mirror of
https://github.com/Refactorio/RedMew.git
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4258568c90
* Add creep spread mechanic * Added bot ore islands, use bool flag to turn on. * Added a noise based chest spawning system for artefacts * Added coin loot from biters and mining * Track artefacts launched into space * Add Creepy map preset * Update donators.lua * Add scenario info for crashsite (#291) * Split colors resources from colors code & catchup on donators (#288) * Split colors resources from colors code * Switch back to colors * Added jail button Moved parts of the jail command to report.lua Made jailing possible from a users report. closes #215 * Added sound for new reports Admins now get a sound when a new report is created. Useful for admins that doesn't have Factorio as active window. Currently set the sound_path as utility/tutorial_notice * Split chat triggers from control * Move cheat tracking outside of control.lua * Remove player-specific code * Split donator/on_join messages out of control * Move features into features folder * Indentation fix I aimed to fix the troublesome indentation. * Added a single indent * Make sure biter modifiers are accessible for mods * Consistency change regarding table access * Added NightTime.lua Split the time assignment into a new file NightTime.lua allowing for it to be disabled. (Restore normal day/night cycle) Also added a popup when a player places a solar panel informing that they are purely cosmetic Removed the recipe for portable solar panels because they are useless, but the technology is needed. * Fixed debug print grid value to show non-rounded value * added support for hidden tiles * Add newline to eof * Fixed no newline, indentation and scope of research * crash_site outposts set hidden tile to 'grass-1' * Log items spawned by crafting in cheat mode * Newline to eof * Put responses into table * Use trigger as table key * Change name of lattice to diagonal lattice (#297) * Add Diagonal Ribbon to map presets (#294) * Reorganize control (#312) * Check for config before disabling fish market (#311) * Force diggy biters to spawn, even if there's no space (#308) * Fixed some small things from feedback and issues (#313) * Update fractal_balls.lua * Add ALo's message and color (#314) * Add join message for ALo * Add ALo's color * Typo in donators.lua * fixed tile corruption issus closes #310 (#317) * Update player_list.lua * Update diagonal_ribbon.lua (#322) * Regulars: remove duplicates and sort alphabetically (#320)
217 lines
6.6 KiB
Lua
217 lines
6.6 KiB
Lua
-- dependencies
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local Task = require 'utils.Task'
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local Token = require 'utils.global_token'
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local Debug = require 'map_gen.Diggy.Debug'
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local insert = table.insert
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local min = math.min
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local ceil = math.ceil
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local raise_event = script.raise_event
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-- this
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local Template = {}
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local tiles_per_call = 5 --how many tiles are inserted with each call of insert_action
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local entities_per_call = 5 --how many entities are inserted with each call of insert_action
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Template.events = {
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--[[--
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When an entity is placed via the template function.
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- event.entity LuaEntity
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]]
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on_placed_entity = script.generate_event_name(),
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--[[--
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Triggers when an 'out-of-map' tile is replaced by something else.
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{surface, old_tile={name, position={x, y}}}
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]]
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on_void_removed = script.generate_event_name(),
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}
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local function insert_next_tiles(data)
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local void_removed = {}
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local surface = data.surface
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local get_tile = surface.get_tile
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local tiles = {}
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pcall(
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function()
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--use pcall to assure tile_iterator is always incremented, to avoid endless loops
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for i = data.tile_iterator, min(data.tile_iterator + tiles_per_call - 1, data.tiles_n) do
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local new_tile = data.tiles[i]
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insert(tiles, new_tile)
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local current_tile = get_tile(new_tile.position.x, new_tile.position.y)
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local current_is_void = current_tile.name == 'out-of-map'
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local new_is_void = new_tile.name == 'out-of-map'
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if (current_is_void and not new_is_void) then
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insert(void_removed, {surface = surface, position = current_tile.position})
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end
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end
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end
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)
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data.tile_iterator = data.tile_iterator + tiles_per_call
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surface.set_tiles(tiles)
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for _, event in pairs(void_removed) do
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raise_event(Template.events.on_void_removed, event)
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end
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end
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local function insert_next_entities(data)
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local created_entities = {}
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local surface = data.surface
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local create_entity = surface.create_entity
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pcall(
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function()
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--use pcall to assure tile_iterator is always incremented, to avoid endless loops
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for i = data.entity_iterator, min(data.entity_iterator + entities_per_call - 1, data.entities_n) do
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local entity = data.entities[i]
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local created_entity = create_entity(entity)
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if (nil == created_entity) then
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error('Failed creating entity ' .. entity.name .. ' on surface.')
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end
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insert(created_entities, created_entity)
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end
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end
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)
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data.entity_iterator = data.entity_iterator + entities_per_call
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for _, entity in pairs(created_entities) do
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raise_event(Template.events.on_placed_entity, {entity = entity})
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end
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return data.entity_iterator <= data.entities_n
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end
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local function insert_action(data)
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if data.tile_iterator <= data.tiles_n then
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insert_next_tiles(data)
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return true
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end
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return insert_next_entities(data)
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end
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local insert_token = Token.register(insert_action)
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--[[--
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Inserts a batch of tiles and then entities.
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@see LuaSurface.set_tiles
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@see LuaSurface.entity
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@param surface LuaSurface to put the tiles and entities on
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@param tiles table of tiles as required by set_tiles
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@param entities table of entities as required by create_entity
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]]
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function Template.insert(surface, tiles, entities)
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tiles = tiles or {}
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entities = entities or {}
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local tiles_n = #tiles
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local entities_n = #entities
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local total_calls = ceil(tiles_n / tiles_per_call) + (entities_n / entities_per_call)
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local data = {
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tiles_n = tiles_n,
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tile_iterator = 1,
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entities_n = entities_n,
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entity_iterator = 1,
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surface = surface,
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tiles = tiles,
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entities = entities
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}
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local continue = true
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for i = 1, 4 do
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continue = insert_action(data)
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if not continue then
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return
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end
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end
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if continue then
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Task.queue_task(insert_token, data, total_calls - 4)
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end
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end
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--[[--
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Designed to spawn aliens, uses find_non_colliding_position.
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@see LuaSurface.entity
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@param surface LuaSurface to put the tiles and entities on
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@param units table of entities as required by create_entity
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@param non_colliding_distance int amount of tiles to scan around original position in case it's already taken
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@param generic_unit_name_for_spawn_size String allows setting a custom unit name for spawn size, will overwrite the actual
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]]
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function Template.units(surface, units, non_colliding_distance, generic_unit_name_for_spawn_size)
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non_colliding_distance = non_colliding_distance or 1
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generic_unit_name_for_spawn_size = generic_unit_name_for_spawn_size or 'player'
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local create_entity = surface.create_entity
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local position
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for _, entity in pairs(units) do
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position = position or surface.find_non_colliding_position(
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generic_unit_name_for_spawn_size,
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entity.position, non_colliding_distance,
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0.5
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)
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if (nil ~= position) then
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entity.position = position
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create_entity(entity)
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elseif (nil == create_entity(entity)) then
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Debug.print_position(entity.position, "Failed to spawn '" .. entity.name .. "'")
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end
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end
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end
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--[[--
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Designed to spawn resources.
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@see LuaSurface.entity
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@param surface LuaSurface to put the tiles and entities on
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@param resources table of entities as required by create_entity
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]]
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function Template.resources(surface, resources)
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local create_entity = surface.create_entity
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for _, entity in pairs(resources) do
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create_entity(entity)
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end
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end
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--[[--
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Designed to spawn a market.
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@param surface LuaSurface
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@param position Position
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@param force LuaForce
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@param market_items Table
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]]
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function Template.market(surface, position, force, market_inventory)
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local market = surface.create_entity({name = 'market', position = position})
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local add_market_item = market.add_market_item
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market.destructible = false
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for _, item in ipairs(market_inventory) do
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add_market_item(item)
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end
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force.add_chart_tag(surface, {
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text = 'Market',
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position = position,
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})
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raise_event(Template.events.on_placed_entity, {entity = market})
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end
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return Template
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