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