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RedMew/map_gen/shared/generate.lua
2018-05-10 20:42:38 +01:00

156 lines
3.8 KiB
Lua

local Task = require "utils.Task"
local Token = require "utils.global_token"
local shape
local place_decoratives = true
local function do_row(row, data)
local function do_tile(tile, pos)
if not tile then
table.insert(data.tiles, {name = "out-of-map", position = pos})
elseif type(tile) == "string" then
table.insert(data.tiles, {name = tile, position = pos})
end
end
local y = data.top_y + row
local top_x = data.top_x
data.y = y
for x = top_x, top_x + 31 do
data.x = x
local pos = {data.x, data.y}
-- local coords need to be 'centered' to allow for correct rotation and scaling.
local tile = shape(x + 0.5, y + 0.5, data)
if type(tile) == "table" then
do_tile(tile.tile, pos)
local entities = tile.entities
if entities then
for _, entity in ipairs(entities) do
if not entity.position then
entity.position = pos
end
table.insert(data.entities, entity)
end
end
--[[ local decoratives = tile.decoratives
if decoratives then
for _, decorative in ipairs(decoratives) do
table.insert(data.decoratives, decorative)
end
end ]]
else
do_tile(tile, pos)
end
end
end
local function do_place_tiles(data)
data.surface.set_tiles(data.tiles, true)
end
local decoratives = {
"brown-asterisk",
"brown-carpet-grass",
"brown-fluff",
"brown-fluff-dry",
"brown-hairy-grass",
"garballo",
"garballo-mini-dry",
"green-asterisk",
"green-bush-mini",
"green-carpet-grass",
"green-hairy-grass",
"green-pita",
"green-pita-mini",
"green-small-grass",
"red-asterisk"
}
local function do_place_decoratives(data)
if not place_decoratives then
return
end
data.surface.regenerate_decorative(decoratives, {{data.top_x / 32, data.top_y / 32}})
end
local function do_place_entities(data)
local surface = data.surface
for _, e in ipairs(data.entities) do
if surface.can_place_entity(e) then
local entity = surface.create_entity(e)
if e.callback then
local callback = Token.get(e.callback)
callback(entity)
end
end
end
end
local function run_chart_update(data)
local x = data.top_x / 32
local y = data.top_y / 32
if game.forces.player.is_chunk_charted(data.surface, {x, y}) then
-- Don't use full area, otherwise adjacent chunks get charted
game.forces.player.chart(
data.surface,
{
{data.top_x, data.top_y},
{data.top_x + 1, data.top_y + 1}
}
)
end
end
function map_gen_action(data)
local state = data.state
if state < 32 then
do_row(state, data)
data.state = state + 1
return true
elseif state == 32 then
do_place_tiles(data)
data.state = 33
return true
elseif state == 33 then
do_place_entities(data)
data.state = 34
return true
elseif state == 34 then
do_place_decoratives(data)
data.state = 35
return true
elseif state == 35 then
run_chart_update(data)
return false
end
end
local function on_chunk(event)
local area = event.area
local data = {
state = 0,
top_x = area.left_top.x,
top_y = area.left_top.y,
surface = event.surface,
tiles = {},
entities = {},
decoratives = {}
}
Task.queue_task("map_gen_action", data, 36)
end
local function init(s)
shape = s
return on_chunk
end
return init