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https://github.com/Refactorio/RedMew.git
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625 lines
19 KiB
Lua
625 lines
19 KiB
Lua
--[[-- info
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Provides the ability to collapse caves when digging.
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]]
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-- dependencies
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require 'utils.list_utils'
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local Event = require 'utils.event'
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local Template = require 'map_gen.Diggy.Template'
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local Debug = require 'map_gen.Diggy.Debug'
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local Task = require 'utils.Task'
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local Token = require 'utils.global_token'
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local Global = require 'utils.global'
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local insert = table.insert
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local random = math.random
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local floor = math.floor
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local abs = math.abs
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-- this
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local DiggyCaveCollapse = {}
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local config = {}
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local n = 9
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local radius = 0
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local radius_sq = 0
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local center_radius_sq = 0
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local disc_radius_sq = 0
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local center_weight
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local disc_weight
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local ring_weight
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local disc_blur_sum = 0
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local center_value = 0
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local disc_value = 0
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local ring_value = 0
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local enable_stress_grid = 0
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local stress_map_blur_add
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local mask_disc_blur
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local stress_map_check_stress_in_threshold
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local support_beam_entities
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local on_surface_created
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local stress_threshold_causing_collapse = 0.91
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local deconstruction_alert_message_shown = {}
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local stress_map_storage = {}
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local new_tile_map = {}
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local collapse_positions_storage = {}
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local cave_collapse_disabled = nil
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Global.register({
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new_tile_map = new_tile_map,
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stress_map_storage = stress_map_storage,
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deconstruction_alert_message_shown = deconstruction_alert_message_shown,
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collapse_positions_storage = collapse_positions_storage,
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cave_collapse_disabled = cave_collapse_disabled,
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}, function(tbl)
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new_tile_map = tbl.new_tile_map
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stress_map_storage = tbl.stress_map_storage
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deconstruction_alert_message_shown = tbl.deconstruction_alert_message_shown
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collapse_positions_storage = tbl.collapse_positions_storage
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cave_collapse_disabled = tbl.cave_collapse_disabled
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end)
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local defaultValue = 0
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DiggyCaveCollapse.events = {
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--[[--
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When stress at certain position is above the collapse threshold
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- position LuaPosition
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- surface LuaSurface
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]]
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on_collapse_triggered = script.generate_event_name()
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}
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local function create_collapse_template(positions, surface)
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local entities = {}
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local find_entities_filtered = surface.find_entities_filtered
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for _, position in pairs(positions) do
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local x = position.x
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local y = position.y
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insert(entities, {position = {x = x, y = y}, name = 'sand-rock-big'})
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for _, entity in pairs(find_entities_filtered({position = position})) do
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pcall(function()
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local strength = support_beam_entities[entity.name]
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local position = entity.position
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entity.die()
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if strength then
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stress_map_blur_add(surface, position, strength)
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end
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end)
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end
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end
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return entities
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end
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local function collapse(args)
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local position = args.position
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local surface = args.surface
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local positions = {}
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local strength = config.collapse_threshold_total_strength
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mask_disc_blur(
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position.x, position.y,
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strength,
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function(x, y, value)
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stress_map_check_stress_in_threshold(
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surface,
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{x = x, y = y},
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value,
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function(_, position)
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insert(positions, position)
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end
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)
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end
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)
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local entities = create_collapse_template(positions, surface)
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Template.insert(surface, {}, entities)
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end
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local on_collapse_timeout_finished = Token.register(collapse)
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local function spawn_cracking_sound_text(surface, position)
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local text = config.cracking_sounds[random(1, #config.cracking_sounds)]
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local color = {
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r = 1,
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g = random(1, 100) / 100,
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b = 0
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}
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for i = 1, #text do
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local x_offset = (i - #text / 2 - 1) / 3
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local char = text:sub(i, i)
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surface.create_entity {
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name = 'flying-text',
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color = color,
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text = char,
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position = {x = position.x + x_offset, y = position.y - ((i + 1) % 2) / 4}
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}.active = true
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end
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end
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local function on_collapse_triggered(event)
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if cave_collapse_disabled then return end --kill switch
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local surface = event.surface
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local position = event.position
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local x = position.x
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local y = position.y
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local x_t = new_tile_map[x]
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if x_t and x_t[y] then
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Template.insert(surface, {}, {{position = position, name = 'sand-rock-big'}})
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return
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end
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spawn_cracking_sound_text(surface, position)
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Task.set_timeout(
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config.collapse_delay,
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on_collapse_timeout_finished,
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{surface = surface, position = position}
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)
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end
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local function on_built_tile(surface, new_tile, tiles)
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local new_tile_strength = support_beam_entities[new_tile.name]
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for _, tile in pairs(tiles) do
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if new_tile_strength then
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stress_map_blur_add(surface, tile.position, -1 * new_tile_strength)
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end
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local old_tile_strength = support_beam_entities[tile.old_tile.name]
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if (old_tile_strength) then
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stress_map_blur_add(surface, tile.position, old_tile_strength)
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end
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end
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end
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local function on_robot_mined_tile(event)
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local surface
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for _, tile in pairs(event.tiles) do
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local strength = support_beam_entities[tile.old_tile.name]
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if strength then
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surface = surface or event.robot.surface
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stress_map_blur_add(surface, tile.position, strength)
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end
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end
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end
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local function on_player_mined_tile(event)
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local surface = game.surfaces[event.surface_index]
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for _, tile in pairs(event.tiles) do
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local strength = support_beam_entities[tile.old_tile.name]
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if strength then
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stress_map_blur_add(surface, tile.position, strength)
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end
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end
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end
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local function on_mined_entity(event)
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local entity = event.entity
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local strength = support_beam_entities[entity.name]
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if strength then
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stress_map_blur_add(entity.surface, entity.position, strength)
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end
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end
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local function on_built_entity(event)
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local entity = event.created_entity
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local strength = support_beam_entities[entity.name]
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if strength then
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stress_map_blur_add(entity.surface, entity.position, -1 * strength)
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end
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end
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local function on_placed_entity(event)
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local strength = support_beam_entities[event.entity.name]
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if strength then
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stress_map_blur_add(event.entity.surface, event.entity.position, -1 * strength)
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end
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end
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local on_new_tile_timeout_finished = Token.register(function(args)
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local x_t = new_tile_map[args.x]
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if x_t then
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x_t[args.y] = nil --reset new tile status. This tile can cause a chain collapse now
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end
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end)
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local function on_void_removed(event)
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local strength = support_beam_entities['out-of-map']
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local position = event.old_tile.position
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if strength then
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stress_map_blur_add(event.surface, position, strength)
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end
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local x = position.x
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local y = position.y
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--To avoid room collapse:
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local x_t = new_tile_map[x]
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if x_t then
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x_t[y] = true
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else
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x_t = {
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[y] = true
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}
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new_tile_map[x] = x_t
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end
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Task.set_timeout(3, on_new_tile_timeout_finished, {x = x, y = y})
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end
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local function on_void_added(event)
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local strength = support_beam_entities['out-of-map']
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if strength then
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stress_map_blur_add(event.surface, event.old_tile.position, -1 * strength)
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end
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end
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--[[--
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Registers all event handlers.]
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@param global_config Table {@see Diggy.Config}.
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]]
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function DiggyCaveCollapse.register(cfg)
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config = cfg
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support_beam_entities = config.support_beam_entities
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Event.add(DiggyCaveCollapse.events.on_collapse_triggered, on_collapse_triggered)
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Event.add(defines.events.on_robot_built_entity, on_built_entity)
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Event.add(defines.events.on_robot_built_tile, function (event)
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on_built_tile(event.robot.surface, event.item, event.tiles)
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end)
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Event.add(defines.events.on_player_built_tile, function (event)
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on_built_tile(game.surfaces[event.surface_index], event.item, event.tiles)
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end)
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Event.add(defines.events.on_robot_mined_tile, on_robot_mined_tile)
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Event.add(defines.events.on_player_mined_tile, on_player_mined_tile)
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Event.add(defines.events.on_robot_mined_entity, on_mined_entity)
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Event.add(defines.events.on_built_entity, on_built_entity)
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Event.add(Template.events.on_placed_entity, on_placed_entity)
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Event.add(defines.events.on_entity_died, on_mined_entity)
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Event.add(defines.events.on_player_mined_entity, on_mined_entity)
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Event.add(Template.events.on_void_removed, on_void_removed)
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Event.add(Template.events.on_void_added, on_void_added)
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Event.add(defines.events.on_surface_created, on_surface_created)
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Event.add(defines.events.on_marked_for_deconstruction, function (event)
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if (nil ~= support_beam_entities[event.entity.name]) then
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event.entity.cancel_deconstruction(game.players[event.player_index].force)
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end
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end)
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Event.add(defines.events.on_pre_player_mined_item, function(event)
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if (nil ~= deconstruction_alert_message_shown[event.player_index]) then
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return
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end
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if (nil ~= support_beam_entities[event.entity.name]) then
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require 'popup'.player(
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game.players[event.player_index],[[
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Mining entities such as walls, stone paths, concrete
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and rocks, can cause a cave-in, be careful miner!
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Foreman's advice: Place a wall every 4th tile to
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prevent a cave-in. Use stone paths and concrete
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to reinforce it further.
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]]
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)
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deconstruction_alert_message_shown[event.player_index] = true
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end
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end)
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enable_stress_grid = config.enable_stress_grid
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on_surface_created({surface_index = 1})
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mask_init(config)
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if (config.enable_mask_debug) then
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local surface = game.surfaces.nauvis
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mask_disc_blur(0, 0, 10, function(x, y, fraction)
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Debug.print_grid_value(fraction, surface, {x = x, y = y})
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end)
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end
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commands.add_command('toggle-cave-collapse', 'Toggles cave collapse (admins only).', function()
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pcall(function() --better safe than sorry
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if not game.player or game.player.admin then
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cave_collapse_disabled = not cave_collapse_disabled
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if cave_collapse_disabled then
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game.print("Cave collapse: Disabled.")
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else
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game.print("Cave collapse: Enabled.")
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end
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end
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end)
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end)
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end
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--
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--STRESS MAP
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--
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--[[--
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Adds a fraction to a given location on the stress_map. Returns the new
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fraction value of that position.
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@param stress_map Table of {x,y}
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@param position Table with x and y
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@param number fraction
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@return number sum of old fraction + new fraction
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]]
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function add_fraction(stress_map, x, y, fraction)
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local quadrant = 1
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if x < 0 then
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quadrant = quadrant + 1
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x = -x
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end
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if y < 0 then
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quadrant = quadrant + 2
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y = -y
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end
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local quad_t = stress_map[quadrant]
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local x_t = quad_t[x]
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if not x_t then
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x_t = {}
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quad_t[x] = x_t
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end
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local value = x_t[y]
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if not value then
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value = defaultValue
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end
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value = value + fraction
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x_t[y] = value
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if (fraction > 0 and value > stress_threshold_causing_collapse) then
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if quadrant > 2 then
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y = -y
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end
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if quadrant % 2 == 0 then
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x = -x
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end
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script.raise_event(
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DiggyCaveCollapse.events.on_collapse_triggered,
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{surface = game.surfaces[stress_map.surface_index], position = {x = x, y = y}}
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)
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end
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if (enable_stress_grid) then
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local surface = game.surfaces[stress_map.surface_index]
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if quadrant > 2 then
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y = -y
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end
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if quadrant % 2 == 0 then
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x = -x
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end
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Debug.print_grid_value(value, surface, {x = x, y = y})
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end
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return value
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end
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function add_fraction_by_quadrant(stress_map, x, y, fraction, quadrant)
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local x_t = quadrant[x]
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if not x_t then
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x_t = {}
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quadrant[x] = x_t
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end
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local value = x_t[y]
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if not value then
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value = defaultValue
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end
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value = value + fraction
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x_t[y] = value
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if (fraction > 0 and value > stress_threshold_causing_collapse) then
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local index = quadrant.index
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if index > 2 then
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y = -y
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end
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if index % 2 == 0 then
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x = -x
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end
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script.raise_event(
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DiggyCaveCollapse.events.on_collapse_triggered,
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{surface = game.surfaces[stress_map.surface_index], position = {x = x, y = y}}
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)
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end
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if (enable_stress_grid) then
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local surface = game.surfaces[stress_map.surface_index]
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local index = quadrant.index
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if index > 2 then
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y = -y
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end
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if index % 2 == 0 then
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x = -x
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end
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Debug.print_grid_value(value, surface, {x = x, y = y})
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end
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return value
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end
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on_surface_created = function(event)
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stress_map_storage[event.surface_index] = {}
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local map = stress_map_storage[event.surface_index]
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map['surface_index'] = event.surface_index
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map[1] = {index = 1}
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map[2] = {index = 2}
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map[3] = {index = 3}
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map[4] = {index = 4}
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end
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--[[--
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Checks whether a tile's pressure is within a given threshold and calls the handler if not.
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@param surface LuaSurface
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@param position Position with x and y
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@param number threshold
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@param callback
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]]
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stress_map_check_stress_in_threshold = function(surface, position, threshold, callback)
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local stress_map = stress_map_storage[surface.index]
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local value = add_fraction(stress_map, position.x, position.y, 0)
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if (value >= stress_threshold_causing_collapse - threshold) then
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callback(surface, position)
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end
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end
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stress_map_blur_add = function(surface, position, factor)
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local x_start = floor(position.x)
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local y_start = floor(position.y)
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local stress_map = stress_map_storage[surface.index]
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if not stress_map then
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return
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end
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if radius > abs(x_start) or radius > abs(y_start) then
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for x = -radius, radius do
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for y = -radius, radius do
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local value = 0
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local distance_sq = x * x + y * y
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if distance_sq <= center_radius_sq then
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value = center_value
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elseif distance_sq <= disc_radius_sq then
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value = disc_value
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elseif distance_sq <= radius_sq then
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value = ring_value
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end
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if abs(value) > 0.001 then
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add_fraction(stress_map, x + x_start, y + y_start, value * factor)
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end
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end
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end
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else
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local quadrant_n = 1
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if x_start < 0 then
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quadrant_n = quadrant_n + 1
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x_start = -x_start
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end
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if y_start < 0 then
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quadrant_n = quadrant_n + 2
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y_start = -y_start
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end
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local quadrant = stress_map[quadrant_n]
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for x = -radius, radius do
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for y = -radius, radius do
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local value = 0
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local distance_sq = x * x + y * y
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if distance_sq <= center_radius_sq then
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value = center_value
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elseif distance_sq <= disc_radius_sq then
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value = disc_value
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elseif distance_sq <= radius_sq then
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value = ring_value
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end
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if abs(value) > 0.001 then
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add_fraction_by_quadrant(stress_map, x + x_start, y + y_start, value * factor, quadrant)
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end
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end
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end
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end
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end
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DiggyCaveCollapse.stress_map_blur_add = stress_map_blur_add
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--
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-- MASK
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--
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function mask_init(config)
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n = config.mask_size
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ring_weight = config.mask_relative_ring_weights[1]
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disc_weight = config.mask_relative_ring_weights[2]
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center_weight = config.mask_relative_ring_weights[3]
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radius = floor(n / 2)
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radius_sq = (radius + 0.2) * (radius + 0.2)
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center_radius_sq = radius_sq / 9
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disc_radius_sq = radius_sq * 4 / 9
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for x = -radius, radius do
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for y = -radius, radius do
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local distance_sq = x * x + y * y
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if distance_sq <= center_radius_sq then
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disc_blur_sum = disc_blur_sum + center_weight
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elseif distance_sq <= disc_radius_sq then
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disc_blur_sum = disc_blur_sum + disc_weight
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elseif distance_sq <= radius_sq then
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disc_blur_sum = disc_blur_sum + ring_weight
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end
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end
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end
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center_value = center_weight / disc_blur_sum
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disc_value = disc_weight / disc_blur_sum
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ring_value = ring_weight / disc_blur_sum
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end
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|
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--[[--
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Applies a blur
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Applies the disc in 3 discs: center, (middle) disc and (outer) ring.
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The relative weights for tiles in a disc are:
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center: 3/3
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disc: 2/3
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ring: 1/3
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The sum of all values is 1
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@param x_start number center point
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@param y_start number center point
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@param factor the factor to multiply the cell value with (value = cell_value * factor)
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@param callback function to execute on each tile within the mask callback(x, y, value)
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]]
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mask_disc_blur = function(x_start, y_start, factor, callback)
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x_start = floor(x_start)
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y_start = floor(y_start)
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for x = -radius, radius do
|
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for y = -radius, radius do
|
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local value = 0
|
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local distance_sq = x * x + y * y
|
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if distance_sq <= center_radius_sq then
|
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value = center_value
|
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elseif distance_sq <= disc_radius_sq then
|
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value = disc_value
|
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elseif distance_sq <= radius_sq then
|
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value = ring_value
|
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end
|
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if abs(value) > 0.001 then
|
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callback(x_start + x, y_start + y, value * factor)
|
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end
|
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end
|
|
end
|
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end
|
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|
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function DiggyCaveCollapse.get_extra_map_info(config)
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return [[Alien Spawner, aliens might spawn when mining!
|
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Place stone walls, stone paths and (refined) concrete to reinforce the mine. If you see cracks appear, run!]]
|
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end
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|
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return DiggyCaveCollapse
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