mirror of
https://github.com/Refactorio/RedMew.git
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238f6b9d7b
* Rename task and queue to q * Threading to schedule * processing_queue to q
222 lines
5.3 KiB
Lua
222 lines
5.3 KiB
Lua
local Task = require 'utils.schedule'
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local Token = require 'utils.token'
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local Event = require 'utils.event'
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local insert = table.insert
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local tiles_per_tick
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local regen_decoratives
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local surfaces
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local total_calls
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local function do_tile(y, x, data, shape)
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local function do_tile_inner(tile, pos)
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if not tile then
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insert(data.tiles, {name = 'out-of-map', position = pos})
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elseif type(tile) == 'string' then
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insert(data.tiles, {name = tile, position = pos})
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end
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end
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local pos = {x, y}
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-- local coords need to be 'centered' to allow for correct rotation and scaling.
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local tile = shape(x + 0.5, y + 0.5, data)
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if type(tile) == 'table' then
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do_tile_inner(tile.tile, pos)
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local hidden_tile = tile.hidden_tile
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if hidden_tile then
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insert(data.hidden_tiles, {tile = hidden_tile, position = pos})
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end
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local entities = tile.entities
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if entities then
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for _, entity in ipairs(entities) do
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if not entity.position then
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entity.position = pos
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end
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insert(data.entities, entity)
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end
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end
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local decoratives = tile.decoratives
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if decoratives then
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for _, decorative in ipairs(decoratives) do
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insert(data.decoratives, decorative)
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end
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end
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else
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do_tile_inner(tile, pos)
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end
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end
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local function do_place_tiles(data)
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data.surface.set_tiles(data.tiles, true)
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end
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local function do_place_hidden_tiles(data)
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local surface = data.surface
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for _, t in ipairs(data.hidden_tiles) do
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surface.set_hidden_tile(t.position, t.tile)
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end
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end
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local decoratives = {
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'brown-asterisk',
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'brown-carpet-grass',
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'brown-fluff',
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'brown-fluff-dry',
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'brown-hairy-grass',
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'garballo',
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'garballo-mini-dry',
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'green-asterisk',
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'green-bush-mini',
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'green-carpet-grass',
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'green-hairy-grass',
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'green-pita',
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'green-pita-mini',
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'green-small-grass',
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'red-asterisk'
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}
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local function do_place_decoratives(data)
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if regen_decoratives then
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data.surface.regenerate_decorative(decoratives, {{data.top_x / 32, data.top_y / 32}})
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end
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local dec = data.decoratives
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if #dec > 0 then
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data.surface.create_decoratives({check_collision = true, decoratives = dec})
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end
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end
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local function do_place_entities(data)
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local surface = data.surface
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for _, e in ipairs(data.entities) do
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if e.always_place or surface.can_place_entity(e) then
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local entity = surface.create_entity(e)
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if entity and e.callback then
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local callback = Token.get(e.callback)
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callback(entity, e.data)
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end
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end
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end
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end
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local function run_chart_update(data)
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local x = data.top_x / 32
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local y = data.top_y / 32
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if game.forces.player.is_chunk_charted(data.surface, {x, y}) then
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-- Don't use full area, otherwise adjacent chunks get charted
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game.forces.player.chart(
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data.surface,
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{
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{data.top_x, data.top_y},
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{data.top_x + 1, data.top_y + 1}
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}
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)
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end
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end
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local function map_gen_action(data)
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local state = data.y
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if state < 32 then
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local shape = surfaces[data.surface.name]
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if shape == nil then
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return false
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end
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local count = tiles_per_tick
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local y = state + data.top_y
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local x = data.x
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local max_x = data.top_x + 32
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data.y = y
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repeat
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count = count - 1
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do_tile(y, x, data, shape)
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x = x + 1
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if x == max_x then
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y = y + 1
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if y == data.top_y + 32 then
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break
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end
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x = data.top_x
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data.y = y
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end
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data.x = x
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until count == 0
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data.y = y - data.top_y
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return true
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elseif state == 32 then
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do_place_tiles(data)
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data.y = 33
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return true
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elseif state == 33 then
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do_place_hidden_tiles(data)
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data.y = 34
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return true
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elseif state == 34 then
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do_place_entities(data)
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data.y = 35
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return true
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elseif state == 35 then
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do_place_decoratives(data)
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data.y = 36
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return true
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elseif state == 36 then
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run_chart_update(data)
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return false
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end
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end
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local map_gen_action_token = Token.register(map_gen_action)
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local function on_chunk(event)
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local surface = event.surface
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local shape = surfaces[surface.name]
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if not shape then
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return
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end
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local area = event.area
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local data = {
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y = 0,
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x = area.left_top.x,
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area = area,
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top_x = area.left_top.x,
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top_y = area.left_top.y,
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surface = surface,
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tiles = {},
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hidden_tiles = {},
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entities = {},
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decoratives = {}
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}
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Task.queue_task(map_gen_action_token, data, total_calls)
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end
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local function init(args)
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tiles_per_tick = args.tiles_per_tick or 32
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regen_decoratives = args.regen_decoratives or false
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surfaces = args.surfaces or {}
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total_calls = math.ceil(1024 / tiles_per_tick) + 5
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Event.add(defines.events.on_chunk_generated, on_chunk)
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end
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return init
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