mirror of
https://github.com/Refactorio/RedMew.git
synced 2024-12-14 10:13:13 +02:00
412 lines
10 KiB
Lua
412 lines
10 KiB
Lua
local Global = require 'utils.global'
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local Event = require 'utils.event'
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local Token = require 'utils.token'
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local Queue = require 'utils.queue'
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local random = math.random
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local queue_new = Queue.new
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local push = Queue.push
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local push_to_end = Queue.push_to_end
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local pop = Queue.pop
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local peek = Queue.peek
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local peek_start = Queue.peek_start
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local peek_index = Queue.peek_index
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local queue_size = Queue.size
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local queue_pairs = Queue.pairs
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local pairs = pairs
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local snakes = {} -- player_index -> snake_data {is_marked_for_destroy:bool, queue :Queue of {entity, cord} }
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local board = {
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size = 0,
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surface = nil,
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position = nil,
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food_count = 0,
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is_running = false,
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update_rate = 30,
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max_food = 6
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}
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local cords_map = {} -- cords -> positions
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Global.register(
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{snakes = snakes, board = board, cords_map = cords_map},
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function(tbl)
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snakes = tbl.snakes
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board = tbl.board
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cords_map = tbl.cords_map
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end
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)
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local vectors = {
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[0] = {x = 0, y = -1},
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[1] = {x = 0, y = -1},
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[2] = {x = 1, y = 0},
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[3] = {x = 1, y = 0},
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[4] = {x = 0, y = 1},
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[5] = {x = 0, y = 1},
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[6] = {x = -1, y = 0},
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[7] = {x = -1, y = 0}
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}
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local function destroy_snake(index, snake)
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for _, element in queue_pairs(snake.queue) do
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local e = element.entity
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if e and e.valid then
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e.destroy()
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end
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end
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snakes[index] = nil
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local player = game.get_player(index)
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if not player or not player.valid then
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return
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end
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game.print({'snake.snake_destroyed', player.name, queue_size(snake.queue)})
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end
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local function destroy_dead_snakes()
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for index, snake in pairs(snakes) do
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if snake.is_marked_for_destroy then
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destroy_snake(index, snake)
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end
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end
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end
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local function spawn_food()
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local size = board.size
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local center = math.ceil(size / 2)
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local surface = board.surface
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local find_entity = surface.find_entity
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local food_count = board.food_count
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local max_food = board.max_food
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local tries = max_food - food_count + 10
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while food_count < max_food and tries > 0 do
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while tries > 0 do
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tries = tries - 1
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local x, y = random(size), random(size)
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if x == center and y == center then
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goto continue
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end
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local pos = cords_map[x][y]
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local entity = find_entity('character', pos) or find_entity('compilatron', pos)
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if entity then
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goto continue
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end
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entity =
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surface.create_entity({name = 'compilatron', position = pos, force = 'neutral', direction = random(7)})
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entity.active = false
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food_count = food_count + 1
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break
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::continue::
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end
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end
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board.food_count = food_count
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end
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local function destroy_food()
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local position = board.position
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local size = board.size
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local food =
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board.surface.find_entities_filtered(
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{
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name = 'compilatron',
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area = {left_top = position, right_bottom = {position.x + size * 2, position.y + size * 2}}
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}
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)
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for i = 1, #food do
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local e = food[i]
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if e.valid then
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e.destroy()
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end
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end
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board.food_count = 0
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end
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local function get_new_head_cord(head_cord, direction)
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local vector = vectors[direction]
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local vec_x, vec_y = vector.x, vector.y
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local x, y = head_cord.x + vec_x, head_cord.y + vec_y
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return x, y
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end
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local function tick_snake(index, snake)
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local player = game.get_player(index)
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if not player or not player.valid then
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snake.is_marked_for_destroy = true
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return
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end
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local character = player.character
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if not character or not character.valid then
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snake.is_marked_for_destroy = true
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return
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end
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local surface = board.surface
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local find_entity = surface.find_entity
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local snake_queue = snake.queue
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local snake_size = queue_size(snake_queue)
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local head = peek_start(snake_queue)
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local tail = peek(snake_queue)
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local head_cord = head.cord
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local tail_entity = tail.entity
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local tail_cord = tail.cord
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local size = board.size
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local walking_state = character.walking_state
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walking_state.walking = true
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local direction = walking_state.direction
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local x, y = get_new_head_cord(head_cord, direction)
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if x <= 0 or x > size or y <= 0 or y > size then
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snake.is_marked_for_destroy = true
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tail_entity.destroy()
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return
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end
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local new_head_position = cords_map[x][y]
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if snake_size > 1 and find_entity('character', new_head_position) == peek_index(snake_queue, snake_size - 1).entity then
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direction = (direction + 4) % 8
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walking_state.direction = direction
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x, y = get_new_head_cord(head_cord, direction)
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end
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if x <= 0 or x > size or y <= 0 or y > size then
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snake.is_marked_for_destroy = true
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tail_entity.destroy()
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return
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end
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new_head_position = cords_map[x][y]
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tail_entity.teleport(new_head_position)
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tail.cord = {x = x, y = y}
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pop(snake_queue)
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push(snake_queue, tail)
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player.character = nil
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player.character = tail_entity
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tail_entity.walking_state = walking_state
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head.entity.active = false
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tail_entity.active = true
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local entity = find_entity('compilatron', new_head_position)
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if entity and entity.valid then
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entity.destroy()
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entity =
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surface.create_entity {name = 'character', position = cords_map[tail_cord.x][tail_cord.y], force = 'player'}
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entity.character_running_speed_modifier = -1
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entity.color = player.color
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entity.active = false
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push_to_end(snake_queue, {entity = entity, cord = tail_cord})
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board.food_count = board.food_count - 1
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end
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end
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local function tick_snakes()
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for index, snake in pairs(snakes) do
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tick_snake(index, snake)
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end
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end
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local function check_snakes_for_collisions()
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local count_entities_filtered = board.surface.count_entities_filtered
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for index, snake in pairs(snakes) do
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if snake.is_marked_for_destroy then
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goto continue
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end
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if count_entities_filtered({name = 'character', position = peek_start(snake.queue).entity.position}) > 1 then
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snake.is_marked_for_destroy = true
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end
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::continue::
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end
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end
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local tick =
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Token.register(
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function()
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tick_snakes()
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check_snakes_for_collisions()
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destroy_dead_snakes()
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spawn_food()
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end
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)
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local function make_board()
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local size = board.size
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local position = board.position
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local surface = board.surface
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local pos_x, pos_y = position.x, position.y
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for x = 1, size do
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local col = {}
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cords_map[x] = col
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for y = 1, size do
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col[y] = {pos_x + 2 * x - 0.5, pos_y + 2 * y - 0.5}
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end
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end
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size = size * 2
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local tiles = {}
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for x = 0, size do
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for y = 0, size do
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local pos = {pos_x + x, pos_y + y}
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local tile_name
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if x == 0 or x == size or y == 0 or y == size then
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tile_name = 'deepwater'
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elseif x % 2 == 1 and y % 2 == 1 then
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tile_name = 'grass-1'
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else
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tile_name = 'water'
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end
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tiles[#tiles + 1] = {position = pos, name = tile_name}
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end
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end
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surface.set_tiles(tiles)
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end
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local function find_new_snake_position()
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local size = board.size
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local find_entity = board.surface.find_entity
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local min = math.min(4, size)
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local max = math.max(1, size - 4)
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if min > max then
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min, max = max, min
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elseif min == max then
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min = 1
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max = size
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end
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local tries = 10
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while tries > 0 do
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tries = tries - 1
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local x, y = random(min, max), random(min, max)
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local pos = cords_map[x][y]
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local entity = find_entity('character', pos) or find_entity('compilatron', pos)
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if not entity then
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return {x = x, y = y}, pos
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end
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end
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end
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local function new_snake(player)
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if not board.is_running then
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return
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end
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if not player or not player.valid then
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return
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end
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if snakes[player.index] then
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return
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end
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local character = player.character
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if character and character.valid then
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character.destroy()
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end
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local cord, pos = find_new_snake_position()
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if not cord then
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player.print({'snake.spawn_snake_fail'})
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return
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end
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player.teleport(pos, board.surface)
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player.create_character()
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character = player.character
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character.character_running_speed_modifier = -1
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local queue = queue_new()
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push(queue, {entity = character, cord = cord})
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local snake = {queue = queue}
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snakes[player.index] = snake
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end
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local function new_game(surface, position, size, update_rate, max_food)
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board.size = size or 15
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board.surface = surface
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position = position or {x = 1, y = 1}
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position.x = position.x or position[1]
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position.y = position.y or position[2]
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board.position = position
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board.update_rate = update_rate or 30
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board.max_food = max_food or 6
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make_board()
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destroy_food()
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spawn_food()
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board.is_running = true
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Event.add_removable_nth_tick(board.update_rate, tick)
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end
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local Public = {}
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function Public.start_game(surface, top_left_position, size, update_rate, max_food)
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if board.is_running then
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error('Snake game is already running you must end the game first.', 2)
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end
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if not surface then
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error('Surface must be set.', 2)
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end
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new_game(surface, top_left_position, size, update_rate or board.update_rate, max_food or board.max_food)
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end
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function Public.end_game()
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for index, snake in pairs(snakes) do
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destroy_snake(index, snake)
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end
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destroy_food()
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Event.remove_removable_nth_tick(board.update_rate, tick)
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board.is_running = false
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end
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function Public.new_snake(player)
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new_snake(player)
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end
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function Public.is_running()
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return board.is_running
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end
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return Public
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