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https://github.com/Refactorio/RedMew.git
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171 lines
4.4 KiB
Lua
171 lines
4.4 KiB
Lua
local perlin = require 'map_gen.shared.perlin_noise'
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local Event = require 'utils.event'
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local block_size = 1 -- in tiles
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local start_size = 64 -- in blocks
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local strike_time = 1 -- in ticks
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-- dud blocks don't spawn meteors, with a block_weight = 1 and dud weight = 3, every 3 out of 4 blocks will be a dud block
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local block_weight = 1
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local dud_weight = 0
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local min_blocks_in_list = 10 -- no dud meteors if the number of blocks in the list is less than or equal to this
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global.blocks = nil
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global.used_blocks = nil
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global.strike_time = strike_time
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global.weight_count = 0
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local half_start_size = (start_size * block_size) / 2
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local total_weight = block_weight + dud_weight
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local function init_blocks()
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local blocks = {}
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local used_blocks = {}
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local half = start_size / 2
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for i = -half, half - 1 do
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table.insert(blocks, {x = i, y = -half - 1})
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used_blocks[i .. ',' .. (-half - 1)] = true
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table.insert(blocks, {x = i, y = half})
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used_blocks[i .. ',' .. half] = true
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table.insert(blocks, {x = -half - 1, y = i})
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used_blocks[(-half - 1) .. ',' .. i] = true
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table.insert(blocks, {x = half, y = i})
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used_blocks[half .. ',' .. i] = true
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for j = -half, half - 1 do
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used_blocks[i .. ',' .. j] = true
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end
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end
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global.blocks = blocks
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global.used_blocks = used_blocks
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end
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local function get_resource(x, y)
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local value = perlin.noise(x / 16, y / 16)
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value = value + 1
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value = value * 500
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local name = ''
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if value < 450 then
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return nil
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elseif value < 550 then
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name = 'iron-ore'
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elseif value < 650 then
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name = 'copper-ore'
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elseif value < 750 then
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name = 'coal'
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elseif value < 850 then
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name = 'stone'
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else
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return nil
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end
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value = perlin.noise(y / 64, x / 64)
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value = value + 1
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value = value * 500
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return {name = name, position = {x, y}, amount = value}
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end
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function run_combined_module(event)
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if not global.blocks then
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init_blocks()
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end
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local area = event.area
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local surface = event.surface
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local top_x = area.left_top.x
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local top_y = area.left_top.y
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local tiles = {}
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local entities = {}
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for y = top_y, top_y + 31 do
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for x = top_x, top_x + 31 do
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if -x > half_start_size or x >= half_start_size or -y > half_start_size or y >= half_start_size then
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table.insert(tiles, {name = 'out-of-map', position = {x, y}})
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end
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local e = get_resource(x, y)
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if e then
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table.insert(entities, e)
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end
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end
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end
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surface.set_tiles(tiles, false)
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for _, e in ipairs(entities) do
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if surface.can_place_entity(e) then
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surface.create_entity(e)
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end
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end
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end
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local function get_block()
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local blocks = global.blocks
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local count = global.weight_count
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while count >= block_weight and count < total_weight and #blocks > min_blocks_in_list do
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local index = math.random(#blocks)
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table.remove(blocks, index)
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count = count + 1
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end
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if count < block_weight then
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count = count + 1
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end
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if count == total_weight then
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global.weight_count = 0
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else
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global.weight_count = count
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end
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local index = math.random(#blocks)
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return table.remove(blocks, index)
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end
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local function do_strike()
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local block = get_block()
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function add(x, y)
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local key = x .. ',' .. y
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if not global.used_blocks[key] then
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table.insert(global.blocks, {x = x, y = y})
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global.used_blocks[key] = true
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end
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end
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add(block.x, block.y - 1)
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add(block.x + 1, block.y)
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add(block.x, block.y + 1)
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add(block.x - 1, block.y)
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local tiles = {}
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local bx = block.x * block_size
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local by = block.y * block_size
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for x = bx, bx + block_size - 1 do
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for y = by, by + block_size - 1 do
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table.insert(tiles, {name = 'dry-dirt', position = {x, y}})
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end
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end
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local surface = game.surfaces[1]
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surface.set_tiles(tiles, false)
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game.forces.player.chart(surface, {{bx, by}, {bx + block_size, by + block_size}})
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end
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local function on_tick()
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if global.strike_time == 0 then
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do_strike()
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global.strike_time = strike_time
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else
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global.strike_time = global.strike_time - 1
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end
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end
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Event.add(defines.events.on_tick, on_tick)
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