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ComfyFactorio/maps/modules/landfill_reveals_nauvis.lua

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2019-03-11 15:55:01 +02:00
-- placing landfill in another surface will reveal nauvis -- by mewmew
local regenerate_decoratives = true
local event = require 'utils.event'
local math_random = math.random
local table_insert = table.insert
local water_tile_whitelist = {
["water"] = true,
["deepwater"] = true,
["water-green"] = true,
["deepwater-green"] = true
}
local function shuffle(tbl)
local size = #tbl
for i = size, 1, -1 do
local rand = math.random(size)
tbl[i], tbl[rand] = tbl[rand], tbl[i]
end
return tbl
end
local function get_chunk_position(position)
local chunk_position = {}
position.x = math.floor(position.x, 0)
position.y = math.floor(position.y, 0)
for x = 0, 31, 1 do
if (position.x - x) % 32 == 0 then chunk_position.x = (position.x - x) / 32 end
end
for y = 0, 31, 1 do
if (position.y - y) % 32 == 0 then chunk_position.y = (position.y - y) / 32 end
end
return chunk_position
end
local function regenerate_decoratives(surface, position)
local chunk = get_chunk_position(position)
if not chunk then return end
surface.destroy_decoratives({area = {{chunk.x * 32, chunk.y * 32}, {chunk.x * 32 + 32, chunk.y * 32 + 32}}})
--surface.destroy_decoratives({{chunk.x * 32, chunk.y * 32}, {chunk.x * 32 + 32, chunk.y * 32 + 32}})
local decorative_names = {}
for k,v in pairs(game.decorative_prototypes) do
if v.autoplace_specification then
decorative_names[#decorative_names+1] = k
end
end
surface.regenerate_decorative(decorative_names, {chunk})
end
local function place_entity(surface, e)
if e.type == "resource" then surface.create_entity({name = e.name, position = e.position, amount = e.amount}) return end
if e.type == "cliff" then surface.create_entity({name = e.name, position = e.position, force = e.force, cliff_orientation = e.cliff_orientation}) return end
if e.direction then surface.create_entity({name = e.name, position = e.position, force = e.force, direction = e.direction}) return end
surface.create_entity({name = e.name, position = e.position, force = e.force})
end
local function generate_chunks(position)
local nauvis = game.surfaces.nauvis
local chunk = get_chunk_position(position)
if nauvis.is_chunk_generated(chunk) then return end
nauvis.request_to_generate_chunks(position, 1)
nauvis.force_generate_chunk_requests()
end
local function process_tile(surface, position, old_tile, player)
local nauvis = game.surfaces.nauvis
generate_chunks(position)
local new_tile = nauvis.get_tile(position)
surface.set_tiles({new_tile})
if new_tile.name == old_tile.name then
player.insert({name = "landfill", count = 1})
return
end
for _, e in pairs(nauvis.find_entities_filtered({area = {{position.x - 0, position.y - 0}, {position.x + 0.999, position.y + 0.999}}})) do
place_entity(surface, e)
end
end
local function on_player_built_tile(event)
if event.item.name ~= "landfill" then return end
local surface = game.surfaces[event.surface_index]
local player = game.players[event.player_index]
for _, placed_tile in pairs(event.tiles) do
if water_tile_whitelist[placed_tile.old_tile.name] then
process_tile(surface, placed_tile.position, placed_tile.old_tile, player)
if regenerate_decoratives then
if math_random(1, 4) == 1 then
regenerate_decoratives(surface, placed_tile.position)
end
end
end
end
end
event.add(defines.events.on_player_built_tile, on_player_built_tile)