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RedMew/map_gen/Diggy/Feature/DiggyCaveCollapse.lua
2018-10-03 22:56:48 +02:00

272 lines
8.7 KiB
Lua

--[[-- info
Provides the ability to collapse caves when digging.
]]
-- dependencies
require 'utils.list_utils'
local Event = require 'utils.event'
local Template = require 'map_gen.Diggy.Template'
local Mask = require 'map_gen.Diggy.Mask'
local StressMap = require 'map_gen.Diggy.StressMap'
local Debug = require'map_gen.Diggy.Debug'
local Task = require 'utils.Task'
local Token = require 'utils.global_token'
-- this
local DiggyCaveCollapse = {}
local config = {}
DiggyCaveCollapse.events = {
--[[--
When stress at certain position is above the collapse threshold
- position LuaPosition
- surface LuaSurface
]]
on_collapse_triggered = script.generate_event_name()
}
local function create_collapse_template(positions, surface)
local entities = {}
local tiles = {}
for _, position in pairs(positions) do
table.insert(entities, {position = {x = position.x, y = position.y - 1}, name = 'sand-rock-big'})
table.insert(entities, {position = {x = position.x + 1, y = position.y}, name = 'sand-rock-big'})
table.insert(entities, {position = {x = position.x, y = position.y + 1}, name = 'sand-rock-big'})
table.insert(entities, {position = {x = position.x - 1, y = position.y}, name = 'sand-rock-big'})
table.insert(tiles, {position = {x = position.x, y = position.y}, name = 'out-of-map'})
end
for _, new_spawn in pairs({entities, tiles}) do
for _, tile in pairs(new_spawn) do
for _, entity in pairs(surface.find_entities_filtered({position = tile.position})) do
pcall(function() entity.die() end)
pcall(function() entity.destroy() end)
end
end
end
for key,entity in pairs(entities) do
if not entity.valid then
entities[key] = nil
end
end
return tiles, entities
end
--[[--
@param surface LuaSurface
@param position Position with x and y
@param strength positive increases stress, negative decreases stress
]]
local function update_stress_map(surface, position, strength)
local max_value
Mask.disc_blur(position.x, position.y, strength, function (x, y, fraction)
max_value = max_value or StressMap.add(surface, {x = x, y = y}, fraction)
end)
if max_value then
script.raise_event(DiggyCaveCollapse.events.on_collapse_triggered, {surface = surface, position = position})
end
end
local function collapse(surface, position)
local positions = {}
Mask.disc_blur(position.x, position.y, config.collapse_threshold_total_strength, function(x, y, value)
StressMap.check_stress_in_threshold(surface, {x = x, y = y}, value, function(_, position)
table.insert(positions, position)
end)
end)
local tiles, entities = create_collapse_template(positions, surface)
Template.insert(surface, tiles, entities)
end
local on_collapse_timeout_finished = Token.register(function(params)
collapse(params.surface, params.position)
end)
function spawn_cracking_sound_text(surface, position)
local text = config.cracking_sounds[math.random(1, #config.cracking_sounds)]
local color = {
r = 1,
g = math.random(1, 100) / 100,
b = 0
}
for i = 1, #text do
local x_offset = (i - #text / 2 - 1) / 3
local char = text:sub(i, i)
surface.create_entity{
name = 'flying-text',
color = color,
text = char ,
position = {x = position.x + x_offset, y = position.y - ((i + 1) % 2) / 4}
}.active = true
end
end
--[[--
Registers all event handlers.]
@param global_config Table {@see Diggy.Config}.
]]
function DiggyCaveCollapse.register(global_config)
config = global_config.features.DiggyCaveCollapse
local support_beam_entities = config.support_beam_entities;
if (config.enable_stress_grid) then
Event.add(StressMap.events.on_stress_changed, function(event)
Debug.print_grid_value(event.value, event.surface, event.position)
end)
end
Event.add(DiggyCaveCollapse.events.on_collapse_triggered, function(event)
spawn_cracking_sound_text(event.surface, event.position)
Task.set_timeout(
math.random(config.collapse_delay_min * 10, config.collapse_delay_max * 10) / 10,
on_collapse_timeout_finished,
{surface = event.surface, position = event.position}
)
end)
Event.add(defines.events.on_robot_built_entity, function(event)
local strength = support_beam_entities[event.created_entity.name]
if (not strength) then
return
end
update_stress_map(event.created_entity.surface, event.created_entity.position, -1 * strength)
end)
Event.add(defines.events.on_robot_built_tile, function(event)
local strength = support_beam_entities[event.item.name]
if (not strength) then
return
end
for _, tile in pairs(event.tiles) do
update_stress_map(event.robot.surface, tile.position, -1 * strength)
end
end)
Event.add(defines.events.on_player_built_tile, function(event)
local strength = support_beam_entities[event.item.name]
if (not strength) then
return
end
local surface = game.surfaces[event.surface_index]
for _, tile in pairs(event.tiles) do
update_stress_map(surface, tile.position, -1 * strength)
end
end)
Event.add(defines.events.on_robot_mined_tile, function(event)
for _, tile in pairs(event.tiles) do
local strength = support_beam_entities[tile.old_tile.name]
if (strength) then
update_stress_map(event.robot.surface, tile.position, strength)
end
end
end)
Event.add(defines.events.on_player_mined_tile, function(event)
local surface = game.surfaces[event.surface_index]
for _, tile in pairs(event.tiles) do
local strength = support_beam_entities[tile.old_tile.name]
if (strength) then
update_stress_map(surface, tile.position, strength)
end
end
end)
Event.add(defines.events.on_robot_mined_entity, function(event)
local strength = support_beam_entities[event.entity.name]
if (not strength) then
return
end
update_stress_map(event.entity.surface, event.entity.position, strength)
end)
Event.add(defines.events.on_built_entity, function(event)
local strength = support_beam_entities[event.created_entity.name]
if (not strength) then
return
end
update_stress_map(event.created_entity.surface, event.created_entity.position, -1 * strength)
end)
Event.add(Template.events.on_placed_entity, function(event)
local strength = support_beam_entities[event.entity.name]
if (not strength) then
return
end
update_stress_map(event.entity.surface, event.entity.position, -1 * strength)
end)
Event.add(defines.events.on_entity_died, function(event)
local strength = support_beam_entities[event.entity.name]
if (not strength) then
return
end
update_stress_map(event.entity.surface, event.entity.position, strength)
end)
Event.add(defines.events.on_player_mined_entity, function(event)
local strength = support_beam_entities[event.entity.name]
if (not strength) then
return
end
update_stress_map(event.entity.surface, event.entity.position, strength)
end)
Event.add(Template.events.on_void_removed, function(event)
local strength = support_beam_entities['out-of-map']
update_stress_map(event.surface, event.old_tile.position, strength)
end)
Event.add(Template.events.on_void_added, function(event)
local strength = support_beam_entities['out-of-map']
update_stress_map(event.surface, event.old_tile.position, -1 * strength)
end)
end
--[[--
Initializes the Feature.
@param config Table {@see Diggy.Config}.
]]
function DiggyCaveCollapse.initialize(global_config)
config = global_config.features.DiggyCaveCollapse
Mask.init(config)
if (config.enable_mask_debug) then
local surface = game.surfaces.nauvis
Mask.disc_blur(0, 0, 10, function (x, y, fraction)
Debug.print_grid_value(fraction, surface, {x=x, y=y})
end)
end
end
return DiggyCaveCollapse