mirror of
https://github.com/Refactorio/RedMew.git
synced 2024-12-14 10:13:13 +02:00
1196 lines
29 KiB
Lua
1196 lines
29 KiB
Lua
local Random = require 'map_gen.shared.random'
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local Token = require 'utils.global_token'
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local Global = require 'utils.global'
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local Event = require 'utils.event'
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local Task = require 'utils.Task'
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local Market = require 'map_gen.presets.crash_site.market'
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local PlayerStats = require 'player_stats'
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local b = require 'map_gen.shared.builders'
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local direction_bit_mask = 0xc0000000
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local section_bit_mask = 0x30000000
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local level_bit_mask = 0x0fffffff
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local not_level_bit_mask = 0xf0000000
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local direction_bit_shift = 30
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local section_bit_shift = 28
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local section_straight = 0
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local section_outer_corner = 1
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local section_inner_corner = 2
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local wall_north_straight = 0x00000001
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local wall_east_straight = 0x40000001
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local wall_south_straight = 0x80000001
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local wall_west_straight = 0xc0000001
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local wall_north_outer = 0x10000001
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local wall_east_outer = 0x50000001
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local wall_south_outer = 0x90000001
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local wall_west_outer = 0xd0000001
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local wall_north_inner = 0x20000001
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local wall_east_inner = 0x60000001
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local wall_south_inner = 0xa0000001
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local wall_west_inner = 0xe0000001
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local part_size = 6
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local inv_part_size = 1 / part_size
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local refill_turrets = {index = 1}
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local power_sources = {}
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local magic_crafters = {index = 1}
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Global.register(
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{
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refil_turrets = refill_turrets,
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power_sources = power_sources,
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magic_crafters = magic_crafters
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},
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function(tbl)
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refill_turrets = tbl.refil_turrets
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power_sources = tbl.power_sources
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magic_crafters = tbl.magic_crafters
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end
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)
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local function get_direction(part)
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local dir = bit32.band(part, direction_bit_mask)
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return bit32.rshift(dir, direction_bit_shift - 1)
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end
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local function get_4_way_direction(part)
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local dir = bit32.band(part, direction_bit_mask)
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return bit32.rshift(dir, direction_bit_shift)
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end
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local function get_section(part)
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local sec = bit32.band(part, section_bit_mask)
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return bit32.rshift(sec, section_bit_shift)
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end
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local function get_level(part)
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return bit32.band(part, level_bit_mask)
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end
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local function set_level(part, level)
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local not_level = bit32.band(part)
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return not_level + level
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end
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local function set_block(tbl, x, y, value)
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tbl[(y - 1) * tbl.size + x] = value
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end
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local function get_block(tbl, x, y)
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local size = tbl.size
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if x < 1 or x > size or y < 1 or y > size then
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return 0
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end
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return tbl[(y - 1) * size + x] or 0
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end
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local function fast_remove(tbl, index)
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local count = #tbl
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if index > count then
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return
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elseif index < count then
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tbl[index] = tbl[count]
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end
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tbl[count] = nil
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end
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local Public = {}
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Public.__index = Public
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Public.empty_template = {}
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function Public.new(random)
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local obj = {random = random}
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return setmetatable(obj, Public)
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end
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local function do_walls(self, blocks, outpost_variance, outpost_min_step)
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local size = blocks.size
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local random = self.random
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local max_variance = size - outpost_variance + 1
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local variance_step = outpost_variance + outpost_min_step
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local x = random:next_int(1, outpost_variance)
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local y = random:next_int(1, outpost_variance)
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local start_x, start_y = x, y
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local i = (y - 1) * size + x
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local pv = -1
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-- top
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while x < size do
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local tx = x + random:next_int(outpost_min_step, variance_step)
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tx = math.min(tx, size)
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if pv == 0 then
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blocks[i] = wall_north_straight
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elseif pv == -1 then
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blocks[i] = wall_north_outer
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else
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blocks[i] = wall_east_inner
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end
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x = x + 1
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i = i + 1
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while x < tx do
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blocks[i] = wall_north_straight
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x = x + 1
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i = i + 1
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end
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if x < size - outpost_min_step then
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local ty = random:next_int(1, outpost_variance)
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if y == ty then
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pv = 0
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elseif y < ty then
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pv = 1
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blocks[i] = wall_east_outer
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y = y + 1
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i = i + size
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while y < ty do
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blocks[i] = wall_east_straight
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y = y + 1
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i = i + size
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end
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else
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pv = -1
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blocks[i] = wall_north_inner
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y = y - 1
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i = i - size
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while y > ty do
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blocks[i] = wall_west_straight
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y = y - 1
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i = i - size
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end
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end
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else
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pv = 0
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end
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end
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pv = 1
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-- right
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while y < size do
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local ty = y + random:next_int(outpost_min_step, variance_step)
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ty = math.min(ty, size)
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if pv == 0 then
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blocks[i] = wall_east_straight
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elseif pv == -1 then
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blocks[i] = wall_south_inner
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else
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blocks[i] = wall_east_outer
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end
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y = y + 1
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i = i + size
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while y < ty do
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blocks[i] = wall_east_straight
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y = y + 1
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i = i + size
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end
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if y < size - outpost_min_step then
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local tx = random:next_int(max_variance, size)
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if x == tx then
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pv = 0
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elseif x < tx then
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pv = 1
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blocks[i] = wall_east_inner
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x = x + 1
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i = i + 1
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while x < tx do
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blocks[i] = wall_north_straight
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x = x + 1
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i = i + 1
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end
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else
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pv = -1
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blocks[i] = wall_south_outer
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x = x - 1
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i = i - 1
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while x > tx do
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blocks[i] = wall_south_straight
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x = x - 1
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i = i - 1
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end
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end
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else
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pv = 0
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end
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end
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pv = 1
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-- bottom
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while x > 1 do
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local tx = x - random:next_int(outpost_min_step, variance_step)
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tx = math.max(tx, 1)
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if pv == 0 then
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blocks[i] = wall_south_straight
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elseif pv == -1 then
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blocks[i] = wall_west_inner
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else
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blocks[i] = wall_south_outer
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end
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x = x - 1
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i = i - 1
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while x > tx do
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blocks[i] = wall_south_straight
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x = x - 1
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i = i - 1
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end
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if x > outpost_min_step + 1 then
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local ty = random:next_int(max_variance, size)
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if y == ty then
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pv = 0
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elseif y < ty then
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pv = 1
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blocks[i] = wall_south_inner
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y = y + 1
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i = i + size
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while y < ty do
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blocks[i] = wall_east_straight
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y = y + 1
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i = i + size
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end
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else
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pv = -1
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blocks[i] = wall_west_outer
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y = y - 1
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i = i - size
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while y > ty do
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blocks[i] = wall_west_straight
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y = y - 1
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i = i - size
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end
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end
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else
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pv = 0
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end
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end
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pv = -1
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-- left
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local bottom_left_y = y
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while y > start_y + variance_step do
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local ty = y - random:next_int(outpost_min_step, variance_step)
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ty = math.max(ty, start_y)
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if pv == 0 then
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blocks[i] = wall_west_straight
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elseif pv == -1 then
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blocks[i] = wall_west_outer
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else
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blocks[i] = wall_north_inner
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end
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y = y - 1
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i = i - size
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while y > ty do
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blocks[i] = wall_west_straight
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y = y - 1
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i = i - size
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end
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if y > start_y + variance_step + outpost_min_step then
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local tx = random:next_int(1, outpost_variance)
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if x == tx then
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pv = 0
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elseif x < tx then
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pv = 1
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--blocks[i] = wall_west_outer
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blocks[i] = wall_north_outer
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x = x + 1
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i = i + 1
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while x < tx do
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blocks[i] = wall_north_straight
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x = x + 1
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i = i + 1
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end
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else
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pv = -1
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blocks[i] = wall_west_inner
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x = x - 1
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i = i - 1
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while x > tx do
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blocks[i] = wall_south_straight
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x = x - 1
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i = i - 1
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end
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end
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else
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pv = 0
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end
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end
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-- final connection
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if y == bottom_left_y then
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blocks[i] = wall_west_outer
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y = y - 1
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i = i - size
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while y > bottom_left_y - outpost_min_step do
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blocks[i] = wall_west_straight
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y = y - 1
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i = i - size
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end
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end
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if x == start_x then
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pv = 0
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elseif x < start_x then
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pv = 1
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blocks[i] = wall_north_outer
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x = x + 1
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i = i + 1
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while x < start_x do
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blocks[i] = wall_north_straight
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x = x + 1
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i = i + 1
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end
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else
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pv = -1
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blocks[i] = wall_west_inner
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x = x - 1
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i = i - 1
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while x > start_x do
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blocks[i] = wall_south_straight
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x = x - 1
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i = i - 1
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end
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end
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if pv == 0 then
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blocks[i] = wall_west_straight
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elseif pv == -1 then
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blocks[i] = wall_west_outer
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else
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blocks[i] = wall_north_inner
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end
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y = y - 1
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i = i - size
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while y > start_y do
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blocks[i] = wall_west_straight
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y = y - 1
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i = i - size
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end
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end
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local function fill(blocks)
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local size = blocks.size
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local anti_set = {size = size}
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local anti_stack = {}
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local y_offset = (size - 1) * size
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for x = 1, size do
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if blocks[x] == nil then
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table.insert(anti_stack, {x = x, y = 1})
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end
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if blocks[x + y_offset] == nil then
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table.insert(anti_stack, {x = x, y = size})
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end
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end
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for y = 2, size do
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y_offset = (y - 1) * size
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if blocks[y_offset + 1] == nil then
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table.insert(anti_stack, {x = 1, y = y})
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end
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if blocks[y_offset + size] == nil then
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table.insert(anti_stack, {x = size, y = y})
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end
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end
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while #anti_stack > 0 do
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local point = table.remove(anti_stack)
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local x, y = point.x, point.y
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local offset = (y - 1) * size + x
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anti_set[offset] = true
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if x > 1 then
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local x2 = x - 1
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local offset2 = offset - 1
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if not anti_set[offset2] and not blocks[offset2] then
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table.insert(anti_stack, {x = x2, y = y})
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end
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end
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if x < size then
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local x2 = x + 1
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local offset2 = offset + 1
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if not anti_set[offset2] and not blocks[offset2] then
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table.insert(anti_stack, {x = x2, y = y})
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end
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end
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if y > 1 then
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local y2 = y - 1
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local offset2 = offset - size
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if not anti_set[offset2] and not blocks[offset2] then
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table.insert(anti_stack, {x = x, y = y2})
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end
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end
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if y < size then
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local y2 = y + 1
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local offset2 = offset + size
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if not anti_set[offset2] and not blocks[offset2] then
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table.insert(anti_stack, {x = x, y = y2})
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end
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end
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end
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for y = 1, size do
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local offset = (y - 1) * size
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for x = 1, size do
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local i = offset + x
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if not anti_set[i] and not blocks[i] then
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blocks[i] = 2
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end
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end
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end
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end
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local function do_levels(blocks, max_level)
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local size = blocks.size
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local level = 2
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while level < max_level do
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local next_level = level + 1
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for y = 1, size do
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local offset = (y - 1) * size
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for x = 1, size do
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local i = offset + x
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if get_level(blocks[i] or 0) >= level then
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local count = 0
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if x > 1 and get_level(blocks[i - 1] or 0) >= level then
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count = count + 1
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end
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if x < size and get_level(blocks[i + 1] or 0) >= level then
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count = count + 1
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end
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if y > 1 and get_level(blocks[i - size] or 0) >= level then
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count = count + 1
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end
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if y < size and get_level(blocks[i + size] or 0) >= level then
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count = count + 1
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end
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if count == 4 then
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blocks[i] = next_level
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end
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end
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end
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end
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level = level + 1
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end
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local levels = {}
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blocks.levels = levels
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for i = 1, max_level do
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levels[i] = {}
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end
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for y = 1, size do
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local offset = (y - 1) * size
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for x = 1, size do
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local i = offset + x
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local block = blocks[i]
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if block then
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local l = get_level(block)
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table.insert(levels[l], i)
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end
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end
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end
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end
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local function get_template(random, templates, templates_count, counts)
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local template
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if templates_count == 0 then
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return nil
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elseif templates_count == 1 then
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template = templates[1]
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else
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local ti = random:next_int(1, templates_count)
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template = templates[ti]
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end
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if template == Public.empty_template then
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return nil
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end
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local count = counts[template] or 0
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local max_count = template.max_count
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while count == max_count do
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template = template.fallback
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if template == nil then
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return nil
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end
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count = counts[template] or 0
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max_count = template.max_count
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end
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counts[template] = count + 1
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return template
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end
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local function make_blocks(self, blocks, template)
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local random = self.random
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local levels = blocks.levels
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local wall_level = levels[1]
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local walls = template.walls
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local wall_template_count = #walls
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for _, i in ipairs(wall_level) do
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local ti = random:next_int(1, wall_template_count)
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local block = walls[ti]
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if block == Public.empty_template then
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blocks[i] = nil
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else
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local block_data = blocks[i]
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local section = get_section(block_data)
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local dir = get_4_way_direction(block_data)
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local new_block = block[section + 1][dir + 1]
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blocks[i] = new_block
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end
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end
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local counts = {}
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local bases = template.bases
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for l = 2, #levels do
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local level = levels[l]
|
|
local base_templates = bases[l - 1]
|
|
|
|
if base_templates then
|
|
local base_template_count = #base_templates
|
|
|
|
while #level > 0 do
|
|
local index = random:next_int(1, #level)
|
|
local i = level[index]
|
|
|
|
fast_remove(level, index)
|
|
|
|
blocks[i] = get_template(random, base_templates, base_template_count, counts)
|
|
end
|
|
else
|
|
for _, i in ipairs(level) do
|
|
blocks[i] = nil
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
local remove_entity_types = {'tree', 'simple-entity'}
|
|
|
|
local function to_shape(blocks)
|
|
local size = blocks.size
|
|
local t_size = size * part_size
|
|
local half_t_size = t_size * 0.5
|
|
|
|
return function(x, y, world)
|
|
x, y = math.floor(x + half_t_size), math.floor(y + half_t_size)
|
|
if x < 0 or y < 0 or x >= t_size or y >= t_size then
|
|
return false
|
|
end
|
|
|
|
local x2, y2 = math.floor(x * inv_part_size), math.floor(y * inv_part_size)
|
|
|
|
local template = blocks[y2 * size + x2 + 1]
|
|
if not template then
|
|
return false
|
|
end
|
|
|
|
local wx, wy = world.x, world.y
|
|
for _, e in ipairs(
|
|
world.surface.find_entities_filtered(
|
|
{
|
|
area = {{wx, wy}, {wx + 1, wy + 1}},
|
|
type = remove_entity_types
|
|
}
|
|
)
|
|
) do
|
|
e.destroy()
|
|
end
|
|
|
|
local x3, y3 = x - x2 * part_size, y - y2 * part_size
|
|
|
|
local i = y3 * part_size + x3 + 1
|
|
|
|
local entry = template[i]
|
|
if not entry then
|
|
return false
|
|
end
|
|
|
|
local entity = entry.entity
|
|
local tile = entry.tile or true
|
|
if entity then
|
|
local data
|
|
local callback = entity.callback
|
|
if callback then
|
|
local cd = template[callback]
|
|
|
|
callback = cd.callback
|
|
data = cd.data
|
|
end
|
|
return {
|
|
tile = tile,
|
|
entities = {
|
|
{
|
|
name = entity.name,
|
|
direction = entity.direction,
|
|
force = template.force,
|
|
callback = callback,
|
|
data = data,
|
|
always_place = true
|
|
}
|
|
}
|
|
}
|
|
end
|
|
return tile
|
|
end
|
|
end
|
|
|
|
function Public:do_outpost(template)
|
|
local settings = template.settings
|
|
local blocks = {size = settings.blocks}
|
|
|
|
do_walls(self, blocks, settings.variance, settings.min_step)
|
|
fill(blocks)
|
|
do_levels(blocks, settings.max_level)
|
|
make_blocks(self, blocks, template)
|
|
|
|
return to_shape(blocks)
|
|
end
|
|
|
|
function Public.to_shape(blocks)
|
|
return to_shape(blocks)
|
|
end
|
|
|
|
local function change_direction(entity, new_dir)
|
|
local copy = {}
|
|
|
|
for k, v in pairs(entity) do
|
|
copy[k] = v
|
|
end
|
|
copy.direction = new_dir
|
|
|
|
return copy
|
|
end
|
|
|
|
function Public.make_1_way(data)
|
|
data.__index = data
|
|
return data
|
|
end
|
|
|
|
local function set_tile(tbl, index, tile)
|
|
local entry = tbl[index]
|
|
if entry then
|
|
entry.tile = tile
|
|
else
|
|
tbl[index] = {tile = tile}
|
|
end
|
|
end
|
|
|
|
local function set_entity(tbl, index, entity)
|
|
local entry = tbl[index]
|
|
|
|
if entry then
|
|
entry.entity = entity
|
|
else
|
|
tbl[index] = {entity = entity}
|
|
end
|
|
end
|
|
|
|
function Public.make_4_way(data)
|
|
local props = {}
|
|
|
|
local north = {}
|
|
local east = {}
|
|
local south = {}
|
|
local west = {}
|
|
local res = {north, east, south, west}
|
|
|
|
for i, entry in pairs(data) do
|
|
if type(i) == 'string' then
|
|
props[i] = entry
|
|
else
|
|
local y = math.ceil(i * inv_part_size)
|
|
local x = i - (y - 1) * part_size
|
|
|
|
local x2 = part_size - y + 1
|
|
local y2 = x
|
|
local x3 = part_size - x + 1
|
|
local y3 = part_size - y + 1
|
|
local x4 = y
|
|
local y4 = part_size - x + 1
|
|
|
|
local i2 = (y2 - 1) * part_size + x2
|
|
local i3 = (y3 - 1) * part_size + x3
|
|
local i4 = (y4 - 1) * part_size + x4
|
|
|
|
local tile = entry.tile
|
|
if tile then
|
|
set_tile(north, i, tile)
|
|
set_tile(east, i2, tile)
|
|
set_tile(south, i3, tile)
|
|
set_tile(west, i4, tile)
|
|
end
|
|
|
|
local entity = entry.entity
|
|
|
|
if entity then
|
|
local offset = entity.offset
|
|
|
|
if offset == 3 then
|
|
i = i + 7
|
|
i2 = i2 + 6
|
|
i4 = i4 + 1
|
|
elseif offset == 1 then
|
|
i = i + 1
|
|
i2 = i2 + 6
|
|
elseif offset == 2 then
|
|
i = i + 6
|
|
i4 = i4 + 1
|
|
end
|
|
|
|
local dir = entity.direction or 0
|
|
|
|
set_entity(north, i, entity)
|
|
set_entity(east, i2, change_direction(entity, (dir + 2) % 8))
|
|
set_entity(south, i3, change_direction(entity, (dir + 4) % 8))
|
|
set_entity(west, i4, change_direction(entity, (dir + 6) % 8))
|
|
end
|
|
end
|
|
end
|
|
|
|
north.__index = north
|
|
east.__index = east
|
|
south.__index = south
|
|
west.__index = west
|
|
|
|
for k, v in pairs(props) do
|
|
north[k] = v
|
|
east[k] = v
|
|
south[k] = v
|
|
west[k] = v
|
|
end
|
|
|
|
return res
|
|
end
|
|
|
|
local function shallow_copy(tbl)
|
|
local copy = {}
|
|
for k, v in pairs(tbl) do
|
|
copy[k] = v
|
|
end
|
|
return copy
|
|
end
|
|
|
|
function Public.extend_1_way(data, tbl)
|
|
return setmetatable(shallow_copy(tbl), data)
|
|
end
|
|
|
|
function Public.extend_4_way(data, tbl)
|
|
return {
|
|
setmetatable(shallow_copy(tbl), data[1]),
|
|
setmetatable(shallow_copy(tbl), data[2]),
|
|
setmetatable(shallow_copy(tbl), data[3]),
|
|
setmetatable(shallow_copy(tbl), data[4])
|
|
}
|
|
end
|
|
|
|
function Public.extend_walls(data, tbl)
|
|
return {
|
|
Public.extend_4_way(data[1], tbl),
|
|
Public.extend_4_way(data[2], tbl),
|
|
Public.extend_4_way(data[3], tbl)
|
|
}
|
|
end
|
|
|
|
local function do_refill_turrets()
|
|
local index = refill_turrets.index
|
|
|
|
if index > #refill_turrets then
|
|
refill_turrets.index = 1
|
|
return
|
|
end
|
|
|
|
local data = refill_turrets[index]
|
|
local turret = data.turret
|
|
|
|
if not turret.valid then
|
|
fast_remove(refill_turrets, index)
|
|
return
|
|
end
|
|
|
|
refill_turrets.index = index + 1
|
|
|
|
local ammo = data.ammo
|
|
if data.liquid then
|
|
turret.fluidbox[1] = ammo
|
|
elseif ammo then
|
|
turret.insert(ammo)
|
|
end
|
|
end
|
|
|
|
local function do_magic_crafters()
|
|
local index = magic_crafters.index
|
|
|
|
if index > #magic_crafters then
|
|
magic_crafters.index = 1
|
|
return
|
|
end
|
|
|
|
local data = magic_crafters[index]
|
|
|
|
local entity = data.entity
|
|
if not entity.valid then
|
|
fast_remove(magic_crafters, index)
|
|
return
|
|
end
|
|
|
|
magic_crafters.index = index + 1
|
|
|
|
local tick = game.tick
|
|
local last_tick = data.last_tick
|
|
local rate = data.rate
|
|
|
|
local count = (tick - last_tick) * rate
|
|
|
|
local fcount = math.floor(count)
|
|
|
|
if fcount > 0 then
|
|
local fluidbox_index = data.fluidbox_index
|
|
if fluidbox_index then
|
|
local fb = entity.fluidbox
|
|
|
|
local fb_data = fb[fluidbox_index] or {name = data.item, amount = 0}
|
|
fb_data.amount = fb_data.amount + fcount
|
|
fb[fluidbox_index] = fb_data
|
|
else
|
|
entity.get_output_inventory().insert {name = data.item, count = fcount}
|
|
end
|
|
data.last_tick = tick - (count - fcount) / rate
|
|
end
|
|
end
|
|
|
|
local function tick()
|
|
do_refill_turrets()
|
|
do_magic_crafters()
|
|
end
|
|
|
|
Public.refill_turret_callback =
|
|
Token.register(
|
|
function(turret, ammo)
|
|
table.insert(refill_turrets, {turret = turret, ammo = ammo})
|
|
end
|
|
)
|
|
|
|
Public.refill_liquid_turret_callback =
|
|
Token.register(
|
|
function(turret, ammo)
|
|
table.insert(refill_turrets, {turret = turret, ammo = ammo, liquid = true})
|
|
end
|
|
)
|
|
|
|
Public.power_source_callback =
|
|
Token.register(
|
|
function(entity, data)
|
|
local power_source =
|
|
entity.surface.create_entity {name = 'hidden-electric-energy-interface', position = entity.position}
|
|
power_source.electric_buffer_size = data.buffer_size
|
|
power_source.power_production = data.power_production
|
|
|
|
power_sources[entity.unit_number] = power_source
|
|
end
|
|
)
|
|
|
|
Public.power_source_player_callback =
|
|
Token.register(
|
|
function(entity, data)
|
|
local power_source =
|
|
entity.surface.create_entity {name = 'hidden-electric-energy-interface', position = entity.position}
|
|
power_source.electric_buffer_size = data.buffer_size
|
|
power_source.power_production = data.power_production
|
|
|
|
power_sources[entity.unit_number] = power_source
|
|
|
|
entity.minable = false
|
|
entity.operable = false
|
|
entity.destructible = false
|
|
end
|
|
)
|
|
|
|
local function add_magic_crafter_output(entity, output, distance)
|
|
local rate = output.min_rate + output.distance_factor * distance
|
|
table.insert(
|
|
magic_crafters,
|
|
{
|
|
entity = entity,
|
|
last_tick = game.tick,
|
|
rate = rate,
|
|
item = output.item,
|
|
fluidbox_index = output.fluidbox_index
|
|
}
|
|
)
|
|
end
|
|
|
|
local set_inactive_token =
|
|
Token.register(
|
|
function(entity)
|
|
if entity.valid then
|
|
entity.active = false
|
|
end
|
|
end
|
|
)
|
|
|
|
Public.magic_item_crafting_callback =
|
|
Token.register(
|
|
function(entity, data)
|
|
entity.minable = false
|
|
entity.destructible = false
|
|
entity.operable = false
|
|
|
|
local recipe = data.recipe
|
|
if recipe then
|
|
entity.set_recipe(recipe)
|
|
else
|
|
local furance_item = data.furance_item
|
|
if furance_item then
|
|
local inv = entity.get_inventory(2) -- defines.inventory.furnace_source
|
|
inv.insert(furance_item)
|
|
end
|
|
end
|
|
|
|
local p = entity.position
|
|
local x, y = p.x, p.y
|
|
local distance = math.sqrt(x * x + y * y)
|
|
|
|
local output = data.output
|
|
if #output == 0 then
|
|
add_magic_crafter_output(entity, output, distance)
|
|
else
|
|
for _, o in ipairs(data.output) do
|
|
add_magic_crafter_output(entity, o, distance)
|
|
end
|
|
end
|
|
|
|
if not data.keep_active then
|
|
Task.set_timeout_in_ticks(2, set_inactive_token, entity) -- causes problems with refineries.
|
|
end
|
|
end
|
|
)
|
|
|
|
Public.deactivate_callback =
|
|
Token.register(
|
|
function(entity)
|
|
entity.active = false
|
|
entity.operable = false
|
|
entity.destructible = false
|
|
end
|
|
)
|
|
|
|
local function remove_power_source(event)
|
|
local entity = event.entity
|
|
if not entity or not entity.valid then
|
|
return
|
|
end
|
|
|
|
local number = entity.unit_number
|
|
if not number then
|
|
return
|
|
end
|
|
|
|
local ps = power_sources[number]
|
|
power_sources[number] = nil
|
|
|
|
if ps and ps.valid then
|
|
ps.destroy()
|
|
end
|
|
end
|
|
|
|
Public.market_set_items_callback =
|
|
Token.register(
|
|
function(entity, data)
|
|
if not entity.valid then
|
|
return
|
|
end
|
|
|
|
entity.destructible = false
|
|
|
|
local p = entity.position
|
|
local x, y = p.x, p.y
|
|
local d = math.sqrt(x * x + y * y)
|
|
|
|
local market_data = {}
|
|
for i, item in ipairs(data) do
|
|
local price = item.price
|
|
|
|
local df = item.distance_factor
|
|
if df then
|
|
local min_price = item.min_price or 1
|
|
|
|
price = item.price - d * df
|
|
price = math.max(price, min_price)
|
|
end
|
|
|
|
market_data[i] = {name = item.name, price = price}
|
|
end
|
|
|
|
Market.add_market(entity.position, market_data)
|
|
end
|
|
)
|
|
|
|
Public.firearm_magazine_ammo = {name = 'firearm-magazine', count = 200}
|
|
Public.piercing_rounds_magazine_ammo = {name = 'piercing-rounds-magazine', count = 200}
|
|
Public.uranium_rounds_magazine_ammo = {name = 'uranium-rounds-magazine', count = 200}
|
|
Public.artillery_shell_ammo = {name = 'artillery-shell', count = 15}
|
|
Public.light_oil_ammo = {name = 'light-oil', amount = 100}
|
|
|
|
Public.laser_turrent_power_source = {buffer_size = 2400000, power_production = 40000}
|
|
|
|
function Public.prepare_weighted_loot(loot)
|
|
local total = 0
|
|
local weights = {}
|
|
|
|
for _, v in ipairs(loot) do
|
|
total = total + v.weight
|
|
table.insert(weights, total)
|
|
end
|
|
|
|
weights.total = total
|
|
|
|
return weights
|
|
end
|
|
|
|
function Public.do_random_loot(entity, weights, loot)
|
|
if not entity.valid then
|
|
return
|
|
end
|
|
|
|
entity.operable = false
|
|
entity.destructible = false
|
|
|
|
local i = math.random() * weights.total
|
|
|
|
local index = table.binary_search(weights, i)
|
|
if (index < 0) then
|
|
index = bit32.bnot(index)
|
|
end
|
|
|
|
local stack = loot[index].stack
|
|
if not stack then
|
|
return
|
|
end
|
|
|
|
local df = stack.distance_factor
|
|
local count
|
|
if df then
|
|
local p = entity.position
|
|
local x, y = p.x, p.y
|
|
local d = math.sqrt(x * x + y * y)
|
|
|
|
count = stack.count + d * df
|
|
else
|
|
count = stack.count
|
|
end
|
|
|
|
entity.insert {name = stack.name, count = count}
|
|
end
|
|
|
|
function Public.do_random_fluid_loot(entity, weights, loot)
|
|
if not entity.valid then
|
|
return
|
|
end
|
|
|
|
entity.operable = false
|
|
entity.destructible = false
|
|
|
|
local i = math.random() * weights.total
|
|
|
|
local index = table.binary_search(weights, i)
|
|
if (index < 0) then
|
|
index = bit32.bnot(index)
|
|
end
|
|
|
|
local stack = loot[index].stack
|
|
if not stack then
|
|
return
|
|
end
|
|
|
|
local df = stack.distance_factor
|
|
local count
|
|
if df then
|
|
local p = entity.position
|
|
local x, y = p.x, p.y
|
|
local d = math.sqrt(x * x + y * y)
|
|
|
|
count = stack.count + d * df
|
|
else
|
|
count = stack.count
|
|
end
|
|
|
|
entity.fluidbox[1] = {name = stack.name, amount = count}
|
|
end
|
|
|
|
local function coin_mined(event)
|
|
local stack = event.item_stack
|
|
if stack.name == 'coin' then
|
|
PlayerStats.change_coin_earned(event.player_index, stack.count)
|
|
end
|
|
end
|
|
|
|
Event.add(defines.events.on_tick, tick)
|
|
Event.add(defines.events.on_entity_died, remove_power_source)
|
|
|
|
Event.on_init(
|
|
function()
|
|
game.forces.neutral.recipes['steel-plate'].enabled = true
|
|
end
|
|
)
|
|
|
|
Event.add(defines.events.on_player_mined_item, coin_mined)
|
|
|
|
return Public
|