1
0
mirror of https://github.com/Refactorio/RedMew.git synced 2024-12-12 10:04:40 +02:00
RedMew/map_gen/maps/infinite_mazes.lua
2019-01-31 20:15:41 -05:00

372 lines
12 KiB
Lua

local Event = require 'utils.event'
local RS = require 'map_gen.shared.redmew_surface'
local Global = require 'utils.global'
--Author: Hexicube
--The size of each individual maze, in cells.
local maze_width = 17
local maze_height = 17
--The size of each cell within a maze, in tiles. This includes the border.
--This is also the thickness of passages between mazes.
local maze_tile_size = 80
--The thickness of cell borders (walls), in tiles.
local maze_tile_border = 2
--These two values are specifically chosen to only just allow train loops.
--If tile size is reduced or border size is increased, players will be forced to use 4-way crossings instead.
--Number of ore cells per maze, for each type.
local iron_ore_count = 8
local copper_ore_count = 6
local coal_ore_count = 4
local stone_ore_count = 2
local uranium_ore_count = 1
local resource_density_factor = 500
--Warning: Do not exceed the total number of cells in the maze, or it will break!
--DO NOT TOUCH BELOW THIS LINE--
local _ -- garbage collection var
local bor = bit32.bor
local bxor = bit32.bxor
local band = bit32.band
local rshift = bit32.rshift
local global_ore_data = {}
local global_maze_data = {}
local primitives = {
maze_seed = 0,
}
Global.register(
{
primitives = primitives,
global_ore_data = global_ore_data,
},
function(tbl)
primitives = tbl.primitives
global_ore_data = tbl.global_ore_data
end
)
local function get_random_maze_val(cur_seed)
local new_seed = bor(cur_seed + 0x9E3779B9, 0)
local return_val = bor(new_seed * 0xBF58476D, 0)
return_val = bor(return_val * 0x94D049BB, 0)
return new_seed, bor(return_val, 0)
end
local last_maze_x, last_maze_y, last_maze
local function get_maze(x, y, seed, width, height)
if last_maze and last_maze_x == x and last_maze_y == y then
return last_maze
end
if not global_maze_data[x] then
global_maze_data[x] = {}
end
if global_maze_data[x][y] then
last_maze = global_maze_data[x][y]
last_maze_x = x
last_maze_y = y
return last_maze
end
local maze_data = {}
local grid = {}
for tx = 1, width do
maze_data[tx] = {}
grid[tx] = {}
for ty = 1, height do
maze_data[tx][ty] = 15
grid[tx][ty] = true
end
end
local maze_seed = bxor(bit32.lshift(x, 16) + band(y, 65535), seed)
local value
local queue = {}
maze_seed, value = get_random_maze_val(maze_seed)
local pos = {0, 0}
pos[1] = value % width + 1
value = rshift(value, 16)
pos[2] = value % height + 1
queue[#queue + 1] = {pos[1], pos[2], pos[1] - 1, pos[2]}
queue[#queue + 1] = {pos[1], pos[2], pos[1] + 1, pos[2]}
queue[#queue + 1] = {pos[1], pos[2], pos[1], pos[2] - 1}
queue[#queue + 1] = {pos[1], pos[2], pos[1], pos[2] + 1}
while #queue > 0 do
maze_seed, value = get_random_maze_val(maze_seed)
local connection = table.remove(queue, value % #queue + 1)
local sx, sy = connection[1], connection[2]
local tx, ty = connection[3], connection[4]
if tx > 0 and ty > 0 and tx <= width and ty <= height and grid[tx][ty] then
local dx, dy = sx - tx, sy - ty
local mod_s, mod_t = 3, 3
if dy == 1 then
mod_s = 1
elseif dy == -1 then
mod_t = 1
elseif dx == 1 then
mod_s = 2
else
mod_t = 2
end
maze_data[sx][sy] = band(maze_data[sx][sy], mod_s)
maze_data[tx][ty] = band(maze_data[tx][ty], mod_t)
grid[sx][sy] = false
grid[tx][ty] = false
queue[#queue + 1] = {tx, ty, tx - 1, ty}
queue[#queue + 1] = {tx, ty, tx + 1, ty}
queue[#queue + 1] = {tx, ty, tx, ty - 1}
queue[#queue + 1] = {tx, ty, tx, ty + 1}
end
end
maze_seed, value = get_random_maze_val(maze_seed)
maze_data[value % width + 1][1] = band(maze_data[value % width + 1][1], 1)
value = rshift(value, 16)
maze_data[1][value % height + 1] = band(maze_data[1][value % height + 1], 2)
_, value = get_random_maze_val(maze_seed)
maze_data[width + 1] = {0, 0}
maze_data[width + 1][1] = value % width + 1
value = rshift(value, 16)
maze_data[width + 1][2] = value % height + 1
global_maze_data[x][y] = maze_data
last_maze = maze_data
last_maze_x = x
last_maze_y = y
return maze_data
end
local last_maze_ore_x, last_maze_ore_y, last_maze_ore
local function get_maze_ore(x, y, seed, width, height)
if last_maze_ore and last_maze_ore_x == x and last_maze_ore_y == y then
return last_maze_ore
end
if not global_ore_data[x] then
global_ore_data[x] = {}
end
if global_ore_data[x][y] then
last_maze_ore = global_ore_data[x][y]
last_maze_ore_x = x
last_maze_ore_y = y
return last_maze_ore
end
local coord_list = {}
local maze_data = {}
for tx = 1, width do
maze_data[tx] = {}
for ty = 1, height do
maze_data[tx][ty] = nil
coord_list[#coord_list + 1] = {tx, ty}
end
end
local maze_seed = bxor(bit32.lshift(x, 16) + band(y, 65535), seed)
local value
for _ = 1, iron_ore_count do
maze_seed, value = get_random_maze_val(maze_seed)
local pos = table.remove(coord_list, value % #coord_list + 1)
maze_data[pos[1]][pos[2]] = 'iron-ore'
end
for _ = 1, copper_ore_count do
maze_seed, value = get_random_maze_val(maze_seed)
local pos = table.remove(coord_list, value % #coord_list + 1)
maze_data[pos[1]][pos[2]] = 'copper-ore'
end
for _ = 1, coal_ore_count do
maze_seed, value = get_random_maze_val(maze_seed)
local pos = table.remove(coord_list, value % #coord_list + 1)
maze_data[pos[1]][pos[2]] = 'coal'
end
for _ = 1, stone_ore_count do
maze_seed, value = get_random_maze_val(maze_seed)
local pos = table.remove(coord_list, value % #coord_list + 1)
maze_data[pos[1]][pos[2]] = 'stone'
end
for _ = 1, uranium_ore_count do
maze_seed, value = get_random_maze_val(maze_seed)
local pos = table.remove(coord_list, value % #coord_list + 1)
maze_data[pos[1]][pos[2]] = 'uranium-ore'
end
global_ore_data[x][y] = maze_data
last_maze_ore = maze_data
last_maze_ore_x = x
last_maze_ore_y = y
return maze_data
end
local function global_to_maze_pos(x, y)
--Ensures we start in the middle of a tile.
x = x + maze_tile_size / 2
y = y + maze_tile_size / 2
local maze_width_raw = (maze_width + 1) * maze_tile_size
local maze_height_raw = (maze_height + 1) * maze_tile_size
local global_maze_x = math.floor(x / maze_width_raw)
local global_maze_y = math.floor(y / maze_height_raw)
x = x - global_maze_x * maze_width_raw
y = y - global_maze_y * maze_height_raw
local local_maze_x = math.floor(x / maze_tile_size)
local local_maze_y = math.floor(y / maze_tile_size)
x = x - local_maze_x * maze_tile_size
y = y - local_maze_y * maze_tile_size
return global_maze_x, global_maze_y, local_maze_x, local_maze_y, x, y
end
local function handle_maze_tile(x, y, _, seed)
local orig_x, orig_y = x, y
local global_maze_x, global_maze_y, local_maze_x, local_maze_y
global_maze_x, global_maze_y, local_maze_x, local_maze_y, x, y = global_to_maze_pos(x, y)
local maze_data = get_maze(global_maze_x, global_maze_y, seed, maze_width, maze_height)
local maze_value = 0
if local_maze_x == 0 or local_maze_y == 0 then
if local_maze_x == 0 then
if local_maze_y ~= 0 then
if maze_data[maze_width + 1][1] ~= local_maze_y then
maze_value = 1
end
end
else
if maze_data[maze_width + 1][2] ~= local_maze_x then
maze_value = 2
end
end
else
maze_value = maze_data[local_maze_x][local_maze_y]
end
if x < maze_tile_border and y < maze_tile_border then
return {name = 'out-of-map', position = {orig_x, orig_y}}
end
if x < maze_tile_border and bit32.btest(maze_value, 1) then
return {name = 'out-of-map', position = {orig_x, orig_y}}
end
if y < maze_tile_border and bit32.btest(maze_value, 2) then
return {name = 'out-of-map', position = {orig_x, orig_y}}
end
return nil
end
local function handle_maze_tile_ore(x, y, surf, seed)
local orig_x, orig_y = x, y
local spawn_distance_1k = math.sqrt(x * x + y * y) / 1000
local global_maze_x, global_maze_y, local_maze_x, local_maze_y
global_maze_x, global_maze_y, local_maze_x, local_maze_y, x, y = global_to_maze_pos(x, y)
if x < maze_tile_border or y < maze_tile_border then
return
end
local ore_name = nil
if local_maze_x == 0 or local_maze_y == 0 then
if global_maze_x == 0 and global_maze_y == 0 then
if local_maze_x == 1 and local_maze_y == 0 then
ore_name = 'iron-ore'
end
if local_maze_x == 0 and local_maze_y == 1 then
ore_name = 'stone'
end
elseif global_maze_x == -1 and global_maze_y == 0 and local_maze_x == maze_width and local_maze_y == 0 then
ore_name = 'copper-ore'
elseif global_maze_x == 0 and global_maze_y == -1 and local_maze_x == 0 and local_maze_y == maze_height then
ore_name = 'coal'
end
else
local ore_data = get_maze_ore(global_maze_x, global_maze_y, seed, maze_width, maze_height)
ore_name = ore_data[local_maze_x][local_maze_y]
end
if ore_name then
if surf.can_place_entity {name = ore_name, position = {orig_x, orig_y}} then
local dist = spawn_distance_1k
local resource_amount_max = math.floor(resource_density_factor * (dist * dist + 1))
local dist_x = maze_tile_size - x - 1
if (x - maze_tile_border) < dist_x then
dist_x = (x - maze_tile_border)
end
local dist_y = maze_tile_size - y - 1
if (y - maze_tile_border) < dist_y then
dist_y = (y - maze_tile_border)
end
dist = dist_x
if dist_y < dist then
dist = dist_y
end
dist = dist + 1
local resource_amount = resource_amount_max * dist / maze_tile_size * 2
if resource_amount > resource_amount_max / 2 then
surf.create_entity {name = ore_name, position = {orig_x, orig_y}, amount = resource_amount}
end
end
end
end
local function on_chunk_generated_ore(event)
local entities = event.surface.find_entities(event.area)
for _, entity in pairs(entities) do
if entity.type == 'resource' and entity.name ~= 'crude-oil' then
entity.destroy()
end
end
local tx, ty = event.area.left_top.x, event.area.left_top.y
local ex, ey = event.area.right_bottom.x, event.area.right_bottom.y
local surface = event.surface
for x = tx, ex do
for y = ty, ey do
handle_maze_tile_ore(x, y, surface, primitives.maze_seed)
end
end
end
Event.on_init(
function()
primitives.maze_seed = math.random(0, 65536 * 65536 - 1)
end
)
Event.add(
defines.events.on_chunk_generated,
function(event)
if event.surface ~= RS.get_surface() then
return
end
local tiles = {}
local tx, ty = event.area.left_top.x, event.area.left_top.y
local ex, ey = event.area.right_bottom.x, event.area.right_bottom.y
local surface = event.surface
for x = tx, ex do
for y = ty, ey do
local new_tile = handle_maze_tile(x, y, surface, primitives.maze_seed)
if new_tile then
table.insert(tiles, new_tile)
end
end
end
surface.set_tiles(tiles, true)
on_chunk_generated_ore(event)
end
)