196 lines
7.5 KiB
Lua

local water = require("water-system")
local spaceTiles = {"se-regolith", "se-space-platform-plating", "se-space-platform-scaffold", "se-spaceship-floor"}
local allSpaceTiles = {"se-regolith", "se-space-platform-plating", "se-space-platform-scaffold", "se-spaceship-floor", "se-space"}
local function tileDown1Map(tile)
if(tile.name == "se-regolith" or tile.name == "se-space-platform-scaffold")then
return "se-space"
elseif(tile.name == "se-space-platform-plating")then
if(tile.hidden_tile == "se-space") then
return "se-space-platform-plating"
else
return tile.hidden_tile or "se-space-platform-plating"
end
return "se-space-platform-scaffold"
elseif(tile.name == "se-spaceship-floor")then
return tile.hidden_tile or "se-space"
else
return "se-space"
end
end
local function mapTile(tile, diff)
if(diff <= 1) then
return tileDown1Map(tile)
else
return "se-space"
end
end
local bigMapDown1 = {default = "se-space"}
bigMapDown1["se-space-platform-plating"] = "se-space-platform-scaffold"
local util = require("crater-util")
local circularNoise = util.circularNoise
local tileNoise = util.tileNoise
local tileNoiseLimited = util.tileNoiseLimited
local function nukeTileChangesHeightAware(position, check_craters, surface_index, crater_internal_r, crater_external_r, fireball_r)
local hiddenTable = {}
local tileTable = {}
local noiseTables = {}
if (crater_internal_r<5) then
noiseTables[1] = {}
--no extra noise needed
elseif (crater_internal_r<10) then
noiseTables[1] = {}
noiseTables[2] = {}
circularNoise(noiseTables[2], position, crater_internal_r, 1/2, 3)
circularNoise(noiseTables[1], position, crater_external_r, 1/2, 3)
elseif (crater_internal_r<20) then
noiseTables[1] = {}
noiseTables[2] = {}
noiseTables[3] = {}
noiseTables[4] = {}
circularNoise(noiseTables[4], position, crater_internal_r/2, 1/2, 3)
circularNoise(noiseTables[3], position, crater_internal_r, 1/2, 3)
circularNoise(noiseTables[2], position, crater_internal_r, 1, 3)
circularNoise(noiseTables[1], position, crater_external_r, 1/2, 3)
else
local noiseLevel = 1/2;
if(crater_internal_r>50)then
noiseLevel = 1;
end
noiseTables[1] = {}
noiseTables[2] = {}
noiseTables[3] = {}
noiseTables[4] = {}
noiseTables[5] = {}
noiseTables[6] = {}
noiseTables[7] = {}
circularNoise(noiseTables[7], position, crater_internal_r/3, noiseLevel, 3)
circularNoise(noiseTables[6], position, crater_internal_r*2/3, noiseLevel, 3)
circularNoise(noiseTables[5], position, crater_internal_r, noiseLevel, 3)
circularNoise(noiseTables[4], position, crater_internal_r, noiseLevel*2, 3)
circularNoise(noiseTables[3], position, crater_external_r*1/3+crater_internal_r*2/3, noiseLevel, 3)
circularNoise(noiseTables[2], position, crater_external_r*2/3+crater_internal_r*1/3, noiseLevel, 3)
circularNoise(noiseTables[1], position, crater_external_r-1, noiseLevel, 3)
end
for _,v in pairs(game.surfaces[surface_index].find_tiles_filtered{position=position, radius=fireball_r+0.5}) do
local distSq = (v.position.x-position.x)*(v.position.x-position.x)+(v.position.y-position.y)*(v.position.y-position.y)
local diffToDrop = 0
if (crater_internal_r<10) then
if(distSq<=crater_internal_r*crater_internal_r) then
diffToDrop = 1
end
elseif (crater_internal_r<20) then
if(distSq<=crater_internal_r*crater_internal_r/4) then
diffToDrop = 2
elseif(distSq<=crater_internal_r*crater_internal_r) then
if (noiseTables[4][v.position.x]==nil or noiseTables[4][v.position.x][v.position.y]==nil)then
diffToDrop = 1
else
diffToDrop = 2
end
elseif not (noiseTables[3][v.position.x]==nil or noiseTables[3][v.position.x][v.position.y]==nil)then
diffToDrop = 1
end
else
if(distSq<=crater_internal_r*crater_internal_r/9) then
diffToDrop = 2
elseif(distSq<=crater_internal_r*crater_internal_r*4/9) then
if (noiseTables[7][v.position.x]==nil or noiseTables[7][v.position.x][v.position.y]==nil)then
diffToDrop = 2
else
diffToDrop = 2
end
elseif(distSq<=crater_internal_r*crater_internal_r) then
if (noiseTables[6][v.position.x]==nil or noiseTables[6][v.position.x][v.position.y]==nil)then
diffToDrop = 1
else
diffToDrop = 2
end
elseif(distSq<=(crater_external_r*1/3+crater_internal_r*2/3)*(crater_external_r*1/3+crater_internal_r*2/3)) then
if not (noiseTables[5][v.position.x]==nil or noiseTables[5][v.position.x][v.position.y]==nil)then
diffToDrop = 1
end
end
end
if(diffToDrop ~= 0) then
if(v.hidden_tile) then
hiddenTable[v.position] = v.hidden_tile
end
table.insert(tileTable, {name = mapTile(v, diffToDrop), position = v.position})
end
if(#tileTable >=1000) then
game.surfaces[surface_index].set_tiles(tileTable)
tileTable = {};
end
end
game.surfaces[surface_index].set_tiles(tileTable)
for pos,h in pairs(hiddenTable) do
game.surfaces[surface_index].set_hidden_tile(pos, h)
end
end
local function chunk_loaded(surface_index, chunkPosAndArea, chunkLoaderStruct, originPos, x, y, ang1, ang2, ang3, ang4, minR, maxR)
local hiddenTable = {}
local startAngle = math.min(ang1, ang2, ang3, ang4)
local endAngle = math.max(ang1, ang2, ang3, ang4)
local crater_internal_r = chunkLoaderStruct.crater_internal_r
local crater_external_r = chunkLoaderStruct.crater_external_r
local tileTable = {};
for xoffset = 0, 32 do
for yoffset = 0, 32 do
local tilepos = {x + xoffset, y + yoffset}
local xdiff = x+xoffset-originPos.x
local ydiff = y+yoffset-originPos.y
local distSq = xdiff*xdiff+ydiff*ydiff
if(distSq<crater_internal_r*crater_internal_r/2) then
table.insert(tileTable, {name = "se-space", position = tilepos})
elseif(distSq<crater_internal_r*crater_internal_r) then
local tile = game.surfaces[surface_index].get_tile(x + xoffset, y + yoffset)
if(tile.hidden_tile) then
hiddenTable[tile.position] = tile.hidden_tile
end
table.insert(tileTable, {name = mapTile(tile, 1), position = tilepos})
end
end
end
game.surfaces[surface_index].set_tiles(tileTable)
tileTable = {};
-- add noise
if(minR<crater_internal_r*1.1/2+10 and maxR> crater_internal_r/2-10) then
tileNoiseLimited(game.surfaces[surface_index], tileTable, originPos, crater_internal_r/2, 1, {default = "se-space"}, 3, startAngle, endAngle, minR, maxR, chunkPosAndArea.area);
end
if(minR<crater_internal_r*1.15+10 and maxR> crater_internal_r-10) then
tileNoiseLimited(game.surfaces[surface_index], tileTable, originPos, crater_internal_r, 1, bigMapDown1, 3, startAngle, endAngle, minR, maxR, chunkPosAndArea.area);
end
game.surfaces[surface_index].set_tiles(tileTable)
for pos,h in pairs(hiddenTable) do
game.surfaces[surface_index].set_hidden_tile(pos, h)
end
for _,v in pairs(game.surfaces[surface_index].find_tiles_filtered{area=chunkPosAndArea.area, name="se-space-platform-scaffold"}) do
if(not v.hidden_tile) then
game.surfaces[surface_index].set_hidden_tile(v.position, "se-space")
end
end
end
return {
nukeTileChangesHeightAware = nukeTileChangesHeightAware,
nukeTileChangesHeightAwareHuge = nukeTileChangesHeightAware,
chunk_loaded = chunk_loaded,
chunk_loaded_outer = function() end,
interesting_tiles = allSpaceTiles,
use_fires = false
}