mirror of
https://github.com/Refactorio/RedMew.git
synced 2024-12-12 10:04:40 +02:00
1298 lines
33 KiB
Lua
1298 lines
33 KiB
Lua
-- helpers
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tau = 2 * math.pi
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deg_to_rad = tau / 360
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function degrees(angle)
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return angle * deg_to_rad
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end
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local function add_entity(tile, entity)
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if type(tile) == 'table' then
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if tile.entities then
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table.insert(tile.entities, entity)
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else
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tile.entities = {entity}
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end
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elseif tile then
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tile = {
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tile = tile,
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entities = {entity}
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}
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end
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return tile
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end
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local Builders = {}
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-- shape builders
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function Builders.empty_shape()
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return false
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end
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function Builders.full_shape()
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return true
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end
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function Builders.no_entity()
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return nil
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end
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function Builders.tile(tile)
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return function()
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return tile
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end
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end
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function Builders.path(thickness, optional_thickness_height)
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local width = thickness / 2
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local thickness2 = optional_thickness_height or thickness
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local height = thickness2 / 2
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return function(x, y)
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return (x > -width and x <= width) or (y > -height and y <= height)
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end
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end
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function Builders.rectangle(width, height)
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width = width / 2
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if height then
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height = height / 2
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else
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height = width
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end
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return function(x, y)
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return x > -width and x <= width and y > -height and y <= height
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end
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end
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function Builders.line_x(thickness)
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thickness = thickness / 2
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return function(_, y)
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return y > -thickness and y <= thickness
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end
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end
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function Builders.line_y(thickness)
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thickness = thickness / 2
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return function(x, _)
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return x > -thickness and x <= thickness
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end
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end
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function Builders.square_diamond(size)
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size = size / 2
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return function(x, y)
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return math.abs(x) + math.abs(y) <= size
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end
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end
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local rot = math.sqrt(2) / 2 -- 45 degree rotation.
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function Builders.rectangle_diamond(width, height)
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width = width / 2
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height = height / 2
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return function(x, y)
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local rot_x = rot * (x - y)
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local rot_y = rot * (x + y)
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return math.abs(rot_x) < width and math.abs(rot_y) < height
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end
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end
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function Builders.circle(radius)
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local rr = radius * radius
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return function(x, y)
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return x * x + y * y < rr
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end
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end
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function Builders.oval(x_radius, y_radius)
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local x_rr = x_radius * x_radius
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local y_rr = y_radius * y_radius
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return function(x, y)
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return ((x * x) / x_rr + (y * y) / y_rr) < 1
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end
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end
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function Builders.sine_fill(width, height)
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local width_inv = tau / width
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local height_inv = -2 / height
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return function(x, y)
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local x2 = x * width_inv
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local y2 = y * height_inv
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if y <= 0 then
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return y2 < math.sin(x2)
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else
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return y2 > math.sin(x2)
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end
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end
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end
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function Builders.rectangular_spiral(x_size, optional_y_size)
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optional_y_size = optional_y_size or x_size
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x_size = 1 / x_size
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optional_y_size = 1 / optional_y_size
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return function(x, y)
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x, y = x * x_size, y * optional_y_size
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x, y = math.floor(x + 0.5), math.floor(y + 0.5)
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local a = -math.max(math.abs(x), math.abs(y))
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if a % 2 == 0 then
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return y ~= a or x == a
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else
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return y == a and x ~= a
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end
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end
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end
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local tile_map = {
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[1] = false,
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[2] = true,
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[3] = 'concrete',
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[4] = 'deepwater-green',
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[5] = 'deepwater',
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[6] = 'dirt-1',
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[7] = 'dirt-2',
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[8] = 'dirt-3',
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[9] = 'dirt-4',
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[10] = 'dirt-5',
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[11] = 'dirt-6',
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[12] = 'dirt-7',
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[13] = 'dry-dirt',
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[14] = 'grass-1',
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[15] = 'grass-2',
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[16] = 'grass-3',
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[17] = 'grass-4',
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[18] = 'hazard-concrete-left',
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[19] = 'hazard-concrete-right',
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[20] = 'lab-dark-1',
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[21] = 'lab-dark-2',
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[22] = 'lab-white',
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[23] = 'out-of-map',
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[24] = 'red-desert-0',
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[25] = 'red-desert-1',
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[26] = 'red-desert-2',
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[27] = 'red-desert-3',
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[28] = 'sand-1',
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[29] = 'sand-2',
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[30] = 'sand-3',
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[31] = 'stone-path',
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[32] = 'water-green',
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[33] = 'water'
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}
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function Builders.decompress(pic)
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local data = pic.data
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local width = pic.width
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local height = pic.height
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local uncompressed = {}
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for y = 1, height do
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local row = data[y]
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local u_row = {}
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uncompressed[y] = u_row
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local x = 1
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for index = 1, #row, 2 do
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local pixel = tile_map[row[index]]
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local count = row[index + 1]
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for _ = 1, count do
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u_row[x] = pixel
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x = x + 1
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end
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end
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end
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return {width = width, height = height, data = uncompressed}
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end
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function Builders.picture(pic)
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local data = pic.data
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local width = pic.width
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local height = pic.height
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-- the plus one is because lua tables are one based.
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local half_width = math.floor(width / 2) + 1
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local half_height = math.floor(height / 2) + 1
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return function(x, y)
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x = math.floor(x)
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y = math.floor(y)
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local x2 = x + half_width
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local y2 = y + half_height
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if y2 > 0 and y2 <= height and x2 > 0 and x2 <= width then
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return data[y2][x2]
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else
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return false
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end
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end
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end
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-- transforms and shape helpers
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function Builders.translate(shape, x_offset, y_offset)
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return function(x, y, world)
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return shape(x - x_offset, y - y_offset, world)
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end
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end
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function Builders.scale(shape, x_scale, y_scale)
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y_scale = y_scale or x_scale
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x_scale = 1 / x_scale
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y_scale = 1 / y_scale
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return function(x, y, world)
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return shape(x * x_scale, y * y_scale, world)
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end
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end
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function Builders.rotate(shape, angle)
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local qx = math.cos(angle)
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local qy = math.sin(angle)
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return function(x, y, world)
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local rot_x = qx * x - qy * y
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local rot_y = qy * x + qx * y
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return shape(rot_x, rot_y, world)
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end
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end
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function Builders.flip_x(shape)
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return function(x, y, world)
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return shape(-x, y, world)
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end
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end
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function Builders.flip_y(shape)
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return function(x, y, world)
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return shape(x, -y, world)
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end
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end
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function Builders.flip_xy(shape)
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return function(x, y, world)
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return shape(-x, -y, world)
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end
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end
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function Builders.any(shapes)
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return function(x, y, world)
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for _, s in ipairs(shapes) do
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local tile = s(x, y, world)
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if tile then
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return tile
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end
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end
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return false
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end
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end
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function Builders.all(shapes)
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return function(x, y, world)
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local tile
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for _, s in ipairs(shapes) do
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tile = s(x, y, world)
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if not tile then
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return false
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end
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end
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return tile
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end
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end
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function Builders.combine(shapes)
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return function(x, y, world)
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local function combine_table(tile, index)
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local i, s = next(shapes, index)
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while i do
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local t = s(x, y, world)
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if type(t) == 'table' then
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if not tile.tile then
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tile.tile = t.tile
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end
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local es = t.entities
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if es then
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for _, e in ipairs(es) do
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add_entity(tile, e)
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end
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end
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else
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if not tile.tile then
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tile.tile = t
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end
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end
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i, s = next(shapes, i)
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end
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return tile
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end
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local tile = false
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local i, s = next(shapes, nil)
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while i do
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local t = s(x, y, world)
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if not tile then
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tile = t
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elseif type(t) == 'table' then
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t.tile = tile
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return combine_table(t, i)
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end
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if type(tile) == 'table' then
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return combine_table(tile, i)
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end
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i, s = next(shapes, i)
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end
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return tile
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end
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end
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function Builders.subtract(shape, minus_shape)
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return function(x, y, world)
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if minus_shape(x, y, world) then
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return false
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else
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return shape(x, y, world)
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end
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end
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end
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function Builders.invert(shape)
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return function(x, y, world)
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return not shape(x, y, world)
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end
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end
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function Builders.throttle_x(shape, x_in, x_size)
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return function(x, y, world)
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if x % x_size < x_in then
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return shape(x, y, world)
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else
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return false
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end
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end
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end
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function Builders.throttle_y(shape, y_in, y_size)
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return function(x, y, world)
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if y % y_size < y_in then
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return shape(x, y, world)
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else
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return false
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end
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end
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end
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function Builders.throttle_xy(shape, x_in, x_size, y_in, y_size)
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return function(x, y, world)
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if x % x_size < x_in and y % y_size < y_in then
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return shape(x, y, world)
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else
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return false
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end
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end
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end
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function Builders.throttle_world_xy(shape, x_in, x_size, y_in, y_size)
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return function(x, y, world)
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if world.x % x_size < x_in and world.y % y_size < y_in then
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return shape(x, y, world)
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else
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return false
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end
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end
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end
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function Builders.choose(condition, true_shape, false_shape)
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return function(x, y, world)
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if condition(x, y, world) then
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return true_shape(x, y, world)
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else
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return false_shape(x, y, world)
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end
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end
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end
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function Builders.if_else(shape, else_shape)
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return function(x, y, world)
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return shape(x, y, world) or else_shape(x, y, world)
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end
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end
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function Builders.linear_grow(shape, size)
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return function(x, y, world)
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local t = math.ceil((y / size) + 0.5)
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local n = math.ceil((math.sqrt(8 * t + 1) - 1) / 2)
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local t_upper = n * (n + 1) * 0.5
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local t_lower = t_upper - n
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y = (y - size * (t_lower + n / 2 - 0.5)) / n
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x = x / n
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return shape(x, y, world)
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end
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end
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function Builders.grow(in_shape, out_shape, size, offset)
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local half_size = size / 2
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return function(x, y, world)
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local tx = math.ceil(math.abs(x) / half_size)
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local ty = math.ceil(math.abs(y) / half_size)
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local t = math.max(tx, ty)
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for i = t, 2.5 * t, 1 do
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local out_t = 1 / (i - offset)
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local in_t = 1 / i
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if out_shape(out_t * x, out_t * y, world) then
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return nil
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end
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local tile = in_shape(in_t * x, in_t * y, world)
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if tile then
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return tile
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end
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end
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return nil
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end
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end
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function Builders.project(shape, size, r)
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local ln_r = math.log(r)
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local r2 = 1 / (r - 1)
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local a = 1 / size
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return function(x, y, world)
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local offset = 0.5 * size
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local sn = math.ceil(y + offset)
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local n = math.ceil(math.log((r - 1) * sn * a + 1) / ln_r - 1)
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local rn = r ^ n
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local rn2 = 1 / rn
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local c = size * rn
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local sn_upper = size * (r ^ (n + 1) - 1) * r2
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x = x * rn2
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y = (y - (sn_upper - 0.5 * c) + offset) * rn2
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return shape(x, y, world)
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end
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end
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function Builders.project_pattern(pattern, size, r, columns, rows)
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local ln_r = math.log(r)
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local r2 = 1 / (r - 1)
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local a = 1 / size
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local half_size = size / 2
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return function(x, y, world)
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local offset = 0.5 * size
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local sn = math.ceil(y + offset)
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local n = math.ceil(math.log((r - 1) * sn * a + 1) / ln_r - 1)
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local rn = r ^ n
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local rn2 = 1 / rn
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local c = size * rn
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local sn_upper = size * (r ^ (n + 1) - 1) * r2
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x = x * rn2
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y = (y - (sn_upper - 0.5 * c) + offset) * rn2
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local row_i = n % rows + 1
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local row = pattern[row_i]
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local x2 = ((x + half_size) % size) - half_size
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local col_pos = math.floor(x / size + 0.5)
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local col_i = col_pos % columns + 1
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local shape = row[col_i]
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return shape(x2, y, world)
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end
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end
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function Builders.project_overlap(shape, size, r)
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local ln_r = math.log(r)
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local r2 = 1 / (r - 1)
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local a = 1 / size
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local offset = 0.5 * size
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return function(x, y, world)
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local sn = math.ceil(y + offset)
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local n = math.ceil(math.log((r - 1) * sn * a + 1) / ln_r - 1)
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local rn = r ^ n
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local rn2 = 1 / rn
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local c = size * rn
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local sn_upper = size * (r ^ (n + 1) - 1) * r2
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x = x * rn2
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y = (y - (sn_upper - 0.5 * c) + offset) * rn2
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local tile
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tile = shape(x, y, world)
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if tile then
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return tile
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end
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local rn_above = rn / r
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local rn2_above = 1 / rn_above
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local c_above = size * rn_above
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local sn_upper_above = sn_upper - c
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local x_above = x * rn2_above
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local y_above = (y - (sn_upper_above - 0.5 * c_above) + offset) * rn2_above
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tile = shape(x_above, y_above, world)
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if tile then
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return tile
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end
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local rn_below = rn * r
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local rn2_below = 1 / rn_below
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local c_below = size * rn_below
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local sn_upper_below = sn_upper + c_below
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local x_below = x * rn2_below
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local y_below = (y - (sn_upper_below - 0.5 * c_below) + offset) * rn2_below
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return shape(x_below, y_below, world)
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end
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end
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-- Entity generation
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function Builders.entity(shape, name)
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return function(x, y, world)
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if shape(x, y, world) then
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return {name = name}
|
|
end
|
|
end
|
|
end
|
|
|
|
function Builders.entity_func(shape, func)
|
|
return function(x, y, world)
|
|
if shape(x, y, world) then
|
|
return func(x, y, world)
|
|
end
|
|
end
|
|
end
|
|
|
|
function Builders.resource(shape, resource_type, amount_function)
|
|
amount_function = amount_function or function()
|
|
return 404
|
|
end
|
|
return function(x, y, world)
|
|
if shape(x, y, world) then
|
|
return {
|
|
name = resource_type,
|
|
amount = amount_function(world.x, world.y)
|
|
}
|
|
end
|
|
end
|
|
end
|
|
|
|
function Builders.apply_entity(shape, entity_shape)
|
|
return function(x, y, world)
|
|
local tile = shape(x, y, world)
|
|
|
|
if not tile then
|
|
return false
|
|
end
|
|
|
|
local e = entity_shape(x, y, world)
|
|
if e then
|
|
tile = add_entity(tile, e)
|
|
end
|
|
|
|
return tile
|
|
end
|
|
end
|
|
|
|
function Builders.apply_entities(shape, entity_shapes)
|
|
return function(x, y, world)
|
|
local tile = shape(x, y, world)
|
|
|
|
if not tile then
|
|
return false
|
|
end
|
|
|
|
for _, es in ipairs(entity_shapes) do
|
|
local e = es(x, y, world)
|
|
if e then
|
|
tile = add_entity(tile, e)
|
|
end
|
|
end
|
|
|
|
return tile
|
|
end
|
|
end
|
|
|
|
-- pattern builders.
|
|
function Builders.single_pattern(shape, width, height)
|
|
shape = shape or Builders.empty_shape
|
|
local half_width = width / 2
|
|
local half_height
|
|
if height then
|
|
half_height = height / 2
|
|
else
|
|
half_height = half_width
|
|
end
|
|
|
|
return function(x, y, world)
|
|
y = ((y + half_height) % height) - half_height
|
|
x = ((x + half_width) % width) - half_width
|
|
|
|
return shape(x, y, world)
|
|
end
|
|
end
|
|
|
|
function Builders.single_pattern_overlap(shape, width, height)
|
|
shape = shape or Builders.empty_shape
|
|
local half_width = width / 2
|
|
local half_height
|
|
if height then
|
|
half_height = height / 2
|
|
else
|
|
half_height = half_width
|
|
end
|
|
|
|
return function(x, y, world)
|
|
y = ((y + half_height) % height) - half_height
|
|
x = ((x + half_width) % width) - half_width
|
|
|
|
return shape(x, y, world) or shape(x + width, y, world) or shape(x - width, y, world) or
|
|
shape(x, y + height, world) or
|
|
shape(x, y - height, world)
|
|
end
|
|
end
|
|
|
|
function Builders.single_x_pattern(shape, width)
|
|
shape = shape or Builders.empty_shape
|
|
local half_width = width / 2
|
|
|
|
return function(x, y, world)
|
|
x = ((x + half_width) % width) - half_width
|
|
|
|
return shape(x, y, world)
|
|
end
|
|
end
|
|
|
|
function Builders.single_y_pattern(shape, height)
|
|
shape = shape or Builders.empty_shape
|
|
local half_height = height / 2
|
|
|
|
return function(x, y, world)
|
|
y = ((y + half_height) % height) - half_height
|
|
|
|
return shape(x, y, world)
|
|
end
|
|
end
|
|
|
|
function Builders.grid_x_pattern(pattern, columns, width)
|
|
local half_width = width / 2
|
|
|
|
return function(x, y, world)
|
|
local x2 = ((x + half_width) % width) - half_width
|
|
local columns_pos = math.floor(x / width + 0.5)
|
|
local column_i = columns_pos % columns + 1
|
|
local shape = pattern[column_i] or Builders.empty_shape
|
|
|
|
return shape(x2, y, world)
|
|
end
|
|
end
|
|
|
|
function Builders.grid_y_pattern(pattern, rows, height)
|
|
local half_height = height / 2
|
|
|
|
return function(x, y, world)
|
|
local y2 = ((y + half_height) % height) - half_height
|
|
local row_pos = math.floor(y / height + 0.5)
|
|
local row_i = row_pos % rows + 1
|
|
local shape = pattern[row_i] or Builders.empty_shape
|
|
|
|
return shape(x, y2, world)
|
|
end
|
|
end
|
|
|
|
function Builders.grid_pattern(pattern, columns, rows, width, height)
|
|
local half_width = width / 2
|
|
local half_height = height / 2
|
|
|
|
return function(x, y, world)
|
|
local y2 = ((y + half_height) % height) - half_height
|
|
local row_pos = math.floor(y / height + 0.5)
|
|
local row_i = row_pos % rows + 1
|
|
local row = pattern[row_i] or {}
|
|
|
|
local x2 = ((x + half_width) % width) - half_width
|
|
local col_pos = math.floor(x / width + 0.5)
|
|
local col_i = col_pos % columns + 1
|
|
|
|
local shape = row[col_i] or Builders.empty_shape
|
|
return shape(x2, y2, world)
|
|
end
|
|
end
|
|
|
|
function Builders.grid_pattern_overlap(pattern, columns, rows, width, height)
|
|
local half_width = width / 2
|
|
local half_height = height / 2
|
|
|
|
return function(x, y, world)
|
|
local y2 = ((y + half_height) % height) - half_height
|
|
local row_pos = math.floor(y / height + 0.5)
|
|
local row_i = row_pos % rows + 1
|
|
local row = pattern[row_i] or {}
|
|
|
|
local x2 = ((x + half_width) % width) - half_width
|
|
local col_pos = math.floor(x / width + 0.5)
|
|
local col_i = col_pos % columns + 1
|
|
|
|
local shape = row[col_i] or Builders.empty_shape
|
|
|
|
local tile = shape(x2, y2, world)
|
|
if tile then
|
|
return tile
|
|
end
|
|
|
|
-- edges
|
|
local col_i_left = (col_pos - 1) % columns + 1
|
|
shape = row[col_i_left] or Builders.empty_shape
|
|
tile = shape(x2 + width, y2, world)
|
|
if tile then
|
|
return tile
|
|
end
|
|
|
|
local col_i_right = (col_pos + 1) % columns + 1
|
|
shape = row[col_i_right] or Builders.empty_shape
|
|
tile = shape(x2 - width, y2, world)
|
|
if tile then
|
|
return tile
|
|
end
|
|
|
|
local row_i_up = (row_pos - 1) % rows + 1
|
|
local row_up = pattern[row_i_up] or {}
|
|
shape = row_up[col_i] or Builders.empty_shape
|
|
tile = shape(x2, y2 + height, world)
|
|
if tile then
|
|
return tile
|
|
end
|
|
|
|
local row_i_down = (row_pos + 1) % rows + 1
|
|
local row_down = pattern[row_i_down] or {}
|
|
shape = row_down[col_i] or Builders.empty_shape
|
|
return shape(x2, y2 - height, world)
|
|
end
|
|
end
|
|
|
|
function Builders.grid_pattern_full_overlap(pattern, columns, rows, width, height)
|
|
local half_width = width / 2
|
|
local half_height = height / 2
|
|
|
|
return function(x, y, world)
|
|
local y2 = ((y + half_height) % height) - half_height
|
|
local row_pos = math.floor(y / height + 0.5)
|
|
local row_i = row_pos % rows + 1
|
|
local row = pattern[row_i] or {}
|
|
|
|
local x2 = ((x + half_width) % width) - half_width
|
|
local col_pos = math.floor(x / width + 0.5)
|
|
local col_i = col_pos % columns + 1
|
|
|
|
local row_i_up = (row_pos - 1) % rows + 1
|
|
local row_up = pattern[row_i_up] or {}
|
|
local row_i_down = (row_pos + 1) % rows + 1
|
|
local row_down = pattern[row_i_down] or {}
|
|
|
|
local col_i_left = (col_pos - 1) % columns + 1
|
|
local col_i_right = (col_pos + 1) % columns + 1
|
|
|
|
-- start from top left, move left to right then down
|
|
local shape = row_up[col_i_left] or Builders.empty_shape
|
|
local tile = shape(x2 + width, y2 + height, world)
|
|
if tile then
|
|
return tile
|
|
end
|
|
|
|
shape = row_up[col_i] or Builders.empty_shape
|
|
tile = shape(x2, y2 + height, world)
|
|
if tile then
|
|
return tile
|
|
end
|
|
|
|
shape = row_up[col_i_right] or Builders.empty_shape
|
|
tile = shape(x2 - width, y2 + height, world)
|
|
if tile then
|
|
return tile
|
|
end
|
|
|
|
shape = row[col_i_left] or Builders.empty_shape
|
|
tile = shape(x2 + width, y2, world)
|
|
if tile then
|
|
return tile
|
|
end
|
|
|
|
shape = row[col_i] or Builders.empty_shape
|
|
tile = shape(x2, y2, world)
|
|
if tile then
|
|
return tile
|
|
end
|
|
|
|
shape = row[col_i_right] or Builders.empty_shape
|
|
tile = shape(x2 - width, y2, world)
|
|
if tile then
|
|
return tile
|
|
end
|
|
|
|
shape = row_down[col_i_left] or Builders.empty_shape
|
|
tile = shape(x2 + width, y2 - height, world)
|
|
if tile then
|
|
return tile
|
|
end
|
|
|
|
shape = row_down[col_i] or Builders.empty_shape
|
|
tile = shape(x2, y2 - height, world)
|
|
if tile then
|
|
return tile
|
|
end
|
|
|
|
shape = row_down[col_i_right] or Builders.empty_shape
|
|
return shape(x2 - width, y2 - height, world)
|
|
end
|
|
end
|
|
|
|
local function is_spiral(x, y)
|
|
local a = -math.max(math.abs(x), math.abs(y))
|
|
|
|
if a % 2 == 0 then
|
|
return y ~= a or x == a
|
|
else
|
|
return y == a and x ~= a
|
|
end
|
|
end
|
|
|
|
function Builders.single_spiral_pattern(shape, width, height)
|
|
local inv_width = 1 / width
|
|
local inv_height = 1 / height
|
|
return function(x, y, world)
|
|
local x1 = math.floor(x * inv_width + 0.5)
|
|
local y1 = math.floor(y * inv_height + 0.5)
|
|
|
|
if is_spiral(x1, y1) then
|
|
x1 = x - x1 * width
|
|
y1 = y - y1 * height
|
|
return shape(x1, y1, world)
|
|
else
|
|
return false
|
|
end
|
|
end
|
|
end
|
|
|
|
local function rotate_0(x, y)
|
|
return x, y
|
|
end
|
|
|
|
local function rotate_90(x, y)
|
|
return y, -x
|
|
end
|
|
|
|
local function rotate_180(x, y)
|
|
return -x, -y
|
|
end
|
|
|
|
local function rotate_270(x, y)
|
|
return -y, x
|
|
end
|
|
|
|
local function spiral_rotation(x, y)
|
|
local a = -math.max(math.abs(x), math.abs(y))
|
|
|
|
if a % 2 == 0 then
|
|
if y ~= a or x == a then
|
|
if x == a then
|
|
return rotate_0
|
|
elseif y >= x then
|
|
return rotate_270
|
|
else
|
|
return rotate_180
|
|
end
|
|
end
|
|
else
|
|
if y == a and x ~= a then
|
|
return rotate_90
|
|
end
|
|
end
|
|
end
|
|
|
|
function Builders.single_spiral_rotate_pattern(shape, width, optional_height)
|
|
optional_height = optional_height or width
|
|
|
|
local inv_width = 1 / width
|
|
local inv_height = 1 / optional_height
|
|
return function(x, y, world)
|
|
local x1 = math.floor(x * inv_width + 0.5)
|
|
local y1 = math.floor(y * inv_height + 0.5)
|
|
|
|
local t = spiral_rotation(x1, y1)
|
|
if t then
|
|
x1 = x - x1 * width
|
|
y1 = y - y1 * optional_height
|
|
x1, y1 = t(x1, y1)
|
|
return shape(x1, y1, world)
|
|
else
|
|
return false
|
|
end
|
|
end
|
|
end
|
|
|
|
function Builders.segment_pattern(pattern)
|
|
local count = #pattern
|
|
|
|
return function(x, y, world)
|
|
local angle = math.atan2(-y, x)
|
|
local index = math.floor(angle / tau * count) % count + 1
|
|
local shape = pattern[index] or Builders.empty_shape
|
|
return shape(x, y, world)
|
|
end
|
|
end
|
|
|
|
function Builders.pyramid_pattern(pattern, columns, rows, width, height)
|
|
local half_width = width / 2
|
|
local half_height = height / 2
|
|
|
|
return function(x, y, world)
|
|
local y2 = ((y + half_height) % height) - half_height
|
|
local row_pos = math.floor(y / height + 0.5)
|
|
local row_i = row_pos % rows + 1
|
|
local row = pattern[row_i] or {}
|
|
|
|
if row_pos % 2 ~= 0 then
|
|
x = x - half_width
|
|
end
|
|
|
|
local x2 = ((x + half_width) % width) - half_width
|
|
local col_pos = math.floor(x / width + 0.5)
|
|
local col_i = col_pos % columns + 1
|
|
|
|
if col_pos > row_pos / 2 or -col_pos > (row_pos + 1) / 2 then
|
|
return false
|
|
end
|
|
|
|
local shape = row[col_i] or Builders.empty_shape
|
|
return shape(x2, y2, world)
|
|
end
|
|
end
|
|
|
|
function Builders.pyramid_pattern_inner_overlap(pattern, columns, rows, width, height)
|
|
local half_width = width / 2
|
|
local half_height = height / 2
|
|
|
|
return function(x, y, world)
|
|
local y2 = ((y + half_height) % height) - half_height
|
|
local row_pos = math.floor(y / height + 0.5)
|
|
local row_i = row_pos % rows + 1
|
|
local row = pattern[row_i] or {}
|
|
|
|
local x_odd
|
|
local x_even
|
|
if row_pos % 2 == 0 then
|
|
x_even = x
|
|
x_odd = x - half_width
|
|
else
|
|
x_even = x - half_width
|
|
x_odd = x
|
|
x = x - half_width
|
|
end
|
|
|
|
x_even = ((x_even + half_width) % width) - half_width
|
|
x_odd = ((x_odd + half_width) % width) - half_width
|
|
|
|
local col_pos = math.floor(x / width + 0.5)
|
|
|
|
local offset = 1
|
|
local offset_odd = 0
|
|
if (col_pos % 2) == (row_pos % 2) then
|
|
offset = 0
|
|
offset_odd = 1
|
|
end
|
|
|
|
local col_i = (col_pos - offset) % columns + 1
|
|
local col_i_odd = (col_pos - offset_odd) % columns + 1
|
|
|
|
if col_pos > row_pos / 2 or -col_pos > (row_pos + 1) / 2 then
|
|
return false
|
|
end
|
|
|
|
local row_i_up = (row_pos - 1) % rows + 1
|
|
local row_up = pattern[row_i_up] or {}
|
|
local row_i_down = (row_pos + 1) % rows + 1
|
|
local row_down = pattern[row_i_down] or {}
|
|
|
|
local col_i_left = (col_pos - 1) % columns + 1
|
|
local col_i_right = (col_pos + 1) % columns + 1
|
|
|
|
-- start from top left, move left to right then down
|
|
local shape = row_up[col_i_left] or Builders.empty_shape
|
|
local tile = shape(x_even + width, y2 + height, world)
|
|
if tile then
|
|
return tile
|
|
end
|
|
|
|
shape = row_up[col_i_odd] or Builders.empty_shape
|
|
tile = shape(x_odd, y2 + height, world)
|
|
if tile then
|
|
return tile
|
|
end
|
|
|
|
shape = row_up[col_i_right] or Builders.empty_shape
|
|
tile = shape(x_even - width, y2 + height, world)
|
|
if tile then
|
|
return tile
|
|
end
|
|
|
|
shape = row[col_i_left] or Builders.empty_shape
|
|
tile = shape(x_even + width, y2, world)
|
|
if tile then
|
|
return tile
|
|
end
|
|
|
|
shape = row[col_i] or Builders.empty_shape
|
|
tile = shape(x_even, y2, world)
|
|
if tile then
|
|
return tile
|
|
end
|
|
|
|
shape = row[col_i_right] or Builders.empty_shape
|
|
tile = shape(x_even - width, y2, world)
|
|
if tile then
|
|
return tile
|
|
end
|
|
|
|
shape = row_down[col_i_left] or Builders.empty_shape
|
|
tile = shape(x_even + width, y2 - height, world)
|
|
if tile then
|
|
return tile
|
|
end
|
|
|
|
shape = row_down[col_i_odd] or Builders.empty_shape
|
|
tile = shape(x_odd, y2 - height, world)
|
|
if tile then
|
|
return tile
|
|
end
|
|
|
|
shape = row_down[col_i_right] or Builders.empty_shape
|
|
return shape(x_even - width, y2 - height, world)
|
|
end
|
|
end
|
|
|
|
function Builders.grid_pattern_offset(pattern, columns, rows, width, height)
|
|
local half_width = width / 2
|
|
local half_height = height / 2
|
|
|
|
return function(x, y, world)
|
|
local y2 = ((y + half_height) % height) - half_height
|
|
local row_pos = math.floor(y / height + 0.5)
|
|
local row_i = row_pos % rows + 1
|
|
local row = pattern[row_i] or {}
|
|
|
|
local x2 = ((x + half_width) % width) - half_width
|
|
local col_pos = math.floor(x / width + 0.5)
|
|
local col_i = col_pos % columns + 1
|
|
|
|
y2 = y2 + height * math.floor((row_pos + 1) / rows)
|
|
x2 = x2 + width * math.floor((col_pos + 1) / columns)
|
|
|
|
local shape = row[col_i] or Builders.empty_shape
|
|
return shape(x2, y2, world)
|
|
end
|
|
end
|
|
|
|
-- tile converters
|
|
function Builders.change_tile(shape, old_tile, new_tile)
|
|
return function(x, y, world)
|
|
local tile = shape(x, y, world)
|
|
|
|
if type(tile) == 'table' then
|
|
if tile.tile == old_tile then
|
|
tile.tile = new_tile
|
|
end
|
|
else
|
|
if tile == old_tile then
|
|
tile = new_tile
|
|
end
|
|
end
|
|
|
|
return tile
|
|
end
|
|
end
|
|
|
|
function Builders.change_collision_tile(shape, collides, new_tile)
|
|
return function(x, y, world)
|
|
local tile = shape(x, y, world)
|
|
|
|
if type(tile) == 'table' then
|
|
if tile.tile.collides_with(collides) then
|
|
tile.tile = new_tile
|
|
return tile
|
|
end
|
|
else
|
|
if tile.collides_with(collides) then
|
|
return new_tile
|
|
end
|
|
end
|
|
|
|
return tile
|
|
end
|
|
end
|
|
|
|
-- only changes tiles made by the factorio map generator.
|
|
function Builders.change_map_gen_tile(shape, old_tile, new_tile)
|
|
return function(x, y, world)
|
|
local function handle_tile(tile)
|
|
if type(tile) == 'boolean' and tile then
|
|
local gen_tile = world.surface.get_tile(world.x, world.y).name
|
|
if gen_tile == old_tile then
|
|
return new_tile
|
|
end
|
|
end
|
|
return tile
|
|
end
|
|
|
|
local tile = shape(x, y, world)
|
|
|
|
if type(tile) == 'table' then
|
|
tile.tile = handle_tile(tile.tile)
|
|
else
|
|
tile = handle_tile(tile)
|
|
end
|
|
|
|
return tile
|
|
end
|
|
end
|
|
|
|
-- only changes tiles made by the factorio map generator.
|
|
function Builders.change_map_gen_collision_tile(shape, collides, new_tile)
|
|
return function(x, y, world)
|
|
local function handle_tile(tile)
|
|
if type(tile) == 'boolean' and tile then
|
|
local gen_tile = world.surface.get_tile(world.x, world.y)
|
|
if gen_tile.collides_with(collides) then
|
|
return new_tile
|
|
end
|
|
end
|
|
return tile
|
|
end
|
|
|
|
local tile = shape(x, y, world)
|
|
|
|
if type(tile) == 'table' then
|
|
tile.tile = handle_tile(tile.tile)
|
|
else
|
|
tile = handle_tile(tile)
|
|
end
|
|
|
|
return tile
|
|
end
|
|
end
|
|
|
|
local bad_tiles = {
|
|
['out-of-map'] = true,
|
|
['water'] = true,
|
|
['deepwater'] = true,
|
|
['water-green'] = true,
|
|
['deepwater-green'] = true
|
|
}
|
|
|
|
function Builders.overlay_tile_land(shape, tile_shape)
|
|
return function(x, y, world)
|
|
local function handle_tile(tile)
|
|
if type(tile) == 'boolean' then
|
|
return tile and not world.surface.get_tile(world.x, world.y).collides_with('water-tile')
|
|
else
|
|
return not bad_tiles[tile]
|
|
end
|
|
end
|
|
|
|
local tile = shape(x, y, world)
|
|
|
|
if type(tile) == 'table' then
|
|
if handle_tile(tile.tile) then
|
|
tile.tile = tile_shape(x, y, world) or tile.tile
|
|
end
|
|
else
|
|
if handle_tile(tile) then
|
|
tile = tile_shape(x, y, world) or tile
|
|
end
|
|
end
|
|
|
|
return tile
|
|
end
|
|
end
|
|
|
|
local water_tiles = {
|
|
['water'] = true,
|
|
['deepwater'] = true,
|
|
['water-green'] = true,
|
|
['deepwater-green'] = true
|
|
}
|
|
|
|
function Builders.fish(shape, spawn_rate)
|
|
return function(x, y, world)
|
|
local function handle_tile(tile)
|
|
if type(tile) == 'string' then
|
|
if water_tiles[tile] and spawn_rate >= math.random() then
|
|
return {name = 'fish'}
|
|
end
|
|
elseif tile then
|
|
if world.surface.get_tile(world.x, world.y).collides_with('water-tile') and spawn_rate >= math.random() then
|
|
return {name = 'fish'}
|
|
end
|
|
end
|
|
end
|
|
|
|
local tile = shape(x, y, world)
|
|
|
|
if type(tile) == 'table' then
|
|
local entity = handle_tile(tile.tile)
|
|
if entity then
|
|
add_entity(tile, entity)
|
|
end
|
|
else
|
|
local entity = handle_tile(tile)
|
|
if entity then
|
|
tile = {
|
|
tile = tile,
|
|
entities = {entity}
|
|
}
|
|
end
|
|
end
|
|
|
|
return tile
|
|
end
|
|
end
|
|
|
|
function Builders.apply_effect(shape, func)
|
|
return function(x, y, world)
|
|
local tile = shape(x, y, world)
|
|
return func(x, y, world, tile)
|
|
end
|
|
end
|
|
|
|
function Builders.manhattan_value(base, mult)
|
|
return function(x, y)
|
|
return mult * (math.abs(x) + math.abs(y)) + base
|
|
end
|
|
end
|
|
|
|
function Builders.euclidean_value(base, mult)
|
|
return function(x, y)
|
|
return mult * math.sqrt(x * x + y * y) + base
|
|
end
|
|
end
|
|
|
|
return Builders
|