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RedMew/map_gen/Diggy/Feature/DiggyHole.lua

288 lines
11 KiB
Lua

--[[-- info
Provides the ability to "mine" through out-of-map tiles by destroying or
mining rocks next to it.
]]
-- dependencies
local Event = require 'utils.event'
local Scanner = require 'map_gen.Diggy.Scanner'
local Template = require 'map_gen.Diggy.Template'
local ScoreTable = require 'map_gen.Diggy.ScoreTable'
local Debug = require 'map_gen.Diggy.Debug'
local insert = table.insert
local random = math.random
-- todo remove this dependency
local ResourceConfig = require 'map_gen.Diggy.Config'.features.ScatteredResources
local Perlin = require 'map_gen.shared.perlin_noise'
local Simplex = require 'map_gen.shared.simplex_noise'
local sqrt = math.sqrt
local ceil = math.ceil
-- this
local DiggyHole = {}
--[[--
Triggers a diggy diggy hole for a given sand-rock-big or rock-huge.
Will return true even if the tile behind it is immune.
@param entity LuaEntity
]]
local function diggy_hole(entity)
--[BT's additions, copied from ScatteredResources.lua
local function get_name_by_weight(collection, sum)
local pre_calculated = random()
local current = 0
local target = pre_calculated * sum
for name, weight in pairs(collection) do
current = current + weight
if (current >= target) then
return name
end
end
Debug.print('Current \'' .. current .. '\' should be higher or equal to random \'' .. target .. '\'')
end
--]
if ((entity.name ~= 'sand-rock-big') and (entity.name ~= 'rock-huge')) then
return
end
local tiles = {}
local rocks = {}
local surface = entity.surface
local position = entity.position
local x = position.x
local y = position.y
local out_of_map_found = Scanner.scan_around_position(surface, position, 'out-of-map');
local distance = ResourceConfig.distance(x, y)
-- source of noise for resource generation
-- index determines offset
-- '-1' is reserved for cluster mode
-- compound clusters use as many indexes as needed > 1
local base_seed
local function seeded_noise(surface, x, y, index, sources)
base_seed = base_seed or surface.map_gen_settings.seed + surface.index + 4000
local noise = 0
for _, settings in ipairs(sources) do
settings.type = settings.type or 'perlin'
settings.offset = settings.offset or 0
if settings.type == 'zero' then
noise = noise + 0
elseif settings.type == 'one' then
noise = noise + settings.weight * 1
elseif settings.type == 'perlin' then
noise = noise + settings.weight * Perlin.noise(x/settings.variance, y/settings.variance,
base_seed + 2000*index + settings.offset)
elseif settings.type == 'simplex' then
noise = noise + settings.weight * Simplex.d2(x/settings.variance, y/settings.variance,
base_seed + 2000*index + settings.offset)
else
Debug.print('noise type \'' .. settings.type .. '\' not recognized')
end
end
return noise
end
-- global config values
local resource_richness_weights = ResourceConfig.resource_richness_weights
local resource_richness_weights_sum = 0
for _, weight in pairs(resource_richness_weights) do
resource_richness_weights_sum = resource_richness_weights_sum + weight
end
local resource_richness_values = ResourceConfig.resource_richness_values
local resource_type_scalar = ResourceConfig.resource_type_scalar
local s_resource_weights = ResourceConfig.scattered_resource_weights
local s_resource_weights_sum = 0
for _, weight in pairs(s_resource_weights) do
s_resource_weights_sum = s_resource_weights_sum + weight
end
-- compound cluster spawning
local c_mode = ResourceConfig.cluster_mode
-- local c_clusters = Config.features.ScatteredResources.clusters
local c_clusters = require(ResourceConfig.cluster_file_location)
if ('table' ~= type(c_clusters)) then
error('cluster_file_location invalid')
end
local c_count = 0
for _, cluster in ipairs(c_clusters) do
c_count = c_count + 1
cluster.weights_sum = 0
for _, weight in pairs(cluster.weights) do
cluster.weights_sum = cluster.weights_sum + weight
end
end
local function spawn_cluster_resource(surface, x, y, cluster_index, cluster)
for name, weight in pairs(cluster.weights) do
if name == 'skip' then return false end
end
return true
end
local huge_rock_inserted = false
for _, position in pairs(out_of_map_found) do
insert(tiles, {name = 'dirt-' .. random(1, 7), position = position})
-- if (random() > 0.50) then
-- insert(rocks, {name = 'rock-huge', position = position})
if c_mode then
for index,cluster in ipairs(c_clusters) do
if distance >= cluster.min_distance and cluster.noise_settings.type ~= 'skip' then
if cluster.noise_settings.type == "connected_tendril" then
local noise = seeded_noise(surface, x, y, index, cluster.noise_settings.sources)
if -1 * cluster.noise_settings.threshold < noise and noise < cluster.noise_settings.threshold then
if spawn_cluster_resource(surface, x, y, index, cluster) then
insert(rocks, {name = 'rock-huge', position = position})
huge_rock_inserted = true
end
end
elseif cluster.noise_settings.type == "fragmented_tendril" then
local noise1 = seeded_noise(surface, x, y, index, cluster.noise_settings.sources)
local noise2 = seeded_noise(surface, x, y, index, cluster.noise_settings.discriminator)
if -1 * cluster.noise_settings.threshold < noise1 and noise1 < cluster.noise_settings.threshold
and -1 * cluster.noise_settings.discriminator_threshold < noise2
and noise2 < cluster.noise_settings.discriminator_threshold then
if spawn_cluster_resource(surface, x, y, index, cluster) then
insert(rocks, {name = 'rock-huge', position = position})
huge_rock_inserted = true
end
end
else
local noise = seeded_noise(surface, x, y, index, cluster.noise_settings.sources)
if noise >= cluster.noise_settings.threshold then
if spawn_cluster_resource(surface, x, y, index, cluster) then
insert(rocks, {name = 'rock-huge', position = position})
huge_rock_inserted = true
end
end
end
end
end
end
if (huge_rock_inserted == false) then
insert(rocks, {name = 'sand-rock-big', position = position})
end
end
Template.insert(surface, tiles, rocks)
end
local artificial_tiles = {
['stone-brick'] = true,
['stone-path'] = true,
['concrete'] = true,
['hazard-concrete-left'] = true,
['hazard-concrete-right'] = true,
['refined-concrete'] = true,
['refined-hazard-concrete-left'] = true,
['refined-hazard-concrete-right'] = true,
}
local function on_mined_tile(surface, tiles)
local new_tiles = {}
for _, tile in pairs(tiles) do
if (artificial_tiles[tile.old_tile.name]) then
insert(new_tiles, { name = 'dirt-' .. random(1, 7), position = tile.position})
end
end
Template.insert(surface, new_tiles, {})
end
--[[--
Registers all event handlers.
]]
function DiggyHole.register(config)
ScoreTable.reset('Void removed')
Event.add(defines.events.on_entity_died, function (event)
local entity = event.entity
diggy_hole(entity)
local position = entity.position
local surface = entity.surface
-- fixes massive frame drops when too much stone is spilled
local stones = surface.find_entities_filtered({
area = {{position.x - 2, position.y - 2}, {position.x + 2, position.y + 2}},
limit = 60,
type = 'item-entity',
name = 'item-on-ground',
})
for _, stone in ipairs(stones) do
if (stone.stack.name == 'stone') then
stone.destroy()
end
end
end)
Event.add(defines.events.on_player_mined_entity, function (event)
diggy_hole(event.entity)
end)
Event.add(defines.events.on_robot_mined_tile, function (event)
on_mined_tile(event.robot.surface, event.tiles)
end)
Event.add(defines.events.on_player_mined_tile, function (event)
on_mined_tile(game.surfaces[event.surface_index], event.tiles)
end)
Event.add(Template.events.on_void_removed, function ()
ScoreTable.increment('Void removed')
end)
if config.enable_debug_commands then
commands.add_command('clear-void', '<left top x> <left top y> <width> <height> <surface index> triggers Template.insert for the given area.', function(cmd)
local params = {}
local args = cmd.parameter or ''
for param in string.gmatch(args, '%S+') do
table.insert(params, param)
end
if (#params ~= 5) then
game.player.print('/clear-void requires exactly 5 arguments: <left top x> <left top y> <width> <height> <surface index>')
return
end
local left_top_x = tonumber(params[1])
local left_top_y = tonumber(params[2])
local width = tonumber(params[3])
local height = tonumber(params[4])
local surface_index = params[5]
local tiles = {}
local entities = {}
for x = 0, width do
for y = 0, height do
insert(tiles, {name = 'dirt-' .. random(1, 7), position = {x = x + left_top_x, y = y + left_top_y}})
end
end
Template.insert(game.surfaces[surface_index], tiles, entities)
end
)
end
end
function DiggyHole.on_init()
game.forces.player.technologies['landfill'].enabled = false
end
return DiggyHole