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RedMew/map_gen/Diggy/Feature/SimpleRoomGenerator.lua
SimonFlapse 4258568c90
Catching up (#2) (#3)
* Add creep spread mechanic

* Added bot ore islands, use bool flag to turn on.

* Added a noise based chest spawning system for artefacts

* Added coin loot from biters and mining

* Track artefacts launched into space

* Add Creepy map preset

* Update donators.lua

* Add scenario info for crashsite (#291)

* Split colors resources from colors code & catchup on donators (#288)

* Split colors resources from colors code

* Switch back to colors

* Added jail button

Moved parts of the jail command to report.lua

Made jailing possible from a users report.

closes #215

* Added sound for new reports

Admins now get a sound when a new report is created. Useful for admins that doesn't have Factorio as active window.

Currently set the sound_path as utility/tutorial_notice

* Split chat triggers from control

* Move cheat tracking outside of control.lua

* Remove player-specific code

* Split donator/on_join messages out of control

* Move features into features folder

* Indentation fix

I aimed to fix the troublesome indentation.

* Added a single indent

* Make sure biter modifiers are accessible for mods

* Consistency change regarding table access

* Added NightTime.lua

Split the time assignment into a new file NightTime.lua allowing for it to be disabled. (Restore normal day/night cycle)

Also added a popup when a player places a solar panel informing that they are purely cosmetic

Removed the recipe for portable solar panels because they are useless, but the technology is needed.

* Fixed debug print grid value to show non-rounded value

* added support for hidden tiles

* Add newline to eof

* Fixed no newline, indentation and scope of research

* crash_site outposts set hidden tile to 'grass-1'

* Log items spawned by crafting in cheat mode

* Newline to eof

* Put responses into table

* Use trigger as table key

* Change name of lattice to diagonal lattice (#297)

* Add Diagonal Ribbon to map presets (#294)

* Reorganize control (#312)

* Check for config before disabling fish market (#311)

* Force diggy biters to spawn, even if there's no space (#308)

* Fixed some small things from feedback and issues (#313)

* Update fractal_balls.lua

* Add ALo's message and color (#314)

* Add join message for ALo

* Add ALo's color

* Typo in donators.lua

* fixed tile corruption issus closes #310 (#317)

* Update player_list.lua

* Update diagonal_ribbon.lua (#322)

* Regulars: remove duplicates and sort alphabetically (#320)
2018-11-12 20:23:25 +01:00

106 lines
3.4 KiB
Lua

--[[-- info
Provides the ability to make a simple room with contents
]]
-- dependencies
local Template = require 'map_gen.Diggy.Template'
local Perlin = require 'map_gen.shared.perlin_noise'
local Event = require 'utils.event'
local Debug = require'map_gen.Diggy.Debug'
local Task = require 'utils.Task'
local Token = require 'utils.global_token'
-- this
local SimpleRoomGenerator = {}
local do_spawn_tile = Token.register(function(params)
Template.insert(params.surface, {params.tile}, {})
end)
local do_mine = Token.register(function(params)
local sand_rocks = params.surface.find_entities_filtered({position = params.position, name = 'sand-rock-big'})
if (0 == #sand_rocks) then
Debug.print_position(params.position, 'missing rock when trying to mine.')
return
end
for _, rock in pairs(sand_rocks) do
rock.die()
end
end)
local function handle_noise(name, surface, position)
Task.set_timeout_in_ticks(1, do_mine, {surface = surface, position = position})
if ('water' == name) then
-- water is slower because for some odd reason it doesn't always want to mine it properly
Task.set_timeout_in_ticks(4, do_spawn_tile, { surface = surface, tile = { name = 'deepwater-green', position = position}})
return
end
if ('dirt' == name) then
return
end
error('No noise handled for type \'' .. name .. '\'')
end
--[[--
Registers all event handlers.
]]
function SimpleRoomGenerator.register(config)
local room_noise_minimum_distance_sq = config.room_noise_minimum_distance * config.room_noise_minimum_distance
local seed
local function get_noise(surface, x, y)
seed = seed or surface.map_gen_settings.seed + surface.index + 100
return Perlin.noise(x * config.noise_variance, y * config.noise_variance, seed)
end
Event.add(Template.events.on_void_removed, function (event)
local position = event.position
local x = position.x
local y = position.y
local distance_sq = x * x + y * y
if (distance_sq <= room_noise_minimum_distance_sq) then
return
end
local surface = event.surface
local noise = get_noise(surface, x, y)
for _, noise_range in pairs(config.room_noise_ranges) do
if (noise >= noise_range.min and noise <= noise_range.max) then
handle_noise(noise_range.name, surface, position)
end
end
end)
if (config.display_room_locations) then
Event.add(defines.events.on_chunk_generated, function (event)
local surface = event.surface
local area = event.area
for x = area.left_top.x, area.left_top.x + 31 do
for y = area.left_top.y, area.left_top.y + 31 do
for _, noise_range in pairs(config.room_noise_ranges) do
local noise = get_noise(surface, x, y)
if (noise >= noise_range.min and noise <= noise_range.max) then
Debug.print_grid_value(noise_range.name, surface, {x = x, y = y}, nil, nil, true)
end
end
end
end
end)
end
end
function SimpleRoomGenerator.get_extra_map_info(config)
return 'Simple Room Generator, digging around might open rooms!'
end
return SimpleRoomGenerator