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RedMew/map_gen/combined/meteor_strike.lua
2018-01-21 15:30:42 +00:00

174 lines
4.5 KiB
Lua

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