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388 lines
13 KiB
Lua
388 lines
13 KiB
Lua
--- @class This module provides a class that provides Tetrimino object functionallity
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local Tetrimino = {}
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--- @type LuaTetrimino
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-- @field number number identifies the kind of Tetrimino
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-- @field collision_box LuaTetriminoCollisionBox @see LuaTetriminoCollisionBox
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-- @field position LuaPosition The current position of top left corner of the collision box of the tetrimino.
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-- Only x/y divisible by 16 are legal coordinates.
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--- @type LuaTetriminoCollisionBox represents the collision box of a tetrimino. Contains a 4x4 2d array.
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-- @description If a cell is 1 the quad chunk represented by the array position is occupied. 0 if not
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-- @field 1 table of numbers first row
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-- @field 2 table of numbers second row
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-- @field 3 table of numbers thrid row
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-- @field 4 table of numbers forth row
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local table = require 'utils.table'
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local Token = require 'utils.token'
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local Task = require 'utils.task'
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local Queue = require 'utils.queue'
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local Global = require 'utils.global'
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local insert = table.insert
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--- Holds collision boxes for all tetriminos.
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-- The index of this table is what defines the tetriminos kind.
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-- IE: tetrimino with 1 is the "I" tetrimino
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-- @table containing LuaTetriminoCollisionBox
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local collision_boxes = {
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{
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{0, 1, 0, 0},
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{0, 1, 0, 0},
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{0, 1, 0, 0},
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{0, 1, 0, 0}
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},
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{
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{0, 0, 0, 0},
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{0, 1, 1, 0},
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{0, 1, 1, 0},
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{0, 0, 0, 0}
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},
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{
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{0, 0, 0, 0},
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{0, 1, 0, 0},
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{1, 1, 1, 0},
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{0, 0, 0, 0}
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},
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{
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{0, 0, 0, 0},
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{0, 1, 1, 0},
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{1, 1, 0, 0},
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{0, 0, 0, 0}
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},
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{
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{0, 0, 0, 0},
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{1, 1, 0, 0},
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{0, 1, 1, 0},
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{0, 0, 0, 0}
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},
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{
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{0, 0, 0, 0},
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{0, 0, 1, 0},
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{0, 0, 1, 0},
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{0, 1, 1, 0}
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},
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{
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{0, 0, 0, 0},
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{0, 1, 0, 0},
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{0, 1, 0, 0},
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{0, 1, 1, 0}
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}
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}
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local worker = nil
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local move_queue = Queue.new()
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local Map = nil
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local sequence = {1, 2, 3, 4, 5, 6, 7, _head = 8}
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Global.register(
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{
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move_queue = move_queue,
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sequence = sequence
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},
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function(tbl)
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move_queue = tbl.move_queue
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sequence = tbl.sequence
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end
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)
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--- Does this tetrimino collide with anything but itself with a new collision box(rotation) and an x/y offset
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-- @param self LuaTetrimino (See @LuaTetrimino) The tetrimino that may collide
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-- @param collision_box LuaTetriminoCollisionBox (See @LuaTetriminoCollisionBox) The suggested new collision box of self.
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-- @param x_steps number either -1, 0 or 1. Represent going left by 16 tiles, not moving in x direction or going right by 16 tiles
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-- @param y_steps number either -1, 0 or 1. Represent going up by 16 tiles, not moving in y direction or going down by 16 tiles
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-- @return boolean
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local function collides(self, collision_box, x_steps, y_steps)
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local old_collision_box = self.collision_box
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local position = self.position
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local surface = self.surface
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local c_x = position.x
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local c_y = position.y
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for y = 1, 4 do
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for x = 1, 4 do
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local bit = collision_box[y][x]
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if bit == 1 then
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local y_offset = y + y_steps
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local x_offset = x + x_steps
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if
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y_offset < 1 or --Cant collide with itself, so continue checking for collision
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y_offset > 4 or
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x_offset < 1 or
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x_offset > 4 or
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old_collision_box[y_offset][x_offset] == 0
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then --check for collision if not colliding with old self
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local x_target = x_offset * 16 + c_x + 2 - 16
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local y_target = y_offset * 16 + c_y + 2 - 16
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local tile = surface.get_tile {x_target, y_target}
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if not tile.valid or tile.name ~= 'water' then
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return true
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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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return false
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end
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--- Replaces a quad chunk with water and destroys all entities on it
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-- @param surface LuaSurface
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-- @param x number top left x position of the quad chunk
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-- @param y number top left y position of the quad chunk
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local function erase_qchunk(surface, x, y)
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local new_tiles = {}
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for c_x = x + 1, x + 14 do
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for c_y = y + 1, y + 14 do
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insert(new_tiles, {name = 'water', position = {c_x, c_y}})
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end
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end
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local y_plus15 = y + 15
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for c_x = x, x + 15 do
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insert(new_tiles, {name = 'deepwater', position = {c_x, y}})
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insert(new_tiles, {name = 'deepwater', position = {c_x, y_plus15}})
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end
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local x_plus15 = x + 15
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for c_y = y, y + 14 do
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insert(new_tiles, {name = 'deepwater', position = {x, c_y}})
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insert(new_tiles, {name = 'deepwater', position = {x_plus15, c_y}})
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end
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surface.set_tiles(new_tiles)
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end
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--- Moves a quad chunk (16x16 tiles)
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-- @param surface LuaSurface
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-- @param x number x position of the quad chunk
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-- @param y number y position of the quad chunk
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-- @param x_offset number tiles to move in x direction
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-- @param y_offset number tiles to move in y direction
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local function move_qchunk(surface, x, y, x_offset, y_offset)
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local entities = surface.find_entities_filtered {area = {{x, y}, {x + 15, y + 15}}}
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local old_tiles = surface.find_tiles_filtered {area = {{x, y}, {x + 16, y + 16}}}
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local new_tiles = {}
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local player_positions = {}
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for index, tile in pairs(old_tiles) do
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local old_pos = tile.position
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new_tiles[index] = {name = tile.name, position = {x = old_pos.x + x_offset, y = old_pos.y + y_offset}}
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end
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for index, entity in pairs(entities) do
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local old_pos = entity.position
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local success,
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e =
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pcall(
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function()
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entity.teleport {old_pos.x + x_offset, old_pos.y + y_offset}
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end
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)
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if not success then --I will remove this after the beta :)
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game.print('PLEASE TELL VALANSCH OR WE WILL ALL DIE: ')
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game.print(entity.name)
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game.print(entity.type)
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log(entity.name)
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log(entity.type)
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log('error in create entity ' .. tostring(e))
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end
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end
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surface.set_tiles(new_tiles)
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erase_qchunk(surface, x, y)
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for player_index, position in pairs(player_positions) do
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game.get_player(player_index).teleport(position)
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end
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end
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--- Moves the tetrimino in a supplied direction
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-- @param self LuaTetrimino
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-- @param x_direction number (-1, 0 or 1)
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-- @param y_direction number (-1, 0 or 1)
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-- @return boolean success
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function Tetrimino.move(self, x_direction, y_direction)
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local surface = self.surface
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local position = self.position
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local collision_box = self.collision_box
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if collides(self, collision_box, x_direction, y_direction) then
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return false
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end
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local tetri_x = position.x
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local tetri_y = position.y
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if y_direction == 1 then
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for y = 4, 1, -1 do
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for x = 1, 4 do
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if collision_box[y] and collision_box[y][x] == 1 then
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Queue.push(move_queue, {surface = surface, x = tetri_x + (x - 1) * 16, y = tetri_y + (y - 1) * 16, x_offset = 0, y_offset = 16})
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end
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end
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end
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elseif x_direction ~= 0 then --east or west
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for x = 2.5 + 1.5 * x_direction, 2.5 - 1.5 * x_direction, -x_direction do --go from 1 to 4 or from 4 to 1
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for y = 4, 1, -1 do
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if collision_box[y] and collision_box[y][x] == 1 then
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Queue.push(
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move_queue,
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{surface = surface, x = tetri_x + (x - 1) * 16, y = tetri_y + (y - 1) * 16, x_offset = x_direction * 16, y_offset = 0}
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)
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end
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end
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end
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end
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position.y = tetri_y + 16 * y_direction
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position.x = tetri_x + 16 * x_direction
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Task.set_timeout_in_ticks(1, worker)
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return true
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end
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--- Do nothing. Literally.
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function Tetrimino.noop()
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end
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--- Returns a rotated version of a supplied collision box by 90° in mathematically positive direction
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-- @param collision_box LuaTetriminoCollisionBox
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-- @param[opt=false] reverse boolean rotate in mathematically negative direction?
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-- @treturn LuaTetriminoCollisionBox the rotated collision box
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local function rotate_collision_box(collision_box, reverse)
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local new_collision_box = {{}, {}, {}, {}}
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local transformation = {{}, {}, {}, {}}
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if reverse then
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for y = 1, 4 do
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for x = 1, 4 do
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new_collision_box[y][x] = collision_box[5 - x][y]
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transformation[5 - x][y] = {x = x, y = y}
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end
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end
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else
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for y = 1, 4 do
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for x = 1, 4 do
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new_collision_box[y][x] = collision_box[x][5 - y]
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transformation[x][5 - y] = {x = x, y = y}
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end
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end
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end
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return new_collision_box, transformation
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end
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--- Returns the collision box positions of the occupied qchunks in the tetris collision box
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-- @param self LuaTetrimino
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-- @return table of LuaPosition
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function Tetrimino.active_qchunks(self)
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local collision_box = self.collision_box
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local result = {nil, nil, nil, nil}
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for x = 1, 4 do
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for y = 1, 4 do
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if collision_box[y][x] == 1 then
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insert(result, {x = x, y = y})
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end
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end
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end
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return result
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end
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--- Rotates a tetrimino, if it doesnt collide
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-- @param self LuaTetrimino
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-- @param[opt=false] reverse boolean rotate in mathmatically negative direction?
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-- @return boolean success
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function Tetrimino.rotate(self, reverse)
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local new_collision_box, transformation = rotate_collision_box(self.collision_box, reverse)
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if collides(self, new_collision_box, 0, 0) then
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return false
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end
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if self.number == 2 then
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game.print("You are a smart motherfucker, that's right.")
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end
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local old_collision_box = self.collision_box
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local surface = self.surface
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local find_tiles_filtered = surface.find_tiles_filtered
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local find_entities_filtered = surface.find_entities_filtered
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local tetri_x = self.position.x
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local tetri_y = self.position.y
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local insert = insert -- luacheck: ignore 431 (intentional upvalue shadow)
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local tiles = {}
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local entities = {}
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for x = 1, 4 do
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for y = 1, 4 do
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local target = transformation[y][x]
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if
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(target.x ~= x or target.y ~= y) and --Do not rotate identity
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old_collision_box[y][x] == 1
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then --check for existence
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local top_left_x = tetri_x + x * 16 - 16
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local top_left_y = tetri_y + y * 16 - 16
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for _, tile in pairs(find_tiles_filtered {area = {{top_left_x, top_left_y}, {tetri_x + x * 16, tetri_y + y * 16}}}) do
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insert(tiles, {name = tile.name, position = {tile.position.x + (target.x - x) * 16, tile.position.y + (target.y - y) * 16}})
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end
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for _, entity in pairs(find_entities_filtered {area = {{top_left_x, top_left_y}, {tetri_x + x * 16 - 1, tetri_y + y * 16 - 1}}}) do
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entity.teleport {entity.position.x + (target.x - x) * 16, entity.position.y + (target.y - y) * 16}
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end
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if new_collision_box[y][x] == 0 then
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erase_qchunk(surface, top_left_x, top_left_y)
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end
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end
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end
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end
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for _, e in pairs(entities) do
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surface.create_entity(e)
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end
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surface.set_tiles(tiles)
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self.collision_box = new_collision_box
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return true
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end
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local function get_next_tetri_number()
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local head = sequence._head
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if head > 7 then
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table.shuffle_table(sequence)
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head = 1
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sequence._head = 0
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end
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sequence._head = head + 1
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return sequence[head]
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end
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--- Constructs a new tetri and places it on the map
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-- @param surface LuaSurface the surface the tetri will be placed on
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-- @param position LuaPosition the position the tetri will be placed at. Legal values for x and y must be divisable by 16
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-- @return LuaTetrimino @see LuaTetrimino
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function Tetrimino.new(surface, position)
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local number = get_next_tetri_number()
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local self = {}
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self.number = number
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self.position = {x = position.x - 32, y = position.y - 32}
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self.surface = surface
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self.collision_box = collision_boxes[number]
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Map.spawn_tetri(surface, position, number)
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return self
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end
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--Works on one quad chunk in the move_queue
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worker =
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Token.register(
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function()
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local quad = Queue.pop(move_queue)
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if quad then
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Task.set_timeout_in_ticks(1, worker)
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local surface = quad.surface
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local x = quad.x
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local y = quad.y
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local x_offset = quad.x_offset
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local y_offset = quad.y_offset
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move_qchunk(surface, x, y, x_offset, y_offset)
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end
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end
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)
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--- This module requires a map module as input.
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--- @param map_input table containing the function field spawn_tetri(surface, position, number)
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return function(map_input)
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Map = map_input
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return Tetrimino
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end
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