Committing the island generator script, and a bugfix
region_api.cpp had a bug, where a glue function's name was used twice. It was an easy catch, but there was an issue in the new script, where I was counting from 0 instead of 1. As a result, I was chasing a segfault for 5 hours.
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@@ -1 +1,42 @@
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print("Lua script check (./rsc)")
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--uber lazy declarations
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function square(x) return x*x end
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function distance(x, y, i, j) return math.sqrt(square(x - i) + square(y - j)) end
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--tile macros, mapped to the tilesheet
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local base = 14
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local shift = 36
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plains = base + shift * 0
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grass = base + shift * 1
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dirt = base + shift * 2
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sand = base + shift * 3
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water = base + shift * 4
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--Overwrite the original OnCreate with my own version
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Region.hcOnCreate = Region.OnCreate
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Region.OnCreate = function(region)
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local ret = Region.hcOnCreate(region) --best practices
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for i = 1, Region.GetWidth() do
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for j = 1, Region.GetHeight() do
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if distance(0, 0, i + Region.GetX(region) -1, j + Region.GetY(region) -1) > 10 then
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Region.SetTile(region, i, j, 1, water)
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else
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Region.SetTile(region, i, j, 1, plains)
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end
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end
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end
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return ret
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end
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--Get some regions
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newRoom = RoomMgr.CreateRoom("overworld")
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pager = Room.GetPager(newRoom)
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regionTable = {
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RegionPager.GetRegion(pager, 0, 0),
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RegionPager.GetRegion(pager, 0, -20),
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RegionPager.GetRegion(pager, -20, 0),
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RegionPager.GetRegion(pager, -20, -20)
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}
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print("Finished the lua script")
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