mirror of
https://github.com/Refactorio/RedMew.git
synced 2024-12-12 10:04:40 +02:00
634 lines
18 KiB
Lua
634 lines
18 KiB
Lua
-- helpers
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tau = 2 * math.pi
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deg_to_rad = tau / 360
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function degrees(angle)
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return angle * deg_to_rad
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end
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-- shape builders
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function empty_builder(x, y)
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return false
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end
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function full_builder(x, y)
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return true
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end
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function path_builder(thickness, optional_thickness_height)
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local width = thickness / 2
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local thickness2 = optional_thickness_height or thickness
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local height = thickness2 / 2
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return function(x, y)
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return (x > -width and x <= width) or (y > -height and y <= height)
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end
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end
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function rectangle_builder(width, height)
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width = width / 2
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if height then
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height = height / 2
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else
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height = width
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end
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return function(x, y)
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return x > -width and x <= width and y > -height and y <= height
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end
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end
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function line_x_builder(thickness)
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thickness = thickness / 2
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return function(x, y)
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return y > -thickness and y <= thickness
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end
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end
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function line_y_builder(thickness)
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thickness = thickness / 2
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return function(x, y)
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return x > -thickness and x <= thickness
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end
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end
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function square_diamond_builder(size)
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size = size / 2
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return function(x, y)
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return math.abs(x) + math.abs(y) <= size
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end
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end
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local rot = math.sqrt(2) / 2 -- 45 degree rotation.
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function rectangle_diamond_builder(width, height)
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width = width / 2
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height = height / 2
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return function(x, y)
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local rot_x = rot * (x - y)
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local rot_y = rot * (x + y)
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return math.abs(rot_x) < width and math.abs(rot_y) < height
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end
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end
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function circle_builder(radius)
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local rr = radius * radius
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return function(x, y)
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return x * x + y * y < rr
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end
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end
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function oval_builder(x_radius, y_radius)
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local x_rr = x_radius * x_radius
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local y_rr = y_radius * y_radius
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return function(x, y)
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return ((x * x) / x_rr + (y * y) / y_rr) < 1
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end
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end
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local tile_map = {
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[1] = false,
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[2] = true,
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[3] = "concrete",
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[4] = "deepwater-green",
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[5] = "deepwater",
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[6] = "dirt-1",
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[7] = "dirt-2",
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[8] = "dirt-3",
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[9] = "dirt-4",
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[10] = "dirt-5",
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[11] = "dirt-6",
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[12] = "dirt-7",
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[13] = "dry-dirt",
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[14] = "grass-1",
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[15] = "grass-2",
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[16] = "grass-3",
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[17] = "grass-4",
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[18] = "hazard-concrete-left",
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[19] = "hazard-concrete-right",
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[20] = "lab-dark-1",
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[21] = "lab-dark-2",
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[22] = "lab-white",
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[23] = "out-of-map",
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[24] = "red-desert-0",
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[25] = "red-desert-1",
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[26] = "red-desert-2",
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[27] = "red-desert-3",
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[28] = "sand-1",
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[29] = "sand-2",
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[30] = "sand-3",
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[31] = "stone-path",
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[32] = "water-green",
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[33] = "water"
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}
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function decompress(pic)
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local data = pic.data
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local width = pic.width
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local height = pic.height
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local uncompressed = {}
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for y = 1, height do
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local row = data[y]
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local u_row = {}
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uncompressed[y] = u_row
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local x = 1
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for index = 1, #row, 2 do
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local pixel = tile_map[row[index]]
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local count = row[index + 1]
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for i = 1, count do
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u_row[x] = pixel
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x = x + 1
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end
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end
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end
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return {width = width, height = height, data = uncompressed}
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end
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function picture_builder(pic)
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local data = pic.data
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local width = pic.width
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local height = pic.height
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-- the plus one is because lua tables are one based.
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local half_width = math.floor(width / 2) + 1
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local half_height = math.floor(height / 2) + 1
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return function(x, y)
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x = math.floor(x)
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y = math.floor(y)
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local x2 = x + half_width
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local y2 = y + half_height
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if y2 > 0 and y2 <= height and x2 > 0 and x2 <= width then
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local pixel = data[y2][x2]
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return pixel
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else
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return false
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end
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end
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end
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-- transforms and shape helpers
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function translate(builder, x_offset, y_offset)
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return function(x, y, world_x, world_y, surface)
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return builder(x - x_offset, y - y_offset, world_x, world_y, surface)
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end
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end
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function scale(builder, x_scale, y_scale)
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x_scale = 1 / x_scale
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y_scale = 1 / y_scale
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return function(x, y, world_x, world_y, surface)
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return builder(x * x_scale, y * y_scale, world_x, world_y, surface)
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end
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end
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function rotate(builder, angle)
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local qx = math.cos(angle)
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local qy = math.sin(angle)
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return function(x, y, world_x, world_y, surface)
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local rot_x = qx * x - qy * y
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local rot_y = qy * x + qx * y
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return builder(rot_x, rot_y, world_x, world_y, surface)
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end
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end
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function scale_rotate_translate(builder, x_scale, y_scale, angle, x_offset, y_offset)
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local transform = translate(rotate(scale(builder, x_scale, y_scale), angle), x_offset, y_offset)
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return function(x, y, world_x, world_y, surface)
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return transform(x, y, world_x, world_y, surface)
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end
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end
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function flip_x(builder)
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return function(x, y, world_x, world_y, surface)
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return builder(-x, y, world_x, world_y, surface)
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end
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end
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function flip_y(builder)
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return function(x, y, world_x, world_y, surface)
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return builder(x, -y, world_x, world_y, surface)
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end
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end
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function flip_xy(builder)
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return function(x, y, world_x, world_y, surface)
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return builder(-x, -y, world_x, world_y, surface)
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end
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end
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-- For resource_module_builder it will return the first success.
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function compound_or(builders)
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return function(x, y, world_x, world_y, surface)
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for _, v in ipairs(builders) do
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local tile, entity = v(x, y, world_x, world_y, surface)
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if tile then
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return tile, entity
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end
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end
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return false
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end
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end
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-- Wont work correctly with resource_module_builder becasues I don't know which one to return.
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function compound_and(builders)
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return function(x, y, world_x, world_y, surface)
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for _, v in ipairs(builders) do
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if not v(x, y, world_x, world_y, surface) then
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return false
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end
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end
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return true
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end
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end
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function invert(builder)
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return function(x, y, world_x, world_y, surface)
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local tile, entity = builder(x, y, world_x, world_y, surface)
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return not tile, entity
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end
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end
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function throttle_x(builder, x_in, x_size)
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return function(x, y, world_x, world_y, surface)
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if x % x_size < x_in then
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return builder(x, y, world_x, world_y, surface)
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else
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return false
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end
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end
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end
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function throttle_y(builder, y_in, y_size)
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return function(x, y, world_x, world_y, surface)
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if y % y_size < y_in then
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return builder(x, y, world_x, world_y, surface)
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else
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return false
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end
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end
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end
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function throttle_xy(builder, x_in, x_size, y_in, y_size)
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return function(x, y, world_x, world_y, surface)
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if x % x_size < x_in and y % y_size < y_in then
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return builder(x, y, world_x, world_y, surface)
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else
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return false
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end
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end
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end
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function throttle_xy(builder, x_in, x_size, y_in, y_size)
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return function(x, y, world_x, world_y, surface)
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if x % x_size < x_in and y % y_size < y_in then
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return builder(x, y, world_x, world_y, surface)
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else
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return false
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end
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end
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end
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function throttle_world_xy(builder, x_in, x_size, y_in, y_size)
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return function(x, y, world_x, world_y, surface)
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if world_x % x_size < x_in and world_y % y_size < y_in then
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return builder(x, y, world_x, world_y, surface)
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else
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return false
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end
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end
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end
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function choose(condition, true_shape, false_shape)
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return function(local_x, local_y, world_x, world_y, surface)
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if condition(local_x, local_y, world_x, world_y, surface) then
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return true_shape(local_x, local_y, world_x, world_y, surface)
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else
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return false_shape(local_x, local_y, world_x, world_y, surface)
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end
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end
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end
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function linear_grow(shape, size)
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local half_size = size / 2
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return function(local_x, local_y, world_x, world_y, surface)
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local t = math.ceil((local_y / size) + 0.5)
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local n = math.ceil((math.sqrt(8 * t + 1) - 1) / 2)
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local t_upper = n * (n + 1) * 0.5
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local t_lower = t_upper - n
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local y = (local_y - size * (t_lower + n / 2 - 0.5)) / n
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local x = local_x / n
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return shape(x, y, world_x, world_y, surface)
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end
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end
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function grow(in_shape, out_shape, size, offset)
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local half_size = size / 2
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return function(local_x, local_y, world_x, world_y, surface)
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local tx = math.ceil(math.abs(local_x) / half_size)
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local ty = math.ceil(math.abs(local_y) / half_size)
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local t = math.max(tx, ty)
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local tile, entity
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for i = t, 2.5 * t, 1 do
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local out_t = 1 / (i - offset)
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local in_t = 1 / i
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tile = out_shape(out_t * local_x, out_t * local_y, world_x, world_y, surface)
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if tile then
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return false
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end
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tile, entity = in_shape(in_t * local_x, in_t * local_y, world_x, world_y, surface)
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if tile then
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return tile, entity
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end
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end
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return false
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end
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end
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function project(shape, size, r)
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local ln_r = math.log(r)
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local r2 = 1 / (r - 1)
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local a = 1 / size
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return function(local_x, local_y, world_x, world_y, surface)
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local offset = 0.5 * size
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local sn = math.ceil(local_y + offset)
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local n = math.ceil(math.log((r - 1) * sn * a + 1) / ln_r - 1)
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local rn = r ^ n
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local rn2 = 1 / rn
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local c = size * rn
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local sn_upper = size * (r ^ (n + 1) - 1) * r2
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local x = local_x * rn2
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local y = (local_y - (sn_upper - 0.5 * c) + offset) * rn2
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return shape(x, y, world_x, world_y, surface)
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end
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end
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function project_overlap(shape, size, r)
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local ln_r = math.log(r)
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local r2 = 1 / (r - 1)
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local a = 1 / size
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local offset = 0.5 * size
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return function(local_x, local_y, world_x, world_y, surface)
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local sn = math.ceil(local_y + offset)
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local n = math.ceil(math.log((r - 1) * sn * a + 1) / ln_r - 1)
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local rn = r ^ n
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local rn2 = 1 / rn
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local c = size * rn
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local sn_upper = size * (r ^ (n + 1) - 1) * r2
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local x = local_x * rn2
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local y = (local_y - (sn_upper - 0.5 * c) + offset) * rn2
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local tile
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local entity
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tile, entity = shape(x, y, world_x, world_y, surface)
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if tile then
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return tile, entity
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end
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local n_above = n - 1
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local rn_above = rn / r
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local rn2_above = 1 / rn_above
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local c_above = size * rn_above
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local sn_upper_above = sn_upper - c
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local x_above = local_x * rn2_above
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local y_above = (local_y - (sn_upper_above - 0.5 * c_above) + offset) * rn2_above
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tile, entity = shape(x_above, y_above, world_x, world_y, surface)
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if tile then
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return tile, entity
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end
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local n_below = n + 1
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local rn_below = rn * r
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local rn2_below = 1 / rn_below
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local c_below = size * rn_below
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local sn_upper_below = sn_upper + c_below
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local x_below = local_x * rn2_below
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local y_below = (local_y - (sn_upper_below - 0.5 * c_below) + offset) * rn2_below
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return shape(x_below, y_below, world_x, world_y, surface)
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end
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end
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-- ore generation.
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-- builder is the shape of the ore patch.
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function resource_module_builder(builder, resource_type, amount_function)
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amount_function = amount_function or function(a, b)
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return 603
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end
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return function(x, y, world_x, world_y, surface)
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if builder(x, y, world_x, world_y, surface) then
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return {
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name = resource_type,
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position = {world_x, world_y},
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amount = amount_function(world_x, world_y)
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}
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else
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return nil
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end
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end
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end
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function builder_with_resource(land_builder, resource_module)
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return function(x, y, world_x, world_y, surface)
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local tile = land_builder(x, y, world_x, world_y, surface)
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if tile then
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local entity = resource_module(x, y, world_x, world_y, surface)
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return tile, entity
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else
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return false
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end
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end
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end
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-- pattern builders.
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function single_pattern_builder(shape, width, height)
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shape = shape or empty_builder
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local half_width = width / 2
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local half_height
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if height then
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half_height = height / 2
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else
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half_height = half_width
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end
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return function(local_x, local_y, world_x, world_y, surface)
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local_y = ((local_y + half_height) % height) - half_height
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local_x = ((local_x + half_width) % width) - half_width
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return shape(local_x, local_y, world_x, world_y, surface)
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end
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end
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function single_pattern_overlap_builder(shape, width, height)
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shape = shape or empty_builder
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local half_width = width / 2
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local half_height
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if height then
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half_height = height / 2
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else
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half_height = half_width
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end
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return function(local_x, local_y, world_x, world_y, surface)
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local_y = ((local_y + half_height) % height) - half_height
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local_x = ((local_x + half_width) % width) - half_width
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return shape(local_x, local_y, world_x, world_y, surface) or
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shape(local_x + width, local_y, world_x, world_y, surface) or
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shape(local_x - width, local_y, world_x, world_y, surface) or
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shape(local_x, local_y + height, world_x, world_y, surface) or
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shape(local_x, local_y - height, world_x, world_y, surface)
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end
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end
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function single_x_pattern_builder(shape, width)
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shape = shape or empty_builder
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local half_width = width / 2
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return function(local_x, local_y, world_x, world_y, surface)
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local_x = ((local_x + half_width) % width) - half_width
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return shape(local_x, local_y, world_x, world_y, surface)
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end
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end
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function single_y_pattern_builder(shape, height)
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shape = shape or empty_builder
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local half_height = height / 2
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return function(local_x, local_y, world_x, world_y, surface)
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local_y = ((local_y + half_height) % height) - half_height
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return shape(local_x, local_y, world_x, world_y, surface)
|
|
end
|
|
end
|
|
|
|
function grid_pattern_builder(pattern, columns, rows, width, height)
|
|
local half_width = width / 2
|
|
local half_height = height / 2
|
|
|
|
return function(local_x, local_y, world_x, world_y, surface)
|
|
local local_y2 = ((local_y + half_height) % height) - half_height
|
|
local row_pos = math.floor(local_y / height + 0.5)
|
|
local row_i = row_pos % rows + 1
|
|
local row = pattern[row_i] or {}
|
|
|
|
local local_x2 = ((local_x + half_width) % width) - half_width
|
|
local col_pos = math.floor(local_x / width + 0.5)
|
|
local col_i = col_pos % columns + 1
|
|
|
|
local shape = row[col_i] or empty_builder
|
|
return shape(local_x2, local_y2, world_x, world_y, surface)
|
|
end
|
|
end
|
|
|
|
function segment_pattern_builder(pattern)
|
|
local count = #pattern
|
|
|
|
return function(local_x, local_y, world_x, world_y, surface)
|
|
local angle = math.atan2(-local_y, local_x)
|
|
local index = math.floor(angle / tau * count) % count + 1
|
|
local shape = pattern[index] or empty_builder
|
|
return shape(local_x, local_y, world_x, world_y, surface)
|
|
end
|
|
end
|
|
|
|
-- tile converters
|
|
|
|
function change_tile(builder, old_tile, new_tile)
|
|
return function(local_x, local_y, world_x, world_y, surface)
|
|
local tile, entity = builder(local_x, local_y, world_x, world_y, surface)
|
|
if tile == old_tile then
|
|
tile = new_tile
|
|
end
|
|
return tile, entity
|
|
end
|
|
end
|
|
|
|
function change_collision_tile(builder, collides, new_tile)
|
|
return function(local_x, local_y, world_x, world_y, surface)
|
|
local tile, entity = builder(local_x, local_y, world_x, world_y, surface)
|
|
if tile.collides_with(collides) then
|
|
tile = new_tile
|
|
end
|
|
return tile, entity
|
|
end
|
|
end
|
|
|
|
-- only changes tiles made by the factorio map generator.
|
|
function change_map_gen_tile(builder, old_tile, new_tile)
|
|
return function(local_x, local_y, world_x, world_y, surface)
|
|
local tile, entity = builder(local_x, local_y, world_x, world_y, surface)
|
|
if type(tile) == "boolean" and tile then
|
|
local gen_tile = surface.get_tile(world_x, world_y).name
|
|
if old_tile == gen_tile then
|
|
tile = new_tile
|
|
end
|
|
end
|
|
return tile, entity
|
|
end
|
|
end
|
|
|
|
-- only changes tiles made by the factorio map generator.
|
|
function change_map_gen_collision_tile(builder, collides, new_tile)
|
|
return function(local_x, local_y, world_x, world_y, surface)
|
|
local tile, entity = builder(local_x, local_y, world_x, world_y, surface)
|
|
if type(tile) == "boolean" and tile then
|
|
local gen_tile = surface.get_tile(world_x, world_y)
|
|
if gen_tile.collides_with(collides) then
|
|
tile = new_tile
|
|
end
|
|
end
|
|
return tile, entity
|
|
end
|
|
end
|
|
|
|
function spawn_fish(builder, spawn_rate)
|
|
return function(local_x, local_y, world_x, world_y, surface)
|
|
local tile, entity = builder(local_x, local_y, world_x, world_y, surface)
|
|
if type(tile) == "string" then
|
|
if tile == "water" or tile == "deepwater" or tile == "water-green" or tile == "deepwater-green" then
|
|
if spawn_rate >= math.random() then
|
|
entity = {name = "fish", position = {world_x, world_y}}
|
|
end
|
|
end
|
|
elseif tile then
|
|
if surface.get_tile(world_x, world_y).collides_with("water-tile") and spawn_rate >= math.random() then
|
|
entity = {name = "fish", position = {world_x, world_y}}
|
|
end
|
|
end
|
|
return tile, entity
|
|
end
|
|
end
|
|
|
|
function apply_effect(builder, func)
|
|
return function(local_x, local_y, world_x, world_y, surface)
|
|
local tile, entity = builder(local_x, local_y, world_x, world_y, surface)
|
|
tile, entity = func(local_x, local_y, world_x, world_y, tile, entity, surface)
|
|
return tile, entity
|
|
end
|
|
end
|