mirror of
https://github.com/Refactorio/RedMew.git
synced 2024-12-16 10:19:27 +02:00
536 lines
15 KiB
Lua
536 lines
15 KiB
Lua
--allows any gen to access these functions
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function place_entities(surface, entity_list)
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local directions = {defines.direction.north, defines.direction.east, defines.direction.south, defines.direction.west}
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for _, entity in pairs(entity_list) do
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local r = math.random(1,entity.chance)
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if r == 1 then
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if not entity.force then entity.force = "player" end
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local r = math.random(1,4)
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if surface.can_place_entity {name=entity.name, position=entity.pos, direction=directions[r], force=entity.force} then
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local e = surface.create_entity {name=entity.name, position=entity.pos, direction=directions[r], force=entity.force}
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if entity.health then
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if entity.health == "low" then e.health = ((e.health / 1000) * math.random(33,330)) end
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if entity.health == "medium" then e.health = ((e.health / 1000) * math.random(333,666)) end
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if entity.health == "high" then e.health = ((e.health / 1000) * math.random(666,999)) end
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if entity.health == "random" then e.health = ((e.health / 1000) * math.random(1,1000)) end
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end
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return true, e
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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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function auto_place_entity_around_target(entity, scan_radius, mode, density, surface)
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local x = entity.pos.x
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local y = entity.pos.y
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if not surface then surface = game.surfaces[1] end
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if not scan_radius then scan_radius = 6 end
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if not entity then return end
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if not mode then mode = "ball" end
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if not density then density = 1 end
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if surface.can_place_entity {name=entity.name, position={x,y}} then
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local e = surface.create_entity {name=entity.name, position={x,y}}
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return true, e
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end
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local i = 2
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local r = 1
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if mode == "ball" then
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if math.random(1,2) == 1 then
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density = density * -1
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end
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r = math.random(1,4)
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end
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if mode == "line" then
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density = 1
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r = math.random(1,4)
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end
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if mode == "line_down" then
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density = density * -1
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r = math.random(1,4)
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end
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if mode == "line_up" then
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density = 1
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r = math.random(1,4)
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end
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if mode == "block" then
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r = 1
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density = 1
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end
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if r == 1 then
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--start placing at -1,-1
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while i <= scan_radius do
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y = y - density
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x = x - density
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for a = 1, i, 1 do
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if surface.can_place_entity {name=entity.name, position={x,y}} then
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local e = surface.create_entity {name=entity.name, position={x,y}}
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return true, e
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end
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x = x + density
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end
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for a = 1, i, 1 do
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if surface.can_place_entity {name=entity.name, position={x,y}} then
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local e = surface.create_entity {name=entity.name, position={x,y}}
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return true, e
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end
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y = y + density
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end
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for a = 1, i, 1 do
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if surface.can_place_entity {name=entity.name, position={x,y}} then
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local e = surface.create_entity {name=entity.name, position={x,y}}
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return true, e
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end
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x = x - density
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end
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for a = 1, i, 1 do
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if surface.can_place_entity {name=entity.name, position={x,y}} then
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local e = surface.create_entity {name=entity.name, position={x,y}}
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return true, e
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end
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y = y - density
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end
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i = i + 2
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end
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end
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if r == 2 then
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--start placing at 0,-1
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while i <= scan_radius do
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y = y - density
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x = x - density
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for a = 1, i, 1 do
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x = x + density
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if surface.can_place_entity {name=entity.name, position={x,y}} then
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local e = surface.create_entity {name=entity.name, position={x,y}}
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return true, e
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end
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end
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for a = 1, i, 1 do
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y = y + density
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if surface.can_place_entity {name=entity.name, position={x,y}} then
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local e = surface.create_entity {name=entity.name, position={x,y}}
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return true, e
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end
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end
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for a = 1, i, 1 do
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x = x - density
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if surface.can_place_entity {name=entity.name, position={x,y}} then
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local e = surface.create_entity {name=entity.name, position={x,y}}
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return true, e
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end
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end
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for a = 1, i, 1 do
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y = y - density
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if surface.can_place_entity {name=entity.name, position={x,y}} then
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local e = surface.create_entity {name=entity.name, position={x,y}}
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return true, e
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end
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end
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i = i + 2
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end
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end
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if r == 3 then
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--start placing at 1,-1
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while i <= scan_radius do
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y = y - density
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x = x + density
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for a = 1, i, 1 do
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if surface.can_place_entity {name=entity.name, position={x,y}} then
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local e = surface.create_entity {name=entity.name, position={x,y}}
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return true, e
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end
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y = y + density
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end
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for a = 1, i, 1 do
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if surface.can_place_entity {name=entity.name, position={x,y}} then
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local e = surface.create_entity {name=entity.name, position={x,y}}
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return true, e
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end
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x = x - density
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end
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for a = 1, i, 1 do
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if surface.can_place_entity {name=entity.name, position={x,y}} then
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local e = surface.create_entity {name=entity.name, position={x,y}}
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return true, e
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end
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y = y - density
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end
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for a = 1, i, 1 do
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if surface.can_place_entity {name=entity.name, position={x,y}} then
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local e = surface.create_entity {name=entity.name, position={x,y}}
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return true, e
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end
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x = x + density
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end
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i = i + 2
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end
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end
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if r == 4 then
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--start placing at 1,0
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while i <= scan_radius do
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y = y - density
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x = x + density
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for a = 1, i, 1 do
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y = y + density
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if surface.can_place_entity {name=entity.name, position={x,y}} then
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local e = surface.create_entity {name=entity.name, position={x,y}}
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return true, e
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end
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end
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for a = 1, i, 1 do
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x = x - density
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if surface.can_place_entity {name=entity.name, position={x,y}} then
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local e = surface.create_entity {name=entity.name, position={x,y}}
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return true, e
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end
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end
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for a = 1, i, 1 do
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y = y - density
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if surface.can_place_entity {name=entity.name, position={x,y}} then
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local e = surface.create_entity {name=entity.name, position={x,y}}
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return true, e
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end
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end
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for a = 1, i, 1 do
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x = x + density
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if surface.can_place_entity {name=entity.name, position={x,y}} then
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local e = surface.create_entity {name=entity.name, position={x,y}}
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return true, e
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end
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end
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i = i + 2
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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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function create_entitie_cluster(name, pos, amount)
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local surface = game.surfaces[1]
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local entity = {}
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entity.pos = pos
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entity.name = name
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local mode = "ball"
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for i = 1, amount, 1 do
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local b, e = auto_place_entity_around_target(entity, 30, mode)
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if b == true then
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if 1 == math.random(1,40) then
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entity.pos = e.position
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end
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if e.type == "resource" then
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e.amount = math.random(500,1500)
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end
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end
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end
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return b, e
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end
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function create_rock_cluster(pos, amount)
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if not pos then return false end
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if amount == nil then amount = 7 end
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local scan_radius = amount * 2
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local mode = "line_down"
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if math.random(1,2) == 1 then mode = "line_up" end
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local entity = {}
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entity.pos = pos
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for i = 1, amount, 1 do
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if 1 == math.random(1,3) then
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entity.name = "sand-rock-big"
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else
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entity.name = "sand-rock-big"
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end
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local b, e = auto_place_entity_around_target(entity, scan_radius, mode)
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if b == true then
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if 1 ~= math.random(1,20) then
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entity.pos = e.position
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end
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end
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end
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return b, e
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end
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function create_tree_cluster(pos, amount)
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if not pos then return false end
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if amount == nil then amount = 7 end
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local scan_radius = amount * 2
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--local mode = "line_down"
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--if math.random(1,2) == 1 then mode = "line_up" end
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local mode = "ball"
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local entity = {}
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entity.pos = pos
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for i = 1, amount, 1 do
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entity.name = "tree-06"
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local density = 2
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if 1 == math.random(1,20) then entity.name = "tree-07" end
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if 1 == math.random(1,70) then entity.name = "tree-09" end
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if 1 == math.random(1,10) then entity.name = "tree-04" end
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if 1 == math.random(1,9) then density = 1 end
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if 1 == math.random(1,3) then density = 3 end
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if 1 == math.random(1,3) then density = 4 end
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local b, e = auto_place_entity_around_target(entity, scan_radius, mode, density)
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if b == true then
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if 1 == math.random(1,3) then
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entity.pos = e.position
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end
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end
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end
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return b, e
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end
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function find_tile_placement_spot_around_target_position(tilename, position, mode, density)
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local x = position.x
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local y = position.y
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if not surface then surface = game.surfaces[1] end
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local scan_radius = 50
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if not tilename then return end
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if not mode then mode = "ball" end
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if not density then density = 1 end
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local cluster_tiles = {}
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local auto_correct = false
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local scanned_tile = surface.get_tile(x,y)
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if scanned_tile.name ~= tilename then
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table.insert(cluster_tiles, {name = tilename, position = {x,y}})
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surface.set_tiles(cluster_tiles,false)
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return true, x, y
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end
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local i = 2
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local r = 1
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if mode == "ball" then
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if math.random(1,2) == 1 then
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density = density * -1
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end
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r = math.random(1,4)
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end
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if mode == "line" then
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density = 1
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r = math.random(1,4)
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end
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if mode == "line_down" then
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density = density * -1
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r = math.random(1,4)
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end
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if mode == "line_up" then
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density = 1
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r = math.random(1,4)
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end
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if mode == "block" then
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r = 1
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density = 1
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end
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if r == 1 then
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--start placing at -1,-1
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while i <= scan_radius do
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y = y - density
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x = x - density
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for a = 1, i, 1 do
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local scanned_tile = surface.get_tile(x,y)
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if scanned_tile.name ~= tilename then
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table.insert(cluster_tiles, {name = tilename, position = {x,y}})
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surface.set_tiles(cluster_tiles,auto_correct)
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return true, x, y
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end
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x = x + density
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end
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for a = 1, i, 1 do
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local scanned_tile = surface.get_tile(x,y)
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if scanned_tile.name ~= tilename then
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table.insert(cluster_tiles, {name = tilename, position = {x,y}})
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surface.set_tiles(cluster_tiles,auto_correct)
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return true, x, y
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end
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y = y + density
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end
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for a = 1, i, 1 do
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local scanned_tile = surface.get_tile(x,y)
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if scanned_tile.name ~= tilename then
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table.insert(cluster_tiles, {name = tilename, position = {x,y}})
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surface.set_tiles(cluster_tiles,auto_correct)
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return true, x, y
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end
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x = x - density
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end
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for a = 1, i, 1 do
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local scanned_tile = surface.get_tile(x,y)
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if scanned_tile.name ~= tilename then
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table.insert(cluster_tiles, {name = tilename, position = {x,y}})
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surface.set_tiles(cluster_tiles,auto_correct)
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return true, x, y
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end
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y = y - density
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end
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i = i + 2
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end
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end
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if r == 2 then
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--start placing at 0,-1
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while i <= scan_radius do
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y = y - density
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x = x - density
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for a = 1, i, 1 do
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x = x + density
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local scanned_tile = surface.get_tile(x,y)
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if scanned_tile.name ~= tilename then
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table.insert(cluster_tiles, {name = tilename, position = {x,y}})
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surface.set_tiles(cluster_tiles,auto_correct)
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return true, x, y
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end
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end
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for a = 1, i, 1 do
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y = y + density
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local scanned_tile = surface.get_tile(x,y)
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if scanned_tile.name ~= tilename then
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table.insert(cluster_tiles, {name = tilename, position = {x,y}})
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surface.set_tiles(cluster_tiles,auto_correct)
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return true, x, y
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end
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end
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for a = 1, i, 1 do
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x = x - density
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local scanned_tile = surface.get_tile(x,y)
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if scanned_tile.name ~= tilename then
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table.insert(cluster_tiles, {name = tilename, position = {x,y}})
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surface.set_tiles(cluster_tiles,auto_correct)
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return true, x, y
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end
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end
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for a = 1, i, 1 do
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y = y - density
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local scanned_tile = surface.get_tile(x,y)
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if scanned_tile.name ~= tilename then
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table.insert(cluster_tiles, {name = tilename, position = {x,y}})
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surface.set_tiles(cluster_tiles,auto_correct)
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return true, x, y
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end
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end
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i = i + 2
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end
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end
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if r == 3 then
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--start placing at 1,-1
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while i <= scan_radius do
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y = y - density
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x = x + density
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for a = 1, i, 1 do
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local scanned_tile = surface.get_tile(x,y)
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if scanned_tile.name ~= tilename then
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table.insert(cluster_tiles, {name = tilename, position = {x,y}})
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surface.set_tiles(cluster_tiles,auto_correct)
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return true, x, y
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end
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y = y + density
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end
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for a = 1, i, 1 do
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local scanned_tile = surface.get_tile(x,y)
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if scanned_tile.name ~= tilename then
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table.insert(cluster_tiles, {name = tilename, position = {x,y}})
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surface.set_tiles(cluster_tiles,auto_correct)
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return true, x, y
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end
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x = x - density
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end
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for a = 1, i, 1 do
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local scanned_tile = surface.get_tile(x,y)
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if scanned_tile.name ~= tilename then
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table.insert(cluster_tiles, {name = tilename, position = {x,y}})
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surface.set_tiles(cluster_tiles,auto_correct)
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return true, x, y
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end
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y = y - density
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end
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for a = 1, i, 1 do
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local scanned_tile = surface.get_tile(x,y)
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if scanned_tile.name ~= tilename then
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table.insert(cluster_tiles, {name = tilename, position = {x,y}})
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surface.set_tiles(cluster_tiles,auto_correct)
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return true, x, y
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end
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x = x + density
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end
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i = i + 2
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end
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end
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if r == 4 then
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--start placing at 1,0
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while i <= scan_radius do
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y = y - density
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x = x + density
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for a = 1, i, 1 do
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y = y + density
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local scanned_tile = surface.get_tile(x,y)
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if scanned_tile.name ~= tilename then
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table.insert(cluster_tiles, {name = tilename, position = {x,y}})
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surface.set_tiles(cluster_tiles,auto_correct)
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return true, x, y
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end
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end
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for a = 1, i, 1 do
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x = x - density
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local scanned_tile = surface.get_tile(x,y)
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if scanned_tile.name ~= tilename then
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table.insert(cluster_tiles, {name = tilename, position = {x,y}})
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surface.set_tiles(cluster_tiles,auto_correct)
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return true, x, y
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end
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end
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for a = 1, i, 1 do
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y = y - density
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local scanned_tile = surface.get_tile(x,y)
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if scanned_tile.name ~= tilename then
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table.insert(cluster_tiles, {name = tilename, position = {x,y}})
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surface.set_tiles(cluster_tiles,auto_correct)
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return true, x, y
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end
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end
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for a = 1, i, 1 do
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x = x + density
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local scanned_tile = surface.get_tile(x,y)
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if scanned_tile.name ~= tilename then
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table.insert(cluster_tiles, {name = tilename, position = {x,y}})
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surface.set_tiles(cluster_tiles,auto_correct)
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return true, x, y
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|
end
|
|
end
|
|
i = i + 2
|
|
end
|
|
end
|
|
return false
|
|
end
|
|
|
|
function create_tile_cluster(tilename,position,amount)
|
|
local mode = "ball"
|
|
local cluster_tiles = {}
|
|
local surface = game.surfaces[1]
|
|
local pos = position
|
|
local x = pos.x
|
|
local y = pos.y
|
|
for i = 1, amount, 1 do
|
|
local b,x,y = find_tile_placement_spot_around_target_position(tilename, pos, mode)
|
|
if b == true then
|
|
if 1 == math.random(1,2) then
|
|
pos.x = x
|
|
pos.y = y
|
|
end
|
|
end
|
|
if b == false then return false,x,y end
|
|
if i >= amount then return true,x,y end
|
|
end
|
|
end
|