_name()
}
local function create_collapse_template(positions, surface)
local entities = {}
local entity_count = 0
local find_entities_filtered = surface.find_entities_filtered
for _, position in pairs(positions) do
local x = position.x
local y = position.y
local do_insert = true
for _, entity in pairs(find_entities_filtered({area = {position, {x + 1, y + 1}}})) do
pcall(function()
local strength = support_beam_entities[entity.name]
if strength then
do_insert = false
else
entity.die()
end
end)
end
if do_insert then
entity_count = entity_count + 1
entities[entity_count] = {position = position, name = collapse_rocks[random(collapse_rocks_size)]}
end
end
return entities
end
local function create_collapse_alert(surface, position)
local target = surface.create_entity({position = position, name = 'rock-big'})
for _, player in pairs(game.connected_players) do
player.add_custom_alert(target, collapse_alert, 'Cave collapsed!', true)
end
target.destroy()
end
local function collapse(args)
local position = args.position
local surface = args.surface
local positions = {}
local count = 0
local strength = config.collapse_threshold_total_strength
mask_disc_blur(position.x, position.y, strength, function(x, y, value)
stress_map_check_stress_in_threshold(surface, x, y, value, function(_, c_x, c_y)
count = count + 1
positions[count] = {x = c_x, y = c_y}
end)
end)
if #positions == 0 then
return
end
create_collapse_alert(surface, position)
template_insert(surface, {}, create_collapse_template(positions, surface))
raise_event(DiggyCaveCollapse.events.on_collapse, args)
increment_score('Cave collapse')
end
local on_collapse_timeout_finished = Token.register(collapse)
local on_near_threshold = Token.register(function (params)
ceiling_crumble(params.surface, params.position)
end)
local function spawn_collapse_text(surface, position)
local color = {
r = 1,
g = random(1, 100) * 0.01,
b = 0
}
surface.create_entity({
name = 'tutorial-flying-text',
color = color,
text = get_random(config.cracking_sounds, true),
position = position,
})
end
local function on_collapse_triggered(event)
local surface = event.surface
local position = event.position
local x = position.x
local y = position.y
local x_t = new_tile_map[x]
if x_t and x_t[y] then
template_insert(surface, {}, {{position = position, name = 'rock-big'}})
return
end
spawn_collapse_text(surface, position)
set_timeout(config.collapse_delay, on_collapse_timeout_finished, event)
end
local function on_built_tile(surface, new_tile, tiles)
local new_tile_strength = support_beam_entities[new_tile.name]
for _, tile in pairs(tiles) do
if new_tile_strength then
stress_map_add(surface, tile.position, -1 * new_tile_strength, true)
end
local old_tile_strength = support_beam_entities[tile.old_tile.name]
if (old_tile_strength) then
stress_map_add(surface, tile.position, old_tile_strength, true)
end
end
end
--It is impossible to track which player marked the tile for deconstruction
local function on_robot_mined_tile(event)
local surface
for _, tile in pairs(event.tiles) do
local strength = support_beam_entities[tile.old_tile.name]
if strength then
surface = surface or event.robot.surface
stress_map_add(surface, tile.position, strength, true)
end
end
end
local function on_player_mined_tile(event)
local surface = game.surfaces[event.surface_index]
for _, tile in pairs(event.tiles) do
local strength = support_beam_entities[tile.old_tile.name]
if strength then
stress_map_add(surface, tile.position, strength, true, event.player_index)
end
end
end
local function on_mined_entity(event)
local entity = event.entity
local name = entity.name
local strength = support_beam_entities[name]
if strength then
local player_index
if not is_diggy_rock(name) then
player_index = event.player_index
end
stress_map_add(entity.surface, entity.position, strength, false, player_index)
end
end
local function on_entity_died(event)
local entity = event.entity
local name = entity.name
local strength = support_beam_entities[name]
if strength then
local player_index
if not is_diggy_rock(name) then
local cause = event.cause
player_index = cause and cause.type == 'player' and cause.player and cause.player.index or nil
end
stress_map_add(entity.surface, entity.position, strength, false, player_index)
end
end
local function on_built_entity(event)
local entity = event.created_entity
local strength = support_beam_entities[entity.name]
if strength then
stress_map_add(entity.surface, entity.position, -1 * strength)
end
end
local function on_placed_entity(event)
local strength = support_beam_entities[event.entity.name]
if strength then
stress_map_add(event.entity.surface, event.entity.position, -1 * strength)
end
end
local on_new_tile_timeout_finished = Token.register(function(args)
local x_t = new_tile_map[args.x]
if x_t then
x_t[args.y] = nil --reset new tile status. This tile can cause a chain collapse now
end
end)
local function on_void_removed(event)
local strength = support_beam_entities['out-of-map']
local position = event.position
if strength then
stress_map_add(event.surface, position, strength)
end
local x = position.x
local y = position.y
--To avoid room collapse:
local x_t = new_tile_map[x]
if x_t then
x_t[y] = true
else
x_t = {
[y] = true
}
new_tile_map[x] = x_t
end
set_timeout(3, on_new_tile_timeout_finished, {x = x, y = y})
end
--[[--
Registers all event handlers.]
@param global_config Table {@see Diggy.Config}.
]]
function DiggyCaveCollapse.register(cfg)
config = cfg
support_beam_entities = config.support_beam_entities
if support_beam_entities['stone-path'] then
support_beam_entities['stone-brick'] = support_beam_entities['stone-path']
else
support_beam_entities['stone-brick'] = nil
end
if support_beam_entities['hazard-concrete'] then
support_beam_entities['hazard-concrete-left'] = support_beam_entities['hazard-concrete']
support_beam_entities['hazard-concrete-right'] = support_beam_entities['hazard-concrete']
else
support_beam_entities['hazard-concrete-left'] = nil
support_beam_entities['hazard-concrete-right'] = nil
end
if support_beam_entities['refined-hazard-concrete'] then
support_beam_entities['refined-hazard-concrete-left'] = support_beam_entities['refined-hazard-concrete']
support_beam_entities['refined-hazard-concrete-right'] = support_beam_entities['refined-hazard-concrete']
else
support_beam_entities['refined-hazard-concrete-left'] = nil
support_beam_entities['refined-hazard-concrete-right'] = nil
end
ScoreTable.reset('Cave collapse')
Event.add(DiggyCaveCollapse.events.on_collapse_triggered, on_collapse_triggered)
Event.add(defines.events.on_robot_built_entity, on_built_entity)
Event.add(defines.events.on_robot_built_tile, function (event)
on_built_tile(event.robot.surface, event.item, event.tiles)
end)
Event.add(defines.events.on_player_built_tile, function (event)
on_built_tile(game.surfaces[event.surface_index], event.item, event.tiles)
end)
Event.add(defines.events.on_robot_mined_tile, on_robot_mined_tile)
Event.add(defines.events.on_player_mined_tile, on_player_mined_tile)
Event.add(defines.events.on_built_entity, on_built_entity)
Event.add(Template.events.on_placed_entity, on_placed_entity)
Event.add(defines.events.on_entity_died, on_entity_died)
Event.add(defines.events.on_player_mined_entity, on_mined_entity)
Event.add(Template.events.on_void_removed, on_void_removed)
Event.add(defines.events.on_surface_created, on_surface_created)
Event.add(defines.events.on_marked_for_deconstruction, function (event)
local entity = event.entity
local name = entity.name
if is_diggy_rock(name) then
return
end
if name == 'deconstructible-tile-proxy' or nil ~= support_beam_entities[name] then
entity.cancel_deconstruction(Game.get_player_by_index(event.player_index).force)
end
end)
Event.add(defines.events.on_player_created, function (event)
show_deconstruction_alert_message[event.player_index] = true
end)
Event.add(defines.events.on_pre_player_mined_item, function (event)
local player_index = event.player_index
if not show_deconstruction_alert_message[player_index] then
return
end
if (nil ~= support_beam_entities[event.entity.name]) then
require 'features.gui.popup'.player(
Game.get_player_by_index(player_index),[[
Mining entities such as walls, stone paths, concrete
and rocks, can cause a cave-in, be careful miner!
Foreman's advice: Place a wall every 4th tile to
prevent a cave-in. Use stone paths and concrete
to reinforce it further.
]]
)
show_deconstruction_alert_message[player_index] = nil
end
end)
enable_stress_grid = config.enable_stress_grid
on_surface_created({surface_index = 1})
mask_init(config)
if (config.enable_mask_debug) then
local surface = RS.get_surface()
mask_disc_blur(0, 0, 10, function(x, y, fraction)
Debug.print_grid_value(fraction, surface, {x = x, y = y})
end)
end
end
--
--STRESS MAP
--
--[[--
Adds a fraction to a given location on the stress_map. Returns the new
fraction value of that position.
@param stress_map Table of {x,y}
@param position Table with x and y
@param number fraction
@return number sum of old fraction + new fraction
]]
---Adds a fraction to a given location on the stress_map. Returns the new fraction value of that position.
---@param stress_map table
---@param x number
---@param y number
---@param fraction number
---@param player_index number
---@param surface LuaSurface
local function add_fraction(stress_map, x, y, fraction, player_index, surface)
x = 2 * floor(x * 0.5)
y = 2 * floor(y * 0.5)
local x_t = stress_map[x]
if not x_t then
x_t = {}
stress_map[x] = x_t
end
local value = x_t[y]
if not value then
value = defaultValue
end
value = value + fraction
x_t[y] = value
if fraction > 0 then
if value > stress_threshold_causing_collapse then
raise_event(DiggyCaveCollapse.events.on_collapse_triggered, {
surface = surface,
position = {x = x, y = y},
player_index = player_index
})
elseif value > near_stress_threshold_causing_collapse then
set_timeout_in_ticks(2, on_near_threshold, {surface = surface, position = {x = x, y = y}})
end
end
if enable_stress_grid then
Debug.print_colored_grid_value(value, surface, {x = x, y = y}, 0.5, false,
value / stress_threshold_causing_collapse, {r = 0, g = 1, b = 0}, {r = 1, g = -1, b = 0},
{r = 0, g = 1, b = 0}, {r = 1, g = 1, b = 1})
end
return value
end
on_surface_created = function (event)
local index = event.surface_index
stress_map_storage[index] = {}
local map = stress_map_storage[index]
map['surface_index'] = index
map[1] = {index = 1}
map[2] = {index = 2}
map[3] = {index = 3}
map[4] = {index = 4}
end
---Checks whether a tile's pressure is within a given threshold and calls the handler if not.
---@param surface LuaSurface
---@param x number
---@param y number
---@param threshold number
---@param callback function
stress_map_check_stress_in_threshold = function(surface, x, y, threshold, callback)
local stress_map = stress_map_storage[surface.index]
local value = add_fraction(stress_map, x, y, 0, nil, surface)
if (value >= stress_threshold_causing_collapse - threshold) then
callback(surface, x, y)
end
end
stress_map_add = function(surface, position, factor, no_blur, player_index)
local x_start = floor(position.x)
local y_start = floor(position.y)
local stress_map = stress_map_storage[surface.index]
if not stress_map then
return
end
if no_blur then
add_fraction(stress_map, x_start, y_start, factor, player_index, surface)
return
end
for x = -radius, radius do
for y = -radius, radius do
local value = 0
local distance_sq = x * x + y * y
if distance_sq <= center_radius_sq then
value = center_value
elseif distance_sq <= disc_radius_sq then
value = disc_value
elseif distance_sq <= radius_sq then
value = ring_value
end
if value > 0.001 or value < -0.001 then
add_fraction(stress_map, x + x_start, y + y_start, value * factor, player_index, surface)
end
end
end
end
DiggyCaveCollapse.stress_map_add = stress_map_add
--
-- MASK
--
function mask_init(config)
n = config.mask_size
local ring_weights = config.mask_relative_ring_weights
ring_weight = ring_weights[1]
disc_weight = ring_weights[2]
center_weight = ring_weights[3]
radius = floor(n * 0.5)
radius_sq = (radius + 0.2) * (radius + 0.2)
center_radius_sq = radius_sq / 9
disc_radius_sq = radius_sq * 4 / 9
for x = -radius, radius do
for y = -radius, radius do
local distance_sq = x * x + y * y
if distance_sq <= center_radius_sq then
disc_blur_sum = disc_blur_sum + center_weight
elseif distance_sq <= disc_radius_sq then
disc_blur_sum = disc_blur_sum + disc_weight
elseif distance_sq <= radius_sq then
disc_blur_sum = disc_blur_sum + ring_weight
end
end
end
center_value = center_weight / disc_blur_sum
disc_value = disc_weight / disc_blur_sum
ring_value = ring_weight / disc_blur_sum
end
--[[--
Applies a blur
Applies the disc in 3 discs: center, (middle) disc and (outer) ring.
The relative weights for tiles in a disc are:
center: 3/3
disc: 2/3
ring: 1/3
The sum of all values is 1
@param x_start number center point
@param y_start number center point
@param factor the factor to multiply the cell value with (value = cell_value * factor)
@param callback function to execute on each tile within the mask callback(x, y, value)
]]
mask_disc_blur = function(x_start, y_start, factor, callback)
x_start = floor(x_start)
y_start = floor(y_start)
for x = -radius, radius do
for y = -radius, radius do
local value = 0
local distance_sq = x * x + y * y
if distance_sq <= center_radius_sq then
value = center_value
elseif distance_sq <= disc_radius_sq then
value = disc_value
elseif distance_sq <= radius_sq then
value = ring_value
end
if value > 0.001 or value < -0.001 then
callback(x_start + x, y_start + y, value * factor)
end
end
end
end
function DiggyCaveCollapse.get_extra_map_info()
return [[Cave Collapse, it might just collapse!
Place stone walls, stone paths and (refined) concrete to reinforce the mine. If you see cracks appear, run!]]
end
return DiggyCaveCollapse