417 lines
21 KiB
Lua

local water = require("water-system")
local util = require("crater-util")
local circularNoise = util.circularNoise
local tileNoise = util.tileNoise
local tileNoiseLimited = util.tileNoiseLimited
local function nukeTileChangesHeightAwareHuge(position, check_craters, surface_index, crater_internal_r, crater_external_r, fireball_r)
local tileTable = {}
--fireball boils water...
for _,v in pairs(game.surfaces[surface_index].find_tiles_filtered{position=position, radius=fireball_r+0.5, name=water.waterTypes}) do
if(water.waterDepths[v.name]) then
table.insert(tileTable, {name = water.depthsForCrater[water.waterDepths[v.name]], position = v.position})
end
if(#tileTable >=1000) then
game.surfaces[surface_index].set_tiles(tileTable)
tileTable = {};
end
end
local groundNoise = {}
circularNoise(groundNoise, position, fireball_r, 1, 3)
for x,xtiles in pairs(groundNoise) do
for y,_ in pairs(xtiles) do
local tile = game.surfaces[surface_index].get_tile(x, y)
if not(water.waterDepths[tile.name] == nil) then
table.insert(tileTable, {name = water.depthsForCrater[water.waterDepths[tile.name]], position = {x = x, y = y}})
end
end
if(#tileTable >=1000) then
game.surfaces[surface_index].set_tiles(tileTable)
tileTable = {};
end
end
-- make the crater
for x = math.floor(-crater_external_r+0.5), math.floor(crater_external_r+0.5) do
for y = math.floor(-crater_external_r+0.5), math.floor(crater_external_r+0.5) do
local tilepos = {position.x + x, position.y + y}
local distSq = x*x+y*y
if(distSq<crater_internal_r*crater_internal_r/9) then
table.insert(tileTable, {name = water.depthsForCrater[-3], position = tilepos})
elseif(distSq<crater_internal_r*crater_internal_r*4/9) then
table.insert(tileTable, {name = water.depthsForCrater[-2], position = tilepos})
elseif(distSq<crater_internal_r*crater_internal_r) then
table.insert(tileTable, {name = water.depthsForCrater[-1], position = tilepos})
elseif(distSq<crater_external_r*crater_external_r) then
table.insert(tileTable, {name = water.depthsForCrater[1], position = tilepos})
end
if(#tileTable >=1000) then
game.surfaces[surface_index].set_tiles(tileTable)
tileTable = {};
end
end
end
-- add noise
tileNoise(game.surfaces[surface_index], tileTable, position, crater_internal_r/3, 1, {default = water.depthsForCrater[-3]}, 3);
if(#tileTable >=1000) then
game.surfaces[surface_index].set_tiles(tileTable)
tileTable = {};
end
tileNoise(game.surfaces[surface_index], tileTable, position, crater_internal_r*2/3, 1, {default = water.depthsForCrater[-2]}, 3);
if(#tileTable >=1000) then
game.surfaces[surface_index].set_tiles(tileTable)
tileTable = {};
end
tileNoise(game.surfaces[surface_index], tileTable, position, crater_internal_r, 2, {default = water.depthsForCrater[0]}, 3);
if(#tileTable >=1000) then
game.surfaces[surface_index].set_tiles(tileTable)
tileTable = {};
end
tileNoise(game.surfaces[surface_index], tileTable, position, crater_internal_r, 1, {default = water.depthsForCrater[-1]}, 3);
game.surfaces[surface_index].set_tiles(tileTable)
-- ensure noise for crater goes on top of lakes
local tileTable2 = {}
--noise around the crater
local externalNoise = {default = "nuclear-ground"}
tileNoise(game.surfaces[surface_index], tileTable2, position, crater_external_r, 1, externalNoise, 3);
--high noise around crater
local externalNoise2 = {default = "nuclear-high"}
tileNoise(game.surfaces[surface_index], tileTable2, position, crater_external_r-2, 1, externalNoise2, 3);
game.surfaces[surface_index].set_tiles(tileTable2)
--make the high ground removable
for _,v in pairs(game.surfaces[surface_index].find_tiles_filtered{position=position, radius=fireball_r+0.5, name="nuclear-high"}) do
game.surfaces[surface_index].set_hidden_tile(v.position, "nuclear-ground")
end
-- setup craters to fill with water
for xChunkPos = math.floor((position.x-fireball_r*1.1)/8-1),math.floor((position.x+fireball_r*1.1)/8+1) do
for yChunkPos = math.floor((position.y-fireball_r*1.1)/8-1),math.floor((position.y+fireball_r*1.1)/8+1) do
if (not (game.surfaces[surface_index].count_tiles_filtered{area={{xChunkPos*8, yChunkPos*8}, {xChunkPos*8+8, yChunkPos*8+8}}, name = water.waterTypes, limit = 1} == 0)) and
(not (game.surfaces[surface_index].count_tiles_filtered{area={{xChunkPos*8, yChunkPos*8}, {xChunkPos*8+8, yChunkPos*8+8}}, name = water.craterTypes0, limit = 1} == 0)) then
local height = -2;
if (not (game.surfaces[surface_index].count_tiles_filtered{area={{xChunkPos*8, yChunkPos*8}, {xChunkPos*8+8, yChunkPos*8+8}}, name = water.waterInCraterGoingOutDepth0Only, limit = 1} == 0)) then
height = 0;
end
-- have both water and crater
if(global.cratersFast[surface_index]==nil)then
global.cratersFast[surface_index] = {}
global.cratersFastData[surface_index] = {synch = 0, xCount = 0, xCountSoFar = 0, xDone = {}}
end
if(global.cratersFast[surface_index][xChunkPos]==nil)then
global.cratersFast[surface_index][xChunkPos] = {}
global.cratersFastData[surface_index].xCount = global.cratersFastData[surface_index].xCount + 1
end
global.cratersFast[surface_index][xChunkPos][yChunkPos] = height
end
end
end
-- slow filling - no checks required, all the chunks get this anyway
for xChunkPos = math.floor((position.x-fireball_r*1.1)/32-1),math.floor((position.x+fireball_r*1.1)/32+1) do
for yChunkPos = math.floor((position.y-fireball_r*1.1)/32-1),math.floor((position.y+fireball_r*1.1)/32+1) do
if (not (game.surfaces[surface_index].count_tiles_filtered{area={{xChunkPos*32, yChunkPos*32}, {xChunkPos*32+32, yChunkPos*32+32}}, name = water.craterTypes0, limit = 1} == 0)) then
table.insert(global.cratersSlow, {t = 0, x = xChunkPos, y = yChunkPos, surface = surface_index});
end
end
end
end
local function nukeTileChangesHeightAware(position, check_craters, surface_index, crater_internal_r, crater_external_r, fireball_r)
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
-- do the noise around the craters
if (crater_external_r>8) then
local externalNoise = {default = "nuclear-ground"}
for tile,h in pairs( water.waterDepths) do
externalNoise[tile] = water.depthsForCrater[h];
end
tileNoise(game.surfaces[surface_index], tileTable, position, crater_external_r, 1, externalNoise, 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)
if(v.name == "out-of-map")then
elseif(distSq>crater_external_r*crater_external_r and (noiseTables[1][v.position.x]==nil or noiseTables[1][v.position.x][v.position.y]==nil)) then
if(water.waterDepths[v.name]) then
table.insert(tileTable, {name = water.depthsForCrater[water.waterDepths[v.name]], position = v.position})
end
else
local curr_height = water.waterDepths[v.name]
if(curr_height==nil) then
curr_height = 0;
end
if (crater_internal_r<5) then
if(distSq<=crater_internal_r*crater_internal_r) then
curr_height = math.min(curr_height, -1)
end
elseif (crater_internal_r<10) then
if(distSq<=crater_internal_r*crater_internal_r) then
curr_height = math.min(curr_height, -1)
elseif (noiseTables[2][v.position.x]==nil or noiseTables[2][v.position.x][v.position.y]==nil)then
-- any tile not hit by the noise does this, otherwise we leave it
curr_height = curr_height+1;
end
elseif (crater_internal_r<20) then
if(distSq<=crater_internal_r*crater_internal_r/4) then
curr_height = math.min(curr_height, -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
curr_height = math.min(curr_height, -1)
else
curr_height = math.min(curr_height, -2)
end
elseif not (noiseTables[3][v.position.x]==nil or noiseTables[3][v.position.x][v.position.y]==nil)then
curr_height = math.min(curr_height, -1)
elseif (noiseTables[2][v.position.x]==nil or noiseTables[2][v.position.x][v.position.y]==nil)then
curr_height = curr_height+1;
end
else
if(distSq<=crater_internal_r*crater_internal_r/9) then
curr_height = math.min(curr_height, -3)
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
curr_height = math.min(curr_height, -2)
else
curr_height = math.min(curr_height, -3)
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
curr_height = math.min(curr_height, -1)
else
curr_height = math.min(curr_height, -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
curr_height = math.min(curr_height, -1)
elseif (noiseTables[4][v.position.x]==nil or noiseTables[4][v.position.x][v.position.y]==nil)then
curr_height = curr_height+1;
end
elseif(distSq<=(crater_external_r*2/3+crater_internal_r*1/3)*(crater_external_r*2/3+crater_internal_r*1/3)) then
if (noiseTables[3][v.position.x]==nil or noiseTables[3][v.position.x][v.position.y]==nil)then
curr_height = curr_height+2;
else
curr_height = curr_height+1;
end
else
if (noiseTables[2][v.position.x]==nil or noiseTables[2][v.position.x][v.position.y]==nil)then
curr_height = curr_height+1;
else
curr_height = curr_height+2;
end
end
end
if(curr_height > 1) then
table.insert(tileTable, {name = "nuclear-high", position = v.position})
else
table.insert(tileTable, {name = water.depthsForCrater[curr_height], position = v.position})
end
if(#tileTable >=1000) then
game.surfaces[surface_index].set_tiles(tileTable)
tileTable = {};
end
end
end
if (fireball_r>8) then
local groundNoise = {}
circularNoise(groundNoise, position, fireball_r, 1, 3)
for x,xtiles in pairs(groundNoise) do
for y,_ in pairs(xtiles) do
local tile = game.surfaces[surface_index].get_tile(x, y)
if(tile ~= "out-of-map")then
local tileDepth = water.waterDepths[tile.name];
if not(tileDepth == nil) then
table.insert(tileTable, {name = water.depthsForCrater[tileDepth], position = {x = x, y = y}})
end
end
end
end
end
game.surfaces[surface_index].set_tiles(tileTable)
--make the high ground removable
for _,v in pairs(game.surfaces[surface_index].find_tiles_filtered{position=position, radius=fireball_r+0.5, name="nuclear-high"}) do
game.surfaces[surface_index].set_hidden_tile(v.position, "nuclear-ground")
end
-- setup craters to fill with water
for xChunkPos = math.floor((position.x-fireball_r*1.1)/8-1),math.floor((position.x+fireball_r*1.1)/8+1) do
for yChunkPos = math.floor((position.y-fireball_r*1.1)/8-1),math.floor((position.y+fireball_r*1.1)/8+1) do
if (not (game.surfaces[surface_index].count_tiles_filtered{area={{xChunkPos*8, yChunkPos*8}, {xChunkPos*8+8, yChunkPos*8+8}}, name = water.waterTypes, limit = 1} == 0)) and
(not (game.surfaces[surface_index].count_tiles_filtered{area={{xChunkPos*8, yChunkPos*8}, {xChunkPos*8+8, yChunkPos*8+8}}, name = water.craterTypes0, limit = 1} == 0)) then
local height = -2;
if (not (game.surfaces[surface_index].count_tiles_filtered{area={{xChunkPos*8, yChunkPos*8}, {xChunkPos*8+8, yChunkPos*8+8}}, name = water.waterInCraterGoingOutDepth0Only, limit = 1} == 0)) then
height = 0;
end
-- have both water and crater
if(global.cratersFast[surface_index]==nil)then
global.cratersFast[surface_index] = {}
global.cratersFastData[surface_index] = {synch = 0, xCount = 0, xCountSoFar = 0, xDone = {}}
end
if(global.cratersFast[surface_index][xChunkPos]==nil)then
global.cratersFast[surface_index][xChunkPos] = {}
global.cratersFastData[surface_index].xCount = global.cratersFastData[surface_index].xCount + 1
end
global.cratersFast[surface_index][xChunkPos][yChunkPos] = height
end
end
end
if(not global.cratersSlow)then
global.cratersSlow = {}
end
-- slow filling - no checks required, all the chunks get this anyway
for xChunkPos = math.floor((position.x-fireball_r*1.1)/32-1),math.floor((position.x+fireball_r*1.1)/32+1) do
for yChunkPos = math.floor((position.y-fireball_r*1.1)/32-1),math.floor((position.y+fireball_r*1.1)/32+1) do
if (not (game.surfaces[surface_index].count_tiles_filtered{area={{xChunkPos*32, yChunkPos*32}, {xChunkPos*32+32, yChunkPos*32+32}}, name = water.craterTypes0, limit = 1} == 0)) then
table.insert(global.cratersSlow, {t = 0, x = xChunkPos, y = yChunkPos, surface = surface_index});
end
end
end
end
local function chunk_loaded(surface_index, chunkPosAndArea, chunkLoaderStruct, originPos, x, y, ang1, ang2, ang3, ang4, minR, maxR)
if(settings.global["destroy-resources-in-crater"].value) then
-- destroy resources in crater (a bit more to account for the noise on crater edge)
local craterEdgeSq = (chunkLoaderStruct.crater_external_r*1.1+4)*(chunkLoaderStruct.crater_external_r*1.1+4)
for _,v in pairs(game.surfaces[surface_index].find_entities_filtered{area = chunkPosAndArea.area, type="resource"}) do
if(v.valid and (v.position.x-originPos.x)*(v.position.x-originPos.x) + (v.position.y-originPos.y)*(v.position.y-originPos.y)<=craterEdgeSq) then
v.destroy()
end
end
end
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/9) then
table.insert(tileTable, {name = water.depthsForCrater[-3], position = tilepos})
elseif(distSq<crater_internal_r*crater_internal_r*4/9) then
table.insert(tileTable, {name = water.depthsForCrater[-2], position = tilepos})
elseif(distSq<crater_internal_r*crater_internal_r) then
table.insert(tileTable, {name = water.depthsForCrater[-1], position = tilepos})
elseif(distSq<crater_external_r*crater_external_r) then
table.insert(tileTable, {name = water.depthsForCrater[1], position = tilepos})
end
end
end
game.surfaces[surface_index].set_tiles(tileTable)
tileTable = {};
-- add noise
if(minR<crater_internal_r*1.1/3+10 and maxR> crater_internal_r/3-10) then
tileNoiseLimited(game.surfaces[surface_index], tileTable, originPos, crater_internal_r/3, 1, {default = water.depthsForCrater[-3]}, 3, startAngle, endAngle, minR, maxR, chunkPosAndArea.area);
end
if(minR<crater_internal_r*1.1*2/3+10 and maxR> crater_internal_r*2/3-10) then
tileNoiseLimited(game.surfaces[surface_index], tileTable, originPos, crater_internal_r*2/3, 1, {default = water.depthsForCrater[-2]}, 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, 2, {default = water.depthsForCrater[0]}, 3, startAngle, endAngle, minR, maxR, chunkPosAndArea.area);
tileNoiseLimited(game.surfaces[surface_index], tileTable, originPos, crater_internal_r, 1, {default = water.depthsForCrater[-1]}, 3, startAngle, endAngle, minR, maxR, chunkPosAndArea.area);
end
game.surfaces[surface_index].set_tiles(tileTable)
tileTable={};
-- ensure noise for crater goes on top of lakes
--noise around the crater
if(minR<crater_external_r*1.1+10 and maxR> crater_external_r-10) then
tileNoiseLimited(game.surfaces[surface_index], tileTable, originPos, crater_external_r, 1, {default = "nuclear-ground"}, 3, startAngle, endAngle, minR, maxR, chunkPosAndArea.area);
end
--high noise around crater
if(minR<crater_external_r*1.1+6 and maxR> crater_external_r-14) then
tileNoiseLimited(game.surfaces[surface_index], tileTable, originPos, crater_external_r-4, 1, {default = "nuclear-high"}, 3, startAngle, endAngle, minR, maxR, chunkPosAndArea.area);
end
game.surfaces[surface_index].set_tiles(tileTable)
for _,v in pairs(game.surfaces[surface_index].find_tiles_filtered{area=chunkPosAndArea.area, name="nuclear-high"}) do
game.surfaces[surface_index].set_hidden_tile(v.position, "nuclear-ground")
end
end
local function chunk_loaded_outer(surface_index, chunkPosAndArea, chunkLoaderStruct, originPos, x, y, ang1, ang2, ang3, ang4, minR, maxR)
local tiles = game.surfaces[surface_index].find_tiles_filtered{area=chunkPosAndArea.area, name=water.waterTypes};
if(#tiles ~=0) then
local startAngle = math.min(ang1, ang2, ang3, ang4)
local endAngle = math.max(ang1, ang2, ang3, ang4)
local tileTable = {};
local fireballSq = chunkLoaderStruct.fireball_r*chunkLoaderStruct.fireball_r;
for _,v in pairs(tiles) do
if((v.position.x-originPos.x)*(v.position.x-originPos.x)+(v.position.y-originPos.y)*(v.position.y-originPos.y)<=fireballSq) then
local depth = water.waterDepths[v.name]
if(depth) then
-- if (depth == -2 and (v.position.x == x or v.position.x == x+31))then
--depth = -3;
-- elseif (depth == -2 and (v.position.y == y or v.position.y == y+31))then
--depth = -3
-- end
table.insert(tileTable, {name = water.depthsForCrater[depth], position = v.position})
end
end
end
game.surfaces[surface_index].set_tiles(tileTable)
if(maxR>chunkLoaderStruct.fireball_r-4) then
tileTable = {};
local waterMapping = {}
for t,h in pairs(water.waterDepths) do
waterMapping[t] = water.depthsForCrater[h]
end
tileNoiseLimited(game.surfaces[surface_index], tileTable, originPos, chunkLoaderStruct.fireball_r, 1, waterMapping, 3, startAngle, endAngle, minR, maxR, chunkPosAndArea.area);
game.surfaces[surface_index].set_tiles(tileTable)
end
end
end
return {
nukeTileChangesHeightAware = nukeTileChangesHeightAware,
nukeTileChangesHeightAwareHuge = nukeTileChangesHeightAwareHuge,
chunk_loaded = chunk_loaded,
chunk_loaded_outer = chunk_loaded_outer,
use_fires = true
}