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RedMew/map_gen/Diggy/Feature/SimpleRoomGenerator.lua

119 lines
3.6 KiB
Lua

--[[-- info
Provides the ability to make a simple room with contents
]]
-- dependencies
local Template = require 'map_gen.Diggy.Template'
local Perlin = require 'map_gen.shared.perlin_noise'
local Event = require 'utils.event'
local Debug = require'map_gen.Diggy.Debug'
local Task = require 'utils.Task'
local Token = require 'utils.global_token'
local Global = require 'utils.global'
-- this
local SimpleRoomGenerator = {}
local noise_used_map = {}
Global.register({
noise_used_map = noise_used_map,
}, function(tbl)
noise_used_map = tbl.noise_used_map
end)
local do_spawn_tile = Token.register(function(params)
Template.insert(params.surface, {params.tile}, {})
end)
local do_mine = Token.register(function(params)
local sand_rocks = params.surface.find_entities_filtered({position = params.position, name = 'sand-rock-big'})
if (0 == #sand_rocks) then
Debug.printPosition(params.position, 'missing rock when trying to mine.')
return
end
for _, rock in pairs(sand_rocks) do
rock.die()
end
end)
local function handle_noise(name, surface, position)
Task.set_timeout_in_ticks(1, do_mine, {surface = surface, position = position})
if ('water' == name) then
-- water is slower because for some odd reason it doesn't always want to mine it properly
Task.set_timeout_in_ticks(4, do_spawn_tile, { surface = surface, tile = { name = 'deepwater-green', position = position}})
return
end
if ('dirt' == name) then
return
end
error('No noise handled for type \'' .. name .. '\'')
end
--[[--
Registers all event handlers.
]]
function SimpleRoomGenerator.register(config)
local room_noise_minimum_distance_sq = config.room_noise_minimum_distance * config.room_noise_minimum_distance
local function get_noise(surface, x, y)
local seed = surface.map_gen_settings.seed + surface.index
return Perlin.noise(x * config.noise_variance, y * config.noise_variance, seed)
end
Event.add(Template.events.on_void_removed, function (event)
local position = event.old_tile.position
local x = position.x
local y = position.y
if (nil == noise_used_map[x]) then
noise_used_map[x] = {y = true}
elseif (nil == noise_used_map[x][y]) then
noise_used_map[x][y] = true
else
-- already used up noise at that point
return
end
local distance_sq = position.x^2 + position.y^2
if (distance_sq <= room_noise_minimum_distance_sq) then
return
end
local surface = event.surface
local noise = get_noise(surface, position.x, position.y)
for _, noise_range in pairs(config.room_noise_ranges) do
if (noise >= noise_range.min and noise <= noise_range.max) then
handle_noise(noise_range.name, surface, position)
end
end
end)
if (config.enable_noise_grid) then
Event.add(defines.events.on_chunk_generated, function (event)
local surface = event.surface
local area = event.area
for x = area.left_top.x, area.left_top.x + 31 do
for y = area.left_top.y, area.left_top.y + 31 do
Debug.print_grid_value(get_noise(surface, x, y), surface, {x = x, y = y})
end
end
end)
end
end
function SimpleRoomGenerator.get_extra_map_info(config)
return 'Simple Room Generator, digging around might open rooms!'
end
return SimpleRoomGenerator