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https://github.com/Refactorio/RedMew.git
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311 lines
12 KiB
Lua
311 lines
12 KiB
Lua
--[[
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Creates a custom surface for all redmew maps so that we can ignore all user input at time of world creation.
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Allows map makers to define the map gen settings, map settings, and difficulty settings in as much or as little details as they want.
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The aim is to make this a very easy process for map makers, while eliminating the need for some of the existing builder functions.
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For example by preventing ores from spawning we no longer need to manually scan for and remove ores.
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When you create a new map you're given many options. These options break into 3 categories which are not made explicitly
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clear in the game itself:
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map_gen_settings, map_settings, and difficulty_settings
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map_gen_settings: Only affect a given surface. These settings determine everything that surface is made of:
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ores, tiles, entities, boundaries, etc. It also contains a less obvious setting: peaceful_mode.
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map_settings: Are kind of a misnomer since they apply to the game at large. Contain settings for pollution, enemy_evolution, enemy_expansion,
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unit_group, steering, path_finder, and something called max_failed_behavior_count (shrug)
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lastly, difficulty_settings
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difficulty_settings: contains only recipe_difficulty, technology_difficulty (not used in vanilla), and technology_price_multiplier
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In the 16.51 version of factorio's Map Generator page difficulty_settings make up the "Recipes/Technology" section of the
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"Advanced settings" tab. map_settings make up the rest of that tab.
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map_gen_settings are detemined by everything in the remaining 3 tabs (Basic settings, Resource settings, Terrain settings)
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Unless fed arguments via the public functions, this module will simply clone nauvis, respecting all user settings.
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To pass settings to redmew_surface, each of the above-mentioned 3 settings components has a public function.
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set_map_gen_settings, set_map_settings, and set_difficulty_settings
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The functions all take a list of tables which contain settings. The tables then overwrite any existing user settings.
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Therefore, for any settings not explicitly set the user's settings persist.
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Tables of settings can be constructed manually or can be taken from the resource files by the same names (resources/map_gen_settings, etc.)
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Example: to select a 4x tech cost you would call:
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RS.set_difficulty_settings({difficulty_settings_presets.tech_x4})
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It should be noted that tables earlier in the list will be overwritten by tables later in the list.
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So in the following example the resulting tech cost would be 4, not 3.
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RS.set_difficulty_settings({difficulty_settings_presets.tech_x3, difficulty_settings_presets.tech_x4})
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To create a map with no ores, no enemies, no pollution, no enemy evolution, 3x tech costs, and sand set to high we would use the following:
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-- We require redmew_surface to access the public functions and assign the table Public to the RS variable to access them easily.
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local RS = require 'map_gen.shared.redmew_surface'
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-- We require the resources tables so that we don't have to write settings components by hand.
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local MGSP = require 'resources.map_gen_settings' -- map gen settings presets
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local DSP = require 'resources.difficulty_settings' -- difficulty settings presets
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local MSP = require 'resources.map_settings' -- map settings presets
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-- We create a custom table for the niche settings of wanting more sand
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local extra_sand = {
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autoplace_controls = {
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sand = {frequency = 'high', size = 'high'}
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}
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}
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RS.set_map_gen_settings({MGSP.enemy_none, MGSP.ore_none, MGSP.oil_none, extra_sand})
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RS.set_difficulty_settings({DSP.tech_x3})
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RS.set_map_settings({MSP.enemy_evolution_off, MSP.pollution_off})
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]]
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-- Dependencies
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require 'util'
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local Event = require 'utils.event'
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local Global = require 'utils.global'
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local config = global.config.redmew_surface
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-- Localized functions
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local insert = table.insert
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local merge = util.merge
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local format = string.format
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-- Constants
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local set_warn_message = 'set_%s has already been called. Calling this twice can lead to unexpected settings overwrites.'
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local vanilla_surface_name = 'nauvis'
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local redmew_surface_name = 'redmew'
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-- Local vars
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local set_difficulty_settings_called
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local set_map_gen_settings_called
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local set_map_settings_called
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local data = {
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['map_gen_settings_components'] = {},
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['map_settings_components'] = {},
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['difficulty_settings_components'] = {}
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}
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local Public = {}
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-- Global tokens
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-- The nil definitions are to document what data might exist.
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local global_data = {
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surface = nil,
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first_player_position_check_override = nil,
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spawn_position = nil,
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island_tile = nil
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}
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Global.register(
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global_data,
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function(tbl)
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global_data = tbl
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end
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)
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-- Local functions
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--- Add the tables inside components into the given data_table
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local function combine_settings(components, data_table)
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for _, v in pairs(components) do
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insert(data_table, v)
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end
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end
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--- Sets up the difficulty settings
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local function set_difficulty_settings()
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local combined_difficulty_settings = merge(data.difficulty_settings_components)
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for k, v in pairs(combined_difficulty_settings) do
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game.difficulty_settings[k] = v
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end
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end
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--- Sets up the map settings
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local function set_map_settings()
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local combined_map_settings = merge(data.map_settings_components)
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-- Iterating through individual tables because game.map_settings is read-only
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if combined_map_settings.pollution then
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for k, v in pairs(combined_map_settings.pollution) do
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game.map_settings.pollution[k] = v
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end
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end
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if combined_map_settings.enemy_evolution then
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for k, v in pairs(combined_map_settings.enemy_evolution) do
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game.map_settings.enemy_evolution[k] = v
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end
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end
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if combined_map_settings.enemy_expansion then
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for k, v in pairs(combined_map_settings.enemy_expansion) do
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game.map_settings.enemy_expansion[k] = v
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end
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end
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if combined_map_settings.unit_group then
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for k, v in pairs(combined_map_settings.unit_group) do
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game.map_settings.unit_group[k] = v
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end
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end
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if combined_map_settings.steering then
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if combined_map_settings.steering.default then
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for k, v in pairs(combined_map_settings.steering.default) do
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game.map_settings.steering.default[k] = v
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end
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end
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if combined_map_settings.steering.moving then
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for k, v in pairs(combined_map_settings.steering.moving) do
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game.map_settings.steering.moving[k] = v
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end
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end
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end
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if combined_map_settings.path_finder then
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for k, v in pairs(combined_map_settings.path_finder) do
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game.map_settings.path_finder[k] = v
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end
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end
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if combined_map_settings.max_failed_behavior_count then
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game.map_settings.max_failed_behavior_count = combined_map_settings.max_failed_behavior_count
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end
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end
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--- Creates a new surface with the settings provided by the map file and the player.
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local function create_redmew_surface()
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if not config.enabled then
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-- we still need to set the surface so Public.get_surface() will work.
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global_data.surface = game.surfaces[vanilla_surface_name]
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return
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end
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local surface
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if config.map_gen_settings then
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-- Add the user's map gen settings as the first entry in the table
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local combined_map_gen = {game.surfaces.nauvis.map_gen_settings}
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-- Take the map's settings and add them into the table
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for _, v in pairs(data.map_gen_settings_components) do
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insert(combined_map_gen, v)
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end
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surface = game.create_surface(redmew_surface_name, merge(combined_map_gen))
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else
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surface = game.create_surface(redmew_surface_name)
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end
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global_data.surface = surface
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if config.difficulty then
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set_difficulty_settings()
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end
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if config.map_settings then
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set_map_settings()
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end
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surface.request_to_generate_chunks({0, 0}, 4)
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surface.force_generate_chunk_requests()
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local spawn_position = global_data.spawn_position
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if spawn_position then
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game.forces.player.set_spawn_position(spawn_position, surface)
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end
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end
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--- Teleport the player to the redmew surface and if there is no suitable location, create an island
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local function player_created(event)
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local player = game.get_player(event.player_index)
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local surface = global_data.surface
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local spawn_position = global_data.spawn_position or {x = 0, y = 0}
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local pos = surface.find_non_colliding_position('character', spawn_position, 50, 1)
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if pos and not global_data.first_player_position_check_override then -- we tp to that pos
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player.teleport(pos, surface)
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else
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-- if there's no position available within range or we override the position check:
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-- create an island and place the player at spawn_position
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local island_tile = global_data.island_tile or 'lab-white'
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local tile_table = {}
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for x = -1, 1 do
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for y = -1, 1 do
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insert(tile_table, {name = island_tile, position = {spawn_position.x - x, spawn_position.y - y}})
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end
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end
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surface.set_tiles(tile_table)
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player.teleport(spawn_position, surface)
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global_data.first_player_position_check_override = nil
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end
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end
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-- Public functions
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--- Sets components to the difficulty_settings_components table
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-- It is an error to call this twice as later calls will overwrite earlier ones if values overlap.
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-- @param components <table> list of difficulty settings components (usually from resources.difficulty_settings)
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function Public.set_difficulty_settings(components)
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if set_difficulty_settings_called then
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log(format(set_warn_message, 'difficulty_settings'))
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end
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combine_settings(components, data.difficulty_settings_components)
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set_difficulty_settings_called = true
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end
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--- Adds components to the map_gen_settings_components table
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-- It is an error to call this twice as later calls will overwrite earlier ones if values overlap.
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-- @param components <table> list of map gen components (usually from resources.map_gen_settings)
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function Public.set_map_gen_settings(components)
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if set_map_gen_settings_called then
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log(format(set_warn_message, 'map_gen_settings'))
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end
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combine_settings(components, data.map_gen_settings_components)
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set_map_gen_settings_called = true
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end
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--- Adds components to the map_settings_components table
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-- It is an error to call this twice as later calls will overwrite earlier ones if values overlap.
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-- @param components <table> list of map setting components (usually from resources.map_settings)
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function Public.set_map_settings(components)
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if set_map_settings_called then
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log(format(set_warn_message, 'map_settings'))
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end
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combine_settings(components, data.map_settings_components)
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set_map_settings_called = true
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end
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--- Returns the LuaSurface that the map is created on.
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-- Not safe to call outside of events.
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function Public.get_surface()
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return global_data.surface
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end
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--- Returns the string name of the surface that the map is created on.
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-- This can safely be called at any time.
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function Public.get_surface_name()
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if config.enabled then
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return redmew_surface_name
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else
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return vanilla_surface_name
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end
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end
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--- Allows maps to skip the collision check for the first player being teleported.
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-- This is useful when a collision check at the spawn point is either invalid or puts the
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-- player in a position that will get them killed by map generation (ex. diggy, tetris)
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function Public.set_first_player_position_check_override(bool)
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global_data.first_player_position_check_override = bool
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end
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--- Allows maps to set a custom spawn position
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-- @param position <table> with x and y keys ex.{x = 5.0, y = 5.0}
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function Public.set_spawn_position(position)
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global_data.spawn_position = position
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end
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--- Allows maps to set the tile used for spawn islands
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-- @param tile_name <string> name of the tile to create the island out of
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function Public.set_spawn_island_tile(tile_name)
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global_data.island_tile = tile_name
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end
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Event.on_init(create_redmew_surface)
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if config.enabled then
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Event.add(defines.events.on_player_created, player_created)
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end
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return Public
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