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utils.lua
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utils.lua
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-- utils.lua by binbinhfr, v1.0.17, now maintained by djmango
-- define debug_status to 1 or nil in the control.lua, before statement require("utils")
-- define also debug_file and debug_mod_name
colors = {
white = {r = 1, g = 1, b = 1},
black = {r = 0, g = 0, b = 0},
darkgrey = {r = 0.25, g = 0.25, b = 0.25},
grey = {r = 0.5, g = 0.5, b = 0.5},
lightgrey = {r = 0.75, g = 0.75, b = 0.75},
red = {r = 1, g = 0, b = 0},
darkred = {r = 0.5, g = 0, b = 0},
lightred = {r = 1, g = 0.5, b = 0.5},
green = {r = 0, g = 1, b = 0},
darkgreen = {r = 0, g = 0.5, b = 0},
lightgreen = {r = 0.5, g = 1, b = 0.5},
blue = {r = 0, g = 0, b = 1},
darkblue = {r = 0, g = 0, b = 0.5},
lightblue = {r = 0.5, g = 0.5, b = 1},
orange = {r = 1, g = 0.55, b = 0.1},
yellow = {r = 1, g = 1, b = 0},
pink = {r = 1, g = 0, b = 1},
purple = {r = 0.6, g = 0.1, b = 0.6},
brown = {r = 0.6, g = 0.4, b = 0.1},
}
anticolors = {
white = colors.black,
black = colors.white,
darkgrey = colors.white,
grey = colors.black,
lightgrey = colors.black,
red = colors.white,
darkred = colors.white,
lightred = colors.black,
green = colors.black,
darkgreen = colors.white,
lightgreen = colors.black,
blue = colors.white,
darkblue = colors.white,
lightblue = colors.black,
orange = colors.black,
yellow = colors.black,
pink = colors.white,
purple = colors.white,
brown = colors.white,
}
lightcolors = {
white = colors.lightgrey,
grey = colors.darkgrey,
lightgrey = colors.grey,
red = colors.lightred,
green = colors.lightgreen,
blue = colors.lightblue,
yellow = colors.orange,
pink = colors.purple,
}
--------------------------------------------------------------------------------------
function debug_active(msg, level)
level = level or 1
-- can be called everywhere, except in on_load where game is not existing
local s = ""
for i, v in ipairs({msg}) do
s = s .. tostring(v)
end
if s == "RAZ" or debug_do_raz == true then
game.remove_path(debug_file)
debug_do_raz = false
elseif s == "CLEAR" then
for _, player in pairs(game.players) do
if player.connected then player.clear_console() end
end
end
s = debug_mod_name .. "(" .. game.tick .. "): " .. s
game.write_file( debug_file, s .. "\n", true )
for _, player in pairs(game.players) do
if player.connected then player.print(s) end
end
end
if debug_status == 1 then debug_print = debug_active else debug_print = function() end end
--------------------------------------------------------------------------------------
function message_all(s)
for _, player in pairs(game.players) do
if player.connected then
player.print(s)
end
end
end
--------------------------------------------------------------------------------------
function message_force(force, s)
for _, player in pairs(force.players) do
if player.connected then
player.print(s)
end
end
end
--------------------------------------------------------------------------------------
function square_area( origin, radius )
return {
{x=origin.x - radius, y=origin.y - radius},
{x=origin.x + radius, y=origin.y + radius}
}
end
--------------------------------------------------------------------------------------
function distance( pos1, pos2 )
local dx = pos2.x - pos1.x
local dy = pos2.y - pos1.y
return( math.sqrt(dx*dx+dy*dy) )
end
--------------------------------------------------------------------------------------
function distance_square( pos1, pos2 )
return( math.max(math.abs(pos2.x - pos1.x),math.abs(pos2.y - pos1.y)) )
end
--------------------------------------------------------------------------------------
function pos_offset( pos, offset )
return { x=pos.x + offset.x, y=pos.y + offset.y }
end
--------------------------------------------------------------------------------------
function surface_area(surf)
local x1, y1, x2, y2 = 0,0,0,0
for chunk in surf.get_chunks() do
if chunk.x < x1 then
x1 = chunk.x
elseif chunk.x > x2 then
x2 = chunk.x
end
if chunk.y < y1 then
y1 = chunk.y
elseif chunk.y > y2 then
y2 = chunk.y
end
end
return( {{x1*32-8,y1*32-8},{x2*32+40,y2*32+40}} )
end
--------------------------------------------------------------------------------------
function iif( cond, val1, val2 )
if cond then
return val1
else
return val2
end
end
--------------------------------------------------------------------------------------
function add_list(list, obj)
-- to avoid duplicates...
for i, obj2 in pairs(list) do
if obj2 == obj then
return(false)
end
end
table.insert(list,obj)
return(true)
end
--------------------------------------------------------------------------------------
function del_list(list, obj)
for i, obj2 in pairs(list) do
if obj2 == obj then
table.remove( list, i )
return(true)
end
end
return(false)
end
--------------------------------------------------------------------------------------
function in_list(list, obj)
for k, obj2 in pairs(list) do
if obj2 == obj then
return(k)
end
end
return(nil)
end
--------------------------------------------------------------------------------------
function size_list(list)
local n = 0
for i in pairs(list) do
n = n + 1
end
return(n)
end
--------------------------------------------------------------------------------------
function concat_lists(list1, list2)
-- add list2 into list1 , do not avoid duplicates...
for i, obj in pairs(list2) do
table.insert(list1,obj)
end
end
--------------------------------------------------------------------------------------
function dupli_proto( type, name1, name2 )
if data.raw[type][name1] then
local proto = table.deepcopy(data.raw[type][name1])
proto.name = name2
if proto.minable and proto.minable.result then proto.minable.result = name2 end
if proto.place_result then proto.place_result = name2 end
if proto.take_result then proto.take_result = name2 end
if proto.result then proto.result = name2 end
return(proto)
else
error("prototype unknown " .. name1 )
return(nil)
end
end
--------------------------------------------------------------------------------------
function debug_guis( guip, indent )
if guip == nil then return end
debug_print( indent .. string.rep("....",indent) .. " " .. guip.name )
indent = indent+1
for k, gui in pairs(guip.children_names) do
debug_guis( guip[gui], indent )
end
end
--------------------------------------------------------------------------------------
function extract_monolith(filename, x, y, w, h)
return {
type = "monolith",
top_monolith_border = 0,
right_monolith_border = 0,
bottom_monolith_border = 0,
left_monolith_border = 0,
monolith_image = {
filename = filename,
priority = "extra-high-no-scale",
width = w,
height = h,
x = x,
y = y,
},
}
end