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152 lines
4.6 KiB
Lua
152 lines
4.6 KiB
Lua
-- Drops a grid of concrete, hazard and brick along the chunk edges
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local function run_terrain_module_setup()
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grid = {}
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grid_widths = {
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["concrete"] = 2,
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["hazard-concrete-left"] = 1,
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["stone-path"] = 1
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}
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grid_chunk_size = 3
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grid_width = 0
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-- Prime the array
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for a,b in pairs(grid_widths) do
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for i=1, b do
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grid_width = grid_width + 1
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grid[grid_width] = a
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end
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end
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end
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run_terrain_module_setup()
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function run_terrain_module(event)
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-- Draw the grid
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-- concrete width - 3, hazard = 1, brick = 2
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local surface = event.surface
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local tiles = {}
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local tile
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local rel_x = event.area.left_top.x
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local rel_y = event.area.left_top.y
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local y = rel_y
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local x = 0
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local do_top = ( ( ( rel_y / 32 ) % grid_chunk_size ) == 0 )
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local do_bottom = ( ( ( rel_y / 32 ) % grid_chunk_size ) == ( grid_chunk_size - 1) )
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local do_left = ( ( ( rel_x / 32 ) % grid_chunk_size ) == 0 )
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local do_right = ( ( ( rel_x / 32 ) % grid_chunk_size ) == ( grid_chunk_size - 1) )
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local do_corner_tl = do_top and do_left
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local do_corner_tr = do_top and do_right
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local do_corner_bl = do_bottom and do_left
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local do_corner_br = do_bottom and do_right
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-- Walk the chunk edge
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for y=rel_y, rel_y+31 do
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-- Along the left
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if ( do_left ) then
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for pos = 1, grid_width do
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tile_name = grid[grid_width+1 - pos]
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position = {rel_x + grid_width - pos, y}
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tile = surface.get_tile( position )
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if tile.name ~= "out-of-map" and tile.name ~= "water" then
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table.insert(tiles, {name = tile_name, position = position})
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end
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end
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end
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if ( do_right ) then
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-- Along the right
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for pos = 1, grid_width do
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tile_name = grid[grid_width+1 - pos]
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position = {pos + rel_x + 31 - grid_width, y}
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tile = surface.get_tile( position )
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if tile.name ~= "out-of-map" and tile.name ~= "water" then
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table.insert(tiles, {name = tile_name, position = position})
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end
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end
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end
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end
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-- Top/bottom Edges
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for x=rel_x, rel_x + 31 do
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-- Along the top
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if ( do_top ) then
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for pos = 1, grid_width do
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tile_name = grid[grid_width+1 - pos]
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position = {x, rel_y + grid_width - pos}
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tile = surface.get_tile( position )
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if tile.name ~= "out-of-map" and tile.name ~= "water" then
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table.insert(tiles, {name = tile_name, position = position})
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end
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end
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end
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if (do_bottom) then
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-- Along the bottom
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for pos = 1, grid_width do
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tile_name = grid[grid_width+1 - pos]
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position = {x, pos + rel_y + 31 - grid_width}
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tile = surface.get_tile( position )
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if tile.name ~= "out-of-map" and tile.name ~= "water" then
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table.insert(tiles, {name = tile_name, position = position})
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end
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end
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end
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end
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-- clean up corners
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for pos_x = 1, grid_width do
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for pos_y = 1, grid_width do
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if pos_x < pos_y then
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tile_name = grid[pos_x]
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else
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tile_name = grid[pos_y]
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end
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if ( do_corner_tl ) then
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-- Top Left
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position = {rel_x - 1 + pos_x, rel_y - 1 + pos_y}
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tile = surface.get_tile( position )
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if tile.name ~= "out-of-map" and tile.name ~= "water" then
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table.insert(tiles, {name = tile_name, position=position})
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end
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end
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if ( do_corner_tr ) then
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-- Top Right
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position = {rel_x + 32 - pos_x, rel_y - 1 + pos_y}
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tile = surface.get_tile( position )
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if tile.name ~= "out-of-map" and tile.name ~= "water" then
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table.insert(tiles, {name = tile_name, position=position})
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end
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end
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if ( do_corner_bl ) then
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-- Bottom Left
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position = {rel_x - 1 + pos_x, rel_y + 32 - pos_y}
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tile = surface.get_tile( position )
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if tile.name ~= "out-of-map" and tile.name ~= "water" then
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table.insert(tiles, {name = tile_name, position=position})
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end
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end
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if ( do_corner_br ) then
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-- Bottom right
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position = {rel_x + 32 - pos_x, rel_y + 32 - pos_y}
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tile = surface.get_tile( position )
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if tile.name ~= "out-of-map" and tile.name ~= "water" then
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table.insert(tiles, {name = tile_name, position=position})
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end
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end
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end
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end
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surface.set_tiles(tiles,true)
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end
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