mirror of
https://github.com/Refactorio/RedMew.git
synced 2024-12-14 10:13:13 +02:00
6aed6d6317
Add map loader
191 lines
4.8 KiB
Lua
191 lines
4.8 KiB
Lua
local Event = require 'utils.event'
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local RS = require 'map_gen.shared.redmew_surface'
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local Global = require 'utils.global'
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local wall_thickness = 1
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local cell_size = 3 --must be an uneven number
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local wall_delta = math.floor((cell_size - wall_thickness) / 2)
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local pixels = {}
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local cells = {}
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local primitives = {
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max = 0,
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rnd_p = 1,
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walk_seed_w = 0,
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walk_seed_h = 0
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}
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local rects = {}
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local shuffle_pool = {}
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Global.register(
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{
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primitives = primitives,
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rects = rects,
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shuffle_pool = shuffle_pool
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},
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function(tbl)
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primitives = tbl.primitives
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rects = tbl.rects
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end
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)
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local function add_tile(x, y, width, height, add_cell)
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if add_cell then
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if cells[x] == nil then
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cells[x] = {}
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end
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cells[x][y] = 1
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end
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for xpos = x, x + width - 1 do
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for ypos = y, y + height - 1 do
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if pixels[xpos] == nil then
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pixels[xpos] = {}
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end
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pixels[xpos][ypos] = 1
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end
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end
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end
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primitives.max = 0
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local function render()
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for x, _ in pairs(pixels) do
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for y, _ in pairs(pixels[x]) do
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if y * 32 > primitives.max and y % 2 == 0 then
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primitives.max = y * 32
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end
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rects[x * 32 .. '/' .. y * 32] = 1
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end
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end
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end
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primitives.rnd_p = 1
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local function psd_rnd(l)
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while shuffle_pool[primitives.rnd_p] < l do
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primitives.rnd_p = primitives.rnd_p + 1
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end
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local res = shuffle_pool[primitives.rnd_p]
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primitives.rnd_p = primitives.rnd_p + 1
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return res
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end
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local function shuffle(t)
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for i = 1, #t - 1 do
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local r = psd_rnd(i, #t)
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t[i], t[r] = t[r], t[i]
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end
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end
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-- builds a width-by-height grid of trues
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local function initialize_grid(w, h)
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local a = {}
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for i = 1, h do
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table.insert(a, {})
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for j = 1, w do
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table.insert(a[i], true)
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end
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end
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return a
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end
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-- average of a and b
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local function avg(a, b)
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return (a + b) / 2
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end
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local dirs = {
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{x = 0, y = -2}, -- north
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{x = 2, y = 0}, -- east
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{x = -2, y = 0}, -- west
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{x = 0, y = 2} -- south
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}
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local function make_maze(w, h)
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local map = initialize_grid(w * 2 + 1, h * 2 + 1)
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local walk
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walk = function(x, y)
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map[y][x] = false
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local d = {1, 2, 3, 4}
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shuffle(d)
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for i, dirnum in pairs(d) do
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local xx = x + dirs[dirnum].x
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local yy = y + dirs[dirnum].y
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if map[yy] and map[yy][xx] then
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map[avg(y, yy)][avg(x, xx)] = false
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walk(xx, yy)
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end
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end
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end
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walk(primitives.walk_seed_w, primitives.walk_seed_h)
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local s = {}
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for i = 1, h * 2 + 1 do
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for j = 1, w * 2 + 1 do
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if map[i][j] then
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add_tile(i * cell_size, j * cell_size, cell_size, cell_size, true)
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end
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end
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end
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return table.concat(s)
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end
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local function reduce_walls()
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for x, _ in pairs(cells) do
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for y, _ in pairs(cells[x]) do
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if cells[x - cell_size] ~= nil and cells[x - cell_size][y] ~= 1 then
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add_tile(x - wall_delta, y, wall_delta, cell_size, false)
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end
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if cells[x + cell_size] ~= nil and cells[x + cell_size][y] ~= 1 then
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add_tile(x + cell_size, y, wall_delta, cell_size, false)
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end
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if cells[x] ~= nil and cells[x][y - cell_size] ~= 1 then
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add_tile(x - wall_delta, y - wall_delta, cell_size + 2 * wall_delta, wall_delta, false)
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end
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if cells[x] ~= nil and cells[x][y + cell_size] ~= 1 then
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add_tile(x - wall_delta, y + cell_size, cell_size + 2 * wall_delta, wall_delta, false)
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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 remove_chunk(event)
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local surface = event.surface
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local tiles = {}
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for x = event.area.left_top.x, event.area.right_bottom.x do
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for y = event.area.left_top.y, event.area.right_bottom.y do
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table.insert(tiles, {name = 'out-of-map', position = {x, y}})
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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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Event.on_init(
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function()
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primitives.walk_seed_w = math.random(1, 50) * 2
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primitives.walk_seed_h = math.random(1, 50) * 2
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for i = 1, 20000 do
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shuffle_pool[i] = math.random(1, 4)
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end
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make_maze(50, 50)
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reduce_walls()
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render()
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end
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)
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Event.add(
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defines.events.on_chunk_generated,
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function(event)
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if event.surface == RS.get_surface() then
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local pos = event.area.left_top
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if
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math.abs(pos.x) > 10000 or math.abs(pos.y) > 10000 or
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(rects[pos.x + primitives.max / 2 .. '/' .. pos.y + primitives.max / 2] == nil)
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then
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remove_chunk(event)
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end
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end
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end
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)
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